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		<title>Virtual Worlds &amp; Business: What&#8217;s The ROI?</title>
		<link>http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/</link>
		<comments>http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/#comments</comments>
		<pubDate>Thu, 12 Mar 2009 03:57:21 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<description><![CDATA[Below are my introduction slides from ad:tech 2009 earlier this week. It is such a short time (each panel is given 50 minutes) to cover such a vast area and myself, Jeff (habbo.com.au) and Mitch (SmallWorlds.com) were all struggling to impart tons of great info/examples and have enough time to get interactive. I hogged the [...]]]></description>
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<p>Below are my introduction slides from <a href="http://www.ad-tech.com/sydney/adtech_sydney_schedule.asp#session611" target="_blank">ad:tech 2009</a> earlier this week. It is such a short time (each panel is given 50 minutes) to cover such a vast area and myself, Jeff (<a href="http://habbo.com.au/" target="_blank">habbo.com.au</a>) and Mitch (<a href="http://smallworlds.com/" target="_blank">SmallWorlds.com</a>) were all struggling to impart tons of great info/examples and have enough time to get interactive. I hogged the first 15 minutes by giving a broad overview and some examples I have been involved in that fitted the brief of the talk.</p>
<p>Below are my slides,  a little descriptive text below that and at the bottom of this post some deeper insight into SmallWorlds (given most of my readers probably know Habbo already? &#8211; If not, Why Not!? ). I included one slide from Jeff Brookes set looking at Hitwise&#8217;s stats on browser worlds and other sites in terms of session length which will no doubt raise a few eyebrows!</p>
<blockquote><p><strong>Virtual Worlds &amp; Business: What&#8217;s The ROI? </strong></p>
<p>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.</p>
<p><strong>Presenters</strong></p>
<ul>
<li>Gary Hayes, Director, Laboratory for Advanced Media Production, AFTRS &amp; CEO <a href="http://muvedesign.com" target="_blank">MUVEDesign</a> (Australia&#8217;s leading SL developer!)</li>
<li>Jeff Brookes, Regional Director &#8211; Asia Pacific, Sulake Corporation <a href="http://habbo.com.au/" target="_blank">(habbo.com.au</a>)</li>
<li>Mitch Olson, Co-Founder, <a href="http://smallworlds.com/" target="_blank">SmallWorlds.com</a></li>
</ul>
</blockquote>
<div id="__ss_1130988" style="width: 425px; text-align: left;"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" title="What's The ROI? Virtual Worlds Introduction" href="http://www.slideshare.net/hayesg31/whats-the-roi-virtual-worlds-introduction?type=presentation">What&#8217;s The ROI? Virtual Worlds Introduction</a><object width="425" height="355" data="http://static.slideshare.net/swf/ssplayer2.swf?doc=whatstheroivirtualworlds-090311155610-phpapp01&amp;stripped_title=whats-the-roi-virtual-worlds-introduction" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://static.slideshare.net/swf/ssplayer2.swf?doc=whatstheroivirtualworlds-090311155610-phpapp01&amp;stripped_title=whats-the-roi-virtual-worlds-introduction" /><param name="allowfullscreen" value="true" /></object></p>
<div style="font-size: 11px; font-family: tahoma,arial; height: 26px; padding-top: 2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/hayesg31">Gary Hayes</a>.</div>
</div>
<p>There were several important messages in my introduction. Firstly making sure we all understand the different platforms social virtual worlds are operating on so I briefly described</p>
<ol>
<li>Layered or Parallel worlds &#8211; cute 2D type avatars that move over the top of 2D web</li>
<li>Browser Worlds &#8211; walled garden that run inside web browsers, often as isometric views as flash or shockwave</li>
<li>Client Worlds &#8211; anything from 20MB to 3GB downloads of data and the world is obviously much richer than browser worlds but do need higher spec computers</li>
<li>Console Worlds &#8211; a relatively new kid on the block, social spaces that exist on games consoles. All the rendering grunt is there and the avatars are often linked to the PS3, Wii or XBox360 real life account. PS3 Home is the easiest way to match to worlds like Habbo or There.com</li>
<li>Note there are hybrids of the above and  I would put ExitReality down as a hybrid of 1 and 3 as it turns a web page into a client style world</li>
</ol>
<p>Here are the images of the above part of the presentation</p>
<p style="text-align: center;"><a href="http://www.personalizemedia.com/wp-content/uploads/2009/03/worlds_platforms.jpg"></a><a href="http://www.muvedesign.com/wp-content/uploads/2009/03/worlds_platforms.jpg"><img class="aligncenter size-full wp-image-342" style="border: 2px solid black;" title="worlds_platforms" src="http://www.muvedesign.com/wp-content/uploads/2009/03/worlds_platforms.jpg" alt="worlds_platforms" width="600" height="429" /></a></p>
<p>I decided that a good &#8216;spine&#8217; to hang the introduction on was the sort of negative questions floating around from those who don&#8217;t really understand what&#8217;s happening with web 3.0, the live virtual world space. This includes the paranoid printed press, a few out-of-touch businesses, and digital media companies/consultants more interested in iPhone/mobile games or Facebook widgets which is something they can truly explain (read: make money off).</p>
<p><strong>Press hyperbole or myths?</strong></p>
<ul>
<li>Virtual Worlds are on the decline?</li>
<li>There’s no one in them?</li>
<li>&amp; people don’t spend long there?</li>
<li>They are for kids or social ‘games’ not business?</li>
<li>There are no marketing models?</li>
</ul>
<p>But I then addressed each question in turn showing real world stats and examples. Obviously in recession investment in new tech/services are going to be hit and recent reports do suggest a consolidation of investment into kids worlds, hinting at a lowering of VC in the ones I highlighted in my presentation, but this whole area is still something education &amp; business are advised to R&amp;D and understand fully &#8211; as a minimum. As we know it will be new ways of doing business, more immersive and efficient ways to collaborate and alternate forms of entertainment that will be partly what will bring us out of recession.</p>
