Irving Wladawsky-Berger, IBM's vice president of technical strategy and innovation, writes on his blog about virtual world's potential for business and communications. Quotes:
"About two years ago, a study conducted by the IBM Academy of Technology concluded that technologies and capabilities from the gaming world would have a very strong impact on all aspects of IT, and made a number of recommendations for follow-on activities, which we have proceeded to implement."
"Another exciting area of study is e-commerce in the virtual world. The original, and now very successful concept of e-commerce, is built around the metaphor of a catalogue, which fits the page content notion of the Web and of browsers very nicely. But in the emerging, highly visual virtual worlds, commerce could be conducted in virtual stores, the allure of which would be limited only by the imagination of the virtual store designers."
"I believe that using such virtual, highly visual capabilities to help us design, simulate, optimize, operate and manage business activities of all sorts is going to be one of the most important breakthroughs in the IT industry over the next decade."
A few more details on the blog of Business Communicators of Second Life. Eightbar covers related IBM's projects.
-- clickable culture, x-posted on AdLab