Innovating and Investing in the Metaverse April 8

Octane Come join us at University of California, Irvine on Tuesday evening from 6:00 -8:00 for what promises to be a truly fascinating "metaverse" panel discussion. We've gathered four stellar people - all working on enterprise initiatives in virtual spaces (two of which will be just returning from Virtual Worlds 2008): 

  • Christian Renaud Chief Architect, Networked Virtual Environments, Cisco Technology Center
  • Denis Browne, Senior Vice President, Business User Imagineering, SAP Labs, LLC
  • Mary Ellen Gordon, Founder & Managing Director, Market Truths
  • Crista Lopes, Associate Professor of Information & Computer Sciences, UCI

Each will be sharing their view of the business opportunities of virtual environments. specifics of what they are working on,  and we'll have a intimate chance to meet and greet and ask questions.

Try as we might, we haven't been able to organize and secure the UCI resources to stream the panel online or in a world, but we're trying for a conference number to at least provide the opportunity to listen in. I'll update this when I have teleconference info.

Here is the official description and please join the Facebook group whether you can attend or not:

Fully immersive 3D virtual worlds such as Second Life, There.com, Gaia Online and HiPiHi are seriously entertaining, and 30-40 million people are currently living, working and playing in them. In an April 2007 report, Gartner projected that 80% percent of active Internet users and Fortune 500 enterprises will be engaged in virtual worlds such as Second Life by the end of 2011.

Virtual spaces and technologies represent a serious business opportunity. More than 170 major brands in categories from automotive to consumer products, education to tourism are experimenting with the innovation, marketing and business value of virtual worlds. A recent Forrester report predicted that within five years, the 3-D Internet will be as critical a business tool as the Web is today.

What’s the opportunity for virtual world innovation and investment? Bring your questions and join our panel of digerati for an exploration of how organizations are using virtuality for collaboration, branding, R&D, recruiting and research.

The event is being sponsored by OCTANe Orange County. If you aren't familiar with the organization, it is  a 15,000 member strong hub of innovation, investment and people fueling the technology and biomedical sectors in Orange County, CA.  Check out their web site here.

Location details and registration link:  http://www.octaneoc.org/calendar/view_event.asp?CalendarID=667

Hope some of you can make it!

April 2, 2008

Cisco Pulls Out All the [Human] Network Stops in Router Launch

Cisco walked the walk yesterday by putting the brand squarely into the virtual spaces its next-generation router will power.

Cisco went all out launching the ASR 1000, a new router technology that combines the new Cisco “Quantum Flow Processor” with a secure, scalable, compact, router.  In essence, this is the network router that was built to power the Internet of Web 2.0+, virtual reality and our emerging visual, instant and media-rich applications (read high bandwidth applications).  The Internet of today already pretty much runs on Cisco routers, and a team of 100+ engineers spent 5 years and a quarter of a billion dollars to keep Cisco at the core of our daily digital lives – and to allow us to live those increasingly digital lives comfortably.

Here they have a new technology link in the chain that keeps us all connected, and Cisco actually launched it using all the very “stuff” that is driving the need for this technology – visual, rich, social, sharable media.

Yes, there was the big event in Second Life sporting everything SL has to offer:  a music festival, streaming video, streaming audio, a cool “Quantum Shift experience” build, a launch announcement/presentation in SL, including the unveiling tour of the virtual Quantum Shift information space, and in-world “social press” interviews with Cisco executives.

And then there were the:

  • Flash-based micro web site with sound effects and video vignettes of network “uber users”
  • Video clips of uber users posted to YouTube
  • Creation of the tag “uberusers”
  • Flickr pool
  • EdgeQuest Flash game
  • Facebook Support Group for Uber Users Internet Addicts (546 members), with embedded videos, photos, EdgeQuest game link, discussion board invitation to submit Top Signs You are an Internet Addict
  • Online video broadcast launch events with Q&A in 19 languages (I believe there were three)
  • Three “follow the sun” Telepresence sessions for international customers
  • A web widget (although I have not been able to view it in my browser)
  • A social media press release
  • Customer videos in the Cisco newsroom
  • Podcast in the Cisco newsroom

So, the Quantum Shift collaborative “narrative” begins. From a “virtual marketing” perspective, the narrative is a key "best princples" element.  Cisco planted the seeds and integrated the methods for a collaborative narrative to emerge – not around the product, but around an idea.

Clearly Cisco is marketing a product – how successful the product will be is a function of many market factors.  But the “idea” transcends the ASR 1000 – and that is where Cisco has it all right – understanding the importance of narrative for its customers, and for its success of its product marketing.

The ASR 1000  “idea” is: we’re all happier when our networks work better.

In a conversation with Cisco’s Doug Webster, director, Service Provider Marketing and Christian Renaud, Chief Architect of Networked Virtual Environments just after the SL launch event, the idea dominated – not the product.

Cisco is clearly committed to the value of direct connections for itself and for network users at all levels.  Cisco fosters community and deep listening relationships with their customers – and their customer’s customers. Webster suggested it is the consumer who is leading the charge forcing new technologies and behaviors into the enterprise rather than the other way around. While this presents new challenges for the enterprise, it also means the influence of the customer goes well beyond “the conversation” and reaches deep into the enterprise.  Cisco embraces that influence strategically.

Renaud believes “talking to customers has been priceless” for Cisco in finding new markets for the company.

Second Life alone has proved to be a learning ground for innovation for the company, according to Renaud, but it is only one channel Cisco uses to build its various communities. Webster says that SL is simply another way to engage its customers and “if it is important to our customers, it is important to Cisco.”

