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Copyright ABN AMRO N.V. 2007
Banking in the virtual world of
Second Life
Pascal Spelier, New Business Development Manager
Developing And Exploiting The Branch Self-Service
And ATM Network, London, 17 september 2007
17 september 2007 2
A short history on (Branch) Self Service
World's first ATM machine launched 40 years ago - at
Barclays Bank, Enfield, London
In the early 90’s, the internet gained a public face
Late 90’s internet banking came into existance
17 september 2007 3
Self Service led to less customers in branch
43% of the Dutch consumer don’t visit branch office anymore
Self Service lack in creating a dialogue with the customer
We continuously look for new ways of communication
– 24/7 Call Centers
– Live (video) chat and Skype for Young Professionals
– Checking the balance of your account by MSN, Xbox, Playstation
– Voice Response systems with biometric voice recognition
– Internet Banking based on AJAX-technology
17 september 2007 4
It’s all about interaction
Internet is the ideal Self Service and transaction channel
→ Do-it-yourself-banking, for example:
- Payments & investments
- Applying for a debit card
- Copy of your balance statement
- Changing the limit of your overdraft or loan
- Applying for a mortgage
- Changing your address
- Etcetera
But 2D internet lacks of interaction
To regain or to increase interaction with customers is the biggest
challenge
17 september 2007 5
3D Social Internet: filling the gap
Internet functions intermingle
Human-machine interaction evolves to human to human interaction
again
+ ++ + =
17 september 2007 6
What’s Second Life?
A virtual 3D world via internet — with a social component
A combination of web, MSN, online gaming techniques and VOIP
Second Life isn’t a game, because…
– There’s no specific goal, you can’t win, there
nothing to accomplish like in a game
– No central content, content is user-generated
– You can buy / rent (virtual land an build anything
you can imagine (intellectual property)
– You can easily pay somebody else with Linden Dollars
You can experience things / places together
→ rich experience
17 september 2007 7
How to become a Second Life resident?
17 september 2007 8
Who do you want to be?
17 september 2007 9
Where do you enter the virtual world?
17 september 2007 10
How do you want to look?
17 september 2007 11
How do you want to look?
Be who you want to be!
17 september 2007 12
How do you want to look?
17 september 2007 13
You are ready for Second Life!
17 september 2007 14
What people do you meet?
Age Range Percentage
13-17 (Teen
Grid)
1,00%
18-24 26%
25-34 38%
35-44 22%
45 + 12
Country Active Avatar
Count
%
United States 149055 26,55%
Brazil 48023 8,55%
Japan 44847 7,99%
Germany 44483 7,92%
United Kingdom 38876 6,92%
France 31723 5,65%
Italy 28415 5,06%
Canada 17615 3,14%
Netherlands 18807 3,35%
Spain 18589 3,31%
Number of residents
September 2006: 801.860
September 2007: 9.388.717
17 september 2007 15
So… Second life is just a marketing tool?
Marketeers are sceptical:
“ Who has time for this all?”
“Second Life is a hype…”
“It’s not a mass medium…(yet)”
“Second Life is for nerds only…”
People react on Second Life just like Internet 10 years ago
“The Internet? We are not interested in it" -- Bill Gates, 1993
17 september 2007 16
Who has time for this all?
People spend more and more time on the internet and in online virtual
(gaming) worlds
The youth spends more of there
freetime behind the computer
than behind the television screen
17 september 2007 17
Second Life is a hype
17 september 2007 18
Second Life is for ‘nerds’
17 september 2007 19
The Second Life is interesting
Slightly more women than men ‘live’ in
Second Life
Average age 30 years
Many residents hava a creative or IT
background
A normal social life (work, family,
many friends)
Happy in ‘first life’
17 september 2007 20
In retrospective
Be ThereBe There
Learn & DevelopLearn & Develop
Towards RealTowards Real
BusinessBusiness
Expand view
Okt 2006 Jan 2007 Apr 2007 Okt 2007
17 september 2007 21
Be there: European’s first bank in Second Life
Idea resulted from “innovation challenge”
GO for presence in Second Life was given in October 2006
Highly motivated team did the job in 6 weeks
Opening december 7th, 2007
17 september 2007 22
Learn & develop
Is it possible to communicate more personal and direct via the internet?
