<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>MUVEDesign &#187; Gary Hayes</title>
	<atom:link href="http://www.muvedesign.com/tag/gary-hayes/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.muvedesign.com</link>
	<description></description>
	<lastBuildDate>Sun, 08 Jan 2012 12:12:18 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>iPad 4.0 &amp; Near Future Augmented Reality Recognition 4 Biz</title>
		<link>http://www.muvedesign.com/ipad-4-0-near-future-augmented-reality-recognition-4-biz/</link>
		<comments>http://www.muvedesign.com/ipad-4-0-near-future-augmented-reality-recognition-4-biz/#comments</comments>
		<pubDate>Wed, 30 Jun 2010 04:49:53 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Muved Projects]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[augmented]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[FUTURE]]></category>
		<category><![CDATA[Gary Hayes]]></category>
		<category><![CDATA[MUVED]]></category>
		<category><![CDATA[MUVEDesign]]></category>
		<category><![CDATA[personalizemedia]]></category>
		<category><![CDATA[Recognition]]></category>
		<category><![CDATA[Sydney]]></category>
		<category><![CDATA[WORLDS]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=410</guid>
		<description><![CDATA[Personalizemedia.com just posted a detailed look at a video entitled Augmented Worlds Video Part One &#8211; Recognition. The focus is looking specifically at the business model implications of the widespread use of a large tablet AR device and super fast, always on tagged/recognisable content. There are other videos in the series covering education, games &#38; <a href='http://www.muvedesign.com/ipad-4-0-near-future-augmented-reality-recognition-4-biz/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>Personalizemedia.com just posted a detailed look at a video entitled <a href="http://www.personalizemedia.com/augmented-worlds-video-part-1-recognition/" target="_blank">Augmented Worlds Video Part One &#8211; Recognition</a>. The focus is looking specifically at the business model implications of the widespread use of a large tablet AR device and super fast, always on tagged/recognisable content. There are other videos in the series covering education, games &amp; stories as well as utility near futures &#8211; but though it would be cool to cross post the video here too! Enjoy and read more about the video on the link above</p>
<p><strong>AUGMENTED WORLDS Pt.1 -Â Business Opportunities: RECOGNITION.</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/dkYC1kBPR6o&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/dkYC1kBPR6o&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>An &#8216;iPad 4.0 &#8211; like prototype&#8217;Â stroll around an augmented Sydney. Video, music devised &amp; created byÂ GARY HAYES of <a href="http://muvedesign.com" target="_blank">MUVEDesign.com</a> &#8211; there are some key assumptions with this video detailed here -</p>
<p style="padding-left: 30px;"><strong>ASSUMPTIONS WITH THIS CONCEPT</strong></p>
<p style="padding-left: 30px;">OK this tablet device with camera is running on a very fast connection, instant video and image so we are assuming city wide wifi or 4G type service connection. Also some elements pop up immediately so we can assume the user in the video (me) has setup some preferences or it has learned what type of service I like so it gives instant fulfilment vs dropping into endless menus (more on the interface next). Also the device is extremely aware of its location to a few inches, so we can assume that some of the â€˜recognitionâ€™ elements are speeded up, being tied into precisely where the user is stood/orientated â€˜combinedâ€™ with recognition â€“ this will speed up the overall process vs using onlyÂ <a href="http://http://www.kooaba.com/" target="_blank">Kooaba</a> like Smart Visuals Recognition which puts a lot of pressure on server-side processing.</p>
<p style="padding-left: 30px;">Notice on theÂ <a title="Posts tagged with bottom" rel="tag" href="http://www.personalizemedia.com/tag/bottom/">bottom</a> of the interface I have put the words â€œCONNECTED TO: Sydney CBD People and Places cached dataâ€ which is basically pointing out that the speed of recognition to data display is super accelerated when all information is pre-cached, and the way intelligent caching works means the more popular the â€˜targetâ€™ the faster the response. Privacy â€“ there are a few sequences here and in the longer video that show people being â€˜recognisedâ€™. Obviously a real concern at the moment, so the concept video assumes the users being targeted have given their consent to outdoor recognitionâ€¦I know this is a post in itself (<a href="http://www.personalizemedia.com/descending-clouds-society-and-augmented-reality-101/">see one of mine recently</a>) but lets assume like TagWhat and FourSquare like services, users are allowing their â€˜trustedâ€™ friends and companies (for benefits) assess to being recognised â€“ at least for the purposes of this concept!</p>
<p><a href="http://www.muvedesign.com/wp-content/uploads/2010/06/muvedesign_arbiz_interface.jpg"><img class="alignright size-full wp-image-411" title="muvedesign_arbiz_interface" src="http://www.muvedesign.com/wp-content/uploads/2010/06/muvedesign_arbiz_interface.jpg" alt="" width="700" height="410" /></a>
<div class="tweetmeme_button" style="float: right; margin-left: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.muvedesign.com%2Fipad-4-0-near-future-augmented-reality-recognition-4-biz%2F"><br />
				<img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.muvedesign.com%2Fipad-4-0-near-future-augmented-reality-recognition-4-biz%2F&amp;source=garyphayes&amp;style=normal&amp;service=bit.ly&amp;b=2" height="61" width="50" /><br />
			</a>
		</div>
]]></content:encoded>
			<wfw:commentRss>http://www.muvedesign.com/ipad-4-0-near-future-augmented-reality-recognition-4-biz/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>16 Key Augmented Reality Business Models</title>
		<link>http://www.muvedesign.com/16-key-augmented-reality-business-models-2/</link>
		<comments>http://www.muvedesign.com/16-key-augmented-reality-business-models-2/#comments</comments>
		<pubDate>Fri, 23 Oct 2009 14:08:15 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Multiplatform]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[60s]]></category>
		<category><![CDATA[Advanced]]></category>
		<category><![CDATA[amp]]></category>
		<category><![CDATA[ARG]]></category>
		<category><![CDATA[Arkansas]]></category>
		<category><![CDATA[augmented]]></category>
		<category><![CDATA[background]]></category>
		<category><![CDATA[Blended]]></category>
		<category><![CDATA[Business Models]]></category>
		<category><![CDATA[Cisco]]></category>
		<category><![CDATA[Client]]></category>
		<category><![CDATA[Computer]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[Console]]></category>
		<category><![CDATA[Creating]]></category>
		<category><![CDATA[creative teams]]></category>
		<category><![CDATA[crime issues]]></category>
		<category><![CDATA[D VIRALS]]></category>
		<category><![CDATA[D. 	EXPERIENTIAL]]></category>
		<category><![CDATA[definition]]></category>
		<category><![CDATA[device]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[entertainment]]></category>
		<category><![CDATA[example]]></category>
		<category><![CDATA[experiential]]></category>
		<category><![CDATA[FUTURE]]></category>
		<category><![CDATA[Gary Haye]]></category>
		<category><![CDATA[Gary Hayes]]></category>
		<category><![CDATA[generation pc]]></category>
		<category><![CDATA[Guide]]></category>
		<category><![CDATA[hand]]></category>
		<category><![CDATA[intention]]></category>
		<category><![CDATA[layered media]]></category>
		<category><![CDATA[location]]></category>
		<category><![CDATA[manifestations]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[media applications]]></category>
		<category><![CDATA[Merged]]></category>
		<category><![CDATA[Mixed Reality]]></category>
		<category><![CDATA[model]]></category>
		<category><![CDATA[models]]></category>
		<category><![CDATA[OPTION]]></category>
		<category><![CDATA[Outline]]></category>
		<category><![CDATA[Perfect]]></category>
		<category><![CDATA[personalization]]></category>
		<category><![CDATA[personalize]]></category>
		<category><![CDATA[personalizemedia]]></category>
		<category><![CDATA[plethora]]></category>
		<category><![CDATA[portable computing]]></category>
		<category><![CDATA[product]]></category>
		<category><![CDATA[real time]]></category>
		<category><![CDATA[Reality]]></category>
		<category><![CDATA[Respond]]></category>
		<category><![CDATA[sale]]></category>
		<category><![CDATA[smart phone]]></category>
		<category><![CDATA[social entertainment]]></category>
		<category><![CDATA[social networks]]></category>
		<category><![CDATA[space]]></category>
		<category><![CDATA[STYLE]]></category>
		<category><![CDATA[system]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[Tom Caudell]]></category>
		<category><![CDATA[Ultimate]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[view]]></category>
		<category><![CDATA[Visual]]></category>
		<category><![CDATA[wikipedia]]></category>
		<category><![CDATA[YouTube]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=372</guid>
		<description><![CDATA[A cross-post from Gary Hayes&#8217;s Personalizemedia Site (with permission!) &#8230; As promised a more specific &#8216;commercial&#8217; follow up to my previous post on this topic which was more &#8216;story&#8217; centric. I am developing and producing a range of Augmented Reality (or if you prefer AR, â€˜blended or layered mediaâ€™) applications at the moment. I have <a href='http://www.muvedesign.com/16-key-augmented-reality-business-models-2/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><strong>A cross-post from Gary Hayes&#8217;s </strong><a href="http://www.personalizemedia.com/" target="_blank"><strong>Personalizemedia</strong></a><strong> Site (with permission!) &#8230;</strong> As promised a more specific &#8216;commercial&#8217; follow up to my <a href="http://www.personalizemedia.com/new-playgrounds-augmented-reality-story-worlds/" target="_blank">previous post</a> on this topic which was more &#8216;story&#8217; centric. I am <a href="http://muvedesign.com" target="_blank">developing and producing</a> a range of Augmented Reality (or if you prefer AR, â€˜blended or layered mediaâ€™) applications at the moment. I have also been asked to present at a few conferences and create a detailed white paper on the implications of AR for government &amp; business looking at privacy, legal, copyright &amp; crime issues.  As readers of this blog will know I also <a href="http://lamp.edu.au" target="_blank">lecture, run workshops</a> and work with creative teams to come up with future â€˜social entertainmentâ€™ based around virtual worlds and augmented reality.</p>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">But the purpose of this short post is to simply list and try to categorise the many types of business Augmented Reality apps appearing in the market. The first manifestations of AR appeared in the late 60s, became real in the 70s and by the 90s were already being used by major companies. Now portable computing is finally powerful enough to deliver AR to anyone who has a smart phone or latest generation PC or console. But first my simple definition of Augmented Reality.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Information, 3D models or live action blended with or overlaid onto the physical world in real time. A camera &amp; attached screen is used to view the combination of reality &amp; real time virtuality. Devices or systems commonly used for AR include</div>
<p>But the purpose of this pretty detailed post is to simply list and try to categorise the many types of business Augmented Reality apps appearing in the market and to try to identify opportunities.</p>
<div id="attachment_1619" class="wp-caption aligncenter" style="width: 570px"><img class="size-full wp-image-1619 " style="margin: 5px;" title="Augmented Dollar" src="http://www.personalizemedia.com/wp-content/uploads/2009/09/money_ar_comp.jpg" alt="Augmented Dollar" width="560" height="329" /><p class="wp-caption-text">Augmented Reality Business by Gary Hayes</p></div>