Over 1000 of Cisco’s employees are in Second Life presently, across their 53 functional units. Renaud said one of the biggest surprises for him since they have been using SL is how often customers and employees suggest SL as a meeting place.   Apparently in June Cisco CEO John Chambers will officially launch his SL avatar.

Cisco will be participating as the narrative plays out in the connected marketplace. They are using the human network to empower the human network, so that we each can use it in our own personal ways. Yes.  We’re all happier when our networks work better.

March 4, 2008

Real Voices in Virtual Business

Mike O'Hara started an an audio podcast series a few months ago, he calls Voices in Business: The Virtual Worlds BusinessCast.  He's a skilled and enthuastic interviewer, and more importantly,  he's building a library of the audio thoughts of early adopters of virtual worlds for business.

Mike was kind enough to interview me last week, and our conversation ranged from virtuals worlds as social media to our avatar selves.  If you are interested in listening to our conversation it is here

But browse around his site.  He's got a joint interview with two of my favorite metaverse evangelists, Roo Reyonds and Ian Huges of IBM; and a separate interview with Kevin Aires, Virtual Universe Community Leader at IBM.

Others include Nick Wilson, known for the Metanomics series in Second Life, and he has just launched an  intriguging "lower the barriers for business" project, Clever Zebra; Peter Dunkley of depo consulting; and Frank Campbell, Chief Business Officer of MindArk, and Karl Alberts, Vice President Product and Marketing at Paynova who are working with the Chinese Government creating the Cyber Recreation District, a project aimed at linking up the virtual and real worlds for e-commerce.

Go have a look.  Mike  does his homework before each interview, and as a listener that is most appreciated!

February 10, 2008

Revisiting the Media's Second Life Hype Cycle

Gartner_hype_cycle Now that 2007 has passed, we may be stepping into the “slope of enlightenment” on the Gartner Hype Cycle as far as Second Life – indeed virtual worlds – is concerned. 

As we entered Q3 of last year, the media launched into their predictable backlash against Second Life after they had wrung their fun out of hyping it. But as we turn our calendars into 2008, it seems the self-replicating media echoes of the much-touted “marketing failures” is losing its attraction.  Even the silly references in massive media reports to all things provocateur are fairly limited these days. 

Of course, it helps that the activity in and around virtual worlds as an “industry” is accelerating ever more rapidly.  In addition, enterprise experimentation with them has reached a point where some of those high-profile, cutting edge enterprises are now going more public with their otherwise quiet initiatives.  And, the technological commitments by the likes of IBM, Sun, Cisco and other large technology, entertainment and media companies fuels the “let’s get serious” attitude that is almost palatable now. 

In just the past week, I’ve found several rather sensible media stories in my news reader that hopefully reflect a coming media era of more widespread knowledge and discussion of the applications of virtual worlds.  There is plenty of deep discussion going on in sectors other than the press, but let’s face it, mainstream perceptions are [still] largely influenced by mainstream media.  So, here’s a sampling in case you’d like to peruse:

Virtual World Workforce, Part 1: Promising the World
Virtual World Workforce Part 2: Real-Life Pitfalls

By the way, TechNews World has a very nice ongoing series on virtual worlds of which these two articles above are a part.   

Businesses look to online world Second Life to create virtual enterprise.

Asperger’s Therapy Hit Second Life

Pixelanthropy: Charities tap into Second Life

NASA investigates virtual space

On a related note,  Shel Holtz in the Hobson and Holtz For Immediate Release podcast interviewed Forrester’s Erica Driver, Principal Analyst and co-author of the recently released Forrester report, Getting Real Work Done In Virtual Worlds.  Nothing new and pretty fundamental for those of you already familiar with virtual worlds, but the interview provides a nice overview of what Forrester’s report covers relative to “real work” being done in immersive 3D spaces.  You can listen to the 30-minute podcast here.

Image via Wikipedia

January 21, 2008

Reuters Brings Davos 2008 to Second Life

Davos_youtube The World Economic Forum held each year in Davos, Switzerland will again be accessible, at least in part, to Second Life visitors and residents.  Reuters reports they will be there interviewing several business leaders from Davos next week, January 23 - 27.

I haven't found information as yet on any panel sessions that may be streamed into SL or on the web, although rumors are afloat.  The WEF blogs page has a note in the sidebar: "watch the discussions in Second Life" which links Reuters' SL coverage page.

This year the Forum theme is "The Power of Collaborative Innovation"  within five concept "pillars:"

Business
Competing While Collaborating

Economics and Finance
Addressing Economic Insecurity

Geopolitics
Aligning Interests across Divides

Science and Technology
Exploring Nature’s New Frontiers

Values and Society
Understanding Future Shifts

These topics will hopefully reach the broader ears of leaders and trigger discussions in every sector -  but admitedly collaboration + innovation happens to be a topic in which I am fully immersed in business and for an upcoming publication.

The blindingly rapid shifting market and civic power basis due to collaborative behaviors, expectations and technologies make it imperative that global communities begin to rethink and remodel themselves within that very context in order to successfully address global challenges. 

The pre-Davos press conference addressed how the WEF program of 240+ sessions embraced its own theme by tapping into  more than 1000 people and organization in shaping this year's program.  The Davos Question initiative using YouTube  is inviting questions for discussion (and voting on them) from the global community.

In addition, two new WEF collaborative projects will be launched during this Forum.  The first is WELCOM (World Electronic Community), which is a platform to extend Davos discussion into virtual space - "a virtual Davos" in the words of Klaus Schwab, Executive Chairman of the World Economic Forum. And the second is a "global agenda council" - a series of panels each with 15-25 key experts who will collaborate on 100 issues WEF has identified for collaborataive discussion.

