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	<title>MUVEDesign &#187; metaverse</title>
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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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		<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>Layered Virtual Worlds Pt II</title>
		<link>http://www.muvedesign.com/layered-virtual-worlds-pt-ii/</link>
		<comments>http://www.muvedesign.com/layered-virtual-worlds-pt-ii/#comments</comments>
		<pubDate>Sun, 12 Oct 2008 23:15:55 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Virtual Worlds]]></category>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=73</guid>
		<description><![CDATA[OK you may have spotted quite a few characters living on this post Originally there were &#8216;video-real&#8217; talking, salesy character centered on the page courtesy of CLIVEvideo but I still talk about them more below. A few months ago I blogged over in personalizemedia about the new kid on the intranet block, those &#8216;layered&#8217; social <a href='http://www.muvedesign.com/layered-virtual-worlds-pt-ii/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>OK you may have spotted quite a few characters living on this post <img src='http://www.muvedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   Originally there were &#8216;video-real&#8217; talking, salesy character centered on the page courtesy of <a href="http://www.clivevideo.com/" target="_blank">CLIVEvideo</a> but I still talk about them more below.</p>
<p>A few months ago I blogged over in personalizemedia about the new kid on the intranet block, those  <a href="http://www.personalizemedia.com/the-avatars-take-over-the-asylum-layered-social-virtual-worlds/" target="_blank">&#8216;layered&#8217; social virtual worlds</a>. Quite simply they are communities of pseudo 3D avatars layered over the 2D web (browsers). I noted that these services are a transition to a <a href="http://www.personalizemedia.com/virtual-worlds-web-30-and-portable-profiles/" target="_blank">&#8216;live&#8217; collaborative web 3.0 world</a> as this is more of a &#8220;let them dip their toes in&#8221; before committing to a higher bandwidth, more fully rendered 3D world such as many of those on my <a href="http://au.youtube.com/watch?v=0CijdlYOSPc" target="_blank">sticky video of the 08 metaverse</a>.</p>
<p><a href="http://www.muvedesign.com/wp-content/uploads/2008/10/rocketon-q5.jpg"><img class="aligncenter size-full wp-image-254" title="rocketon-q5" src="http://www.muvedesign.com/wp-content/uploads/2008/10/rocketon-q5.jpg" alt="rocketon-q5" width="550" height="333" /></a><span id="more-73"></span></p>
<p>I certainly think is the best approach for large numbers who wouldn&#8217;t be seen dead or alive in something like Second Life. This is another quick whistle stop tour of a quickly evolving player, Rocketon and also a recent Aussie company who have an alternative approach &#8211;  &#8216;live action&#8217; video layered over the 2D web <a href="http://www.CLIVEvideo.com" target="_blank">CLIVEvideo.com</a>. (Incidentally if everything is working you should have had a person talking to you in the middle of this post &#8211; if not it may be many months later and things have broken OR some other technical reason I cannot ponder at the moment &#8211; IE!). Even though I start by talking about Rocketon and it&#8217;s implications, having the privilege of playing with the demo of CLIVEvideo for a while I realised many points are relevant to both &#8211; bar the &#8216;big&#8217; nay huge fact that Rocketon is social (shared, real time and partly pulled) and CLIVE is pre-rendered, pushed and fixed (although they tell me they are working on being a bit more web 2.0).</p>
<p><img class="aligncenter size-full wp-image-635" title="rocketon-burger" src="http://www.personalizemedia.com/wp-content/uploads/2008/09/rocketon-burger.jpg" alt="" width="385" height="476" /></p>
<p>I have been beta&#8217;ing and playing with Rocketon for the past few weeks trying to see how it fitted in with my normal zillion web 2.0/3.0 application lifestyle and finding out where the real attraction is for large numbers to adopt this hybrid paradigm. Firstly it I noticed that with Rocketon in minimize mode, every web page I visited it seemed to be doing something in the background, watching? Spying? Regardless every hour or so it gave me a present &#8211; some pixel jewelry, a funny avatar &#8211; I have a massive collection of stuff now &#8211; what to do with it all and how does an emerald relate to me browsing a &#8216;map of sydney site&#8217;? I have still to work out what is going on with general browsing but two killer apps are evident with Rocketon after a few hours tinkering. 1 &#8211; Making existing branded websites fun/sticky and 2 &#8211; Making web surfing more social, gamelike and challenging.</p>
<p>The first image you can see above is me and SilkCharm being silly so and so&#8217;s dropping Burger King pixel toys on MacDonalds sites (only we can see it of course), but with a larger group like the top image, it starts to have significance&#8230;if only in the &#8216;power&#8217; to do so and the fact that pictures/videos are taken and put on blog posts/flickr/YouTube (ah the old rippling impressions). I also made a quick film of a few of us invading the SMH webpage, partly <a href="http://silkcharm.blogspot.com/" target="_blank">Laurel</a> and myself showing how &#8216;communities&#8217; can and will make &#8216;statements&#8217; &#8211; much the same as we do in group based social situations in the real world. The potential for positive product placement, interactive toys, loyalty benefits and so on will not go unnoticed by readers of this post!</p>
<p><a href="http://www.muvedesign.com/layered-virtual-worlds-pt-ii/"><em>Click here to view the embedded video.</em></a></p>