<p style="text-align: center;">
<p><span id="more-372"></span>According to <a href="http://en.wikipedia.org/wiki/Augmented_reality" target="_blank">wikipedia</a>, the first manifestations of AR appeared in the late 60s, became real in the 70s and by the 90s were already being used by major companies. Now portable computing is finally powerful enough to deliver AR to anyone who has a smart phone or latest generation PC or console. For those unfamiliar here is my simple definition of Augmented Reality.</p>
<blockquote><p>Information, 3D models or live action blended with or overlaid onto the physical world around us, in real time. A camera &amp; attached screen is used to view the combination of real world and metadata or rich media. Devices or systems commonly used for AR include:</p>
<ul>
<li>Mobile devices with inbuilt cameras such as iPhone, DS Lite, PSP or Android</li>
<li>A head mounted display HMDs (eg: glasses or futuristic contact lenses) attached to a wearable networked computer</li>
<li>A PC or Mac with webcam</li>
<li>A games console with camera accessory</li>
<li>A large TV screen with advanced Set Top box and Web cam</li>
<li>Others in development</li>
</ul>
</blockquote>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="453" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/GQRLhc-6FVc" /><embed type="application/x-shockwave-flash" width="550" height="453" src="http://www.youtube.com/v/GQRLhc-6FVc"></embed></object></p>
<p>There will be hundreds of business, marketing and educational applications alongside the many 1st generation entertainment examples currently emerging. As usual the video game and porn industries are pioneering the research and development of the technology but we are about to see a plethora of more mundane utility &amp; life enhancing applications about to swamp the market. Combine this with hundreds of space cadet â€˜toysâ€™ and viral fluff and we start to see the beginnings of a large industry. Of course the usual caveats apply but unlike say virtual worlds which suffered from too much early hype, these apps are much more accessible to anyone with a decent smart phone, up to date games console or computer with webcam &#8211; there is a big difference.</p>
<p><object style="width: 550px; height: 453px;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="453" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/NxQZuo6pFUw" /><embed style="width: 550px; height: 453px;" type="application/x-shockwave-flash" width="550" height="453" src="http://www.youtube.com/v/NxQZuo6pFUw"></embed></object></p>
<p>But before going onto my list (which is of course non-exhaustive) here are my basic types of Augmented Reality from a slightly technical perspective but which we can apply to commercial and marketing applications. My presentations and paper have much more detail with specific case studies of each.</p>
<blockquote><p><strong>GARY&#8217;S FIVE TECHNICAL TYPES OF AUGMENTED REALITY</strong></p>
<ol>
<li><strong>Surface</strong> â€“ The most understandable form of â€˜reality that is augmentedâ€™ would be screens, floors, walls etc that respond to the touch of people in them providing them with virtual real time information or collaboration</li>
<li><strong>Pattern</strong> â€“ The AR system performs simple pattern recognition on a shape, marker (usually on a framed card in the real world scene) or face and replaces it with a static or moving element e.g: a 3D model, info, audio, video stream or loop etc: You view the â€˜itemsâ€™ in the scene with you</li>
<li><strong>Outline</strong> â€“ This is where your hand, eye or body outline is picked up and seamlessly â€˜mergedâ€™ with the virtual elements. Simple example where you can pick up a 3D object that doesnâ€™t exist because the system is tracking your hand outline.</li>
<li><strong>Location</strong> â€“ Based on detailed GPS or triangulation location &amp; position/view of the camera/device the AR system can overlay information precisely over buildings or people as you move through real space.</li>
<li><strong>Hologram</strong> â€“ Using â€˜smoke &amp; spinning mirrorsâ€™ literally in some cases, virtual or real items are â€˜projectedâ€™ into the physical space you are in and can be interactive with based on cameras tracking real world impulses e.g: hand gestures or audio signals</li>
</ol>
</blockquote>
<p>Before the more detailed list I embed my summary flickr chart whose purpose is to try to categorise types of business orientated augmented reality apps so to identify opportunities. The graph places 16 on axes of commercial value (likely revenue or marketing potential) vs adoption (scale of popularity vs a niche, client user base). It is a starting document to aid classification of this emerging commercial sector that I hope you find useful. The AR types, color key linked to each model is suggestive only. (Click on image for enlargement over at my flickr pages)</p>
<p><a title="16 Augmented Reality Business Models by Gary Hayes, on Flickr" href="http://www.flickr.com/photos/garyhayes/3917382293/"><img style="margin: 5px; border: 1px solid black;" src="http://farm4.static.flickr.com/3033/3917382293_d5a6928db3.jpg" alt="16 Augmented Reality Business Models" width="500" height="359" /></a></p>
<p><a title="16 Augmented Reality Business Models by Gary Hayes, on Flickr" href="http://www.flickr.com/photos/garyhayes/3917382293/"></a>Below are longer descriptions of my top 16 Business Applications/Models for Augmented Reality and I suspect I will develop twenty more before the day is out! I have tried to break up some of the big AR areas such as &#8216;locative AR&#8217; and separated them into several opportunities. This is an exercise looking at the marketing or commercial &#8216;intention&#8217; vs a traditional pure business model, broad approach. It is a starting document to aid classification of an emerging commercial sector that I hope you find useful.</p>
<blockquote>
<ol>
<li><strong>IN SITU</strong>: Aiding sale by seeing projects &amp; products placed in the environment before completion. The benefit of a customer or client seeing a finished project, before it is complete. For example 1) real estate agents can scan and show an empty house full of stylish furniture or 2) an architect who can show the billion dollar client the skyscraper as a model perfectly aligned with the other buildings on the empty site and 3) Customers who want to see what the clothes look like on â€˜themâ€™ (as in the Zugara video above and Cisco below). The list of applications goes on.</li>
<li><strong>UTILITY</strong>: Selling life enhancing AR applications perceived as useful. Development and commercial sale of applications such as underground train orientation, bus stops &amp; times, traffic alerts, airport gates &amp; plane arrivals etc: all overlaid in real space. Sometimes called AR browsers as they cross reference what or who you are looking at with anything or everything off the web or like this <a href="https://www.prioritymail.com/simulator.asp" target="_blank">UPS example</a> allows you to see if your &#8216;stuff&#8217; will fit the &#8216;virtual&#8217; postal boxes.</li>
<li><strong>TRAINING</strong>: Hands-on with complex equipment and work scenarios. Using &#8216;outline&#8217; recognition this allows us to be virtually â€˜hands-onâ€™ with complex equipment in difficult-to-practise work scenarios. Bomb disposal, surgery, flight simulation. . Indeed according to wikipedia the actual phrase Augmented Reality was coined by Tom Caudell in 1992 while at Boeing where workers trained to wire aircraft on AR systems. A massive industry for the developer community charging b2b rates.</li>
<li><strong>SOCIAL GAMING:</strong> Both connotations of the word, pay-per-play mixed reality games in physical space. The potential to run pay per play (e.g: virtual paintball style) games in physical location and also live connected betting on sports or other competitive play â€“ e.g: You point your iPhone at the horse and wirelessly place a bet â€“ mid race! (odds adjusted of course) or using basic surface AR you play with others in a new kind of â€˜gamesâ€™ room!</li>
<li><strong>LOCATION LAYERS:</strong> Blended guides to new places, tourism, enhanced travelling or themed space. For travellers just arrived at your city, theme park or other experience you can provide them with pay for tools that will help them take the most â€˜mutually beneficialâ€™ route after they arrive. Free data from wikipedia, local bloggers or more commercial entities add depth.</li>
<li><strong>VIRTUAL DEMO</strong>: Display to promote sale, of product in pre-release or remotely via catalogue etc: To promote advance sales before the consumer gismo hits the stores, an AR display or the device/s so potential customers can manipulate it, see it from all sides, even customise the order. We may see future stores displaying the majority of items on the shop floor as AR while the item is shipped to your house before you get home! The reverse of this, an AR catalogue (as in the Ikea video below) that pops up models to help you build or see the product in 3D.</li>
<li><strong>EXPERIENTIAL EDUCATION</strong>: Pay-per-visit educational services to museums, ancient sites etc: Pay-per-visit (ppv) to visit highly experiential museums, theme parks, zoos, ancient sites or exhibitions but with a higher purpose of providing deeper levels of information &amp; visual sense than a simple plague or hard to follow guide book ever will. The sleepy animals in the zoo come to life, the ancient fossil is animated into an overlaid Google Earth, the Battle is enacted â€˜on the original battlefield.</li>
<li><strong>ENHANCED CLASSIFIEDS</strong>: An AR directory that promotes local 3rd parties product &amp; services overlaid at the location. One of the obvious apps where someone in a city or town looking for a specific item could be â€˜guidedâ€™ to it. A very affiliate model where the company that owns the Augmented Reality listing mechanism will take a slice of any fulfilled sales. A lot more to this of course.</li>
<li><strong>3D VIRALS:</strong> Branded company or personal promotion &amp; ads using &#8216;cool&#8217; 3D toys. Pattern based 3D model that entertains and is spread virally. The YouTube moment as a million links to cool â€˜3D stuffâ€™ that takes place next to you. Already we see some AR apps that allow you to record scenes of you interacting with said â€˜3D viralâ€™ and pass those around too, titillation, quirky giveawaysâ€“ JibJab-type, put â€˜youâ€™ in the cartoon but revered, they are with you in 3D space.</li>
<li><strong>PERSONALIZED SHOPPING:</strong> Walking around stores made relevant, opt in personalization and targeting. The oft mentioned Minority Report example. But in the pulled model, here you can deliver information to potential customers scanning stores, streets or shelves for discounted or personally relevant products.</li>
<li><strong>COOPERATION: </strong>Service industry for augmented virtual meetings.<strong> </strong>We are all familiar with video conferencing, a few have dabbled in 3D virtual world get togethers but AR meetings are a game changer. The potential here using â€˜discreteâ€™ personal screens is to have the inevitable remote meeting with live feeds of your colleagues, blended into your room &#8211; pay-per-ARmeet</li>
<li><strong>BLENDED BRANDING</strong>: The equivalent of hoardings, virtual poster ads. Once given a reason to be scanning outdoor areas with their AR devices the potential to deliver topical, timely and relevant ads or branding into the scene. Again care must be taken as AR spam (like social network spam) will quickly irritate, but like free to air TV, using various sponsored or freemium biz models will mean a certain amount of branding will be acceptable.</li>
<li><strong>AUGMENTED EVENTS:</strong> Pay-per-use of enhanced sport or pop concerts. At live events spectators can pay and then scan their view of the â€˜matchâ€™ for the latest information on sporting achievement or pop star gossip and of course tracking trails or watching replays in situ, merged over say a static real sporting scene.</li>