<p>I finished the talk with a quick overview of the main models that virtual worlds (and most online games) can be monetized. Items 1, 3 and 4 were picked up in a talk on the 2nd day of ad:tech looking at how Nike engaged with console ingame campaign experts Massive across a few platforms.</p>
<ol>
<li>Static Advertising</li>
<li>Promotions &amp; Sponsored events</li>
<li>Virtual Goods &amp; Product Placement</li>
<li>Dynamic InWorld Advertising</li>
<li>Branded Spaces</li>
<li>AdverWorlds &amp; AdverGames</li>
</ol>
<p>After my talk some great examples from Jeff Brookes from Habbo followed by Mitch from Smallworlds. I am always fascinated by the methods Habbo engages with its loyal and large community and was equally fascinated by Small worlds thinking too and how they are &#8216;integrating&#8217; themselves with the existing 2D social networked web. This video by the infamous <a href="http://scobleizer.com/" target="_blank">Robert Scoble</a> features Mitch Olsen and Ted of <a href="http://www.smallworlds.com/" target="_blank">SmallWorlds</a></p>
<p>They talk about the main traditional world features but then go onto the interesting areas of embeddable worlds (the Google Lively Killer app &#8211; not exploited), API integration with almost anything (twitter feeds, YouTube vids, FB updates on walls anyone) and the most interesting &#8216;missions&#8217;. You are encouraged to explore, meet folk, shop and basically get involved &#8211; Mitch says this is like the LinkedIn profile thinking, until your profile is 100% filled in you feel like you are missing out. I likened it much more like World of Warcraft, set players tasks, set them group tasks, give them rewards. This to me could be SmallWorlds real killer applet. At the moment they have around 400 000 users and that looks set to take off in the next months.</p>
<p><object width="480" height="285" data="http://twistage.fastcompany.tv/plugins/player.swf?v=4b1665ff10b49&amp;p=fctv_social_480x270" type="application/x-shockwave-flash"><param name="id" value="embedded_player" /><param name="wmode" value="opaque" /><param name="base" value="http://twistage.fastcompany.tv" /><param name="bgcolor" value="#131313" /><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://twistage.fastcompany.tv/plugins/player.swf?v=4b1665ff10b49&amp;p=fctv_social_480x270" /></object></p>
<p><a href="http://www.munkiihouse.com/?p=307" target="_blank">Tony Fendall blogged</a> about a particularly cute feature that allows (his words) -</p>
<blockquote><p>One important thing which was missed is that they didn’t have time to talk about all the cool micropayment features (which Ted alludes near the end) such as Gambit, OfferPal and Zong.  Gambit and OfferPal are both services which allow users to earn SmallWorlds currency by completing tasks.  These tasks include things such as answering surveys and give amounts of currency proportional to the amount of effort put in.  This is a great way for players (who may not have a credit card) to still be able to earn a premium SmallWorlds experience. Zong is a simple cell phone payment service, where by users can pay for a premium SmallWorlds experience using their mobile phone.  For an excellent look at how we have integrated Zong into SmallWorlds, check out this YouTube video created by the developers at Zong:</p></blockquote>
<p><object width="480" height="295" data="http://www.youtube.com/v/Y6CEw3tSgBc&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/Y6CEw3tSgBc&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /></object></p>
<p>Note a cross post from Gary&#8217;s other main blog <a href="http://www.personalizemedia.com" target="_blank">personalizemedia</a></p>

	<h4>Related posts</h4>
	<ul class="st-related-posts">
	<li><a href="http://www.muvedesign.com/talk-transcript-opportunities-in-disruptive-3d-social-worlds/" title="Talk Transcript: Opportunities in Disruptive 3D Social Worlds (May 12, 2007)">Talk Transcript: Opportunities in Disruptive 3D Social Worlds</a> (0)</li>
	<li><a href="http://www.muvedesign.com/can-virtual-worlds-save-tv/" title="Can Virtual Worlds Save TV ? (February 23, 2009)">Can Virtual Worlds Save TV ?</a> (1)</li>
	<li><a href="http://www.muvedesign.com/16-key-augmented-reality-business-models-2/" title="16 Key Augmented Reality Business Models (October 23, 2009)">16 Key Augmented Reality Business Models</a> (3)</li>
</ul>

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		<title>The Browser as Virtual World Final Frontier</title>
		<link>http://www.muvedesign.com/the-browser-as-virtual-world-final-frontier/</link>
		<comments>http://www.muvedesign.com/the-browser-as-virtual-world-final-frontier/#comments</comments>
		<pubDate>Tue, 10 Feb 2009 23:06:56 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=324</guid>
		<description><![CDATA[As I have mentioned on many of my blogs (especially Personalizemedia) virtual worlds (as 3D navigable spaces) will only really take off when there is an effective, easy to use, existing web browser implementation. We already have early entrants here such as Yoville, Vivaty, NewLively, Habbo etc: but these suffer as they are not particularly [...]]]></description>
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<p>As I have mentioned on many of my blogs (especially <a href="http://personalizemedia.com" target="_blank">Personalizemedia</a>) virtual worlds (as 3D navigable spaces) will only really take off when there is an effective, easy to use, existing web browser implementation. We already have early entrants here such as Yoville, Vivaty, NewLively, Habbo etc: but these suffer as they are not particularly customisable or graphical true 3D. The other half way houses include Weblin, RocketOn covered in <a href="http://www.personalizemedia.com/inching-towards-the-live-web-30-layered-social-virtual-worlds/" target="_blank">posts here</a>. Exit Reality is another over integrated browser world, which does look much better than the above as it turns web pages into 3D space, but still not easy to use.</p>
