Three "Not So Obvious" Obvious Things about Virtual Worlds
Kapp Notes
DECEMBER 15, 2009
For example, I used to do some consulting for a large toy retailer and they created an actual replica of model store. They would bring in merchandisers and others into the actual store to look at layout and determine toy placement. Alter the frequency of interactions by building in-world templates of key locations. They are not magic.
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