MTV Avatar Marketing?

Mtv_voki MTV is expanding its fans’ virtual “playgrounds” by enabling avatar widgets for three of its online and virtual properties; partnering with Oddcast and using its Voki platform for the widgets (example below).  MTV refers to its online environments as “thematic galleries” – an interesting concept in itself.

MTV hopes fans will use the customized, speaking avatars to interact with each other exchanging gossip and messages. Voki offers an impressive number of combinations of avatar features to allow for quite a bit of personalization – but the fun is adding the text-to-speech or synchronized recorded voice to deliver content via the avatar.  (Warning:If you are going to browse some recently created avatars some of the audio content is very un-PG.)

MTV of course also hopes fans will place the avatars on their other online spaces, such as social networks, blogs, or other virtual environments.  The availability of embed code is immediate upon creating your Voki avatar.

But way more importantly for MTV, is that they may be looking to these distributed avatars as an advertising channel.

Checking out the very-hard-to-find-until-you-create-your-MTV-avatar Voki terms of service, it appears you will be giving them the right to do just that.

I’ll not bore you with the TOS language (relevant portion posted below) but it basically says, we own you, your avatar, anything you record or create, and we can do anything we like with it – anywhere it is – without compensating you in any way if we do.

ClickZ reports that MTV banks on being able to eventually push messages directly to those distributed avatars.

It’s a little disturbing to think MTV may be planning to co-opt its fans by making it appear their avatar is endorsing something without their explicit permission nor endorsement.  This takes “word of mouth” to a new level, I suppose.

I think it is a great idea to think about concentrating on the avatar, since it is the only constant in a sea of social spaces – indeed I’ve been advocating the idea for quite a while now.  But I can’t say this particular kind of potential co-opting is a “best practice” I’d recommend jumping into.  I sincerely hope MTV treads into these waters very carefully. 

Social networks are just beginning to feel the restlessness of members, who are collectively coming to the realization that it is they who create the market value of the network.  It is just a matter of time before they will be exerting that power, and perhaps the expectation of reaping at least some of the benefit.

I see another, bigger Beacon potentially brewing.

Voki Terms of Service
…you agree that any materials, including but not limited to questions, comments, suggestions, ideas, discoveries, plans, notes, drawings, arts, original or creative materials or other information, provided by you in the form of email or submissions to Oddcast, or postings at this Web Site, are non-confidential and shall become the sole property of Oddcast to the fullest extent permitted by applicable law. Oddcast shall own exclusive rights and shall be entitled to the unrestricted use of these materials for any purpose, commercial or otherwise, without acknowledgment or additional compensation to you. In the event applicable law operates to prevent Oddcast from becoming the sole owner of any such property, then this provision shall be effective as granting to Oddcast (with unfettered rights of assignment) a perpetual, worldwide, paid-in-full, non-exclusive right (including any moral rights) and license to make, use, sell, reproduce, modify, adapt, publish, translate, create derivative works from, distribute, communicate to the public, perform and display the content (in whole or in part) worldwide and/or to incorporate it in other works in any form, media, or technology now known or later developed, for the full term of any rights that may exist in any such material.

April 30, 2008

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


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

Gartner Predicts 80% Active Internet Users Will Live In Virtual Worlds by 2011

Gartner136 Gartner, of the famous Hype Cycle, released news out of their Gartner Symposium/ITExpo:2007 going on through tomorrow, that they are predicting 80% of active Internet uses will have some kind of a "second life" in a virtual world by 2011. 

Gartner also predicts that meaningful corporate use of virtual worlds will lag behind the influx of individuals into them, but that "the collaborative and social aspects of these environments will dominate in the future."

The Symposium is Gartner's premier annual event, geared to IT professionals, and it focuses on the emerging trends in business, technology and the economy.

According to their press release, Gartner is advising clients that virtual worlds is an emerging trend, and to go slow in investing until platforms are more stable the environments mature. 

