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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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		<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, ‘blended or layered media’) applications at the moment. I have [...]]]></description>
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<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, ‘blended or layered media’) 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 ‘social entertainment’ 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 ‘toys’ 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> – The most understandable form of ‘reality that is augmented’ 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> – 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 ‘items’ in the scene with you</li>
<li><strong>Outline</strong> – This is where your hand, eye or body outline is picked up and seamlessly ‘merged’ with the virtual elements. Simple example where you can pick up a 3D object that doesn’t exist because the system is tracking your hand outline.</li>
<li><strong>Location</strong> – 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> – Using ‘smoke &amp; spinning mirrors’ literally in some cases, virtual or real items are ‘projected’ 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 ‘them’ (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 ‘hands-on’ 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 – e.g: You point your iPhone at the horse and wirelessly place a bet – mid race! (odds adjusted of course) or using basic surface AR you play with others in a new kind of ‘games’ 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 ‘mutually beneficial’ 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 ‘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 ‘guided’ 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 ‘3D stuff’ that takes place next to you. Already we see some AR apps that allow you to record scenes of you interacting with said ‘3D viral’ and pass those around too, titillation, quirky giveaways– JibJab-type, put ‘you’ 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 ‘discrete’ 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 ‘match’ 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 ‘AR story’ post,  we know people will pay a premium for a new kind of ‘film’ experience where you &#8216;live the experience&#8217;. How about one that plays out at ‘your’ place. Semi customised marker or location AR apps will layer Brad or Angie into your lounge, onto the coffee table or your ‘composited’ 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 ‘scan’ visitors to your store, identify their faces, do background links to their ‘social networks’ 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>
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<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>
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<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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	<h4>Related posts</h4>
	<ul class="st-related-posts">
	<li><a href="http://www.muvedesign.com/experience-and-alternate-reality-design/" title="Experience and Alternate Reality Design (May 26, 2009)">Experience and Alternate Reality Design</a> (0)</li>
	<li><a href="http://www.muvedesign.com/can-virtual-worlds-save-tv/" title="Can Virtual Worlds Save TV ? (February 23, 2009)">Can Virtual Worlds Save TV ?</a> (1)</li>
	<li><a href="http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/" title="Virtual Worlds &#038; Business: What&#8217;s The ROI? (March 11, 2009)">Virtual Worlds &#038; Business: What&#8217;s The ROI?</a> (0)</li>
</ul>

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		<title>Will Shadows increase immersion in Second Life?</title>
		<link>http://www.muvedesign.com/will-shadows-increase-immersion-in-second-life/</link>
		<comments>http://www.muvedesign.com/will-shadows-increase-immersion-in-second-life/#comments</comments>
		<pubDate>Sun, 24 May 2009 02:00:38 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
				<category><![CDATA[Design]]></category>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=349</guid>
		<description><![CDATA[A cross posting from JustVirtual but there has been lots of excitement about Second Life becoming a more &#8216;evocative&#8217; engine (visually speaking) for at least 18 months with lots of posts and short demo videos. Recently the Illclan&#8217;ers posted an item suggesting we are quite close to having an official Linden Lab release here, Dynamic [...]]]></description>