How do customers behave in virtual worlds?
How do customers search for information and in what way do they want to
be informed or advised?
Can we involve customers in developing new financial products and
services (co-creation, crowd sourcing)?
Learning means experimenting, investing without strict targets and without
a great risk (of reputation)
17 september 2007 23
We learned a lot by doing: a short clip…
17 september 2007 24
Towards real business
Attracting residents to our islands → generating leads
Introducing Second Life Balance → checking the balance of you
account
Introducing Second Life ATM?
17 september 2007 25
Expand view: ABN AMRO’s vision
Second Life is a first example of 3D social internet, however most likely
not the last
Internet and the real world intermingle more and more, they are
becoming a hybrid interreality
Usage of “internet” shifts; today no one “surfs
the internet”, we‘re just connected 24/7
Second Life community is an attractive target
17 september 2007 26
Long term view: new features
Advise dialogue → customer contact with which interaction and / or non-
verbal interaction is important
17 september 2007 27
Long term view: new features
Conferencing → easy accessible contact with customers or colleagues,
no physical limitation (no travelling, just behind your computer)
17 september 2007 28
Future Virtual Worlds
Barriers disappear
– Better computer hardware (game consoles, PC’s getting faster)
– Broadband internet
Increasing acceptance of virtual worlds
– Youth is already experienced (for example Habbo Hotel)
– Avatars will become quite common appearance in user interfaces
Three scenario’s
– Large companies will dominate (Sony, Microsoft, Google) → no mutual compatibility
– Several smaller virtual worlds → mutual interfaces, niche/locak approach
– Standardization
17 september 2007 29
Thank you for your attention!
Second Life Team

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20070917 banking in second life marcus evans conference

  • 1. Copyright ABN AMRO N.V. 2007 Banking in the virtual world of Second Life Pascal Spelier, New Business Development Manager Developing And Exploiting The Branch Self-Service And ATM Network, London, 17 september 2007
  • 2. 17 september 2007 2 A short history on (Branch) Self Service World's first ATM machine launched 40 years ago - at Barclays Bank, Enfield, London In the early 90’s, the internet gained a public face Late 90’s internet banking came into existance
  • 3. 17 september 2007 3 Self Service led to less customers in branch 43% of the Dutch consumer don’t visit branch office anymore Self Service lack in creating a dialogue with the customer We continuously look for new ways of communication – 24/7 Call Centers – Live (video) chat and Skype for Young Professionals – Checking the balance of your account by MSN, Xbox, Playstation – Voice Response systems with biometric voice recognition – Internet Banking based on AJAX-technology
  • 4. 17 september 2007 4 It’s all about interaction Internet is the ideal Self Service and transaction channel → Do-it-yourself-banking, for example: - Payments & investments - Applying for a debit card - Copy of your balance statement - Changing the limit of your overdraft or loan - Applying for a mortgage - Changing your address - Etcetera But 2D internet lacks of interaction To regain or to increase interaction with customers is the biggest challenge
  • 5. 17 september 2007 5 3D Social Internet: filling the gap Internet functions intermingle Human-machine interaction evolves to human to human interaction again + ++ + =
  • 6. 17 september 2007 6 What’s Second Life? A virtual 3D world via internet — with a social component A combination of web, MSN, online gaming techniques and VOIP Second Life isn’t a game, because… – There’s no specific goal, you can’t win, there nothing to accomplish like in a game – No central content, content is user-generated – You can buy / rent (virtual land an build anything you can imagine (intellectual property) – You can easily pay somebody else with Linden Dollars You can experience things / places together → rich experience
  • 7. 17 september 2007 7 How to become a Second Life resident?
  • 8. 17 september 2007 8 Who do you want to be?
