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, January 07, 2008

The (short) History of Youtube



Q1. What is the appeal?
Q2. What is the relevance to marketing?
Q3. What is tne next 'killer application'?

Tuesday, December 18, 2007

Web 2.0 Can Be Dangerous...

Jakob Nielsen's Alertbox, December 17, 2007:

Summary:
AJAX, rich Internet UIs, mashups, communities, and user-generated content often add more complexity than they're worth. They also divert design resources and prove (once again) that what's hyped is rarely what's most profitable.

... dangerous for your profits, that is. If you focus on over-hyped technology developments, you risk diverting resources from the high-ROI design issues that really matter to your users — and to your profits.

This is the start of an interesting post from Jacob Nielsen, a leading expert in usability. He provides some sound advice on the use of Web 2.0 features in web sites and some warnings on overuse and losing sight of the purpose of the web site.

Q1. How can social networking contribute to the "bottom line" of profitability?
Q2. Why is Facebook the "Iron Chef" of internet?
Q3. What is wrong with an "advertising funded model for business"?

The Kids Have IT!


Media and Communications in Australian Families 2007:
The Australian Media and Communications Authority released a major report of an in-depth study of children’s use of electronic media and the way parents mediate that use.

"The Media and Communications in Australian Families 2007 report surveyed a representative sample of 751 family households with children aged between 8 and 17 to gauge media use in the home, how young people divide their leisure time and how parents view their children’s use of media and communications technologies. The report also includes a review of academic research about the influences of media and communications activities on children."

"The report found that in relation to the families surveyed:
  • Most families with children aged 8 to 17 have three or more televisions in their home and three or more mobile phones. Almost every family home has a computer (98 per cent) and DVD player (97 per cent).
  • Nine-in-ten family homes with children have the internet, and 76 per cent of these homes have broadband compared to just seven per cent in 1995. More than three-quarters of family homes have a games console.
  • Almost all parents with children aged 8 to 17 see the internet as beneficial for their children, mainly as providing learning or educational opportunities. Similarly, four-fifths of these parents see benefits in their child’s use of a mobile phone, particularly for safety and security.
  • Families say electronic media and communications activities take up around half of young people's total discretionary time – a proportion that has not changed since 1995. Children themselves demonstrate a balanced attitude to the use of electronic media and communications. When given a preference, young people often prefer to do non-media activities and socialise with other people."
ACMA media release 148/2007

Media and Communications in Australian Families 2007

ACMA Presentation

Similar survey from USA
http://www.pewinternet.org/PPF/r/230/report_display.asp

Q1. Have we reached saturation point?
Q2. How does this affect consumer behaviour?
Q3. What are possible ethical issues?

Friday, December 14, 2007

The Machine is Us/ing Us

This video was made over a year ago. This and the other videos are from Kansas State University, Digital Ethnography course. (Check out other videos and the web site as well)
http://mediatedcultures.net/ksudigg/

Does it still make sense? Did it ever make sense? What is the message here?