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<p><object width="550" height="446" data="http://www.youtube.com/v/PZM4piPxF9w&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/PZM4piPxF9w&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /></object></p>
<p><span>A cross posting from <a href="http://www.justvirtual.com/2009/05/24/the-dynamic-beta-shadows-of-a-windlit-second-life/" target="_blank">JustVirtual</a> but there has been lots of excitement about Second Life becoming a more &#8216;evocative&#8217; engine (visually speaking) for at least 18 months with lots of posts and short demo videos. Recently the Illclan&#8217;ers posted an item suggesting we are quite close to having an official Linden Lab release here, </span><a href="http://www.illclan.com/ill-blog/35-ill-blog/117-dynamic-lighting-and-shadow-engine-coming-to-second-life" target="_blank">Dynamic Lighting and Shadow Engine Coming to Second Life.</a><span> They like me are also very interested in the &#8216;controlled&#8217; lighting effects using artificial (isn&#8217;t it all?!) light sources vs the ambient &#8216;sun&#8217;. But for starters here is a quick ambient test video&#8230;<br />
</span></p>
<p style="padding-left: 30px;"><span>A quick exploration of some of my old builds which may not be there much longer! Using the Space Navigator and running Windlight in Day cycle mode (the sun and moon take a minute or two to do a full rotation)  to produce lots of moving shadows across the landscapes, people and builds. Rather than just show shadows I was keen to tie some &#8216;psych trance&#8217; music into fast moving space navigator footage hence the constant movement &#8211; all shots took into account the timing with the shadows too.<br />
</span></p>
<p><span>The whole process was about 1 hour of capture, 1.5 hour edit and 2 hours on music track. Music was composed on Logic Pro mostly using Spectrasonics Omnisphere plug-in software &#8216;processor-eating&#8217; synth. </span></p>
<p><span>I had access to a top end NVidia GTX280 high spec graphics card and quad processor machin so I put all SL graphics settings at max for once! The video was captured at PAL resolution using Fraps and the raw files edited using Adobe Premiere. </span></p>
<p><span>To have a go at this yourself make sure you have a top flight graphics card from NVidia or ATI and then download the Shadow Viewer client from<a href="http://www.armyof4.com/Kirstenlee/" target="_blank"> Kirsten here</a> or I believe a more recent one (that I used) from Boy Lane <a href="http://my.opera.com/boylane/blog/shadow-viewer-1-23-windows-and-linux" target="_blank">here</a>. I am not sure of the widespread use of shadows given the grunt your computer needs to handle this, windlight, voice on top of all the usual networking issues &#8211; but for those with computer horsepower it definitely brings the place to life.<br />
</span></p>
<p><span><img class="aligncenter size-full wp-image-348" title="shadows_sl" src="http://www.muvedesign.com/wp-content/uploads/2009/05/shadows_sl.jpg" alt="shadows_sl" width="550" height="387" /><br />
</span></p>
<p><span>Published &amp; created under creative commons &#8211; attribution, non-commercial, non-derivative, 23 May 2009 in Sydney, Australia </span></p>
<p><span>My Second Life sim builds included: Esperance (AFTRS), ABC Island, Melbourne Laneways, Thursdays Fictions, Deakin, The Pond and others. (I would have loved to show some more commercial &amp; arty builds but non-disclosure and all that!)<br />
</span></p>

	<h4>Related posts</h4>
	<ul class="st-related-posts">
	<li><a href="http://www.muvedesign.com/talk-transcript-opportunities-in-disruptive-3d-social-worlds/" title="Talk Transcript: Opportunities in Disruptive 3D Social Worlds (May 12, 2007)">Talk Transcript: Opportunities in Disruptive 3D Social Worlds</a> (0)</li>
	<li><a href="http://www.muvedesign.com/gary-hayes-creation-of-telstras-the-pond/" title="Gary Hayes Creation of Telstra&#8217;s &#8220;The Pond&#8221; (October 12, 2007)">Gary Hayes Creation of Telstra&#8217;s &#8220;The Pond&#8221;</a> (0)</li>
	<li><a href="http://www.muvedesign.com/can-virtual-worlds-save-tv/" title="Can Virtual Worlds Save TV ? (February 23, 2009)">Can Virtual Worlds Save TV ?</a> (1)</li>
</ul>

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

	<h4>Related posts</h4>
	<ul class="st-related-posts">
