A detailed presentation given at the Online Social Networking and Business Collaboration conference in Sydney in November 2008 - on how to engage with shared social worlds - this includes locative games as well as traditional online game worlds and social 3D web based worlds. Specific focus on the networking elements and how this dictates the types of advertising and collaborative marketing.
Digital Worlds: Social, Virtual, Mobile
• Meet generation V
• What are the opportunities for enterprise, marketers and government?
• The psychological implications of virtual interaction
• What are the mobility limitations of virtual worlds?
Gary Hayes, Director LAMP, Head of Virtual Worlds, The Project Factory
Laurel Papworth, Director & Social Networks Strategist,
World Communities
Paul Salvati, Director,
TV vs Metaverse - The Mixed Reality Perfect StormGary Hayes
A presentation given by Gary Hayes the Director of Australia's Laboratory for Advanced Media Production at a seminar at the Museum of Sydney on 17 May 2006.
THE MIXED REALITY PERFECT STORM
“I think we are really approaching a perfect storm, a mixed reality perfect storm, because we are seeing several things happening. The first one is a long history of games based on TV and films, the foundations are already there. Another force creating this storm is virtual worlds, particularly the exponential growth of customisable ones and more importantly external integration into them. The third force is audience behaviour. They are involved in far more simultaneous activity particularly between broadband web and TV. The fourth element to this perfect storm is actually what is happening to TV and film, especially live reality TV becoming more game like and film becoming fantasy based. All of these forces together are creating a really potent mix” Gary Hayes 17 May 2007
Gary looks at the four forces that are coming together to create perfect conditions for this hybrid form of entertainment. He looks back 10 years at early inhabited TV 3D world experiments when he was an innovation producer at the BBC and then forward to the latest cross-over services where TV properties become virtual and where the virtual world appears inside traditional forms. He looks at virtual worlds such as there.com, second life, PS3 Home, Habbo Hotel, Neopets etc: and how properties such as Big Brother, Laguna Beach, The Hills, Pimp My Ride and a range of consumer brands that are creating engaging and immersive hybrid entertainment.
Brands in Social Virtual Worlds - Subtle Alchemy or Dangerous Chemistry?Gary Hayes
A presentation at the Online Social Networking and Business Collaboration World 2007 (http://www.acevents.com.au/connect07/programme.html)
Sydney December 2007
• how to integrate your brand into social virtual worlds such as Second Life
• how to grow community and connect with inhabitants
• the future of the metaverse
Gary Hayes, Head of Virtual Worlds, Project Factory
The Fragments of Play - Transocialmedia EntertainmentGary Hayes
A keynote presentation at IADIS Multi Conference on Computer Science and Information Systems 2009 Algarve, Portugal 17 – 23 June 2009
THE FRAGMENTS OF PLAY
Inter-connected, Co-Created Social Media Entertainment
There are many media revolutions taking place the most powerful of which is still the transition from passive to participatory media. This is exemplified by the collision/mashup of games, TV and films as a new dominant immersive form and part of the on-going transformation of one way story-telling to co-created and distributed. This talk will investigate the nature of the playful, networked audience across online worlds & games, participatory film & TV and location based stories all helping to define social media entertainment. How are new audiences being classified, by their age, behaviours or how they themselves tell their new stories across multi-platform, multi-sensory environments. Some key paradigms and enabling services and technologies to be explored will include mixed reality, personalization, inhabited TV, emotional intelligence, machinima, cross-media identity and distributed play.
An opening presentation looking specifically at Serious Games examples & case studies from the perspective of content potentially suitable for inclusion and managed by libraries of the future. This is not about just placing game consoles inside existing libraries but about a fundamental shift in how libraries can become the conduit for 'scenario based' play across a range of intentions...
A short 15 minute presentation given by Gary Hayes at the Sydney Writers Festival on Thurs 22nd May 2008 as part of a session looking at the visualisation and installation of poetry inside Second Life and other metaverses. Gary investigates the three levels of Sublime Immersion that are indicative of how art is currently being created inside these Social Virtual spaces - Authored, Resonant and Co-creative. It includes some latest statistics and research on the inhabitants of the world and some images from several well known installations and events across Second life
A presentation from June 07 given to AMP covering topics including Virtual Worlds Survival Guide, Laboratory for Advanced Media Production, Trans-reality and Business in Second Life
Marketing Opportunities in Social Virtual WorldsGary Hayes
A presentation by Gary Hayes to the Advertising and Marketing Summit Conference in Sydney on 22 July 2008.
Marketing Opportunities in Social Virtual Worlds
• Engaging with consumers in social and game virtual worlds
• Overview of the explosive growth of casual worlds and latest business models
• Insight into popular worlds including Second Life, Habbo, Google Lively and DIY Virtual Worlds.
Gary Hayes :: Head of Virtual World Development :: The Project Factory
TV vs Metaverse - The Mixed Reality Perfect StormGary Hayes
A presentation given by Gary Hayes the Director of Australia's Laboratory for Advanced Media Production at a seminar at the Museum of Sydney on 17 May 2006.
THE MIXED REALITY PERFECT STORM
“I think we are really approaching a perfect storm, a mixed reality perfect storm, because we are seeing several things happening. The first one is a long history of games based on TV and films, the foundations are already there. Another force creating this storm is virtual worlds, particularly the exponential growth of customisable ones and more importantly external integration into them. The third force is audience behaviour. They are involved in far more simultaneous activity particularly between broadband web and TV. The fourth element to this perfect storm is actually what is happening to TV and film, especially live reality TV becoming more game like and film becoming fantasy based. All of these forces together are creating a really potent mix” Gary Hayes 17 May 2007
Gary looks at the four forces that are coming together to create perfect conditions for this hybrid form of entertainment. He looks back 10 years at early inhabited TV 3D world experiments when he was an innovation producer at the BBC and then forward to the latest cross-over services where TV properties become virtual and where the virtual world appears inside traditional forms. He looks at virtual worlds such as there.com, second life, PS3 Home, Habbo Hotel, Neopets etc: and how properties such as Big Brother, Laguna Beach, The Hills, Pimp My Ride and a range of consumer brands that are creating engaging and immersive hybrid entertainment.