You can get more information on all aspects of WEF 2008 here.

A pre-Davos press conference is available on YouTube here.

You can submit your question or suggestion on the Davos YouTube channel here.

Watch the Reuters SL page for its schedule of interviews from Davos.


January 16, 2008

Fair Use Reframed in Era of Consumer Generated Content

Conventional wisdom (and big media) would have us believe that using copyrighted material in today’s consumer generated media is just plain illegal – end of story.

Well, not so fast.  While some are strong-arming social online sites to remove consumer media for copyright violation, a good percentage of that CGM may very well be legal under the doctrine of “fair use.” 

Recut_reframe An engrossing study, Recut, Reframe Recycle, just released by the Center for Social Media at American University points to a wide variety of consumer activities that are actively incorporating copyrighted material – and it highlights how in many cases these are perfectly legal and can be considered “fair use.”

“Fair use” is the right to legally use copyrighted material under certain circumstances, and more broadly, according to the study, when the value to society is greater than the value to the copyright holder

The study authors Pat Aufderheide and Peter Jaszi  categorize our collective CGM activities into: satire, parody, negative commentary, positive commentary, discussion-triggers, illustration, diaries, archiving and remixes and mashups.

In essence, Auferheide and Jaszi illustrate, through the lens of online video making, that new “consumer maker” online activities are often “quoting” copyrighted material to create new pieces of popular culture, which falls under the “transformative” definitions of fair use.

One of the most salient points in the study is that fair use is not something written in the stone tablets of copyright law.  That it necessarily evolves in concert with our culture:

“The provisions of the Copyright Act codifying fair use were intentionally made non-specific, in an acknowledgment of the constantly changing state of cultural production.”

I’m not a lawyer, but I have to believe these same ‘transformative” and “cultural production” concepts might apply equally, if not almost more persuasively in MUVEs.  Virtual worlds like Second Life are cultural production down to the very core and that norms there could push "fair use" into new interpretations.   

I’d be most interested if Benjamin Duranske over at VirtuallyBlind and other IP experts would weigh in on the study and comment on its application to virtual world CGM production.

Most importantly, the study warns that our emerging participatory media culture is at serious risk with current industry practices - including the sites that comply unquestioned - aimed at shutting down what may be fair use consumer activities in the name of piracy control:

“Legal as well as illegal copying could all too easily disappear. Worse still, a new generation of media makers could grow up with a deformed and truncated notion of their rights as creators.”

Know your rights as a "maker." (2 links)

To protect the hands, attention, and minds that feed them, content creators need to examine ways to adapt to IP in a shifting media culture.

The Recut, Reframe Recycle PDF and web page include a list of the researchers' top five videos.  The Center for Social Media has posted a video, titled Remix Culture (3.5 minutes) that is itself a mashup of "unauthorized" material, hoping to stimulate conversation on their blog.  The video is also downloadable.


January 5, 2008

Cisco Live From CES: Q&A in Second Life Jan 8

Ces_slinvite_smaller Cisco is celebrating one year in Second Life next week, and hosting a live roundtable and Q&A from CES there on Tuesday, Jan 8th at 1:00 p.m. SLT with two of Cisco's consumer marketing executives.  They will focus the discussion on Cisco's connected home and consumer products.  Cisco invites you to join in at the Connected Home in Second Life.

I don't yet have the promised in-world invite, but if new details emerge from it I will update this post.   According to Cisco's Vitual Worlds blog, avatars can enjoy virtual cake post-Q&A, and share birthday party favors while participating in a celebratory slide show.

Other upcoming events have been recently highlighted on Cisco's blog as well.  I recap them here, so mark your calendars:

Data Center Mixed Reality BannerCasts, January 23rd and January 31st at 8:30am SLT
Two exciting mixed reality events featuring Jayshree Ullal, SVP, Data Center, via live video.

2038314496_caf1135c6b.jpg Second Life TechChat: Transforming Business Models with Cisco TelePresence, February 7th at 12:00pm SLT
During this TechChat Randy Harrell, Director of Product Marketing, will discuss Cisco TelePresence, concentrating on business case studies and the enabling technology.

Telepresence is particularly interesting to me in relationship to the part virtual worlds are playing in it, but that isn't where Cisco's is going. See Cisco's telepresence product placement in Fox's tv show, 24.

Danette Veale also lists in this post a few things Cisco has learned during their year in SL.

January 5, 2008

Inside Dell's CES Crystal Event: Second Life Jan 7

Hp_crystal_728x228 Delllogo_2 The Consumer Electronics Show is the big RL happening next week - everyone from CNN to the Home & Garden cable channel will be doing specials from the floor of this major industry show - and it is the launch pad for many a new 2008 product.

Dell will be featuring their new Crystal display at CES, and Laura Thomas at Dell is inviting you to join in Dell's CES press and analyst event through streaming video in Second Life on Monday, January 7, 4:00 - 6:00 p.m. SLT.  The virtual event will be held at Dell's new pyramid pavilion on Dell Island

Virtual Crystal monitors will be available to avatars at Dell's pavilion only during CES, from January 7 - 11, but the pavilion will remain in SL after CES concludes.

CES is definitely tech goodness, but given the choice of walking the floor, paying unimaginable hotel prices, and the hellish decibel levels,  I'm taking the goodness in this year by watching CNN, HGTV and popping into SL to catch Dell's launch.

January 4, 2008

Kiva’s New SL Office, Microlending and Reputation

Logoleafy3_2 Kiva is celebrating the opening of new offices in Second Life on Saturday, Jan. 5th.  Join in at 10:30 a.m. to 12:00 p.m. SLT, get a Kiva  wristband – and don’t forget to pick up a Kiva certificate or two.  You can turn “Lindens into Loans” with them.

