The Avatar Age Entertainment and Advertising in the Future October 11, 2007
What is Millions of Us? <ul><li>The world’s leading agency helping brands connect with large online communities, virtual w...
Millions of Us:   Key Clients <ul><li>Toyota </li></ul><ul><li>General Motors </li></ul><ul><li>Mini </li></ul><ul><li>Sun...
What is an Avatar? Now, an online persona In Hindu lore, the earthly form of a God
The Disappointing Internet
What I expected:  1997
What I Got Where are the people?
Virtual Worlds From Habitat to Second Life  1985 2005
10,000 Foot View of Second Life <ul><li>9,688,000 residents have built the entire world * </li></ul><ul><li>Growing 20% mo...
How Big Can This Get? Second Life Growth Projections
Who spends $550 Million on Stuff that Doesn’t Exist? <ul><li>Digital music is “virtual” </li></ul><ul><li>Software is “vir...
Houston:  We Have a Problem Authenticity and Advertising <ul><li>Only 24% of U.S. residents trust what companies tell them...
A Statistic to Ponder <ul><li>User- generated, social communities represent the fastest growing market segment totaling 31...
The Programming Grid of the Avatar Age Virtual Worlds Blogs User Created Content Communities Social Networks Younger Older...
Other Worlds 100 Million and Growing. . . . Habbo Hotel: 32 million users Gaia Online:  8.5 million users Zwinktopia: 10 m...
Some Predictions for 2008 <ul><li>Social networks will become “Avatarized” </li></ul><ul><li>Virtual worlds will become mo...
Where it all Began Philo T. Farnsworth: 1928
Fast Forward: 2007 Across the Street:  1100 Sansome
And So It Began. . . . . The gentle blue glow
Meanwhile . . . . . 550 million automobiles by 2002
What Happened to Communities?
First Steps Brand Translation
Case Study:  Pontiac Motorati  <ul><li>96 acres of land of largely user created “car culture” </li></ul><ul><li>From Jay Z...
Case Study:  Microsoft “Coder’s Cove” <ul><li>Launched Island and complex social game for Visual Studio on 5/11/2007 </li>...
Campaign Summary WWE SummerSlam in Gaia   September 2007
Forum Reporting WWE SummerSlam in Gaia Totals for 7 Days (8/20 - 8/26) Unique Users Posting in WWE Forum:  12,401 WWE Foru...
Virtual Worlds Meet Television Gossip Girl by Warner Brothers
Telling Stories in Virtual Worlds What is Scion City?
Thank You
Upcoming SlideShare
Loading in …5
×

Virtual World Japan Keynote 2007

1,224 views
1,187 views

Published on

Keynote presentation given in late October 2007 at Inaugural Virtual Worlds conference in Tokyo Japan

Published in: Technology
1 Comment
1 Like
Statistics
Notes
  • Reuben,

    It would be interesting to get your views about the impact of real time microbloggin in real time virtual world. I know that some experiments have been held in second life ( twitter fountains) but beyond these small developments, what do you think will be the impact ?
    By the way, I would be interested to get your feedback on the presentation I wrote a while ago : http://www.slideshare.net/vsider/im-avatars-and-virtual-w... especially in the context of the latest SL news as regards their voip stats.
    Thanks,
    Vincent
       Reply 
    Are you sure you want to  Yes  No
    Your message goes here
No Downloads
Views
Total views
1,224
On SlideShare
0
From Embeds
0
Number of Embeds
1
Actions
Shares
0
Downloads
21
Comments
1
Likes
1
Embeds 0
No embeds

