virtual worlds for global commerce april 2008
DESCRIPTION
Brief presentation on virtual worlds for commerce, including some recent events and news.TRANSCRIPT
Virtual Worlds for Global Commerce
Virtual Worlds for Global Commerce
Daniel Livingstone
Welcome to Adventure!! Would you likeinstructions?>no
You are standing at the end of a roadbefore a small brick building.Around you is a forest. A smallstream flows out of the building anddown a gully. In the distance there isa tall gleaming white tower.>
Games
Ultima Online
World of Warcraft
MUVEsA range of 3D virtual worlds are more ‘general
purpose’ - not games per se– Active Worlds– There– Second Life / Teen Second Life– Habbo Hotel– Kaneva– VastPark– Twinity– Gaia Online– OpenCroquet– Project Wonderland– …
0
2,000,000
4,000,000
6,000,000
8,000,000
10,000,000
12,000,000
14,000,000
Subscribers/Users Worldwide
WoW
SL (Residents)
SL (Users?)
Lineage I & II
Runescape
FF XI
Habbo Hotel(visitors monthly)
Some numbers
Annual world-wide subscription income from World of Warcraft?
Estimated: US $2 Billion
You know, for kids
Club Penguin: Bought by Disney in 2007 for $700 Million US
(L)earning From Virtual Worlds
WoW in Action
How to make real money the MMOG way• Players can trade items in games• Can trade accounts
– People started selling items and characters for real money
– Virtual assets = real money
• Generally discouraged by developers – with exceptions
• Gold Farming
Second Life
• Any - and every - user is able to create content– Buildings, Furniture, Scenery– With scripts – pets, vehicles, guns– Avatar clothing, skins, custom avatars
• A user-created world• With IP rights and freely convertible in-world
currency (L$)• Social platform: Engaging with other ‘residents’
is the core experience
Resident Run Businesses
• Many residents enjoy SL for the ability to create their own content
• Many choose to sell their creations– To cover their in-world expenses– To supplement RL income– Or even as their primary real-life income
• SLExchange & OnRez: eCommerce web sites for Second Life
What’s in it for business?
• Sales and direct income?
• Marketing?– Market size? Degree of contact?– Engaging with audience
• A business tool?– Virtual meetings
Virtually There
Show me the (real) money
Real Life Business• Many real-life businesses have created
presences in SL, or run marketing campaigns…– IBM, Dell, Sun, Amazon, O’Reilly, Wired, C|Net, BBH,
Vodaphone, BBC, Adidas, Nissan, Sony Ericsson, Fox Movies, Pontiac, L’Oreal, Microsoft, CBS Television, Cisco, Intel, Coke, British Telecom …
• Some have left…– ABM AMRO, …
• New businesses providing virtual worlds marketing & development services– Electric Sheep Co., Millions of Us, Beta Technologies,
KZero, …
Imaginary worlds, real laws
LinksGames:Ultima Online: http://www.uoherald.com/news/ World of Warcraft: http://www.worldofwarcraft.com/index.xml You Know, For Kids:Club Penguin: http://www.clubpenguin.com/ WebKinz: http://www.webkinz.com/ Barbie Girls: http://www.barbiegirls.com/home.htmlL(earning) from virtual worlds:Leeroy Jenkins: http://www.youtube.com/watch?v=LkCNJRfSZBUYou play WOW? You’re Hired!: http://www.wired.com/wired/archive/14.04/learn.htmlVirtually There:Tapped-In: http://tappedin.org/tappedin/ Qwaq: http://www.qwaq.com/ Project Wonderland: https://lg3d-wonderland.dev.java.net/ Show me the (real) money:IBM Virtual Business Center: http://www.ibm.com/virtualworlds/businesscenter/http://www-03.ibm.com/press/us/en/pressrelease/23800.wss Virtual Worlds 2008: http://www.virtualworlds2008.com/Imaginary worlds, real laws:US Congress committee meeting on virtual worlds (April 2008):
http://energycommerce.house.gov/cmte_mtgs/110-ti-hrg.040108.VirtualWorlds.shtmlAmerican Bar Association, virtual worlds group:
http://www.abanet.org/dch/committee.cfm?com=ST252000
Further reading:Virtual Worlds News http://www.virtualworldsnews.com/ Virtual Worlds Weekly http://www.virtualworldsweekly.com/ http://terranova.blogs.com/http://learninggames.wordpress.com/