I attended a conference recently.  It was an all day event that included speakers from a variety of business, government and industry sectors.  The conference activities were located in three buildings: an auditorium for the speaker presentations; an exhibition hall where a number of companies in the security industry presented their products and gave away gifts to visitors for which conferences are so well known; and a lounge where attendees could mingle and talk with speakers and company representatives.  In attendance was a monkey typing away on a typewriter, a ballerina, an alligator, a unicorn, and a large number of blue heads.  This was a virtual conference held in a virtual world. The participants were avatars. Welcome to the newest face of  E-Commerce: Virtual Worlds. 

 

It is common knowledge that with the rise of the collaborative Web 2.0 technologies, the face of E-Commerce has evolved from a static presentation of products and services to an interactive participatory relationship with customers.  The use of Web 2.0 tools such as blogs, podcasts, discussion forums, Twitter, YouTube, and other technologies have brought businesses closer to their customers. However, these relationships are still primariloy asynchronous in nature and cannot parallel the real-time face-to-face communication that the brick and mortar world provides.  This constraint is lifted through the use of Virtual Worlds where participants are immersed in a world that provides real-time communication and relationships with other customers and companiy representatives.

 

Virtual worlds are digital worlds.  They are created using computer technologies and often model elements of the real world such as buildings, roads, trees, etc.  Participants in virtual worlds use avatars to represent themselves.  Avatars are graphical characters that can resemble humans, animals, or mythical creatures. Virtual worlds allow multiple users to share a common space that is represented in visual formats employing a variety of two and three dimensional designs.  Immersion is an important aspect of virtual worlds.  The more participants feel that they are a part of the digitally created world, the more they will interact and participate in the virtual world activities.  E-Commerce providers use Virtual Worlds to interact in real-time with their customers and develop personal relationships with them -resulting in stronger loyalty to the company – translating into sales and revenue.  It is for this reason, that the newest face of E-Commerce is the face of Virtual Worlds.