<p>But the more interesting element of Rocketon for me is where the community are given the tools to create quests, puzzles or games for each other. To demonstrate the potential of CCG (community created games) the Rocketon team set up a simple quest with pretty easy clues. The process, you are given a mission, you read clues, travel to websites (with the Rocketon layer activated) come back to a base and so on.</p>
<p><img class="aligncenter size-full wp-image-636" title="rocketon-q3" src="http://www.personalizemedia.com/wp-content/uploads/2008/09/rocketon-q3.jpg" alt="" width="460" height="352" /></p>
<p>The thing I really like about this simple example is that you can embed pixel &#8216;treasure&#8217; or goods on websites, without any recourse to the website owner of course. (I am sure Rocketon are thinking hard about the legal ramifications of hundreds of RTons heading off to litigeous sites to find inappropriate items and then posting the experience!). Anyways you can see in these two images I have been given a secret envelope and sent to ebay to collect a parcel to post and then await further instructions. Suddenly a couple of web pages turn into a scene from The Thomas Crown Affair.</p>
<p><img class="aligncenter size-full wp-image-637" title="rocketon-q2" src="http://www.personalizemedia.com/wp-content/uploads/2008/09/rocketon-q2.jpg" alt="" width="378" height="479" /></p>
<p>I have quite a lot more to say about Rocketon and it&#8217;s distant cousins such as weblin but time is pressing and lots more to get on with. For the moment though all I can advise them is to enable tools for the community to develop their own fun or for marketeers to start to offer quite tricky quests for real world prizes &#8211; I am sure this is happening, it is the only path to really get the numbers up.</p>
<p>So to CLIVEvideo. I have literally been playing with this for less than an hour today after Scott from<a href="http://www.maxys.com.au" target="_blank"> Maxy&#8217;s</a> grabbed me on twitter! It looks very promising. I have seen many variations of this over the years but the implementation of this particular technology is pretty accessible and is squarely aimed at ad agencies, SMEs and larger companies and those who want to differentiate their website and make it a little more viral. As with the points above about Rocketon the real value of having layered personalities over the webpage is to build bridges between the layers (the avatars or video peops relating to what is below them) &#8211; or why be there in the first place. CLIVEvideo.com have some great tools to build &#8216;key&#8217;ed&#8217; (invisible backgrounded people) sequences and to also add in sequence applications (person, flash demo, person, page link, person, product video demo etc) and are focused on sales or corporate messages at the moment.</p>
<p><img class="aligncenter size-full wp-image-774" title="clivevideo" src="http://www.personalizemedia.com/wp-content/uploads/2008/10/clivevideo.jpg" alt="" width="379" height="360" /></p>
<p>But imagine a future where the keying is from 4-10 people, a webcam community, who start to act a little like we have been doing with Rocketon. Doesn&#8217;t have to be full body necessarily, but why not &#8211; webcam pointing at users in front of a green or blue screen in their office/bedroom. Then you really have some potential to make the 2D web much more fun and sticky. The applications for marketing, socialising etc start to kick in when you can (like some video chat applications) render pixel elements over the top of the live video image. Ummmm. *rubs hands*&#8230; It will certainly be a lot of effort for some, but having specially designed web pages for &#8216;Keyers&#8217; (as they shall be known) would also provide Google Lively type integration &#8211; key yourself live into this and make the branded movie etc etc: This reminds me a little of the fun video I did at AFTRS recently with SilkCharm and lots of invited real people &#8211; keye&#8217;d into World of Warcraft &#8211; that I shall leave you with!</p>
<p><a href="http://www.muvedesign.com/layered-virtual-worlds-pt-ii/"><em>Click here to view the embedded video.</em></a></p>
<p>Finally, finally well still on this topic a new player that makes it even easier to meet and chat based on the web page your on is <a href="http://www.liveworld.com/" target="_blank">Live World</a>. It&#8217;s product LiveBar is basically a &#8216;chat&#8217; engine that detects the page your on and connects you to others that are also on that page.</p>
<p>Now we will really see how popular some webpages are <img src='http://www.muvedesign.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>Virtual Worlds 2008 Video Tour</title>
		<link>http://www.muvedesign.com/virtual-worlds-2008-video-tour/</link>
		<comments>http://www.muvedesign.com/virtual-worlds-2008-video-tour/#comments</comments>
		<pubDate>Tue, 09 Sep 2008 01:44:01 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<description><![CDATA[As part of a commercial report on the evolving range of social virtual worlds I recently ventured into fifty plus worlds to sample the creative, business and educational potential. My video is an indicative capture of each world/environment as a seven minute video for 2008 posterity. It demonstrates how ubiquitous, popular and streamlined many of <a href='http://www.muvedesign.com/virtual-worlds-2008-video-tour/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>As part of a commercial report on the evolving range of social virtual worlds I recently ventured into fifty plus worlds to sample the creative, business and educational potential. My video is an indicative capture of each world/environment as a seven minute video for 2008 posterity. It demonstrates how ubiquitous, popular and streamlined many of these spaces are becoming across the intraweb / &#8216;cloud&#8217;. With over 300 million frequenting or registering for the non-game based worlds over $900 million of new investment last year in 2nd and 3rd generation services there seems to be no stopping them.</p>
