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EVERYTHING
   YOU KNOW
  ABOUT VIRTUAL
     WORLDS
        IS

WRONG*
francesco dʼorazio, metameets 09, 22/23 may, amsterdam


    *freely inspired by “Everything you know about ARGs is wrong”, Dan Hon, Six To Start
linear predictions




            organic reality
The market evolution
Virtual Worlds platforms and
registered accounts growth

Worlds positioned by the
average age of the users.

This series only shows the
10-30 sector

                                      2008




                               2006




                2004
Universe graph Q2 2008




                         Worlds positioned by the
                         average age of the users.
5 to 10 years old (Q1 2009)
Total reg accounts: 70m+
Worlds in development: 08
Key growth areas:
1)Toy Brands and Franchises
2) Spaces to play
3) Relationship building
10 to 15 years old (Q1 2009)
Total reg accounts: 230m+
Worlds in development: 07+

Key growth areas:
1) Avatar customization
2) Relationship building
3) Education
15 to 25 years old (Q1 2009)
Total reg accounts: 50m+
Worlds in development: 09+
Key growth areas:
1) Mirror Worlds
2) Live Events
3) Media Convergence
4) Vertical Worlds
25+ years old (Q1 2009)
Total reg accounts: 20m+
Worlds in development: 06+

Key growth areas:
1) Mirror Worlds / Retail
2) Existing Social Networks
3) Business usage
Projections
                                 22 % of global broadband
                                 users will register for one
                                 or more virtual worlds
                                 over the next 10 years.
                                  -1 billion registrants
                                  - 8 billion dollar services opportunity




          eMarketer estimates that
                by 2011 53% of total
          Internet users ages 3-17
         will visit a Virtual World at
               least once per month
Forecasts
“80% of Active Internet Users Will Have A quot;Second Lifequot; in the
virtual world by the End of 2011”
                                                                (Gartner, April 2007)




”52% of internet users in most developed countries will use a 3D
avatar at least once a week by the end of 2016”
                                                          (Metaverse Roadmap, 2007)



“In the next 12 months 6-8 million Internet users will try virtual worlds
and weekly active users will grow by 2-3 million”
                                                         (Parks Associates, April 2008)




quot;By 2012, 70% of organizations will have established their own
private virtual worldsquot;
                                                                 (Gartner, May 2008)
we’re not going to be able




to handle so many avatars
all very cool.
there is only one problem...
...it’s not
    really
happening
we don’t have enough players

                 accounts doesn’t mean users

 “virtual worlds” searches             “second life” searches




          visibility didn’t turn into engagement
the
 people
who play
  are
 weird
...or, they’re
   just not
     really
mainstream
which doesn’t mean it’s not fun
only, we build stuff for the
         hardcore
which makes it even more
       expensive
and on top of that...
we don’t scale
WHY
  IS
THAT
 SO?
time to look into this




before it’s too late
it’s not real, I’m not bothering

something becomes real the moment
when two or more people share it

itʼs a matter of degrees on a continuum

virtual is as real as quot;realquot; can get as
long as itʼs shared.

the problem is that virtual worlds are
not shared enough, therefore they
are not that real
it’s just avatars,
not real people
to be completely honest,
 Bevan was looking as
         well




         when an avatar speaks
         [almost] nobody looks
you must be there

                          real-time
                        synchronous
                    communication limits
                    the engagement and
                        narrows the
                          adoption
but is that really true?
accessibility
      sucks




                Using virtual worlds
                means running heavy
                applications on
                specific machines
[lack of] web integration


What happens inside stays inside
RT @doeko
what problem
   are we
  solving?
and then...




we crossed the streams
“the web will evolve
from pages to places”
while it is actually
going from pages to
             streams
virtual worlds vs web:
real-time is making the
web immersive and a
virtual world itself

               where do virtual
              worlds and the 3d
                  web fit in this
                      scenario?
is the real-time web
            cannibalizing virtual
                         worlds?



what more have virtual worlds
to offer? Gaming? SN? 3D? And
is this appealing enough
Interoperability
Capability of two or more worlds to exchange
data via a common set of exchange formats.