Kiva is perhaps the most widely known micro lending site, and happily it is getting more and more mainstream attention (when its Oprah’d its “real”).  Kiva is just one disruptive force within the current financial world.

Kiva_lindenloans_001 If you are not familiar with Kiva, the organization acts as a “middleman” allowing you and me to make interest-free micro-loans  - as little as $25 - to individual entrepreneurs in a developing economy.  Loans are aggregated among several lenders to supply a borrower with the funds amount the entrepreneur is requesting for financing their business.  When your loan is repaid to you, you may re-loan or withdraw your money.  World wide micro lending has a 98% repayment rate.

Kiva has been operating in SL for quite a while, but the announcement of its new offices brings me back to a subject I’ve discussed here before – identity versus reputation.

Christmas night, (in my part of the world) the BBC’s Peter Day interviewed representatives from several micro finance institutions.  I'm pretty sure it was the gentleman from Fair Finance (it may have been Grameen Bank - the radio broadcast is no longer available for me to verify and I was oh-so-drowsy), who said something profound by virtuality (and conventional finance) standards...

micro lending allows people who have essentially no identity to gain the benefits of loans through reputation.

Micro lenders typically make loans to individuals with no collateral – only by way of reputation.  In some cases a close group surrounding the individual will jointly be accountable.  Grameen Bank looks at the individual’s potential – by way of the “social collateral” of reputation.  Kiva’s repayment philosophy rests on the indivdual’s desire to maintain his/her reputation, believing Kiva mirrors the village and that an individual will work very hard not to sour one’s reputation in either the village or online.

We’re already seeing companies using Google searches, MySpace, Bebo, LinkIn, Facebook and other “virtual reputation” devices to assess (or find) an employee candidate.  If you’ve been in Second Life or other virtual worlds for even just a short time, the first thing you do is look at a person’s virtual profile – and maybe their groups – to get a sense of “who” you are talking to or standing next to (one wish for 2008 – LL strengths reputation systems in SL).

We’re sharing more and more of ourselves in virtual spaces like these – far more than we may share on our loan application, that’s for sure.  Is it really such a stretch that reputation becomes at least as important as a credit score – or that eventually credit scorers find a way to “quantify” our social graph?    Is it such a stretch as we “live” more in "virtual" places that who we are actually hangs on reputation and a bit less on “identity?”

Now, I don’t see conventional lenders dumping their business models any time soon, but disruption is the place to peak into the future.  Go take a look - in Kiva’s new offices

Hat tip to Fleep.

January 1, 2008

Virtual/RealWorld Custom Manufacturing Project: Double Happiness Jeans

It took me some digging to put all the pieces together, but this is just too fascinating not to have made the effort. 

Without a doubt Second Life is helping companies innovate products and processes - even though 2007 mainstream media was seemingly all about SL marketing efforts.  Often such innovation is being done inside organizations that are quietly tapping the collaborative, cost-saving virtuality of it all.    But Double Happiness Jeans is a public and shining example of the innovation potential of Second Life.  This is product innovation, design innovation, process innovation, business model innovation - and perhaps much more lying just below the surface.

Dhj_bannerJeans_2 Double Happiness Jeans are real world custom-made jeans that are "manufactured" virtually – and then delivered to your local Kinkos or Double Happiness Jeans express store location. The jeans are the product of the  Invisible Threads, project that explores telematic manufacturing through Second Life. 

Hjassembly_4 The project is virtually replicating a RL assembly-line manufacturing facility, with ten manufacturing stations each correlating to a specification of the custom jean order.  The physical “just in time” inventory system allows customers to place an order for one of several styles of jeans with a live factory representative at a terminal.   The process then enters Second Life. 

Jeanshj_2 Customers can watch their jeans being created in real time in the virtual factory via projection screens.  At the end of the manufacturing process the jeans are output on Tyvek material to a large-format printer in physical space.  With simple assembly the jeans are ready to wear. The manufacturing process takes about 20 minutes. 

Double Happiness Jeans is employing an “indentured servitude” model for its SL workers.  Workers will be given land (and Lindens) in exchange for their factory service over three months’ time, emphasizing the relationship of the exchange of real world dollars for virtual assets. 

From the Invisible Threads web page:

Doublehappiness_002_2 "At the start of each workday, workers will need to clock-in. The worker will then be assigned to a specific department and workstation and given a specialized task to perform. Just as in a real life factory, workers will be monitored by a department supervisor and be held accountable for their speed and efficiency and any production errors. The erratic flow of supply and demand and extenuating circumstances such as equipment failures and irrational dispositions may result in docked pay, layoffs and overtime."

Doublehappiness_004_2 Project collaborators and Double Happiness Jeans co-owners, Dr. Stephanie Rothenberg and Jeffrey Crouse of Eyebeam also hope to shed light on the politics of outsourced labor and the role of “play” in cultural production, according to Adam Elenbass over at Reality Sandwich.

The project will have a special debut at the Sundance Film Festival in the New Frontier Theater on Main Street in Park City, Utah January 17 – 27.  On-site sales staff in Park City will help you customize your jeans, or you may order your jeans on the web site through February 2008.

Double Happiness is currently hiring and training SL factory workers.  Check out their promotional video.

Eyebeam is supporting the project on their Second Life Island, and the profits from the project will be used to maintain the project and pay factory workers.

Double Happiness Jeans is located in SL here: secondlife://Eyebeam%20Island/204/43/27.

Questions come to mind

Doublehappiness_006 How might this disrupt the clothing manufacturing industry?

