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Forrester Social Technographics: A Lens for Second Life Marketers

Forrester's recently released its Social Technographics report examining participation of the U.S. online population in “social media,” such as reading or publishing blogs, offering online reviews or using social networking sites.  Forrester groups people into six categories based on how they participate in today’s Read/Write web.

Social Technographics gives us some important clues to what our virtual world strategies need to look like.

Although I don’t agree with the “ladder” stratification Forrester uses, - which suggests a hierarchy of more or less significance to a social media activity (they are all equally important) - but the categories are extremely important indicators that marketers should examine and use as a framework for all social media strategies – virtual worlds included.

Forresterparticipationladder_2



























The heavy resident-created content and “early adopter” nature of Second Life may immediately suggest that the social technographics of Second Life residents is significantly weighted toward the “creators” at the very “top” of the Forrester hierarchy.  Especially since the technical learning curve is so steep to just get functioning in Second Life, much less getting productive enough to create there. 

But, don’t confuse technical savvy-ness, with the social networking behaviors of social technographics.  Social technographics focuses on the various participative activities a person or “population” engages in. 

Its true early SL residents rather obviously tend toward “creators” – they collectively, after all, built the SL environment. But, as the population is growing, the social technographics start to look more generalized.

Recent Second Life initiatives seem to make some pretty sweeping assumptions about the activities residents will find engaging.  But without looking at all the potential activities different types of social media participants are likely to value, it is impossible to create a truly successful presence – or better yet, to offer interesting content across preferred behaviors to engage the largest possible audience.

Forrester’s study shows that social technographics tracks fairly reliably within generations.  It is no surprise, for example that young millenials are heavy creators of social media content and that a large percentage of seniors are “inactives.”

I thought it a valuable exercise, though, to look at Forrester’s Social Technographics through the lens of age distribution in Second Life.

I graphed Forrester’s preferred activities percentages by generation; excluding ”Inactives” altogether since by definition they don’t participate in SL.  The following shows the graphing results.  Because Forrester specially notes that people engaged in social networking activities for entertainment purposes had a little different social technographics profile, I included them as a separate category.

Soctech

We see that GenYers are heavy content Creators, but they are even bigger Joiners, and GenXers and Boomers like lurking and critiquing.  Entertainment seekers are also big Joiners and have a tendency to engage in creating, collecting and criticizing relatively equally.  Everyone, except GenYers are bigger Spectators.

Now let’s look at the generational makeup of Second Life to get a sense of participative activities that might appeal to the SL generations.  The graph below is based on Linden Lab’s most recent data of “active” users (1 cumulative hour in last month) and is international.  Just for some comparison I also included age information from the First Opinions Panel's most recent data, which is demographic information from FOP U.S. research panel members.   While neither data set allows us to scientifically extrapolate because the data has no valid segmentation, the contrast is pretty interesting in itself – and the trend tells us something that may be unexpected.

Here is what the generations look like in SL:

Slagedistribution
Looks like we have a bunch of GenX “Spectators” in Second Life!  Boomers are very heavily represented in FOP's data, which is likely a function of their methodology in recruiting panel members - but it should not be discounted as a significant trend.  But both data sets do tell us GenX is most heavily represented in SL.

There is overlap in preferred activities of the generations – people that do one activity are likely to do at least one or more of the others – so don’t generalize your strategies to something akin to GenXers want to walk around your corporate museum.   Spectator doesn’t necessarily mean passive – these people are also enthusastic Joiners.

I expect, ethnographically, the social technographics profile of SL may more resemble the Entertainment category, but more research on that is in the works.

Charlene Li, author of Forrester’s report, is a social media star to me as she starts the report with these two sentences of wisdom:

“Many companies approach Social Computing as a list of technologies to be deployed as needed — a  blog here, a podcast there — to achieve a marketing goal. But a more coherent approach is to start with your target audience and determine what kind of relationship you want to build with them, based on what they are ready for.” (emphasis mine)

Virtual worlds offer extremely rich ways to put social technographics intelligence to work.  Take the time to give a hard look at the social technographics of who you are most trying to engage, examine the implications for your tactics, and create smart VW strategies that draw into and from the preferred behaviors.  More importantly, create virtual worlds strategies and content that support all the activities social networkers engage in, and ways to move among them.  You have special opportunities in each activity to provide and to get value.

