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The Internet Businesses IT

Most Business-Launched Virtual Worlds Fail 72

bughunter writes "Internet consultant firm Gartner claims that only 1 in 10 commercial virtual worlds succeeds, and most fail within 18 months: 'Businesses have learned some hard lessons," Gartner analyst Steve Prentice said in a statement released Thursday. "They need to realize that virtual worlds mark the transition from Web pages to Web places and a successful virtual presence starts with people, not physics. Realistic graphics and physical behavior count for little unless the presence is valued by and engaging to a large audience."'" Hard to believe it's even as high as one in ten -- most "virtual worlds" with obvious commercial trappings certainly don't inspire much besides mockery.
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Most Business-Launched Virtual Worlds Fail

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  • by hardburn ( 141468 ) <hardburnNO@SPAMwumpus-cave.net> on Saturday May 17, 2008 @06:33PM (#23448854)

    The average success rates for most businesses is also about 1 in 10.

    • by NetSettler ( 460623 ) * <kent-slashdot@nhplace.com> on Saturday May 17, 2008 @06:38PM (#23448882) Homepage Journal

      The average success rates for most businesses is also about 1 in 10.

      Exactly. Mod parent up to 5 and let's just declare this thread successfully finished. What more really needs saying?

      • by mrbluze ( 1034940 ) on Saturday May 17, 2008 @06:40PM (#23448898) Journal

        What more really needs saying?
        I dunno, maybe only 1 in 10 posts gets modded up to +5, despite good intentions?
        • What more really needs saying?
          I dunno, maybe only 1 in 10 posts gets modded up to +5, despite good intentions?
          Make that 1/5 for bad intentions
      • by TubeSteak ( 669689 ) on Saturday May 17, 2008 @09:51PM (#23450022) Journal
        http://app1.sba.gov/faqs/faqIndexAll.cfm?areaid=24 [sba.gov]

        8. What is the survival rate for new firms?

                    Two-thirds of new employer establishments survive at least two years, and 44 percent survive at least four years, according to a recent study
        . These results were similar for different industries. Firms that began in the second quarter of 1998 were tracked for the next 16 quarters to determine their survival rate. Despite conventional wisdom that restaurants fail much more frequently than firms in other industries, leisure and hospitality establishments, which include restaurants, survived at rates only slightly below the average. Earlier research has explored the reasons for a new business's survivability. Major factors in a firm's remaining open include an ample supply of capital, being large enough to have employees, the owner's education level, and the owner's reason for starting the firm in the first place, such as freedom for family life or wanting to be one's own boss.
        IIRC, the SBA commissioned a study that showed the 10 year success rate is something like 20%, but that figure varies up and down depending on the industry. Keep in mind that this represents Small Business, which is defined as less than 500 employees (with a bunch of exceptions).
  • Sturgeon's Law (Score:5, Insightful)

    by ozamosi ( 615254 ) on Saturday May 17, 2008 @06:48PM (#23448956) Homepage
  • Just because you can do something doesn't make it great idea for anything, let alone a business.
  • Virtual Lawyers? (Score:4, Informative)

    by CDMA_Demo ( 841347 ) on Saturday May 17, 2008 @06:50PM (#23448972) Homepage

    Examples would include training in emergency services within medical institutions and fire and police departments.
    I'll be a good exercise to try involving some "lawyery" in there. Infact that'd raise some new issues on who sues who, and where. Lets say the virtual fireman drove his truck into a virtual policeman. What will the virtual lawyer do? Might save us troubles such as these": http://www.news.com/Virtual-world-litigation-for-real/2010-1047_3-6190583.html [news.com]
  • by canuck57 ( 662392 ) on Saturday May 17, 2008 @06:59PM (#23449030)

    While it isn't business, it is life. My virtual world has never failed me. Especially six. I live in it now. I deviate and fork when I dream. Dream I do. If I don't like things, I change it. I live two instances of virtuality, my dreams state and my outwardly facing persona.

    Best part, it works without a computer. Requires no electricity, although a few beers helps.

    Miller time!

    • Re: (Score:2, Funny)

      by maxume ( 22995 )
      Miller time? I don't think you are a real Canuck.

      Also, a few beers?
      • Miller time? I don't think you are a real Canuck. Also, a few beers?

        You have to know me why I said that.