Toward this end, Garnter offers five "laws" for participating in virtual worlds:

  • Virtual worlds aren't games, but they aren't parallel universes (yet)
  • Behind every avatar is a real person
  • Be relevant and add value
  • Understand and contain the downside
  • This is a long haul

Gartner's "laws" and advice are not necessarily more insightful than the conversations going on within the virtual world community, but it does encapsulate them nicely.

It also lends Gartner credibility to virtual worlds for businesses and as an evolution of the web and social networks, for commerce and business operations. 

The gold quote from the release:

"Despite the concerns within companies, don’t ignore this trend. They will have a significant impact on your enterprise during the next five years.”
---Steven Prentice, Gartner vice president and distinguished analyst

April 25, 2007

A Virtual World - The New Black

Tryrabanksvw 3pointD points us to the launch of the Tyra Banks Virtual Studio last night as her virtual Grammy party. 

Tyra’s Virtual Studio appears to be a lot about Tyra - but for fans of her show, it is the hottest new hang out spot to listen to music, chat with other fans and get the inside scoop on the Warner Brothers television property.  I don’t recommend you download the Mac version, by the way – it’s in “alpha.”  It crashed my Finder and I spent half an hour cleaning up the mess.

The move falls on the heels of Nickelodeon’s, Nicktroplis, MTV’s latest virtual-world-TV-show tie-in, the L Word, CBS’s upcoming Second Life Star Trek virtual mashup experience, and Disney’s PiratesOnline.com (launching this Spring in conjunction with the movie release).

While each of these web properties is built on different platforms, for different reasons and different audiences, the thing they have in common – and that is the hallmark of all modern media - is that they are connecting people to each other

Marketers and communicators have struggled with this concept in the flat 2D web, but the spatial qualities of these virtual spaces – and the success of social network sites in general - seems to be driving home that this is the element that holds the “magic juice” of "new media.”

This Spring be watching for the launch of several new virtual worlds.  It is the new black, dahling.

February 13, 2007

The MacArthur Series On Digital Media and Learning

Mac_digitalmedialearning The MacArthur Foundation, as part of a five-year, $50 million initiative exploring how digital media is changing the way young people live, play, learn, socialize and participate in civic life, will soon be releasing a six-volume series, The MacArthur Series On Digital Media and Learning.

Each volume in the series will explore a specific topic related to issues facing young people in the digital world: Civic Engagement, Credibility, Ecology of Games, Innovative Uses and Unexpected Outcomes, Race & Ethnicity, Identity. The series is being published online and in print under the auspices of the Monterey Institute for Technology and Education and the New Media Consortium.  It involves the commissioning of more than 60 essays by prominent scholars, and is a result of a 12-day symposium in Second Life (last October) and a 2-day online web conference and open online forum (now closed).

Nmc_howard Larry Johnson, the dynamic CEO of the New Media Consortium has a truly fascinating article, Who’s Listening to the Avatars?, with insights on the process of the symposium conducted with 27 leading authors and researchers in the area of digital media.  Johnson concludes that there is a gaping void in the knowledge/acceptance within this expert group in an important area – the implications of massively multiplayer worlds.   He writes:

“Questions related to gender-morphing, role-playing, and identity extension in virtual worlds and game spaces are much on the minds of the residents of such spaces, as one might imagine.  Such themes were present only in the abstract in the “flat-web” online conference, and surprisingly rejected outright within two of the expert dialogs, and not considered at all in the third.

"The experts in one group raised a question about the relevance of group action in virtual worlds, and deemed it not relevant to the topic.  Similarly, questions related to formation of virtual identities and the expression of self through one’s avatar were also set aside by the identity experts. The implications of assessing the credibility of information conveyed in virtual worlds, where everything is a construct, was outside the scope of that volume.”

"At the same time, the dialog around these issues in Second Life was extremely rich and detailed.  Due to the way invitations to the event were distributed, a great many of the participants in the Second Life Symposium were themselves scholars and academics, so the educational background of the participants in all three forums was similar.  One can only conclude, even for those we regard as experts, that it is hard to conceptualize the impact of virtual worlds until one spends some time in them.

