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The Evolution of Virtual Worlds
 

The Evolution of Virtual Worlds

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A supporting presentation for the series of KZero articles explaining the evolution of the virtual worlds sector moving towards Social Virtual Reality.

A supporting presentation for the series of KZero articles explaining the evolution of the virtual worlds sector moving towards Social Virtual Reality.

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    The Evolution of Virtual Worlds The Evolution of Virtual Worlds Presentation Transcript

    • VirtualWorlds3.0HowVirtualRealityWillCreatetheNextGenerationofVirtualWorlds
    • AboutKZeroConsulting,Analytics,Insight
    • Sectors:Virtualworlds,virtualgoods,virtualreality,socialgaming,MMOs, augmentedreality. Start-ups/Pre-launch:Businessplanning,marketsizing,financialmodeling, strategicguidance,launchplanning. Operationalcompanies:Marketingstrategy,productdevelopment,user analysis,marketentryplanning,partnerships/busdev. Brands:Mediaplanning,campaigncreation,virtualbrandstrategy. ForVC’s/Investors:Deal-flow,investmentanalysis,marketsizing. KZeroservices
    • KZeroClients
    • MediaReferences
    • Thispresentationexplainstheevolutionofvirtualworlds. Frominitial2.5Dand3Dplatformsaccessedviaweb-browser. ToVirtualWorlds3.0:virtualworldsexperiencedinvirtual reality. Focussesonsocialvirtualworldsasopposedtogaming-based MMOs. Aboutthispresentation
    • VirtualWorlds1.0VisualSocialNetworksandBrandedExperiences
    • Definition:Areal-timemulti-uservirtualenvironmentthatcannotbe alteredbytheuser. Kids,TweenandTeen(KT&T)VWsresponsibleformajorityofgrowthand usage. Registeredaccountgrowthupto1bn.Activeusersgrowthto250m. Primarily2.5Daccessedviawebbrowser. CombinationoforiginalIPVWs:ClubPenguin,MoshiMonsters,Wizard 101,Neopets,Habbo. andBrandedVirtualWorlds:MonkeyQuest,PlaystationHome. VirtualWorlds1.0
    • VirtualWorlds1.0
    • VW1.0wassocialnetworkingbefore‘socialnetworks’. Allowedsynchronoususertouserinteractionsin‘thesameplaceatthe sametime’. BrandedVWsallowedfans/followerstogetclosertotheirfavouriteIPs. Allowedtwodifferenttypesofsocialengagementanduserexpression: Augmentalists:UsingsocialVWsasanextensionoftheirreal-world identity. Immersionalists:UsingsocialVWsasanalternativetotheirreal-world identity. ExplainingthePopularityofVirtualWorlds1.0
    • AugmentalistsvsImmersionalists
    • VirtualWorlds2.0UserGeneratedContentandUserSelf-Expression
    • Definition:AVWthatallowstheusertocreate/modifytheir environment. UserGeneratedContent(UGC)playsapivotalroleindrivingwiderVW usage. Registeredaccountgrowthupto1.3bn.Activeusersgrowthto350m. Mixof2.5Dand3Daccessedviawebbrowserandtabletwithmixofthird andfirstpersonview. SecondLife,IMVU,Stardoll,MinecraftandRobloxarethedominantUGC VWs. Virtualsandboxesprovideplatformforuserself-expression,creativityand viralgrowth(e.g.sharingcreationsonYouTube). VirtualWorlds2.0
    • VirtualWorlds2.0
    • It’sallabouttheUGC.Users(ofallages)lovetheabilitytocreateand share. ‘ComeandplayinMYworld’. ‘SeewhatI’VEcreated’ ThreelevelsofUGC: Level1-Avatar:Userscustomisingtheiravatarappearance. Level2-Object:Userscreatingnewobjectslargeandsmall. Level3-Environment:Userscustomisingtheirsurroundings. (terraforming) ExplainingthePopularityofVirtualWorlds2.0
    • UniverseChartsPopularityofVirtualWorlds1.0and2.0
    • VirtualWorlds3.0VirtualWorldsExperiencedinVirtualReality
    • VirtualWorlds3.0 Definition:Avirtualworldexperiencedinvirtualreality. Threemainapplications: SocialVirtualReality(akeyreasonfortheFacebookacquisitionof OculusVR). UserGeneratedSpaces(UGS). BrandedVirtualReality. Enabledbytheemergenceofconsumervirtualrealityheadsets. VW3.0takesalltheengagingelementsofVW1.0and2.0andinjects greater ‘presence’.
    • PresenceandSelf-Expression TwokeydriversfortheadoptiononVW3.0 Presence How‘realitfeels’totheuser.Themore realitfeelsthemoretimeauserwillspend in-world. Doesitfeeltheyare‘in’theenvironmentorcontrollingremotely. Presencecreatesanemotiveandexperientialbond. Self-Expression Howauserisabletoexpressthemselvesinthevirtualenvironment. UGCcreatedbytheuserfortheuserand/orotherusers. Synchronouscommunicationwithotherusers. Self-Expressioncreatesasenseofownershipandcuration.
    • Self-Expressionvs.Presence High Presence ! ! Low Low Self-Expression High Social Virtual Reality User Generated Spaces VW3.0 VW1.0 ClubPenguin,Moshi Monsters,Neopets etc. Branded Virtual Reality VW2.0SecondLife,IMVU, Minecraftetc.
    • SocialVirtualReality(SVR) SocialVirtualRealitysimplymeansalltheattributesandfeaturesofVWs asweknowthemtoday,withtheaddedelementofpresence. Theabilitytoexperienceareal-timemulti-uservirtualenvironmentwithother people. Thisisthenextevolutionofsocialnetworking,movingfromasynchronous interactiontofullysynchronous. Chatroomswiththeuseractually‘inside’theroom. AkeyreasonfortheFacebookacquisitionofOculusVR. OculusCEOBrendanIribe:"ThisisgoingtobeanMMOwherewewanttoput1 billionpeopleinVR”. WeexpectasmallnumberofSVRplatforms.
    • TypesofTextChatinExistingVWs
    • UserGeneratedSpaces TakingthepopularityofUGCVWssuchasSecondLifeandMinecraftand creatingvirtualrealityequivalents. VRsandboxes. Theabilityforuserstocreatetheirownvirtualsurroundingsandobjects, theninteractwiththemaloneorwithfriends. Thiswillbeacategorydriveninitiallybytweensandteens. Weenvisageahighnumberof ‘mini-worlds’createdbyusers.
    • WorldBuilder-AGlimpseintothefuture http://www.youtube.com/watch?v=VzFpg271sm8
    • OtherKZeropresentationsyoumaylike SocialVirtualReality:Theevolutionofvirtualworlds. BrandsinVirtualReality:Officialandunofficialbrandsinvirtualreality. VirtualRealityMarketSizing:Unitsales,activeusersandrevenueforecasts fortheconsumerVirtualRealitysector. VirtualRealityStateoftheMarket:Anassessmentofthecurrentstateof theConsumerVirtualRealitymarketplace. Orderthesereportsfromourwebsite.
    • kzero.co.uk @KZeroWorldswide