How might this open up unseen revenue opportunities for Kinkos?

What new businesses might develop to “receive” in the physical world that which was “manufactured” in virtual space?

Might this potentially impact equipment manufacturers in the future?

Edward Castronova’s book Exodus into the Virtual World dicusses the possible impacts on the economy when segments of the population are spending time and energy producing in virtual economies rather than real ones.  How might such virtual telematic workers impact economies, labor, laws, society?

Doublehappiness_003 Are you at least considering how practical virtuality might impact your business?

Is SL really just some cartoon interface?



December 31, 2007

Colgate Smile Power Un-Fixed

Colgate_001 Colgate launched the Second Life version of their Smile Power campaign last Friday.  For seven days and encompassing 500 avatar-hours, brightly Colgate T-attired BuzzAgents will be roaming Second Life handing out smile animations and a list of ten places in SL that will make you smile. Should they not encounter a Colgate gifter-agent, avatars can snare these items at the Smile Center vending machines on This Second Island.  This Second Marketing, the agency behind the promotion, has hired people to interact with island visitors.

The theme behind the campaign:  sharing a Colgate smile.

Colgateweb The SL promotion is an element of Colgate's Smile Sweepstakes in which they are giving away $100 American Express gift cards each week for sharing smile photos on their campaign web page.  They've enabled photo sharing, slideshow sharing and photo tagging there.

Aleister Kronos
who writes an excellent SL travelogue and critique was frothing a bit over his recent visit to the SL Colgate smile vending area and suggested Colgate damaged their brand and should rethink their SL presence.  I couldn’t disagree more.

Colgate takes the absolutely correct approach – they went un-fixed.

A couple of relevant notes:

  • Second Life is a social network
  • Social media is sharable
  • Social media is un-fixed (distributed)
  • The “avatar” within social media is the channel

Kronos’ comments points to an interesting social media conundrum:  “network” versus “place.”

In subsequent posts Aleister published his email exchange with Joni West, President of This Second Marketing as to the intention of the campaign.  She points out the tendency to focus on “place.”

"No matter how much we say it is about a live promotion, people tend to focus on the build because to date, that has been what marketing efforts in SL have consisted of."   

If we looked at this campaign through the Facebook lens, it would not look “out of place” -  it would look like this:  Colgate creates Smile Power widget.  Widget is added to the Applications list (a tiny “place” in FB).  People who find it fun/useful spread widget by distributing it via Facebook friends. Everyone is smiling. (BTW, Colgate Smile does have a Facebook group.)

Yet, as Aleister’s post illustrates, Colgate was judged on the “place” in SL – because SL has a unique “presence” characteristic that in our minds mirrors RL while Facebook doesn’t have that legacy. In some ways, FB is more virtual than SL.

Colgate's is definitely not the only "un-fixed" campaign in SL. Many more companies are using limited time or shared presence strategies.  Much has changed this year in the way brands are thinking about marketing efforts in SL.  They increasingly are beginning to see it functioning like the distributed social network it is – thanks to the frequent and vocal critiques of its residents.   

Colgate could have significantly improved the way it communicated its SL initiative, - and it could have easily oriented SL visitors by visibly tying in its web site - but its distributed approach is on target.

The avatar is the most valuable terrain online – 3D or 2D. But networks are also a “place,” and brands need to balance both channel and place in their strategies.

Colgate's SL smile vending machines are here.

December 26, 2007

Roo Reynolds' Enterprise 3D Presentation

IBM Metaverse Evangelist, Roo Reyonlds, has posted his excellent presentation, Enterprise 3D: Living and Working in Virtual Worlds, delivered this week at Online Information 2007 in London.

Roo discusses the internal virtual world IBM is building for its eventual use by 300,000 employees in the context of the importance of social networking in the enterprise.

Favorite concept:  WoW (and virtual worlds) is the new golf, with structured rules, funny clothes, and almost entirely for socializing and conducting and brokering business.

His remarks harken back to my previous post... here is a snapshot of Roo’s desktop (from his presentation) that beautifully illustrates my point about distributed virtuality: 

Roosdesktop_2


Case in point:  The "avatar" is the most valuable asset in the cosmos.


















December 8, 2007

Gartner Sees Virtual Worlds As A Growing Shopping Experience

Brandme Yesterday Gartner Finland released their predictions to retailers about emerging shopping habits and venues.  These are actually not so much predictions as a “heads-up display” of what is already happening.

By 2010, says Gartner, 20% of global Tier 1 retailers will have some kind of marketing presence in virtual worlds and online games.  This isn’t surprising considering Gartner’s 2007 Emerging Trends report from their April Symposium predicted 80% of active Internet users and Fortune 500 enterprises will have virtual world presences by 2011.  And, with virtual worlds on track with Moore’s law of doubling every 24 months, it is no big stretch of the imagination that retailers are riding the wave.

Networks are a Channel and a Place

No matter what lens you look through, 2007 saw an enormous embrace by organizations of “virtuality,” from social networks to Second Life.  The various different types of virtuality (2D and 3D) which organizations are trying to get their heads around are simply mashing up into an information and social space.  Soon we won’t be making distinctions among the technologies used to facilitate these spaces. 

And shopping certainly isn’t waiting around.

Brookstone launched their Kinset store for this year's holiday shopping season.

Social shopping networks like Kaboodle, ThisNext and Stylehive were built as ‘visual’ social sites, socially bookmarking through images rather than text.  Stylehive is now offering “Nectar Hives” allowing  retailers to "snap in" social shopping communities around their brands.

H&M set up shop in SimCity (video link), and have launched their initiative at My Virtual Model, also distributing it to Facebook.