Brands in Social Virtual Worlds - Subtle Alchemy or Dangerous Chemistry?Gary Hayes
A presentation at the Online Social Networking and Business Collaboration World 2007 (http://www.acevents.com.au/connect07/programme.html)
Sydney December 2007
• how to integrate your brand into social virtual worlds such as Second Life
• how to grow community and connect with inhabitants
• the future of the metaverse
Gary Hayes, Head of Virtual Worlds, Project Factory
The Fragments of Play - Transocialmedia EntertainmentGary Hayes
A keynote presentation at IADIS Multi Conference on Computer Science and Information Systems 2009 Algarve, Portugal 17 – 23 June 2009
THE FRAGMENTS OF PLAY
Inter-connected, Co-Created Social Media Entertainment
There are many media revolutions taking place the most powerful of which is still the transition from passive to participatory media. This is exemplified by the collision/mashup of games, TV and films as a new dominant immersive form and part of the on-going transformation of one way story-telling to co-created and distributed. This talk will investigate the nature of the playful, networked audience across online worlds & games, participatory film & TV and location based stories all helping to define social media entertainment. How are new audiences being classified, by their age, behaviours or how they themselves tell their new stories across multi-platform, multi-sensory environments. Some key paradigms and enabling services and technologies to be explored will include mixed reality, personalization, inhabited TV, emotional intelligence, machinima, cross-media identity and distributed play.
An opening presentation looking specifically at Serious Games examples & case studies from the perspective of content potentially suitable for inclusion and managed by libraries of the future. This is not about just placing game consoles inside existing libraries but about a fundamental shift in how libraries can become the conduit for 'scenario based' play across a range of intentions...
A short 15 minute presentation given by Gary Hayes at the Sydney Writers Festival on Thurs 22nd May 2008 as part of a session looking at the visualisation and installation of poetry inside Second Life and other metaverses. Gary investigates the three levels of Sublime Immersion that are indicative of how art is currently being created inside these Social Virtual spaces - Authored, Resonant and Co-creative. It includes some latest statistics and research on the inhabitants of the world and some images from several well known installations and events across Second life
A presentation from June 07 given to AMP covering topics including Virtual Worlds Survival Guide, Laboratory for Advanced Media Production, Trans-reality and Business in Second Life
Marketing Opportunities in Social Virtual WorldsGary Hayes
A presentation by Gary Hayes to the Advertising and Marketing Summit Conference in Sydney on 22 July 2008.
Marketing Opportunities in Social Virtual Worlds
• Engaging with consumers in social and game virtual worlds
• Overview of the explosive growth of casual worlds and latest business models
• Insight into popular worlds including Second Life, Habbo, Google Lively and DIY Virtual Worlds.
Gary Hayes :: Head of Virtual World Development :: The Project Factory
What's Wrong with Transmedia Content? Where's the Funding?Gary Hayes
A brief 10 minute presentation given by Gary at the Content Crises and Convergence Roundtable Day in Sydney on Aug 8 2011. Run by the ARC Centre for Excellence for creative industries and innovation - more details of the day here.
http://cci.edu.au/events/content-crisis-and-convergence and podcasts to follow shortly.
The talk extended an article Gary made back in March 2011 here http://www.personalizemedia.com/10-reasons-public-multi-platform-funding-is-broken-ways-to-fix-it/
What's The ROI? Virtual Worlds IntroductionGary Hayes
Gary Hayes's intro and 15 minute session talk - Virtual Worlds & Business: What's The ROI?
Virtual worlds are maturing at a rapid rate and brands are realising there are valuable business opportunities within them. Whether the objective is engagement, research or brand presence, virtual worlds are proving to be a legitimate marketing channel. In this session our panel will look to provide insights into the business benefits of working within a virtual world. Our panellists will provide:
- An overview of virtual worlds and why they’re suitable for business
- Insight for brand involvement including what’s in it for both the brand and the consumer
- Considerations before entering a virtual world and how to be successful
- Identifying the KPIs and how to measure the success of a campaign
- Engagement and brand presence
- With case study examples, this session will bring to life the importance of engagement and brand presence in a virtual world and how organisations are testing, developing, connecting, and marketing within these communities.
DISCUSSION LEADER:
Gary Hayes, Director, Laboratory for Advanced Media Production, AFTRS
PRESENTER:
Jeff Brookes, Regional Director - Asia Pacific, Sulake Corporation (habbo.com.au)
Mitch Olson, Co-Founder, SmallWorlds
A presentation by Gary Hayes at a LAMP 'Interactive' seminar VIRTUAL STORY: THE ART AND CRAFT OF MACHINIMA on Thurs 14 May 2009 at AFTRS, Sydney.
Other speakers were covering production techniques and there were presentations from Illclan and SLCN.tv hence leaving out some significant areas of the form.
Gary Hayes, leading Virtual World creator, put this together inspired by the growing audience for his own machinimas which have achieved hundreds of thousands of views online. More at: http://www.youtube.com/user/hayesg01
Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.
Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.
Presentation given on 3 April 2009 in the new AFTRS theatre as part of a LAMP 'Interactive' Workshop. A new taxonomy by Gary Hayes and an overview of the form & many of serious games, brief history & their natural affinity with documentary.
The intersection between documentary filmmaking and games will be explored in this seminar and workshop, providing deep insight into the potential of Serious Games.
Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations?
Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.
The Gamification of Social TV Inspiring the stories of tomorrowGary Hayes
A short 35 minute presentation given by Gary Hayes at the Multi Platform TV Show in Sydney on 28 April 2011.
AREAS COVERED
What is Social TV? & What it isn't
What is Driving it?
The Value for the Users?
What it means for Creators who enable it?
Social TV (baby-steps)
=
1 The Conversation of TV (back-channel, recommendation & community)
2 The Gamification of TV (playful, tribe building & participative)
3 The Personalization of TV (users contribution, relevant & their stories)
Including audiences in the creation of your stories
• Differentiating your content with social features
• Listening to the audience to produce more compelling stories
Beyond Linear, TV 2.0, The Future of Film and TVGary Hayes
A specific presentation on new forms of linear video possibilities. Ten ways to create new experiences for viewers/participants based around film/TV forms. Delivered as part of the 3rd LAMP residential in Western Australia in May 2006.