<li><strong>INTERTAINMENT:</strong> New form experiential TV and films. Following on from my â€˜AR storyâ€™ post,  we know people will pay a premium for a new kind of â€˜filmâ€™ experience where you &#8216;live the experience&#8217;. How about one that plays out at â€˜yourâ€™ place. Semi customised marker or location AR apps will layer Brad or Angie into your lounge, onto the coffee table or your â€˜compositedâ€™ in real time into the latest Mixed Reality TV show. Combined with 3D viewing technology will make Blu-Ray seem so 18th century.</li>
<li><strong>UNDERSTANDING SYSTEMS:</strong> Creating AR for internal or exploded views of complex objects. Primarily useful in training or helping sell something where physically taking it apart is not possible a view of a car or other complex object can be enhanced. Labels or even an exploded view in real time can help get the message across.</li>
<li><strong>RECOGNITION &amp; TARGETING:</strong> Pushing &#8216;relevance&#8217; to outdoor consumers &#8211; facial recognition linked to online data. To be used with care! It will be interesting to see how privacy laws affect this but in a pushed model you could â€˜scanâ€™ visitors to your store, identify their faces, do background links to their â€˜social networksâ€™ followed by personal targeting while they are shopping. We all know this is going to happen!</li>
</ol>
</blockquote>
<p>Some examples:</p>
<p><strong>CISCO&#8217;s future of shopping</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/jDi0FNcaock&amp;hl=en&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/jDi0FNcaock&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><strong>BMW Future of Car repairs</strong></p>
<p><object style="background-repeat: no-repeat; background-color: #ffffcc; background-image: url(http://www.personalizemedia.com/wp-includes/js/tinymce/plugins/media/img/flash.gif); background-position: 50% 50%; border: 1px dotted #cc0000;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="453" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/4UA_PgBpiws" /><embed style="background-repeat: no-repeat; background-color: #ffffcc; background-image: url(http://www.personalizemedia.com/wp-includes/js/tinymce/plugins/media/img/flash.gif); background-position: 50% 50%; border: 1px dotted #cc0000;" type="application/x-shockwave-flash" width="550" height="453" src="http://www.youtube.com/v/4UA_PgBpiws"></embed></object></p>
<p><strong>Augmented Reality in Marketing and Sales</strong></p>
<p><strong><span style="font-weight: normal;"><object style="background-repeat: no-repeat; background-color: #ffffcc; background-image: url(http://www.personalizemedia.com/wp-includes/js/tinymce/plugins/media/img/flash.gif); width: 550px; height: 453px; background-position: 50% 50%; border: 1px dotted #cc0000;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="453" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/pgett5Od3G4" /><embed style="background-repeat: no-repeat; background-color: #ffffcc; background-image: url(http://www.personalizemedia.com/wp-includes/js/tinymce/plugins/media/img/flash.gif); width: 550px; height: 453px; background-position: 50% 50%; border: 1px dotted #cc0000;" type="application/x-shockwave-flash" width="550" height="453" src="http://www.youtube.com/v/pgett5Od3G4"></embed></object></span></strong></p>
<p><strong>James Cameron&#8217;s Avatar &#8211; Augmented Reality Entertainment</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="453" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/7JWk_JIE3Ow" /><embed type="application/x-shockwave-flash" width="550" height="453" src="http://www.youtube.com/v/7JWk_JIE3Ow"></embed></object></p>
<p><strong>IKEA&#8217;s Future Augmented Reality Catalogues</strong></p>
<p><object style="background-repeat: no-repeat; background-color: #ffffcc; background-image: url(http://www.personalizemedia.com/wp-includes/js/tinymce/plugins/media/img/flash.gif); width: 550px; height: 453px; background-position: 50% 50%; border: 1px dotted #cc0000;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="453" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/V4b4ArHZupM" /><embed style="background-repeat: no-repeat; background-color: #ffffcc; background-image: url(http://www.personalizemedia.com/wp-includes/js/tinymce/plugins/media/img/flash.gif); width: 550px; height: 453px; background-position: 50% 50%; border: 1px dotted #cc0000;" type="application/x-shockwave-flash" width="550" height="453" src="http://www.youtube.com/v/V4b4ArHZupM"></embed></object></p>
<p>To finish a few lines that describe one of my presentations coming up that acts as a nice conclusion&#8230;</p>
<blockquote><p>It has been called the future of social mobile networking, experiential marketing and entertainment, Augmented Reality is about to snowball. With hundreds of apps launching onto iPhones, Games Consoles, Advanced TV and your PC this new technology allows us to view our world in exciting new ways. Once the domain of science fiction or super computers this new technology, blending the real with virtual, is now literally in the hands of everyday consumers and business. Augmented Reality is simply using a camera with screen to layer rich media and information over &#8216;our&#8217; real world, in real time so we can now scan and layer web info over products and people in the store or street and provide virtual, &#8216;in situ&#8217; hands-on demonstrations and deliver the ultimate &#8216;guide&#8217; to our complex physical world. Is AR the new 3D viral experiential marketing or another temporary fad?</p></blockquote>
<p>Finally, finally for those interested here is my Augmented and Mixed Reality YouTube playlist if you have an hour or so to spare to view the current collection of 60 +</p>
<p><object style="width: 550px; height: 441px;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="441" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/p/C98FDC9A19801C23&amp;hl=en&amp;fs=1" /><embed style="width: 550px; height: 441px;" type="application/x-shockwave-flash" width="550" height="441" src="http://www.youtube.com/p/C98FDC9A19801C23&amp;hl=en&amp;fs=1"></embed></object>
<div class="tweetmeme_button" style="float: right; margin-left: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.muvedesign.com%2F16-key-augmented-reality-business-models-2%2F"><br />
				<img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.muvedesign.com%2F16-key-augmented-reality-business-models-2%2F&amp;source=garyphayes&amp;style=normal&amp;service=bit.ly&amp;b=2" height="61" width="50" /><br />
			</a>
		</div>
]]></content:encoded>
			<wfw:commentRss>http://www.muvedesign.com/16-key-augmented-reality-business-models-2/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Why we create Multi Platform services</title>
		<link>http://www.muvedesign.com/why-we-create-multi-platform-services/</link>
		<comments>http://www.muvedesign.com/why-we-create-multi-platform-services/#comments</comments>
		<pubDate>Mon, 19 Oct 2009 03:24:17 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Multiplatform]]></category>
		<category><![CDATA[Muved Projects]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Audience]]></category>
		<category><![CDATA[bgcolor]]></category>
		<category><![CDATA[consultation]]></category>
		<category><![CDATA[Contact]]></category>
		<category><![CDATA[content]]></category>
		<category><![CDATA[creators]]></category>
		<category><![CDATA[Gary Haye]]></category>
		<category><![CDATA[Gary Hayes]]></category>
		<category><![CDATA[Garys]]></category>
		<category><![CDATA[height]]></category>
		<category><![CDATA[insight]]></category>
		<category><![CDATA[MUVEDesign]]></category>
		<category><![CDATA[myMovieName]]></category>
		<category><![CDATA[param]]></category>
		<category><![CDATA[personalize]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[platform services]]></category>
		<category><![CDATA[SERVICE]]></category>
		<category><![CDATA[social content]]></category>
		<category><![CDATA[spending]]></category>
		<category><![CDATA[spending time]]></category>
		<category><![CDATA[torrent]]></category>
		<category><![CDATA[transmedia]]></category>
		<category><![CDATA[type]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=391</guid>
		<description><![CDATA[Because who used to be our audience are now co-creators and spending time across a sea of media and devices. This counter from MUVEDesign&#8217;s Gary Hayes gives a brief insight into the torrent of social and anti-social content that only the best professional transmedia properties will be heard above the noise. Contact MUVEDesign for a <a href='http://www.muvedesign.com/why-we-create-multi-platform-services/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>Because who used to be our audience are now co-creators and spending time across a sea of media and devices. This counter from MUVEDesign&#8217;s Gary Hayes gives a brief insight into the torrent of social and anti-social content that only the best professional transmedia properties will be heard above the noise. Contact MUVEDesign for a consultation!</p>
<p><object id="Garys Social Media Count" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="600" height="650" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="quality" value="high" /><param name="bgcolor" value="#FFFFFF" /><param name="src" value="http://www.personalizemedia.com/media/socmedcounter.swf" /><param name="name" value="myMovieName" /><embed id="Garys Social Media Count" type="application/x-shockwave-flash" width="600" height="650" src="http://www.personalizemedia.com/media/socmedcounter.swf" name="myMovieName" bgcolor="#FFFFFF" quality="high"></embed></object>
<div class="tweetmeme_button" style="float: right; margin-left: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.muvedesign.com%2Fwhy-we-create-multi-platform-services%2F"><br />
				<img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.muvedesign.com%2Fwhy-we-create-multi-platform-services%2F&amp;source=garyphayes&amp;style=normal&amp;service=bit.ly&amp;b=2" height="61" width="50" /><br />
			</a>
		</div>
]]></content:encoded>
			<wfw:commentRss>http://www.muvedesign.com/why-we-create-multi-platform-services/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Experience and Alternate Reality Design</title>
		<link>http://www.muvedesign.com/experience-and-alternate-reality-design/</link>
		<comments>http://www.muvedesign.com/experience-and-alternate-reality-design/#comments</comments>
		<pubDate>Wed, 27 May 2009 00:25:39 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Alternate Reality]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Multiplatform]]></category>
		<category><![CDATA[television]]></category>
		<category><![CDATA[alternate reality]]></category>
		<category><![CDATA[ARG]]></category>
		<category><![CDATA[Audience]]></category>
		<category><![CDATA[beast]]></category>
		<category><![CDATA[Bridge]]></category>
		<category><![CDATA[communication]]></category>
		<category><![CDATA[Creating]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[domain]]></category>
		<category><![CDATA[entertainment]]></category>
		<category><![CDATA[Environment]]></category>
		<category><![CDATA[FUTURE]]></category>
		<category><![CDATA[Gary Hayes]]></category>
		<category><![CDATA[immersive media]]></category>
		<category><![CDATA[Laboratory for Advanced Media Production]]></category>
		<category><![CDATA[Market]]></category>
		<category><![CDATA[personalizemedia]]></category>
		<category><![CDATA[pushed media]]></category>
		<category><![CDATA[Reality]]></category>
		<category><![CDATA[representation]]></category>
		<category><![CDATA[SERVICE]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[social networking]]></category>
		<category><![CDATA[social space]]></category>
		<category><![CDATA[virtual world]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Visual]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=376</guid>