	<li><a href="http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/" title="Virtual Worlds &#038; Business: What&#8217;s The ROI? (March 11, 2009)">Virtual Worlds &#038; Business: What&#8217;s The ROI?</a> (0)</li>
	<li><a href="http://www.muvedesign.com/meta-mole-to-boldly-google-where-no-search-engine-has-gone-before/" title="Meta-Mole: To Boldly Go(ogle) where no Search Engine has Gone Before (January 16, 2009)">Meta-Mole: To Boldly Go(ogle) where no Search Engine has Gone Before</a> (0)</li>
	<li><a href="http://www.muvedesign.com/16-key-augmented-reality-business-models-2/" title="16 Key Augmented Reality Business Models (October 23, 2009)">16 Key Augmented Reality Business Models</a> (3)</li>
</ul>

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		<title>Another Hidden ROI of Virtual Worlds &#8211; Being Green</title>
		<link>http://www.muvedesign.com/another-hidden-roi-of-virtual-worlds-being-green/</link>
		<comments>http://www.muvedesign.com/another-hidden-roi-of-virtual-worlds-being-green/#comments</comments>
		<pubDate>Tue, 10 Feb 2009 13:28:43 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<guid isPermaLink="false">http://www.muvedesign.com/?p=318</guid>
		<description><![CDATA[A nice presentation from Pierre-Olivier Carles, who does a good job of talking about a key ROI for companies today, saving money by being greener but also getting ethical brownie points for being greener.  He talks more about the presentation below on the blog post on Stonefield InWorld entitled  &#8216;Virtual Worlds Make Companies Greener&#8220;. The [...]]]></description>
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<p>A nice presentation from <span class="status-body"><span class="entry-content">Pierre-Olivier Carles, who does a good job of talking about a key ROI for companies today, saving money by being greener but also getting ethical brownie points for being greener.  He talks more about the presentation below on the blog post on Stonefield InWorld entitled  &#8216;<a href="http://virtual-worlds.stonfield-inworld.com/virtual-worlds-green-it/" target="_blank">Virtual Worlds Make Companies Greener</a>&#8220;. The highlight of the video for me is a very simple and clear look at doing business and life inside a virtual space. Enjoy<a rel="nofollow" href="http://twurl.nl/ujkdil" target="_blank"></a></span></span></p>
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	<h4>Related posts</h4>
	<ul class="st-related-posts">
	<li><a href="http://www.muvedesign.com/virtual-worlds-business-whats-the-roi/" title="Virtual Worlds &#038; Business: What&#8217;s The ROI? (March 11, 2009)">Virtual Worlds &#038; Business: What&#8217;s The ROI?</a> (0)</li>
	<li><a href="http://www.muvedesign.com/the-browser-as-virtual-world-final-frontier/" title="The Browser as Virtual World Final Frontier (February 10, 2009)">The Browser as Virtual World Final Frontier</a> (0)</li>
	<li><a href="http://www.muvedesign.com/global-investment-in-virtual-worlds/" title="Global Investment in Virtual Worlds (November 5, 2008)">Global Investment in Virtual Worlds</a> (0)</li>
</ul>

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		<title>15 great myth-busting, women vs men stat articles about Games</title>
		<link>http://www.muvedesign.com/15-great-myth-busting-women-vs-men-stat-articles-about-games/</link>
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		<pubDate>Tue, 27 Jan 2009 11:34:39 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<description><![CDATA[I was looking for one place on the web that had a list of the mix of male and females across the &#8216;game/virtual world&#8217; space. I have actually found it useful to quote many of these stats to clients who still believe console games, online &#8216;quest&#8217; based games and virtual worlds are still the domain [...]]]></description>
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<p>I was looking for one place on the web that had a list of the mix of male and females across the &#8216;game/virtual world&#8217; space. I have actually found it useful to quote many of these stats to clients who still believe console games, online &#8216;quest&#8217; based games and virtual worlds are still the domain of twenty something, slightly overweight, couch potato, anti-social males. Nothing could be further from the truth. There are lots of Australian centric insights (eg: SMH here &#8220;<a href="http://www.smh.com.au/news/digital-life/games/articles/never-too-old-to-play/2008/12/23/1229998532327.html" target="_blank">Never too old to play</a>&#8220;) But these are more global or US based. Read on and in no particular order!</p>
