It is 1994 all around, however, the stakes are even higher this time around. A fresh struggle for development, approval, and control of information delivery is underway in Silicon Valley and throughout the globe. bingo blitz free credits , the majority of which you have never heard of before, are rushing to develop and deploy the next generation user interface. Which bingo blitz free credits will triumph? What business models are they employing? How does the future look? The change in technology will be so great it is going to affect how you use the world wide web, how you communicate, and also change the gear you use to access the Internet.
It is not Netscape and Microsoft this moment. Facebook and MySpace have already lost. The new protector is Second Life, Active Worlds, World of Warcaft, IMVU, Shanda, Red 5 Studios and others. It's a rich and robust three dimensional world which can communicate culture and information in an engaging and effective way. Within these robust digital worlds, the only limitation is our own joys. Virtual technology are in their nascent development phase, but are growing faster than anyone would have predicted. A confluence of infrastructure, computer engineering and social behavior theory is yielding powerful new methods to interact and socialize over the net. The idea of"goggling to the Metaverse with your personalized Avatar for a meet and greet" as called in the futuristic vision of Neal Stephenson's novel"Snow Crash" is truly not far from today's reality.
Second Life, World of Warcraft (WoW), and IMVU offers a fantastic view into the future of immersive communications and the following generation browser development. Watching how people team together to overcome the game struggles in WoW has spawned interest from social interaction to leadership development academics, in addition to the Military. The use of immersive environments on education and learning are infinite. In the future, teamwork and direction may no longer be a pedagogical exercise comprised to sterile classrooms; it is going to be a fully immersive hands-on learning experience where students learn skills in different virtual settings and situations. A little market by WoW and Shanda standards, the game has over 30,000 players everyday and is on Xbox, PlayStation, cell phones and Game Boy. Another and possibly better use for the technology is instruction. What would firms pay to employ an MBA graduate who had spent a few hundred real hours at Jack Welsh's mimicked shoes? And we believed EA's Madden Football was big. In the near future we'll have the ability to teach, test and hone vital skills to produce better knowledge workers and leaders with the improvements in new immersive browser technology.
Today, the digital world business models are in evolution. WoW has a subscription service where it costs about twenty dollars each month to login into the virtual dream world. China's Shanda using its Legend of Mir along with other virtual properties has a pay per use and subscription versions. IMVU has a novel model. bingo blitz free credits is indeed rich and realistic that consumers real pay for virtual clothes for their avatar and virtual gifts for others. Active Worlds has taken a much more stage centric approach charging to the base application for others to grow upon. Second Life has virtual money called Linden dollars that's used to pay for goods and service within the digital universe. Linden bucks can be bought with real currency. Walking around in Second Life and seeing all the billboard type ads does make me think about the Internet's early days where ads popped up out of nowhere and there were not any usability tips or design best practices. But, which model will triumph? There's room for many models, but it is too early to tell that browser will triumph.
I bought my last desktop seven decades back and do not plan on ever buying another. Being tethered is no longer an alternative. Surfing while walking between rooms, booting up at the coffee store, and logging at the airport is standard behavior for most of us. Myvu and iTheater are making goggles that project information right in front of your own eyes. It's mostly for game consoles and iPod movies now, but it has potential. In the near future, you may have a pair of goggles that have a higher resolution and are lighter than your notebook LCD screen, as well as delivering significantly more privacy while on your plane. With advancements like these, will our future computers seem more like a soda can hooked up to goggles than the rectangular paperweight of now? Hardware advancements along with the growing interactive virtual applications will merger to deliver us a new completely immersive user experience.
One downside is the most virtual worlds require a huge application download and setup. Each virtual world requires its own application, so if you create for Second Life you're limited to Second Life residents and have no access to additional audiences. The application diversity is a big negative for revenue scaling. It harkens the browser back interoperability of the'90s, in which companies had three variations of their websites to adapt browser differences. But finally, there will be a de facto standard and the winning program will come preloaded in your computer. I'm interested in seeing if this shakeout also generates anti-trust litigation.
The brand new 3-D browser battle has been waged now and the future of interactive communications is up for grabs. Can Silicon Valley create the upcoming 3-D interactive browser regular or will China? Only time will tell. However, the effect of immersive 3-D virtual worlds communications, social interaction, and instruction will change our lives as much as the microwave and remote control. . .and perhaps TiVo.