1. Parvati Dev, PhD President Innovation in Learning Inc. The Virtual Worlds Business Ecosystem Presented at Cashing in on Virtual Worlds: Entrepreneurial Insights for the Healthcare Industry August 19, 2010, at Media-X, Stanford University [email_address]
3. Platform businesses [email_address] Platforms (Second Life, OLIVE, Unity) Specialized worlds (medical, kids, adult entertainment) Custom development New platforms Customization (branding, layout, language) Further specialization (Equipment testing in virtual OR) OEM developers Users Integration with other technologies (Characters with AI, Natural language processing)
4. An Ecosystem [email_address] 3D virtual sets for machinima Face customization Animations 3D medical avatars Automatic assessment of performance Dynamic pathophysiology models Virtual actors Medical furniture Customized Platform Behavior therapy Embedded knowledge (nursing, medical) Curriculum development Fitness support Experience designer Resell spaces – branded or white label User-generated content Designing game or competition dynamic Virtual goods Behavior alteration through avatar association Therapy sessions Increase engaement of traditional interactive content Standardized role players Greeters, patients, sales person Actors for machinima movies Product design using VR/AR Adding sensor networks to worlds “ Normalize” very different people and activities so that they can exercise together
5. Distribution/Revenue Models [email_address] Per clinical session per patient e.g. therapy Link with music and movie assets to drive serious uses subscriptions Freemium Grants and federal funding Certification Rent a seat or space Virtual goods Customized Platform courses Per patient per year Loss of federal reimbursement (Medicare / Medicaid) Per actor-hour License for bundle of seats per year