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		<title>16 Key Augmented Reality Business Models</title>
		<link>http://www.muvedesign.com/16-key-augmented-reality-business-models-2/</link>
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		<pubDate>Fri, 23 Oct 2009 14:08:15 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<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>
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<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>
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<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>
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<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>
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		<title>MUVEDesign develop Augmented &amp; Mixed Reality Apps</title>
		<link>http://www.muvedesign.com/muvedesign-develop-augmented-mixed-reality-apps/</link>
		<comments>http://www.muvedesign.com/muvedesign-develop-augmented-mixed-reality-apps/#comments</comments>
		<pubDate>Wed, 05 Aug 2009 15:17:38 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=354</guid>
		<description><![CDATA[MUVEDesign are now developing a range of augmented reality apps, particularly aimed at the new iPhone 3Gs and are happy to accept enquiries from interested parties. For those unfamiliar with AR there are some videos below that give a sense of the area. Simply put AR is the physical, real world seen through a live <a href='http://www.muvedesign.com/muvedesign-develop-augmented-mixed-reality-apps/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>MUVEDesign are now developing a range of augmented reality apps, particularly aimed at the new iPhone 3Gs and are happy to accept enquiries from interested parties. For those unfamiliar with AR there are some videos below that give a sense of the area. Simply put AR is the physical, real world seen through a live often mobile &#8216;camera&#8217; (web cam, iPhone etc) then in real time, digital content is layered over the top &#8211; locked &amp; linked to locations, people and other visible real world elements.</p>
<p>We have come a long way since cardboard cutout VRML back in the 90s. It is interesting to watch a revolution take place at the moment in Mixed &amp; Augmented Reality and one particular subset, augmented reality. Gary produced a compilation in 2008 of various AR and MR area in this short video (at the bottom of this post you will find a transcript)</p>
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<p>Another exciting area of AR is emergent game play. This example from a Japanese company called <a onclick="javascript:pageTracker._trackPageview('/outgoing/www.geishatokyo.com/');" href="http://www.geishatokyo.com/">Geisha Tokyo Entertainment</a> is your very own augmented reality Geisha Girl. It is interesting watching a story develop so imagine the potential now for story tellers or performers who can give their â€˜participantâ€™ audience the tools to bring the storyworld out into their personal space. I think in advance of the oft mentioned â€™surround-o-filmâ€™ (yes holograms of Bond jumping around you in your front room, god help us!) this is a simple and elegant solution â€“ given we all have webcams built into laptops, games consoles, mobiles etc etc: With this particular package you get two cubes and two sticks but imagine a cube for a range of characters or sets for your latest film or kids TV show, perhaps available as a premium.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="350" 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/yCCx7zANsGE" /><embed type="application/x-shockwave-flash" width="425" height="350" src="http://www.youtube.com/v/yCCx7zANsGE"></embed></object></p>
<p>Finally the combination of Augmented Reality and Social Media is probably the most obvious and compelling near term offering. Being able to layer the rich social web over the top of the real world adds real value. This video speaks for itself.</p>
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<p>Below is the slightly futuristic transcript from my video compilation above, for those who canâ€™t hear the narration. <img src="http://www.lamp.edu.au/watercooler/wp-includes/images/smilies/icon_smile.gif" alt=":)" /> (BTW a better audio version available as a 50MB download <a href="http://www.personalizemedia.com/DawnMixedReality.mp4" target="_blank">here</a>). Attribution for most clips appear in this <a href="http://www.personalizemedia.com/the-dawn-of-mixed-reality-and-its-participatory-audience/" target="_blank">post</a>.</p>
<p><span id="more-515"> </span></p>
<p style="padding-left: 30px;">Is this reality? Is this fantasy? In 2008 the great transition truly began. Whereas a decade earlier we used to â€˜log inâ€™ to cyberspace, now we began to semi-permanently inhabit virtual space and the digital world started to leak out into everyday life. It began to infiltrate our shopping malls and became integrated with our everyday lives. Humanity started the relentless journey towards the natural future where virtuality became a greater reality,Â  and where digital fantasy and organic reality were inextricably intertwined.</p>
<p style="padding-left: 30px;">Through the early 2000s pervasive wearable computing started to break down the walls that used to separate our virtual existence from our physical one. This same technology also allowed us to embed ourselves seamlessly into virtual worlds which is where we could truly experiment with future forms of entertainment, art, education and business.</p>
<p style="padding-left: 30px;"><a href="http://www.muvedesign.com/wp-content/uploads/2009/08/augmented_reality.jpg"><img class="alignright size-full wp-image-359" title="augmented_reality" src="http://www.muvedesign.com/wp-content/uploads/2009/08/augmented_reality.jpg" alt="augmented_reality" width="375" height="280" /></a>In these new places we became the real time, living celebrity. Many of us became avatar stars, pixel gods â€“ exalted as those linear film and TV icons. This became the only place for many. By 2007 hardcore gamers were already spending fifty five hours per week â€˜insideâ€™ these shared worlds and learned to forgot about the real world. This became the place where their most meaningful hours were spent. Everyone began to blend the two domains, combining them in new ways, driven by an invisible urge. Thus started the global meshing, of todayâ€™s mixed reality.</p>
<p style="padding-left: 30px;">But in 2009 questions were asked. As in the many films that hinted at our transhumanist future, would the physical embodied self ever become redundant? Would we truly evolve as self contained, digital entities? May we as well be slumped in a chair with a cable plugged into our heads? Regardless, as the real world became inhospitable we all started to crave for the immersion and began moving our physical selves into these spaces. Even more than that we wanted our peers our un-virtual audiences to be able to share our experiences there. It became a contagious as the most poignant moments and memories were the ones in virtual space.</p>
<p style="padding-left: 30px;">But we needed to look beyond these screens and into our own souls. Find the truth written along the â€˜thin white lineâ€™ that separates analog from digital, person from avatar. This was the beginning. It always was. As far as the meshing or blending of reality and virtuality, in 2009 they were the equivalent of grainy black and white movies seventy years earlier. Our experiences were simultaneously part real, part virtual but it didnâ€™t matter which was which anymore. Both were valid and they depended on each other. Those early parallel existences of twenty years ago started to move humanity forward, released our imaginations and we coexisted with our precious and ultimately fragile, physical selves. The great crossing had begun.</p>
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		<title>Virtual Worlds &amp; Business: What&#8217;s The ROI?</title>
		<link>http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/</link>
		<comments>http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/#comments</comments>
		<pubDate>Thu, 12 Mar 2009 03:57:21 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<description><![CDATA[Below are my introduction slides from ad:tech 2009 earlier this week. It is such a short time (each panel is given 50 minutes) to cover such a vast area and myself, Jeff (habbo.com.au) and Mitch (SmallWorlds.com) were all struggling to impart tons of great info/examples and have enough time to get interactive. I hogged the <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>
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		<title>Can Virtual Worlds Save TV ?</title>
		<link>http://www.muvedesign.com/can-virtual-worlds-save-tv/</link>
		<comments>http://www.muvedesign.com/can-virtual-worlds-save-tv/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 13:38:41 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<description><![CDATA[What may save TV may also truly grow Social Virtual Worlds. As online audiences continue to ignore TV and vanilla/social virtual worlds suffer from a lack of direction, perhaps the marriage of the two will save both from irrelevancy? A report by Gary Hazlitt in various TV branded virtual world spaces. (original post on personalizemedia) <a href='http://www.muvedesign.com/can-virtual-worlds-save-tv/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p><strong><em>What may save TV may also truly grow Social Virtual Worlds. As online audiences continue to ignore TV and vanilla/social virtual worlds suffer from a lack of direction, perhaps the marriage of the two will save both from irrelevancy? A report by Gary Hazlitt in various TV branded virtual world spaces. (original post on <a href="http://www.personalizemedia.com" target="_blank">personalizemedia</a>)<br />