  • 9. 17 september 2007 9 Where do you enter the virtual world?
  • 10. 17 september 2007 10 How do you want to look?
  • 11. 17 september 2007 11 How do you want to look? Be who you want to be!
  • 12. 17 september 2007 12 How do you want to look?
  • 13. 17 september 2007 13 You are ready for Second Life!
  • 14. 17 september 2007 14 What people do you meet? Age Range Percentage 13-17 (Teen Grid) 1,00% 18-24 26% 25-34 38% 35-44 22% 45 + 12 Country Active Avatar Count % United States 149055 26,55% Brazil 48023 8,55% Japan 44847 7,99% Germany 44483 7,92% United Kingdom 38876 6,92% France 31723 5,65% Italy 28415 5,06% Canada 17615 3,14% Netherlands 18807 3,35% Spain 18589 3,31% Number of residents September 2006: 801.860 September 2007: 9.388.717
  • 15. 17 september 2007 15 So… Second life is just a marketing tool? Marketeers are sceptical: “ Who has time for this all?” “Second Life is a hype…” “It’s not a mass medium…(yet)” “Second Life is for nerds only…” People react on Second Life just like Internet 10 years ago “The Internet? We are not interested in it" -- Bill Gates, 1993
  • 16. 17 september 2007 16 Who has time for this all? People spend more and more time on the internet and in online virtual (gaming) worlds The youth spends more of there freetime behind the computer than behind the television screen
  • 17. 17 september 2007 17 Second Life is a hype
  • 18. 17 september 2007 18 Second Life is for ‘nerds’
  • 19. 17 september 2007 19 The Second Life is interesting Slightly more women than men ‘live’ in Second Life Average age 30 years Many residents hava a creative or IT background A normal social life (work, family, many friends) Happy in ‘first life’
  • 20. 17 september 2007 20 In retrospective Be ThereBe There Learn & DevelopLearn & Develop Towards RealTowards Real BusinessBusiness Expand view Okt 2006 Jan 2007 Apr 2007 Okt 2007
  • 21. 17 september 2007 21 Be there: European’s first bank in Second Life Idea resulted from “innovation challenge” GO for presence in Second Life was given in October 2006 Highly motivated team did the job in 6 weeks Opening december 7th, 2007
  • 22. 17 september 2007 22 Learn & develop Is it possible to communicate more personal and direct via the internet? How do customers behave in virtual worlds? How do customers search for information and in what way do they want to be informed or advised? Can we involve customers in developing new financial products and services (co-creation, crowd sourcing)? Learning means experimenting, investing without strict targets and without a great risk (of reputation)
  • 23. 17 september 2007 23 We learned a lot by doing: a short clip…
  • 24. 17 september 2007 24 Towards real business Attracting residents to our islands → generating leads Introducing Second Life Balance → checking the balance of you account Introducing Second Life ATM?
  • 25. 17 september 2007 25 Expand view: ABN AMRO’s vision Second Life is a first example of 3D social internet, however most likely not the last Internet and the real world intermingle more and more, they are becoming a hybrid interreality Usage of “internet” shifts; today no one “surfs the internet”, we‘re just connected 24/7 Second Life community is an attractive target
  • 26. 17 september 2007 26 Long term view: new features Advise dialogue → customer contact with which interaction and / or non- verbal interaction is important
  • 27. 17 september 2007 27 Long term view: new features Conferencing → easy accessible contact with customers or colleagues, no physical limitation (no travelling, just behind your computer)
  • 28. 17 september 2007 28 Future Virtual Worlds Barriers disappear – Better computer hardware (game consoles, PC’s getting faster) – Broadband internet Increasing acceptance of virtual worlds – Youth is already experienced (for example Habbo Hotel) – Avatars will become quite common appearance in user interfaces Three scenario’s – Large companies will dominate (Sony, Microsoft, Google) → no mutual compatibility – Several smaller virtual worlds → mutual interfaces, niche/locak approach – Standardization
  • 29. 17 september 2007 29 Thank you for your attention! Second Life Team