<p><object width="425" height="350" data="http://www.youtube.com/v/0CijdlYOSPc" type="application/x-shockwave-flash"><param name="src" value="http://www.youtube.com/v/0CijdlYOSPc" /></object></p>
<p>75MB MP4 Download available at <a href="http://www.justvirtual.com/SVWS_2008.mp4" target="_blank">http://www.justvirtual.com/SVWS_2008.mp4</a></p>
<p>A few immediate things that struck me on my travels:</p>
<p><span id="more-54"></span></p>
<ul>
<li>That there are quite a few worlds now getting their balance on the shoulders of Second Life and really getting to grips with the social networking aspects vs the 3D&#8217;ness</li>
<li>There IS a balance between a social space and an &#8216;agreed&#8217; advertorial world &#8211; &#8220;you give me valid experience, I accept a level of advertising&#8221;</li>
<li>A few new entrants realise that using a fully fledged, 3D game engine as the client for what is in the end a glamorous 3D facebook and requiring a high spec&#8217;d PC is not the best way. Second generation services like vSide have followed a good middle ground</li>
<li><a href="http://www.personalizemedia.com/the-avatars-take-over-the-asylum-layered-social-virtual-worlds/" target="_blank">As I reported a few days</a> ago the &#8216;layered-over-the-2d-web&#8217; version of these worlds such as RocketOn Exit Reality and Weblin show great usability and promise</li>
<li>Some worlds are demonstrating the precursor to photo realism and smooth motion while others have as much &#8216;immersion&#8217; by providing intimacy with your friends in more cutesy environments</li>
<li>Many of these worlds operate without the hype we have seen with Second Life and have slowly been building up large communities. Beware any world that tries to launch on hype, as most of these worlds are still in adolescence and not ready for mainstream</li>
<li>The Metaverse is a world of connected worlds, how/when/if they are connected will be a real challenge from a technical and standardisation perspective. Especially as a few are starting to concentrate on themes, music, sport and probably in the end very defined niches &#8211; fly fishing social world anyone?</li>
<li>It is important for those who are supposedly representing or blogging about &#8216;the metaverse&#8217; to get in there and try these services &#8211; beyond registering and wandering around for only 10 minutes (I could name several who haven&#8217;t a clue!) but&#8230;</li>
<li>There are not enough hours in the day to attempt to truly engage with each world but it is amazing how adept you become at spotting flaws and innovation when you put the effort in</li>
<li>lots more to follow from the official report in a future post&#8230;</li>
</ul>
<p><a href="http://www.kzero.co.uk" target="_blank">KZero</a> are turning out to be the best resource on the planet, tracking Social Virtual Worlds and their latent potential. They gave me permission to publish/post this great chart with a great stab at putting many of the worlds in the video across content sectors.</p>
<p><a href="http://www.personalizemedia.com/wp-content/uploads/2008/08/kzero_svw_sector.jpg"><img class="aligncenter size-medium wp-image-471" title="kzero_svw_sector" src="http://www.personalizemedia.com/wp-content/uploads/2008/08/kzero_svw_sector-300x224.jpg" alt="" width="300" height="224" /></a></p>
<p><a title="Social VIrtual Worlds Logos - End 2008 by Gary Hayes, on Flickr" href="http://www.flickr.com/photos/garyhayes/3059934552/"><br />
</a></p>
<p>Here is a list of the worlds featured in my video in order of appearance:</p>
<ul>
<li><a href="http://www.kaneva.com/" target="_blank">Kaneva</a></li>
<li><a href="http://apps.facebook.com/yoville/index.php" target="_blank">YoVille</a> (in Facebook)</li>
<li><a href="http://rocketon.com/" target="_blank">RocketOn</a></li>
<li><a href="http://social.prototerra.com/" target="_blank">Prototerra</a></li>
<li><a href="http://www.gaiaonline.com/" target="_blank">Gaia Online</a></li>
<li><a href="http://hipihi.com/" target="_blank">HiPiHi</a></li>
<li><a href="http://hipihi.com/" target="_blank">Google Lively</a></li>
<li><a href="http://www.habbohotel.com/" target="_blank">Habbo Hotel</a></li>
<li><a href="http://www.vmtv.com/" target="_blank">Laguna Beach (vMTV)</a></li>
<li><a href="http://www.whyville.net/" target="_blank">Whyville</a></li>
<li><a href="http://twinity.com/en" target="_blank">Twinity</a></li>
<li><a href="http://cyworld.com/" target="_blank">Cyworld</a></li>
<li><a href="http://footballsuperstars.com/" target="_blank">Football Superstars</a></li>
<li><a href="http://weblin.com/" target="_blank">Weblin</a></li>
<li><a href="http://www.imvu.com/" target="_blank">IMVU</a></li>
<li><a href="http://www.secondlife.com/" target="_blank">Second Life</a></li>
<li><a href="http://www.clubpenguin.com/" target="_blank">Club Penguin</a></li>
<li><a href="http://www.activeworlds.com/" target="_blank">Active Worlds</a></li>
<li><a href="http://www.vside.com/app/dashboard" target="_blank">vSide</a></li>
<li><a href="http://atitd.com/" target="_blank">A Tale in the Desert</a></li>
<li><a href="http://www.barbiegirls.com/home.html" target="_blank">Barbie Online</a></li>
<li><a href="http://www.amazingworlds.com/index.php" target="_blank">Amazing Worlds</a></li>
<li><a href="http://www.webkinz.com/us_en/" target="_blank">Webkinz</a></li>
<li><a href="http://www.worlds.com/" target="_blank">Worlds.com</a></li>
<li><a href="http://www.spore.com/ftl" target="_blank">Spore</a></li>
<li><a href="http://www.exitreality.com/" target="_blank">Exit Reality</a></li>