In summary: To attract audiences across the range of media
delivered across this sea of devices and delivery channels:
•Audiences want to be able to push and pull their content without
barriers
•Advertising will lead innovation and dominate even more in
cross-media markets
•Professional producers will differentiate themselves from UGC
by creating interactive cross-media, or multi-layer rather than
mono-media
•Do not forget where the audiences are moving to
User Journeys, Personal Services, Natural EvolutionGary Hayes
A presentation given to ABC TV teams on a LAMP residential. Looks are the importance of the user journey and personal resonance in experience design. Also includes amongst the opening slides a bizarre prediction Gary gave of what the media landscape would be like in 2009 - but the prediction came from 2000!! Here is a snippet of that one:
The World in 2009 - according to Gary at SSBP, March 2000
•The World Wide Web of early 2000 is regarded as a ‘low resolution’ pilot
•Every individual can become a producer of content which is available
to everyone else - if they want it.
•All ‘content programme brands’ have elements in all of the above
•Everything can be made portable & kept forever
•CD collections, home movies, personal photographs are stored here too
•Now anything else is available on demand from anywhere over vast
broadband networks.
•Everything is ‘pulled’, only personally relevant content is ‘pushed’.
•The words ‘TV’ ‘radio’ & ‘internet’ disappeared from our vocabulary. Even the word ‘interactive’ went - everything is now interactive
•Scheduled ‘live video’ becomes a special group shared event - there is only one broadcast channel in each country - these events generate
most online discussion
•The home becomes a personalised entertainment and life system
where everything is centralised - games, video, shops, audio, text,
email & vmail & banking.
•‘Open Standards’ killed off all proprietary platforms in 2005 and the large ‘trusted’ traditional broadcasters collaborated and produced one
navigation system that all companies adopted
•True to all predictions the ‘interactive’ fridge becomes the most popular, connected device in the house
Future Social Media Entertainment keynote presention by Gary Hayes at SPAA Fringe 2008, Sydney 25 October. Blog http://www.personalizemedia.com/the-future-of-social-media-entertainment-slides/
"Connecting With Your Audience on the Social Web"
Telling stories to each other has been the right of everyone but until the last few years the privilege of a 'broadcast' few. With the advent of quality production tools accessible to all and many new cross-media channels to connect your story world with everyone elses, there is a blurring between beginner, amateur and professional - everyone is now an independent producer. What will it mean for existing linear TV/film makers, how will they truly engage across the social web, YouTube, Virtual Worlds, Blogs, Online Games, Flickr and hundreds of other social media portals across a growing broadband web?
This talk looks at existing and future forms of entertainment that 'involves' the audience, that connects to them and from them and more importantly, builds mutual trust and respect. From the pushed web 1.0, to the sharing 2.0 to a live and immersive web 3.0, Gary looks at successful case studies of 'connected' entertainment around the world and some of his own work at BBC, game and virtual worlds and selected projects at LAMP and AFTRS.
Pervasive Entertainment - Games, Film, Physical, Print & TV merged with socia...Gary Hayes
A prez from Gary Hayes at the GameTech inaugural conference at Luna Park in Sydney Australia, 22 June 2011
Covering Experiential Augmented Reality, Multi Platform Storytelling, Business Models, Locative Role Playing, Locat-inima, Pervasive Entertainment, Devices, Transmedia etc:
Initial brief
- Assessing the concept of Pervasive Entertainment and how it is affecting the games industry
- How are brands extending to transmedia?
- Reviewing the business models behind geo-social / augmented reality games
- Learning form relevant case studies
- What models of media production, distribution, and consumption are implied by these future visions of entertainment?
What is interactivity anyway? Beyond Story,Tech & Futurism. Designing Experie...Gary Hayes
A presentation given to open the Screenwest Digital Lab in Perth in March 2015. The talk focuses on user centric, experience design and challenges the audience to consider more holistic interaction approaches, especially to consider it their project really moves beyond the lower levers of interactivity. The final sections of the presentation look at interactive documentary, some game changer services and tech for storytelling and ends on the importance of parallel production and a taster of the EPOC.
Arresting Audiences, Co-creating Communities, Transmedia StorytellingGary Hayes
Two presentations given by Gary Hayes in Melbourne for a Film Victoria conference called 'Arresting Audiences' - film.vic.gov.au/www/html/199-speakers.asp - First one is around Talking to Audiences (building community and trans-social-media storytelling) second called Small Screen, Big Connections - is a brief focus on interesting Australian networked media services & some new social TV behaviours.
TV 2.0: Socialised & Participatory TV OnlineGary Hayes
A presentation given at a LAMP 'State of Play' Seminar - given on 25 March 2009.
TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web?
* Overview of all categories of existing online video services & business models
* The challenges of broadcasting and delivering ondemand
* Social Media TV, is TV becoming always-on, participatory and shared?
* tvInnovations across broadband TV and IPTV
* New advertising models and latest video web 2.0 mashups
* Is IPTV a valid platform for video producers?
* The evolving role of public service broadcaster and online video distribution
* ABC new developments including iView, Google Earth TV & programme related services such as Gruen Transfer
* How online video will become more personalized
* Is audience contributed online content sustainable at scale?
* What does the future hold?
A Presentation About You - The Personalized AudienceGary Hayes
A presentation given as part of the the first LAMP (lamp.edu.au) residential in South Australia Oct 2005. Still highly relevant tips and techniques to make services more personally resonant with audiences/participants.
"True interactivity should require users to give something of themselves and for the ‘system’ to resonate with that. If all you ask them to put in is selecting a series of vacuous pre-built options, their engagement is minimal and all they will truly get out is a series of vacuous outcomes.”
Gary Hayes 2005 - www.personalizemedia.com
Personal not generic. The ultimate forms of service
personalization are:
• helping people connect with each other
• services that evolve and are dynamically matched and
resonate to them
• helping people understand more about themselves
Personalized Home Entertainment and Human BehaviourGary Hayes
A presentation to the Australian Communications conference in Canberra November 2006. It covers an introduction to LAMP then looks at human need and the likely futures for home entertainment.
Navigating the Expanding Transmedia Multiplatform Universe and State of the I...Gary Hayes
A 2nd day keynote at Merging Media 2013 in Vancouver Canada. Slides formatted for widescreen. A 50 min prez.
http://mergingmedia.ca/events/mm2013/conference/overview/ - features an inserted "Transmedia State of the Industry" ten measures special :)
From idea to proof of concept to build to users and back again - here's a quick review of opportunities in some of the latest multi-platform production techniques and services. How do we make choices with so many digital media platforms and Apps available to us now? What methodologies can we use to find the most appropriate medium and technology to adopt for our latest story property? With so many distribution channels, how do we create, reach and ensure that we are user centric and able to distribute and grow our Multiplatform creations? Transmedia Guru, recent ABC TV Multiplatform Product Manager and StoryLabs CEO, Gary Hayes, maps out the challenges faced in designing a cohesive story universe today.
