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Roo Reynolds - Web 2.0 and Virtual Worlds
 

Roo Reynolds - Web 2.0 and Virtual Worlds

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Virtual worlds in the context of Web 2.0. Description at http://rooreynolds.com/2007/02/22/web-20-and-virtual-worlds-presentation/

Virtual worlds in the context of Web 2.0. Description at http://rooreynolds.com/2007/02/22/web-20-and-virtual-worlds-presentation/

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  • Overview of Web 2.0 and introduction to Virtual Worlds

Roo Reynolds - Web 2.0 and Virtual Worlds Roo Reynolds - Web 2.0 and Virtual Worlds Presentation Transcript

  • Web 2.0 and Virtual Worlds Roo Reynolds Metaverse Evangelist [email_address]
  • Web 2.0
  • 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 ("folksonomy")
  • Web 2.0 components / characteristics The Web as “ The Platform” Tools: RSS, AJAX, PHP, Ruby Services, not packaged software Architecture of participation Small pieces loosely joined, or “re-mixed” Harnessing collective intelligence Software that gets better as more people use it Standards: REST, XHTML Techniques: Mash-up, wiki, tagging, blogging Rich user experience Light-weight programming models
  • Key themes to remember
    • Social networking
    • User-generated content
  • 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
  • Web 2.0 is understood – so what’s next?
  • 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 $7billion
      • Slightly down on 2004 – due to new consoles
    • Source: Entertainment Software Association., “Essential Facts about the Computer and Video Game Industry, 2006”
  • Virtual Worlds - background
    • Online Games
    • e.g. Quake, Half-Life, …
    • MMORPGs (Massively multiplayer online role-playing games)
    • e.g. Everquest, Project Entropia, World of Warcraft, …
        • Persistent online world
    • Virtual Worlds - Massively multiplayer (but not role-playing games)
    • e.g. There.com, Second Life, Big World, …
        • The users generate the content
        • Not really a game; no objectives – ‘just’ a platform
        • A place for meeting, building, selling, collaborating and exploring.
  • Virtual Worlds
    • Second Life ( http://secondlife.com )
      • X,X00,000+ user accounts and growing fast
      • X,000,000+ logged on in past 2 months. Usually XX,000 concurrently online
    • Active economy
      • Millions of US$ 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
  • BBC – One Big Weekend concert with streaming audio and video
  • Major League Baseball event hosted in virtual stadium
  • Regina Spektor – marketed in-world by Warner Bros.
  • American Apparel virtual store
  • Reuters have a Second Life office, complete with embedded journalist
  • Why does IBM care?
  • Meetings
  • IBM Alumni event (http://greateribm.com)
  • IBM Innovation Jam results: Funding for ‘3D Internet’
  • IBM 12 island innovation complex
  • Circuit City
  • Sears
  • Wimbledon demo… Integrating real-world ‘Hawkeye’ ball tracking data with Second Life for Wimbledon demo July 2006
  • Australian Open Jan 2007
  • 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
  • What’s next?
    • rooreynolds.com
    • eightbar.co.uk