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Using Virtual Worlds to Reach Consumers

I came across this interesting article in ReadWriteWeb that discusses how the enterprise has not yet quite dived head first into virtual worlds, even though it has been around since 1995. Virtual worlds are different because it recreates social interaction found in real-life in a digital space. Steven Walling mentions three key functions that can benefit virtual teams in an enterprise which are social networking, real-time collaboration between teams, and interactive training. While these functions are great, what are some functions of virtual worlds that are beneficial in reaching consumers?

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