<p style="padding-left: 30px;">&#8220;Imagine a business Web site where you can see what visitors are looking at and go and talk to them. Imagine a classroom with educational content like a real 3D exploding volcano and students physically located all over the world. Imagine a family or staff spread around the globe meeting up in a virtual space and being able to see each other and share photos, video and documents. The scenarios are endless with virtual worlds and until now, have been little more than pipe dreams to the average Web user,&#8221; says Vincent Teubler, co-founder of <a href="http://www.gogofrog.com/index.html" target="_blank">Gogofrog</a>.</p>
<p><a href="http://www.muvedesign.com/wp-content/uploads/2009/02/gogofrog01.jpg"><img class="aligncenter size-full wp-image-326" title="gogofrog01" src="http://www.muvedesign.com/wp-content/uploads/2009/02/gogofrog01.jpg" alt="gogofrog01" width="663" height="383" /></a>I am aware of over 15 new worlds that are heading in the right direction and turning more immersive virtual worlds into social, business, educative and networking 3D windows inside browsers. One that has just press-released today is gogofrog (co-founder comes from Melbourne), with a tagline &#8216;Virtual Simplicity&#8217;. Its heart is in the right place and with 30 000 already using it might quickly become a dominant new player?</p>
<p style="padding-left: 30px;">Gogofrog is breaking with convention to offer a new type of web experience. The basic idea is that you create your own 3D space (pad) that you can decorate the way you want and to reflect your personal style. In Gogofrog you can move from pad to pad discovering sites created by others and chat with people you meet along the way. You can also create your own place where you can invite your family and friends to visit and hang out.</p>
<p>It still has a few lessons for learn from the demise of Google Lively, but several area addressed already. Keen to know how it connects the &#8216;pads&#8217; properly (vs non-linked rooms) and how easy the customisation (vs importing jpeg images) tools for the 3D elements are. The <a href="http://www.prweb.com/releases/social_networks/virtual_worlds/prweb1967854.htm" target="_blank">full press release</a> gives a lot more information and shows how they are across the need for personalization and integrating existing social tools inside the environment (especially video conferencing etc) &#8211; this service and the others just about to peek out are definitely worth watching. Just before the release here is a slightly reversioned Gartner Cycle showing how browser worlds are going to have more significance over the next two years.</p>
<p><a title="Gartner Hype Cycle SVW by Gary Hayes, on Flickr" href="http://www.flickr.com/photos/garyhayes/3252395606/"><img src="http://farm4.static.flickr.com/3488/3252395606_bbc2c8f534.jpg" alt="Gartner Hype Cycle SVW" width="500" height="350" /></a></p>
<p style="padding-left: 30px;"><strong>Virtual Worlds as Advanced Social Networks, Business and Education Tools Possible with Commercial Launch of Gogofrog </strong></p>
<p style="padding-left: 30px;">Los Angeles, California (<a href="http://www.prweb.com/">PRWEB</a>) February 10, 2009 &#8212; The power of virtual worlds as a means of advanced social networks, sophisticated business tools and education tools is now accessible to all Web users with the commercial launch of Gogofrog. Two years after its Beta launch, Gogofrog has taken the advice and input of its global user base of more than 30,000 to remove the prime impediments to making virtual worlds a mainstream Internet tool, access. Fully browser-based, Gogofrog enables anyone with an Internet connection to set up their own world: simple worlds for free and complex worlds for as little as a $10US monthly subscription. No software at all for Users or Visitors to download.<br />
<img style="margin: 10px 5px;" src="http://www.prweb.com/prfiles/2009/02/07/144501/gI_0_Gogofroglogoslogan.jpg" border="0" alt="News Image" align="right" /><br />
&#8220;Imagine a business Web site where you can see what visitors are looking at and go and talk to them. Imagine a classroom with educational content like a real 3D exploding volcano and students physically located all over the world. Imagine a family or staff spread around the globe meeting up in a virtual space and being able to see each other and share photos, video and documents. The scenarios are endless with virtual worlds and until now, have been little more than pipe dreams to the average Web user,&#8221; says Vincent Teubler, co-founder of Gogofrog.</p>
<p style="padding-left: 30px;">Teubler was an early convert to virtual worlds and envisaged the power of worlds beyond the traditional realms of fantasy game play. These worlds traditionally require users to download software and usually participate in a single often poorly regulated world. Whilst businesses, educators and users of social networks saw the potential, Teubler believes the need to download software, poor security and costs associated with participating and developing content or real estate have all contributed to severely limiting the broader use of virtual worlds.</p>
<p style="padding-left: 30px;">&#8220;Due to their complexity virtual worlds have faced a mountain of problems in reaching beyond game players and the odd company with deep pockets,&#8221; Teubler says. &#8220;As a browser-based platform, Gogofrog users and visitors to the various worlds need only have access to the Internet to fully participate. Since its Beta launch, Gogofrog users have built simple 3D spaces to meet with friends, students and customers. They&#8217;ve set about decorating their spaces with photos, simple objects and their writings and have variously created places to meet, educate and do business in.&#8221;</p>
<p style="padding-left: 30px;">Among other enhancements, the commercial launch of Gogofrog includes greater communications tools.</p>