<p><strong>&#8220;Games Women Play&#8221; Sep 08  <a href="http://www.edge-online.com/blogs/games-women-play" target="_blank">from the Edge</a></strong></p>
<ul>
<li>Online casual games bring in 150 million women every month– roughly half the population of the United States.</li>
<li>Nearly two-thirds of women casual players online are over 35.</li>
<li>Women play casual games 5 to 10 hours per day – significantly greater than the 7.4 hours per week by a survey by the Casual Gaming Association.</li>
<li>Competition, rather than simple relaxation or escapism, motivates them to play.</li>
<li>Female players who are 18 and older represent one third of the game-playing population while male players who are 17 or younger represent only 18 percent of casual gamers</li>
<li>Playing casual games is often the first thing women do after waking. They check their ranking and play for on average of 2 ½ hours every morning.</li>
<li>Women engage in trivia games with the family members but play action games alone.</li>
<li>Most women players are married or in a relationship and have children.</li>
</ul>
<p><strong>Online Gaming Popularity Grows Among Youngest and Oldest Female Segments in the U.S. <a href="http://www.comscore.com/press/release.asp?press=2463" target="_blank">ComScore report</a>.</strong></p>
<ul>
<li>Significant user growth among teenage girls between the ages of 12 and 17 and women between the ages of 55 and 64.</li>
<li>Growth in the 12 – 17 age range was 55% compared to the total female online gaming audience rate of 27%</li>
<li>The over-55 age range grew 43%.</li>
</ul>
<p><strong>BBC 23 December 2008 &#8220;<a href="http://news.bbc.co.uk/1/hi/technology/7796482.stm" target="_blank">Battle of the Sexes&#8221;</a></strong></p>
<ul>
<li>It found that the most hard-core players are female, that gamers are healthier than average, and that game playing is an increasingly social activity.</li>
<li>Despite gaming being seen as a male activity, female players now make up about 40% of the gaming population.</li>
<li>The study (<a href="http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&amp;SRETRY=0" target="_blank">detailed link here from Wiley interscience</a>) looked at gender differences in more than 2,400 gamers playing EverQuest II.</li>
</ul>
<p><strong><a href="http://www.theesa.com/facts/index.asp" target="_blank">Industry Facts</a> from Entertainment Software Association ESA</strong></p>
<ul>
<li>The average game player is 35       years old and has been playing games for 13 years.</li>
<li>The average age of the most       frequent game purchaser is 40 years old.</li>
<li>Forty percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (33 percent) than boys age 17 or younger (18 percent).</li>
<li>In 2008, 26 percent of       Americans over the age of 50 played video games, an increase from nine       percent in 1999</li>
<li>Sixty-three percent of parents       believe games are a positive part of their children’s lives.</li>
</ul>
<p><a href="http://www.muvedesign.com/wp-content/uploads/2009/01/273078997_07e9240b4f_o.jpg"><img class="aligncenter size-full wp-image-291" title="GameBoy by Gary Hayes" src="http://www.muvedesign.com/wp-content/uploads/2009/01/273078997_07e9240b4f_o.jpg" alt="GameBoy by Gary Hayes" width="468" height="400" /></a></p>
<p><strong><a href="http://www.redherring.com/Home/17935" target="_blank">Women Embrace Casual Games</a> from RedHerring &#8220;Casual Gamers Anything But&#8221;</strong></p>
<ul>
<li>Spend as much as 20 hours each week playing their favorite games.</li>
<li>More than 70 percent said they play at night, and 58 percent have no children living at home.</li>
<li>Results from the Harris research reveal that 67 percent of the women over 40 who play games do so at least four times per week. Nearly half play every day.</li>
<li>Some 60 percent say they would rather play a casual game than talk on the phone or do projects around the home, while nearly 50 percent said they would rather play a casual game than go to a movie.</li>
</ul>
<p><strong><a href="http://www.pewinternet.org/PPF/r/263/report_display.asp" target="_blank">PDF report</a> by Pew Internet. </strong><strong>&#8220;Adults and Video Games&#8221;</strong></p>
<ul>
<li> More than half &#8211; 53% &#8211; of all American adults play video games of some kind</li>
<li>Independent of all other factors, younger adults are still more likely to play games.</li>
<li> Among older adults 65+ who play video games, nearly a third play games everyday, a significantly larger percentage than all younger players, of whom about 20% play everyday.</li>