Why should our company launch our global thought leadership program at SXSW? 500 + solo presentations and panels give non-famous, passionate people a chance to engage people and increase their own personal profile as well as the profile of our global network.
You won’t find another conference with the quality of innovative, creative big thinkers. 16,000 attendees last year. The best networking event for insanely curious, entrepreneurial thinkers. Plus great barbecue and Tex-Mex. What more do you need?
From relevant marketing to community monetizationPlayApp
This presentation by putting the user at the center of reflection describes how Facebook facilitates access to relevant marketing. Brands can through their fans spread the information to the right person at the right time and improve conversion rates.
Three case studies illustrate this demonstration: "Outings with Friends" Parc Asterix, PSG group gifting and concerts information service "MyConcertAdvisor".
Developing An Online Strategy Using E-mail, Mobile, and Social Media (2010)Bryan Huber
A website alone is just no longer enough. Bryan Huber, Chief Interactive Officer of Paul Werth Associates, will delve into how to complement your website by developing an e-mail, mobile and social media plan that will help drive results. He will touch on how to develop a strategy around these three channels, how to measure results and how to adjust your strategy accordingly. All these pointers will lead to better business-to-business and business-to-consumer communications and potential sales.
Whilst Google+ is still only in beta stage, it is also one of the most hyped products of today – preparing to compete with the market leading Facebook.
But is it likely Google will succeed in convincing hundreds of millions of people who are already using Facebook to migrate to Google+? Or the 100 million who are already using LinkedIn?
Killer 2nd Screen and Social TV: Production MethodologyGary Hayes
A public presentation given by Gary Hayes (as Product Dev Manager ABC TV Multiplatform) at Connected Entertainment 2012 Expo, Melbourne November 21-22. Section of conference: Killer Content - The key ingredient in the success of connected entertainment
A Tall Order!
How do consumers want to connect with content on their TV?
What type of content is connecting with audience markets worldwide?
What is the key in engaging them and keeping them engaged?
Content discovery, participation TV and device control considerations
Providing a unified content experience across all devices
Gary Hayes , (then) Product Development Manager, ABC TV Multi Platform ABC
Fragments of Attention - Transmedia AlchemyGary Hayes
Accompanying post http://www.personalizemedia.com/navigating-the-world-of-multi-platform-transmedia-rituals/
Given at Colab's Envisage Keynote at Auckland University on 23 March 2011 by Gary Kayes. A short talk that looks at recent evolution of multi platform and changing user behaviour. It will highlight the reason traditional storytellers, marketeers and service providers are, for their own survival, needing to develop new transmedia forms. What are some of the most compelling examples thus far, is there really a business here and where are we truly headed? Gary will take us on a short ride through a fragmented media landscape and some of the transmedia attempts to help glue it back together again.
What's Wrong with Transmedia Content? Where's the Funding?Gary Hayes
A brief 10 minute presentation given by Gary at the Content Crises and Convergence Roundtable Day in Sydney on Aug 8 2011. Run by the ARC Centre for Excellence for creative industries and innovation - more details of the day here.
http://cci.edu.au/events/content-crisis-and-convergence and podcasts to follow shortly.
The talk extended an article Gary made back in March 2011 here http://www.personalizemedia.com/10-reasons-public-multi-platform-funding-is-broken-ways-to-fix-it/
What's The ROI? Virtual Worlds IntroductionGary Hayes
Gary Hayes's intro and 15 minute session talk - Virtual Worlds & Business: What's The ROI?
Virtual worlds are maturing at a rapid rate and brands are realising there are valuable business opportunities within them. Whether the objective is engagement, research or brand presence, virtual worlds are proving to be a legitimate marketing channel. In this session our panel will look to provide insights into the business benefits of working within a virtual world. Our panellists will provide:
- An overview of virtual worlds and why they’re suitable for business
- Insight for brand involvement including what’s in it for both the brand and the consumer
- Considerations before entering a virtual world and how to be successful
- Identifying the KPIs and how to measure the success of a campaign
- Engagement and brand presence
- With case study examples, this session will bring to life the importance of engagement and brand presence in a virtual world and how organisations are testing, developing, connecting, and marketing within these communities.
DISCUSSION LEADER:
Gary Hayes, Director, Laboratory for Advanced Media Production, AFTRS
PRESENTER:
Jeff Brookes, Regional Director - Asia Pacific, Sulake Corporation (habbo.com.au)
Mitch Olson, Co-Founder, SmallWorlds
A presentation by Gary Hayes at a LAMP 'Interactive' seminar VIRTUAL STORY: THE ART AND CRAFT OF MACHINIMA on Thurs 14 May 2009 at AFTRS, Sydney.
Other speakers were covering production techniques and there were presentations from Illclan and SLCN.tv hence leaving out some significant areas of the form.
Gary Hayes, leading Virtual World creator, put this together inspired by the growing audience for his own machinimas which have achieved hundreds of thousands of views online. More at: http://www.youtube.com/user/hayesg01
Machinima is a dynamic new form of storytelling that will be explored in a seminar and interactive workshop at AFTRS this week. This unique event will feature leading international experts speaking about the exciting future of this new form which utilises games and virtual worlds as new tools of filmmaking.
Games and virtual worlds are now being used as creative tools to make a wide range of films from horror genre, comedy to corporate training and education. YouTube, Machinima.com and scores of other video portals are filled with thousands of examples of these new forms of virtual storytelling. Some are now even being commissioned by mainstream TV such as NBC aired a CSI episode in 2008 integrating machinima made in Second Life and HBO recently acquired the machinima series ‘Molotov Alva’.
Presentation given on 3 April 2009 in the new AFTRS theatre as part of a LAMP 'Interactive' Workshop. A new taxonomy by Gary Hayes and an overview of the form & many of serious games, brief history & their natural affinity with documentary.
The intersection between documentary filmmaking and games will be explored in this seminar and workshop, providing deep insight into the potential of Serious Games.
Both games and stories have long been recognised as powerful learning tools. Their combination in the 21st century has the potential to provide learning experiences that are collaborative and globally connected. What are the best examples of Serious Games and where are they heading? How can Serious Games be employed by educators, corporations or non-profit organizations?
Screen Australia and the ABC have recently announced a funding initiative in the area of Serious Games. This seminar will bring you up to speed with the latest developments in serious games and provide an opportunity to present your own concepts and workshop ideas with experts in an afternoon workshop.