</em></strong></p>
<p><a href="http://www.personalizemedia.com/wp-content/uploads/2009/02/twinityspirit.jpg"><img class="size-full wp-image-1165 alignright" title="twinityspirit" src="http://www.personalizemedia.com/wp-content/uploads/2009/02/twinityspirit.jpg" alt="twinityspirit" width="401" height="225" /></a>There have been several forays by TV properties (gradually losing their audience and <a href="http://www.bandt.com.au/news/38/0C05CE38.asp" target="_blank">associated ad revenues</a>) into social virtual worlds over the past two years. I don&#8217;t just mean branded one-off events but actually setting up shop, building a familiar and representive space for the &#8216;users&#8217; to play in. These forays range from at one end, simple branded spaces pushing episodes on screens through to actually running variants of the TV format to be played out by participant avatars in a detailed build -with many points in-between. But before the meat of the post (a couple of new entrants) here is a quick list to give you an idea of some of the shows and channels that have tried, had some success or failed. As I have been involved in a few of them and visited all, I have listed ones I think have had most impact (engagement) through to those who didn&#8217;t quite get it (reversioning).</p>
<ol>
<li>NBC&#8217;s <a href="http://www.cwtv.com/thecw/gossipgirl-uppereastside" target="_blank">Gossip Girl</a></li>
<li>MTV&#8217;s &#8211; <a href="http://www.wired.com/wired/archive/15.02/mtv.html" target="_blank">Laguna Beach</a> on There.com (also Hills, PimpMyRide etc)</li>
<li>Big Brother &#8211; <a href="http://www.personalizemedia.com/witnessing-the-birth-of-an-entertainment-form/" target="_blank">PersonalizeMedia</a> detailed report &amp; <a href="http://www.3pointd.com/20061106/tv-show-big-brother-coming-to-second-life/" target="_blank">at launch</a></li>
<li>Showtimes <a href="http://www.throng.co.nz/the-l-word/first-cable-tv-original-series-to-go-virtual" target="_blank">The L Word</a></li>
<li>CBS &#8211;  <a href="http://www.nytimes.com/2007/10/04/arts/television/04CSI.html?_r=1&amp;ref=television" target="_blank">CSI:New York</a> and from <a href="http://www.techcrunch.com/2007/10/20/csiny-comes-to-second-life-wednesday/" target="_blank">TechCrunch</a></li>
<li><a href="http://www.mediaweek.com/mw/news/interactive/article_display.jsp?vnu_content_id=1003556561" target="_blank">Weather Channel</a> &#8211; Info, simulations and Extreme Sports area</li>
<li>Australia&#8217;s <a href="http://www.abc.net.au/services/secondlife/" target="_blank">ABC TV Island</a> &#8211; Channel &amp; some programmes (eg: <a href="http://www.flickr.com/photos/garyhayes/sets/72157602821410642/" target="_blank">Librarians</a>)</li>
<li><a href="http://www.secondlifeinsider.com/2006/11/29/nbc-universal-in-second-life/" target="_blank">NBC Universal Media Island</a> &#8211; Channel &amp; concerts &amp; events</li>
<li><a href="http://www.nowpublic.com/cash_convergence_tv_shows_second_life" target="_blank">London Live</a> &#8211; the first music show to appear on the cyberchannel: Virtual Life.TV</li>
<li><a href="http://news.sky.com/skynews/Home/Sky-News-Archive/Article/20080641276113" target="_blank">SkyNews</a> Island &#8211; News Set role play</li>
<li><a href="http://www.journalism.co.uk/2/articles/53329.php" target="_blank">The Money Programme</a> BBC screening</li>
<li> Channel 4 &#8211; <a href="http://www.marketingpilgrim.com/2007/05/channel-4-radio-station-for-second-life.html" target="_blank">Radio Station</a></li>
<li><a href="http://www.sundancechannel.com/secondlife/" target="_blank">Sundance Channel</a> &#8211; Virtual screening room</li>
<li><a href="http://www.crg.cs.nott.ac.uk/research/applications/itv/" target="_blank">Inhabited TV</a> 1997! &#8211; BBC, BT, Illuminations and others</li>
<li>many more&#8230;0ver to you and comments!</li>
</ol>
<p><a href="http://www.personalizemedia.com/wp-content/uploads/2009/01/twinityspirit01.jpg"><img class="alignleft size-full wp-image-1006" style="margin: 5px;" title="twinityspirit01" src="http://www.personalizemedia.com/wp-content/uploads/2009/01/twinityspirit01.jpg" alt="twinityspirit01" width="316" height="172" /></a>There is a rule of thumb regarding TV execs and virtual worlds or serious games initiatives &#8211; do not let the TV folk take control as they have too much ingrained baggage around non-participatory media and the resultant compromise is often of no use to anyone &#8211; get people who understand game play (and be aware that often excludes traditional game developers) and social media involved or face the consequences. The ones above that really worked allowed the participant audience to really &#8216;live&#8217; in the shoes of the characters either by having activities similar to the protagonists, meeting the &#8216;fictional characters&#8217;, a social space that resonated with the shows aesthetic or a great set with game-like elements. I have talked a lot about Mixed Reality Entertainment in the past and how one of the most innovative uses of virtual space is to extend the TV or Film property into a 24/7, participatory environment.  The main reason for doing this is to drive traffic to the TV but also to keep existing followers loyal to the branded property. As an example there is more detail about the reasoning on my post on Big Brother (good and bad) in Second Life (<a href="http://www.personalizemedia.com/witnessing-the-birth-of-an-entertainment-form/" target="_blank">Witnessing the Birth of an Entertainment Form</a>) as well as posts nearby on <a href="http://www.personalizemedia.com/significant-steps-to-mixed-media-cross-reality/" target="_blank">CSI in Second Life</a> and many of MTVs properties in There.com (<a href="http://www.personalizemedia.com/tv-property-branded-virtual-worlds-the-beginning/" target="_blank">TV Property Branded Virtual Worlds &#8211; The Beginning</a>). There are moves around the world including BBC and many European broadcasters who are creating worlds alongside and in some cases in front of the TV episodics and this is the important point. Promoting films with games or virtual world spaces has a very limited life span, forging a strong link between virtual world events and TV episodics is to me a virtuous circle &#8211; especially considering the <a href="http://www.virtualworldsnews.com/2009/01/virtual-worlds-management-today-released-its-updated-youth-worlds-analysis-based-on-comprehensive-research-available-through.html" target="_blank">200 plus worlds populated by the youth audience </a>who are typically turning off TV &#8211; teens and tweens. Earlier there were many experiments of TV/World hybrids and I was involved, as mentioned before, in the Mirror. Here is <a href="http://www.chart.ac.uk/chart2000/papers/noframes/wyver.html" target="_blank">John Wyver (then Illuminations)</a> talking about that (remember this is circa 1997!).</p>
<blockquote><p>The other key element that contributed to the success of The Mirror, much as in real life, was the provision of regular &#8220;hosts&#8221; for the space. These needed to be frequent visitors who spent a significant amount of their time in the world, and whom users could have some reasonable expectation of encountering when they logged on. These hosts would greet new entrants, introduce people to each other, point out activities and generally help people around. More than this, however, over time they became the core of the community of the world, encouraging people to return and beginning to develop the particular language and culture of The Mirror. Needless to say, they were the saddest to see it turned off after seven weeks &#8211; although a number of relationships begun virtually have continued in the real world &#8211; including at least one marriage and one recently born child.</p></blockquote>
<p>Recent company start-ups or collaborations also suggest that there are moves afoot. <a href="http://www.icarusstudios.com/" target="_blank">Icarus studios</a> are squarely aiming at the TV/VirtualWorld hybrid and about 18 months ago Endemol &amp; EA teamed up to create Virtual World TV formats (<a href="http://virtual-economy.org/blog/virtual_property_in_television" target="_blank">VirtualMe) based on Deal or No Deal</a> and Big Brother. Also there have been a plethora of immersive film launches (play-in-the-set-type builds) across the metaverse and I Legend, Digital Hollywood, Iron Man, Quantum of Solace and Transformers spring to mind as I write &#8211; but as I said this post is more to do with a continuous, what happens on TV resonantes into the virtual world and what happens there is reflected into the TV episodics. (I regularly consult on this specific area so won&#8217;t go into any more detail!)&#8230;</p>
<p><a href="http://www.personalizemedia.com/wp-content/uploads/2009/02/habbo_heroes_image2.jpg"><img class="aligncenter size-full wp-image-1016" title="habbo_heroes_image2" src="http://www.personalizemedia.com/wp-content/uploads/2009/02/habbo_heroes_image2.jpg" alt="habbo_heroes_image2" width="498" height="251" /></a></p>