No notes for slide
  • Virtual World Japan Keynote 2007

    1. 1. The Avatar Age Entertainment and Advertising in the Future October 11, 2007
    2. 2. What is Millions of Us? <ul><li>The world’s leading agency helping brands connect with large online communities, virtual worlds and social networks </li></ul>
    3. 3. Millions of Us: Key Clients <ul><li>Toyota </li></ul><ul><li>General Motors </li></ul><ul><li>Mini </li></ul><ul><li>Sun Microsystems </li></ul><ul><li>Coca Cola </li></ul><ul><li>Intel </li></ul><ul><li>Microsoft </li></ul><ul><li>Comcast </li></ul><ul><li>CNN </li></ul><ul><li>Warner Brothers </li></ul><ul><li>HBO </li></ul><ul><li>20 th Century Fox </li></ul><ul><li>Diageo </li></ul><ul><li>Budweiser </li></ul>
    4. 4. What is an Avatar? Now, an online persona In Hindu lore, the earthly form of a God
    5. 5. The Disappointing Internet
    6. 6. What I expected: 1997
    7. 7. What I Got Where are the people?
    8. 8. Virtual Worlds From Habitat to Second Life 1985 2005
    9. 9. 10,000 Foot View of Second Life <ul><li>9,688,000 residents have built the entire world * </li></ul><ul><li>Growing 20% monthly </li></ul><ul><li>55% Male/ 45% Female </li></ul><ul><li>35% US/ 65% Overseas </li></ul><ul><li>Avg. Age = 32 </li></ul><ul><li>Usage Patterns Avg = 14 hours per month </li></ul><ul><li>$US 550 million per year in user-to-user transactions* </li></ul><ul><li>Most popular activities are social (Games, parties, concerts, etc.) </li></ul><ul><li>Last updated 2007-9-25 </li></ul>20+ Million Hours/Month of Use Escape, Entertainment, Education, Work
    10. 10. How Big Can This Get? Second Life Growth Projections
    11. 11. Who spends $550 Million on Stuff that Doesn’t Exist? <ul><li>Digital music is “virtual” </li></ul><ul><li>Software is “virtual” </li></ul><ul><li>When you spend 30 hours a month somewhere, you better look cool </li></ul>
    12. 12. Houston: We Have a Problem Authenticity and Advertising <ul><li>Only 24% of U.S. residents trust what companies tell them </li></ul>
    13. 13. A Statistic to Ponder <ul><li>User- generated, social communities represent the fastest growing market segment totaling 31% of all consumer Internet usage </li></ul><ul><li>(Comscore, 2007) </li></ul>
    14. 14. The Programming Grid of the Avatar Age Virtual Worlds Blogs User Created Content Communities Social Networks Younger Older Audience Age
    15. 15. Other Worlds 100 Million and Growing. . . . Habbo Hotel: 32 million users Gaia Online: 8.5 million users Zwinktopia: 10 million users Stardoll: 8.5 million users
    16. 16. Some Predictions for 2008 <ul><li>Social networks will become “Avatarized” </li></ul><ul><li>Virtual worlds will become more like social networks </li></ul><ul><li>Television tie-ins will increase for virtual worlds </li></ul>
    17. 17. Where it all Began Philo T. Farnsworth: 1928
    18. 18. Fast Forward: 2007 Across the Street: 1100 Sansome
    19. 19. And So It Began. . . . . The gentle blue glow
    20. 20. Meanwhile . . . . . 550 million automobiles by 2002
    21. 21. What Happened to Communities?
    22. 22. First Steps Brand Translation
    23. 23. Case Study: Pontiac Motorati <ul><li>96 acres of land of largely user created “car culture” </li></ul><ul><li>From Jay Z to Monster Trucks </li></ul><ul><li>Extremely passionate and active community </li></ul><ul><li>#2 trafficked corporate region in Second Life </li></ul>
    24. 24. Case Study: Microsoft “Coder’s Cove” <ul><li>Launched Island and complex social game for Visual Studio on 5/11/2007 </li></ul><ul><li>Average participant engagement >23 hours. Winners engaged >72 hours </li></ul><ul><li>Definitive case study for active user engagement and targeted community development </li></ul>
    25. 25. Campaign Summary WWE SummerSlam in Gaia September 2007
    26. 26. Forum Reporting WWE SummerSlam in Gaia Totals for 7 Days (8/20 - 8/26) Unique Users Posting in WWE Forum: 12,401 WWE Forum Threads: 2,879 WWE Forum Posts: 26,275 WWE Forum Page Views: 847,016 Unique Visitors to WWE Forum: 198,608 Cena Hats Granted: 92,630 Triple H Sledgehammers Granted: 55,824 Orton Chairs Granted: 42,677
    27. 27. Virtual Worlds Meet Television Gossip Girl by Warner Brothers
    28. 28. Telling Stories in Virtual Worlds What is Scion City?
    29. 29. Thank You

    ×