Can The Third Sector Use Second Life Roo Reynolds

  • 8,054 views
Uploaded on

Presentation to a British charity in January 2008.

Presentation to a British charity in January 2008.

More in: Business , Technology
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
No Downloads

Views

Total Views
8,054
On Slideshare
0
From Embeds
0
Number of Embeds
1

Actions

Shares
Downloads
159
Comments
11
Likes
14

Embeds 0

No embeds

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
    No notes for slide

Transcript

  • 1. Can the Third Sector use Second Life and other Social Media ? Roo Reynolds - Metaverse Evangelist, IBM
  • 2. “This is all a part of the moving illustration drawn by his computer according to specifications coming down the fiber-optic cable. The people are pieces of software called avatars. They are the audiovisual bodies that people use to communicate with each other in the Metaverse.”
  • 3. games http://flickr.com/photos/ian_d/30859899/ http://flickr.com/photos/earlg/304373180/ http://flickr.com/photos/dailysnap/360147199/
  • 4. games • 69% of American heads of households play computer or video games • The average game player age is 33 • 25% of gamers were over the age of 50 • 42% of online game players are female • Women aged 18 or older = 30% • Boys age 17 or younger = 23% Source: Entertainment Software Association “Essential Facts about the Computer and Video Game Industry, 2006” http://flickr.com/photos/ian_d/30859899/ http://flickr.com/photos/earlg/304373180/ http://flickr.com/photos/dailysnap/360147199/
  • 5. EVE Online
  • 6. World of Warcraft http://www.flickr.com/photos/therift/130671212/
  • 7. The new golf? http://www.flickr.com/photos/ssanyal/563492429/
  • 8. 55 + stats 45 - 54 35 - 44 Age 25 - 34 • growth 18 - 24 13 - 17 0 10,000 20,000 30,000 40,000 50,000 User Count darrenherman.com 2003 2005 2006
  • 9. major league baseball mlb.com
  • 10. aloft “Over the past few months, we have actively solicited input from you, the Second Life residents, on such design features as public spaces, guest rooms and exteriors – everything from color palette to space planning. After reviewing all of your comments, several changes to the overall design of aloft are a direct result from your feedback. Not only have these changes been applied to the virtual hotel, they will also be reflected in the “real-life” aloft hotels.” http://www.virtualaloft.com/
  • 11. “We developed Scion City to connect with the trendsetters. That's our target demographic - people who do things first. Trendsetters are instrumental in promoting brands.” Adrian Si, Interactive Marketing Manager, Scion
  • 12. http://www.keikotakamura.com
  • 13. http://digitaldouble.blogspot.com/2007/07/watch-worlds.html
  • 14. The Gartner Hype curve
  • 15. The Gartner Hype curve Facebook? Second Life?
  • 16. The Gartner Hype curve Facebook? Second Life? Social software? Virtual Worlds?
  • 17. Cyworld Qwaq 3B Habbo Hotel Kaneva OLIVE
  • 18. http://flickr.com/photos/generated/416810/ Social Networking
  • 19. http://flickr.com/photos/shawdm/820926627/ User Generated Content
  • 20. Relay for Life US$118,500
  • 21. conclusions http://flickr.com/photos/-wit-/275384936/
  • 22. people want to connect http://flickr.com/photos/generated/416810/
  • 23. people want to participate http://flickr.com/photos/shawdm/820926627/
  • 24. http://eightbar.co.uk
  • 25. http://rooreynolds.com Roo Reynolds - What’s Next? http://slideshare.net/rooreynolds
  • 26. Questions and discussion
  • 27. How do virtual currencies and real money interrelate?
  • 28. How did IBM get started in virtual worlds?
  • 29. How do virtual worlds compare with teleconferencing and videoconferencing?
  • 30. What do you think we be focussing on in the next 12 months? What kind of applications?
  • 31. User generated content vs keeping control
  • 32. Thanks