<li>and 15 others including SpineWorld, Stardoll, <a href="http://www.madwolfsw.com/" target="_blank">The Manor</a>, <a href="http://www.there.com/" target="_blank">There.com</a>, Vastpark, Qwaq, PS3Home, GoSupermodel, Grockit, Croquet, Metaplace, Coke Studios, Dreamville, Dubit, <a href="http://www.mobile-kids.net/" target="_blank">Mokitown</a>, <a href="http://www.moove.com/?*4T9" target="_blank">Moove</a>, Muse, <a href="http://www.thepalace.com/" target="_blank">The Palace</a>, Playdo, Sora City, Voodoo Chat, TowerChat, Traveler, Virtual Ibiza</li>
</ul>
<p><a title="Social VIrtual Worlds Logos - End 2008 by Gary Hayes, on Flickr" href="http://www.flickr.com/photos/garyhayes/3059934552/"></a></p>
<div id="attachment_273" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.muvedesign.com/wp-content/uploads/2008/09/3059934552_c9b5be27d9.jpg"><img class="size-full wp-image-273" title="Social Virtual Worlds Logos" src="http://www.muvedesign.com/wp-content/uploads/2008/09/3059934552_c9b5be27d9.jpg" alt="Social Virtual Worlds Logos" width="500" height="375" /></a><p class="wp-caption-text">Social Virtual Worlds Logos</p></div>
<p><strong>Video details:</strong></p>
<p>The &#8216;Social Virtual&#8217; World&#8217;s A Stage<br />
A Film by Gary Hayes Â© MUVEDesign/<a href="http://www.personalizemedia.com" target="_blank">Personalizemedia</a> 2008</p>
<p>&#8220;This is not a Game&#8221; &#8211; Music composed and performed by<br />
Gary Hayes http://www.korkyt.net
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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>
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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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		<title>13 tips Companies Engaging with 3D Worlds</title>
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		<pubDate>Sun, 04 Feb 2007 23:35:57 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<description><![CDATA[or thirteen commandments for organisations considering becoming stars in the new web 3.0 revolution&#8230; Originally posted here on one of Gary&#8217;s other blogs personalizemedia. I have mentioned before that I am currently working on a couple of major and one or two minor media companies first forays into the metaverse, or its most accessible incarnation <a href='http://www.muvedesign.com/13-tips-companies-engaging-with-3d-worlds/'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p><strong>or thirteen commandments for organisations considering becoming stars in the new web 3.0 revolution&#8230;</strong></p>
<p>Originally posted <a href="http://www.personalizemedia.com/the-brand-owners-guide-to-joining-the-metaverse/" target="_blank">here</a> on one of Gary&#8217;s other blogs personalizemedia.</p>
<p>I have mentioned before that I am currently working on a couple of major and one or two minor media companies first forays into the metaverse, or its most accessible incarnation Second Life. I can&#8217;t talk about them directly of course pre-launch so I thought why not create a &#8216;simple&#8217; guide for brand owners using a couple of recent Second Life launches AOL (today) and the LWord (last week). What follows are thirteen basic principles for brand and property owners as they create a virtual presence in any multi user virtual environment which really came about from my own work in the past year considering what works and what doesn&#8217;t, combined with an observation of some of the &#8216;commonalities&#8217; in many recent more mature brand launches. Some of this also cross relates to a post I did mid last year on how to <a href="http://www.personalizemedia.com/index.php/2006/06/02/immersion-ambient-tv-addictive-mmorpg/">achieve immersion</a> and these are not focussed on &#8216;formats&#8217; or new forms of entertainment that I cover elsewhere.</p>
<p>I have chosen AOL and LWord because the former is quite a broad media company without a clear single identity and the LWord because it is has a very narrow and defined identity but also as I was the <a href="http://www.afi.com/education/dcl/productions_lword.aspx">line producer on an eTV version </a>a couple of years ago. Another reason is that both are implemented by <a href="http://www.electricsheepcompany.com/index.php">Electric Sheep</a> and it is obvious they are developing their own little &#8216;format&#8217; bible. The recent entries inworld from NBC, Reuters, Dell, Endemol (<a href="http://www.personalizemedia.com/index.php/2006/12/06/witnessing-the-birth-of-an-entertainment-form/">Big Brother</a>) and MTV on the there.com platform all follow these basic principles which I illustrate below &#8211; some more than others. This will be a broad brushstrokes introduction as I don&#8217;t want to put the growing number of companies and one-avatar-and-their-virtual-dog operations out of business. I also don&#8217;t expect any self respecting brand to try to do this without contracting a company with significant experience either, the social, environmental, game/play, scripting, design aspects of this are very unchartered and it is critical to engage those who at least have some semblance of a map. Anyway on we go.</p>
<p><a href="http://www.muvedesign.com/wp-content/uploads/2007/03/01brandmeta037.jpg"><img class="aligncenter size-full wp-image-243" title="01brandmeta037" src="http://www.muvedesign.com/wp-content/uploads/2007/03/01brandmeta037.jpg" alt="01brandmeta037" width="450" height="311" /></a><strong>1 Don&#8217;t Become Virtual Just Because You Can</strong></p>
