Showing posts with label second life. Show all posts
Showing posts with label second life. Show all posts

Aug 4, 2008

Virtually, anything is possible

So who’s actually in ‘there’? A quick look at the Second Life map (powered by Google, notably) through a programme called ‘Slurl’ revealed some interesting facts: CNN has set up a news station to report on events in Second Life! Sun Microsystems has bought land for (seemingly, at the moment, 'just') advertising and Coca Cola launched a campaign (‘Virtual Thirst’) in 2007, through a viral You Tube format (of course!) to design vending machines to be used inside Second Life.
Coke set the online community the challenge of building a vending machine that could vend the ‘essence’ of Coke – the Coke experience (refreshment, joy, unity and experience). The contest challenged individuals to submit concepts for new world vending machines, an appliance that could vend virtual experiences. Coke assembled a virtual avatar board of advisors (metaphysical, real, people of course control these virtual characters) and worked with a marketing firm ‘Crayon’ and ‘Millions of Us’. Throughout the process, submissions were made through YouTube, MySpace and VirtualThirst.com. The winning concept ‘Lucky Puzzle Bottle’ by Ann Marie May (see 'You Tube' for the video) , was a concept that meant avatars had to ‘solve’ puzzle bottles in return for a coke experience ranging from ‘virtual snowball fights’ to ‘giant bubble rides’. The virtual contest was Coke’s first interaction with the virtual world – it was an opportunity for them to learn about virtual worlds. (Oh, and by the way, for anyone who enjoys Second Life it raised a huge amount of brand awareness for Coca Cola as well).
Coca Cola also (indirectly) sponsored a music concert in Second Life. The ‘early adopters’ of these new online worlds are there for extended periods of time – multiple hours. These companies, that are subconciously communicating their brand inside these virtual worlds, have an individual’s attention for a considerably longer amount of time than is possible in the real, fragmented, media world we are used to. Think, for how long does anyone really look at a billboard?
So what else, is it just about brand awareness? No. One London creative agency ‘Rivers Run Red’ has taken to creating ‘immersive workspaces’ online. Rivers Run Red (RRR) boasts these virtual opportunities to communicate with each other all around the globe cuts down on carbon footprint, air fares, and time. Moreover, clients can see their work in progress: through modelling avatars in the online space they can quickly see how designs are working out. So, it would seem reasonable to assume that their clients would be only the one’s on the leading edge of online and web technology (Google, Microsoft, Apple...?) Not so, it is Boots (No. 7); Penguin Publishing; and the charity Bernardos that show up in their online portfolio.

So is this all play, a fad or a trend?

At least one company, River Runs Red, has a multi-million pound (Sterling) turnover and seems to be getting a positive response from its clients.

So what about some 'big names'. People that would really know about whether this can work in big business. In his 'view from the Top' interview with the FT John Chambers (CEO and Chairman of Cisco Systems) said ‘Collaboration is the next big step in terms of productivity’ (FT.com). Cisco has also been working on this since 2000.

Jul 16, 2008

Another world?

So, what’s all the fuss about ‘online’ and Web 2.0? What has changed? The World Wide Web (WWW) has fundamentally shifted up a gear in terms of what it can do now. Web 2.0 has changed the online experience from being ‘talked at’ to being able ‘to be in conversation’. It is perhaps this ongoing concept of interaction that is most distinctive. Web 2.0 has opened the door (for example) to Collaboration (Wikis/ Blogs), Recommendation (Tagging/ Digg’ing), Convergence (MySpace/ Second Life), Casting (Narrow/Wide/Video/Pod), and VOIP (Skype). What impact does that have on the average business in the real world? Take for example the ‘futuristic’ (but nonetheless, here today) world of Second Life [created by Linden Labs (http://lindenlab.com/)]. Just wasting time? Well, not so for Rob Hof of BusinessWeek who went ‘in-world’ and discovered a whole new parallel world with an economy that genuinely crosses over into our ‘real’ world. Hof (a Baby Boomer) found creating his avatar (Rob Cranes) very involving. He describes the ability to have a ‘...social experience. You can do almost anything… Create homes, buy islands and create a resort...” “ This is not just a business phenomenon… it’s entertainment at its root [but] there is an economy developing here…[Linden Labs] not only let people create their stuff (e.g. clothing)… they have ownership of the intellectual property they create [inworld]… they can sell it… it gives them an economic incentive to create it…” and they can turn it into real product outside ‘Second Life’, explains Hof. There is an internal online currency that is in fact exchangeable into real world money. The currency online is ‘Linden dollars’. The rate to exchange it into real dollars is roughly 300:1 (Lindens to USD). Money is exchanged back and forth through the creators ‘Linden Lab’ and Hof reports some people are taking out ‘thousands of dollars a month’. People could do this for a profession! Too far-fetched? Well, you aren’t alone – not everyone is a fan.

Next time: What about ‘real’ businesses? How is this relevant?

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