According to the article the Second Life participants far outnumbered the other web-based approaches:  more than 1300 people from 21 countries participated in Second Life while the web conference drew 225.

Johnson muses that perhaps we need to reflect on the need to expand the definition of scholarship. 

It seems Wikinomics is striking even our most venerable of institutions and raises questions about who and where the experts are.

I encourage you to read the full article.

Find out more about the MacArthur Foundation Digital Media and Learning initiative here.

Photo credit: New Media Consortium

January 13, 2007

Debate on the Second Life "House"

Some of the comments over on The Caucus at the New York Times about the congressional event in Second Life on Thursday are just too good not to pass along.  Some of my favorites:


What the heck is Second Life??
— Posted by Larky

------------

Intriguing…but why do I feel like “Get a Life!” is the best response to these Second Lifers?
— Posted by Pete

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Let me get this straight: You seem to think is perfectly reasonable to participate in an online community to the extent that you are having a conversation with people in the comments section of a blog. Yet when other people do much the same thing using more sophisticated software, somehow they need to ‘get a life?’

They’re the ones who are apparantly meeting with leading members of Congress to discuss the new agenda in Washington. How about you? Got any big meetings with members of Congress planned in the next few days? This very fact suggests that the people using Second Life (of which I am not one) certainly do have their act together.
— Posted by Jackson Landers

------------

Zach wrote, “One comes to the frightening conclusion that, rather than producing greater political cohesion and awareness, the Internet has spawned a framework for virtualized ‘action,’ action with merely perceived consequence — in other words, the perfect form of social control.”

This is an excellent thought that I think bears repeating. The internet is a tool for communication and can be useful in organizing, but the action is still out in the real world. And let’s not forget the 80% of humanity who don’t even have computers — in fact, in many nations the majority is illiterate. Don’t those people count too, or is social justice only for the tech-savvy these days?
— Posted by eatbees

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If it’s fantasy politics your looking for…try http://www.fantasycongress.com/fc/
— Posted by Lewis

------------

Millions of people cannot “go to France” or Washington, DC or even enjoy the nightlife of major cities. However they can and do participate in online forums, including this blog and Second Life, and carry the ideas they learn there back to others in their physical lives. All the people posting to this forum are already using technology to leap over barriers to communication put in place by governments, corporations, and powerful interests.
— Posted by Thomas Williams

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Wow, I got sick reading many of these comments. Those who think it is, “the gaming community” only, those who said it is boring, those who simple laugh and write off Second Life well, I just feel bad for you. I will not criticize you rather I would recommend you open your minds as you are missing the point and your facts are incorrect.
—    Posted by Adam Broitman


And, for an entirely different perspective and if you have some time, see this post by Metaveral Myrmidons at Second Thoughts.

January 6, 2007

IBM Questions Second Life #3

Part 3 and the final questions posed by IBM at their recent mixed reality global "think tank."  Part 1 is here.  Part 2  is here.

Roo Reynolds blogged about the event here and provides links to the complete chat transcripts.

[Clarification 12-29-06:  The responses to the following questions are mine, not Roo's. The questions were posed - these are my answers.  Poor Roo should not have to take the blame for them. You can see eveyone else's answers on Roo's chat transcipt.]

What are your thoughts on these?

What about interoperability between worlds?

Ultimately, permeable identities and interoperability will be important.  But so will non-permeable identities.  Permeable is key for enterprise solutions.  Non-permeable may hold more attraction for recreational/creative endeavors.  Privacy will continue to be highly prized and cannot be overlooked in the Real World/Virtual World interoperability equation.

Would you prefer separate virtual worlds per brand (i.e., a separate McDonald's virtual world)?

There is definitely a place for this – just like there is for the Internet and intranets; MySpace and Linkedin.  Virtual worlds will be purpose-driven.