The Gamification of Social TV Inspiring the stories of tomorrowGary Hayes
A short 35 minute presentation given by Gary Hayes at the Multi Platform TV Show in Sydney on 28 April 2011.
AREAS COVERED
What is Social TV? & What it isn't
What is Driving it?
The Value for the Users?
What it means for Creators who enable it?
Social TV (baby-steps)
=
1 The Conversation of TV (back-channel, recommendation & community)
2 The Gamification of TV (playful, tribe building & participative)
3 The Personalization of TV (users contribution, relevant & their stories)
Including audiences in the creation of your stories
• Differentiating your content with social features
• Listening to the audience to produce more compelling stories
Beyond Linear, TV 2.0, The Future of Film and TVGary Hayes
A specific presentation on new forms of linear video possibilities. Ten ways to create new experiences for viewers/participants based around film/TV forms. Delivered as part of the 3rd LAMP residential in Western Australia in May 2006.
In summary: To attract audiences across the range of media
delivered across this sea of devices and delivery channels:
•Audiences want to be able to push and pull their content without
barriers
•Advertising will lead innovation and dominate even more in
cross-media markets
•Professional producers will differentiate themselves from UGC
by creating interactive cross-media, or multi-layer rather than
mono-media
•Do not forget where the audiences are moving to
User Journeys, Personal Services, Natural EvolutionGary Hayes
A presentation given to ABC TV teams on a LAMP residential. Looks are the importance of the user journey and personal resonance in experience design. Also includes amongst the opening slides a bizarre prediction Gary gave of what the media landscape would be like in 2009 - but the prediction came from 2000!! Here is a snippet of that one:
The World in 2009 - according to Gary at SSBP, March 2000
•The World Wide Web of early 2000 is regarded as a ‘low resolution’ pilot
•Every individual can become a producer of content which is available
to everyone else - if they want it.
•All ‘content programme brands’ have elements in all of the above
•Everything can be made portable & kept forever
•CD collections, home movies, personal photographs are stored here too
•Now anything else is available on demand from anywhere over vast
broadband networks.
•Everything is ‘pulled’, only personally relevant content is ‘pushed’.
•The words ‘TV’ ‘radio’ & ‘internet’ disappeared from our vocabulary. Even the word ‘interactive’ went - everything is now interactive
•Scheduled ‘live video’ becomes a special group shared event - there is only one broadcast channel in each country - these events generate
most online discussion
•The home becomes a personalised entertainment and life system
where everything is centralised - games, video, shops, audio, text,
email & vmail & banking.
•‘Open Standards’ killed off all proprietary platforms in 2005 and the large ‘trusted’ traditional broadcasters collaborated and produced one
navigation system that all companies adopted
•True to all predictions the ‘interactive’ fridge becomes the most popular, connected device in the house
Future Social Media Entertainment keynote presention by Gary Hayes at SPAA Fringe 2008, Sydney 25 October. Blog http://www.personalizemedia.com/the-future-of-social-media-entertainment-slides/
"Connecting With Your Audience on the Social Web"
Telling stories to each other has been the right of everyone but until the last few years the privilege of a 'broadcast' few. With the advent of quality production tools accessible to all and many new cross-media channels to connect your story world with everyone elses, there is a blurring between beginner, amateur and professional - everyone is now an independent producer. What will it mean for existing linear TV/film makers, how will they truly engage across the social web, YouTube, Virtual Worlds, Blogs, Online Games, Flickr and hundreds of other social media portals across a growing broadband web?
This talk looks at existing and future forms of entertainment that 'involves' the audience, that connects to them and from them and more importantly, builds mutual trust and respect. From the pushed web 1.0, to the sharing 2.0 to a live and immersive web 3.0, Gary looks at successful case studies of 'connected' entertainment around the world and some of his own work at BBC, game and virtual worlds and selected projects at LAMP and AFTRS.
Pervasive Entertainment - Games, Film, Physical, Print & TV merged with socia...Gary Hayes
A prez from Gary Hayes at the GameTech inaugural conference at Luna Park in Sydney Australia, 22 June 2011
Covering Experiential Augmented Reality, Multi Platform Storytelling, Business Models, Locative Role Playing, Locat-inima, Pervasive Entertainment, Devices, Transmedia etc:
Initial brief
- Assessing the concept of Pervasive Entertainment and how it is affecting the games industry
- How are brands extending to transmedia?
- Reviewing the business models behind geo-social / augmented reality games
- Learning form relevant case studies
- What models of media production, distribution, and consumption are implied by these future visions of entertainment?
What is interactivity anyway? Beyond Story,Tech & Futurism. Designing Experie...Gary Hayes
A presentation given to open the Screenwest Digital Lab in Perth in March 2015. The talk focuses on user centric, experience design and challenges the audience to consider more holistic interaction approaches, especially to consider it their project really moves beyond the lower levers of interactivity. The final sections of the presentation look at interactive documentary, some game changer services and tech for storytelling and ends on the importance of parallel production and a taster of the EPOC.
Arresting Audiences, Co-creating Communities, Transmedia StorytellingGary Hayes
Two presentations given by Gary Hayes in Melbourne for a Film Victoria conference called 'Arresting Audiences' - film.vic.gov.au/www/html/199-speakers.asp - First one is around Talking to Audiences (building community and trans-social-media storytelling) second called Small Screen, Big Connections - is a brief focus on interesting Australian networked media services & some new social TV behaviours.
TV 2.0: Socialised & Participatory TV OnlineGary Hayes
A presentation given at a LAMP 'State of Play' Seminar - given on 25 March 2009.
TV is in major transition. Where are the opportunities across on-demand platforms? Is the old advertising model broken? Will broadband to set top box comfortably co-exist with video on the web?
* Overview of all categories of existing online video services & business models
* The challenges of broadcasting and delivering ondemand
* Social Media TV, is TV becoming always-on, participatory and shared?
* tvInnovations across broadband TV and IPTV
* New advertising models and latest video web 2.0 mashups
* Is IPTV a valid platform for video producers?
* The evolving role of public service broadcaster and online video distribution
* ABC new developments including iView, Google Earth TV & programme related services such as Gruen Transfer
* How online video will become more personalized
* Is audience contributed online content sustainable at scale?
* What does the future hold?
A Presentation About You - The Personalized AudienceGary Hayes
A presentation given as part of the the first LAMP (lamp.edu.au) residential in South Australia Oct 2005. Still highly relevant tips and techniques to make services more personally resonant with audiences/participants.
