This document discusses the growth of virtual worlds and their potential business applications. Some key points made include: - By 2011, 80% of internet users will have avatars according to Gartner and virtual workspaces will be as important as the web according to Forrester Research. - $425 million was invested in 15 virtual world companies in the 4th quarter of 2007. - Potential business applications include e-learning, branding, virtual entrepreneurship, and market research. - Improvements in 2008 aimed to address issues like graphics, stability, and finding quality user-generated content. - Virtual worlds provide opportunities for research, experimentation, innovation, and better communication with markets.