This document discusses the future of virtual worlds and online socialization. It notes that Asia is leading in many aspects of virtual goods markets and online games. The future may see virtual worlds transitioning to focus more on social entertainment and game mechanics. Understanding user behavior from offline social psychology, zoology, and anthropology can provide insights for online behavior. With awareness of risks and a focus on benefits, online socialization could become an important skill and virtual worlds may help address issues with offline socialization by providing additional digital spaces for engagement.
Presentation on virtual goods in Asia covering gaming, SNS, virtual worlds, social games across China, Japan and Korea. Given at the Virtual Goods Summit in San Francisco on October 2009.
Download it from www.plus8star.com
The latest news about digital goods in Asia, with a global perspective. Presentation given at the Virtual Goods Summit in San Francisco in October 2010.
Can China innovate? How does the Chinese Internet relate to Galapagos penguins? This -and more - unveiled for the price of free.
Talk given at the National University of Singapore in October 2011.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
Presentation on virtual goods in Asia covering gaming, SNS, virtual worlds, social games across China, Japan and Korea. Given at the Virtual Goods Summit in San Francisco on October 2009.
Download it from www.plus8star.com
The latest news about digital goods in Asia, with a global perspective. Presentation given at the Virtual Goods Summit in San Francisco in October 2010.
Can China innovate? How does the Chinese Internet relate to Galapagos penguins? This -and more - unveiled for the price of free.
Talk given at the National University of Singapore in October 2011.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
FutureSense: Who Will I Become - Living With a Changing Context
Experiensualism: the future experience of experiences.
In a world of sensory enhancement and augmentation, multiple identities, new notions of the performative, telepresence, total immersion, embodiment, multiple dimensions, cognitive feedback, inter-relational sense clusters, virtual humanity, emotionally intelligent computing and affective social software, HMI, Artificial intelligence and simultaneous multi-sensory connectivity, we are beginning to understand that we are becoming a different kind of human, with the potential for a vast new array of experiences.
In fusing the essence of related philosophies, social change, human morphing and emerging technologies, Derek will discuss the types of future experiences that will be available to us, together with how we will participate, our future sensory expectations and how such changes will drive a new context for human-ness.
Derek Woodgate is a practicing futurist, author, speaker and innovator, with over 25 years of international business experience, having had positions on the boards of two major corporations and nearly 10 years working with the British Foreign and Commonwealth Office. Derek is currently President and CEO of The Futures Lab, Inc, a futures-based consultancy, which he founded in January 1998, with offices around the globe. The Futures Lab specializes in leveraging future potential, for major corporations and institutions.
Waves of Change Shaping Digital ExperiencesJoe Lamantia
The digital landscape is changing, shaped by waves of change in media, technology, identity, and the basic ways we evaluate our experiences. These are some of the major waves of change in digital experiences that may be leading us to a world of co-creation and exchange through interaction.
The Future of Education, the Spacial Web and Self Organizing Systems.Zenka Caro
Learn about advances in citizen science, virtual reality, consciousness and the spacial web. How can self organizing systems support a global renaissance? This talk was given at CSUN University for the distinguished speakers program and covers the future of curiosity. Video can be found here: https://youtu.be/iRgd6shlolA
The games industry has the highest rate of creative destruction in tech, as we contend with new platforms, business models, design and art trends. This ever-shifting landscape forces large enterprises to retreat into familiar tropes with certain commercial outcomes, but the future belongs to those who innovate, pushing the creative boundaries of the products and the outer limits of technology. This presentation reviews a series of concepts ripe to be exploited by fearless indies or corporate rebels everywhere, from flicksyncs to metaverse-morphing neural networks.
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
FutureSense: Who Will I Become - Living With a Changing Context
Experiensualism: the future experience of experiences.
In a world of sensory enhancement and augmentation, multiple identities, new notions of the performative, telepresence, total immersion, embodiment, multiple dimensions, cognitive feedback, inter-relational sense clusters, virtual humanity, emotionally intelligent computing and affective social software, HMI, Artificial intelligence and simultaneous multi-sensory connectivity, we are beginning to understand that we are becoming a different kind of human, with the potential for a vast new array of experiences.
In fusing the essence of related philosophies, social change, human morphing and emerging technologies, Derek will discuss the types of future experiences that will be available to us, together with how we will participate, our future sensory expectations and how such changes will drive a new context for human-ness.
Derek Woodgate is a practicing futurist, author, speaker and innovator, with over 25 years of international business experience, having had positions on the boards of two major corporations and nearly 10 years working with the British Foreign and Commonwealth Office. Derek is currently President and CEO of The Futures Lab, Inc, a futures-based consultancy, which he founded in January 1998, with offices around the globe. The Futures Lab specializes in leveraging future potential, for major corporations and institutions.
