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Leveraging Virtual Worlds for Real World Results Leveraging Virtual Worlds for Real World Results

Leveraging Virtual Worlds for Real World Results - PowerPoint Presentation

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Leveraging Virtual Worlds for Real World Results - PPT Presentation

Dr Robin Teigland aka Karinda Rhode in SL Stockholm School of Economics wwwknowledgenetworkingorg wwwslideshareneteteigland Serdar Temiz Royal Institute of Technology Photo Lundholm Metro ID: 588577

worlds virtual usd real virtual worlds real usd world 2009 amp mln life 000 goods www business http 2008

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Slide1

Leveraging Virtual Worlds for Real World Results

Dr. Robin Teigland, akaKarinda Rhode in SLStockholm School of Economicswww.knowledgenetworking.orgwww.slideshare.net/eteiglandSerdar TemizRoyal Institute of Technology

Photo: Lundholm, Metro

September 2009Slide2

Today’s discussion

Some facts and figures on virtual worldsA look at virtual entrepreneurshipSome real life benefits of virtual worldsBreakA look at some of my virtual world activitiesA tour of Second LifeSlide3

History tends to repeat itself….

Innovation, financial crisis, industrial revolution, … Steam engineInternal combustion engineMicroelectronics

Late 18

th C

Late 19

th

C

Late 20

th

C

Schön 2008

Third

industrial

revolution?Slide4

Towards 3D Internet

Level of Interaction

Time

Individual

-

Web 1.0 Thinking

Mosaic, Prodigy, Compuserve, AOL, Netscape

Connected

Web 2.0 Thinking

Facebook, Friendster, Yahoo, Blogger, Wikipedia, eBay, Typepad, LinkedIn. Amazon, MySpace, Textamerica, Delicious, HubPages

SENSORY

3D Internet

Thinking

SecondLife, Active Worlds, There, SimsOnline, Club Penguin, World of Warcraft, 3D planets, ToonTown, Habbo, VSlide, Protosphere

Hamilton 2008Slide5

A growing universe of Virtual WorldsSlide6

What are Virtual Worlds?

Persistent, computer-simulated, immersive environmentsShared space/co-presence with possibility for socialization and community In some cases, ability to manipulate/create contentIn some cases, virtual economy and currencyhttp://www.youtube.com/watch?v=0CijdlYOSPcSlide7

Virtual Worlds

Open-ended–built by residents Social environment, affinity groups Boundaries for access and building Commerce, education, innovation, and…?MMORPGs Scripted narrative – created by game designers Goals and objectives, ranking systems

Rules for gameplay, winners and losers

Entertainment only?Slide8

What financial crisis?

Increasing membersIncreasing salesIncreasing companies

WonderlandSlide9

Why VWs ? Is there

any market?Today around 150 virtual worldsQ1 2009: US$68 million invested in 13 virtual worlds-related companiesQ2 2009: Total number of accounts at 579 million, 39% increase from Q1 2009 End 2009 – US$ 2bln revenues from subscriptions, marketing, and microtransactions

Virtual Worlds News, KZEROSlide10

Around 150 virtual worlds

Q1 2009: $68 mln invested in 13 virtual world companiesSlide11

Number of Accounts-Age (Cumulative)

39% increase from Q1 2009 Slide12

 Slide13

 

40 mln members 135 mln membersTwo popular Kids & Tweens worldsSlide14

Building skills in virtual environments

My CVLeading a virtual team of 30 individuals from across the globeCreating and successfully executing strategies under pressureManaging cross-cultural conflict without face-to-face communicationSlide15

“Clearly if social activity migrates to synthetic worlds, economic activity will go there as well.”

Castranovahttp://www.youtube.com/watch?v=-ahqjBeknT0Slide16

Gartner’s hype cycleSlide17

Virtual World revenues

USD 2bln in 2009 Slide18

Microtransactions business model

 Zynga:- Majority revenues comes from 2% to 10% of users who pay $1 an hour to play premium games or buy virtual goods- Annual sales of about USD 100 mlnPlaydom:

 - Estimated USD 50 mln in sales per year from virtual goods

Social Gaming Network:

 - Estimated USD 50 mln sales mainly from virtual goods

Weeworld:

-

Estimated 2008 revenue USD 10 mln+ mainly from virtual goods

Habbo:

- Estimated 2008 revenue USD 50 mln from virtual goods

- 10% monthly players pay $10.30/month

http://www.businessweek.com/technology/content/apr2009/tc20090429_963394_page_2.htmSlide19

780,000 users

USD 420 mln turnover 2008Slide20

Entropia Universe by MindArk

Ability to develop skills and sell virtual goodsIsland sold for USD 26,500 in 2004Asteroid space resort sold for USD 100,000 in 2005Clothes Against Violence – limited edition virtual jackets sold for more than same model of real world jacketsVirtual universe with real cash economyFixed exchange rate to US Dollar, 1 USD = 10 PEDFive banks auctioned for USD 404,000 in 2007Real life bank license granted by Swedish Government to MindArk Bank in March 2009A business model like the real worldRaw materials and skills required to build / create

Goods deteriorate and need to be replenishedSlide21

Jon “Neverdie” Jacobs in Entropia

http://www.youtube.com/watch?v=Mg4TwOqVprw&feature=relatedUSD 100,000 for asteroid space resortUSD 90,000 for bank licenseSlide22

Entropia uniquely positionedSlide23

Virtual currency and a virtual economy

1.4 million residents logged in/60 day period70,500 logged on Sunday, Sept 20Average age=32, 43% female, 55% non-US270 Linden dollars ≅ USD 1350,000 hours of use per day

87,500 hours devt time/day

$1.6 bln worth of free work / year

68,000 people making profit

Joe Miller, Linden Lab, 2009 Slide24

What do these virtual entrepreneurs sell?