<p>By way of an introduction a cautionary note. Sure there is a certain PR cache, trendy or super cool in being one of the first to participate a new kid on the emerging media block. Every second week there is a new &#8216;celebrity&#8217; entrant and although I personally think in the medium/long term these worlds will be come commonplace for business, entertainment and education, we should view most of the current raft of services as experiments. The old &#8216;build it and they will come&#8217; adage is risky at the moment when there is only around 40-50 000 concurrent users across all the fully rendered avatorial based &#8216;non-game&#8217; virtual worlds. There are a lot of empty streets across the &#8216;branded&#8217; grid and these early entrants are either in for the strategic long haul or just grabbing a smaller and smaller slice of the Second Life press pie. On the positive side though the learning that comes from each incremental new service is part of building a robust and longer term metaverse for all. There are many who say SL is purely about sex or money (just like the real world then, big revelation there) and that brands are not invited. I used to have the same view until I realised that without some form of organisational presence, educational purpose or celebrity event Second Life was really going nowhere &#8211; a glamourised chat room. New &#8216;brand&#8217; entrants need to realise that they are to a great extent last minute guests at a party and as such need to bring something significant to it. It doesn&#8217;t have to be about sex or money but it should definitely be about new experiences and play.</p>
<p><strong>2 Make Joining Simple, Accessible and Branded</strong></p>
<p>One could think of Second Life particularly as the walled garden portal that hosts the content that comes from individuals and companies/organisations. A sign of maturity is creating a way for niche or interest audiences a way to participate without their feet actually touching the &#8216;aggregator&#8217;. So we are seeing as in the L Word example below ways to use exposed APIs to register and download the client without going to Second Life at all. This simplifies the relationship initially for these existing brand loyal audiences, sure it gets complicated later when they realise there is a sea of potentially more interesting &#8216;stuff&#8217; in lorry loads, but the entry is far more elegant.<br />
<img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/02brandmeta040.jpg" alt="BrandMeta02a" /></p>
<p><strong>3 Once In World &#8211; Hold Their Hand, With Your Brand</strong></p>
<p>A third part making the &#8216;birthing&#8217; process easier for &#8216;newbs&#8217; is to drop them into familiar surroundings. Their beloved stars (in the case of L Word) telling them how to get the best out of the world. The Linden orientation is simply a &#8216;tech manual&#8217; approach, its fun, but is still about which buttons to press, the L Word version is ultimately clearer, because most of it is about making your avatar look presentable.<br />
<img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/03brandmeta024.jpg" alt="BrandMeta03a" /></p>
<p>You can see other orientation islands and in the foreground here a simple circular path with very, very basic instructions. Given the audience are likely to be the metro-sexual crowd, we must expect lots of time to preen their avatars. It would have been good to incorporate this as part of the main environment, but I suppose this could be considered the dressing room and rehearsal space before &#8216;going on air&#8217;, where you are the star.<br />
<img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/03brandmeta025.jpg" alt="BrandMeta03b" /></p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/03brandmeta027.jpg" alt="BrandMeta03c" /></p>
<p>In my experience many RL people spend the majority of their first week tweaking their image, quite naturally, so the L Word (E Sheep) have provided as you can see in the last image in this category four orientation islands, just in case there is a sudden rush of a couple of hundred avatars. Really that is the fourth &#8216;entrance&#8217; tip, make sure you can handle a rush for the door. People who are bounced rarely return so have enough &#8216;welcome&#8217; zones, just in case.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/03brandmeta039.jpg" alt="BrandMeta03d" /></p>
<p><strong>4 Design Multiple Levels of Navigation</strong></p>
<p>When people arrive in the main environment you should think of it as a metaphorical homepage. You must make several things clear. All that&#8217;s available for them to do (not consume), how to get to these places, a feel of the &#8216;world&#8217; they are entering and lots and lots of &#8216;why&#8217; they should stay and explore. The welcome/arrival area should ideally have eyeline to the main sites too. So central and raised is the usual deal. AOL&#8217;s environment feels a little like a Disney-type theme park (fun fair) and is laid out that way. Its general theme of entertainment is echoed in the overall consistent colour palette, the signage, the walkways and slight sense of discovery &#8211; if everything is telegraphed there is the alternative problem that avatars will think they don&#8217;t need to explore cause the labelling is too &#8216;samey&#8217;. This could be an issue with AOL&#8217;s signage below &#8211; which is a shame cause they do have a few surprises &#8211; see point 7.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/04brandmeta033.jpg" alt="BrandMeta04a" /></p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/04brandmeta035.jpg" alt="BrandMeta04b" /></p>
<p><strong>5 Decide Early On Your USP </strong></p>
<p>I am glad to announce that the last few &#8216;brands&#8217; that have entered Second Life have moved away from building the office blocks and sticking their logo on the outside, with only a very slight nod to where they are. Thanks to developers who are growing in experience virtually all the new entrants have one or two new things, never before seen. Some are very superficial, some are just &#8216; the best implementation of&#8230;&#8221;. AOL have decided to create a few &#8216;lets be the best at that&#8230;&#8221; items such as a fully branded skate-boarding area.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/05brandmeta002.jpg" alt="BrandMeta05a" /></p>