<p>So, it is interesting to see this trend continuing as new world Twinity starts to do more experiential &#8216;film&#8217; property marketing and even more &#8216;demographically focussed&#8217; the current series of <a href="http://www.sulake.com/press/releases/2009-01-27-Heroes_in_Habbo.html" target="_blank">Heroes being extended into Habbo</a></p>
<blockquote><p>The agreement was brokered by the William Morris Agency and marks the first time &#8216;Heroes&#8217; has partnered with a virtual world.</p></blockquote>
<p>..but not in the usual way. As reported by LA Times &#8220;&#8216;<a href="http://latimesblogs.latimes.com/technology/2009/01/heroes-habbo-vi.html" target="_blank">Heroes&#8217; hops on to Habbo&#8217;s virtual world</a>&#8221; they will be introducing a virtual-only character Syn Anders who will act as a bridge or guide to the TV series. <a href="http://www.nbc.com/news/nbccom-brings-heroes-to-habbos-virtual-world/" target="_blank">NBC themselves give more detail here</a>.</p>
<blockquote><p>While following directions from a mysterious virtual messenger, the new character will take the audience on an adventure as she discovers the history of &#8216;Heroes&#8217; through a journey that travels back and forth between Habbo.com and the &#8216;Heroes&#8217; Evolutions site.  &#8220;We&#8217;re excited to work with Habbo to introduce a new character that will extend the enormously popular and EmmyÂ® Award winning &#8216;Heroes&#8217; interactive story beyond the official Web site on NBC.com,&#8221; said Stephen Andrade, senior vice president, Digital Development and General Manager, NBC.com.  On Habbo.com, fans of the show will be able to interact with the new virtual hero through a variety of in-game activities. Habbos participating in a weeklong quest will discover their own special powers and will be recruited as new heroes. Those who successfully complete the mission will be awarded various virtual prizes.  On the &#8216;Heroes&#8217; Evolutions site, the new virtual hero will be woven into several of the in-universe, interactive extensions of the on-air show, including a character profile, the Primatech Paper Assignment Tracker and new chapters of the &#8216;Heroes&#8217; graphic novels.</p></blockquote>
<p>This is a great use of virtual worlds and it also shows that you don&#8217;t need richly rendered environments to be able to engage with participants in these spaces. Also in terms of the &#8216;linking&#8217; paradigm,  it is close to &#8216;my&#8217; level 3 <a href="http://en.wikipedia.org/wiki/Crossmedia" target="_blank">wikipedia cross-media definition</a></p>
<blockquote><p>Excerpt &#8220;Cross-media 3.0 â€“ Bridges. &#8211; The truest form of cross-media where the story or service structure is specifically authored to drive the audience using strong Call-To-Actions, across media devices to continue the journey. The content placed on the other platform is critical to staying in touch with the experience and the narrative bridges tease you towards investigating or moving to another media form/platform. Obvious examples include a TV show that ends suddenly and gives you a URL to explore more. It may be an SMS that teases and points you towards a live concert in a city square which then leads you to a TV show, then to a podcast then to subscription emails. The trigger, or bridge, is the critical component of this in motivating the cross-media action.&#8221;</p></blockquote>
<p><a href="http://www.personalizemedia.com/wp-content/uploads/2009/01/twinityspirit02.jpg"><img class="alignright size-full wp-image-1007" title="twinityspirit02" src="http://www.personalizemedia.com/wp-content/uploads/2009/01/twinityspirit02.jpg" alt="twinityspirit02" width="351" height="283" /></a>Onto Twinity and the images here and above are me playing around in the pre-build set of the recently released and not universally praised film <a href="http://en.wikipedia.org/wiki/The_Spirit_(film)" target="_blank">The Spirit</a>. Although it grossed $10 million in the first 4 days it was pulled up for being unemotional and 2D. Well part of the problem generally with many big features now is that audiences have changed and want something more experiential &#8211; especially with &#8216;comic-noir&#8217; films &#8211; why not let them &#8216;live&#8217; in the story environment (<a href="http://en.wikipedia.org/wiki/Story_environment" target="_blank">my wikipedia item</a>)? Twinity though have teamed up with Will Eisner studios to do this event (not in any way my ideal episodic but potentially a way for the Twinity user base to &#8216;create episodic, comic-noir&#8217; machinima on-going?</p>
<blockquote><p><strong>CineStar Spirits you Away to Another World</strong> &#8211; CineStarâ€™s CUBIX cinema in virtual Berlin is the premiere address for all movie-related events in Twinity. The cinema is currently showing the trailer and other exciting movie material from the upcoming premiere of The Spirit, a movie based on Will Eisner&#8217;s cult 1940s comic book series, which will be coming to a cinema screen near you from 5 February.  Fans of the movie can get their hands on exclusive Spirit merchandising: including posters, standees, and an incredible Spirit mask that lets you see special visual effects inworld. Find more information here. Save the date and come to the opening party!<br />
Date: Monday, 2 February<br />
Time: 17:00 Berlin, 11am NYC, 00:00 Singapore<br />
Where: CineStar CUBIX</p></blockquote>
<p><a href="http://www.personalizemedia.com/wp-content/uploads/2009/01/twinityspirit03.jpg"><img class="size-full wp-image-1005 alignleft" style="margin: 5px;" title="twinityspirit03" src="http://www.personalizemedia.com/wp-content/uploads/2009/01/twinityspirit03.jpg" alt="twinityspirit03" width="342" height="270" /></a>Twinity (by Metaversum, the German created virtual world) are a long ways from a mature stable platform, hence being in beta for the past 12 months or so, but are already exhibiting the best &#8216;world-led&#8217; event-based, user activation. This in my mind is high on the list of reasons for likely success over many of the areas that over-hyped Second Life suffered from in the early days. OK the world is quite big and empty and many &#8216;social&#8217; tools are not yet available inworld but the kind of activity quoted below (calling for videos, images, stories etc: attached to some well know brands) is great first step community building and more importantly getting a growing community to market for you. Even I had a go at one a few months ago &#8211; video embedded below <img src='http://www.muvedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  BTW Metaversum you really need to improve the video tools (detached camera please!).</p>
<blockquote><p><strong>Submit Your Artwork and Win!</strong> &#8211; Take part in The Spirit Screenshot and Machinima Contest and win an exclusive film poster signed by cult film director Frank Miller or The Spirit action figures.<br />
Things Are Looking A Little Different Around Hereâ€¦<br />
<strong>Wear the mask and see Twinity through the eyes of the Spirit!</strong> &#8211; Use Twinityâ€™s screenshot and recording tools to create incredible Spirit- inspired images! To be eligible to win the contest, screenshots must be created while wearing the Spirit Mask and its â€˜visual effectsâ€™ must be demonstrated in your machinima. Screenshots may be submitted in jpg, png or gif formats.<br />
<strong>Sensational Prizes </strong>- You have the chance to win sensational The Spirit prizes! Three prizes will be given out to the lucky winners of the Screenshot and Machinima Contest:<br />
* 1st prize: The Spirit action figure and film poster signed by Frank Miller<br />
* 2nd prize: The Spirit film poster signed by Frank Miller<br />
* 3rd prize: The Spirit action figure<br />
<strong>To take part in the contest</strong>, all you have to do is:</p>
<ul>
<li>Submit your screenshots together with your Twinity name to quest@twinity.com or</li>
<li>Upload your movie to a video sharing website, for example &#8220;YouTube&#8221;, then submit the link to your uploaded video together with your Twinity name to quest@twinity.com</li>
<li>Competition deadline: 28 February 2009</li>
</ul>
<p>Weâ€™ll celebrate the winning entries with a Winnerâ€™s Gallery party in the CineStar Event Hall! Artwork will be displayed in the CUBIX cinema during The Spirit promotion. Keep an eye on Twinityâ€™s Event Calendar for further details!</p></blockquote>
<p><object width="425" height="344" data="http://www.youtube.com/v/6_HHTyF0UIM&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/6_HHTyF0UIM&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /></object></p>
<p>Of course I would encourage all TV producers to think about their current audience and whether they want to reach them this way. More importantly you need to think of the appropriateness of creating inworld characters or environments for them to exist in &#8211; serious games (from documentaries) and childrens episodics are hot ones at the moment . The real effort is more about having great characters that are persistant in the space but beware of bots or NPC&#8217;s (non player characters) pretending to be real, this can have a strong counter productive effect. More later.