Real estate & land rentalsSimulation & training environments, gamesClothing, accessories, skins, animationsArt, design, furnitureSL, Sep 2009Total of 593

Number of individuals

Monthly USD profitSlide25

RedgraveSlide26

SL’s first millionaire

 Started with < USD 10Buys and develops virtual real-estate in Linden DollarsDevelops communities in SLDevelops 3D copies of real life buildings e.

g. Dresden Gallery

Employs almost 80

people in real life

B

ank owner in Entropia Universe

http://acs.anshechung.com/index.phpSlide27

Virtual Things for Real MoneySlide28

New Citizens Inc – A successful non-profit

Provides services for SL residentsEst. 2005Staff of 150Raises more than USD 13,000 / year to cover costsIts instructors and event hosts paid Slide29

Today’s Discussion

Some facts and figures on virtual worldsA look at virtual entrepreneurshipSome real life benefits of virtual worldsBreakA look at some of my virtual world activitiesA tour of Second LifeSlide30

Showcasing current products

IBM’s Green Data CenterSlide31

Developing new products

The Innovision Awards by ElectroluxSlide32

Co-creating solutions

Philips Design GroupLead-user innovation workshopsSlide33

Developing training & education programs

Play2trainNew employee training, eg policies, organizational cultureSkills training, eg salesVirtual teamingSlide34

Facilitating the virtual workforce

Completely private virtual business worlds offering tools to conduct business and collaborateFortune 500: IBM, Intel, Johnson & Johnson, Motorola, Novartis, Unilever Slide35

Finding and recruiting talent globally

Amazon.com job fairBenelux job fairAccenture islandIBM islandEntrepreneursMicroemployeesSlide36

Today’s Discussion

Some facts and figures on virtual worldsA look at virtual entrepreneurshipSome real life benefits of virtual worldsBreakA look at some of my virtual world activitiesA tour of Second LifeSlide37

In-house training and education

IFL at SSE and Duke Corporate EducationCo-developing and running a virtual team building exerciseSlide38

Our innovation workshops bring together users from across the globe

PartnersUtrecht UniversityUniversity of InnsbruckSlide39

Creating a new fashion brand

With Florida State University fashion designNew brand designed and showcased on catwalk during annual pageant on Planet CalypsoUsers / players vote on designs Potentially produced in real lifeSlide40

Pros & Cons

Low entry barriers, software often freeVWs humanize technologyYoung generation already there, “grown virtual”MicrotransactionsMicroemployeesInternational reach

Some hardware requirements

“User friendliness”

Not regulated

Real world skepticism

Creating attraction

Which world?Slide41

Increasing effectiveness in

traditional industries“Soon all fashion designers will be originating their designs and managing the production in virtual worlds….Why such a dramatic change? Economics, pure and simple.”Shenlei Winkler, Director Fashion Research InstituteLearn how to become an SL Fashion Designer at Fashiontech.wordpress.com/Slide42

Revolutionizing professionsSlide43

Four scenarios for 2015

FragmentatedworldsIntegratedworlds

Advanced

usage

Less-

advanced

usage

Digital Divide

Ease of mobility

Self-governance

Dominance by gaming generation

Traditional vs virtual business

One Converged Universe

High penetration

Easy avatar & asset mobility

High scalability & security

Business transformation

Wild Wests

Individual “MMOGs” dominant

Virtual vandalism

Security problems

Retreat

Virtual Silos

Many competing, limited worlds

Difficult avatar & asset mobility

Limited scalability

High security

New business models Slide44

The future of 3D internet

Before the first plate of aluminum is even bent for production, the passengers will have flown the plane, the crew will have serviced the plane, and the pilots will have flown the plane.CEO of Boeing supplierSlide45

China is making efforts in virtual worlds

“The real China is only a piece of land. We believe that there must be a China in the virtual world and the real world.”Robert Lai, Chief Scientist, CRD“Here in China the value of such items is taking off as teens can’t afford the real world items and are compensating by getting a virtual item that has more ‘online’ status.” -KZERO bloggerSlide46

We digitized audio and video, why can’t we just digitize,

you know, Earth” Philip Rosedale, ChairmanLinden Lab Slide47

47

Thanks and see you in world!Karinda Rhodeaka Robin Teiglandrobin.teigland@hhs.sewww.knowledgenetworking.orgwww.slideshare.net/eteigland Slide48

LPSO.com

 Littlest Pet Shop Onlinehttp://www.youtube.com/watch?v=1DwL1JIvGhcSlide49

             Connect the World Through Games

Company makes money by Selling Virtual GoodsFarmVille:"Grow delicious fruits and vegetables and raise adorable animals on your very own farm!"If you don't visit your farm, your vegetables, animals will die.Relased in July 2009 and till the end of August 2009:(In 2 months)33 million people played it.Slide50

                  Success of Zynga