Provides portability of identities, avatars and assets.

• Acceptance of common standards
• Every world has to connect to every world
• Requires a strong collaboration from each publisher
• Perceived as a zero-sum game
• Who owns the standards?
• Appearance
• Inventory transfer and access
• Names
• IP issues
• Payments and currency
• Missing inter-world regulatory institutions
not happening
by standards
but by clusters
virtual
worlds are
a 30 years
old medium
they replicate the same 19th
  century immersive model
      of the panorama
immersion by
confinement
and containment
and how is
 markerless AR
     going to
challenge all this?

                       turning the
                        real world
                          into a
                      virtual world?
The number of virtual
worlds is increasing rapidly
•200+ worlds online and in development
•350m+ registered accounts
•We are where the Social Networking industry was in 2003-2005

                                but

•The technology is not mature
•The market is not mature
•The growth and life cycles of virtual worlds are very different
context   content
 driven    driven


single    multi
world     world
losing
  the
 world
metaphor
multi                         cross
                          vs
     world                         world
 using multiple virtual
  worlds for different             engaging in
purposes, maintaining            interactions that
    multiple active            unfold across two or
  accounts in various          more virtual worlds
        worlds
   happening now               starting to happen
  content creators,
explorers, socializers
 (multi-avatar 15%,
avg 3, min2, max 16)
so what are the next
         steps

• cross-world mentality
• web integration
• connecting worlds
• storytelling
• keeping it real: things and places
IPC GOES 3D
multi-title/cross-world
virtual goods campaign
Web integration
                                            Now
Social networks integration
More virtual worlds / web mashups
More synchronous communication
tools into web pages
2D/3D integrations
More web-based virtual worlds
Virtual worlds/web integrations
Mobile access to virtual worlds
Virtual worlds / real world data blending
                                            Future
Outeroperability
 A central hub or destination for all avatars that
 acts as the gateway between the virtual worlds.


Connects virtual worlds and the web and the worlds
between them using the web as a bridge. Worlds
need it to be visible, users need it to keep up easily
with their virtual lives.

• Worlds don’t need to speak to each other
• Light involvement of the virtual world publisher
• The integration is modular and based on standard
web technology
• It doesn’t support portability
• But it doesn’t involve the issues connected to it
• Allows the development of applications on top of
the virtual worlds
Outeroperability
                                                     ‣Single sign-on
                         Mobile Client               ‣Identity Management
                                                     ‣Search
                                          Apps       ‣Worlds Browsing
The Web                                              ‣Social Networking
                                                     ‣Social Ranking
                                                     ‣Recommendations
                                                     ‣Mobile Apps
                                Gateway              ‣Micro Payments
                                                     ‣Gaming



                                                                   World 7
          World 1
                                                 World 6



     World 2        World 3
                                                   World 5
                               World 4
What are we going to do with
            connected worlds?

           Structuring participation
               is key to achieve
            immersive engagement

    “we do not merely 'suspend' a critical
faculty; we also exercise a creative faculty. We
   do not suspend disbelief so much as we
     actively create belief ” (sharon murray)
Immersive Storytelling
 The user plays the role of the protagonist in a
        dramatically rich environment

            The user wanders around
    a dramatic universe of possibilities which
     lacks the sense of directed inevitability.
              Storytelling is a need
             and a huge opportunity
                for virtual worlds
What’s the story here?
                        simple narrative


       treasure hunts
        casual gaming
           paths
           quests
            RPG
           ARG
                        complex narrative
The Cross-World
Gaming System                                        AI
     XWorld                        World 1
   Gaming Engine
                                                                          RL