<p style="padding-left: 30px;">&#8220;Anonymous text chat lends itself to fantasy game play but not much else. Our users demanded real-world communication, so we enabled avatar-to-avatar controlled webcam communication. It doesn&#8217;t get any better than that. You can request and start a webcam chat with anyone in your virtual Web space &#8212; friend, family, colleague or visitor,&#8221; Teubler says.</p>
<p style="padding-left: 30px;">Gogofrog also features a variety of user-defined security measures. The capacity to communicate via webcam is a big security bonus not found in other virtual worlds, as an avatar&#8217;s profile can easily be matched against them with a simple webcam chat. Gogofrog further allows users to set who they will allow in their world. With the click of a button, users can set it so only people they know &#8212; friends, family, students or staff &#8212; can enter their world, or they can set it so only those who know a password can enter. Teubler says the latter was especially important to educators who wanted to ensure their students would have a completely safe virtual experience.</p>
<p style="padding-left: 30px;">Gogofrog also found participation is crucial to users, so the commercial site enables users to participate in the world&#8217;s economy.</p>
<p style="padding-left: 30px;">&#8220;Many worlds already have buoyant economies as a result of allowing users to participate,&#8221; Teubler says. &#8220;Users need to be able to personalize and brand their worlds and potentially sell items to the broader Gogofrog user and visitor community. Gogofrog allows users to sell their images, scenes, avatars, avatar clothing and accessories and 3D furniture and objects. Everyone can make real money through their contributions.&#8221;</p>
<p style="padding-left: 30px;">With user feedback continuing to be incorporated into Gogofrog&#8217;s software development roadmap, Teubler believes his prediction of virtual worlds becoming a highly sophisticated, commercial and entertaining part of social networks and the mainstream Internet is fast becoming a &#8220;virtual&#8221; reality. For more information about Gogofrog, visit <a onclick="linkClick( this.href );" href="http://www.gogofrog.com/" target="_blank">www.gogofrog.com</a>.</p>
<p style="padding-left: 30px;">Contacts<br />
Vincent Teubler Co-Founder Gogofrog<br />
Melbourne, Australia<br />
<a onclick="linkClick( this.href );" href="http://www.gogofrog.com/" target="_blank">http://www.gogofrog.com</a><br />
+61411265715</p>
<p style="padding-left: 30px;">Monica Dodi<br />
CEO Gogofrog<br />
LA, California, USA</p>

	<h4>Related posts</h4>
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	<li><a href="http://www.muvedesign.com/16-key-augmented-reality-business-models-2/" title="16 Key Augmented Reality Business Models (October 23, 2009)">16 Key Augmented Reality Business Models</a> (3)</li>
</ul>

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		<title>CNN Puts it&#8217;s Foot Down in Second Life</title>
		<link>http://www.muvedesign.com/cnn-puts-its-foot-down-in-second-life/</link>
		<comments>http://www.muvedesign.com/cnn-puts-its-foot-down-in-second-life/#comments</comments>
		<pubDate>Tue, 03 Feb 2009 11:46:47 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<description><![CDATA[I received an email from Karen iReport (Second Life name obviously) that CNN have now moved on from a small &#8216;hub&#8217; presence in Second Life and onto their own island &#8211; which now includes a &#8216;classic&#8217; automotive theme. It is great to see a positive growth move from CNN given the exit of Reuters not [...]]]></description>
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			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.muvedesign.com%2Fcnn-puts-its-foot-down-in-second-life%2F"><br />
				<img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.muvedesign.com%2Fcnn-puts-its-foot-down-in-second-life%2F&amp;style=normal&amp;service=bit.ly" height="61" width="50" /><br />
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<p><a href="http://www.muvedesign.com/wp-content/uploads/2009/02/cnn_001.jpg"><img class="aligncenter size-full wp-image-314" title="cnn_001" src="http://www.muvedesign.com/wp-content/uploads/2009/02/cnn_001.jpg" alt="cnn_001" width="600" height="358" /></a>I received an email from Karen iReport (Second Life name obviously) that CNN have now moved on from a small &#8216;hub&#8217; presence in Second Life and onto their own island &#8211; which now includes a &#8216;classic&#8217; automotive theme. It is great to see a positive growth move from CNN given the exit of Reuters not so long ago &#8211; I quote from her press release / email to me.</p>
<p style="padding-left: 30px;">As a matter of fact, CNN is no longer a hub within SL, we have moved to our own island!</p>
<p style="padding-left: 30px;">The new space features ‘in-world’ geographic elements and meeting spaces, including a virtual drive-in theater, complete with a snack bar and vintage cars where visitors can view recent in-world iReports, pick up iReport gear to dress their avatars and check out the iReport.com/secondlife page.</p>
<p style="padding-left: 30px;">As you can see, as others are abandoning their presence in the SL community, CNN’s mission for iReport within Second Life remains as it did upon launch in 2008: to provide Second Life residents a way to identify and share news and events happening within their virtual community through the submission of ‘SL iReports’.</p>
<p style="padding-left: 30px;">To celebrate our expansion, please join the in-world iReport staff and SL residents on <strong>Tuesday, Feb. 3rd, from 12 noon ET noon to 6 p.m. ET (9am SLT – 3pm SLT).</strong> We&#8217;re going to have an open house including some very special guests, and island tour (click here to view screen shots of the enhancements) and even some dancing!</p>
<p style="padding-left: 30px;">Hope you can make it&#8230;</p>
<p>and more from the official release on the CNN site</p>
