Virtual Worlds For Global Commerce April 2008

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  • + ecnet ecnet 2 years ago
    good!thanks.
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Virtual Worlds For Global Commerce April 2008 - Presentation Transcript

  1. Virtual Worlds for Global Commerce Daniel Livingstone Virtual Worlds for Global Commerce
    • Welcome to Adventure!! Would you like
    • instructions?
    • >no
    • You are standing at the end of a road
    • before a small brick building.
    • Around you is a forest. A small
    • stream flows out of the building and
    • down a gully. In the distance there is
    • a tall gleaming white tower.
    • >
  2.  
  3. Games
  4. Ultima Online
  5. World of Warcraft
  6. MUVEs
    • A range of 3D virtual worlds are more ‘general purpose’ - not games per se
      • Active Worlds
      • There
      • Second Life / Teen Second Life
      • Habbo Hotel
      • Kaneva
      • VastPark
      • Twinity
      • Gaia Online
      • OpenCroquet
      • Project Wonderland
  7. Some numbers Annual world-wide subscription income from World of Warcraft? Estimated: US $2 Billion
  8. You know, for kids
  9. Club Penguin: Bought by Disney in 2007 for $700 Million US
  10.  
  11.  
  12.  
  13. (L)earning From Virtual Worlds
  14. WoW in Action
  15.  
  16. How to make real money the MMOG way
    • Players can trade items in games
    • Can trade accounts
      • People started selling items and characters for real money
      • Virtual assets = real money
    • Generally discouraged by developers – with exceptions
    • Gold Farming
  17. Second Life
    • Any - and every - user is able to create content
      • Buildings, Furniture, Scenery
      • With scripts – pets, vehicles, guns
      • Avatar clothing, skins, custom avatars
    • A user-created world
    • With IP rights and freely convertible in-world currency (L$)
    • Social platform: Engaging with other ‘residents’ is the core experience
  18. Resident Run Businesses
    • Many residents enjoy SL for the ability to create their own content
    • Many choose to sell their creations
      • To cover their in-world expenses
      • To supplement RL income
      • Or even as their primary real-life income
    • SLExchange & OnRez: eCommerce web sites for Second Life
  19. What’s in it for business?
    • Sales and direct income?
    • Marketing?
      • Market size? Degree of contact?
      • Engaging with audience
    • A business tool?
      • Virtual meetings
  20. Virtually There
  21.  
  22.  
  23.  
  24.  
  25. Show me the (real) money
  26.  
  27. Real Life Business
    • Many real-life businesses have created presences in SL, or run marketing campaigns…
      • IBM, Dell, Sun, Amazon, O’Reilly, Wired, C|Net, BBH, Vodaphone, BBC, Adidas, Nissan, Sony Ericsson, Fox Movies, Pontiac, L’Oreal, Microsoft, CBS Television, Cisco, Intel, Coke, British Telecom …
    • Some have left…
      • ABM AMRO, …
    • New businesses providing virtual worlds marketing & development services
      • Electric Sheep Co., Millions of Us, Beta Technologies, KZero, …
  28.  
  29.  
  30.  
  31.  
  32. Imaginary worlds, real laws
  33.  
  34.  
  35. Links
    • Games:
    • Ultima Online: http://www.uoherald.com/news/
    • World of Warcraft: http://www.worldofwarcraft.com/index.xml
    • You Know, For Kids:
    • Club Penguin: http://www.clubpenguin.com/
    • WebKinz: http://www.webkinz.com/
    • Barbie Girls: http://www.barbiegirls.com/home.html
    • L(earning) from virtual worlds:
    • Leeroy Jenkins: http:// www.youtube.com/watch?v = LkCNJRfSZBU
    • You play WOW? You’re Hired!: http://www.wired.com/wired/archive/14.04/learn.html
    • Virtually There:
    • Tapped-In: http://tappedin.org/tappedin/
    • Qwaq: http://www.qwaq.com/
    • Project Wonderland: https://lg3d-wonderland.dev.java.net/
    • Show me the (real) money:
    • IBM Virtual Business Center: http://www.ibm.com/virtualworlds/businesscenter/
    • http://www-03.ibm.com/press/us/en/pressrelease/23800.wss
    • Virtual Worlds 2008: http://www.virtualworlds2008.com/
    • Imaginary worlds, real laws:
    • US Congress committee meeting on virtual worlds (April 2008): http://energycommerce.house.gov/cmte_mtgs/110-ti-hrg.040108.VirtualWorlds.shtml
    • American Bar Association, virtual worlds group: http://www.abanet.org/dch/committee.cfm?com=ST252000
    • Further reading:
    • Virtual Worlds News http://www.virtualworldsnews.com/
    • Virtual Worlds Weekly http://www.virtualworldsweekly.com/
    • http://terranova.blogs.com/
    • http:// learninggames.wordpress.com /

+ Daniel LivingstoneDaniel Livingstone, 2 years ago

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