The online gaming market began with single player and simple games and went on to encompass complex games, involving multi-players, creating, in the process, virtual communities.
Jekyll in real life wants to be Hyde in the virtual world. Very often, the real person behind the virtual persona is never revealed. The virtual avatar is often not linked to the real person, and it is more a fantasy of “what if.” This is a major challenge to advertisers, since the revenue model of online markets depends on advertising and subscriptions. With a low subscription to attract audience, and advertising revenues not really taking off, game providers need to become innovative.
Online gamers such as Second Life, Sim City and others have started taking these gaming platforms innovatively forward, selling their platforms and tools such as 3D animation to marketers across the world. Unlike communities evolving on their own, the innovative use of applications and platforms require additional software work and customisation to suit the needs of the real world companies.