What is more important, one perfect world or lots of interoperable ones?
A big “universe” (like the web) with small interoperable ones makes a perfect virtual world says SnoopyBrown Zamboni.  I agree!

How can IBM play a role?
First, IBM brings legitimacy to virtual worlds for enterprise solutions.  This spurs the collaborative efforts and momentum on a broad scale.  Second, IBM understands b2b solutions and bringing virtual world collaboration to enterprises is a logical step.  Third: technology solutions, hosted solutions and business consulting leadership for v-business deployment.

Your turn...

December 27, 2006

IBM Questions Second Life #2

This is "part 2" of an earlier post about IBM's mixed reality Virtual Worlds global “think tank” in Second Life, held on November 30. The purpose was to think out loud about the potential of virtual worlds.  As promised in my earlier post, here are a few additional questions we tossed around.  I've noted my opinions on each.  Please add your own!!

Roo Reynolds blogged about the event here and provides links to the complete chat transcripts.

[Clarification 12-29-06:  The responses to the following questions are mine, not Roo's. The questions were posed - these are my answers.  Poor Roo should not have to take the blame for them. You can see eveyone else's answers on Roo's chat transcipt.]

What would slow/stop the growth of Second Life?

  • Lack of reasonable scalability; lack of web interoperability. 
  • More competitive introductions of virtual worlds. 
  • Overlooking the “user” part of “user generated content” and focusing too much on mapping the environment to enterprise requirements.  For either Linden Lab or enterprises to capitalize on the benefits of UGC (lots of content with little or no incremental cost and social networking behaviors), the environment must continue to stimulate user-ownership.

How to make it attractive to more people?
Interoperability, identity permeability and a better 3d engine will make SL more attractive, but ease-of-use that is critical.  Right now there is a heavy burden on user literacy.  Over time, “game babies” will be the dominate force in the work and market place, but in the near future, UI is vital – as well as less demanding user generated content building tools.

Is the Second Life culture anti-corporate?
I don't believe it is, in general.  The biggest fear is intrusive advertising and competing with the resident businesses. Arrogance is also a frequent complaint. 

The nature of SL sims is that they are “opt-in” and therefore they don’t intrude on most residents.  Some do feel threatened by the competition and the lack of cultural understanding.  They fear losing the culture of SL.  I think that is a very legitimate concern, and one that probably will likely take the same path as the web…some people collaborate, others compete, but overall crowds win.

There is still far too much “first world” thinking going on with brands – they need to step back and rethink the consumer and their marketing within this specific context – and within 2D social worlds, for that matter.

Enterprises need to understand the hyper-self that exists in virtual worlds.  They need to rethink/reconfigure the 4P’s of marketing (product, price, placement, promotion) for these spaces.  Gamers and virtual world residents look at “self” very differently – and that influence will only become greater and touch more areas in marketing and workplace as virtual spaces expand.

December 27, 2006

The New Publics: Text 100 Presents a Second Life View

Publics_text100_002_1 Yesterday Gregor Kondo of Text 100 presented his views in Second Life on “The New Publics” in a gathering of the Kuurian Expedition.  Unfortunately, a real-world meeting called me out of the question and answer period, but I have posted the transcript of Gregor’s talk below (if I find a version with the full Q&A I will link to it here - [full transcript]).   

First, a few thoughts of my own come to mind:

Publics_text100_001_2 Gregor's thesis is that we are living more individualized lives today that are not as “regulated” (influenced) by public institutions, brands or even our doctors and lawyers.  Gregor stated that as a result of this people are building trust in “new ways” – i.e. with people that share our interests – and that technology allows us to find these peers.

Gregor refers to “new publics” as people inventing their life in communities of peers.

In actuality, people have always lived their lives in communities and “trust networks.”  Today those communities may be geographically dispersed and trust networks may be larger, or perhaps more narrowly focused; but the fact is people have always trusted each other more than organizations - always.  In fact it is these peer communities that often track to the demographics marketers and media use so heavily today to segment markets.