<p style="padding-left: 30px;"><a href="http://www.muvedesign.com/wp-content/uploads/2009/02/image001.jpg"><img class="size-full wp-image-310 alignright" title="CNN" src="http://www.muvedesign.com/wp-content/uploads/2009/02/image001.jpg" alt="CNN" width="149" height="82" /></a>Building upon the popularity of iReport in the virtual world of Second Life, CNN has relocated to its own island. This island features new ‘in-world’ geographic elements and meeting spaces, including a virtual drive-in theater complete with a snack bar and vintage cars. CNN’s mission for iReport within Second Life remains as it did upon launch in 2008: to provide Second Life residents a way to identify and share news and events happening within their virtual community through the submission of “SL iReports.”</p>

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	<li><a href="http://www.muvedesign.com/how-companies-can-be-social-in-virtual-worlds/" title="How Companies Can Be Social in Virtual Worlds (January 3, 2008)">How Companies Can Be Social in Virtual Worlds</a> (0)</li>
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</ul>

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		<title>How Companies Can Be Social in Virtual Worlds</title>
		<link>http://www.muvedesign.com/how-companies-can-be-social-in-virtual-worlds/</link>
		<comments>http://www.muvedesign.com/how-companies-can-be-social-in-virtual-worlds/#comments</comments>
		<pubDate>Thu, 03 Jan 2008 23:30:08 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=86</guid>
		<description><![CDATA[. Virtual Worlds Necessitate Corporations Develop Personality followed by Gary&#8217;s top 15 tips to becoming human in the metaverse (and 2D socio-nets). I have been doing a lot of work moving brands, properties and companies into Second Life recently and in the process I am often forcibly reminded of the divide that naturally exists, in [...]]]></description>
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<p>.<br />
<strong>Virtual Worlds Necessitate Corporations Develop Personality followed by Gary&#8217;s top 15 tips to becoming human in the metaverse (and 2D socio-nets).</strong></p>
<p>I have been doing a lot of work moving brands, properties and companies into Second Life recently and in the process I am often forcibly reminded of the divide that naturally exists, in these new worlds, between &#8216;the corporation&#8217; on one hand and &#8216;the individual/community&#8217; on the other. The 3D Virtual World is being used in many ways by the natives (aka the public, a bad definition I know), living out their fantasies in a very chaotic but social way. In strong contrast to that we have companies who are naturally bland, characterless, faceless and in the worse cases anti-social.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/09/apparel.jpg" alt="American Apparel" width="406" height="302" /></p>
<p>It is not all bad as we are seeing something very positive emerging and being played out as both sides manouver and become better aligned. We are also seeing the next phase as the early mistakes pull out and leave the new entrants to learn from those errors. So I have collected some of my thoughts below on how companies need to approach the development of their personality.</p>
<p><span id="more-86"></span></p>
<p>First though let me explain the title of this piece with two simple examples. I was struck, like many by the documentary film &#8216;<a href="http://www.thecorporation.com/">The Corporation</a>&#8216; which began by explaining at great lengths how similar the actions of large organisations (if they were looked at as an individual) are psychopathic in nature. I quote the definition they use as the basis to extemporize and a taste of that from Mr Monks.:</p>
<blockquote><p>PERSONALITY DIAGNOSTIC CHECKLIST:<br />
World Health Organization ICD-10. Manual of Mental Disorders DSM-IV<br />
- Incapacity to maintain enduring relationships<br />
- Deceitfulness: repeated lying and conning others for profit<br />
- Incapacity to experience guilt<br />
- Failure to conform to social norms with respect to lawful behavior<br />
- Callous unconcern for the feelings of others<br />
snip&#8230;</p></blockquote>
<blockquote><p>&#8220;A corporation is an externalizing machine in the same way that a shark is a killing machine. Each one is designed in a very efficient way, to accomplish particular objectives. In the achievement of those objectives, there isn’t any question of malevolence or of will, the enterprise has within it, and the shark has within it, those characteristics that enable it to do that for which it was designed.&#8221; Robert Monks, Corporate governance advisor</p></blockquote>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/09/mac-pc.jpg" alt="Mac Pc" /></p>
<p>Of course I am being deliberately provocative in stating this but in the context of an immersive fully rendered world there is a high degree of potential for levels of the above to continue unabated. If a slightly anachistic documentary is not to your taste then the second one will hopefully clarify. &#8220;Hello I&#8217;m a Mac and I&#8217;m a PC&#8221; &#8211; or translated &#8220;Hello I&#8217;m Apple and I&#8217;m Microsoft (Windows)&#8221;. We all know what that series of ads is really saying and it leads into the main part of my post nicely. The PC character in those ads represents dysfunctionality (mild pyschopathy), corporate stubborness, overweight, bad eyes and old school &#8216;tech&#8217; thinking, whereas the cool Apple dude represents the opposites &#8211; friendly, balanced, youthful, innovative and even understanding of PC. Those ads are great fun but they become very serious for the corporations when you start to consider the inhabitants partying in Virtual Worlds deciding which one would to hang-out with. Commercial organisations need to have character and an indentifiable personality in the metaverse and cannot rely anymore on corporate slickness, blandness or aloofness. To engage with audiences and inhabitants in these spaces they need to learn how to be human.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/09/pond02.jpg" alt="BigPond SL" /></p>