"True interactivity should require users to give something of themselves and for the ‘system’ to resonate with that. If all you ask them to put in is selecting a series of vacuous pre-built options, their engagement is minimal and all they will truly get out is a series of vacuous outcomes.”
Gary Hayes 2005 - www.personalizemedia.com
Personal not generic. The ultimate forms of service
personalization are:
• helping people connect with each other
• services that evolve and are dynamically matched and
resonate to them
• helping people understand more about themselves
Personalized Home Entertainment and Human BehaviourGary Hayes
A presentation to the Australian Communications conference in Canberra November 2006. It covers an introduction to LAMP then looks at human need and the likely futures for home entertainment.
Navigating the Expanding Transmedia Multiplatform Universe and State of the I...Gary Hayes
A 2nd day keynote at Merging Media 2013 in Vancouver Canada. Slides formatted for widescreen. A 50 min prez.
http://mergingmedia.ca/events/mm2013/conference/overview/ - features an inserted "Transmedia State of the Industry" ten measures special :)
From idea to proof of concept to build to users and back again - here's a quick review of opportunities in some of the latest multi-platform production techniques and services. How do we make choices with so many digital media platforms and Apps available to us now? What methodologies can we use to find the most appropriate medium and technology to adopt for our latest story property? With so many distribution channels, how do we create, reach and ensure that we are user centric and able to distribute and grow our Multiplatform creations? Transmedia Guru, recent ABC TV Multiplatform Product Manager and StoryLabs CEO, Gary Hayes, maps out the challenges faced in designing a cohesive story universe today.
Why should our company launch our global thought leadership program at SXSW? 500 + solo presentations and panels give non-famous, passionate people a chance to engage people and increase their own personal profile as well as the profile of our global network.
You won’t find another conference with the quality of innovative, creative big thinkers. 16,000 attendees last year. The best networking event for insanely curious, entrepreneurial thinkers. Plus great barbecue and Tex-Mex. What more do you need?
From relevant marketing to community monetizationPlayApp
This presentation by putting the user at the center of reflection describes how Facebook facilitates access to relevant marketing. Brands can through their fans spread the information to the right person at the right time and improve conversion rates.
Three case studies illustrate this demonstration: "Outings with Friends" Parc Asterix, PSG group gifting and concerts information service "MyConcertAdvisor".
Developing An Online Strategy Using E-mail, Mobile, and Social Media (2010)Bryan Huber
A website alone is just no longer enough. Bryan Huber, Chief Interactive Officer of Paul Werth Associates, will delve into how to complement your website by developing an e-mail, mobile and social media plan that will help drive results. He will touch on how to develop a strategy around these three channels, how to measure results and how to adjust your strategy accordingly. All these pointers will lead to better business-to-business and business-to-consumer communications and potential sales.
Whilst Google+ is still only in beta stage, it is also one of the most hyped products of today – preparing to compete with the market leading Facebook.
But is it likely Google will succeed in convincing hundreds of millions of people who are already using Facebook to migrate to Google+? Or the 100 million who are already using LinkedIn?
Killer 2nd Screen and Social TV: Production MethodologyGary Hayes
A public presentation given by Gary Hayes (as Product Dev Manager ABC TV Multiplatform) at Connected Entertainment 2012 Expo, Melbourne November 21-22. Section of conference: Killer Content - The key ingredient in the success of connected entertainment
A Tall Order!
How do consumers want to connect with content on their TV?
What type of content is connecting with audience markets worldwide?
What is the key in engaging them and keeping them engaged?
Content discovery, participation TV and device control considerations
Providing a unified content experience across all devices
Gary Hayes , (then) Product Development Manager, ABC TV Multi Platform ABC
Fragments of Attention - Transmedia AlchemyGary Hayes
Accompanying post http://www.personalizemedia.com/navigating-the-world-of-multi-platform-transmedia-rituals/
Given at Colab's Envisage Keynote at Auckland University on 23 March 2011 by Gary Kayes. A short talk that looks at recent evolution of multi platform and changing user behaviour. It will highlight the reason traditional storytellers, marketeers and service providers are, for their own survival, needing to develop new transmedia forms. What are some of the most compelling examples thus far, is there really a business here and where are we truly headed? Gary will take us on a short ride through a fragmented media landscape and some of the transmedia attempts to help glue it back together again.
Personalised Audiences, Immersive ServicesGary Hayes
A presentation given at the sixth LAMP residential in Tasmania in Oct 2006. Looks at a vast range of ways to design services to make them more sticky with participatory audiences. True audience centric thinking. Broken into specific needs chapters - I want it everywhere, I want to escape, I want to be understood, I want to connect with the world, I want it now, I want to share, I want to take part.
A few slides at the end partly relevant on a 'whats cool talk on collaborative muve'
Something In The Air - The Future Of PersonalizationGary Hayes
A presentation from way back in October 2004 at XMediaLab - much still relevant today. This pre-dates YouTube but refers to the in-coming tidal wave, audience centric thinking and its final section about the very relevant now, portability and interoperability of personal profiles.
Future opportunities for broadcasters enabled by personal TV systems was given by Gary Hayes, then BBC Senior Development Producer, at NAB in Las Vegas on April 2003. It covers the slow progression to on-demand, personalised capture of relevant content and gives an insight into the many new advertising models that are starting to appear on the scene now. The final slide are some future predictions for 10 years time: Postulations - PTV 10 years hence…
•Scheduled TV will mostly be limited to live sport
and news
•Distribution of TV content will be 90%
broadcast/band and wireless to PTV systems the
rest high capacity DVD
•You will have portable profiles worldwide and
will receive their content anytime/where
•All promos and ads will all be highly targeted
•Viewers will all have large home servers feeding
many displays and devices (in and out of home)
•Programmes will be made for time-shifted, large
groups of niche audiences
•Linear AV only TV will be in the minority
A presentation about cross media given in 2000 to teams of BBC producers on a series of development labs about audience centric design and production thinking and creating compelling cross-media. It covers on-demand, mobile, social networks, on-demand - example:
What they say they want...
•I need to explore in more depth, at my own pace
•I want to ‘link’ out to more - especially around my local area
•I expect relevant facts & activities on demand - immediately
•I would like episodic rich media, video and audio
•I want to personalise my experience - choose my own routes
•Let me contribute, give my opinion to others and the makers
•I would like the producers to automatically know what I
“really” found interesting - during and for next time.