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		<title>Extending Entertainment Into Virtual Worlds</title>
		<link>http://www.muvedesign.com/extending-entertainment-into-virtual-worlds/</link>
		<comments>http://www.muvedesign.com/extending-entertainment-into-virtual-worlds/#comments</comments>
		<pubDate>Thu, 29 Jan 2009 11:23:55 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=302</guid>
		<description><![CDATA[I have talked a lot about Mixed Reality Entertainment on my media blog personalizemedia and how one of the most innovative uses of virtual space is to extend the TV or Film property into a 24/7, participatory environment.Â  The reason for doing this is to drive traffic to the TV or Film but also to <a href='http://www.muvedesign.com/extending-entertainment-into-virtual-worlds/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>I have talked a lot about Mixed Reality Entertainment on my media blog <a href="http://www.personalizemedia.com" target="_blank">personalizemedia</a> and how one of the most innovative uses of virtual space is to extend the TV or Film property into a 24/7, participatory environment.Â  The reason for doing this is to drive traffic to the TV or Film but also to keep existing followers loyal to the branded property. There is more detail about the reasoning on my posts on Big Brother in Second Life (<a href="http://www.personalizemedia.com/witnessing-the-birth-of-an-entertainment-form/" target="_blank">Witnessing the Birth of an Entertainment Form</a>) as well as posts nearby on CSI in Second Life and many of MTVs properties in There.com. There are moves around the world including BBC and many European broadcasters who are creating worlds alongside and in some cases in front of the TV episodics. So it is great to see this trend continuing as the current series of Heroes being extended into Habbo</p>
<p style="padding-left: 30px;">The agreement was brokered by the William Morris Agency and marks the first time &#8216;Heroes&#8217; has partnered with a virtual world.</p>
<p>..but not in the usual way. As reported by LA Times &#8220;&#8216;<a href="http://latimesblogs.latimes.com/technology/2009/01/heroes-habbo-vi.html" target="_blank">Heroes&#8217; hops on to Habbo&#8217;s virtual world</a>&#8221; they will be introducing a virtual-only character Syn Anders who will act as a bridge or guide to the TV series. <a href="http://www.nbc.com/news/nbccom-brings-heroes-to-habbos-virtual-world/" target="_blank">NBC themselves give more detail here</a>.</p>
<p style="padding-left: 30px;">While following directions from a mysterious virtual messenger, the new character will take the audience on an adventure as she discovers the history of &#8216;Heroes&#8217; through a journey that travels back and forth between Habbo.com and the &#8216;Heroes&#8217; Evolutions site.Â  &#8220;We&#8217;re excited to work with Habbo to introduce a new character that will extend the enormously popular and EmmyÂ® Award winning &#8216;Heroes&#8217; interactive story beyond the official Web site on NBC.com,&#8221; said Stephen Andrade, senior vice president, Digital Development and General Manager, NBC.com.Â  On Habbo.com, fans of the show will be able to interact with the new virtual hero through a variety of in-game activities. Habbos participating in a weeklong quest will discover their own special powers and will be recruited as new heroes. Those who successfully complete the mission will be awarded various virtual prizes.Â  On the &#8216;Heroes&#8217; Evolutions site, the new virtual hero will be woven into several of the in-universe, interactive extensions of the on-air show, including a character profile, the Primatech Paper Assignment Tracker and new chapters of the &#8216;Heroes&#8217; graphic novels.</p>
<p>This is a great use of virtual worlds and it also shows that you don&#8217;t need richly rendered environments to be able to engage with participants in these spaces. Also in terms of the &#8216;linking&#8217; paradigm,Â  it is close to my level 3 <a href="http://en.wikipedia.org/wiki/Crossmedia" target="_blank">wikipedia cross-media definition</a></p>
<p style="padding-left: 30px;">Excerpt &#8220;Cross-media 3.0 â€“ Bridges. &#8211; The truest form of cross-media where the story or service structure is specifically authored to drive the audience using strong Call-To-Actions, across media devices to continue the journey. The content placed on the other platform is critical to staying in touch with the experience and the narrative bridges tease you towards investigating or moving to another media form/platform. Obvious examples include a TV show that ends suddenly and gives you a URL to explore more. It may be an SMS that teases and points you towards a live concert in a city square which then leads you to a TV show, then to a podcast then to subscription emails. The trigger, or bridge, is the critical component of this in motivating the cross-media action.&#8221;</p>
<p>Of course I would encourage all TV producers to think about their current audience and whether they want to reach them this way. More importantly you need to think of the appropriateness of creating inworld characters or environments for them to exist in &#8211; serious games (from documentaries) and childrens episodics are hot ones at the moment . The real effort is more about having great characters that are persistant in the space but beware of bots or NPC&#8217;s (non player characters) pretending to be real, this can have a strong counter productive effect. More later.