<p>Complete with piped Real Life skateboard championships as you tumble around the heavily graffiti park. One wonders about sport in SL. This is a long way from Tony Hawks as the performance of SL servers and client are just not up to it (unless really optimised &#8211; meaning a whole sim to skateboarding only). So these are social spaces, skateboard for a few minutes, then find a corner and chat about it. This must be built in and planned for. See later.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/05brandmeta011.jpg" alt="BrandMeta05b" /></p>
<p>Another fun item which falls in the &#8216;only one in SL&#8217; bracket could be this other simple offering from AOL, the avatar &#8216;sticky wall. &#8216;Physical&#8217; activity needs to be sprinkled across any offering, forcing quests and mind games all very important. This is about delivering an eclectic range of services vs something too narrow in focus.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/05brandmeta012.jpg" alt="BrandMeta05c" /></p>
<p>One of the L Words USPs is the speed dating tables in the central part of their main island. This feels much like Big Brother that <a href="http://www.personalizemedia.com/index.php/2006/12/06/witnessing-the-birth-of-an-entertainment-form/">I blogged about earlier </a>in that it is an already unnatural social interplay now with the added layer of being virtual and partly anonymous. I haven&#8217;t tried speed dating in SL but I suspect inside the &#8216;virtuality&#8217; of L Word and (as you can see on the instructions here) if it is moderated well, it could be a great way to meet &#8216;new&#8217; friends. SL is like any &#8216;club/bar&#8217; situation not an ideal way of finding romantic or like-minded partners, Showtime are moving in the right direction with this.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/05brandmeta023.jpg" alt="BrandMeta05d" /></p>
<p>Torrid Midnight of the <a href="http://www.secondcast.com/">SecondCast</a> team and a leading fashion designer, is one of the first to try out the skateboard park which launched today.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/05brandmeta029.jpg" alt="BrandMeta05e" /><br />
<strong><br />
6 Make sure the Environment has Synergy with the Brand</strong></p>
<p>Now we can all imagine (I have been there hundreds of times) the discussions that take place when a group sits down to make any existing property &#8216;immersive&#8217;. The &#8216;we could do that!&#8217;, how about recreating one of those and so on. Many metaverse entrants insist on identical duplication, or model building of corporate buildings (NBC Rockefeller) or the actual TV sets as in the L Words version of the Planet Cafe below.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/06brandmeta015.jpg" alt="BrandMeta06a" /></p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/06brandmeta016.jpg" alt="BrandMeta06b" /></p>
<p>I am not going to dwell to much on over representational builds as I covered that in a post a year ago, but just to say that there are two ways to go here and the middle ground is the dangerous one. The brand should either be in your face and as precise a copy as possible of something that clearly represents the brand (or the context) or something such as Vodaphone&#8217;s build (a large megaphone, hearing aid) slightly surreal and tiping their hat to this &#8216;naturally&#8217; strange world, where anything, seriously is possible. I still yawn a bit at the endless brick walled buildings, blue glass and &#8216;mall&#8217;ness to many of the current builds, but I am also aware first hand of the number of suits in companies who &#8216;need&#8217; something recognisable and enough branded signs scattered around the place. As an example the easiest option would be for say a French brand to place a model of the Eiffel Tower on their sims, the more brave route is to create something &#8216;new&#8217; and unique, a place you enjoy going back to. I personally have &#8216;done&#8217; the real Eiffel tower on at least five trips, I have no real urge to do it again but I absolutely love the &#8216;essence&#8217; of the French countryside such as Provence though. I wont go on as I will be exploring environmental identity in virtual worlds and what makes some more sticky than others, in a Terra Nova post in the next couple of months.</p>
<p><strong>7 Be Sensitive to The World &#8211; Playful, Deliver Expectation and Have Depth</strong></p>
<p>Now for the key ingredients for all new entrants into these spaces. It must deliver expected features in &#8216;island&#8217; sims such as shops, cinemas/screens, dance areas and even branded things to buy. It is no different than being a tourist to a distant island and feeling that the environment is self-contained. Another major requirement is all visitors need to play/do and even in a &#8216;no rules&#8217; game like Second Life, you can create smaller, casual games, particularly social ones.</p>
<p>Here AOL provide the staple branded clothing. I have never seen any figures in how many people actually buy this stuff, but I have also never seen avatars wearing non-fashion branded clothing (apart from Torrid above). Perhaps I need to get out more <img src='http://www.muvedesign.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/07brandmeta001.jpg" alt="BrandMeta07a" /></p>
<p>The quiz in the AOL sim is really good fun. It feels like interactive TV inside a virtual world. Simple multiple choice (the four colour selector &#8211; just like fast text keys in UK iTV), timer based questions and a top scorer board on the left. This would be great in a more &#8216;organic&#8217; pub environment vs the rather board room look and feel here.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/07brandmeta005.jpg" alt="BrandMeta07b" /></p>