Of course, Sears and Circuit City are experimenting with virtual-to-real retail via IBM in Second Life; and in-game advertising and product placement is old news.

Gartner encourages retailers to expand their definition of customer touchpoints to online games and virtual worlds – and cites the mobile shopping web as a big growth opportunity, as well.

The important point in all this is this:   it is not about the virtual “place.”  Like everything else today, the shopping opportunity lies with the avatar

See Gartner’s press release here.

See Kinset’s 3D shoppping videos here.

December 8, 2007

Book Review: Exodus of the Virtual World; How Online Fun is Changing Reality

Exodusimage_ Life is a game.  Edward Castronova brings us face to face with a new twist on the concept in his newest ‘speculative non-fiction’ book, Exodus to the Virtual World; How Online Fun is Changing Reality.

Thumbing through it, you might guess this is a book about a generation of gamers addicted to seeking unending fun, opting out of the real in favor of the virtual.  Or, you might think it is a sociological warning about the weird and scary world of gaming cultures, whose millions of inhabitants have entered the mainstream work world and are bringing with them their geeky scary view of society.  Or, if you happen to land dead center in the book, you might think Castronova himself is living in a fantasy world where he’s mistaken game society and real world public policy as one. 

Well, kind of…but No.

Grasp this book between your two hands, and before you open it, repeat three times: “this is a book of speculative non-fiction.”

And then read every word of it seriously.

The three underlying themes within this book are happening.  They may be under the radar, but that doesn’t make them any less real or less disruptive to your near future. If you are in business, pay attention – it has implications for you.  If you are a marketer, be aware that you have to get in the game (pun intended).  If you are a public official, at least consider the possibilities.

Theme 1:  Virtual economies cannot help but affect real world economies.  Castronova walks us through how so.  The ‘virtual economy’ as a whole is already the size of a small country.  Even if people are spending only a small percentage of their time producing, buying, selling virtual goods, it is taking money/production out of the real world economy.  As millions of people start doing it and migrating “there” (China is betting on it) and on a growth curve following Moore’s Law, it will make a very big difference to all of us. 

“The thought of a new community, society or state emerging on its own territory should give us pause.”

Theme 2:  Virtual worlds are fun; the real world is not and people like fun more than “not fun.”  What’s not to love?  Of course what ‘fun’ actually means here is the key to the title of the book.  The case Castronova makes is that people are finding meaning/satisfaction in collaborative game spaces and virtuality that real world structures/systems don’t allow or support.  It is the why of virtual world fun-ness that is key here and that may be an imperative for the real world.  Fun in Castronova's sense is not ‘meaningless play’ it is challenge, mastery, learning, testing without serious consequences, survival, fairness and the ability for everyone to succeed (if eventually).

But herein lies one of the sticking points I have with Exodus to the Virtual World.  Castronova seems to equate virtual worlds, video games and ‘practical virtual reality’ as one and the same, interchangeable, seemingly painting them with the same cultural and structural ‘fun’ brush.  They aren’t the same.  Motivations, activities and structures are different – but I forgive because this is a book about trends and possibilities – and that is the really important place he takes the reader in his discussion.

Theme 3: Game designers are designers of societies, with the goals of making people happy and improving well-being.  Successful public policy might learn from game design.  Here’s where you might think “okay – gone too far.  I was with you for a while, but time to close the book now.”

Hang in.  Of course Castronova, economist that he is, knows life is not ‘the game.’ Not everyone finds these games ‘fun’ or are ‘technographically’ aligned with them (a point Castronova doesn’t make).   People do operate in the real world.  But he does run the concepts of game design and public policy in parallel with the reader, just asking the question, “can we learn something about human happiness by listening to the multi-disciplinary arena of game design?”   If millions of people are migrating into virtual reality, it might be worth at least considering the question (not to mention the reasons). 

These are radical and sometimes very impractical ideas.  But I have to admit I marked this passage:

“Perhaps the most striking difference between fun policy and real-world policy is in the process of policymaking.  Game designers deliberate briefly, then implement policies in test environments and tinker with them for a very long time.  Real-world policymakers deliberate for a long time, then implement policies in the real world without any tests at all.  Those who have experienced policy effects in both worlds cannot help being impressed by the difference in the policy quality that results.”

Virtual worlds do give us the ability to test real world scenarios – doing that alone could save a lot of real world human pain and distress.

A final point of digression I have with Castronova that I'll note here is that he states no other online experiences allow for these kinds of societal disruptive environments.  I disagree – and in fact think by focusing only on 3D virtual worlds as where this is happening is shortsighted.  Two-dimensional social networks/social media share many of the characteristics – and implications – of which Castronova speaks in his book.

So, you might think all this isn’t happening, or it is a long way off, or it is far-fetched, or it has no real implications for you or your real world…

Well, early in the year I was in conversation discussing the state of an enormous public institution with a high-ranking government official (of baby boomer age) and she said to me as we discussed solutions, “there must be a way to make it work more like World of Warcraft – how can we make it so people are encouraged and motivated that way?”   I swear.  It happened – in the "real” world.

Thanks to St. Martin's press for a review copy of Mr. Castronova's book.

December 3, 2007
   

CNN Second Life i-Report Officially Opened Today

Cnnsl_ireport_002 Since the coverage of CNN's launch in SL is rather robust already, I'll just mention here that CNN's first in-world training session for i_Reporters is tomorrow, Tuesday, at 2:00 p.m. SLT.  It will be held at the i-Report hub on Future Island.

Slurl:  http://slurl.com/secondlife/Future/195/201/26/

Subscribe to the SL I-Reports weblog to follow the SL citizen journalists' filings.