More on the implications of social technographics in creating virtual world strategies in an upcoming post.  Stay tuned.

See the Executive Summary and outline of Social Technographics, or purchase the $299 report here.

A big thanks to Forrester and Charlene Li for providing me a review copy of the report.

May 29, 2007


Brand Happenings This Week: May 29 – June 4

Tuesday, May 29, 2007

Intel Software:  Press conference
9:00 a.m. & 5:00 p.m. SLT
Opening of Intel’s newest initiative in Second Life
Intel Software Network 1(99/125/88)

Information Week
6:00 p.m. SLT, Tuesday kaffeeklatsch.  Dr. Dobbs Island

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Friday, June 1

Information Week
12:00 Noon, Friday kafeeklatsch, Dr. Dobbs Island

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Monday, June 4

Creative Coalition; Talking the Talk 
7:00 a.m. SLT
Political Roundtable Discussion, with leading pundits, media and politicos. 
InWorld Studios (73/70/29)

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ONGOING

May 22nd, until closed
McKinsey & Co,: Virtual Venture Competition

BMW Experience
BMW is prototyping something – but it is not a car.  You are invited to test it out.  IM Munich Express in-world and find out what it is all about!
BMW New World 2 (128/128/0)

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UPCOMING:
Mark your calendars!

June 15, 16, 17
iCommons 2007 Summit, USC Center for Public Diplomacy;
Durbrovik, Croatia & Second Life. 
An important mixed-reality summit on open education, open access publishing and free culture communications. 
Anneenberg Island (187/67/40)

August 2 – 5th
YearlyKOS Convention, Chicago & Second Life. 
Get more information on Progressive Island (133/74/25)  or on the web site here

May 29, 2007

Surf's Up in Club Penguin with Sony Movie Promo

Sony_clubpenguine While the blogosphere is all abuzz with rumors Sony and News Corp are both eyeing a Club Penguin purchase, I find it interesting that Sony's newest movie promotion is a Club Penguin membership give-away.  The grand prize is a year's free membership in Club Penguin.  The tie-in is promoting the movie, Surf's Up, opening in theaters June 8th.

Lesser prizes range from a month of membership to an annual membership. 

I'd say Sony knows the value of Club Penguin in more ways than one.

May 23, 2007

The Republic of Maldives Opens Embassy in Second Life

Maldives_001 A tiny country undergoing huge reforms, the Republic of Maldives has opened an embassy on a corner of Diplomacy Island in Second Life.

The Maldives, a developing country with limited resources within the global arena, sees Second Life as a method to extend its diplomatic outreach beyond the opportunities the “real world” affords them and a way to boost its international profile.

The space prominently displays information about the Maldives reform agenda.  The Republic is currently engaged in sweeping constitutional, human rights and democratic reforms, including enhancing the role of the media in Maldivian society.

Unlike Sweden’s plans for their SL embassy, which is slated to open May 30, visitors to the virtual Maldivian embassy will be able to conduct some diplomatic business such as talking to virtual diplomats about visas and trade issues.

Pay them a visit at Diplomacy Island 209, 99, 23.

Read more in The Local from Sweden, or Australian News.com.

May 22, 2007

Brand Happenings This Week: May 21 - 26

Grab your avatar....Some business events in Second Life this week:

Tuesday, May 22:

Cisco Systems
9:00 a.m. SLT, Bandwidth Stage.  Live stream of CEO John Chambers' keynote at Interop, Las Vegas.
10:30 a.m. SLT, Live stream from Interop Mobility Booth in Las Vegas
12:00 noon, SLT, Virtual Press Conference with Cisco executives - SL Only EventMobility Pavilion on Cisco Systems Sim 1.

Sony|BMG
5:00 p.m. SLT, Paula DeAnda, Media Island [updated: via Giff Foresti, Electric Sheep Company]

Bantan Dell Books
6:00 p.m. & 6:30 p.m. SLT, Podcast Streaming and Trivia event.  Alexander Rose, author of  Washington's Spies: The Story of America's First Spy Ring.  Bantam Dell Book Shop and Cafe.