		<description><![CDATA[A cross-post from Gary&#8217;s main media site Personalizemedia Tran-social-media-play [tran-soc-shuh-mee-dee-uh-pley] noun, verb 1 noun &#8211; a new form, a means of collaborative communication through play in constructed shared &#8216;media-rich&#8217; environments 2 verb &#8211; taking part in game-like activity across and within online and offline social networks and media portals. Can we truly create meaningful immersive <a href='http://www.muvedesign.com/experience-and-alternate-reality-design/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>A cross-post from Gary&#8217;s main media site <a href="http://personalizemedia.com" target="_blank">Personalizemedia</a></p>
<blockquote><p><strong>Tran-social-media-play</strong> [tran-soc-shuh-<span class="pronset"><span class="show_spellpr" style="display: inline;"><span class="pron"><span class="boldface">mee</span>-dee-<span class="ital-inline">uh-pley] noun, verb<br />
</span></span></span></span></p>
<p>1 noun &#8211; a new form, a means of collaborative communication through play in constructed shared &#8216;media-rich&#8217; environments</p>
<p>2 verb &#8211; taking part in game-like activity across and within online and offline social networks and media portals.</p></blockquote>
<p>Can we truly create meaningful immersive media &#8216;experiences&#8217; for others? Ones that last, are memorable, have impact &amp; emotion and keeps the &#8216;experience players&#8217; coming back for more? I am currently building services, working on papers and delivering courses on Experience Design and this post is a quick summation of some of the background thinking and good case studies.</p>
<blockquote><p>Life is filled with so many exciting twists and turns. Hop off the straight and narrow whenever you can and take the winding paths. Experience the exhilaration of the view from the edge. Because the moments spent there, that take your breath away, are what make you feel truly alive.  Â© 2000 Stacey Charter</p></blockquote>
<p>Filmmakers and marketeers are clearly moving into #TranSocialMedia Play in a big way with a triple whammy at the moment of Star Trek, Terminator &amp; Lost (fan) ARG&#8217;s and a raft of social media campaigns across other film and TV properties (some much better than others!). I have written about worlds <a href="http://www.personalizemedia.com/immersion-ambient-tv-addictive-mmorpg/" target="_blank">immersion</a> and <a href="http://www.personalizemedia.com/articles/cross-media/" target="_blank">cross-media design</a> many times in the past but this post looks at the addition of social play into the mix &#8211; a permanent fixture.</p>
<p><span id="more-376"></span></p>
<p><strong>Transocialmedia</strong> play design has historically been the domain of <a href="http://teaconnect.org/sate.htm" target="_blank">theme park builders</a>, after dinner murder mystery writers, <a href="http://en.wikipedia.org/wiki/Letterboxing" target="_blank">letterboxers</a> or installation artistes &#8211; always based in the physical realm with the best examples reliant on group social interaction. But immersive play like this has also been with us since the first MMOGs social games inside fantasy environments and are another side of a triangle which also includes the new kid on the block (adolescent teenager) 2D social media. The main premise of the below diagram is simple &#8211; all encompassing transocialmedia design should be centered in the triangle and incorporate these three dominant forces. (there is a lot more to the diagram especially around hybrid services, but it will have to be another post)</p>
<p><a title="TranSocialMedia Play by Gary Hayes, on Flickr" href="http://www.flickr.com/photos/garyhayes/3545819322/"><img src="http://farm3.static.flickr.com/2331/3545819322_fc51e4c7d9.jpg" alt="TranSocialMedia Play" width="500" height="425" /></a></p>
<p><strong>TANGENT</strong></p>
<p>A minor diversion but totally related to hybrid services, I was sent a tweet from Ms. <a href="http://npirl.blogspot.com/" target="_blank">NPRIL</a> last night.</p>
<blockquote><p><span class="status-body"><strong><a class="screen-name" title="BettinaTizzy" href="http://twitter.com/BettinaTizzy">BettinaTizzy</a></strong><span class="entry-content">&#8220;Could Disney-Pixar&#8217;s 3D film up lift virtual worlds?&#8221; this blogger asks. <a rel="nofollow" href="http://tr.im/lEkm" target="_blank">http://tr.im/lEkm</a> &#8211; What do you guys think of this? @<a href="http://twitter.com/GaryPHayes">GaryPHayes</a>?</span></span></p>
<p><a href="http://twitter.com/GaryPHayes"><span class="status-body"><span class="entry-content">@</span></span></a><a href="http://twitter.com/BettinaTizzy">BettinaTizzy</a><span class="status-body"><span class="entry-content"> Good 3D opens the door, inside? the anim film delivered as an auto story route in a home 3D engine where you can also explore!</span></span></p></blockquote>
<p>The actual article was about exposing large numbers of non-gamers to 3D and whether this would turn them into &#8216;virtual world&#8217; participants. But more than this I am always keen on drawing attention to media forms in collision and future looking mash-ups  &#8211; as cinema becomes 3D and games engines become filmic (quality wise) why not deliver the film inside the game engine &#8211; not as cut cinematic 2D but the whole thing in 3D. You press play and the story arcs unfold around your avatar (perhaps your invisible perhaps your an extra &#8211; who knows!), voices play out from the characters and in some scenarios you can interact where the story makes sense. You as the film player can move around inside the environment the drama is taking place, certain action scenes you can jump inside characters and so on. That way from a screen entertainment point of view at least, you can also play/backchat with your social peers inside and around the story &#8211; now that would be an experience?. But this is really another whole post so I will continue&#8230;</p>
<p><strong>BACK TO THE STORY</strong></p>
<p>The &#8216;online distributed story&#8217; courses to Directors and Foundation students at AFTRS often start with thinking about what is the nature of true meaningful collaborative play and what serves the story. What does one need to &#8216;create&#8217; to turn passive story viewers into active story players? When we talk about play there are two key &#8216;spaces&#8217; &#8211; within the screen and with-out the screen. Students already immersed in online 2D social space immediately don&#8217;t see the value of the social mediums &#8211; asking a fish to explain water. They soon see the potential though unlike many &#8216;non-social online&#8217; creators who often try to merge crude old-school practise into fragile social media and like a bull in a china shop find it hard to engage. I use a variety of tools and exercises but the simple workshop template below helps story tellers plan and quickly understand two sides of the triangle &#8211; 2D social media and 3D online worlds.</p>
<p><a title="Distributed Story Online by Gary Hayes, on Flickr" href="http://www.flickr.com/photos/garyhayes/3251571561/"><img src="http://farm4.static.flickr.com/3301/3251571561_a0f1b68b38.jpg" alt="Distributed Story Online" width="500" height="350" /></a></p>
<p>But as we know screen media only tells part of the story which is why promotion agencies and enlightened storytellers alike are (to borrow from <a href="http://www.willatworklearning.com/2006/05/people_remember.html" target="_blank">Dale&#8217;s Cone of Experience</a> again) moving into memorable forms of contrived and direct purposeful experiences in the real world and realise that real stickiness will come from the activities at the bottom part of Dale&#8217;s Cone.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-1415" title="dale_coneexperience" src="http://www.personalizemedia.com/wp-content/uploads/2009/05/dale_coneexperience.jpg" alt="dale_coneexperience" width="450" height="531" /></p>
<p>This is all leading to a few recent examples in the transocialmedia space &#8211; mostly campaign casestudies hence the marketing bias and hat tip to <a href="http://casemovies.wordpress.com/" target="_blank">casemovies</a> for some. The first is from <a href="http://www.42entertainment.com/" target="_blank">42 entertainment</a>, demonstrating how to create purpose, community and elements of role play on massive scale as part of the lead up to the Dark Knight film last year.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/1pd74It-yVo&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/1pd74It-yVo&amp;hl=en&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Another major launch last year was for Halo 3 and as they were really promoting 3D virtual space it made sense that the unique elements of this transocialmedia offering (albeit low on the social side) was the creation of a large physical model to bring virtual into physical space and then promote the &#8216;memorial&#8217; throughout urban environments. Halo 3 incidentally became the biggest entertainment launch of all time.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="445" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/VoTRzuJDlXc&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="550" height="445" src="http://www.youtube.com/v/VoTRzuJDlXc&amp;hl=en&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>I often use these four simple levels of cross-media design that I <a href="http://en.wikipedia.org/wiki/Crossmedia" target="_blank">wrote on wikipedia</a> some years ago as a framework to differentiate using platforms as just distribution (CM1) at one end to a seamless contiguous experience at the other (CM4). The fan created Star Trek Alternate Reality Game linear summary of a typical user journey, certainly adheres to the description CM4 &#8216;experience&#8217; and goes where other ARGs have not gone before!</p>
<blockquote><p>Cross-media 1.0 â€“ Push. Minor variations of the same content placed on different platforms. E.g.: A slight re-edit of the audio for podcast or a transcript diced and sliced for a making of type website and more of now, watch the TV show on the TV, web or the DVB-H or 3G mobile phone or an iPod video download.</p>
<p>Cross-media 2.0 â€“ Extras. Content that is already being produced but not destined to be delivered and repackaged onto other platforms so it appeared to be â€˜originalâ€™ or at least specially created. More about the wonders of a good content management system than the true potential of cross-media.</p>
<p>Cross-media 3.0 â€“ Bridges. Where most innovative 360 thinking is currently rooted  &#8211; where the content placed on the other platform is critical to staying in touch with the narrative or service.The narratives tease you towards investigating or moving (via a bridge) to another media form/platform.</p>
