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An evaluation methodology to investigate the potential of virtual
worlds for practical uses is being developed as part of the I-VW
programme. This concentrates on the perspective of the use of
virtual worlds for professional uses and especially collaboration both
within and outside an organisation.
Key Headings
- Server Hosting ... third party, multiple providers, self-host option
- Client ... availability, generality, thin clients, mobile platform clients, ...
- Support ...
- Cost ... model, capital and recurrent, per avatar, for other content, ...
- Media support ... formats and mechanisms
- Voice ... features
- Chat ... features
- Group management ... features
- Security, privacy ... mechanism and features
- 3D model import and export
- Avatar information import and export
- Object scripting language and extension languages
- Links to external programs ... language
- ...
Other Criteria
Other feature comparisons, evaluation matrices and virtual worlds platform growth figures are available elsewhere. E.g.,
- Virtual Worlds Platform Matrix by VirtualWorldsNews.com. Includes:
- company
- world name
- world focus
- user generated content
- adverts supported
- currency
- target audience
- initial cost
- virtual item sales
- perspective
- URL
- Virtual Worlds Comparison Chart. Includes:
- Virtual world - The name of the virtual environment.
- OS - The available platforms for the title (PC, Mac, Linux, etc.)
- Cost per month - The cost for a monthly subscription. If the software has free, limited access available, it will be labeled as Free.
- Target user and style - The intended audience for the virtual world (e. g. kids, teens, adults) and the style of the environment (education, exploration, content creation, building, socializing, etc.)
- Edit avatars - The ability to customize one’s digital character.
- Build or design content - The ability to create custom content, without any required programming or coding.
- Script content - The ability to create objects and items via programming or coding.
- Own land / sell items - The ability to own virtual real estate, and the ability to sell virtual items within the virtual world.
- Education ready - The ability to utilize the virtual environment for educational purposes, such as to teach subject matter.
- Community events - Available community supported or sponsored events within the world.
- List of Virtual Environments
- Casual Immersive Worlds - A Comparison Chart by
TechCrunch, 5-Aug-2007
- Virtual Worlds Insight
by K Zero
- An assessment by age and size of the virtual worlds sector as
presented at VW Expo NYC 2008. This research include existing worlds
and platforms in development. Includes:
- K Zero "Universe-graph"
- shows total registered accounts across a wide-range of different
virtual worlds with accompanying average age and year of formation.
- Marketing Activity
- companies and brands engaging in worlds catering to kids and tweens
- Clever Zebra - Nick Wilson -
Report on "11 Virtual
Worlds Technologies That Will Change the Way we Work", 29-Jan-2009.
Listing active VW platforms.
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