The growing popularity of 3-D virtual worlds and their potential merger with e-commerce will likely change the way companies and clients conduct business in the future. For example, IBM recently created a virtual business center to facilitate interaction between their sales people and clients. Kimberly-Clark uses virtual reality technology to better understand consumer behavior.
It is estimated that people spend more than $1.5 billion (in real currency) on virtual items every year as part of their online game playing or virtual world interactions. That number is expected to climb as the popularity of virtual interactions grows.