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		<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>
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		<category><![CDATA[Boris Brkic  Christopher Morris  Ophelia]]></category>
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		<category><![CDATA[interactive elements]]></category>
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		<category><![CDATA[Rachel Smith]]></category>
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		<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>
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		<title>Meta-Mole: To Boldly Go(ogle) where no Search Engine has Gone Before</title>
		<link>http://www.muvedesign.com/meta-mole-to-boldly-google-where-no-search-engine-has-gone-before/</link>
		<comments>http://www.muvedesign.com/meta-mole-to-boldly-google-where-no-search-engine-has-gone-before/#comments</comments>
		<pubDate>Sat, 17 Jan 2009 06:48:51 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Business]]></category>
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		<category><![CDATA[www.meta-mole.com]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=201</guid>
		<description><![CDATA[The Metaverse&#8230; the Final Frontier. These are the voyages ofÂ  Search Engine, Meta-mole. Its five-year mission: to explore strange new worlds, to seek out new life and new civilizations, to boldly google where no search engine has gone before. OK the folks at University of Teeside will probably not be calling to get me to <a href='http://www.muvedesign.com/meta-mole-to-boldly-google-where-no-search-engine-has-gone-before/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p style="padding-left: 30px;">The Metaverse&#8230; the Final Frontier. These are the voyages ofÂ  Search Engine, Meta-mole. Its five-year mission: to explore strange new worlds, to seek out new life and new civilizations, to boldly google where no search engine has gone before.</p>
<p><img class="aligncenter size-full wp-image-202" title="metamole" src="http://www.muvedesign.com/wp-content/uploads/2009/01/metamole.jpg" alt="metamole" /></p>
<p>OK the folks at University of Teeside will probably not be calling to get me to write their taglines yet what they are doing with Meta-Mole is pretty adventurous and most importantly critical at the moment to glue the discontinuous metaverse. The Meta-Mole in simple terms from<a href="http://www.tees.ac.uk/sections/news/pressreleases_story.cfm?story_id=2903&amp;this_issue_title=January%202009&amp;this_issue=188" target="_blank"> their press release</a> is:</p>
<p style="padding-left: 30px;">The Meta-Mole, created by the Centre for Design in the Digital Economy (D-LAB) based within the University&#8217;s Institute of Digital Innovation, will ultimately be a dedicated searchable online resource for the 350 plus virtual worlds currently existing on the Internet.<br class="small" /><span id="more-201"></span>Philip McClenaghan, Deputy Director of D-LAB explains: &#8216;We were analysing virtual world platforms and realised that there doesn&#8217;t appear to be a comprehensive service offering to list and compare key data for major 2D and 3D environments. This surprised us considering the current popularity of virtual worlds. We intend to fill the gap with the <a href="http://meta-mole.com/" target="_blank">Meta-Mole</a>.&#8217;</p>
<p>The metaverse as we know is the entity that forms when all virtual worlds have useable interoperability, you are able to move inventory between them, have a common profile (to a degree) and be able to communicate across worlds &#8211; even teleport between them (Habbo to vSide anyone!). At the moment it is all about walled-gardens, locked in economies/commerciality/currency and propriety tech &#8211; basically the metaverse doesn&#8217;t yet exist, it is disconnected. So to build a dedicated VW search engine that will trawl and spider as many as &#8220;350&#8243; worlds is an ambitious vision &#8211; down this long and winding road. The benefits particularly to business and education is obvious (finding consumers or interest groups) but also making many social virtual worlds, more social &#8211; finding a long lost friend in IMVU whose into football, then setting up a match in Football Superstars, followed by a bit of post match role playing in Second Life &#8211; all &#8216;fueled&#8217; by one search engine &#8211; means social activity will increase. Sadly the Meta-Mole is only digging around a few lower level worlds presently (see below) and I would encourage everyone to support such an initiative -Â  as long as it isn&#8217;t sold to a commercial entity who start advertising all over the search pages!Â  I would also suggest to the team they look at the open API&#8217;s of the big 2D social networks also &#8211; migration from 2D to 3D will be far quicker if the 2D (FB, MySpace, Twitter)Â  folk could actually sample the wonders of 3D social space <img src='http://www.muvedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p style="padding-left: 30px;">&#8220;<a href="http://meta-mole.com/Default.aspx" target="_blank"><span class="GrayCapital">M</span>eta-Mole.com</a> is a comprehensive database  of Virtual World environments designed for public, corporate and government use.</p>
<p style="padding-left: 30px;">Created by d|lab at the University of Teesside in 2008, <span class="GrayCapital">M</span>eta-Mole.com provides users with a total solution that includes:</p>
<blockquote>
<ul>
<li>comprehensive search facility</li>
<li>generalised and detailed  technical  information for a  wide array of  platforms</li>
<li>images and streaming video media</li>
<li>dynamic matrices for comparative analysis of environment functionality</li>
</ul>
</blockquote>
<p style="padding-left: 30px;">The <span class="GrayCapital">M</span>eta-Mole.com application has been built from the ground up as a unique service offering for Virtual World users, developers and researchers to increase the profile of the market, ensure environment/consumer compatibility and enable new development of Virtual World markets through corporate education, relationship building and continued innovation.&#8221;</p>
<p>The advanced search, is not very functional or all encompassing yet, but suggests a lot about where they are heading with this. It will need to be pretty generic and high level to be able to map &amp; interrogate elements such as scripting support or development tools. One thing it may bring about is a wisdom of the crowds &#8216;standard&#8217; &#8211; just think for example if (on the development side) 8 out of 10 worlds allow importing from Blender or uploading of AIFF stereo sound then the other 20% might get busy on their backend! Lets hope so. The other key area is being able to link in existing out of world databases, especially from a eCommerce perspective the likes of <a href="http://www.slexchange.com/index.php" target="_blank">SLExchange</a> (a big out of world catalogue for Second Life consumers) and where searching for a world that lets you drive an Aston Martin is made easier for Mr Mole as databases such as SLEX are already half way there.</p>
<p><img class="aligncenter size-full wp-image-202" title="metamole" src="http://www.muvedesign.com/wp-content/uploads/2009/01/metamole_advanced_search.jpg" alt="metamole" /></p>
<p style="padding-left: 30px;">The Meta-Mole will initially be released as a Beta version focussing on 3D virtual world platforms. Forterra, Blink 3D and Twinity are among those who have already uploaded their details. Future developments will cater for all platforms, including 3D, 2D and MMO environments. Platform developers are able to participate in the Meta-Mole by contacting <a href="mailto:developers@Meta-Mole.com" target="_blank">developers@Meta-Mole.com</a> or visiting <a href="http://www.meta-mole.com/" target="_blank">www.meta-mole.com</a>.<br class="small" /><br class="small" />For more information contact:<br class="small" />Philip McClenaghan<br class="small" />Deputy Director (D-LAB)<br class="small" />Tel: 0044 1642 738103<br class="small" />Email: p.a.mcclenaghan@tees.ac.uk</p>
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		<title>Why Create Marketing Machinima?</title>
		<link>http://www.muvedesign.com/why-create-marketing-machinima/</link>
		<comments>http://www.muvedesign.com/why-create-marketing-machinima/#comments</comments>
		<pubDate>Wed, 12 Nov 2008 23:23:32 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Machinima]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Muved Projects]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[2D web]]></category>
		<category><![CDATA[active and proficient online users]]></category>
		<category><![CDATA[Comfortably]]></category>
		<category><![CDATA[compilation]]></category>
		<category><![CDATA[content creation]]></category>
		<category><![CDATA[creative goals]]></category>
		<category><![CDATA[Debbie Trilling]]></category>
		<category><![CDATA[entertainment]]></category>
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		<category><![CDATA[example]]></category>
		<category><![CDATA[Floyd]]></category>
		<category><![CDATA[free advertising]]></category>
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		<category><![CDATA[half life]]></category>
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		<category><![CDATA[inworld]]></category>
		<category><![CDATA[Laurel Papworth]]></category>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=78</guid>
		<description><![CDATA[Social Media and Web 2.0 is a lot about providing the tools and therefore the means for everyone to create content, that they believe others may want to see. I have personally created a lot of corporate, professional entertainment and music films over the years using high end equipment but now, like many millions around <a href='http://www.muvedesign.com/why-create-marketing-machinima/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.muvedesign.com/video"><img class="aligncenter size-full wp-image-128" title="Gary Hayes Builds" src="http://www.muvedesign.com/wp-content/uploads/2007/01/muvestrip.jpg" alt="Gary Hayes Builds" width="610" height="54" /></a></p>