<p>Cross-media 4.0 â€“ Experience. To some extent this is producer â€˜hands-offâ€™- in that they have created an environment, much like a game, that the participant/s â€˜livesâ€™ inside of, following their own path, personalizing the experience. A cross-media 4.0 property is at its height a creation, a collaboration with the audience across many devices, which evolves and grows a life of its own.</p></blockquote>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="335" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/p4diJ-S3O3w&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="550" height="335" src="http://www.youtube.com/v/p4diJ-S3O3w&amp;hl=en&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>As an interlude, an example that only uses two sides of the triangle that I had to include which demonstrates the power of a contrived, controlled physical event that then massively propagates across 2D social media &#8211; yes it&#8217;s Antwerp Train Station does Sound of Music.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="335" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/7EYAUazLI9k&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="550" height="335" src="http://www.youtube.com/v/7EYAUazLI9k&amp;hl=en&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p class="UIIntentionalStory_Message">An example of traditional ARG design that fails to use two sides of the transocialmedia triangle and will get lost in the noise is the rather stalled <a href="http://www.argn.com/tag/skynet/" target="_blank">Skynet</a> series of videos that were being used to launch the new Terminator movie. It does have an interesting Twitter element at <a href="http://twitter.com/skynetresearch" target="_blank">http://twitter.com/skynetresearch</a> that is now spilling out into <a href="http://www.facebook.com/pages/Skynet-Research/131400205494?ref=ts" target="_blank">Facebook</a> and beyond &#8211; worth keeping an eye on. &#8220;Skynet Research is dedicated to eliminating human error.&#8221;</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="336" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/uDm970aaEW8&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="550" height="336" src="http://www.youtube.com/v/uDm970aaEW8&amp;hl=en&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>I had to add this example for two reasons. It is very clever marketing first and foremost morphing the meaning of a basic food product into one of the scariest browser &#8216;environments&#8217; on the web &#8211; also it combined the two sides of the triangle 2D social and 3D world by creating the browser world &#8211; Hotel 626 as real horror experience. Many users were actually too terrified to explore this space &#8211; not bad for Dorritos!</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="445" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/vvgMpv8gY_I&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="550" height="445" src="http://www.youtube.com/v/vvgMpv8gY_I&amp;hl=en&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Transocialmedia play design is still in its infancy as all sides of the triangle above evolve. Social networking is constantly moving towards being more real time as twitter growth demonstrates. 3D worlds are becoming much more integrated with real and 2D social space as well as becoming a far more &#8216;representative renderl&#8217; of the real world which itself is being invaded with highly sophisticated mobile and pervasive computing devices. The real challenge at the moment is avoiding gimmick and surface superficiality but developing deep well threaded stories that afford a deeper more investigative engagement. I have noted the design of recent &#8216;media plays&#8217; to be rather linear, find clue A that leads to clue B and so on vs much more non-linear quest. Many also fall into being over authored, complete and don&#8217;t allow contribution or collaboration (although that will happen regardless somewhere else if you haven&#8217;t allowed for it). One of the biggest challenges is to mature the form.</p>
<p>There are many who see transocialmedia play as purely marketing, there to sit on the coat tails of existing well known brands (such as <a href="http://en.wikipedia.org/wiki/The_Beast_(game)" target="_blank">AI</a>, <a href="http://en.wikipedia.org/wiki/I_love_bees" target="_blank">Halo</a>, <a href="http://en.wikipedia.org/wiki/The_Lost_Ring" target="_blank">MacDonalds/Olympics</a>) vs being of themselves for themselves. Admittedly there are a few of these scattered around but the player base is usually much lower. To finish a small, mini ARG transocialmedia play I designed last year called the Old Forest &#8211; which had a good mix of 3D mashed with physical world and a team social component.  The story was fictional, looking at witches, spells and fires &#8211; you can find more detail about this and other  m<a href="http://lamp.edu.au/wiki/index.php?title=LAMP_Alternate_Reality_Games" target="_blank">ARGS</a> on the Laboratory for Advanced Media Production wiki.</p>
<p>There was a rather sad epitaph to this mARG as exactly a year later the whole town of Marysville was tragically burnt with great loss of life in the worst Bushfires in Australia&#8217;s history. Truth is far stranger than fiction.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="445" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/300YjIyeRLc&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="550" height="445" src="http://www.youtube.com/v/300YjIyeRLc&amp;hl=en&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><strong>Appendix</strong></p>
<p>For reference here is a abridge copy/paste from a post on an immersion post from 2006 &#8211; looking at the factors that enable immersive experiences.</p>
<blockquote><p><strong>SCALE</strong> &#8211; of the experience. The size of the screen and the amount of story world to explore has enormous impacts on immersion &#8211; as well as the detail of individual objects within the â€˜worldâ€™. One of the reasons cinema will exist for a long time is that the large dark room filled with people is a captivating environment. Now, imagine a cinema where the image is a locked off-shot, of a shared world and all the audience are controlling and representing different characters engaged in a common goal or story. Ummm.</p>
<p><strong>SENSES</strong> &#8211; goes without sayiing that the amount of senses that are engaged by an experience gives it most potential to immerse. Now as I have said before we dont need to consider full <a title="Immersive Reality" href="http://www.eonreality.com/solutions/immersive_reality_system.htm" target="_blank">immersive reality</a> rather make sure as well as intellectual and emotional engagement you consider sounds and the grammar of visual. Probably forget about touch, taste or smell for the moment &#8211; leave that to the porn industry to work out.</p>
<p><strong>SERENDIPITY</strong> &#8211; how the world or show you are watching has elements of surprise. As mentioned earlier the more scripted and formulaic the less immersive. People only watch a film for the fifteenth time, I believe, because they strangely hope that there may be something different OR they are peeling back the layers, looking at minute detail and looking way beyond the basic narrative.</p>
<p><strong>STORY</strong> &#8211; does the narrative engage. This is obvious, if there is nothing for you to be drawn along by (even your own story in some cases) then you will switch off.</p>
<p><strong>PERSONALIZATION</strong> &#8211; Hence the title of this blog. How much can you minutely affect the world and yourself in it? How much will the world reflect you for being there? Most importantly, how much of your real world personality can you bring with you into the experience.</p>
<p><strong>RESONANCE/CHOICE</strong> &#8211; How much control or agency do you have over the experience? Are your actions permanent and seen by all? Can you really do and say what you want &#8211; freedom of choice. True resonance is like a virtuous circle, you do something and there is a response that forever changes the environment. Like real life. The pushed media of TV, radio, cinema has zero resonance, it all happens in your head. Which is why stories â€˜haveâ€™ to be based on lifeâ€™s shared drama. In truly interactive models your actions have impact and will reaction will take place.</p>
<p><strong>TEMPORALITY</strong> &#8211; How real time does the experience feel? Scheduled TV never feels real time &#8211; the only successful shows in the future will be live events, music, sports, live news etc: Everything else has a dubious future in the scheduled world. MMORPGs feel real time when you are in them because of all of the above. Ones that have scheduled events or require you to invade or fight at a certain time are more about story than true immersion.</p>
<p><strong>ESCAPISM</strong> &#8211; or â€˜playâ€™. This goes back to my earlier point about the reason for play and associated spirituality.  Is it as much about escaping reality or constructing ideality?</p>
<p>Does the representational nature of these &#8216;experience&#8217; worlds mean so much more subconciously than endless souless advertisements on TV, or another episode of a soap, or fomulaic hollywood film? Does selecting an identity that is impossible to achieve in real life become a most powerful addictive escape? I suspect all of the above. In terms of building â€˜playâ€™ &#8211; it should be as fun making it as doing it. I have mentioned before that sometimes authors of experience get so lost in the creation process they forget someone has to watch, play or take part in it! Then it is much weaker an experience.</p></blockquote>
<div class="tweetmeme_button" style="float: right; margin-left: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.muvedesign.com%2Fexperience-and-alternate-reality-design%2F"><br />
				<img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.muvedesign.com%2Fexperience-and-alternate-reality-design%2F&amp;source=garyphayes&amp;style=normal&amp;service=bit.ly&amp;b=2" height="61" width="50" /><br />
			</a>
		</div>
]]></content:encoded>
			<wfw:commentRss>http://www.muvedesign.com/experience-and-alternate-reality-design/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Multiplatform]]></category>
		<category><![CDATA[Muved Projects]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Advanced]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[AFTRS]]></category>
		<category><![CDATA[asia pacific]]></category>
		<category><![CDATA[Australia]]></category>
		<category><![CDATA[Avatars]]></category>
		<category><![CDATA[bottom]]></category>
		<category><![CDATA[brand presence]]></category>
		<category><![CDATA[brookes]]></category>
		<category><![CDATA[business benefits]]></category>
		<category><![CDATA[Client]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[CREATE]]></category>
		<category><![CDATA[descriptive text]]></category>
		<category><![CDATA[Director]]></category>
		<category><![CDATA[doing business]]></category>
		<category><![CDATA[Engagement]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[forms of entertainment]]></category>
		<category><![CDATA[Gary Hayes]]></category>
		<category><![CDATA[Hitwise]]></category>
		<category><![CDATA[immersive]]></category>
		<category><![CDATA[introduction]]></category>
		<category><![CDATA[INVESTMENT]]></category>
		<category><![CDATA[inworld]]></category>
		<category><![CDATA[Jeff]]></category>
		<category><![CDATA[Jeff Brookes]]></category>
		<category><![CDATA[Laboratory]]></category>
		<category><![CDATA[Make]]></category>
		<category><![CDATA[marketing channel]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[Mitch Olsen]]></category>
		<category><![CDATA[Mitch Olson]]></category>
		<category><![CDATA[moment]]></category>
		<category><![CDATA[MONEY]]></category>
		<category><![CDATA[parallel worlds]]></category>
		<category><![CDATA[Presenters]]></category>
		<category><![CDATA[Press]]></category>
		<category><![CDATA[Production]]></category>
		<category><![CDATA[Reality]]></category>
		<category><![CDATA[regional director]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[Robert Scoble]]></category>
		<category><![CDATA[ROI]]></category>
		<category><![CDATA[SELF]]></category>
		<category><![CDATA[SERVICE]]></category>
		<category><![CDATA[session length]]></category>
		<category><![CDATA[shockwave]]></category>
		<category><![CDATA[Sites]]></category>
		<category><![CDATA[smallworlds]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[sulake corporation]]></category>
		<category><![CDATA[Ted]]></category>
		<category><![CDATA[text]]></category>
		<category><![CDATA[Virtual]]></category>
		<category><![CDATA[virtual world]]></category>
		<category><![CDATA[walled garden]]></category>
		<category><![CDATA[YouTube]]></category>
		<category><![CDATA[youtube video]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=343</guid>
		<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 <a href='http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<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>Thereâ€™s no one in them?</li>
<li>&amp; people donâ€™t spend long there?</li>
<li>They are for kids or social â€˜gamesâ€™ 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 didnâ€™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>
<div class="tweetmeme_button" style="float: right; margin-left: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.muvedesign.com%2Fvirtual-worlds-business-whats-the-roi%2F"><br />