Stand-alone
   client                                                     Agents


                         Gateway                   World 2


               The Web




                                                    World 3
                                                                       Mobile
                                         World 4
The Metaverse as an
Entertainment Platform
          Market Diversification




            Web Integration




            Multi-world usage



                 XWorld
               Immersive
               Storytelling
thanks!




          francesco.dorazio@gmail.com
           www.makersofuniverses.com
                             @abc3d

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Francesco D'Orazio - Everything you know about virtual worlds is WRONG - MetaMeets 09, Amsterdam

  • 1. EVERYTHING YOU KNOW ABOUT VIRTUAL WORLDS IS WRONG* francesco dʼorazio, metameets 09, 22/23 may, amsterdam *freely inspired by “Everything you know about ARGs is wrong”, Dan Hon, Six To Start
  • 2. linear predictions organic reality
  • 3. The market evolution Virtual Worlds platforms and registered accounts growth Worlds positioned by the average age of the users. This series only shows the 10-30 sector 2008 2006 2004
  • 4. Universe graph Q2 2008 Worlds positioned by the average age of the users.
  • 5. 5 to 10 years old (Q1 2009) Total reg accounts: 70m+ Worlds in development: 08 Key growth areas: 1)Toy Brands and Franchises 2) Spaces to play 3) Relationship building
  • 6. 10 to 15 years old (Q1 2009) Total reg accounts: 230m+ Worlds in development: 07+ Key growth areas: 1) Avatar customization 2) Relationship building 3) Education
  • 7. 15 to 25 years old (Q1 2009) Total reg accounts: 50m+ Worlds in development: 09+ Key growth areas: 1) Mirror Worlds 2) Live Events 3) Media Convergence 4) Vertical Worlds
  • 8. 25+ years old (Q1 2009) Total reg accounts: 20m+ Worlds in development: 06+ Key growth areas: 1) Mirror Worlds / Retail 2) Existing Social Networks 3) Business usage
  • 9. Projections 22 % of global broadband users will register for one or more virtual worlds over the next 10 years. -1 billion registrants - 8 billion dollar services opportunity eMarketer estimates that by 2011 53% of total Internet users ages 3-17 will visit a Virtual World at least once per month
  • 10. Forecasts “80% of Active Internet Users Will Have A quot;Second Lifequot; in the virtual world by the End of 2011” (Gartner, April 2007) ”52% of internet users in most developed countries will use a 3D avatar at least once a week by the end of 2016” (Metaverse Roadmap, 2007) “In the next 12 months 6-8 million Internet users will try virtual worlds and weekly active users will grow by 2-3 million” (Parks Associates, April 2008) quot;By 2012, 70% of organizations will have established their own private virtual worldsquot; (Gartner, May 2008)
  • 11. we’re not going to be able to handle so many avatars
  • 12. all very cool. there is only one problem...
  • 13. ...it’s not really happening
  • 14.
  • 15. we don’t have enough players accounts doesn’t mean users “virtual worlds” searches “second life” searches visibility didn’t turn into engagement
  • 16. the people who play are weird
  • 17. ...or, they’re just not really mainstream
  • 18. which doesn’t mean it’s not fun
  • 19. only, we build stuff for the hardcore
  • 20. which makes it even more expensive
  • 21. and on top of that... we don’t scale
  • 22. WHY IS THAT SO?
  • 23.
  • 24. time to look into this before it’s too late
  • 25. it’s not real, I’m not bothering something becomes real the moment when two or more people share it itʼs a matter of degrees on a continuum virtual is as real as quot;realquot; can get as long as itʼs shared. the problem is that virtual worlds are not shared enough, therefore they are not that real
  • 27. to be completely honest, Bevan was looking as well when an avatar speaks [almost] nobody looks
  • 28. you must be there real-time synchronous communication limits the engagement and narrows the adoption
  • 29. but is that really true?
  • 30. accessibility sucks Using virtual worlds means running heavy applications on specific machines
  • 31. [lack of] web integration What happens inside stays inside
  • 32. RT @doeko what problem are we solving?