<p>Social Media and Web 2.0 is a lot about providing the tools and therefore the means for everyone to create content, that they believe others may want to see. I have personally created a lot of corporate, professional entertainment and music films over the years using high end equipment but now, like many millions around the world, find it a fun and satisfying process to be able to create films and stories in virtual worlds, aka <a href="http://en.wikipedia.org/wiki/Machinima" target="_blank">machinima</a>. (Quite a few are over on my personal virtual blog <a href="http://www.justvirtual.com/" target="_blank">justvirtual</a>)</p>
<p>There are literally millions of machinimas emanating from the likes of World of Warcraft, Sims, Movies, Halo, Second Life, Half Life and many more. Most are done for the love vs the money and some make it onto the big screen. For the creators it is about expressing &#8216;their&#8217; world and experiences to each other but of course there is something else as important here.</p>
<p>Laurel Papworth <a href="http://laurelpapworth.com/twinity-run-silkcharm-run-berlin/" target="_blank">talked recently</a> about a machinima I did in <a href="http://twinity.com/" target="_blank">Twinity</a> and the &#8216;free advertising&#8217; it offers for the brand or platform. For me it is also about creating an environment where simple tools encourage large numbers of people to come together remotely and do real-time, collaborative content creation for extended periods. It makes the world very, very sticky when they have shared creative goals and purpose &#8211; not just pre-constructed game play. Some may say game quests are social too and I believe when the players get &#8216;creative&#8217; with the mechanic and &#8216;bend the rule&#8217; together it certainly is.</p>
<p><span id="more-78"></span></p>
<p><strong>Comfortably Fun</strong></p>
<p>Using game or social virtual worlds to entertain each other in this deeply immersive way, leads us to imagine what the potential will be when bandwidth and graphic realism are no longer limitations. Perhaps a portent of the future here is a machinima I did of a forty three minute performance of Pink Floyd&#8217;s The Wall, in a social world, Second Life. It was captured last week and it is useful to remind us all what is going on here. There are around 70 people logged in together in real time from around the world, most audience a few performers. About 8 are &#8216;animating&#8217; on stage or controlling lights, effects or triggering scripted animations and I am recording the whole thing at the same time. This is digital puppeteering. I captured elements of the performance three times and put together this compilation edit. More after the embed&#8230;</p>
<p><object width="425" height="350" data="http://www.youtube.com/v/ytbO_LnrOIc" type="application/x-shockwave-flash"><param name="src" value="http://www.youtube.com/v/ytbO_LnrOIc" /></object></p>
<p>So this all started with an invite from a self motivated group, led by Debbie Trilling, who for the <a href="http://diabolus.ning.com/forum/topic/show?id=2012390%3ATopic%3A6121" target="_blank">love of what they do</a>, created an inworld, cross-reality, musical tribute. <a href="http://diabolus.ning.com/" target="_blank">CARPs</a> (Cybernetic Art Research Project) inventive and emotionally driven version of Pink Floyd&#8217;s 1980&#8242;s album was a truly international affair and many hours were spent developing and performing a Virtual Show to this music that reaches a new audience every few years.The reason the music reaches new audiences is because of its use in &#8216;community created content&#8217; just like this, a far more poignent way to share digital content. More than 2000 avatars have experienced this particular concert inworld generating <a href="http://www.google.com.au/search?hl=en&amp;q=%22second+life%22+pink+floyd+wall&amp;start=0&amp;sa=N" target="_blank">10 000s of impressions</a> across blogs and media sites. That is the key point &#8211; don&#8217;t dismiss game or virtual worlds as being irrelevant because of perceived low numbers &#8211; these are active and proficient online users who see the 2D web as a &#8216;simple&#8217; publishing tool and become prolific creators of content and by implication major influencers.</p>
<p>Professional marketeers need to be aware of the power of machinima (consumer films in worlds they are very loyal too) and how by allowing the use of often locked down content is probably the best way to introduce &#8216;old&#8217; content to new audiences. As an example, while I was putting together this &#8216;mash-up&#8217; compilation I tried a recording of the reunion performance of the Comfortably Numb at Live 8 a few years ago and was entranced by the synergy of visual and song. Hope you do too. BTW a <span>medium quality (90MB MP4) download of the YouTube above is <a href="http://www.justvirtual.com/SL_TheWall_v2_ComfNumb.mp4" target="_blank">available here</a>. Worth playing full screen with the volume up and the lights down <img src='http://www.muvedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </span></p>
<p>To further consider how effective game world movies are. I created again out of a moment of relaxation a &#8216;flycam&#8217; film around some of my &#8216;builds&#8217; in Second Life. I like others were entranced by the new feature in the engine, Windlight. This rendered more naturalistic reflections and skyscapes for example. The machinima was a self expressive piece, some improvised guitar and piano and flowing movement, not really an typical &#8216;traffic&#8217; generating video.</p>
<p><img class="aligncenter size-full wp-image-610" title="gary_mogul" src="http://www.personalizemedia.com/wp-content/uploads/2008/09/gary_mogul.jpg" alt="" width="500" height="396" /></p>
<p>Ticking along at a few hundred views over a month on YouTube then Linden Lab decided to feature it on their machinima page. For a week or so it was getting between two to four thousands views per day. Over the past four months or so it has been viewed over 30 000 times, not bad for an &#8216;art&#8217; video? But outside the numbers what is the dynamic at play here? Well it is really simple. If you own any space where people frequent, make it really, really easy for them to share their experiences. You scratch their back and they will yours. Give them the tools to make it easy to create professional looking content. Let them do the viral marketing for you. Even though the community realise they are doing you a &#8216;big&#8217; favour, the joy they get from sharing is part of their own <a href="http://en.wikipedia.org/wiki/Virtuous_circle_and_vicious_circle" target="_blank">virtuous circle</a>.</p>
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		<title>Marketing Opportunities in Social Virtual Worlds</title>
		<link>http://www.muvedesign.com/marketing-opportunities-in-social-virtual-worlds/</link>
		<comments>http://www.muvedesign.com/marketing-opportunities-in-social-virtual-worlds/#comments</comments>
		<pubDate>Sat, 19 Jul 2008 23:26:46 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
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		<category><![CDATA[Yooster]]></category>

		<guid isPermaLink="false">http://www.muvedesign.com/?p=83</guid>
		<description><![CDATA[My slides below from my presentation at one of Australia&#8217;s industries leading advertising conferences yesterday which I had previously blogged about &#8220;The Advertising and Marketing Summit&#8221; It was a jam packed room with around 400 attendees of marketing movers and shakers. I closed the second day with the talk on &#8216;engaging in virtual communities&#8217; followed <a href='http://www.muvedesign.com/marketing-opportunities-in-social-virtual-worlds/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>My slides below from my presentation at one of Australia&#8217;s industries leading advertising conferences yesterday which I had previously blogged about &#8220;<a href="http://www.personalizemedia.com/speaking-at-ad-marketing-summit-08-unlocking-excellence/" target="_blank">The Advertising and Marketing Summit</a>&#8221; It was a jam packed room with around 400 attendees of marketing movers and shakers. I closed the second day with the talk on &#8216;engaging in virtual communities&#8217; followed by a great talk on Word of Mouth Marketing from Piers Hogarth-Scott, CEO, <a href="http://www.yooster.com/au/index.php" target="_blank">Yooster &amp; Trustee.</a></p>
<p>The general tone of the two days seemed to be the usual big broadcast &#8216;dry-up&#8217;, mobile is not quite here and the ramp up of &#8216;online&#8217; marketing. Sadly online, as a platform, which to me is a multi-faceted beast (basically it is everything that has been before and much more) is still seen by this particular segment of the industry as only about search and web 1.0 push.</p>
<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></p>
<p><a href="http://silkcharm.blogspot.com/" target="_blank">SilkCharm</a> at least raised some questions at the end about making sure companies seriously consider Social Media Marketing at executive level and my key points at the end were get in there, spend time and really understand the culture in the vast range of virtual worlds before making a decision to do any R&amp;D or full blown campaigns.</p>
<div 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="Marketing Opportunities in Social Virtual Worlds" href="http://www.slideshare.net/hayesg31/marketing-opportunities-in-social-virtual-worlds?src=embed">Marketing Opportunities in Social Virtual Worlds</a><object width="425" height="355" data="http://static.slideshare.net/swf/ssplayer2.swf?doc=marketingsvws-1216769091849929-8" 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=marketingsvws-1216769091849929-8" /><param name="allowfullscreen" value="true" /></object></div>
