Showing posts with label second life. Show all posts
Showing posts with label second life. Show all posts

Monday, April 14, 2008

Growth of Virtual Worlds!

Virtual Worlds Management Report: 100+ Youth-Oriented Worlds Live or Developing

Developmentstatuskapril08From Virtual World News

Virtual Worlds Management released a new report today on Youth Worlds: Based on a comprehensive research available through Virtual Worlds News, we've found that there are now over 100 virtual worlds operating or in development with a focus on the youth market (18-and-under). It's worth noting that, at the younger level, the lines between virtual worlds, games, and social networking blur heavily. If nothing else, it's a fascinating trend at how users are merging their activities into one immersive space. Likewise, while the list is sure to change (please feel free to send in updates) it's a good snapshot of where the industry is at: While there are 57 listed youth worlds currently live, another 51 are in concepting, development, or testing phases. In other words, keep an eye on this space.

Monday, March 03, 2008

Virtual trade show

From Tech Target

A virtual trade show is an online version of an event at which goods and services for a specific industry are exhibited and demonstrated.The format can be as simple as a basic online directory or as complex as a virtual 3D world.

A 3D virtual trade show functions like a traditional offline tradeshow, translating exhibit halls, educational seminars, job fair and training events into a virtual world environment. This type of trade show is gaining popularity because it allows the attendee to forgo the expense of travel while enjoying some of the amenities of a traditional show.

At a virtual trade show, there are usually realistic-looking halls or lobbies with booths for showcasing products and services. The attendee can view demos, pick up literature and chat with sales representatives in real time. Keynote speeches and seminars are delivered either in real time or on-demand by videocast, podcast and Webcast technology.

A 3D virtual trade show requires specially designed software to allow exhibitors to build their virtual environment. The show can be built in a web page or in a downloadable software application like Second Life.

Read more about it at:
> In "Trade Shows go Virtual" at MarketingPilgrim.com, Janet Meiners explored the trend.
> Lisa LaMotta described "Trade Shows, Web 2.0 Style" at Forbes.com.
> Dr. Jeanette Cates offered 12 tips on hosting virtual trade shows at Trade-Show-Advisor.com.

Q1. How can this help global marketing?
Q2. What are some of the limitations?
Q3. Can potential clients be targeted more easily?

Tuesday, January 22, 2008

SL Republic? Unions in SL???


What is going on here???

There is a community in SL based on the proposal that SL needs a 'republic':

"The Metaverse Republic, currently work in progress, will be a legal system for Second Life, with real powers of enforcement originating in user-created tools, and a democratic parliament.

There are many disputes and potential disputes in SecondLife that could benefit from formal resolution: disputes about broken agreements, land use, alleged griefing, extortion, etc. The Metaverse Republic aims to provide an effective and fair system for resolving such disputes."

An now unions are organising in SL!!!

"A number of trade union organisations from around the world are coming together to set up a home for unionists and union issues in the virtual world Second Life.

We’re planning to launch it later in 2008, but in the meantime want to hear from anyone with an interest in unions and virtual worlds."

Q1. Are these developments appropriate for virtual worlds?
Q2. What are the economic and legal issues?
Q3. What impact could these developments have on marketing in SL?

Thursday, January 17, 2008

Businesses in Second Life


There is a Second Life Wiki (if you don't know what a Wiki is, this is a good time to find out) that provides a lot of information about Second Life:

https://wiki.secondlife.com/wiki/Main_Page


On this wiki there is a Marketing page:

https://wiki.secondlife.com/wiki/Marketing

This page has a wide range of information both about the marketing of SL and marketing within SL. One of the resources is a PowerPoint presentation on business in SL. It is best viewed as slide notes as the slides themselves are not very informative. There is a pdf version as well, but get the notes document as well as the presentation:

"An introduction to Second Life for those interested in bringing external business into Second Life. Includes history, core principles, uses of Second Life for the business community, and how to enter Second Life (includes notes)"

http://s3.amazonaws.com/linden-presentations/SLBizU_Public_0705.ppt

Q1. Why is ownership of intellectual property important?
Q2. What are the opportunities for market research?
Q3. What are the limitations for marketing in SL?

Wednesday, January 09, 2008

'Banks' Banned in Second Life

Linden Labs has released a policy banning 'banks' in Second Life. This follows on a recent policy of banning gambling.

"As of January 22, 2008, it will be prohibited to offer interest or any direct return on an investment (whether in L$ or other currency) from any object, such as an ATM, located in Second Life, without proof of an applicable government registration statement or financial institution charter. We’re implementing this policy after reviewing Resident complaints, banking activities, and the law, and we’re doing it to protect our Residents and the integrity of our economy."

The announcement and comments are on the SL Blog. Most comments appear to be in favour, but there are some strong objections:
http://blog.secondlife.com/2008/01/08/new-policy-regarding-in-world-banks/

This raises some fascinating issues!

1. Does SL have a real economy?
2. How can businesses make money in SL?
3. Is regulation of the SL economy necessary?
4. Caveat emptor?
5. Is Ken D Linden God?
6. Will there be a 'run' on SL 'banks' and cause the economy to collapse?

Monday, December 10, 2007

Enterprise 2.0?? Corporate Virtual Worlds??


Taking residence in virtual worlds

Mahesh Sharma | December 04, 2007 The Australian

BUSINESSES are discovering real-world things to do with Web 2.0 interactive technology, such as the virtual world, Second Life.

"...Westpac is assessing whether to use Second Life technology across its operations. About a month ago the bank finished testing Second Life for training induction....'We saw it as a way of getting information out without the flying, driving and time-consuming travel to a central location.'"