  • 33. and then... we crossed the streams
  • 34. “the web will evolve from pages to places”
  • 35. while it is actually going from pages to streams
  • 36. virtual worlds vs web: real-time is making the web immersive and a virtual world itself where do virtual worlds and the 3d web fit in this scenario?
  • 37. is the real-time web cannibalizing virtual worlds? what more have virtual worlds to offer? Gaming? SN? 3D? And is this appealing enough
  • 38. Interoperability Capability of two or more worlds to exchange data via a common set of exchange formats. Provides portability of identities, avatars and assets. • Acceptance of common standards • Every world has to connect to every world • Requires a strong collaboration from each publisher • Perceived as a zero-sum game • Who owns the standards? • Appearance • Inventory transfer and access • Names • IP issues • Payments and currency • Missing inter-world regulatory institutions
  • 40. virtual worlds are a 30 years old medium
  • 41. they replicate the same 19th century immersive model of the panorama
  • 43. and how is markerless AR going to challenge all this? turning the real world into a virtual world?
  • 44. The number of virtual worlds is increasing rapidly •200+ worlds online and in development •350m+ registered accounts •We are where the Social Networking industry was in 2003-2005 but •The technology is not mature •The market is not mature •The growth and life cycles of virtual worlds are very different
  • 45.
  • 46. context content driven driven single multi world world
  • 47. losing the world metaphor
  • 48. multi cross vs world world using multiple virtual worlds for different engaging in purposes, maintaining interactions that multiple active unfold across two or accounts in various more virtual worlds worlds happening now starting to happen content creators, explorers, socializers (multi-avatar 15%, avg 3, min2, max 16)
  • 49. so what are the next steps • cross-world mentality • web integration • connecting worlds • storytelling • keeping it real: things and places
  • 51. Web integration Now Social networks integration More virtual worlds / web mashups More synchronous communication tools into web pages 2D/3D integrations More web-based virtual worlds Virtual worlds/web integrations Mobile access to virtual worlds Virtual worlds / real world data blending Future
  • 52. Outeroperability A central hub or destination for all avatars that acts as the gateway between the virtual worlds. Connects virtual worlds and the web and the worlds between them using the web as a bridge. Worlds need it to be visible, users need it to keep up easily with their virtual lives. • Worlds don’t need to speak to each other • Light involvement of the virtual world publisher • The integration is modular and based on standard web technology • It doesn’t support portability • But it doesn’t involve the issues connected to it • Allows the development of applications on top of the virtual worlds
  • 53. Outeroperability ‣Single sign-on Mobile Client ‣Identity Management ‣Search Apps ‣Worlds Browsing The Web ‣Social Networking ‣Social Ranking ‣Recommendations ‣Mobile Apps Gateway ‣Micro Payments ‣Gaming World 7 World 1 World 6 World 2 World 3 World 5 World 4
  • 54. What are we going to do with connected worlds? Structuring participation is key to achieve immersive engagement “we do not merely 'suspend' a critical faculty; we also exercise a creative faculty. We do not suspend disbelief so much as we actively create belief ” (sharon murray)
  • 55. Immersive Storytelling The user plays the role of the protagonist in a dramatically rich environment The user wanders around a dramatic universe of possibilities which lacks the sense of directed inevitability. Storytelling is a need and a huge opportunity for virtual worlds
  • 56. What’s the story here? simple narrative treasure hunts casual gaming paths quests RPG ARG complex narrative
  • 57. The Cross-World Gaming System AI XWorld World 1 Gaming Engine RL Stand-alone client Agents Gateway World 2 The Web World 3 Mobile World 4
  • 58. The Metaverse as an Entertainment Platform Market Diversification Web Integration Multi-world usage XWorld Immersive Storytelling
  • 59.
  • 60. thanks! francesco.dorazio@gmail.com www.makersofuniverses.com @abc3d