<p>Virtually all new branded sims have the dance club/bar combination. For the L Word it works very well and when I was there, it had a constant churn of people. I think part of it is just checking out for reference what are the best clubs to landmark but part of this one is the obvious lesbian overtones. Yes all the avatars in there were female. The club itself was pretty dark and dismal and not on my return list.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/07brandmeta0191.jpg" alt="BrandMeta07c" /></p>
<p>The layout of the L Word sim I found a little disappointing. It had a similar feel to the there.com Laguna Beach (<a href="http://www.personalizemedia.com/index.php/2006/09/26/tv-property-branded-virtual-worlds-the-beginning/">I blogged about in Sept</a>), as the stores and buildings were just a little spread out and hidden. Even flying you felt things were disconnected and fragmented. It is important to make sure that although avatars will expect stores, and appropriate ones, that they should be integrated and not glued on as an afterthought.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/07brandmeta021.jpg" alt="BrandMeta07d" /></p>
<p>Most of the shops for the L Word were indeed skins, clothes and various relationship &#8216;toys&#8217;.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/07brandmeta022.jpg" alt="BrandMeta07e" /></p>
<p><strong>8 Make the Experience as Personal as Possible</strong></p>
<p>As I have indicated before in my web 3.0 posts, inside these worlds there is already a rampant web 2.0 paradigm. Avatars want to share and blog their experiences (<a href="http://www.justvirtual.com/">I know I do whenever I get time</a>). So in any build that has that first &#8216;wow&#8217; factor about it, make sure there are enough places that allow the users to get the word out (that&#8217;s assuming you want traffic). The actual SL interface has much of this built in, but it is buried inside profiles and not where most viewing is &#8211; in the real web 2.0 world. So AOL have set up simple sets to take pictures of yourself and drop them onto the AOL blog site. In fact there are a few points where they encourage this, the sticky wall for example. To drive traffic to your virtual space you need to have lots and lots of content placed outside in the web 2.0 space.</p>
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<p>One of my favourite bits of the AOL sim from a personalization perspective is the walk of stars for two reasons. One of them is the first picture on this post, a way to leave your mark, collect a copy of the star (because it will be erased by the next avatar of course) and take your picture just like a real &#8216;star&#8217;. The other thing that impressed me was the way a path can be made compelling. I spent as much time reading all the funny SL variants or real world stars names than I did in the whole rest of the sim. Partly because there were a few chucklers, partly because of the depth (a lot of effort from the Electric Sheep had gone into thinking them up as Johnny Ming told me) but mostly because they felt more integrated than everything else. They were embedded in the environment vs being stuck on or in like everything else.</p>
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<p><strong>9 If You Are Going to Provide Content Give Enough Choice</strong></p>
<p>As a brand AOL is known as a kind of one-stop-entertainment-shop. So it was no surprise to see lots and lots of content in the various viewing halls and on screens in hidden corners. There was some disconnect here though as the sign outside in the first picture here says &#8216;millions of high quality videos&#8217; and once inside the option is from a rolling list of about ten. So the outside the environment corporate message is lost inworld. The two have to be aligned. A message like the &#8216;worlds largest new network&#8217; over a two floor brick office inworld, has a disconnect. Make the inworld messages appropriate and have a proportional scale and those that refer to the real world, clearly make that obvious.</p>
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<strong><br />
10 Make Inworld Advertising as Integrated as Possible</strong></p>
<p>Companies have seemed to be a little nervous about product placement and advertising from other companies in their spaces. This seems odd to me as in many situations such as the skateboard park below adverts actually work very well, especially ones for inworld services. I suspect that the ad departments in the respective companies look at the raw numbers and think that 3rd party adds will dilute their brand. I suspect there is a little truth in that, but a world without adverts embedded in places you expect them becomes quite paradoxically empty and missing something. This is not a flip-flop statement for me because I have always said &#8216;appropriate&#8217; advertising vs ads rotating on fifty meter hoardings above residential areas, or above malls dropped alongside a peaceful beach retreat.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/10brandmeta038.jpg" alt="BrandMeta10" /></p>
<p><strong>11 Be There In Person, Communicate and Learn</strong></p>
<p>Any entrant into these worlds must, and I stress this, must have a constant personal presence. This is not the web. Put up your website and sit back and watch the page views, this is real people expecting to talk to the creators or the brand owners or especially the stars (or people role playing the stars). For AOL&#8217;s launch today we have Morton from Electric Sheep and Johnny Ming (of SecondCast again) and now Electric Sheep too. Both are happy to talk but their primary reason for being there is too see how things are used, if people are not getting to their &#8216;jewel&#8217;, how long they spend on the &#8216;activity&#8217; that they thought would keep them occupied for hours and so on. Never before have we had this sort of &#8216;research detail&#8217;. This is the equivalent of getting inside the mind of the person using your homepage or site for the first time. You can follow them around, ask them why they went left rather than right. I won&#8217;t go on cause this will be another Terra Nova post when I am guest there in a month or so.</p>