<p>So I have collected for all those corporations out there wondering how to accepted in the 3D and for that matter the 2D social network, my top tips for those thinking of jumping in or those who are wondering why things are not going right.</p>
<p><strong>One: Understand the Culture by Spending Time There</strong><br />
Make sure you have people who know the culture of the world and who have spent enough quality time inworld across the whole gamut of experience. Do not rely on reports from tourist consultants, so-called emerging media experts who can see an opportunity and sell themselves as folk who know about the world and who may have set up an account and visited it on a few odd occasions. Ask them how long per week they personally use the social network. If it is 10-20 hours then keep talking, if they pop in for 10 minutes a day when they are not busy or taking the kids to school then give them a miss &#8211; you will get better advice by going inworld yourself and talking to experienced inhabitants. Also make sure the people who you employ to represent you inworld are extremely familiar not just with the local space they will be hanging around in but the whole social world. Make sure they have a passion for it and are not being forced to go in there &#8211; so they can talk to inhabitants about other spaces from experience. This will engender trust and more importantly friendship.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/09/lword.jpg" alt="L Word" /></p>
<p><strong>Two: Be A Part of the Conversation</strong><br />
It goes without saying that you have to be in it to really be in it. Corps can&#8217;t sit on the sidelines or be the obligatory wall flower, spying on others at the party. They have to be in there talking, befriending and listening. Just being present is not enough to integrate properly. I have seen many companies entering a space who don&#8217;t join or setup groups, never go to other events and meet others which is odd given this is a social network &#8211; no different to those dive bar, industry get-togethers in the real world. Finding someone who is passionate in your organisation and who can then commit time is the only way to go. Don&#8217;t become the officious big brother, watch-dog. With the advent of voice in Second Life new factors come into play of course. Your company representatives are in there having real time phone conferencing in effect with anyone and everyone who decides to drop in. Think carefully about the things you need to say vs those that will endear you to the community. It makes a lot more sense to talk about the shared experience than saying how wonderful your company is. Organise specific events where you will be expected to talk about the brand vs trying to constantly slip it into social discussion.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/09/reuters.jpg" alt="Reuters" /></p>
<p><strong>Three: You Are What Your Environment IS </strong><br />
Just as we can tell an individual from the places they visit or the state of their work and social rooms, the same holds true of companies. Your corporate personality is reflected in the spaces you build. If you look at the native environments vs the corporate ones in the metaverse you can see a world of difference. The commercial ones are often built by a team which has been steered by many, many meetings that have sand-papered away all the risk and character. They end up being designed by committee and as such are not resonant with anyone &#8211; apart from the corporate lawyers who can only see &#8216;safe&#8217;. Whereas an organic, rich, deep welcoming space has the opposite effect. I have talked for two years about over representation too. If you build a clone of your office, complex or city you are stating two things &#8211; 1) corporate vanity and 2) lack of innovation. You should take a certain level of risk by creating environments that engage before they try to impress or show business control.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/09/nbc.jpg" alt="NBC" /></p>
<p><strong>Four: Corporate Avatars Need to have Character</strong><br />
This is a critical point in how to be human in these spaces. Have avatars that have a personality, meaning make sure the person on the other side of the avatar is not some bland company customer relations person who can only talk about the business parrot style. This is the opportunity for your company to really shine and show a different side to herself. Oh yes the lawyers will be screaming &#8216;disclaimer&#8217; from the rooftops. Well fine go for it and to be literal, have a permanent sign on your t-shirt with the obligatory &#8220;the views I express are mine and not that of&#8230;&#8221; and so on &#8211; not suggesting you do that precisely, but you get the point. A community will only start to connect when &#8216;company&#8217; characters are present. Think of the Virgin empire. They shout personality, that youthful exuberance, those Branson clones &#8211; allowing the person inside to come out. They are sadly let down by having to wear the uniform but in these environments you don&#8217;t have to be the photo-realistic clone of your real self. Do what the natives do and be imaginative with your representation and the words you deliver.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/09/aol.jpg" alt="AOL" /></p>
<p><strong>Five: Listen, Listen, Listen and Respond</strong><br />