Information Week
6:00 p.m. SLT, Tuesday kaffeeklatsch.  Dr. Dobbs Island

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Friday, May 25

12:00 Noon, Friday kafeeklatsch, Dr. Dobbs Island

May 21, 2007

Identity versus Reputation: Wandering and Wondering in Virtual Spaces

Xrayvision_dedricmauriac There is something about 3D spaces that seems to make us think harder about virtual identity.  It usually comes in the form of the question: “How do you know who is really behind the avatar?”

It is almost always the first question that comes up at every presentation or conference I’ve participated in where virtual worlds are mentioned.

It is cited as one of the “big three” issues of doing business in virtual worlds.

The identity question has all kinds of insecurities behind it. Just who is the puppeteer hidden behind this little mass of bits and bytes displayed on my computer screen?”  Can I trust this person?  Are they who they say they are?  Are they really representing what they say they represent?  Can I do business with someone I can’t see?

Yet today we wander almost without thought through hundreds of 2D virtual places every day dressed in our virtual identities, dealing with other virtual identities, and leaving virtual breadcrumbs along our path of virtual footprints.

In business we wouldn’t function without our virtual email identity, and we’re professionally “hooking up” with others via Linkedin or Xing identities.  We buy products from web sites although we’ve never met the people behind it nor have we walked into their RL store.  We create, affiliate and transact within virtual identities hundreds of millions of times per day.

What allows us to do so comfortably is reputation.

Identity is a set of facts: name, location, employment, position, age, gender.  To the marketer it may be merely certain online behaviors.  Identity in the real world is carried with us from context to context – the office meeting, the cocktail party or the football field.  We “are” those set of facts. 

But reputation is contextual.  On the sports field you may be the great coach.  But in the office meeting you are the one who is always late; at the cocktail party you “work the room.”  The fact you are a winning sports coach is unlikely to automatically earn you respect as an expert at a wine tasting. We don’t carry a “good” reputation into all the different areas of our lives.  We earn reputations within particular contexts.

In business at the moment of “transaction” (however it is defined) what we really need to know and care about is reputation.

So, we’ve created reputation devices like credit scores or D&B ratings; a domain name system or eBay ratings.  It is a measure of reputation allowing us an assessment of risk in doing business with someone.

Identity online is more easily created, abandoned or shielded than in real life.  But virtuosity is making even that easier.

Reputation is of course tied to an identity. They are two sides of the same coin.

Reputation however is earned over time.  Identity without reputation is nearly meaningless.

As we delve deeper and wider into virtual spaces, both our identities and reputations are scattered across them. 

Philip Rosedale CEO of Linden Lab told the Guardian last week that they are building the technology to allow a Second Life avatar identity to wander out across the web.  He said:

"We are building the backend to support that. We believe the concept of identity through your avatar will span the web. We are going to seek to enable that. Technology-wise, it's only about 18 months away. I do think we will see some interconnected virtual worlds…

But reputation must come right along with identity. 

Tools such as OpenID and ClaimID are the beginnings of managing our virtuosity across online spaces.  OpenID allows us to carry our identity from one virtual place to another for convenience, while ClaimID gives us a tool to pool and manage our various reputations.

Petershadow_mariannemccann In thinking about the identity/reputation challenge for today’s communicators I can’t help but conjure up for us an image from the story of Peter Pan: Wendy attaching Peter’s lost shadow before they fly off to Neverland.






Photo credit:  Dedric Mauriac, Marianne McCann

May 21,2000

TMP Worldwide Holds RL Career Fair in Second Life

Tmpniw Microsoft, HP, eBay, Verizon, T-Mobile and Sodexho will be interviewing and recruiting at TMP Worldwide's NiW (Networking in World) career fair in Second Life May 15 - 17.

I chatted briefly last night on the NiW sim with Mroos Link who is Russell Miyaki, VP National Interactive Creative Director for TMP Worldwide.  He said that when presented with the idea, some companies jumped at it and others are taking a wait and see stance.  Not surpising in the least, but the event seems to be off to a great start. The schedule for Day 1 of the event is about full and that represents about 124 candidates who have already signed up for interviews that day.  TMP estimates it may facilitate as many as 450 interviews during this event.

Mroos explained that the participating companies are after a global reach for talent.  TMP's venture into Second Life with them is primarily to help candidates for client companies understand organizational cultures in more immersive ways.  To that end, TMP is creating company-specific exhibits to educate candidates, such as a fiber-optic "ride" for Verizon and a replica of HP's "the garage."