<p><img src="http://www.personalizemedia.com/wp-content/uploads/2007/02/11brandmeta030.jpg" alt="BrandMeta11a" /></p>
<p>Adam Ramona and I chat with Johnny Ming about making <a href="http://www.secondcast.com/">Second Cast</a> a little more arty, amongst other things.</p>
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<p><strong>12 Have as Much Content as Possible Inworld and Not on Weblinks</strong></p>
<p>OK. Second Life is a pain when it comes to getting content into it. I spend most of my time importing textures (images to place around sites), sounds and animations. Getting web pages and RSS feeds is clunky to say the least. The easiest option is to just link out of SL to the default web browser of the user. There are no alternatives to this really but the temptation should be avoided to make every single item a link to a web browser, because simply the user will realise that the place is actually quite empty as they are spending most time on an external website. This is not rocket science. The user has made a concious decision to boot up a resource intensive 3D virtual world browser and not to browse the fast super efficient 2D web. They want social interchange and experiential activity not a bunch of branded web pages. Just as people say &#8216;oh I could never watch a full length feature film on my mobile&#8217; there are several truths here. Avatars:<br />
1 Will not click through and read more than a few pages of text on &#8216;your&#8217; site.<br />
2 They will generally will not watch long form movies, unless it is a pre-arranged social gathering. Short 1-4 mins only<br />
3 Previews of audio and video are best, but make sure there is enough there to surprise them and &#8216;make&#8217; them want to click to the web to discover more and possibly buy<br />
4 Will only blog and send pictures to external sites (yours and theirs) if it is transparent and simple in your space. Take a picture, click this button, chat your blog text. Anything that involves putting notecards into objects, or crossing to a webpage forget it.<br />
5 Enjoy anything that has a live&#8217;ness, a happening now in the real and virtual world. The nearer to a database driven website the virtual space is the more of a turnoff it will be. Sims should have lots of randomness scattered about. Sound that changes and shifts, images that tick over on ad hoardings, a sense of life, creatures and so on. This to me is all about content as well. Organising events on a regular basis is fine but they need to join your main group and this should be a priority at the beginning.</p>
<p>For brands that have no specific identity such as AOL, then something may have to be created for them. A virtual world incarnation of their 2D web &#8216;portal&#8217;ness, which I mentioned earlier. They went for the entertainment themepark, they could have easily gone for a vision of the future or a journey into the past, something abstract and unworldly, played with scale or just recreated a part of San Francisco.</p>
<p><strong>13 Give the Environment Identity Make Social Activity Easy</strong></p>
<p>My self agreed 90 minute blog time is up sadly so I will finish on this last point about social spaces in virtual worlds, which again will be part of a few posts on other more prominent blogs. The number of cafes, cinemas, meeting rooms, lecture theatres, living rooms and so on that are completely empty, yet just outside the door are groups of avatars happily chatting away, staggers me. Developers, including myself sometimes, put great effort into lots of interior detail, to then find later no one is using it. We imagine scenes of avatars role playing, or at least imagining they are really in those places, yet there is something quite claustraphobic about these &#8216;realistically&#8217; enclosed spaces in many cases (as an aside I tend to build broad stuctures with very high ceilings (usually domes) if I want a sense of &#8216;indoor&#8217;ness). Unless there is an organised event at the auditoriums, cinemas and cafes they are usually empty. Design social spaces outdoors or at the very least give them an outdoor feel. Avatars in Second Life can fly and to block this 3rd dimension of travel makes many feel uncomfortable  and disabled. It was interesting to be party too the types of conversations, when collecting some images for this post and checking out the new sites &#8211;  the difference between AOL and L Word. The L Word group below were discussing intimate aspects of lesbianism and societies labelling of single gender relationships while in the L Word stores couples were shopping as if in real &#8216;L&#8217; life &#8211; most kept referring back to the L Word and what was going on in the show or how it is being manifest here. On the AOL site the conversations I participated in were very broad, all topics, no focus and none of them referred back to AOL, apart from the media types who were prowling. Perhaps part of that was due to the fact that like Big Brother the L Word already has a &#8216;social&#8217; expectation of its participants and back to point one above, if your brand is not already a conduit for a part of the global conversation, don&#8217;t expect it to become one in the metaverse.</p>
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<p>Posted by Gary Hayes Â©2007
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