        Love the USA. I am not one of those inbreed types following the bullshit politics out of Ottawa. Don't follow NDP hatred of NAFTA, Americans and Canadians in my view are kissing cousins with stupid political spats in between.

        America is great.

        • by maxume ( 22995 )
          I'm American. I was thinking more about Labatt. Much better than Miller. If you get away from pilsner, from what I remember when I drank it, Moosehead was pretty good also.
          • I'm American. I was thinking more about Labatt. Much better than Miller. If you get away from pilsner, from what I remember when I drank it, Moosehead was pretty good also.

            Moosehead, we send that down south for a reason ;) Labatts, never drink that stuff warm, same with Budweiser. Now Miller and Big Rock...yum. MGD is good with a twist of lime when it is above 30C and when it gets cold a full bodied Big Rock hits the spot. Labatts 50, Old Stock and Brador, give that to my American friends when they come and visit. Nicely chilled and high test, gets them going fast.

            Wish Miller still made Lowenbrau, was a nice amber lager. Something like Molson Golden before it was screwed

    • Stop... Miller time!
      TFTFY.

      You can't touch this.
  • by Monkey_Genius ( 669908 ) on Saturday May 17, 2008 @07:08PM (#23449098)
    "...most "virtual worlds" with obvious commercial trappings certainly don't inspire much besides mockery."

    Especially here.
  • by colinrichardday ( 768814 ) <colin.day.6@hotmail.com> on Saturday May 17, 2008 @07:20PM (#23449178)
    Manager: Does your avatar make actual money?

    Employee: He doesn't know how to do that.

    Manager: The whole point of innovation is to make money.
  • Network Effect (Score:3, Insightful)

    by bill_mcgonigle ( 4333 ) * on Saturday May 17, 2008 @07:22PM (#23449194) Homepage Journal
    Why would I want to use a low value [wikipedia.org] virtual world?
  • "Web pages to Web places" Really? What does this distinction even mean? Could someone translate the corporate doubletalk for me?
    • Re:Web Places? (Score:5, Interesting)

      by owlnation ( 858981 ) on Saturday May 17, 2008 @07:43PM (#23449320)
      Don't worry about it, it's Gartner. Probably the only reason that businesses fail is because they listen to the mindless, erroneous, buzzword-infested garbage that Gartner spews out every so often. Gartner exists for the sake of existing, they add no genuine value to anything, virtual or real.
      • Re: Buzzwords (Score:3, Informative)

        by TaoPhoenix ( 980487 ) *

        Once you get past the Snarking, sometimes the buzzwords actually have a point.

        A Web Place requires the user to spend tangible amounts of time physically present at the place, preferably with greater than 25% attentiveness. IRC is the case study to "online in absentia".

        AOL's legions of Septemberites learned their first wee steps of the web because they responded in raucous rapid-fire quantities to each other.


    • Sure.

      You posted to a Web Page at 8:23 PM. You don't feel it's necessary to hang around for 2 hours for me to post my reply at 10:30.

      The problem with "web places" is that no one has quite mastered how to "hang" at web places without spending first tier time at a computer. As a few SF books have shown, web places will take off when you can visit for 17 minutes in the line at a restaurant.

      • The problem with "web places" is that no one has quite mastered how to "hang" at web places without spending first tier time at a computer. As a few SF books have shown, web places will take off when you can visit for 17 minutes in the line at a restaurant.

        It's called a 'smart phone'. They will be invented in about the year 2000. Furthermore I predict that a well-known upmarket vendor of digital appliances will come out with a very elegant one in about the year 2007, and that it will rapidly become popular.

        Great, this predictions business!

    • Yeah... that might actually replace "e-learning 2.0 Space" [slashdot.org] as my favorite buzzword laden nonsense in a Slashdot summary.

  • Does making a stupid 3D game your employees can wander about in really count as a virtual world? What if I run a Halflife server but we just wander about a map shaped like an office and chat? Can I tell all my rivals that our company has it's own virtual world?
  • Dreaming Companies (Score:4, Informative)

    by eulernet ( 1132389 ) on Saturday May 17, 2008 @08:07PM (#23449434)
    The online game companies imagine that since there are millions of Internet users, it means that they'll have instantly a lot of users.

    It's also because they need financial partners, so they tend to inflate their numbers to attract money.
    Investors like to hear about attracting 0.01% of the Internet users, even if they have nothing new, or even worse, nothing to sell !