If you are interested in meeting with the participating companies, you must register for the event via TMP's NiW web site - and have an SL avatar.  Be prepared to upload your resume when you register, as it will be reviewed and accepted before you get an interview slot. 

TMP will assist you in preparing you and your avatar for your in-world interview.  All interviews are private.

This is a prime example of how virtual worlds are creating opportunities for business - and for communicators - to use this emerging media to tap into talent and recruitment.  I'll do my best to follow up with Mroos after the event and report back any results he will share with us.

The NiW website is here and has all the information about the fair and the process.  IM Mroos Link in-world for more information.

The island will be open next week to the public, but during the career fair only those on the access list will be able to teleport to it.

May 10, 2007

UGS (Siemens) Enters Second Life to Be Near Customers

Not customers like you and me.  No.  More like General Motors.

This is big B2B. 

Ugs UGS are purveyors of innovation through collaboration.  They assist such minor organizations as Proctor and Gamble, Lockheed Martin, NASA and Toshiba to innovate faster, better, cheaper by using collaborative “ideagoras.” Visualization and 3D modeling are also vital elements in helping customers and customer partner companies to rapidly develop products and manage a cost-effective product lifecycle.

That may sound all buzz wordy – but if you’ve read Wikinomics, you know that mass collaboration is driving the most successful companies today.

Second Life is an extension of what UGS and their customers are doing in other virtual places. I see this as significant a move in 3D environments as IBM’s and Sun’s recent announcements.

The UGS machinima says it all.  It is worth the 1.5 minutes and the click – go ahead.  Click.

By the way, UGS didn’t leave their visualization expertise in RL.  This is a sim to visit just to see and learn how to implement information presentation in a visual medium.  And, they have a microsite for the initiative that is simply perfect.

UGS is a Siemens company.

UGS is located in SL at UGS Innovation Connection 128, 128, 0.

The Electric Sheep Company developed the UGS sim.

Photo credit:  UGS

May 8, 2007

Marketing Students Share First-Hand Experience Promoting Social Networking Service

Trinity University students have been designing a virtual world social networking service called SLeuth this semester - and tomorrow is the "final exam."  This Tuesday at 8:00 a.m. SLT the students will present their experiences and insights on marketing in a virtual world.

The assignment is part of the Virtual Worlds Promotions course lead by Dr. Aaron Delwiche aka Carbonel Tigereye.

Come to Metaversatility Island to hear their hard-won war stories and victories.  I suspect there will be insights for seasoned marketing professionals to take away.

Metaversatility Island is located at: Metaversatility/204/54/31.

May 8, 2007

Kraft Teams with Supermarket Guru & Food Editor in Second Life

Kraft_011 Phil’s Supermarket is slated to open in Second Life with grand ceremonies tomorrow, May 7 at 8:30 a.m. SLT.  Kraft Foods is showcasing more than 70 new food and beverages in the virtual market as well as sponsoring its SL version of the Kraft Food Institute.

Phil Lempert is the “Phil” of Phil’s Supermarket. He also happens to be MSNBC’s Today Show Food editor and contributor, food marketer extraordinaire and every-media personality.

Kraft_010 Phil's Supermarket on Food Island is as intriguing a build as it is expansive.  From my solo tour and sneak-preview it looks like a lot of food education, events, and discussions will be going on.   Rick’s Wine Cellar has all the trappings of a vibrant wine education center.   There are “frequent shopper” incentives, and email interface to product information.   There are little community applications sprinkled around like gifting virtual items to other avatars.

The Focus Group and Forum areas suggests Kraft will be doing some serious market research with avatar shoppers.

Kraft_003 According to Phil’s website, SL shoppers will be able to pre-shop for real world items – and he is promising over 100,000 items in the virtual store by summer’s end.  Shoppers will be able to personalize product lists, recipes and nutritional profiles and receive real world coupons.  Phil plans to host celebrity chefs and cooking demos, all manner of food seminars and offer expert advice from Betty the Baker and Fred the Fishmonger.  The Supermarket Guru Podcasts will take questions from the Second Life audience.

All signs point to an ambitious and truly integrated RL-SL marketing presence that just might set a standard.

