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V Rising presents: experiencing  virtual worlds
<ul><li>Virtual worlds are richly immersive  </li></ul><ul><li>3D environments </li></ul><ul><li>Users are represented by ...
<ul><li>There are over 250 virtual worlds </li></ul><ul><li>For all age groups young and old </li></ul><ul><li>Broken into...
media   experiences Virtual worlds need brands. Brands create media  attention and the publicity attracts more users.
media   experiences <ul><li>50% of the new Second Life accounts created in 2007 were  a direct result of brand activity.  ...
media   experiences <ul><li>7.8 million unique visitors a month visit Stardoll to dress their avatars in branded clothing ...
managing   experiences 73% of the real world brands in Second Life located on dedicated islands, forgetting about the user...
managing   experiences <ul><li>Stella McCartney and Boots No.7 </li></ul>
managing   experiences <ul><li>Dell Island is always deserted </li></ul>
managing   experiences <ul><li>Reebok Island is always deserted </li></ul>
managing   experiences <ul><li>Renault and Ben & Jerry both have Islands </li></ul>
managing   experiences <ul><li>Vodafone launch in Second Life </li></ul>
managing   experiences Engage your brand with a community
managing   experiences <ul><li>The Waldorf Barber Shop in Dublin SL </li></ul>
managing   experiences <ul><li>Tourism Ireland sponsored the  </li></ul><ul><li>Dublin SL St Patrick’s Day Parade </li></ul>
managing   experiences <ul><li>Toyota launch in kids world Whyville  </li></ul><ul><li>Users can get virtual loans to buy ...
managing   experiences <ul><li>Zwinky partnered with ShoeBuy.com to sell both virtual and real  </li></ul><ul><li>shoes fr...
managing   experiences <ul><li>85 % of users have interacted with the Pepsi  brand in VMTV </li></ul>
managing   experiences <ul><li>Cosmo Girl launched in There.com </li></ul><ul><li>Their target audience in the world is ag...
managing   experiences <ul><li>Sony and Gaia partner to build movie theaters </li></ul><ul><li>other brands: Sony, Toyota,...
managing   experiences <ul><li>Ultimate Branding – Times Square </li></ul>
user   experiences Brands must turn to non-traditional methods of advertising, because that’s where the audience is.
user   experiences <ul><li>Problems with accessing virtual worlds like downloading the client application, have led to an ...
user   experiences <ul><li>Scenecaster allows users to create 3D scenes, by dragging & dropping objects </li></ul><ul><li>...
user   experiences <ul><li>Commercial uses: </li></ul><ul><li>Campaigning & Viral marketing </li></ul><ul><li>B uild fun c...
future   experiences Brands can interact and communicate with users in ways not achievable through traditional mediums.
future   experiences <ul><li>Exit Reality will be able to transform any social networking site into a virtual world </li><...
future   experiences <ul><li>Brand can embrace virtual worlds in </li></ul><ul><li>three ways </li></ul><ul><li>Advertisin...
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Vrising - Digital Misfitz presentation

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Vrising - Digital Misfitz presentation

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Vrising - Digital Misfitz presentation