    Hint: I worked in 2 such game companies, and they both failed !
  • Buzzword bullshit (Score:5, Insightful)

    by 77Punker ( 673758 ) <spencr04.highpoint@edu> on Saturday May 17, 2008 @08:08PM (#23449440)
    Transition from web pages to places? No thanks! I want a clean, simple web page that delivers the information I need in an organized and intuitive manner, not a fucking video game time sink. It shouldn't take up lots of memory and it shouldn't require much navigation, which is what web pages do and it is not what "virtual worlds" do.

    • This is why Slashdot is great. A previous poster didn't know the difference between the two words. You explain in great form.

      Now that the difference is apparent, I agree that someone misjudged the implications of "virtual meatspace"... which at its worst is like Small Town Effect. "Oh look! A dandelion!"

      • For all the poorly edited stories and group-think that goes on, Slashdot really is one of the best forums on the net. It sure beats Digg, even without as much fancy "2.0" stuff. If only they'd add a small one-time entry fee and some really aggressive permabanning moderators like Something Awful, this would be the best tech discussion imaginable, even if it may already be the best tech discussion available.
        • I come here because it is a free, informative way to keep up with the world, and is generally free from the usual media bias. Subscribers aside, I suspect that if a mandatory one-time fee were to be implemented, half of Slashdot's readers would jump ship in a heartbeat, precisely because of the poor editing, groupthink, trolling, and so on.
  • Um, it's Gartner (Score:5, Insightful)

    by afabbro ( 33948 ) on Saturday May 17, 2008 @08:15PM (#23449484) Homepage

    First, Gartner is pathetic [pbs.org].

    Second, there are some virtual worlds launched by businesses that have been astoundingly successful. They're called MMORPGs.

    • Re: (Score:3, Informative)

      by Bieeanda ( 961632 )
      Yeah, but the vast majority of MMOs end up collapsing, or never go beyond a few thousand users. MMOs actually have a business function as well: you give them money for the privilege of playing, and they hope that you don't outweigh your monthly fees by using too much bandwidth or tying up other resources.
    • Simply incredible. You must be commended for your outstanding commitment to Slashdot's "never read the article before posting" policy. You went far above and beyond your duties, and greatly exceeded your peers. You deserve a _fucking_ medal for not only skipping the article, but neglecting to read both the summary AND headline. In doing so, you managed to net +5 insightful moderator points.

      Keep up the good work, Slashdot needs more committed members like you.

      P.S.
      This article has NOTHING to do with ga
      • by tsm_sf ( 545316 )
        The article does not mention games, but only because the author isn't totally clueful. The fact that the GP brought them up shows that he was thinking a little bit.

        also... Cringely is frequently wrong, but always for interesting reasons. One of the few talking heads (typing fingers?) out there who seem to process what they take in rather than reframe what they read. You would do well to emulate this behavior.
        • Cringely is frequently wrong, but always for interesting reasons. One of the few talking heads (typing fingers?) out there who seem to process what they take in rather than reframe what they read. You would do well to emulate this behavior.

          I'd read the Cringely article before I got to this thread. Yes, Cringely is sometimes wrong. But he's not wrong about Gartner (or Aberdeen Group, or other such-like 'research companies'). Of course, the fact that they mostly spout rubbish doesn't necessarily mean that they're wrong in this report, which I haven't read.

    • hah

      never thought I'd see somebody complaining about Gartner ... with a link to Cringley

      haha
  • What virtual worlds? I haven't heard of any new ones to troll in a while.
  • by garylian ( 870843 ) on Saturday May 17, 2008 @08:48PM (#23449668)
    This is hardly surprising. Look at the multitude of MMOs that have started development, and been left by the roadside due to lack of funding for the craptastic product. Then look at all the MMOs that have died within 2yrs of launch due to lack of players.

    Heck, even some of the ones that are still going today would have died if they hadn't gotten lucky. Vanguard is only around because SOE bailed out Sigil, and the product is still not very good a full year after release. It should have never gone gold when it did, as it's now a "paid beta".

    The only thing that keeps the full numbers from looking so bad is the various "free to play but with an item mall" MMOs that come out of the Asian Pacific market. They can all call themselves successful, but they have no recurring income due to subscriptions, so they have little to no future development, and are basically "how many potions can you carry and use" games with no strategy outside of that.