Kraft_008_2During a mixed reality event from the Food Marketing Institute Supermarket Convention being held this week in Chicago, Kraft will be making a donation of $450,000 to American’s Second Harvest – the Nation’s Food Bank Network to commemorate Phil’s Supermarket virtual grand opening.  You too can make a donation at Phil’s Supermarket at Food 118, 94, 28.

[update 5-7]:  As I suspected based on the scale of this initiative, IBM has a hand in bringing Phil's Supermarket to life and will support the project going forward. Toyshoppe Productions is responsible for all the design and scripting.  It is obvious that "marketing" is only a part of the mix - that new business touchpoints are being developed here and new merchandising concepts prototyped.  This is a build that is clearly going beyond marketing.

At the opening ceremonies, it was announced that America's Second Harvest will have a permanent home in SL at Phil's Supermarket.

You can find lots more photos here.

May 6, 2007

SL Business Communicators Wiki Growing Resource

If you haven't been by our Second Life Business Communicators wiki, I think we're keeping pace with the growing number of businesses, non-profits, media companies, public agencies, and civic entities establishing a Second Life presence.  Dylan Devillers  is contributing European entrants and various others have contributed links they've discovered.  Many thanks to all those who have contributed links along the way for helping create a resource that is useful to several thousand visitors a month.

If you are inclined to contribute, please let me know by dropping me an email or an IM in SL (Znetlady Isbell). 

In recent weeks we've added entries such as the NBA, Kelly Services, STA Travel, Australian Broadcasting Company, the UK's Press Association, Plant-it 2020, several politicians and French political parties, and the list goes on.

While I can't claim it is absolutely comprehensive, we've got a pretty thorough list in several categories.  I'm sure the marketing companies and politician lists need additions and the Media of Second Life will be updated very shortly with some new blogs and publications.  I'd very much like to expand the current tiny list of Useful Tools.

If you should be on the lists, let me know! If you'd like to contribute, please join in!  This is the only resource like it that I've come across - and, we also list locations, since many aren't easy to find. If you know of other wikis or resources, please share (and we can add them to the wikis list too)!


May 6, 2007

Whimsy, Women, and Wheels: Ask Patty in Second Life

Askpatty_001 AskPatty.com officially launches their automotive haven for women in Second Life on May 11th, but it is open to all now.  I have to admit the $50,000 automotive spending spree got my attention – and that’s not Linden dollars.

It is a thoroughly charming and whimsical build on a corner of Pontiac’s Motorati Island, built by women intended for women and about all things automotive. 

Jody Devere, president of AskPatty.com, as well as the president of Women’s Automotive Association International waves away the notion that car culture is just a guy thing in an interview about their SL strategy over on the Diva Marketing Blog.

The build and promotional machinima were created by Osprey Therian.  The free instructions on how to drive a car in Second Life is a thoughtful touch.

Askpatty_002_2 I hope AskPatty brings as much into Second Life as they get underway as they have brought to the web.

Catch the machinima here.

The press release is here.

AskPatty web site is here.

AskPatty in Second Life is at: Ride 22,209,29


May 5, 2007

UK's Sky News Centre Enters Second Life: News + Performance Art

Skynews_logo_2 In keeping with its reputation for innovative news delivery, Sky News Centre will debut in Second Life in June.  The virtual news room will invite visitors to try out their anchor-person skills and engage with Sky News personalities and events, according to their press release.

But what is especially intriguing in the announcement - and worth keeping an eye on as it rolls out - is that Sky News apparently plans to recreate news-worthy events, such as "court cases, crimes scenes and natural disasters" to provide a "deeper understanding of the issues."

Pi_sl_2 I hope my friend and former journalist, Gary Goldhammer over at Below The Fold, weighs in on this.  It is a fascinating endeavor for a news channel that has me thinking deeply about both the delivery of "hard news" and individual involvement with it.  A cadre of TV stations such as The Weather Channel and Court TV are certainly expanding the implementation of "news coverage" and have proven that viewers do value deep engagement with subject matter.  These shows however, also rely heavily on the "entertainment value" of news.

I wrote in an earlier post that as 3D spaces become more accessible to content creators and "audiences," content will become "animated, 360-degree, un-flat, multi-dimensional and multimedia."  This applies as richly to news as it does to other forms of communications.  And besides communicators and marketers having to understand how space and props are part of the message, so too will journalists.  Many of whom are still getting their heads around having to capture images and sound while keeping a story factual, objective and balanced.