<li>Gaming consoles are the most popular for young adults: 75% of 18-29 year old gamers play on consoles, compared with 68% who use computers</li>
<li> Computers are the most popular among the total adult gaming population, with 73% of adult gamers using computers to play games, compared with 53% console users, 35% who using cell phones, and 25% using portable gaming devices.</li>
</ul>
<p><strong>BBC 17 Sep 2008 &#8220;<a href="http://news.bbc.co.uk/2/hi/health/7621412.stm" target="_blank">Online gamers are not unhealthy</a>&#8220;</strong></p>
<ul>
<li>The &#8220;couch potato&#8221; image of computer gamers is unfounded, with many in better than average shape, claim US researchers.</li>
<li>More than 7,000 players of the online game EverQuest II were quizzed about their health by scientists.</li>
<li>They found gamers&#8217; body mass index (BMI) tended to be lower than the US average &#8211; with many taking &#8220;proper&#8221; exercise more than once a week.</li>
</ul>
<p><strong>Driving Force in Video Gaming: Women and Baby Boomers. <a href="http://blogs.pcworld.com/gameon/archives/007478.html" target="_blank">Reported on PC World</a> Aug 2008.  IBISWorld claims that:</strong></p>
<ul>
<li> 38 percent of US gamers are women</li>
<li>The average player is 35 years old</li>
<li>24 percent are over 50.</li>
<li>The percentage of female video gamers climbed from 33 to 38 percent in five years bolstered in part by Nintendo&#8217;s Wii, but also &#8220;interactive group games&#8221; such as Singstar, Rock Band, and Lips, as well as The Sims, The Movies, Nintendogs and NeoPets.</li>
</ul>
<p><strong><a href="http://www.bretterrill.com/2008/02/as-promised-demographic-breakdown-of.html" target="_blank">Demographics of the top 3 games on Facebook</a> &#8211; from Bret on Social Games</strong></p>
<ul>
<li>Scramble which is the only game among the top three developers dominated by women(63%).</li>
<li>The age of Zynga players is spread more evenly among the three age segments, but with ~50% in the 22-25 age bracket.</li>
<li>Blake Commagere&#8217;s Monsters games also have ~50% of their users in the 22-25 age bracket.</li>
<li>They also have a fairly even male-female ratio.</li>
</ul>
<p><strong>Second Life demographics and usage &#8211; reported by <a href="http://www.bananaverse.com/2008/05/07/second-life-usage-demographics/" target="_blank">Lost in Bananaverse</a></strong></p>
<ul style="padding-left: 30px;">
<li>83.79% of the population is 25 years and older, and the older users spend far more time in Second Life than younger users</li>
<li>Females spent nearly twice as long online in Second Life as males. Females make up 45.5% of the Second Life population.</li>
<li>Total user hours for April totaled 29,069,684 hours</li>
<li>Those 45 and older continuing to be the heaviest users on average.
<ul>
<li>45 and older: 70.17 hours per user per month</li>
<li>35-44: 66.06 hours per user per user per month</li>
<li>25-34: 55.55 hours per user per user per month</li>
<li>18-24: 37.84 hours per user per user per month</li>
<li>Teen grid: 24.67 hours per user per user per month</li>
</ul>
</li>
</ul>
<p><strong>The demographics of World of Warcraft (useful but old 2005 data from <a href="http://www.nickyee.com/daedalus/archives/001365.php" target="_blank">Nick Yee</a>)</strong></p>
<ul>
<li>The average age of the WoW player is 28.3</li>
<li>84% of players are male</li>
<li>16% are female. Female players are significantly older (32.5) than male players (28.0)</li>
<li>On average, they spend 22.7 hours per week playing WoW.</li>
<li>There are no gender differences in hours played per week.</li>
</ul>
<p><strong>ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY 2008 SALES, DEMOGRAPHIC AND USAGE DATA (<a href="http://www.scribd.com/doc/4786879/ESSENTIAL-FACTS-ABOUT-THE-COMPUTER-AND-VIDEO-GAME-INDUSTRY-2008-SALES-DEMOGRAPHIC-AND-USAGE-DATA?autodown=pdf" target="_blank">full report from ESA at Scribd</a>)</strong></p>
<ul>
<li>13 is the average number of years adult gamers have been playing computer or video games. Among most frequent gamers, adult males average 15 years for game playing, females for 12 years.</li>
<li>59% of gamers play games with other gamers in person. This is a rise from 56% in 2007 and from 51% in 2006.</li>
<li>The average age of the most frequent game purchaser is: 40</li>
<li>56% of online game players are male 44% are female.</li>
<li>What is the One Type of Online Game Played Most Often?
