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Virtual Worlds 2007: Day 1 morning

These are some of my thoughts of observations from day 1 of the Virtual Worlds Fall conference in San Jose, California.

Chris Sherman just gave a few introductory comments.

  • The show is big with at least 1000 people
  • There is so much interest in the space, not that you didn’t know that.

Sibley Verbeek, Electric Sheep

  • This is still a largely experimental industry
  • Lots of teen/kid platforms, lots of choices for companies that want to invest and get into virtual worlds
  • There are just a lot of ways and places to experiment - we haven’t even touched half of them yet
  • Long-term business models haven’t been experimented with yet
  • Large-scale retail hasn’t been tried, for an example
  • This is one reason why Anthony Zuiker is here today - to talk about bringing virtual worlds to mass audiences and show a business model around it

Anthony Zuiker, creator of CSI

  • CSI was his first TV program
  • Grew up as a latchkey only child in Las Vegas and wrote letters to make a bit of money
  • Got the CSI idea by watching a Discovery Channel show and riding along with Las Vegas CSI units
  • CSI is the most lucrative franchise in the world, it’s on in every country except North Korea, Iraq, Iran, Afghanistan, Pakistan and Uzbekistan
  • The future of TV is web-native integrated experiences - web, mobile, game, interaction, etc.
  • He told the story of an episode that used the Suicide Girls in the narrative, and that increased their web traffic 50%. This means that people are getting integrated experiences - watching TV and using the web to get more info about the narrative.
  • edoc laundry sells t-shirts that put together tell a story, almost like an ARG
  • CSI-Q was a small contest/quiz game integrated with CSI:NY
  • They have some cool mixed media stuff coming up.

Blurring the lines between virtual and real worlds; David Gardner, Icarus Studios

  • Largest brands and companies are asking how they can put entertainment value in virtual worlds
  • Businesses are trying to understand ways tounlock new market and engagement potential with virtual worlds
  • WoW, SL, IBM and the media are making people really aware of virtual worlds.
  • This gets consumers intrigued, especially because the medium is so visual.
  • Companies who want to get into this space need a complete solution: technology platform, production capabilities, operations and a business model that lets both sides win
  • Key features needed for your platform: in-world browsing, robust user expression, migrating a brand experience (maybe not exactly the same experience - innovative stuff can reinforce brands better), integrated VoIP, robust avatars and user profiles (helps people connect and identify with their avatar), casual game integration, in-world media
  • User metrics are moving from impressions to CPC to CPA to time spent; having a 3D construct helps you make your site stickier to increase time spent
  • All major brands should be in virtual worlds
  • Ads can be good content, too
  • Don’t make any assumptions - passive entertainment is not the same as active entertainment; MMO developers are the experts in this space
  • Look for the right partner, maybe a thought leader with proven capabilities
  • Decide how important this is for your business, how it relates to your strategy, and choose how much to invest in virtual worlds based on that
  • Stay focused, and if you don’t create entertainment value, it won’t work

One Response to “Virtual Worlds 2007: Day 1 morning”

  1. my general thoughts on virtual worlds 2007 Says:

    [...] day 1 morning [...]

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