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<div style="font-size: 11px; font-family: tahoma,arial; height: 26px; padding-top: 2px;">view <a title="View Marketing Opportunities in Social Virtual Worlds on SlideShare" href="http://www.slideshare.net/hayesg31/marketing-opportunities-in-social-virtual-worlds?src=embed">presentation</a> (tags: <a style="text-decoration:underline;" href="http://slideshare.net/tag/life">life</a> <a style="text-decoration:underline;" href="http://slideshare.net/tag/second">second</a> <a style="text-decoration:underline;" href="http://slideshare.net/tag/lively">lively</a> <a style="text-decoration:underline;" href="http://slideshare.net/tag/google">google</a>)</div>
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		<title>Talk Transcript: Opportunities in Disruptive 3D Social Worlds</title>
		<link>http://www.muvedesign.com/talk-transcript-opportunities-in-disruptive-3d-social-worlds/</link>
		<comments>http://www.muvedesign.com/talk-transcript-opportunities-in-disruptive-3d-social-worlds/#comments</comments>
		<pubDate>Sat, 12 May 2007 23:32:27 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Business]]></category>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=88</guid>
		<description><![CDATA[NOTE: Based on my sticky post &#8216;The Brand Owners Guide to Joining the Metaverse&#8220;. As promised a rough transcript of my keynote talk to CeBit last week based on my experience of actually building some Second Life sims, talking to those who use them and creating branded environments that have more usage than any others <a href='http://www.muvedesign.com/talk-transcript-opportunities-in-disruptive-3d-social-worlds/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>NOTE: Based on my sticky post &#8216;<a href="http://www.personalizemedia.com/index.php/2007/02/04/the-brand-owners-guide-to-joining-the-metaverse/">The Brand Owners Guide to Joining the Metaverse</a>&#8220;.</p>
<p>As promised a rough transcript of my keynote talk to CeBit last week based on my experience of actually building some Second Life sims, talking to those who use them and creating branded environments that have more usage than any others inworld, so far. There will be a video and/or podcast at some point from <a href="http://www.cebittv.com.au/" target="_blank">CeBit TV</a> but for now lots of &#8216;nice&#8217; words and this YouTube video I uploaded&#8230;</p>
<blockquote><p><p><a href="http://www.muvedesign.com/talk-transcript-opportunities-in-disruptive-3d-social-worlds/"><em>Click here to view the embedded video.</em></a></p><br />
<span id="more-88"></span> &#8216;<br />
Hello Iâ€™m Gary Hayes and thank you for inviting me here to speak at CeBit this afternoon. I hope that by the end of this very brief introduction to virtual worlds, and particularly Second Life, you will be more aware of the major changes that are happening to what we used to call â€˜the webâ€™. Virtual worlds are a new disruptive and transformative medium and one that is becoming a significant force alongside our traditional media experiences. But it is still early days. It is the silent movie era, a bit like TV in the late 40s or the web itself in the early 90s â€“ but already virtual worlds are a place where the audience stops being the audience, who become and create their own stories. For those without any exposure to virtual worlds this talk will be a beginners guide and for those who already know something or a good deal about these 3D shared spaces there will perhaps be one or two surprises, Hopefully we will go inworld too if the connectivity gods are with us.</p>
<p>So what do we mean by virtual worlds. In very simple terms they are a bit like MySpace meets the Local Pub meets YouTube meets The Shopping Mall meets Flickr meets World of Warcraft &#8211; ok not that simple. We are really talking about non-game based, online spaces where people create new identities and become a part of a larger resident community. There are often no rules, only those set by the inhabitants themselves, this makes it a particular challenge for brands as we will see later (they don&#8217;t like to be told how to live!). Many of you would have heard of Second Life, with nearly 6 million registrations at the moment, but there are many others. Habbo is interesting as a simple isometric service for teens now with 76 million registrations and nearly 8 million regular users.  Playstation 3 is about to launch â€˜homeâ€™, a sort of virtual apartment suburbia connected to other PS3 players and EA games has just teamed up with Endemol to deliver what we sometimes call Mixed Reality (cross-over programmes between TV and virtual worlds). There are quite a few others such as there.com, Kaneva and many new kids growing up on the block such as multiverse, croquet or outback online. MTV Networks used the there.com engine to do some extremely interesting TV/Virtual World cross-over services like Laguna Beach, which I sadly wonâ€™t have time to talk about. Common to all of them are people using these shared worlds to interact with others around the globe, for hours at a time.</p>
<p>So what are the forces at work here, what is driving this change? Well I suppose there are two key ones. The first is the shift from humans wanting the internet to be more than the rather lonely and non-real time experience to one where as a â€˜participantâ€™ they can have real time, collaborative and far richer immersive social interactions. Note I am careful to not call them, the audience â€“ be aware that any media that still thinks of the residents of virtual worlds as audiences are doomed to failure. The second force at work here is to do with residents in worlds wanting to be far more active, creationist and imaginative. They are creating their own experiences versus passively consuming media, such as on TV or via YouTube for example. You have all heard of web 2.0 (blogs, wikis, flickr â€“ the sharing web) well I like to think of virtual worlds as &#8216;part&#8217; of <a href="http://www.personalizemedia.com/index.php/2006/08/27/virtual-worlds-web-30-and-portable-profiles/" target="_blank">web 3.0, the real time, co-creative web</a>. It is still about sharing but in a far more natural setting â€“ this is a space where you can walk up to someone and ask â€œWhere can I buy some shoes and will you come shopping with meâ€ versus typing the word shoes into some abstract search engine on the web and spending hours looking at flat pictures. A question I often get asked is, â€œIs this hype and something that will go away?â€ Absolutely not. I am old enough to have lived through the dawning of the web and early failed 3D world services, this is totally a part of that on-going evolution and this will now be here for good. The real question that should be asked, and perhaps the focus of my talk, is how are brands and professionals attempting to integrate into these spaces, will they create a virtual paradise or another dotcom burst?</p>
<p>The thing thatâ€™s common with all virtual worlds is the real time shared experience, and that should be the key to anyone thinking of setting up a branded space inside these worlds. Participants want to be just that, participants and co-creators. In a world like Second Life (now four times the size of San Francisco around 210 square miles) and where 99% of the content is made by the inhabitants, for a brand to simply plonk some souless buildings, or theme park, or even well displayed real world product falls way short of what the residents actually want. The message that we are getting from the inhabitants is for businesses to â€œplay with me, donâ€™t sell at me.â€ This is very important. These worlds are extremely  â€˜stickyâ€™ and inhabitants invest a great deal of themselves in co-creating the environment and the numbers speak for themselves. In second life at the moment there are over 200,000 unique entrants per day spending an average of 4 hours in world â€“ thatâ€™s nearly 1 million user hours, and with a population growing at around 30% per month you can see why many other virtual worlds will be popping up in the next few months and years to meet this demand.</p>
<p>Lets have a look at a very short video (which can also be seen on the Project Factory stand throughout the day) showing some of the social activities, the thing that is really driving demand in these environments.</p>
<p>SELF CUT VIDEO â€œa montage of a variety of experiencesâ€ (in background starting up SL if connectivity for demo)</p>
<p>So a brief taste of what goes on inworld, very experiential activities such as dancing, sport, â€˜inworld tourismâ€™, education, collaborative building and so on. These are often missed or ignored by the mainstream press. With my other hat on as Director of the Laboratory for Advanced Media Production at AFTRS I am also active in the educational areas in Second Life where collaborative, experiential teaching is growing into a powerful tool &#8211;  a very vibrant and active community. But who are the real inhabitants? In Second Life it is far from being just young males. The average age is 33 and women constitute around 43% of the total. Interestingly the time spent gender wise is reversed. Of the total time spent by all participants, females account for 60%. Looking at the international split around 31% are from the USA, 48% Europe and 21% rest of the world. Europe is by far the fastest growing area now with growing numbers of English, French, Dutch and Germans so the servers (currently in San Fran and Texas are in the wrong place!). Back to the age question, one fascinating statistic I gleaned last week from Phil Rosedale, the CEO of the makers of Second Life, was that those over 60 years old spend 30% more time in Second Life than those aged 30. Lets try to pop into world now, hopefully, and have a quick two minute wander.</p>
<p>DEMO INWORLD. This space is called the Pond. The one that the Project Factory produced and built for Telstra BigPond. I am not sure who is around but regardless lets have a look at how Second Life works. That is me, the one with the wings and here I am at the main welcome area. Lets go for a short walk, if we meet anyone we may have a chat. It is important to have a welcoming or totally unique environment, look the ripples on the lake, palms, things to do, boating, dancing and of course a popular pastime, flying â€“ (impro a bit here depending on audience reactions). I would like you to notice too how the advertising and brand presence is not â€˜in your faceâ€™, more about that later. CLOSE DEMO.</p>