November 12, 2007



 

Brand Happenings November 11 - 17, 2007

November 11

Veterans Day Ceremony
1:00 p.m. SLT
Culminating event of week-long event to coincide with the 25th anniversary of the dedication of The Wall memorial in Washington D.C. which honors Vietnam war veterans.
The WallSL
SLURL: http://slurl.com/secondlife/The%20Wall/36/30/24

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November 12

Orange
Community Event: Shape Shifter
10:00 – 11:00 a.m. SLT
"Come play Shape Shifter with the Orange community! Use three different objects to build a movie, song or book title... always fun, always a conversation starter."
Orange Island
More informationhttp://www.orange-island.com

Cornell Johnson School of Management & Metaversed.com
Metanomics Series speaker:
David Karbol of Saxon Bank, Denmark
11:00 a.m. – 12:00 p.m. SLT
"Metanomics is the study of business and policy in the "metaverse" of virtual worlds."
Metaversed Island (or watch via the web at www.SLCN.tv)
More information: Metanomics series machinima trailer
Website http://metanomics.metaversed.com

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November 13

Information Week
GridTalk
8 am SLT
"Charles Stross about his latest novel, 'Halting State,' set in the year 2018, when technology like Second Life, World of Warcraft, advanced mobile technology, and reality augmentation are ubiquitous and taken for granted."
Dr. Dobb's Island (or on the web via Dr. Dobbs chat bridge - registration required)
Podcast will be available for on-demand listening.
More information: Information Week blog

Bantan Dell
Podcast/Trivia Night
6:00 p.m. SLT
Tara Janzen author, On the Loose
Bantan Dell Bookshop
SLURL: http://slurl.com/secondlife/Bantam%20Dell%20Island/126/141/25

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November 15

Conference: Managing Virtual Distance:
Driving Business Transformation through your
Global Workforce & Virtual Teams

Presentation by Philip Rosedale of Linden Lab:
Virtual World Technology: Get Ready for a REAL Virtual Experience
2:20 p.m. SLT
Virtual Event “Sold Out”: 
More information on the RL event: 
http://www.iirusa.com/virtual/eventhome/secondlife/32494.xml

Orange
Unique Avatar showcase
10:00 a.m. -12:00 p.m. SLT
Orange Island
More information:  http://www.orange-island.com

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November 16

Warner Bros.
I Am Legend Movie Tie-in/Game
Final game area, Columbus Circle, slated to open
Website:  http://iamlegendsurvival.com/

Cleveland Public Library
3:00 p.m. SLT
Grand opening activities will include two live music performances; costume contest for the best chess-related costume will take place at 6pm SLT, with a $1000L grand prize to the winner; life-size chess sets will also be available for casual or competitive play.
Info Islands

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November 17

Monash University and Swinburne University of Technology
9:00 am - 5:00 pm
Discover Your Second Life
"Presentations will range from background information about Linden Lab and the Second Life organisation, through to past, present and future educational and business activities being conducted in the environment"
Second Life Locations will be announced Friday 16 November
Event program: http://sldiscoveryday.wikispaces.com/Event+Program

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Ongoing

Vodefone
Free promotional sevice allowing SL avatars to connect via mobile phones in RL, text messaging, free virtual handsets from Vodafone InsideOut. 
Promotion runs through November 30, 2007

CBS
CSI:NY TV show tie-in
CSYNY islands
 

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Upcoming

White Ribbon Campaign Launch
Launching November 22
"The WRC is the largest effort in the world of men working to end men's violence against women."
Website:  http://www.whiteribbon.ca/

November 29

Standford Meetup
6:00 - 7:30 p.m. SLT
Presentation by Jamais Cascio
The Metaverse — what does it include, where is it going, and how will it change our lives?
"Cascio presently serves as a research affiliate at the Institute for the Future, as the Director of Impacts Analysis for The Center for Responsible Nanotechnology, and as a founding fellow at the Institute for Ethics and Emerging Technologies.
Based on my work for the Metaverse Roadmap Overview, I’ll look both at the underlying technologies of the Metaverse and at the social, cultural and economic impacts it could have.
(Thanks to Tara5 Oh
More information here
Spaceport Bravo
http://slurl.com/secondlif e/Spaceport%20Bravo/66/74/184/
Physically at: Wallenberg Hall, Stanford University

November 11, 2007

Playing Catch-Up: Business News Briefs

Manchester Evening Star has a nice follow up article on the launch of virtual Manchester, UK last February.  According to the story the Manchester International Conference Center has plans to offer virtual exhibit space to compliment exhibitors' RL installations.  In addition, the UK consortium behind the Second Life Manchester initiative is in talks with RL property developers to showcase apartments in SL so RL buyers can take a tour of their new homes before being built. 

Government agencies and developers are no strangers to joint ventures in RL, but I don't think there is another such initiative between two such entities that extends into the virtual world.  The consortium who brought Manchester to SL is made up of Manchester Digital Development Agency, the Urbis Museum and consultants, Clicks and Links.

----
Recruitment
Business & Decision,  a France-based international consulting and systems integration company, is launching a recruitment campaign in Second Life.  They hope to connect with and recruit IT professionals across France.  According to their announcement:

"When connected on the site http://recrutement-secondlife.businessdecision.fr the candidates schedule a meeting with the recruitment team and access detailed information on the various positions offered by Business & Decision. After registering and creating an individual avatar, candidates are then able to connect to Second Life, attend their appointment, and discover the world of Business & Decision.