"... most of Deloitte's work in Web 2.0 involves Facebook, which it has been using for the past 18 months...Facebook took off through individuals and social networking at a rate we've never seen before because of digital media...Organisations can't stop it from happening, so it's more how to participate in this rather than how to control it...the value in social networking is using it to increase engagement with the 13,000 Deloitte employees that are members of Facebook globally."

"...wine producer DeBortoli ... is employing collaborative and web-based technology without specifically labelling these as web 2.0....We use hosted Google applications, online spreadsheets, online documents and email."

1. What are the benefits?

2. What is the link to marketing?

3. Is this just more hype?

Just another bubble video


Thursday, July 26, 2007

Second Take on Second Life


Life isn't what it is hyped to be in Second Life. In Wired magazine Frank Rose wrote an interesting article:
How Madison Avenue Is Wasting Millions on a Deserted Second Life
Frank Rose 24.07.07
Wired

Some excerpts:

"Then there's the question of what people do when they get there. Once you put in several hours flailing around learning how to function in Second Life, there isn't much to do. That may explain why more than 85 percent of the avatars created have been abandoned. Linden's in-world traffic tally, which factors in both the number of visitors and time spent, shows that the big draws for those who do return are free money and kinky sex. On a random day in June, the most popular location was Money Island (where Linden dollars, the official currency, are given away gratis), with a score of 136,000. Sexy Beach, one of several regions that offer virtual sex shops, dancing, and no-strings hookups, came in at 133,000. The Sears store on IBM's Innovation Island had a traffic score of 281; Coke's Virtual Thirst pavilion, a mere 27."

"You need to know how to buy up keywords to maximize search returns, how to make the most of recommendation engines, how to use the viral potential of Web video, how to monitor what's being said in blogs and message boards, how not to blow it by trying to be deceptive. Building a corporate pavilion in Second Life doesn't require any of these things. It's simple and it's obvious."

1. What is the attraction of Second Life?
2. What are the marketers trying to do in Second Life?
3. How are they getting it wrong?
4. What marketing strategies could be better suited to Second Life?

Wednesday, June 13, 2007

RMIT First University in Second Life

RMIT University is the first Victorian university to take part in virtual online world, Second Life. 13 students from the School of Architecture and Design have created an RMIT island, with digital sculptures, buildings and art. The island has cost the university almost $1k with its value already increasing. With six million users across the world, Second Life allows people to interact in virtual cities, towns and landscapes. Users are able to buy virtual property, businesses, clothes, and islands. (Source: Herald Sun)

Learn by clubbing in a virtual world

"RMIT University, new among campuses worldwide joining the weird, wired world of Second Life, has invested in a virtual island and is encouraging its students to visit virtual nightclubs and cafes.

Dozens of educational institutions across the US, Europe and now Australia are creating campuses in Second Life, a virtual world created, owned and run by online users.

Universities including Harvard are conducting lectures in the 3-D virtual world where more than seven million users create identities for themselves (avatars) and teleport to virtual cities, islands and even classrooms."

1. What is the potential for virtual worlds in education?
2. Would you attend a lecture or a tutorial in a virtual world?
3. What is the marketing implication for education in this situation?



Saturday, April 14, 2007

FUTURE FOCUS - NEW CYBERSPACE WORLDS

SBS
08:30 pm
FUTURE FOCUS - NEW CYBERSPACE WORLDS
A booming business has sprung up at the crossroads where virtual worlds and the real world meet. In auctions inside these realms, imaginary real estate and virtual islands are selling for hundreds of thousands of real dollars. Weapons and characters are also being exchanged every day for a few dozen gold coins. Millions of ‘gamers' worldwide spend on average 30 hours a week playing in these boundless realms, creating their own new personalities as players in the game (known as ‘avatars'). (From France, in English, French and Mandarin) CC WS SMS Alert Code: 0115

http://www.sbs.com.au/whatson/index.php3?progdate=17:04:2007
The show will appear on SBS on Tues, 17th April.
We thought this could be a great program to watch re: virtual worlds-
Posted by Vicky and Josie yes, on a Saturday night study binge! How sad :(

Friday, March 16, 2007

Four Corners - this Monday, the 19th March


Titled "You Only Live Twice", this Monday night's episode of Four Corners looks at virtual worlds, their possibilities & their limits. Should be interesting.

The reporter is answering questions after the episode from an ABC Island within Second Life.

Here's the link to the Four Corners website that explains a bit more about it

http://abc.net.au/4corners/

Mark's Contribution:

From the Sydney Morning Herald:

"here's nothing real about Anshe Chung's real estate portfolio, but that hasn't stopped the virtual property magnate amassing a small fortune which she intends to turn into a much larger one.

In just 32 months, Chinese language teacher Ailin Graef has transformed an outlay of $US9.95 into virtual assets worth at least $US1 million in real money.

Graef has achieved this in a virtual world called Second Life where she is better known as Anshe Chung, the community's foremost property magnate.

Anshe's Second Life portfolio includes virtual property assets equivalent to 36 sq km in size. But there's nothing real about this real estate. It's actually a 3D simulation housed on 550 networked computers.

And, believe it or not, there are people willing to pay sums ranging from $US100 to $US1000-plus to own a plot of land in Second Life."

Last edited January 15, 2007 - Note created January 3, 2007
Virtual property queen says thanks a million - BizTech - Technology - smh.com.au

From TechNewsWorld

The Quest for Big Business in Second Life

By Leslie Brooks Suzukamo
Pioneer Press
03/24/07 4:00 AM PT
http://www.technewsworld.com/rsstory/56491.html