Waves of Change Shaping Digital ExperiencesJoe Lamantia
The digital landscape is changing, shaped by waves of change in media, technology, identity, and the basic ways we evaluate our experiences. These are some of the major waves of change in digital experiences that may be leading us to a world of co-creation and exchange through interaction.
The Future of Education, the Spacial Web and Self Organizing Systems.Zenka Caro
Learn about advances in citizen science, virtual reality, consciousness and the spacial web. How can self organizing systems support a global renaissance? This talk was given at CSUN University for the distinguished speakers program and covers the future of curiosity. Video can be found here: https://youtu.be/iRgd6shlolA
The games industry has the highest rate of creative destruction in tech, as we contend with new platforms, business models, design and art trends. This ever-shifting landscape forces large enterprises to retreat into familiar tropes with certain commercial outcomes, but the future belongs to those who innovate, pushing the creative boundaries of the products and the outer limits of technology. This presentation reviews a series of concepts ripe to be exploited by fearless indies or corporate rebels everywhere, from flicksyncs to metaverse-morphing neural networks.
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
Video killed the radiostar, but will Web 3.0 kill the teacher?Carsten Ullrich
Slides from a presentation given at Spark09.
Technology disrupts. The WWW makes established business models and institutions obsolete, often almost overnight. Nobody foresaw that the proud Encyclopaedia Britannica would be replaced by Wikipedia, a Website to which everyone can contribute.
But what about schools and education? Will teachers by succeeded by avatars living in virtual worlds? Or will their role change, from an instructor to a moderator, from a know-it-all to a mediator of knowledge?
Web technology, from the collaborative and user-driven world of the Web 2.0 to the Web 3.0, the machine-understandable Semantic Web transforms education.
Marketing Automation to ostatnio bardzo modny trend w działaniach email marketingowych, warto jednak zastanowić się kiedy warto zainwestować w działania MA i od których zacząć. Tomek pokaże w prezentacji ciekawe przykłady i wybrane case studies.
An introduction about the variety of social networks out there (like cheese and wine, they come in many styles). This was an introduction to a panel on social networking in China at the China Internet Forum in November 2009. Some data is included, notably on gaming.
Talk given at Stanford University for a student entrepreneur group with a focus on Asia. I picked 8 things I learned working in the web/mobile space in Asia.
Presentation given at the workshop on 3D Internet in EU and China in Beijing in March 2009. It covers various examples of 2D & 3D virtual worlds, social networks as well as some interesting legal issues, to conclude with more abstract ideas about the "digital third place"
This is a presentation made for a seminar organized by EU-China exchange program. It replied three questions. 1- why look at China? 2- What online media brings to China? 3- Sources of innovations?
How does China compare to the Galapagos? Comparisons between China's digital species and the islands' Flora and Fauna.
Talk given at Media Evolution Conference in Malmo, Sweden, on August 2011.
Case studies of how some robotics startups from the HAX portfolio managed to finance their first stages, get to market and scale. Talk given at R18 Conference in Odense, Denmark in September 2018.
"Cultural Awareness" will help work globally, save your marriage and get deliveries on time.
This talk refers "culture codes" and the eponymous book by Clotaire Rapaille, as well as Samuel Huntington's "Clash of Civilizations" world model.
What is your Startup Ecosystem OS?
What is your cultural OS?
Can you upgrade them?
Talk given in New Delhi, Bangalore and Mumbai on January 2013 for the World Startup Report.
The world is being redefined beyond frontiers by digital civilizations, and games are at the forefront of it. Talk given via Skype at Bitspiration in Poland on June 2012.
9. What I do
• CEO, Plus Eight Star | www.plus8star.com
• Digital Strategy & “Innovation Arbitrage”
• Best practices from Asia’s web and mobile world
• Partner, Cmune | www.cmune.com
• Online gaming company
• First 3D FPS on Facebook, MySpace and Apple.com
• Founder | Mobile Monday Beijing
• Monthly forum for mobile professionals
• 36 events, 130 speakers, 3,000 participants
• Angel Investor, Advisor, Keynote Speaker
10.
11. The future is already here –
it is just unevenly distributed
William Gibson
Science Fiction Writer
13. Social Aspects of Technology
“When a technology
becomes boring, that's
when the social effects
become interesting.”
Clay Shirky, Professor, NYU
Author, Here Comes Everybody
14. Today
• Half-way through the valley of disillusion
• Nothing better than SL since 2003?!
