Virtual worlds such as Second Life will become an indispensible business tool and vital to the strategy of any company intent on reaching out to the video-game generation, one of the world’s leading consultancies has said.
McKinsey & Company, the management consulting firm whose observations about corporate behaviour are closely watched, said that virtual worlds were on the cusp of a major expansion - particularly as a way to reach younger customers - and that companies were “ignoring them at their peril.”
A senior consultant at the company, which generally shies away from making public statements because its clients include major high street brands, said that any consumer-facing business “absolutely” had to be “experimenting in virtual worlds” if it wanted to get the attention of