There is no causation in the formation of peer communities to the lack of trust in institutions.

There is, however, causation between technology-connected people networks and the expansion of peer communities.  People have always trusted each other; networks are simply amplifying their ability to connect to each other.

The result is organizations have lost some/much of their power as intermediaries.

Because people were previously limited in their ability to connect by pure geography, organizations (of many kinds) served as connection points.  Today, the role of the organization is changing/diluted to that of a participant within a community of interest because people are not dependent upon any organization as the hub.   

This is where marketers, communicators, and business leaders fall into a bit of a trap – thinking of participatory technologies as creating “new publics.”  Anyone who has suffered through one of my presentations can hear me saying at this point “this is sociology, people, not technology."   All those “web 2.0” applications are simply enabling / amplifing something we as people (publics) have always been doing.  The difference is marketers, communicators and business leaders are seeing it and feeling it.  It is the “democracy” effect.   

But what about the question of  “new publics” in Second Life?  I believe the answer is yes – virtual worlds may indeed be creating “new publics.”  But not because people are connecting in “micro communities” within SL as either an augmented or an escapist social network.

I believe virtual identities open up the question of “new publics.”    People are people inside SL, just like outside SL.  But their interests are typically quite different in virtual spaces, their needs and desires are different in virtual spaces, as well as what it is possible for them to attain. Their values may even be 180-degrees different in virtual worlds.  My virtual and real-world identities might be transparent or they may be completely hidden from each other.  But in either case what I value and what I wish to experience in each environment may intersect very little.

The nature of Second Life – and massively multiplayer online environments in general have ‘role playing’ as a core feature or value.  People can of course role play in the more “transparent” virtual spaces of 2D social networks, like MySpace, but it is less of a core feature – or as easily maintained – as in 3D immersive environments like Second Life.

In virtual worlds social capital is at least as important as, and perhaps more important than, financial capital.  One’s virtual identity creates, expands and spends this social capital – and it does not necessarily impact in any way one’s real world social connections. 

In my mind, learning how virtual identities create “new publics” is where marketers and communicators will need to focus.  That means they will also have to participate through their own virtual identities.  Hmmm.  How interesting will this get?

What are your thoughts on “new publics” in virtual worlds?

Here is the transcript of Gregor’s presentation:

Gregor Kondo:

Welcome everyone!
Can you hear me? :-)
Please apologize that I’m sitting here, I simply didn’t want to stand throughout the whole session
Why would that include a talk about New Publics?
As you might know, the Kuurian expedition was sent “to the wild and foreign lands of cyberia” in the spirit of scientific expeditions of the 15th to 19th centuries
Is there such a thing as New Publics at all?
To answer those questions we need to take a look at the bigger picture
There are fundamental waves of change going through society, business and technology.
We all experience them somehow. I can’t go into detail, but here are a couple of catchwords:
In society, we are seeing much more flexibility, but also more risk for the individual. We are also seeing demographic change, gaps of wealth and values, migrations, etc.
In business we have to deal with globalization, super-fragmented markets, commoditization and price wars, lost loyalty with customers and employees, increased social responsibility, etc.
And in technology, we are seeing the rise of distributed computing, open systems, participatory technologies (I don’t like “web 2.0”), biotech, clean tech and much more.
All these developments are closely related and would deserve a large discussion, of course.
But for today, let’s just look at how these changes play out for our topic: the publics.
Let’s start from the society angle:
The relation between the public and the private is being redefined. We are living more individualized lifes that are not as regulated by public institutions as they used to be for our parents and grand parents.
As a result, people are building trust in new ways. They have less trust in established public institution like governments or brands, but even in personal advisors like doctors or lawyers.
Instead they increasingly build trust with people who share an interest with them: their peers.
In other words, we have more confidence in each other than in institutions.
For example, while our grand parents would have blindly followed the advice of their doctor, we are looking for someone else who suffers from the same disease before we undergo that surgery.
In addition to this social dynamic, we are empowered by new internet technologies to find our peers. We can use search engines to find someone else with that same rare disease who lives on the other side of the planet.
And we can create or join a community of patients with that disease on blogs or social networks.
Our more individualized life style and the technologies to push it through also results into increasingly fragmented markets.
Just consider this: while a grocery store in the fifties might have carried 3,500 items, today’s supermarkets will carry ten times this number.
Now, how do virtual worlds like SL relate to this?
We believe they are just a more radical technology for people to create an individual life and connect with their peers
They are an interesting version of the New Publics that are released from old institutions.
But in principle they are part of the same dynamic you can observe in any social network today, be it online or offline: people are inventing their life in communities of peers.
So, the New Publics are not a resort of virtual worlds, they are a dynamic of our time.
Against this background, we can also challenge the old distinction between the public and the private.
Is your SL identity private?
It is in the sense that you might hide from your RL communities that you are Super Girl in SL.
But then again you also live a public life as Super Girl within the virtual world, and the relationships there are very real.
From that perspective, it is rather your RL identity that is private, or even virtual!
Let’s add the corporate level to the discussion.
Today, we have corporations like IBM that do have a RL and a SL presence.
I think as a first step it is important to realize that the New Publics are everywhere in this system.
There are communities of interest inside Second Life, and there are communities of interest emerging inside corporations.
In the case of the RL corporation IBM, there are thousands of blogs on their internal blogging platform where people can find their peers they share an interest with.
Of course, they can do the same in SL, but in a more creative, experimental way.
For example, if there were an IBM project on monkeys, the IBMers could meet in SL in the jungle.
Now, theoretically I don't see any reason why all these different communities couldn't connect.
If and only IF there is an interest they share!
IF there would be indeed an interest they share, the COULD connect.
That said, as of yet, they rarely do,
because they are too much focused on their own agendas
rather than mutual benefits.
On the business side,
many are runniung into SL like they ran for internet domains ten years ago.
Often without being clear on their own objectives
and even less clear why the SL community would bother.
But also on the SL side, there are "immersionists"
who live and work in SL
and seem to feel threatened by the corporate immigrants
rather than considering how they could enrich the virtual world.
But there is even another layer we have to add:
The media. Both in RL and SL
The New Publics don't need them to connect.
That was different for hundreds of years.
But they still have a huge role to play:
as clarifiers and amplifiers.
Again, that's true in theory, not always in practice.
But I do believe that Public Relations can help to build all those connections between the New Publics.
I know we can in RL.
I"m confident we will learn to do it in SL!
Thank you!
I think the publics are all about the relationships between individuals.
Regardless of the fact whether their identity is unveiled.
Today, individuals can connect without the media.
They are empowered to have their own voice.
Still, the media can help with the connection.
As clarifiers and amplifiers.
Make sense?
[13:35]  Denials Frazer: it does, but i would like an example
[13:36]  Gregor Kondo: Okay, so my son is a penguin enthusiast.
[13:36]  Farley Scarborough: /nods
[13:36]  Intellagirl Tully: doesn't the media sometimes serve to cloud things, to present only one side, misrepresent instead of connect?
[13:36]  Gregor Kondo: He can find his community using a search engine.
[13:36]  Gregor Kondo: And they can connect withot traditional media.
[13:37]  Gregor Kondo: On all things penguin, like the last movie
[13:37]  Gregor Kondo: the next zoo
[13:37]  Gregor Kondo: the best travel agency
[13:37]  Vincent Doctorow: wasn't it the media that made people aware of the movie, however?
[13:37]  Vincent Doctorow: wasn't it the media that made people who went and saw happy feet that the movie was out in the first place?
[13:37]  Gregor Kondo: But he will still enjoy an article in a magazine that provides him some context
[13:37]  Vincent Doctorow: more than other peopel saying, "look, here's a cool movie about penguins coming out"
[13:37]  Frank Koolhaas: here it will become more and more important to manage public relations. so, the elder ppl in SL have some advantages, because they know better this environment. what will think the ppl with a big experience in RL and no experience in SL. They will accept that?
[13:37]  Gregor Kondo: like the ecosystem of penguins and what they need for their life
[13:38]  Denials Frazer: so the media can provide a context
[13:38]  Vincent Doctorow: Yeah good question.
[13:38]  Gregor Kondo: I'm surprised you would see it like that.
[13:39]  Gregor Kondo: I believe that companies have much less control on these gatherings today.
[13:39]  Gregor Kondo: Think of a drug company...
[13:39]  Gregor Kondo: and the community of patients discussing nasty side effects
[13:39]  Decka Mah: Except that they actually own the place we a re meeting in...and control the rules around it
[13:39]  Vincent Doctorow: I can see where Rik is coming from. The internet that has united penguin enthusiasts and amplified their interest in penguins can just as easily unite terrorists and amplify their interest in extermism.
[13:40]  Gregor Kondo: How would they have been able to do something like that in the past when they are dispersed across the globe?
[13:40]  Vincent Doctorow: It could bring a core or mainstream group of people closer together but just as easily pull the fringers father apart.
[13:40]  Gregor Kondo: Well, we are still exploring what we can do, but
[13:41]  Gregor Kondo: we will try to help building relationships between the New Publics that will be a win-win for all.
[13:42]  Gregor Kondo: You don't need to get spammed.
[13:42]  Decka Mah puts her hand on her heart and hears violins as the "win-win" tune plays in her head ...NOT
[13:42]  Gregor Kondo: I think the filters for users will get always better. Think RSS in a big way.
[13:42]  Frank Koolhaas: I see that there are still some skeptics around. when I talk about SL, some still laugh. when will it change?
[13:42]  Gregor Kondo: On the branding q.
[13:43]  Gregor Kondo: I think we are seeing a shift in brand development.
[13:43]  Spizaex Stepanov: I think that is the point.. You are not interested in pills, because you are sastisfied with this. The media have to discover what are your new interests, or create one for you, that you could buy..
[13:43]  Gregor Kondo: From the corporations to their communities.
[13:43]  Gregor Kondo: Think of the Treonauts blog.
[13:43]  Gregor Kondo: It was created by Treo users.