• Business issues getting sorted thanks to games
23. Answers
World’s #3 largest
Internet company
after Google and
Amazon
#2 youngest self-
made billionaire
in the world after
Mark Zuckerberg
of Facebook
Pony Ma, CEO, Tencent Yoshikazu Tanaka, CEO, GREE
26. More on Tencent
• Revenue 2009 $1.8B
• Net Profit Margin 40%
• Revenue from Digital Goods 90%
– Digital currency
– Multiple payment methods
– Purchase, rental, subscriptions…
27. 11:30
Shin Takamiya
Advertising
Gree Home Advertising &
Affiliates | 25%
Avatars & items
B2C virtual
Games goods | 75%
60% avatars
40% games
28.
29.
30. Mobile App Platform since Oct.09
(330 apps as of February 2010)
City Building Harvest Moon Shopkeeper Furauni
By Liveware By Liveware By Geisha Tokyo By Konami
31. Online Games in China
• 2009: $3.75B
• 105 million game users
– SNS games = 87.7% (92 mln)
– MMOs = 22.7% (24 mln)
– Single-player PC games = 36.1% (38 mln)
32. Is Asia’s success unique?
Two major shifts
1. Business shift
2. Mindset shift
33. Business shift
• Packaged software legacy
• Online business models
– Subscription
– Digital goods
• Obvious in Facebook and IMVU
• Second Life “pivoting”
34. Chinese Online Games Companies
• Listed on NASDAQ
• NETEASE NTES $3.93B
• SHANDA SNDA $2.65B
• SHANDA GAMES GAME $1.56B
• PERFECT WORLD PWRD $1.20B
• CHANGYOU CYOU $1.49B
• GIANT INTERACTIVE GA $1.64B
• Listed on HKSE
• TENCENT 0700 $30.6B
• NET DRAGON 0777 $250M
• KINGSOFT 3888 $595M
Data as of: 21 June 2010
35. Total Market Cap
• And the total is…
• 8 Gaming Companies $13.3B
• TENCENT $30.6B
• TOTAL $43.9B
• Comparables
• ACTIVISION BLIZZARD $14.27B
• ELECTRONICS ARTS $5.28B
• TAKE TWO INTERACTIVE $853M
• UBISOFT $817M
• ATARI Delisted from NASDAQ
• TOTAL $21.2B
Data as of: 21 June 2010
36. More Comparables
• Korea
• NHN (Naver, Hangame) $7.6B
• NC SOFT $3.8B
• NEXON Private ($6B offer?)
• Japan
• SEGA SAMMY $4.1B
• KONAMI $2.5B
• SQUARE ENIX $2.3B
• NAMCO BANDAI $2.2B
• CAPCOM $1.2B
• (NINTENDO $44.2B)
Data as of: 21 June 2010
37. Virtual Worlds
• Strengths
– Exploration
– Creativity
– Online Economy
• Weaknesses
– No social graph
– No fun!
• IMVU, Second Life “pivoting”
38. (from Web 2.0 Conference, 2010.05)
• Revenue 2009: $22 million (x2)
– Became profitable & cash flow positive
• Revenue 2010: $44 million? (x2)
• Begin pivot… Virtual World to Social Entertainment
– “From Dress Up to Level Up”
– Game Mechanics
– 2D and 3D Games
41. Proven Models Spreading
• Asian companies expanding
– Bring online & social games overseas
– Acquire IP from Japan, US, Europe?
• Huge opportunities in emerging markets
– “Tencents” of… Russia, Brazil, Vietnam, Indonesia…
• Globalization of dev & publishing abilities
42. Remaining Barriers in the West
• Semantic prisons
• Payment infrastructure
– Getting better, but still far off
• Industry legacy
– Content production & operation
55. Video Games
• Connotations
– Childish
– Waste of time
• Adults don’t play games!
• Updated terminology
– Video = Digital (is this needed?)
– Games = Entertainment
56. Benefits of games
• Great way to learn
• Games already sell digital goods
– Three quarters of digital goods sold in Asia
– Main revenue maker for games on Facebook
• Spending to have fun / a better experience
75. Help fix what is broken
in offline socialization
• Engagement & Disengagement
• Multi-tasking
• Social skills & Social dynamics
• Virtual worlds as additional physicality: The
concept of digital third place
77. The hope with games
• Path of least resistance: nothing to explain!
• Game = 3D world with rules, fun and targets
• Games as excuses for social interactions
• Games drive revenues
78. Paradise Paintball | World’s First Social FPS!
www.cmune.com
www.facebook.com/paradisepaintball
83. Thanks!
www.plus8star.com
benjamin@plus8star.com
+81 | Japan
benjamin0123 +82 | Korea
+86 | China
http://twitter.com/benjaminjoffe
Telecom & Internet
www.linkedin.com/in/benjaminjoffe + Added Value
* High quality
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