A remarkable thing about the presentation it was delivered in 2000, long before 360 thinking and social networks were the norm.
Creating community with digital tech 080416NetSquared
LA Tech4Good Event
http://www.meetup.com/LATech4Good/events/230301998/
Come out on Aug 4 for three great presenters and conversation on community engagement through digital technology.
Frank Hong: How socially conscious groups can find value in online social networks for promoting community engagement.
Marcy Rye: What Pokémon Go and augmented reality mean for the future of tech and community engagement.
Rebecca Campbell: How online communities are fostering greater in-person connections with digital tech and human interaction.
Frank Hong is CEO & Founder of One World CGI, a public benefit corporation that operates an online social platform helping people discover and connect to good things happening in their communities.
Marcy Rye is Founder & Principal of Wire Media, a certified B Corp enabling nonprofits and social good companies to communicate better with their audiences through brand strategy and visual storytelling.
Rebecca Campbell is VP, Client Success at Causecast, an online platform that helps corporations, employees, and nonprofit partners connect and do more good.
Shoutout to Cross Campus Pasadena, a community of creative professionals, for hosting us. We're looking forward to seeing old & new friends at our first Pasadena event!
Emerging Web Trends & Career Opportunities in IT 2013Vernon Fernandes
This presentation was delivered at Rosary College of Arts & Commerce, Navelim, Goa. It was attended by the final year BCA Students. The endeavour was to present the latest trending technologies and upcoming career opportunities in the fields of digital media, mobile environments, augmented reality & 3-D Printing
SUG - Singapore - Use of Social communication in the next generation of businessMark Stokes
These are the slides for my presentation to the Singapore SharePoint User Group in September 2014.
I have added some extra points, based on the discussion topics around different cultures and End User Adoption.
The Future Of Social Media And Its Implications For BrandsAdam Graham
A look at some of the emerging trends in social media and some predictions about where this may be going.
Plus, the implications for Brands
This talk was given at the Facebook Garage and a couple of weeks later, at the World Social Media Forum
Gamification is one of the best toolboxes for increasing engagement in business. Using it correctly will result in amazing outcomes for startups and small businesses. This is the presentation for my workshop in Tivan co-working space of Sharif university.
Presentation for Handheld Librarian 3 as an intro to augmented reality services including what's happening in the fields of advertising, marketing, retail, shipping, gaming, and the wealth of GIS information overlay currently available. Social issues are briefly covered as well.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
1. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
GAME & WORLDS
ADVERTISING & MARKETING
SOCIAL, VIRTUAL, MOBILE
www.personalizemedia.com www.theprojectfactory.com www.lamp.edu.au
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
2. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Service provider, content producer, strategist, director, web 2.0 ‘generator’
•Interactive TV & Broadband Web - BBC 8 years Senior Development Producer
•Personalisation - TV-Anytime (Future of Personal & Targeted TV)
•Emergent Media Development - Director LAMP, AFTRS
•Social Virtual World Producer - Head of Virtual Worlds, The Project Factory
• :) 9th top Media Marketing Blog www.personalizemedia.com
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
3. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
BigPond Telstra US Fortune 100s Melbourne/Cog/AFTRS etc:
ABC Island Deakin Arts Island Thursday’s Fictions
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
4. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
BigPond ABC Island
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
5. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Laboratory for Advanced Media Production
Founded in Sydney through AFTRS mid 2005
Incubated over 60 innovative social cross platform projects
- mobile, broadband PC/TV, IPTV, PVR, MUVEs & beyond
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
6. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
7. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Scorched
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
8. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
TALK TODAY
Worlds AUDIENCE
Virtual Worlds MARKET
InWorld Marketing CASE STUDIES
Branded Entertainment World FUTURES
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
9. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
10. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
GAME WORLD
PLAYERS
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
11. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
12. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Social Virtual ‘Game’ Worlds are ‘Live’
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
13. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Generation V (virtual)
Definition
Unlike previous generations, a member of Generation V prefers to socialize,
obtain information and communicate through digital methods. These methods
are seen by Generation V as a means to expand their network base, allowing
them to communicate outside of their physical locations, and even globally.
Members of Generation V are not usually defined in terms of a particular age,
sex, race or location. Basically, Generation V is made up of people who
replace physical experience with an online experience.
http://en.wikipedia.org/wiki/Generation_V
•Women Comprise 40% of US Gamers
•26% of Whom Are over Age 50
•Average age of videogame players has risen to 35
Women age 18 or older represent a significantly greater portion of the game-
playing population (33%) than boys age 17 or younger (18%). 65% of American
households play computer and videogames.
Entertainment Software Association
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
14. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Virtual Worlds are about Lifestyle Marketing
Aspirational, feelings, peers, family, friends, fun, entertainment, fantasy, love, death
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
15. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
16. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Many are SOCIAL spaces
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
17. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
A lot are specialised
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
18. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Social Virtual Worlds are part of Social Media
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
19. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
20. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
60% of Americanʼs play video games - 40% are women
300 million globally in social virtual worlds
Club Penguin 6m Habbo Hotel 12m
Neopets 6m Stardoll 13m
Nicktropolis 5.5m Webkinz 5.5m
SVWs inside gameplay environs - Runescape - 5.5m, World of Warcraft 11m, Gaia Online 3.5m
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
21. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
$345 Million Invested So Far This Year
•2nd Quarter 2008 - $161 million invested in 14 virtual-worlds
•1st Quarter 2008 - $184 million put into 23 virtual worlds
•Total this year alone to $345 million across 37 new worlds
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
22. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
23. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
24. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
VIRTUAL WORLDS
MARKET
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
25. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
2008
Global box office sales $27 bln - mpa
Six Major Film Studios all media revenue $43 bln - mpa
Video games industry $48.3 bln
Online games $4.2 bln just in Asia-Pacific
In 2012:
Games Industry $70 bln - pwc
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
26. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
27. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
28. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
29. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
•US retail gaming $18.85 Billion
•Global Box Office $9.6 Billion
•US Home DVD market $16 Billion
US Entertainment Merchants Association July 1 2008
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
30. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
31. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Some MMOGs total revenues (rough)
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
32. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Virtual Worlds are Big
• Gaia Online does over
50,000 person to person
auctions and 1 million
message board posts a day-
making them the 3rd largest
auction site and the 2nd
largest message board on
the Internet.
