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 <title>The Industry Standard - Virtual worlds: &amp;quot;2009 is going to be a trial by fire&amp;quot; - Comments</title>
 <link>http://www.thestandard.com/news/2009/01/23/virtual-worlds-getting-dose-reality</link>
 <description>Comments for &quot;Virtual worlds: &quot;2009 is going to be a trial by fire&quot;&quot;</description>
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 <title>Virtual worlds: &quot;2009 is going to be a trial by fire&quot;</title>
 <link>http://www.thestandard.com/news/2009/01/23/virtual-worlds-getting-dose-reality</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;Virtual worlds, at least those looking for funding, are meeting the all-too-real world of the worsening economy, according to a new report. &lt;/p&gt;
&lt;p&gt;Prepared by &lt;a href=&quot;http://www.virtualworldsmanagement.com/&quot;&gt;Virtual Worlds Management&lt;/a&gt;, a provider of market research and events related to the virtual worlds industry, the report says investments in 63 virtual-world related companies declined by 58 percent from 2007 to 2008, shrinking from $1.4 billion to $594 million. This year will see more contraction, Joey Seiler, editor of &lt;a href=&quot;http://www.virtualworldnews.com/&quot;&gt;Virtual World News&lt;/a&gt;, told &lt;i&gt;The Standard&lt;/i&gt;.  &lt;/p&gt;
&lt;p&gt;&amp;quot;2009 is going to be a trial by fire for the industry and entrepreneurs,&amp;quot; he said. &amp;quot;We might see some big breakthroughs but also more layoffs and consolidations.&amp;quot;&lt;/p&gt;
&lt;p&gt;Among the bright spots predicted in the &lt;a href=&quot;http://www.virtualworldsmanagement.com/2009/forecast/index.html&quot;&gt;2009 forecast&lt;/a&gt; is the youth market, which received a significant chunk of funding last year. Currently 193 of the approximately 350 virtual-world-related companies cater to teens or younger.&lt;/p&gt;
&lt;p&gt;Another opportunity is the enterprise market, served by companies such as &lt;a href=&quot;http://riversrunred.com/&quot;&gt;Rivers Run Red&lt;/a&gt;, which &lt;a href=&quot;http://www.thestandard.com/news/2008/12/08/immersive-workspaces-brings-meetings-second-life&quot;&gt;customizes &amp;quot;immersive workspaces&amp;quot;&lt;/a&gt; for companies interested in 3D collaboration tools. &lt;/p&gt;
&lt;p&gt;&amp;quot;This is a perfect opportunity for our industry,&amp;quot; wrote Rivers Run Red CEO Justin Bovington, one of the executives quoted in the forecast. &amp;quot;Enterprise virtual worlds have clear business advantages in this economic downturn&amp;quot; because businesses are not traveling as much as in years past.  &lt;/p&gt;
&lt;p&gt;Another area expected to enjoy more growth than others is virtual gifts, which have become popular on sites like Facebook and MySpace. &amp;quot;[That&#039;s] a pretty strong vote of confidence that the market is out there in North America, and not just with teens,&amp;quot; wrote Michael J. Griffin, creative director at &lt;a href=&quot;http://www.justleapin.com/&quot;&gt;Leap In Entertainment&lt;/a&gt;. &lt;/p&gt;
&lt;p&gt;However, rich, fully-functional online 3D worlds are still out of reach, said the forecast. &amp;quot;True Web-embedded 3D still looks like it is a ways away,&amp;quot; wrote &lt;a href=&quot;https://www.metaplace.com/&quot;&gt;Metaplace&lt;/a&gt; CEO Raph Koster. &amp;quot;All the solutions today require plugin installs or downloads, which remains a significant barrier to mass market adoption.&amp;quot; &lt;/p&gt;
&lt;p&gt;The virtual world industry has been around since the 80s when LucasArts&#039; Habitat introduced avatars.  However, it&#039;s still struggling to find a popular foothold beyond &lt;a href=&quot;http://secondlife.com/&quot;&gt;Second Life&lt;/a&gt;. Most companies, which range from tween site &lt;a href=&quot;http://www.flowplay.com/corp/index.shtml&quot;&gt;FlowPlay&lt;/a&gt; to &lt;a href=&quot;http://www.simmersion.com.au/&quot;&gt;Simmersion Holdings&lt;/a&gt;, which makes 3D products for business users such as urban planners and architects, are relatively obscure.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Image: avatar couple (Leap In Entertainment)&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
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 <comments>http://www.thestandard.com/news/2009/01/23/virtual-worlds-getting-dose-reality#comments</comments>
 <category domain="http://www.thestandard.com/taxonomy/term/774">3D</category>
 <category domain="http://www.thestandard.com/taxonomy/term/2637">co:Flowplay</category>
 <category domain="http://www.thestandard.com/taxonomy/term/13198">co:Leap In Entertainment</category>
 <category domain="http://www.thestandard.com/taxonomy/term/2009">co:Metaplace</category>
 <category domain="http://www.thestandard.com/taxonomy/term/12352">co:Rivers Run Red</category>
 <category domain="http://www.thestandard.com/taxonomy/term/13199">co:Simmersion Holdings:</category>
 <category domain="http://www.thestandard.com/taxonomy/term/6072">product:Second Life</category>
 <category domain="http://www.thestandard.com/taxonomy/term/5667">Software &amp;amp; Web</category>
 <category domain="http://www.thestandard.com/taxonomy/term/2514">The Industry Standard</category>
 <category domain="http://www.thestandard.com/taxonomy/term/3357">Virtual Worlds</category>
 <pubDate>Sat, 24 Jan 2009 11:44:37 -0500</pubDate>
 <dc:creator>Carla Thornton</dc:creator>
 <guid isPermaLink="false">124866 at http://www.thestandard.com</guid>
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