Archive for secondlife
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Google Lively the 3D avatar and chat room based product launched in early july by Google was a bad omen from the time it was born. Born in an era of secondlife where users were used to a virtual world habitat that are high on detail and even higher on user experience this half baked [...]
We were at the recent Startup Saturday and one of the speakers was Siddharth Banerjee the Founder and CEO of a very interesting company by the name of Indusgeeks which deals in creating a presence for corporates in Virtual Worlds like SecondLife.com and others. Their previous experience includes working with clients like Cry and Wipro.
We [...]
Ok, so almost every tech blog worth its salt was keen on telling us that Apple is actually contemplating opening up a virtual Apple Store. In the mid nineties, Apple introduced a similar store. Based on virtual experience, it was termed eWorld. The service was supposed to be a customer support program that would help Apple reduce the costs on providing support to the customers. eWorld was highly priced and poorly marketed.
One of the best things social media has done is that it has brought access to people within reach to one and all. So it doesn’t really matter what you believe in if you are looking for like minded people to join you all you need to do is log on to a social network and start conversing to find people of similar interests. You would be surprised how many people actually care about what you care..
Weblo.com claims to be a parallel virtual marketplace to the real world markerplace. For those who dont know weblo.com is a website where members own and manage websites that are virtual replicas of real cities, states, properties, domains and celebrities. These Members first earn pseudo money which rises to earning real money if you have [...]
By the end of 2011, 80 percent of active Internet users (and Fortune 500 enterprises) will have a “second life,” but not necessarily in Second Life, according to Gartner
Gartner recommends that enterprises should experiment with virtual worlds, but not plan massive projects, and look for community benefits rather than commerce.
“The collaborative and community-related aspects of [...]