<p>Second life is not just about sex, money and griefing. Griefing, by the way, is a term used to describe irritating behaviour, which actually is extremely easy to control. Most of the stories you hear about â€˜virtual terrorismâ€™ is really a toxic combination of unprepared companies inworld and the media that likes to find â€˜an angleâ€™, just like the real world then. The Project Factory and other Second Life developers have many easy to implement strategies to reduce this to a minimum.</p>
<p>Onto money and opportunities for brands. For the moment it is about getting in there early (first mover advantage), learning about what works and collaborating with the existing resident communities. This both shows that you are ahead of the curve but also open to really having a direct relationship with your customers and most importantly learning from them. It is a way to reach and understand your existing clients and prepare for what will be a mass audience in a very short time. A recent inworld survey by CB News in partnership with RepÃ¨res asked over 1000 Second Life residents their opinion of real world brands and there were some surprisingly results. 66% believe that the presence of RL brands has a positive impact on SL and 45% of respondents even want more brands because they enhance and give more credibility to Second Life, a realism and  make SL more interesting, by increasing the number of residents. But at the moment we are not talking about mass audiences. Successful brand presences, and two of the recent Project Factory builds in Second Life are in the top five, may have anywhere between 30-60 thousand unique visitors per quarter. These will seem like small numbers to some brand owners and advertisers, but, and here is where it gets very exciting,  the inhabitants are spending anything between 15 minutes and 6 hours per visit to your brand! That figure is unheard of in almost any other media even more significant and important for those concerned with reach is that those residents are the most active in the blogosphere, and millions of impressions are generated outside these worlds &#8211; they tell of their lengthy experiences in the other social networks.</p>
<p>Shopping in virtual worlds is actually fun for the inhabitants and comes up as one of the most popular pastimes. The ability to browse products alongside your trusted friends is more akin to the mall than eBay of course so this is a real opportunity for those who want to attempt to make in or out of world sales. The more progressive companies are allowing consumers to co-design product and even order real world product from within the environment. A simple example. Very similar experiences to real life are being created in these worlds such the shared â€˜mediaâ€™ experience â€“ listening to music, watching movies with others is pretty cool, you can chat and play-around with your fiends alongside the latest film. Dominos pizza realised this early and now allow you to order your â€˜realâ€™ pizza while you virtually watch movies with your â€˜distributed friendsâ€™. Dominoâ€™s IT director Jane Kimberlin said â€œSecond Life is where Dominoâ€™s customers are and therefore thatâ€™s where the pizza company needs to be too.â€</p>
<p>How to make money? As is well publicised (in fact I can&#8217;t believe I am still talking about this) Linden dollars is the Second Life currency which can be converted into real world dollars. There are some businesses operating in Second Life that are earning real money selling virtual products. These include clothing, dance animations, selling or leasing property, buying even selling shares and the number of Second Life residents generating more than US$5,000 in monthly income has more than quadrupled to 116 in the past year, according to Linden Lab. Also brands who create product inside Second Life own the IP inworld and more importantly they retain it if they move it outside and create out of world, real product, so great news for inworld R&amp;D. But selling things shouldnâ€™t be your focus. It should be about integrating your brand and becoming a trusted addition inside this unique and vibrant social network. You must add value and not just build and run or build and not be around to welcome your visitors. There are way too many empty branded spaces in some virtual worlds. Lets see some of the brands that have already taken the plunge, this is a short edit of a longer video I compiled on the stand and it looks at a few recognisable names.</p>
<p>SELF CUT VIDEO: Motion grabs of branded spaces in world. 3 minute edit of the longer 30 minute stand one.</p>
<p>Quite a few recognisable brands there, so how are they doing?. Well on Thursday last week I went inworld and using the built in Search/Places facility which brings up the standardised traffic figures I looked at the â€˜dwellâ€™ traffic for each of them. Dwell is not just how many visits but how much of their inworld time they spent with each of the major brands. Also the inworld traffic measurement is the only real way to compare like with like which is why I am showing it to you. So here are the results.</p>
<p>1. <a href="http://my.bigpond.com/pond/secondlife/" target="_blank">BigPond</a> &#8211; 18139<br />
2. Pontiac &#8211; 13832<br />
3. IBM &#8211; 12850<br />
4. Showtime (L Word) &#8211; 7233<br />
5. <a href="http://www.abc.net.au/news/newsitems/200701/s1836755.htm" target="_blank">ABC TV Australia</a> &#8211; 6898<br />
6. NetG Training &#8211; 6536<br />
7. Mercedes-Benz &#8211; 5656<br />
8. Nissan &#8211; 4269<br />
9. Mazda &#8211; 2827<br />
10. Dell &#8211; 2759<br />
11. MTVN &#8211; 2317<br />
12. Toyota &#8211; 2119<br />
13. Sun Microsystems &#8211; 1728<br />
14. Sears &#8211; 1596<br />
15. Sony BMG &#8211; 1560<br />
16. Cisco &#8211; 1521<br />
17. Adidas Reebok &#8211; 1351<br />
18. Sony Ericsson &#8211; 1242<br />
19. PA Consulting Group &#8211; 1138<br />
20. Circuit City -1089<br />
21. Reuters &#8211; 1019<br />
22. BMW 842<br />
23. Intel &#8211; 829<br />
24. AOL &#8211; 797<br />
25. NBC Universal 745<br />
26. American Apparel &#8211; 596<br />
27. Starwood Hotels &#8211; 35</p>
<p>Great news for Australia with BigPond and ABC (built by the Project Factory) in the top five and this is months after launch, so outside the hype curve.  But why are some of the others so low? All those wonderfully designed, branded buildings with lots of things to do? Well to me a couple of the  critical elements that many brands have missed are -<br />
Firstlyâ€“ Creating spaces that are just really nice to spend a long time in. Sounds simple but many corporate builds are just cold and too representational. They should be organic, of value and welcoming and where inhabitants can create their identities inside their own stories. Of particular note is the outback bar area of the Pond which is currently in the top ten of all second life brands itself on a &#8216;dwell&#8217; basis, but more importantly it is part of a mix of features and functions that you need to create.<br />
Secondly â€“ A space where the inhabitants can create or contribute to the environment. So both The Pond and ABC have sandbox areas where residents (particularly new ones) learn to build and add things to the branded space. Also requests for changes from the visitors to the existing build should be taken seriously and acted on. Give them a sense of ownership of the space and they will thank you which will build trust.<br />
Thirdly â€“ Be authentic and talk to them at an equal level. Too many companies still talk down to their customers as their avatars do the â€˜hard sales pitchâ€™ thing. This is a real opportunity to show the human side to the brand, give it personality and again that insight will be endearing to the residents. A major consideration for many brands is to actually commit &#8216;real life&#8217; people to be in the environment with the visitors 24/7. If you think you wont be able to collaboratively manage the community by factoring in the human resource follow-up, it might make sense not to start at all.</p>
<p>Advertising in these worlds are often seen as a big no, no from those inworld. Especially the old in your face, irrelevant, broadcast ad model. One thing we are experimenting with at the Project Factory is personalized and targetd advertising. This is not some Orwellian (or Minority Report) nightmare, more a way that the environment (at its crudest level ad hoardings) will change dependent on who is around them but there are many more subtle ad R&amp;D experiments we are trailing. We, like many other developers, are learning as we go along and will never assume that this sort of functionality will prevail. An area that we definitely believe is here to stay is allowing residents to creatively interact with your brand or product. So let them co-design new product with you and listen to what they say about your existing products or services. Never before have brands had this opportunity to be so close to the consumer, you are in there with them, in real time, collaboratively.</p>
<p>Companies succeed in virtual worlds when they take much more of a lifestyle approach to their marketing. Whether you choose to go down this road and participate or not, Virtual Worlds will remain to be one of the most compelling ways we will interact socially and commercially in the future. The Project Factoryâ€™s virtual world services are also about merging the real with the virtual and creating experiences that are interactive, social and immersive. It is a very exciting time to be involved now at the dawning of this very real, virtual revolution. I hope that this brief talk wheted your appetite. If you want more come talk to us on our stand and check out the website listed here.</p>
<p>Thank you and time for a few questions?</p></blockquote>
<p>and not mine but a great video about potential for brands (albeit slightly smoke and mirrors re: the interactions in this video) from Text100 and thousands of views on YouTube.</p>
<p><a href="http://www.muvedesign.com/talk-transcript-opportunities-in-disruptive-3d-social-worlds/"><em>Click here to view the embedded video.</em></a></p>
<p>Posted by Gary Hayes Â©2007
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