• Tencent generated $100
million+ in Q1 of 2007 and
over 65% of their revenue
comes from virtual goods.
• Habbo Hotel has over 75
million registered avatars in
29 countries and 90% of
their $60 million+ yearly
revenue comes from virtual
goods.
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
33. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
34. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
vCommerce and Generation V
Gaia Online
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
35. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Merging of Games and SVWs
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
36. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Merging of SVWs and TV
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
37. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Merging of SVWs and the 2D web
Weblin and RocketOn
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
38. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
39. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
SuperStruct
5500 players in 2 weeks
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
40. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
a collaborative simulation
of a global oil shortage
32 days, 60 000 visitors
1800 players 12 countries
the best way to change
future is to play with it
first - CNET
apr 2007
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
41. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
42. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
INWORLD MARKETING
CASE STUDIES
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
43. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
44. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Marketing & InGame Advertising Models
Easy to Harder
1. Static Advertising
2. Promotions & Sponsored events
3. Virtual Goods & Product Placement
4. Dynamic InGame Advertising
5. Branded Spaces
6. AdverWorlds & AdverGames
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
45. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Static Advertising
PriceWaterhouseCoopers estimates total spending on
in-game advertising to reach $1 billion by 2010.
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
46. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
NEW FORMS OF ADVERTISING - GAMES
US $295 million will be spent on in-game advertising
$207 million advergaming (the creation of games to promote a brand)
Advergaming will climb to $344 million in 2011, in-game advertising
will reach $625 million that year.quot; eMarketer
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
47. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
48. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Government Communications Headquarters InGame Recruitment
Tom Clancy’s Splinter Cell: Double
Agent and high-octane racer Need for
Speed Carbon. By Massive
•Increased traffic to the Careers in
British Intelligence website by 1,000
percent, from an average 550 unique
visitors a day to an average 5,500
•Won the “Innovation” category at
the 2008 Recruitment Advertising
Awards, and received nominations
for several other industry awards
•Generated extensive coverage in
the national media
http://advertising.microsoft.com/europe/
ResearchLibrary/ResearchLibrary.aspx?
Adv_CaseStudyID=1664
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
49. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Splinter Cell with Nivea and Chrysler
A series of in-game product placement by Nivea.
Aimed at the male 18- to 34-year-old market
Bathroom product and billboards with
quot;There are many faces of evil. Don't let yours be one of themquot;
quot;The 'Good Guy' almost never has a beardquot;
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
50. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Videogame advertising, both in and around game, is effective in driving
attention and recall
* Three-quarters of gamers notice ads while playing video games
* 75% of gamers engage with at least one ad per minute
* 81% of gamers engage at least every other minute
* ½ second ad exposure is sufficient for a gamer to notice an in-game ad
Most gamers believe that ads in games add to the realism and overall
experience of playing video games and can have a positive impact.
* quot;It's fun to see things in games that are real.quot;
* quot;You'd notice a brand if it wasn't there... like they'll put a false brand
and I'll be like, what's that?quot;
* quot;Like in Ghost Recon, you have the Dodge billboards in the urban areas,
and I think that is pretty effective... it adds realism because, you know, you
see ads in the real worldquot;
* quot;I think being in a game is way better because in TV it can sometimes
annoy you and stuff and can have a negative effect on a product. But in a
game, I think it has a positive effect.quot;
* quot;I have no problem with it. I like it actually.quot;
Source: Videogame Advertising Engagement Study, July 2007
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
51. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Promotions &
Sponsored events
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
52. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
53. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
54. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
* The centralized investment in the Second Life island paid for itself after
5-6 events. - If you think about recruitment at Accenture taking place in 49
countries, and each of these countries using the Accenture Careers island
rather than building its own, the cost savings really start to stack up.
* So Global Recruitment Marketing put a lot of effort into making it easy
for recruiters to use Second Life. The team holds meetings, calls, and tours
with recruiters and created a guide on how to sign up in Second Life, create
an avatar, walk, sit, chat, etc.
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
55. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
56. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Virtual Goods &
Product Placement
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
57. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Source: Betsy Book AAAS
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
58. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
59. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Over 80 million registrations
7.5 million per month, 100 000 online at once
Branded virtual goods 90% of their $60 million+
yearly revenue comes from virtual goods.
Sophisticated Psychographics: 42 000 kids profiled
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
60. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Dynamic InGame
Advertising
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
61. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
62. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
63. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
64. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Branded Spaces
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
65. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
66. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
67. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
68. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
69. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
70. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
AdverWorlds &
AdverGames
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
71. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
quot;Now our audience can 'live' Laguna
Beach: The Real OC by immersing
themselves in a next
generation hybrid of TV show
and virtual communityquot; says
Matt Bostwick, SVP Franchise
Development MTV Music Group. quot;The
virtual world will expand and grow with the
show in real time. This will enable the
audience to take our content as a starting
point and create their own drama.
In effect, the audience becomes the content. We created a first class 'virtual team' to implement this consisting of
Makena Technologies, Imaginary Forces, The Electric Sheep Company, Analog Protocol and Extra Large
Technology to make it happen in record time.quot;
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
72. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Football Superstars is the world's first Virtual
Football World. An entire online virtual world
designed by football fans exclusively for
football fans, where you can enjoy a massively
multiplayer experience on your PC.
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
73. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
74. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
75. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
76. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
BRANDED ENTERTAINMENT WORLD
FUTURES
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
77. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
BBC Inhabited TV circa 1996
”Inhabited TV involves the public deployment of collaborative virtual environments (CVEs) so
that on-line audiences can participate in TV shows within shared virtual worlds.” BBC R&D 1996
The experiment ran in parallel to the
BBC television series The Net. After
each TV program, its viewers were
invited to become inhabitants in a
virtual world whose design mirrored
its theme and where they could
engage in various events such as
debates between performers (e.g.,
between the author Douglas Adams
and BTʼs Peter Cochrane) and
playing with interactive objects (e.g.,
a bouncy castle). Over 2300 people
registered to become inhabitants of
The Mirror.
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
78. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Blended Entertainment?
“Mixed Reality a creative or social activity that takes place
simultaneously in real and virtual worlds and where the
interaction in each are dependent on each other and resonant
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
79. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Inhabited TV, Mixed Reality
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
80. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
81. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
82. Online Social Networking & Business Collaboration World
DIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Thank You
www.personalizemedia.com www.theprojectfactory.com www.lamp.edu.au
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@AFTRS
gary@personalizemedia.com - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au