Gartner Analysts Caution Enterprise on Online Worlds
Gartner analysts, in a recently-released assessment, warned that enthusiasm surrounding online worlds "must be tempered with a realistic assessment of the security and risk-management issues they expose enterprises to." Analysts advised companies sensitive to issues of branding, social and ethical positioning to "exercise particular caution in uncontrolled virtual worlds," citing Second Life as an example to watch, and preferring "heavily moderated, targeted alternatives" such as There, Kaneva and Activeworlds instead.
Gartner analyst and vice president Steve Prentice identified five categories into which major issues facing corporations can be grouped: IT-related security risks, such as the download of unverified apps and issues of firewall permeability; identity authentication and access management, concerning the potential for multiple characters and avatars that make it difficult to verify who a user really is; confidentiality in chat and stored information; brand and reputation risks, and lastly, productivity, which Prentice feels might decline, at least during the initial corporate adoption phases.
“The risks enterprises face as a result of their involvement in virtual worlds are real and can be significant. They shouldn't be ignored — but neither should the potential opportunities and benefits that arise from using these new environments for corporate collaboration and communications,” Prentice said. “When planning enterprise activities in virtual worlds, an enterprise's awareness of the risks, as well as a reasoned and objective analysis of them, will enable it to objectively evaluate the overall situation and offset risks against often-nebulous benefits.”


A new report from Strategy Analytics, titled "Online Games: Global Market Forecast", says the global online games market is already worth $4 billion and is expected to triple in the next five years. In particular, the report says the MMO games market, led by the World of Warcraft franchise, is "blazing the way for electronic sell-through and digital distribution of both PC and console games."
[In a pointed analysis piece, Joe Ludwig, producer at Pirates Of The Burning Sea developer Flying Lab Software, examines the barriers that make creating console MMOs more difficult than PC MMOs, from platform holders through certification and control devices and beyond.]
Venture capital firm Lightspeed
In advance of its report on "How to Justify Enterprise Investment in Virtual Worlds," information and technology research and advisory firm Gartner has outlined a three-step, incremental approach that it believes will constrain costs and emphasize benefits for virtual worlds, helping companies gain needed funding and approvals. 
According to a recent DFC Intelligence study, online gaming is set to reach $13 billion by 2010 -- from about $4.5 billion in 2007.
[As Quake Live launches, writer
[What's it like inside the end of a game world? Gamasutra's Chris Remo visits NCsoft's Tabula Rasa in its final days, joining the community that turned out in throngs for a surprisingly kooky farewell party.]