I wonder how scenario building and "news event education" (my term) will juxtapose.  How will the collaborative, wiki-ish features of Second Life build upon it?

How will role-playing change "news"?

How will scenario shifting change our views of the events?

How will "being in" the "time and place" affect the perception of the story?

How will journalistic practices evolve to encompass 3D news delivery?

Before you jump all over me, I'm not saying news will be 3D any time soon and all journalists will be "building stories."  But as Sky News experiments with "news education," I am saying we may find some very interesting questions to ask about journalism and the evolving concept of "news."

Photo credit:  Synchronicity Writer, via Snapzilla

May 5, 2007


Reporters without Borders Opens Second Life Office

Reporterswithoutborders_003 Celebrating today’s World Press Freedom Day, Paris-based Reporters sans frontiers / Reporters Without Borders opened their virtual offices in Second Life.

Prominently displayed outside their offices are 34 world leaders dubbed as “predators of press freedom.”  You can access biography notecards of each. 

A stark reminder to those of us with so much access to so much information are two wall maps: countries that are “Internet black holes” and counties color-coded based on their press freedom.

The organization also inaugarated a journalists' memorial in Bayeux, France yesterday, commemorating the 1,889 journalists killed since 1944 while doing their job.  Twenty-four journalists and five media assistants have been killed so far this year.  RSF/RWB cites 163 media workers who have perished in the Iraq conflict since 2003.

Teleport over to Hangflame 43,91,91 to visit Reporters sans frontiers offices.

May 3, 2007

IBM and Sun Charting Virtual World Business Territory

While the natives of Second Life are restless due to infrastructure challenges that are causing teleports to fail, inventory to disappear and transaction loops to fall short, IBM and Sun are leaping into new industrial-strength virtual world turf.

Both companies have been publicly active in Second Life and elsewhere in the metaverse for quite a while.  Both have left their mark there providing tools and spirited open-source knowledge-sharing. 

But going back to its roots, IBM announced last week they are building a specialized mainframe computer that is specifically designed to power 3-D environments.  It will incorporate the same Cell processor that Sony’s PlayStation 3 uses. 

The new computer system is intended to be an “enterprise-level” platform upon which new generation virtual worlds will be built.  IBM’s focus here is on facilitating secure, lifelike 3D graphic environments and thousands-per-second transactions within those environments.  However, IBM sees uses beyond virtual reality into mapping, 3-D showrooms and new types of resource planning and customer relationship management.  According to David Gelardi, vice president, Industry Solutions at IBM. “what we are doing is starting with online gaming and then moving to a Web-based commercial world."

The first company to work with IBM and the Cell mainframe is Brazilian online gaming company Hoplon Infotainment.  Hoplon is developing the software and service-oriented architecture for a new virtual world and online gaming community.  According to IBM, the two companies will be delivering this new online environment at the end of this year.

Mpk20levelup And aiming toward Wonderland, Sun Microsystems released news yesterday of its internal 3D environment for employee collaboration. The goal is for Sun teams to do all their real work within the environment – allowing private work and shared work to be seamless.

Sun has  dubbed the virtual environment “MPK20” christening it within the same naming convention used for its physical campus in Menlo Park, California, U.S. (they have 19 physical buildings there).

The virtual team rooms are meant to bring distributed teams together to work, collaborate and communicate.  Indeed Sun has integrated their high-fidelity audio system, which brings lifelike directional sound to the space; and their Porta-Person meeting system.

To rapidly deploy the virtual work concept, Sun is currently using the open source platform, Project Darkstar, combined with a java-based game engine.

These are serious environments by companies who mean “business.”  These are companies that can rightfully claim a hand in building the commercial Internet.  They are walking the virtual world walk of the future, and it would behoove us to tag along by getting involved in 3D spaces. It is way beyond "just for fun" now.

IBM's press release is here.

More information on Sun's MPK20 environment here.

For a virtual tour of Sun Labs go here.

Photo credit:  Sun Microsystems

May 2, 2007

Join the Second Life Group

Our group is focused on business communications in SL. Get group notices of our in-world events as well as special Second Life information or announcements. Search Groups in Second Life for "SL Business Communicators." Click Join. You're in!"

VW Strategy Quip of the Day


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Virtual Linda

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