Virtual world conference - Frenzoo presentation

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Learnings from building a new web 3d world - Frenzoo.com

Learnings from building a new web 3d world - Frenzoo.com

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  • 1. Building a new web 3d world – lessons learned Simon Newstead, CEO, Frenzoo.com
  • 2. Market Size – US $1.6 Billion Virtual Goods Revenue (2010) 50% on MMO, offsite, 3d worlds Social Game Player Base 56 Million Americans Virtual Worlds TAM $933 Million Source: NeXt Up Research Report August 2010 Gartner – 80% of users to use avatars by 2010? So… has it happened?
  • 3.  
  • 4. Why a new world? Make it mainstream Clients In-Browser ala Meebo
    • Download and install
    • Play anywhere, anytime
    • Can distribute & embed
    • Proven business model
  • 5. 1/ Avatars & Profiles 2/ Chat 1 on 1 Group chat Multi-tasking 3/ Creation and UGC 4/ Marketplace & Monetization Background – what is Frenzoo
  • 6. The Leading Web & iPhone / iPad 3d engine Technology Components 3D Avatar & Scene Cloth Layer Tech UGC, Economy & Marketplace Web service, 3d chat, create tool User Generated Content Animations Clothing Avatar Scenes
  • 7. User Generated Marketplace In built web tool for beginners Direct upload of textures & 3d for advanced creators
  • 8. What are the motivations?
    • Socialization friends, flirting, sex, relationships
    • Self Expression be who you want to be
    • Exploration & Fun joy of discovery, fun
    • Achievement competition, mastery
  • 9. Why do people buy virtual goods?
    • Functional attributes
    • * Performance (e.g. speed, hitpoints)
    • * Functionality (e.g. teleporting)
    • Hedonic attributes
    • * Visual appearance and sounds (aesthetic pleasure)
    • * Background fiction (what role does the item have in the story?)
    • * Provenance (e.g. did a famous user own this item in the past?)
    • * Customisability (the ability to personalise the item)
    • Social attributes
    • * Cultural references (references to outside culture, e.g. Xmas)
    • * Branding (virtual goods branded by real-world companies)
    • * Rarity
  • 10. Understanding users. REALLY understanding users - Peeling the onion - Learning to learn Technical challenges – life on bleeding edge - The many factors in user experience User acquisition is a numbers game Community building is a people game Lessons Learned