				<img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.muvedesign.com%2Fvirtual-worlds-business-whats-the-roi%2F&amp;source=garyphayes&amp;style=normal&amp;service=bit.ly&amp;b=2" height="61" width="50" /><br />
			</a>
		</div>
]]></content:encoded>
			<wfw:commentRss>http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Advertising &amp; Marketing for Social Virtual Worlds</title>
		<link>http://www.muvedesign.com/advertising-marketing-for-social-virtual-worlds/</link>
		<comments>http://www.muvedesign.com/advertising-marketing-for-social-virtual-worlds/#comments</comments>
		<pubDate>Mon, 19 Jan 2009 22:00:25 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[2D social web]]></category>
		<category><![CDATA[ABC]]></category>
		<category><![CDATA[Accenture]]></category>
		<category><![CDATA[Audience]]></category>
		<category><![CDATA[Barbie Girls]]></category>
		<category><![CDATA[BBC]]></category>
		<category><![CDATA[Best Buy]]></category>
		<category><![CDATA[branded entertainment]]></category>
		<category><![CDATA[Brother]]></category>
		<category><![CDATA[business collaboration]]></category>
		<category><![CDATA[club penguin]]></category>
		<category><![CDATA[collaboration]]></category>
		<category><![CDATA[Director & Social Networks Strategist]]></category>
		<category><![CDATA[Director LAMP]]></category>
		<category><![CDATA[Dodge]]></category>
		<category><![CDATA[dominant players]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[Fosters]]></category>
		<category><![CDATA[game worlds]]></category>
		<category><![CDATA[Gary Hayes]]></category>
		<category><![CDATA[Gossip]]></category>
		<category><![CDATA[gossip girl]]></category>
		<category><![CDATA[Habbo]]></category>
		<category><![CDATA[Head]]></category>
		<category><![CDATA[Head of Virtual Worlds]]></category>
		<category><![CDATA[imvu]]></category>
		<category><![CDATA[Intel]]></category>
		<category><![CDATA[Jeep]]></category>
		<category><![CDATA[Kelly]]></category>
		<category><![CDATA[Kelly Services]]></category>
		<category><![CDATA[Laurel Papworth]]></category>
		<category><![CDATA[Market]]></category>
		<category><![CDATA[marketing digital]]></category>
		<category><![CDATA[McDonalds]]></category>
		<category><![CDATA[MTV]]></category>
		<category><![CDATA[networking]]></category>
		<category><![CDATA[Nivea]]></category>
		<category><![CDATA[online game worlds]]></category>
		<category><![CDATA[Online Networking]]></category>
		<category><![CDATA[online social networking]]></category>
		<category><![CDATA[Project Factory]]></category>
		<category><![CDATA[Rocketon]]></category>
		<category><![CDATA[SlideShare]]></category>
		<category><![CDATA[social 3D web]]></category>
		<category><![CDATA[Splinter]]></category>
		<category><![CDATA[STA]]></category>
		<category><![CDATA[STA Travel]]></category>
		<category><![CDATA[Stardolls]]></category>
		<category><![CDATA[Superstars]]></category>
		<category><![CDATA[Sydney]]></category>
		<category><![CDATA[Travel]]></category>
		<category><![CDATA[virtual interaction]]></category>
		<category><![CDATA[Webkinz]]></category>
		<category><![CDATA[world currency]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=215</guid>
		<description><![CDATA[A presentation I gave last month at the Online Networking and Business Collaboration conference. This is one of twenty or so I did on a similar topic (engaging with virtual world inhabitants and game players) through 2008. The presentation broadly looks at 4 key areas The Actual Audience &#8211; who they are, what their demo <a href='http://www.muvedesign.com/advertising-marketing-for-social-virtual-worlds/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>A presentation I gave last month at the <a href="http://www.acevents.com.au/socialmedia08/" target="_blank">Online Networking and Business Collaboration conference</a>. This is one of twenty or so I did on a similar topic (engaging with virtual world inhabitants and game players) through 2008. The presentation broadly looks at 4 key areas</p>
<ol>
<li>The Actual Audience &#8211; who they are, what their demo and psychographics are</li>
<li>The Market &#8211; dominant players, investment, in world currency and evident holes in the marketplace</li>
<li>Some key case studies &#8211; what has worked, how things could be improved and</li>
<li>A little bit about branded entertainment futures and how Virtual worlds will be more &#8216;merged&#8217; with TV, film and the 2D social web.</li>
</ol>
<p><a href="http://www.muvedesign.com/wp-content/uploads/2008/07/virtual_world_shopping_hayes.jpg"><img class="aligncenter size-full wp-image-245" title="virtual_world_shopping_hayes" src="http://www.muvedesign.com/wp-content/uploads/2008/07/virtual_world_shopping_hayes.jpg" alt="virtual_world_shopping_hayes" width="550" height="372" /></a>Case studies included Best Buy, McDonalds, Nivea (Splinter Cell), MTV There, STA Travel, Fosters, Accenture, ABC, Intel, Jeep, Dodge, Habbo, Big Brother, Kelly Services, Gossip Girl, L Word, Football Superstars, Webkinz, Barbie Girls, Stardolls, BBC, blast theory,virtual office, club penguin, vside, little big planet, weblin, rocketon, imvu, ps3 home, second life (various including The Pond)<br />
There are more presentations under the LAMP &amp; Project Factory umbrella across social media, new form entertainment and virtual worlds at <a href="http://www.slideshare.net/hayesg31" target="_blank">Gary&#8217;s slideshare account</a>.</p>
<div id="__ss_838240" 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="InGame Advertising, 3D Worlds Marketing" href="http://www.slideshare.net/hayesg31/future-ingame-advertising-social-3d-worlds-marketing-presentation?type=powerpoint">InGame Advertising, 3D Worlds Marketing</a><object width="425" height="355" data="http://static.slideshare.net/swf/ssplayer2.swf?doc=ingameadvertising-1229001409895185-1&amp;stripped_title=future-ingame-advertising-social-3d-worlds-marketing-presentation" 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=ingameadvertising-1229001409895185-1&amp;stripped_title=future-ingame-advertising-social-3d-worlds-marketing-presentation" /><param name="allowfullscreen" value="true" /></object></p>
<div style="font-size: 11px; font-family: tahoma,arial; height: 26px; padding-top: 2px;">View SlideShare <a style="text-decoration:underline;" title="View InGame Advertising, 3D Worlds Marketing on SlideShare" href="http://www.slideshare.net/hayesg31/future-ingame-advertising-social-3d-worlds-marketing-presentation?type=powerpoint">presentation</a> or <a style="text-decoration:underline;" href="http://www.slideshare.net/upload?type=powerpoint">Upload</a> your own. (tags: <a style="text-decoration:underline;" href="http://slideshare.net/tag/generation">generation</a> <a style="text-decoration:underline;" href="http://slideshare.net/tag/mobile">mobile</a>)</div>
</div>
<p><strong><span id="more-215"></span>Details from the program</strong><br />
A detailed presentation given at the Online Social Networking and Business Collaboration conference in Sydney in November 2008 &#8211; on how to engage with shared social worlds &#8211; 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.</p>
<p><strong>Digital Worlds: Social, Virtual, Mobile</strong><br />
â€¢ Meet generation V<br />
â€¢ What are the opportunities for enterprise, marketers and government?<br />
â€¢ The psychological implications of virtual interaction<br />
â€¢ What are the mobility limitations of virtual worlds?<br />
Gary Hayes, Director LAMP, Head of Virtual Worlds, MUVEDesign<br />
Laurel Papworth, Director &amp; Social Networks Strategist,<br />
World Communities
<div class="tweetmeme_button" style="float: right; margin-left: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.muvedesign.com%2Fadvertising-marketing-for-social-virtual-worlds%2F"><br />
				<img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.muvedesign.com%2Fadvertising-marketing-for-social-virtual-worlds%2F&amp;source=garyphayes&amp;style=normal&amp;service=bit.ly&amp;b=2" height="61" width="50" /><br />
			</a>
		</div>
]]></content:encoded>
			<wfw:commentRss>http://www.muvedesign.com/advertising-marketing-for-social-virtual-worlds/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Atmospheric Australian Virtual Macbeth</title>
		<link>http://www.muvedesign.com/atmospheric-australian-virtual-macbeth/</link>
		<comments>http://www.muvedesign.com/atmospheric-australian-virtual-macbeth/#comments</comments>
		<pubDate>Mon, 19 Jan 2009 01:52:13 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Art & Literature]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Machinima]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Adam]]></category>
		<category><![CDATA[Adam Nash]]></category>
		<category><![CDATA[Adam Ramona]]></category>
		<category><![CDATA[AFTRS]]></category>
		<category><![CDATA[Alan Levine]]></category>
		<category><![CDATA[Alice]]></category>
		<category><![CDATA[Angela Thomas]]></category>
		<category><![CDATA[Anya Ixchel]]></category>
		<category><![CDATA[Australia]]></category>
		<category><![CDATA[australia council]]></category>
		<category><![CDATA[Australian]]></category>
		<category><![CDATA[australian film]]></category>
		<category><![CDATA[Australian Film TV and Radio School]]></category>
		<category><![CDATA[Australian Government]]></category>
		<category><![CDATA[Beth Satchjen]]></category>
		<category><![CDATA[Boris Brkic  Christopher Morris  Ophelia]]></category>
		<category><![CDATA[Chris Holden]]></category>
		<category><![CDATA[Content Designer]]></category>
		<category><![CDATA[creation]]></category>
		<category><![CDATA[designer]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[Director]]></category>
		<category><![CDATA[Dorothy Porta]]></category>
		<category><![CDATA[Gary Hayes]]></category>
		<category><![CDATA[Gary Hayes   Jeff Wegener  Ian]]></category>
		<category><![CDATA[Ian Waddely]]></category>
		<category><![CDATA[Ian Waddely  Nick Noakes]]></category>
		<category><![CDATA[interactive elements]]></category>
		<category><![CDATA[Jeff Wegener]]></category>
		<category><![CDATA[Jeff Wegener  Ian Waddely  Nick]]></category>
		<category><![CDATA[Kate RIchards]]></category>
		<category><![CDATA[Kerreen]]></category>
		<category><![CDATA[Kerreen Ely]]></category>
		<category><![CDATA[Laboratory]]></category>
		<category><![CDATA[Laboratory for Advanced Media Production]]></category>
		<category><![CDATA[LAMP]]></category>
		<category><![CDATA[Larry Johnson]]></category>
		<category><![CDATA[Larry Johnson  Therese Fingelton   Gary Hayes   Jeff]]></category>
		<category><![CDATA[Larry Pixel]]></category>
		<category><![CDATA[Life]]></category>
		<category><![CDATA[Macbeth]]></category>
		<category><![CDATA[Maggie Blinco]]></category>
		<category><![CDATA[Maggie Blinco  Boris Brkic  Christopher]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[media consortium]]></category>
		<category><![CDATA[Megaphone Studios  Engineer]]></category>
		<category><![CDATA[Muved Projects]]></category>
		<category><![CDATA[Navigator]]></category>
		<category><![CDATA[NMC]]></category>
		<category><![CDATA[original project]]></category>
		<category><![CDATA[producer]]></category>
		<category><![CDATA[Production]]></category>
		<category><![CDATA[Project creator]]></category>
		<category><![CDATA[project idea]]></category>
		<category><![CDATA[Rachel Smith]]></category>
		<category><![CDATA[Shakespeare]]></category>
		<category><![CDATA[Shane Fahey]]></category>
		<category><![CDATA[SL Design Consultant]]></category>
		<category><![CDATA[space]]></category>
		<category><![CDATA[Stella Costello]]></category>
		<category><![CDATA[Team]]></category>
		<category><![CDATA[Thursday]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[virtual hand]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=211</guid>