3 candidate meeting sessions:

Monday 5 November, 18h - 20h
Tuesday 6 October, 12h - 14h
Tuesday 6 October, 18h - 20h"

...
The state of Missouri's Department of Elementary and Secondary Education (US) has launched an SL presence aimed at expanding its IT recruiting efforts.  They say it was the demographics of SL that attracted them, and they will be experimenting with a worldwide job fair in SL in the coming months.  They are on Eduisland at EDUISLAND 3 (137,95,23).

...
Kelly Services launched their phase II Second Life presence on Friday with in-world festivities.  Kelly will be offering public seminars, conferences, job fairs, interviewing, job scenarios and general job-placement related activities.  Although Kelly initially launched in SL earlier this year, their in world services are not unique to Kelly alone.  Kelly joins numerous individual corporate recruitment efforts and TMP Worldwide has been a leader in 3rd party recrutiment services and activities in SL.

...
Wipro Technologies (India) plans recruitment via their soon-to-be-launched Innovation Isle.  The firm has also set up an Offshore Development Center (ODC) model campus with a client engagement centre, learning centre, 3 floor ODC set-up with cubicles, security desk at the campus entrance gate, amphitheatre, press announcements hall, basketball and volleyball courts, admin, data centre and library. It will be regularly staffed by Wipro’s own avatars.

“Our upcoming Innovation Isle will showcase Wipro’s innovation initiatives to our stakeholders and how they deliver increased flexibility and predictability, lower cost and faster time to market for our customers,” said Jessie Paul, Chief Marketing Officer, Wipro Technologies, in a release.  This will also be a virtual forum for customers, partners, and other like minded people to collaborate with Wipro in the area of co-innovation and business transformation.” 

--  via Business Line, Sify Walletwatch

----
TV Beams Into and Out of SL
If you missed the press or the show, The Office ran an episode on NBC this week featuring a plot line around Second Life.  Says character Dwight, he loves his first life so much he wanted a second one.  Rumor has it SL will be weaved into future episodes with Dwight's co-workers perhaps going in to play virtual pranks on Dwight. 

Cbscsi_ny CBS's CSI:NY debuted a storyline on Wednesday that continues in SL until February when the show will unveil the plot's villan.

----
For Fun:  Social Media SL Mashup
I know I keep banging the drum... but you don't need a Facebook, MySpace or Twitter tactic - you need to think broader into a social network strategy.   Daden Limited (UK) illustrates why one site/technology can't be the focus with a little mashup of Twitter and Second Life in which Twitter posts float into SL like bubbles in a fountain.  It is located in Halo's Garden on Daden Prime 207, 95, 24.

October 27, 2007

World Bank Presents Global Doing Business Report in Second Life

Worldbank_001 The World Bank presented their fifth annual global Doing Business report in Second Life yesterday.  It was a notable effort to expand knowledge and understanding about the work of the World Bank to end poverty across the globe. Case in point as to the need for that very effort:  Nobody Fugazi and Canuckflack (two very tuned-in people) wonder how the clients of the World Bank "many of them living in remote corners of the internet" were supposed to sign on to hear the presentation. The World Bank customers were not the intended audience - in fact, it was the exact opposite.  It was intended to inform those who know little about the role of the World Bank. The role of the World Bank is to finance states (countries), not individuals or companies - but to my point, it is a widespread misconception that developing countries are "unconnected."  Connectivity is in fact a driving force toward their overall economic development. 

Worldbank_006 The event was extremely well attended (gratifying to see!) and the presentation summarizing the 2008 report by Dahlia Khalifa, senior communications officer for the Doing Business project of the World Bank, was chocked full of the high-caliber information you would expect to come from such an institution.  Most unfortunately the session was also full of audio technical snafus and avoidable SL event-planning mistakes - but I for one found the session thoroughly engrossing and it upped my global economic market perspective quotient several notches. I am delighted to see the World Bank living up to their goal of innovation.  And Second Life can indeed be a most suitable communication platform - if sometimes tricky.

To learn more about Doing Business 2008, to review market data or to view a variety of videos on regional economies and reforms visit the Doing Business website:  http://www.doingbusiness.org/  For more information on market approaches to development and toward ending world poverty, check out the World Bank blogs:  http://psdblog.worldbank.org/.

On a related note, The World Bank is not only employing social media to distribute information on global ecomonies, but it is watching the space for its implications toward ending poverty, growing businesses, and providing peer-to-peer support structures.  They note in a recent blog post for example, a favorite site I reference in my social media "It's Sociology, Not Technlogy"© presentations, the peer-to-peer lending site Prosper.

Social media - and you thought it was just a new-fangled marketing or PR tactic.  Go figure.

October 27, 2007

Cisco To Announce Winners of Connected Life in SL

Cisco’s expert panel has judged over 600 entries in their Connected Life creative-networked-experience-idea contest. The 11 winners will be announced on Tuesday, October 30 in Second Life.

Ciscocl_3 The grand prize winner is receiving $10,000 (US), ten runners-up will receive $1000 (US), and the winning ideas are being demoed on the Cisco sim.

Join Cisco’s winners presentation and entry demos:

Tuesday, October 30, 2007 @ 12:00pm PT
Cisco Sim 1 Stage
Slurl: http://slurl.com/secondlife/Cisco%20Systems%201/76/57/23

Cisco originally announced the contest last June.  To see some of the ideas submitted to date, visit Cisco’s Connected Life web page.

You can learn more about the larger Connected Life initiative in Cisco’s brochure (PDF) or get the background in their white paper (PDF).  Cisco plans to enable the future “experience providers."  From their "Living the Connected Life" white paper and the genesis of their contest:

"The connected life reflects the growing consumer desire to have “many services to many screens” – integrated voice, video, and data services that are available anytime, anywhere, on any device. At the same time, consumers’ preferences