    Don't think so many have gone belly up? Check this site out, and look at the number of games that were cancelled either pre-beta or during beta, or after launch. It's a lot. BetaWatcher [betawatcher.com]
    • Don't think so many have gone belly up? Check this site out, and look at the number of games that were cancelled either pre-beta or during beta, or after launch. It's a lot. BetaWatcher [betawatcher.com]
      I suspect the percentage would be close to 100% if you include all three of those ;)
    • > his is hardly surprising. Look at the multitude of MMOs that have started development, and been left by the roadside due to /* lack of funding for */ the craptastic product.

      Fixed that for you. And I'm quite serious: many of the exciting new products in many fields are proposed by people who have no idea of what the market will actually support, misled by their own hopes and the VC marketer who took the commission for finding them the money and is long gone by the time the product finishes failing. Far
    • so they have little to no future development, and are basically "how many potions can you carry and use" games with no strategy outside of that.
      As opposed to all those other MMOs?
  • most "virtual worlds" with obvious commercial trappings certainly don't inspire much besides mockery

    That might be true of a lot of B-list games and such, but "virtual worlds" like World of Warcraft, EVE Online, and Second Life have more fans than detractors.

  • 1 in 10 is better than the chances a sourceforge.net project has.
  • MMOs [and other MM games] often get a huge amount of coverage, before they eventually disappear off the face of the web.

    A spectacular failure with promising starts is of course, The Sims Online.
  • I just started reading Snow Crash today, incidentally. I'm not that far in, but it would make sense that for a virtual world to really take off, it would have to be the only game in town.
  • the most practical way to make a virtual world actually "useful" is to make a virtual office.

    no, not a virtual desktop, because that would imply that placing every single item - like a 3D filing cabinet - onto the 3D rendition of the "desk top" - is something that people would find "useful".

    the "desk top" metaphor has been overused and overburdened, and, after several decades of pain, i think it's clear that it's no longer "useful".

    a 600mhz ULV pentium M, in combination with the older 815 extreme graphics c
  • My virtual business (Score:3, Interesting)

    by Skidx ( 182277 ) on Sunday May 18, 2008 @11:20AM (#23453694) Homepage
    Just a little background on myself.. I run a virtual world business. Skidz Partz in second life, and while.. I understand all the laughter and criticisms, I have made my living from it making tools other gadgets. So I guess I am one out of the ten.

    One of the reason 9 out of 10 businesses fail in virtual worlds, is they are so easy to start. Its nothing to buy land (rent server space) and set up shop. You don't even have to have a product of your own. The hard part, is taking it seriously, customer support, having events and such.

    The second reason is most people open the store and think its like a web page, place things for sale and people buy.. completely automated.. no work at all.. I find, in virtual worlds the community factor is something that those 9 don't take into consideration. When coke put up there sim, it was empty of anyone that works there. People come to virtual worlds to communicate, explore, and create, and it defeats the whole purpose of the virtual world not to have a staff on hand to communicate and reach out to the audience.

    And, as far as the fancy ligth show, and physics, I would agree that the core business user of a virtual world would not care about those things, but I believe the base users do. They want a great experience with great graphics. Most people that come into second life just want to escape reality for a bit, roll play, chat with friends and those thing add to the experience. And if you have not seen the wind light version of secondlife, I recommend you take a look, its stunning.

    And now time to defend virtual worlds a bit... Last night I was searching the net high and low for a mathematical solution, but could not find it anywhere. I join the mathematics group in second life and had the answer I was looking for in just seconds. This is a great example of how the community is very powerful function in virtual worlds. In the future, I do believe virtual worlds will increase in popularity. I know IBM, Google, and Second life are working together now on something even bigger and better. While, right now, I would never suggest using second life as a work at home but in a virtual office, with the price of gas I believe something like that will become even more popular or more likely in the future.

    Well.. just my 2 cents.
  • A Currency that Pays a Divident The OpenSim project should have a currency that pays a divident. If users earn a divident just by using the game currency this will be a great incentive not only to participate in the game but also to use the currency in real life. Thus this increases the possibility that a market of things of value will develop in the game and maybe the currency will be used for real life transactions as well. A currency that pays a divident will prevail over any other form of virtual curre

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