Virtual Worlds
Christensen (2002) describes that new technologies and solutions replace established goods and services as a result of being “good enough” replacements. That is, the value of functions provided by a new solution outweighs any further incremental improvements to the entrenched product. The new value could be in terms of size, convenience, cost or other dimensions pertinent to many consumers. These attributes might be traded off for capacity or performance or other factors which are deemed less important than the new benefits. Virtual worlds are providing new value in many areas of commerce, business, health and recreation. They are not a fad. They are part of an ongoing change. Virtual worlds are in an opportunistic position to supplant many existing solutions and may be only one or two breakthroughs away from displacing more.