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Vrising - Digital Misfitz presentation

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    Vrising - Digital Misfitz presentation - Presentation Transcript

    1. V Rising presents: experiencing virtual worlds
      • Virtual worlds are richly immersive
      • 3D environments
      • Users are represented by Avatars
      • Avatars can walk, run, fly and dance
      • Users can watch videos, listen to music,
      • text and voice chat with friends
      • Virtual world visitors become residents because they enjoy the experience created in that world
      creating experiences
      • There are over 250 virtual worlds
      • For all age groups young and old
      • Broken into specific categories:
      • 3D Virtual Worlds
      • 2D Virtual Worlds
      • Kids and Teens
      • Mirror Worlds
      • Building and Development Tools
      • Massively Multi-player Online Games
      • Last year $15 million was spent on marketing and advertising inside virtual worlds in the United States.
      • By 2012, the number will grow to
      • $150 million.
      delivering experiences
    2. media experiences Virtual worlds need brands. Brands create media attention and the publicity attracts more users.
    3. media experiences
      • 50% of the new Second Life accounts created in 2007 were a direct result of brand activity.
      • (5 million new accounts)
    4. media experiences
      • 7.8 million unique visitors a month visit Stardoll to dress their avatars in branded clothing and celebrity-based activities with Tom Cruise, Brad Pitt, Heidi Klum, Amy Winehouse & Paris Hilton’s dog.
    5. managing experiences 73% of the real world brands in Second Life located on dedicated islands, forgetting about the user experience.
    6. managing experiences
      • Stella McCartney and Boots No.7
    7. managing experiences
      • Dell Island is always deserted
    8. managing experiences
      • Reebok Island is always deserted
    9. managing experiences
      • Renault and Ben & Jerry both have Islands
    10. managing experiences
      • Vodafone launch in Second Life
    11. managing experiences Engage your brand with a community
    12. managing experiences
      • The Waldorf Barber Shop in Dublin SL
    13. managing experiences
      • Tourism Ireland sponsored the
      • Dublin SL St Patrick’s Day Parade
    14. managing experiences
      • Toyota launch in kids world Whyville
      • Users can get virtual loans to buy a Toyota
    15. managing experiences
      • Zwinky partnered with ShoeBuy.com to sell both virtual and real
      • shoes from Adidas, Skechers, Jessica Simpson, Tommy Hilfiger,
      • and Dr. Martens.
    16. managing experiences
      • 85 % of users have interacted with the Pepsi brand in VMTV
    17. managing experiences
      • Cosmo Girl launched in There.com
      • Their target audience in the world is aged between 13 and 26
      • Other brands: Toyota, Coca-Cola
    18. managing experiences
      • Sony and Gaia partner to build movie theaters
      • other brands: Sony, Toyota, Warner Brothers
    19. managing experiences
      • Ultimate Branding – Times Square
    20. user experiences Brands must turn to non-traditional methods of advertising, because that’s where the audience is.
    21. user experiences
      • Problems with accessing virtual worlds like downloading the client application, have led to an increase in integration with 2D social networking and 3D virtual worlds.
      • Second Life, Active Worlds and Scenecaster, have all developed applications for Facebook, because that’s what the users want.
    22. user experiences
      • Scenecaster allows users to create 3D scenes, by dragging & dropping objects
      • Any 3D scene can be embedded into any website or blog, using any web browser.
      • Objects can have web-links or descriptions
      • Users interact with the objects by clicking on them
    23. user experiences
      • Commercial uses:
      • Campaigning & Viral marketing
      • B uild fun creative scenes to compliment existing campaign
      • Share and embed links in blogs, just like a YouTube video
      • Visualise products in 3D allowing users to interact with objects and click web links
      • Create scenes to visualise real life for educational purposes.
    24. future experiences Brands can interact and communicate with users in ways not achievable through traditional mediums.
    25. future experiences
      • Exit Reality will be able to transform any social networking site into a virtual world
    26. future experiences
      • Brand can embrace virtual worlds in
      • three ways
      • Advertising
      • Displaying ads in virtual world spaces
      • Events
      • Creating virtual world events for users to engage in
      • Merchandising
      • Creating branded virtual merchandise for users

    + zanny_fitzgeraldzanny_fitzgerald, 2 years ago

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