Tech — GigaOM

Tech

3-D virtual world applications for enterprise use will grow into an industry earning $8 billion to $10 billion in annual revenue by 2014, according to a new report from GigaOM Pro (subscription required). Today, virtual worlds are primarily associated with role-playing games and avatar-based chat,… Read More »

A total of $594 million was invested in 63 Virtual Worlds in 2008, according to Austin-based trade show company Virtual Worlds Management. That may seem like a lot, but that’s down from the more than $1.4 billion in 2007 (their estimate), a figure that… Read More »

 
 

Users of IMVU, the popular web-based virtual chat room network profiled on GigaOM last June, can purchase songs from a catalog of 1 million tracks, either as a stream to be played within IMVU or as DRM-free MP3s they can play anywhere. Read More »

While slightly down from previous quarters, investment in virtual worlds continued at a good clip in the third quarter. Total investment for the year to date adds up to nearly a half billion dollars. Read More »

I still haven’t gotten around to unpacking from last week’s Virtual Worlds Expo in San Jose, Calif., but I have had time to streamline the biggest takeaways from the conference into a personal top five list: Big Tech Doubles Down on Virtual Worlds: IBM (IBM)… Read More »

First the good news: virtual worlds are experiencing their own dot com boom. Now the bad news: virtual worlds are experiencing their own dot com boom. Tomorrow and Thursday, the second Virtual Worlds Conference and Expo launches in San Jose; the… Read More »

loading external resource
Click to log in with: Not you?
Comment as guest:
By continuing you are agreeing to our Terms of Service and Privacy Policy.
Submitting comment...