<ul>
<li>12% Other</li>
<li>47% Puzzle/Board/Game Show/Trivia/Card</li>
<li>16% Action/Sports/ Strategy/Role-Play</li>
<li>14% Downloadable Games Such as Bejeweled and Diner Dash</li>
<li>11% Persistent Multi-Player Universe</li>
</ul>
</li>
</ul>
<p><strong><a href="http://findarticles.com/p/articles/mi_qn4176/is_20060331/ai_n16141006" target="_blank">Women are hardcore gamers</a> from bNet in 2006</strong></p>
<ul>
<li> Electronic Arts&#8217; casual game site Pogo.com draws 11 million unique users per month. Fifty-five percent of those are women.</li>
<li>On the subscription side, 75 percent of the more than 1 million subscribers are women over the age of 35.</li>
</ul>
<p><strong>Study: <a href="http://www.gamedaily.com/articles/features/study-women-gamers-outnumber-men-in-25-34-age-group/68821/?biz=1" target="_blank">Women Gamers Outnumber Men in 25-34 Age Group</a> &#8211; from GameDaily 2006</strong></p>
<ul>
<li>Consumer Electronics Association study found that 65 percent of women in the 25-34 age bracket play video games, while only 35 percent of men in that group said that they play video games. The key factor involved with these findings is the increasing popularity of casual games, especially among women. (These casual titles are typically found on web portals like Yahoo!, AOL Games, PopCap Games, EA&#8217;s Pogo.com and elsewhere.)</li>
<li>Women were found to be slightly less likely than men in the 25-34 bracket to play traditional console games on systems like PlayStation  or Xbox.</li>
</ul>
<p><strong>Old (2000) but interesting item on &#8216;gender bending&#8217; in games from <a href="http://www.womengamers.com/articles/editorials/gender-bending-games/" target="_blank">womengamers.com</a></strong></p>
<ul>
<li>6% of subjects play female characters for 25% or less of their gaming time</li>
<li>24% play females for 26-50% of their gaming time</li>
<li>15% play females for 51-75% of their gaming time</li>
<li>42% play females for 76-100% of their gaming time</li>
<li>12% did not answer this question</li>
</ul>

	<h4>Related posts</h4>
	<ul class="st-related-posts">
	<li><a href="http://www.muvedesign.com/extending-entertainment-into-virtual-worlds/" title="Extending Entertainment Into Virtual Worlds (January 29, 2009)">Extending Entertainment Into Virtual Worlds</a> (1)</li>
	<li><a href="http://www.muvedesign.com/can-virtual-worlds-save-tv/" title="Can Virtual Worlds Save TV ? (February 23, 2009)">Can Virtual Worlds Save TV ?</a> (1)</li>
	<li><a href="http://www.muvedesign.com/user-engagement-in-virtual-worlds-still-growing/" title="User Engagement in Virtual Worlds Still Growing (January 15, 2009)">User Engagement in Virtual Worlds Still Growing</a> (0)</li>
</ul>

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		<title>Atmospheric Australian Virtual Macbeth</title>
		<link>http://www.muvedesign.com/atmospheric-australian-virtual-macbeth/</link>
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		<pubDate>Mon, 19 Jan 2009 01:52:13 +0000</pubDate>
		<dc:creator>Gary</dc:creator>
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		<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 [...]]]></description>
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<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></p>

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