		<description><![CDATA[An Australian project (initiated at a 2007 LAMP@AFTRS (Laboratory for Advanced Media Production) residential) called &#8220;Macbeth:What If&#8221; received further development/production funding from the NMC and the Australia Council. Project creator Kerreen Ely-Harper teamed up with producer Kate Richards and designer Angela Thomas to realise the original project, that built on the original project idea looking <a href='http://www.muvedesign.com/atmospheric-australian-virtual-macbeth/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>An Australian project (initiated at a 2007 LAMP@AFTRS (Laboratory for Advanced Media Production) residential) called &#8220;<a href="http://lamp.edu.au/2007/12/07/project-what-if/" target="_blank">Macbeth:What If&#8221;</a> received further development/production funding from the <a href="http://www.nmc.org/podcast/nmc-conversations-10" target="_blank">NMC</a> and the Australia Council. Project creator Kerreen Ely-Harper teamed up with producer<span> Kate Richards and designer</span> <span>Angela Thomas to realise the original project, that built on the original project idea looking at the experiential teaching and awareness of Shakespeare&#8217;s works using Second Life. </span><span>After a year or so of development they created an island in Second Life</span><span> which also focuses on machinima creation in a rich virtual setting. </span></p>
<p><span>The video below is quick &amp; cheerful, one-take, &#8216;Space Navigator&#8217; Machinima and Music by Gary and the whole work was very similar in style and form to <a href="http://www.thursdaysfictions.com/ThursdaysFictionsInSecondLifeReviewsAndTestimonials_540_n_3_0.html" target="_blank">Thursday&#8217;s Fictions in Second Life</a>, a MUVEDesigned project two years ago. Full credits for the Macbeth project below.<br />
</span></p>
<p><object width="425" height="350" data="http://www.youtube.com/v/8QNxe2gePEQ" type="application/x-shockwave-flash"><param name="src" value="http://www.youtube.com/v/8QNxe2gePEQ" /></object></p>
<p><strong><span id="more-211"></span>Macbeth in Second Life Credits</strong><br />
Guide &amp; credits <a href="http://virtualmacbeth.wikispaces.com/island+guide" target="_blank">here</a></p>
<p>SLURL &#8211; <a title="http://slurl.com/secondlife/Macbeth/44/54/54" dir="ltr" rel="nofollow" href="http://slurl.com/secondlife/Macbeth/44/54/54" target="_blank">http://slurl.com/secondlife/Macbeth/44/54/54</a></p>
<p>A collaboration by Angela Thomas, Kate Richards and Kerreen Ely-Harper, from an original idea by Kerreen Ely-Harper.<br />
Producer: Kate RIchards (Nini Dubrovna)<br />
Director: Kereen Ely-Harper (Dorothy Porta)<br />
Virtual World Content Designer: Angela Thomas (Anya Ixchel)<br />
SL Design Consultant: Adam Nash (Adam Ramona)</p>
<p><a href="http://www.muvedesign.com/wp-content/uploads/2009/01/sl_macbeth.jpg"><img class="aligncenter size-full wp-image-265" title="sl_macbeth" src="http://www.muvedesign.com/wp-content/uploads/2009/01/sl_macbeth.jpg" alt="sl_macbeth" width="580" height="435" /></a></p>
<p>This project has been assisted by the Australian Government through the Australia Council, its arts funding and advisory body. Initial stages of this project were mentored and developed through the Laboratory for Advanced Media Production (LAMP) at Australian Film TV and Radio School (AFTRS). This project has been funded and built by the New Media Consortium</p>
<p><strong>NMC Team:</strong><br />
Larry Johnson (Larry Pixel)<br />
Alan Levine (CDB Barkley)<br />
Rachel Smith (Ninmah Ash)<br />
NMC Second Life Building Team:<br />
Chris Holden (CJ Carnot)<br />
Beth Satchjen (Stella Costello)</p>
<p><strong>Voiceover Actors:</strong><br />
Maggie Blinco<br />
Boris Brkic<br />
Christopher Morris<br />
Ophelia Of The Spirits<br />
Alice Parkinson<br />
Evelyn Parsonage<br />
Recorded at Megaphone Studios<br />
Engineer: Shane Fahey</p>
<p><strong>Additional thanks to:</strong><br />
Larry Johnson<br />
Therese Fingelton<br />
<a href="http://www.personalizemedia.com" target="_blank">Gary Hayes</a><br />
Jeff Wegener<br />
Ian Waddely<br />
Nick Noakes</p>
<p><span>Filmed and edited by Gary Hayes of MUVEDesign. Note: This film does not demonstrate the many interactive elements, social intentions or literary integration. Please visit the island to see those first &#8216;virtual&#8217; hand. A medium resolution (98MB MP4) download is available <a href="http://www.justvirtual.com/SL_MACBETH.mp4" target="_blank">here</a></span>
<div class="tweetmeme_button" style="float: right; margin-left: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.muvedesign.com%2Fatmospheric-australian-virtual-macbeth%2F"><br />
				<img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.muvedesign.com%2Fatmospheric-australian-virtual-macbeth%2F&amp;source=garyphayes&amp;style=normal&amp;service=bit.ly&amp;b=2" height="61" width="50" /><br />
			</a>
		</div>
]]></content:encoded>
			<wfw:commentRss>http://www.muvedesign.com/atmospheric-australian-virtual-macbeth/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="http://www.justvirtual.com/SL_MACBETH.mp4" length="103440014" type="video/mp4" />
		</item>
		<item>
		<title>Virtual Worlds 2008 Video Tour</title>
		<link>http://www.muvedesign.com/virtual-worlds-2008-video-tour/</link>
		<comments>http://www.muvedesign.com/virtual-worlds-2008-video-tour/#comments</comments>
		<pubDate>Tue, 09 Sep 2008 01:44:01 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Machinima]]></category>
		<category><![CDATA[Muved Projects]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[3d game engine]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[Barbie Online]]></category>
		<category><![CDATA[capture]]></category>
		<category><![CDATA[creative business]]></category>
		<category><![CDATA[Download]]></category>
		<category><![CDATA[Dreamville]]></category>
		<category><![CDATA[exit reality]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[Gaia Online]]></category>
		<category><![CDATA[Gary Hayes]]></category>
		<category><![CDATA[generation]]></category>
		<category><![CDATA[generation services]]></category>
		<category><![CDATA[ground]]></category>
		<category><![CDATA[Hotel     Laguna Beach]]></category>
		<category><![CDATA[Laguna Beach]]></category>
		<category><![CDATA[layered-over-the-2d-web]]></category>
		<category><![CDATA[metaverse]]></category>
		<category><![CDATA[Mokitown]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[networking]]></category>
		<category><![CDATA[photo realism]]></category>
		<category><![CDATA[posterity]]></category>
		<category><![CDATA[Reality]]></category>
		<category><![CDATA[Rocketon]]></category>
		<category><![CDATA[second life]]></category>
		<category><![CDATA[social networking]]></category>
		<category><![CDATA[social networking aspects vs]]></category>
		<category><![CDATA[social space]]></category>
		<category><![CDATA[Social Virtual]]></category>
		<category><![CDATA[Sora City]]></category>
		<category><![CDATA[USD]]></category>
		<category><![CDATA[Virtual Ibiza]]></category>
		<category><![CDATA[vside]]></category>
		<category><![CDATA[Weblin]]></category>
		<category><![CDATA[world]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=54</guid>
		<description><![CDATA[As part of a commercial report on the evolving range of social virtual worlds I recently ventured into fifty plus worlds to sample the creative, business and educational potential. My video is an indicative capture of each world/environment as a seven minute video for 2008 posterity. It demonstrates how ubiquitous, popular and streamlined many of <a href='http://www.muvedesign.com/virtual-worlds-2008-video-tour/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>As part of a commercial report on the evolving range of social virtual worlds I recently ventured into fifty plus worlds to sample the creative, business and educational potential. My video is an indicative capture of each world/environment as a seven minute video for 2008 posterity. It demonstrates how ubiquitous, popular and streamlined many of these spaces are becoming across the intraweb / &#8216;cloud&#8217;. With over 300 million frequenting or registering for the non-game based worlds over $900 million of new investment last year in 2nd and 3rd generation services there seems to be no stopping them.</p>
<p><object width="425" height="350" data="http://www.youtube.com/v/0CijdlYOSPc" type="application/x-shockwave-flash"><param name="src" value="http://www.youtube.com/v/0CijdlYOSPc" /></object></p>
<p>75MB MP4 Download available at <a href="http://www.justvirtual.com/SVWS_2008.mp4" target="_blank">http://www.justvirtual.com/SVWS_2008.mp4</a></p>
<p>A few immediate things that struck me on my travels:</p>
<p><span id="more-54"></span></p>
<ul>
<li>That there are quite a few worlds now getting their balance on the shoulders of Second Life and really getting to grips with the social networking aspects vs the 3D&#8217;ness</li>
<li>There IS a balance between a social space and an &#8216;agreed&#8217; advertorial world &#8211; &#8220;you give me valid experience, I accept a level of advertising&#8221;</li>
<li>A few new entrants realise that using a fully fledged, 3D game engine as the client for what is in the end a glamorous 3D facebook and requiring a high spec&#8217;d PC is not the best way. Second generation services like vSide have followed a good middle ground</li>
<li><a href="http://www.personalizemedia.com/the-avatars-take-over-the-asylum-layered-social-virtual-worlds/" target="_blank">As I reported a few days</a> ago the &#8216;layered-over-the-2d-web&#8217; version of these worlds such as RocketOn Exit Reality and Weblin show great usability and promise</li>
<li>Some worlds are demonstrating the precursor to photo realism and smooth motion while others have as much &#8216;immersion&#8217; by providing intimacy with your friends in more cutesy environments</li>
<li>Many of these worlds operate without the hype we have seen with Second Life and have slowly been building up large communities. Beware any world that tries to launch on hype, as most of these worlds are still in adolescence and not ready for mainstream</li>
<li>The Metaverse is a world of connected worlds, how/when/if they are connected will be a real challenge from a technical and standardisation perspective. Especially as a few are starting to concentrate on themes, music, sport and probably in the end very defined niches &#8211; fly fishing social world anyone?</li>
<li>It is important for those who are supposedly representing or blogging about &#8216;the metaverse&#8217; to get in there and try these services &#8211; beyond registering and wandering around for only 10 minutes (I could name several who haven&#8217;t a clue!) but&#8230;</li>
<li>There are not enough hours in the day to attempt to truly engage with each world but it is amazing how adept you become at spotting flaws and innovation when you put the effort in</li>
<li>lots more to follow from the official report in a future post&#8230;</li>
</ul>
<p><a href="http://www.kzero.co.uk" target="_blank">KZero</a> are turning out to be the best resource on the planet, tracking Social Virtual Worlds and their latent potential. They gave me permission to publish/post this great chart with a great stab at putting many of the worlds in the video across content sectors.</p>
<p><a href="http://www.personalizemedia.com/wp-content/uploads/2008/08/kzero_svw_sector.jpg"><img class="aligncenter size-medium wp-image-471" title="kzero_svw_sector" src="http://www.personalizemedia.com/wp-content/uploads/2008/08/kzero_svw_sector-300x224.jpg" alt="" width="300" height="224" /></a></p>
<p><a title="Social VIrtual Worlds Logos - End 2008 by Gary Hayes, on Flickr" href="http://www.flickr.com/photos/garyhayes/3059934552/"><br />
</a></p>
<p>Here is a list of the worlds featured in my video in order of appearance:</p>
<ul>
<li><a href="http://www.kaneva.com/" target="_blank">Kaneva</a></li>
<li><a href="http://apps.facebook.com/yoville/index.php" target="_blank">YoVille</a> (in Facebook)</li>
<li><a href="http://rocketon.com/" target="_blank">RocketOn</a></li>
<li><a href="http://social.prototerra.com/" target="_blank">Prototerra</a></li>
<li><a href="http://www.gaiaonline.com/" target="_blank">Gaia Online</a></li>
<li><a href="http://hipihi.com/" target="_blank">HiPiHi</a></li>
