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Roo Reynolds - Web 2.0 and Virtual Worlds

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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Roo Reynolds - Web 2.0 and Virtual Worlds

  1. 1. Web 2.0 and Virtual Worlds Roo Reynolds Metaverse Evangelist [email_address]
  2. 2. Web 2.0
  3. 3. Web 2.0 examples (then and now) <ul><li>Personal websites -> blogs </li></ul><ul><li>Britannica Online -> Wikipedia </li></ul><ul><li>DoubleClick -> Google AdSense </li></ul><ul><li>Domain name speculation -> search engine optimisation </li></ul><ul><li>Screen scraping -> web services </li></ul><ul><li>Content management systems -> wikis </li></ul><ul><li>Directories (taxonomy) -> tagging (&quot;folksonomy&quot;) </li></ul>
  4. 4. 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
  5. 5. Key themes to remember <ul><li>Social networking </li></ul><ul><li>User-generated content </li></ul>
  6. 6. Web 2.0 attitude <ul><li>“ 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.” </li></ul><ul><li>Ian Davis http://iandavis.com/blog/2005/07/talis-web-20-and-all-that </li></ul>
  7. 7. Web 2.0 is understood – so what’s next?
  8. 8. Games?! A few numbers… <ul><li>69% of American heads of households play computer or video games </li></ul><ul><li>In 2005, 25% of gamers were over the age of 50 </li></ul><ul><li>The average game player age is 33 </li></ul><ul><li>44% of most frequent game players say they play games online </li></ul><ul><li>In 2005, video and computer games sales came in at $7billion </li></ul><ul><ul><li>Slightly down on 2004 – due to new consoles </li></ul></ul><ul><li>Source: Entertainment Software Association., “Essential Facts about the Computer and Video Game Industry, 2006” </li></ul>
  9. 9. Virtual Worlds - background <ul><li>Online Games </li></ul><ul><li>e.g. Quake, Half-Life, … </li></ul><ul><li>MMORPGs (Massively multiplayer online role-playing games) </li></ul><ul><li>e.g. Everquest, Project Entropia, World of Warcraft, … </li></ul><ul><ul><ul><li>Persistent online world </li></ul></ul></ul><ul><li>Virtual Worlds - Massively multiplayer (but not role-playing games) </li></ul><ul><li>e.g. There.com, Second Life, Big World, … </li></ul><ul><ul><ul><li>The users generate the content </li></ul></ul></ul><ul><ul><ul><li>Not really a game; no objectives – ‘just’ a platform </li></ul></ul></ul><ul><ul><ul><li>A place for meeting, building, selling, collaborating and exploring. </li></ul></ul></ul>
  10. 10. Virtual Worlds <ul><li>Second Life ( http://secondlife.com ) </li></ul><ul><ul><li>X,X00,000+ user accounts and growing fast </li></ul></ul><ul><ul><li>X,000,000+ logged on in past 2 months. Usually XX,000 concurrently online </li></ul></ul><ul><li>Active economy </li></ul><ul><ul><li>Millions of US$ changes hands between players every month. </li></ul></ul><ul><li>Media coverage </li></ul><ul><ul><li>BBC, Wired, Economist, Business Week, Observer, Sunday Times, Guardian, Channel 4, CBS, USA Today, The Register, Forbes, … everyone </li></ul></ul>
  11. 11. BBC – One Big Weekend concert with streaming audio and video
  12. 12. Major League Baseball event hosted in virtual stadium
  13. 13. Regina Spektor – marketed in-world by Warner Bros.
  14. 14. American Apparel virtual store
  15. 15. Reuters have a Second Life office, complete with embedded journalist
  16. 16. Why does IBM care?
  17. 17. Meetings
  18. 18. IBM Alumni event (http://greateribm.com)
  19. 19. IBM Innovation Jam results: Funding for ‘3D Internet’
  20. 20. IBM 12 island innovation complex
  21. 21. Circuit City
  22. 22. Sears
  23. 23. Wimbledon demo… Integrating real-world ‘Hawkeye’ ball tracking data with Second Life for Wimbledon demo July 2006
  24. 24. Australian Open Jan 2007
  25. 25. More possibilities <ul><ul><li>Marketing, brand promotion </li></ul></ul><ul><ul><li>Retail </li></ul></ul><ul><ul><li>Hardware / Storage </li></ul></ul><ul><ul><li>Media and entertainment (TV?) </li></ul></ul><ul><ul><li>Modelling (visualisation, simulation, …) </li></ul></ul><ul><ul><li>Research, including monitoring (and data-mining) </li></ul></ul><ul><ul><li>Education (e-learning, blended learning, …) </li></ul></ul><ul><ul><li>Conferences </li></ul></ul><ul><ul><li>Community events </li></ul></ul><ul><ul><li>… </li></ul></ul>
  26. 26. What’s next? <ul><li>rooreynolds.com </li></ul><ul><li>eightbar.co.uk </li></ul>

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