Synthetic worlds offer marketers an attractive new hunting ground.While TV viewing declines,consumers-particu-larly 18-to 34-year-olds-spend hundreds of millions of hours in these shared social environments generated by powerful servers and accessible to anyone connected to the Internet.These worlds are a sort of video game that millions of people can play at the same time.All participants have their own characters through which they see,hear,and touch their digital environments.And in these Web-based worlds,participants can replicate almost any real-world activity.That includes conversations,battles,sex,and,increasingly,commerce.
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