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The main lesson learned from Second Life is that a VR world needs to satisfy real needs for it to get widespread adoption. High-fidelity socializing across phys
by paulbaumgart 12y ago
The main lesson learned from Second Life is that a VR world needs to satisfy real needs for it to get widespread adoption. High-fidelity socializing across physical distances is my best guess for the first such "real need."
The purchasing intent part is a good question. People use Google search for product/service research, which is where the purchasing intent comes from. The question is, could this research be done better in an immersive VR world?
- 001sky 12y agoHigh-fidelity socializing Advertsising works on TV because the latter is a passive medium. It's the story-teller and you are the listener. VR is more like gaming-- there is product placement-- but the decisionmaker is using the SW to make decisions. Decisioning and being receptive to stories are different cognitive phases, especially with respect to T+1 buying intent. High-fidelity socializing, however, is the last place you want someone trying to manipulate you.