Corporations find it hard to respond because anything of significance has to be rubber stamped by people that all too often have no idea what it really means. &#8220;All the inhabitants want SkyDiving competitions every Sunday&#8221; &#8211; passed to the lawyers who spend weeks working out the liability aspects of that, what if someone gets injured can they sue &#8211; until someone chirps up &#8220;actually no one can be harmed&#8221; and even then they look into psychological torture. By this time the residents are already running competitions on their own land or with a more responsive competitor. Another aspect of listening is not pushing. Too many corporations think that if they blog or stand in the crowd and talk then they are mixing with the web 2-3 communty. They are not &#8211; they are pushing it one way and unable to listen to the replies and respond. They become an incarnation of traditional broadcast media. A simple rule here &#8211; Do Not Talk in the Community Unless you have the Mechanisms to Respond. Sadly so many corporations just don&#8217;t respond to suggestions or in the worst cases do not even acknowledge. This is the most disenfranchising thing there is for someone who is starting to want to make things better, to be ignored by the administrators. This requires some sensitivity at the admin level, which is often lacking if they are hired help or jaded managers.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/09/pontiac02.jpg" alt="Pontiac" /></p>
<p><strong>Six: Rich Kids Shouldn&#8217;t Copy</strong><br />
Every &#8216;expert&#8217; in marketing in Second Life say bring something of value to the community &#8211; which can only be defined if you know the world. It may already be there. But even more important is to bring relevance and something new. It is OK initially showing off like the rich kid with some wonderful interactive toys you have bought or giving lots of &#8216;branded&#8217; things away but you need to go way beyond that. Do something completely different and potentially on a grand scale. The advantage you as the corporation have over the natives is that you really are the rich kid on the block. So don&#8217;t set up a tiny cool drinks dispenser, or a shop sized office or a beach resort &#8211; be bold and consider multiple islands that offer rich immersive experiences (<a href="http://www.personalizemedia.com/index.php/2006/06/02/immersion-ambient-tv-addictive-mmorpg/">see previous post on this</a>). You can still be rich and relate to the community &#8211; give them places to tell new stories. Too many times I hear &#8220;Oh yes the new CorpX sim is OK, the usual shops, club, offices but bit boring and here is the baseball cap &#8211; detach&#8221;. Offer things that fit with your brand but doesn&#8217;t contradict it &#8211; become almost like a friendly, approachable benefactor. Also be wary of just buying things that many may have experienced already. Plagiarism is rife in social virtual worlds because of the scale, most people are not expected to get around that much so there is a certain complacency that corporations think that as they are bigger than the others kids, they can &#8216;nick&#8217; the idea. The community is very sensitive to this. Corporations without imagination are just rich kids, not imaginative rich kids.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/09/dell.jpg" alt="Dell" /></p>
<p><strong>Seven: Be Consistent and Beware of Real World Journalism</strong><br />
Authenticity is about being consistent and not schizophrenic. You will find it hard to survive if you are having conversations in these social networks as one persona then in the real world a journalist requests an interview in which you talk about the community as folk to be manipulated. Most Second Life journalists understand this and will often do interviews inworld, the ones to be aware of are the attention seeking real world journalists who are after something sensationalist to prop up their dwindling traffic rating. Most of these haven&#8217;t the slightest idea about integrating into social networks (apart from their own) and will not print anything to do with &#8216;Corporation Working Well with Community&#8217; stories &#8211; they want &#8216;Community Griefers Attack Corporation&#8217; ones, they sell. Keep well away from that kind of fiction.</p>
<p>But consistency of persona is hard to do across the many social networks as many are abstract (in other words, the 2D, non-real time facebook are a series of panes that supposedly make up who you are) &#8211; in the metaverse it is extremely close to real life. What you say, do and who you relate to give real time feedback to those around about who you really are &#8211; corporate robot or passionate person. Inhabitants like to come back to places where the &#8216;general&#8217; experience is known. If they enjoyed it once when they come back they don&#8217;t want a different character in charge who is dull or uninterested in them. This requires great effort on the part of the corporation to set a style of interaction with its visitors which must be kept consistent.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/09/abc.jpg" alt="ABC" /></p>
<p><strong>Eight: Do What the Natives Want</strong><br />
Social Virtual Worlds like Second Life and Sony Home are mostly about shopping, media based activities, lifestyle emulation and socialising. As a corporation or brand sitting on top of, or rather inside an existing companies infrastructure you need to be careful to not do what everyone is already doing. There is an attraction in setting up an environment and then setup rental land for homes and shops because that is what inhabitants seem to want. But that says more about the social network than you bringing something to it. It also pangs a little of laziness and doing something tried and tested. The natives also love to make things (well 30% in Second Life) so be really active in encouraging and rewarding that. Get them to design and build your branded play area with you.<br />
<img src="http://www.personalizemedia.com/wp-content/uploads/2007/09/ericcson.jpg" alt="Ericsson" /></p>
<p><strong>Nine: Keep Reinventing Yourself and be Fresh</strong><br />
Remain consistent in character but always have new things happening to show how dynamic you are. Don&#8217;t limit it to dances, music concerts or presentations (in SL you can get these everywhere) but go down to the level of environmental decoration, the signs, subtle changes to the spaces and tell people about those changes. But the  most critical element of being dynamic is to listen to suggestions from your visitors, do changes on the spot and even do personal fit outs for the loyal inhabitants of your space. Many organisations fail in Second Life by launching with something which then sits there and decays (with no updates). People get bored with people that don&#8217;t change and will drift away for new pastures. Invite suggestions for change but always have the resources within your organisation and with your developers (who will often know a lot more than you &#8211; having time to spend inworld) to do regular facelifts.</p>