<li><a href="http://hipihi.com/" target="_blank">Google Lively</a></li>
<li><a href="http://www.habbohotel.com/" target="_blank">Habbo Hotel</a></li>
<li><a href="http://www.vmtv.com/" target="_blank">Laguna Beach (vMTV)</a></li>
<li><a href="http://www.whyville.net/" target="_blank">Whyville</a></li>
<li><a href="http://twinity.com/en" target="_blank">Twinity</a></li>
<li><a href="http://cyworld.com/" target="_blank">Cyworld</a></li>
<li><a href="http://footballsuperstars.com/" target="_blank">Football Superstars</a></li>
<li><a href="http://weblin.com/" target="_blank">Weblin</a></li>
<li><a href="http://www.imvu.com/" target="_blank">IMVU</a></li>
<li><a href="http://www.secondlife.com/" target="_blank">Second Life</a></li>
<li><a href="http://www.clubpenguin.com/" target="_blank">Club Penguin</a></li>
<li><a href="http://www.activeworlds.com/" target="_blank">Active Worlds</a></li>
<li><a href="http://www.vside.com/app/dashboard" target="_blank">vSide</a></li>
<li><a href="http://atitd.com/" target="_blank">A Tale in the Desert</a></li>
<li><a href="http://www.barbiegirls.com/home.html" target="_blank">Barbie Online</a></li>
<li><a href="http://www.amazingworlds.com/index.php" target="_blank">Amazing Worlds</a></li>
<li><a href="http://www.webkinz.com/us_en/" target="_blank">Webkinz</a></li>
<li><a href="http://www.worlds.com/" target="_blank">Worlds.com</a></li>
<li><a href="http://www.spore.com/ftl" target="_blank">Spore</a></li>
<li><a href="http://www.exitreality.com/" target="_blank">Exit Reality</a></li>
<li>and 15 others including SpineWorld, Stardoll, <a href="http://www.madwolfsw.com/" target="_blank">The Manor</a>, <a href="http://www.there.com/" target="_blank">There.com</a>, Vastpark, Qwaq, PS3Home, GoSupermodel, Grockit, Croquet, Metaplace, Coke Studios, Dreamville, Dubit, <a href="http://www.mobile-kids.net/" target="_blank">Mokitown</a>, <a href="http://www.moove.com/?*4T9" target="_blank">Moove</a>, Muse, <a href="http://www.thepalace.com/" target="_blank">The Palace</a>, Playdo, Sora City, Voodoo Chat, TowerChat, Traveler, Virtual Ibiza</li>
</ul>
<p><a title="Social VIrtual Worlds Logos - End 2008 by Gary Hayes, on Flickr" href="http://www.flickr.com/photos/garyhayes/3059934552/"></a></p>
<div id="attachment_273" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.muvedesign.com/wp-content/uploads/2008/09/3059934552_c9b5be27d9.jpg"><img class="size-full wp-image-273" title="Social Virtual Worlds Logos" src="http://www.muvedesign.com/wp-content/uploads/2008/09/3059934552_c9b5be27d9.jpg" alt="Social Virtual Worlds Logos" width="500" height="375" /></a><p class="wp-caption-text">Social Virtual Worlds Logos</p></div>
<p><strong>Video details:</strong></p>
<p>The &#8216;Social Virtual&#8217; World&#8217;s A Stage<br />
A Film by Gary Hayes Â© MUVEDesign/<a href="http://www.personalizemedia.com" target="_blank">Personalizemedia</a> 2008</p>
<p>&#8220;This is not a Game&#8221; &#8211; Music composed and performed by<br />
Gary Hayes http://www.korkyt.net
<div class="tweetmeme_button" style="float: right; margin-left: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.muvedesign.com%2Fvirtual-worlds-2008-video-tour%2F"><br />
				<img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.muvedesign.com%2Fvirtual-worlds-2008-video-tour%2F&amp;source=garyphayes&amp;style=normal&amp;service=bit.ly&amp;b=2" height="61" width="50" /><br />
			</a>
		</div>
]]></content:encoded>
			<wfw:commentRss>http://www.muvedesign.com/virtual-worlds-2008-video-tour/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="http://www.justvirtual.com/SVWS_2008.mp4" length="78428195" type="video/mp4" />
		</item>
		<item>
		<title>Stunning Deakin Second Life Build</title>
		<link>http://www.muvedesign.com/stunning-deakin-second-life-build/</link>
		<comments>http://www.muvedesign.com/stunning-deakin-second-life-build/#comments</comments>
		<pubDate>Wed, 09 Jul 2008 00:40:53 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Machinima]]></category>
		<category><![CDATA[Muved Projects]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[arts education]]></category>
		<category><![CDATA[Centre]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[Deakin]]></category>
		<category><![CDATA[deakin university]]></category>
		<category><![CDATA[drama music]]></category>
		<category><![CDATA[education centre]]></category>
		<category><![CDATA[education community]]></category>
		<category><![CDATA[extension]]></category>
		<category><![CDATA[flickr]]></category>
		<category><![CDATA[Gary Hayes]]></category>
		<category><![CDATA[imagination]]></category>
		<category><![CDATA[Jenny Grenfell]]></category>
		<category><![CDATA[Lecturer]]></category>
		<category><![CDATA[Medium]]></category>
		<category><![CDATA[music dance]]></category>
		<category><![CDATA[Second]]></category>
		<category><![CDATA[Stunning]]></category>
		<category><![CDATA[teaching]]></category>
		<category><![CDATA[University]]></category>
		<category><![CDATA[width]]></category>
		<category><![CDATA[work of art]]></category>
		<category><![CDATA[YouTube]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=44</guid>
		<description><![CDATA[A video insight into the build process of the new Deakin Arts Education Centre Island built and designed by MUVEDesign&#8217;s Gary Hayes completed early 2008. Jenny Grenfell, Arts Lecturer at Deakin said: &#8220;This Deakin University Arts Education community in Second Life aims to stir the imagination. It is a world we create and create within. <a href='http://www.muvedesign.com/stunning-deakin-second-life-build/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.muvedesign.com/stunning-deakin-second-life-build/"><em>Click here to view the embedded video.</em></a></p>
<p>A video insight into the build process of the new Deakin Arts Education Centre Island built and designed by MUVEDesign&#8217;s Gary Hayes completed early 2008.</p>
<p><a href="http://www.deakin.edu.au/education/staff/showdetails.php?PERSONID=430" target="_blank">Jenny Grenfell</a>, Arts Lecturer at Deakin said:</p>
<p style="padding-left: 30px;">&#8220;This Deakin University Arts Education community in Second Life aims to stir the imagination. It is a world we create and create within. It is at once a work of art and a place to inspire, make, share and present art. Our presence in SL is both for performance and is in itself a performance.</p>
<p style="padding-left: 30px;">Our Second Life existence is an extension of our involvement in the real world where we are passionately immersed in the practices of teaching and learning in our art forms of visual art, drama, music, dance, and media.&#8221;</p>
<p><span>Medium rez 105MB MP4 available <a href="http://www.personalizemedia.com/DeakinArtsinSL.mp4" target="_blank">here</a>. Music composed and performed by Gary Hayes. These images with comments can be seen <a href="http://www.flickr.com/photos/garyhayes/sets/72157603522639571/" target="_blank">here</a>.</span></p>
<p>Video, music &amp; 447 Images Â© Gary Hayes and Deakin University</p>
<p>Below is the flickr slideshow embedded as an alternative<br />
<object width="400" height="300" data="http://www.flickr.com/apps/slideshow/show.swf?v=63961" type="application/x-shockwave-flash"><param name="flashvars" value="&amp;offsite=true&amp;lang=en-us&amp;page_show_url=%2Fphotos%2Fgaryhayes%2Fsets%2F72157603522639571%2Fshow%2F&amp;page_show_back_url=%2Fphotos%2Fgaryhayes%2Fsets%2F72157603522639571%2F&amp;set_id=72157603522639571&amp;jump_to=" /><param name="allowFullScreen" value="true" /><param name="src" value="http://www.flickr.com/apps/slideshow/show.swf?v=63961" /><param name="allowfullscreen" value="true" /></object>
<div class="tweetmeme_button" style="float: right; margin-left: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.muvedesign.com%2Fstunning-deakin-second-life-build%2F"><br />
				<img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.muvedesign.com%2Fstunning-deakin-second-life-build%2F&amp;source=garyphayes&amp;style=normal&amp;service=bit.ly&amp;b=2" height="61" width="50" /><br />
			</a>
		</div>
]]></content:encoded>
			<wfw:commentRss>http://www.muvedesign.com/stunning-deakin-second-life-build/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="http://www.personalizemedia.com/DeakinArtsinSL.mp4" length="110221811" type="video/mp4" />
		</item>
		<item>
		<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>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Muved Projects]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[2D social network]]></category>
		<category><![CDATA[3D social networks]]></category>
		<category><![CDATA[ABC]]></category>
		<category><![CDATA[anything]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[Avatars]]></category>
		<category><![CDATA[baseball]]></category>
		<category><![CDATA[broadcast media]]></category>
		<category><![CDATA[Centre of Attention   Companies]]></category>
		<category><![CDATA[Character]]></category>
		<category><![CDATA[complex]]></category>
		<category><![CDATA[control]]></category>
		<category><![CDATA[Corporate]]></category>
		<category><![CDATA[Corporate governance advisor]]></category>
		<category><![CDATA[corporation]]></category>
		<category><![CDATA[diagnostic checklist]]></category>
		<category><![CDATA[Director]]></category>
		<category><![CDATA[documentary film]]></category>
		<category><![CDATA[fantasies]]></category>
		<category><![CDATA[film the corporation]]></category>
		<category><![CDATA[Gary Hayes]]></category>
		<category><![CDATA[great lengths]]></category>
		<category><![CDATA[Griefers Attack Corporation]]></category>
		<category><![CDATA[guilt]]></category>
		<category><![CDATA[Head]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[journalist]]></category>
		<category><![CDATA[kid]]></category>
		<category><![CDATA[killing machine]]></category>
		<category><![CDATA[Laboratory for Advanced Media Production]]></category>
		<category><![CDATA[lawful behavior]]></category>
		<category><![CDATA[media experts]]></category>
		<category><![CDATA[mental disorders]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Microsoft Windows]]></category>
		<category><![CDATA[mine]]></category>
		<category><![CDATA[natives]]></category>
		<category><![CDATA[non-real time facebook]]></category>
		<category><![CDATA[opportunity]]></category>
		<category><![CDATA[parrot]]></category>
		<category><![CDATA[Project Factory]]></category>
		<category><![CDATA[representation]]></category>
		<category><![CDATA[Rich Kids]]></category>
		<category><![CDATA[Robert Monks]]></category>
		<category><![CDATA[rubber]]></category>
		<category><![CDATA[Second]]></category>
		<category><![CDATA[shark]]></category>
		<category><![CDATA[social network]]></category>
		<category><![CDATA[social networks]]></category>
		<category><![CDATA[social norms]]></category>
		<category><![CDATA[someone]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[The Corporation]]></category>
		<category><![CDATA[vanity]]></category>
		<category><![CDATA[Virgin]]></category>
		<category><![CDATA[virtual world]]></category>
		<category><![CDATA[wonderful administrator]]></category>
		<category><![CDATA[world]]></category>
		<category><![CDATA[world health organization]]></category>

		<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 <a href='http://www.muvedesign.com/how-companies-can-be-social-in-virtual-worlds/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<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 isnâ€™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 Â© 2007 All Rights Reserved.
<div class="tweetmeme_button" style="float: right; margin-left: 10px;">
			<a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.muvedesign.com%2Fhow-companies-can-be-social-in-virtual-worlds%2F"><br />
				<img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.muvedesign.com%2Fhow-companies-can-be-social-in-virtual-worlds%2F&amp;source=garyphayes&amp;style=normal&amp;service=bit.ly&amp;b=2" height="61" width="50" /><br />
			</a>
		</div>
]]></content:encoded>
			<wfw:commentRss>http://www.muvedesign.com/how-companies-can-be-social-in-virtual-worlds/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

