Web 2.0 And Virtual Worlds Oo

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Web 2.0 And Virtual Worlds Oo

  1. 1. IBM Collaboration Development team Web 2.0 and Virtual Worlds Roo Reynolds Metaverse Evangelist roo@uk.ibm.com 08/01/08 © 2007 IBM Corporation
  2. 2. Web 2.0 2 © 2007 IBM Corporation
  3. 3. Web 2.0 examples (then and now)  Personal websites → blogs  Britannica Online → Wikipedia  DoubleClick → Google AdSense  Domain name speculation → search engine optimisation  Screen scraping → web services  Content management systems → wikis  Directories (taxonomy) → tagging (quot;folksonomyquot;) 3 © 2007 IBM Corporation
  4. 4. Web 2.0 components / characteristics Tools: RSS, Standards: REST, Techniques: AJAX, PHP, XHTML Mash-up, wiki, Ruby tagging, blogging The Web Light-weight Rich user programming as experience models “The Platform” Software that gets Small pieces better as more loosely joined, or people use it “re-mixed” Services, not Harnessing packaged Architecture of collective software participation intelligence 4 © 2007 IBM Corporation
  5. 5. Key themes to remember  Social networking  User-generated content 5 © 2007 IBM Corporation
  6. 6. Web 2.0 attitude “ Web 2.0 is an attitude not a technology. It’s about enabling and encouraging participation through open applications and services. By open I mean technically open with appropriate APIs but also, more importantly, socially open, with rights granted to use the content in new and exciting contexts.” Ian Davis http://iandavis.com/blog/2005/07/talis-web-20-and-all-that 6 © 2007 IBM Corporation
  7. 7. Web 2.0 is understood – so what’s next? 7 © 2007 IBM Corporation
  8. 8. Games?! A few numbers…  69% of American heads of households play computer or video games  In 2005, 25% of gamers were over the age of 50  The average game player age is 33  44% of most frequent game players say they play games online  In 2005, video and computer games sales came in at $7billion – Slightly down on 2004 – due to new consoles Source: Entertainment Software Association., “Essential Facts about the Computer and Video Game Industry, 2006” 8 © 2007 IBM Corporation
  9. 9. Virtual Worlds - background Online Games e.g. Quake, Half-Life, … MMORPGs (Massively multiplayer online role-playing games) e.g. Everquest, Project Entropia, World of Warcraft, … • Persistent online world Virtual Worlds - Massively multiplayer (but not role-playing games) e.g. There.com, Second Life, Big World, … • The users generate the content • Not really a game; no objectives – ‘just’ a platform • A place for meeting, building, selling, collaborating and exploring. 9 © 2007 IBM Corporation
  10. 10. Virtual Worlds Second Life (http://secondlife.com) 3,600,000+ user accounts and growing fast 1,100,000+ logged on in past 2 months. Usually 15,000+ concurrently online Active economy Millions of US$ changes hands between players every month. Media coverage BBC, Wired, Economist, Business Week, Observer, Sunday Times, Guardian, Channel 4, CBS, USA Today, The Register, Forbes, … everyone 10 © 2007 IBM Corporation
  11. 11. BBC – One Big Weekend concert with streaming audio and video 11 © 2007 IBM Corporation
  12. 12. Major League Baseball event hosted in virtual stadium 12 © 2007 IBM Corporation
  13. 13. Regina Spektor – marketed in-world by Warner Bros. 13 © 2007 IBM Corporation
  14. 14. American Apparel virtual store 14 © 2007 IBM Corporation
  15. 15. Reuters have a Second Life office, complete with embedded journalist 15 © 2007 IBM Corporation
  16. 16. Why does IBM care? 16 © 2007 IBM Corporation
  17. 17. Meetings 17 © 2007 IBM Corporation
  18. 18. IBM Alumni event (http://greateribm.com) 18 © 2007 IBM Corporation
  19. 19. IBM Innovation Jam results: Funding for ‘3D Internet’ 19 © 2007 IBM Corporation
  20. 20. IBM 12 island innovation complex 20 © 2007 IBM Corporation
  21. 21. Circuit City 21 © 2007 IBM Corporation
  22. 22. Sears 22 © 2007 IBM Corporation
  23. 23. Wimbledon demo… Integrating real-world ‘Hawkeye’ ball tracking July 2006 data with Second Life for Wimbledon demo 23 © 2007 IBM Corporation
  24. 24. Australian Open Jan 2007 24 © 2007 IBM Corporation
  25. 25. More possibilities –Marketing, brand promotion –Retail –Hardware / Storage –Media and entertainment (TV?) –Modelling (visualisation, simulation, …) –Research, including monitoring (and data-mining) –Education (e-learning, blended learning, …) –Conferences –Community events –… 25 © 2007 IBM Corporation
  26. 26. What’s next?  rooreynolds.com  eightbar.co.uk 26 © 2007 IBM Corporation

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