<p><strong>Ten: Share Your Assets and The Paradox of Risk Aversion</strong><br />
Inhabitants of your space will feel more inclined to stay if you provide them with some chance to own parts of it through the opportunity to affect it. Think of this as the rich kid who invites the world onto their mansion grounds for a party. Do not be the party host that goes around sweeping up every time someone drops a few crumbs, they will not return. Instead accept a certain amount of chaos and allow them to influence and have a sense of ownership. You will get more respect for empowering them and allowing an element of free reign. But so many companies are terrified of ending up with egg on their face through griefing or being sued for some copyright infringement that they lock everything down. This just says you as an individual are controlled by lawyers, who cannot express their own mind who as we know are the worst folks to have in any social group.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/09/aol02.jpg" alt="AOL Skate" /></p>
<p><strong>Eleven: Don&#8217;t Always Try to Be the Centre of Attention</strong><br />
Companies that expect their &#8216;characters&#8217; to be in control and always leading the conversation will be seen as anything from show off through to bully. Social networks are democratic, your brand is as important to the inhabitants as their own identity or groups they belong to. Do not metaphorically walk into a crowd and pronounce your self-imposed importance, this jars with the whole premise of social networks.</p>
<p><strong>Twelve: Story Environments</strong><br />
By all means create spaces that are really great to hang out in for long periods of time but also try to give the place some history and depth. When your not around you need the evnironment to speak for you by speaking, literally in some cases, with the visitors. So embed or write some history into it, create some myth, make it feel like you have been around for a bit. This depth is attractive to those visiting. See my wikipedia article on this topic <a href="http://en.wikipedia.org/wiki/Story_Environment">here</a> which covers ways you can give yourself (represented by the environment) some back story and depth.</p>
<p><strong>Thirteen: Help create a Trusted Community</strong><br />
If you have followed some of the above advice then you will start to become the space to be, full of character, innovation and depth. As the traffic increases you just wont be able to manage it all by yourself and tensions can result. It is not a bad thing for the company characters to fly off the handle occasionally because of being over stretched with requests, endless IMs and so on &#8211; it shows they are human. But this is also a warning sign to start to create tiers of help within the community, namely the most loyal and immersed inhabitants themselves. Give them limited powers but ones that has enough responsibility to make them feel empowered. Set rules up for them that are part of a discussion as to the best ways to operate. If they make mistakes do not slap their wrists, change the framework of how they can operate. Of course the lawyers kick in again here with non-employee representatives (many of whom may not be know in the real world) &#8211; but again that wonderful disclaimer can be pulled out of the hat. To think you can manage without community support at admin levels means you will be over stretched as a person corporation, become stressed and in the end find it more comfortable to not be in there in the first place &#8211; contrary to all the above.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/09/pond.jpg" alt="Billabong Bar" /></p>
<p><strong>Fourteen: Entertain</strong><br />
It is fine being a wonderful administrator and organiser but you will be looked on to provide entertainment sometimes. You can&#8217;t expect your community to just do it all the time. You need to step in on a regular basis to show that you can put on big events. This encourages the relationship and more importantly suggestions as to how to make the events and activities better or develop new ones.</p>
<p><strong>Fifteen: Don&#8217;t Listen to Too Much Advice</strong><br />
I would recommend listening to advice from trusted developers who have a track record for creating really good social spaces and not listening to out of world consultants. But in the end go with your gut reaction based on your personal experiences about what you think fulfills the needs of existing inhabitants in these 3D social networks. Having a genuine approach will most likely create a genuine response from your potential community. Remember though at the start you are a tourist and as such not doing anything until you are ready makes the most sense.</p>
<p>Gary Hayes is the Head of Virtual Worlds for the <a href="http://www.theprojectfactory.com/">Project Factory</a> and Director of the Laboratory for Advanced Media Production, <a href="http://www.lamp.edu.au">LAMP</a>. He personally produced and built the top brand in SL Telstra&#8217;s &#8216;The Pond&#8217; and ABC TV (top ten) in several statistics (<a href="http://nwn.blogs.com/nwn/2007/08/taterus-mixed-3.html">New World Notes</a> and <a href="http://www.theprojectfactory.com/images/stories/TPFStats070827.jpg">TPF</a>) over the past 6 months. Recent other launches include <a href="http://www.thursdaysfictions.com/ThursdaysFictionsInSecondLifeMediaReleasethursdaysFictionsInSecondLife_533_n_3_0.html">Thursday&#8217;s Fictions</a> and <a href="http://www.secondlifeinsider.com/2007/10/04/melbourne-laneways-comes-to-life-at-abc-island/">Melbourne Laneways.</a></p>
<p>Posted by Gary Hayes © 2007 All Rights Reserved.</p>

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