  1. 1. V Rising presents: experiencing virtual worlds
  2. 2. <ul><li>Virtual worlds are richly immersive </li></ul><ul><li>3D environments </li></ul><ul><li>Users are represented by Avatars </li></ul><ul><li>Avatars can walk, run, fly and dance </li></ul><ul><li>Users can watch videos, listen to music, </li></ul><ul><li>text and voice chat with friends </li></ul><ul><li>Virtual world visitors become residents because they enjoy the experience created in that world </li></ul>creating experiences
  3. 3. <ul><li>There are over 250 virtual worlds </li></ul><ul><li>For all age groups young and old </li></ul><ul><li>Broken into specific categories: </li></ul><ul><li>3D Virtual Worlds </li></ul><ul><li>2D Virtual Worlds </li></ul><ul><li>Kids and Teens </li></ul><ul><li>Mirror Worlds </li></ul><ul><li>Building and Development Tools </li></ul><ul><li>Massively Multi-player Online Games </li></ul><ul><li>Last year $15 million was spent on marketing and advertising inside virtual worlds in the United States. </li></ul><ul><li>By 2012, the number will grow to </li></ul><ul><li>$150 million. </li></ul>delivering experiences
  4. 4. media experiences Virtual worlds need brands. Brands create media attention and the publicity attracts more users.
  5. 5. media experiences <ul><li>50% of the new Second Life accounts created in 2007 were a direct result of brand activity. </li></ul><ul><li>(5 million new accounts) </li></ul>
  6. 6. media experiences <ul><li>7.8 million unique visitors a month visit Stardoll to dress their avatars in branded clothing and celebrity-based activities with Tom Cruise, Brad Pitt, Heidi Klum, Amy Winehouse & Paris Hilton’s dog. </li></ul>
  7. 7. managing experiences 73% of the real world brands in Second Life located on dedicated islands, forgetting about the user experience.
  8. 8. managing experiences <ul><li>Stella McCartney and Boots No.7 </li></ul>
  9. 9. managing experiences <ul><li>Dell Island is always deserted </li></ul>
  10. 10. managing experiences <ul><li>Reebok Island is always deserted </li></ul>
  11. 11. managing experiences <ul><li>Renault and Ben & Jerry both have Islands </li></ul>
  12. 12. managing experiences <ul><li>Vodafone launch in Second Life </li></ul>
  13. 13. managing experiences Engage your brand with a community
  14. 14. managing experiences <ul><li>The Waldorf Barber Shop in Dublin SL </li></ul>
  15. 15. managing experiences <ul><li>Tourism Ireland sponsored the </li></ul><ul><li>Dublin SL St Patrick’s Day Parade </li></ul>
  16. 16. managing experiences <ul><li>Toyota launch in kids world Whyville </li></ul><ul><li>Users can get virtual loans to buy a Toyota </li></ul>
  17. 17. managing experiences <ul><li>Zwinky partnered with ShoeBuy.com to sell both virtual and real </li></ul><ul><li>shoes from Adidas, Skechers, Jessica Simpson, Tommy Hilfiger, </li></ul><ul><li>and Dr. Martens. </li></ul>
  18. 18. managing experiences <ul><li>85 % of users have interacted with the Pepsi brand in VMTV </li></ul>
  19. 19. managing experiences <ul><li>Cosmo Girl launched in There.com </li></ul><ul><li>Their target audience in the world is aged between 13 and 26 </li></ul><ul><li>Other brands: Toyota, Coca-Cola </li></ul>
  20. 20. managing experiences <ul><li>Sony and Gaia partner to build movie theaters </li></ul><ul><li>other brands: Sony, Toyota, Warner Brothers </li></ul>
  21. 21. managing experiences <ul><li>Ultimate Branding – Times Square </li></ul>
  22. 22. user experiences Brands must turn to non-traditional methods of advertising, because that’s where the audience is.
  23. 23. user experiences <ul><li>Problems with accessing virtual worlds like downloading the client application, have led to an increase in integration with 2D social networking and 3D virtual worlds. </li></ul><ul><li>Second Life, Active Worlds and Scenecaster, have all developed applications for Facebook, because that’s what the users want. </li></ul>
  24. 24. user experiences <ul><li>Scenecaster allows users to create 3D scenes, by dragging & dropping objects </li></ul><ul><li>Any 3D scene can be embedded into any website or blog, using any web browser. </li></ul><ul><li>Objects can have web-links or descriptions </li></ul><ul><li>Users interact with the objects by clicking on them </li></ul>
  25. 25. user experiences <ul><li>Commercial uses: </li></ul><ul><li>Campaigning & Viral marketing </li></ul><ul><li>B uild fun creative scenes to compliment existing campaign </li></ul><ul><li>Share and embed links in blogs, just like a YouTube video </li></ul><ul><li>Visualise products in 3D allowing users to interact with objects and click web links </li></ul><ul><li>Create scenes to visualise real life for educational purposes. </li></ul>
  26. 26. future experiences Brands can interact and communicate with users in ways not achievable through traditional mediums.
  27. 27. future experiences <ul><li>Exit Reality will be able to transform any social networking site into a virtual world </li></ul>
  28. 28. future experiences <ul><li>Brand can embrace virtual worlds in </li></ul><ul><li>three ways </li></ul><ul><li>Advertising </li></ul><ul><li>Displaying ads in virtual world spaces </li></ul><ul><li>Events </li></ul><ul><li>Creating virtual world events for users to engage in </li></ul><ul><li>Merchandising </li></ul><ul><li>Creating branded virtual merchandise for users </li></ul>

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