December 21, 2006

Flickr, MySpace, Bebo go 3D via 3B

If you doubt the coming of the 3D web, check out 3B.

3b2 3B takes your Flickr or Photobucket images, or your MySpace or Bebo pages and turns them into web-based 3D environments. You can create an avatar to wander around your personalized environment (called a village) with your friend avatars – or you can visit other villages, cities and stores.

3B has created at least 150 stores as 3D affiliate stores for Amazon, eBay, Sharper Image, Discovery Channel, Old Navy, Home Shopping Network, etc.

“Cities” in 3B are groups of topic-specific web sites that you can browse by strolling along and viewing them as larger-than virtual life art work  (you can scroll and click on links).

3b1 While the display of web information in 3B is essentially still 2D, it allows content to be positioned or juxtaposed in ways we cannot do within the single-page-at-a-time format of a web browser.   For example, browsing through book titles is much more similar to walking down store aisles then browsing via clicks on Amazon.  And while tags help us organize 2D web content, creating a visual “topic city” with them allows us to experience the information differently – or even perhaps to find it faster because of visual cues.  I often can remember what I saw – just not what it was called or what web site it was on.

Applications like 3B – and Second Life - are at the very least beginning to inform the discussions about better ways to interact with content, and more immersive ways to share it.

3B requires a download and is only available for the Windows operating system.

 

November 26, 2006

Big Brother Reality TV Show Goes Virtual via Second Life

Avatars may apply at the Big Brother house in Second Life.

Bigbrother_002 Endemol Netherlands is launching a month-long virtual version of its Big Brother television show, and they are now seeking 15 avatar participants from 3 times zones to spend a minimum of 8 hours a day in a Second Life bubble. 

The original television show was launched in the Netherlands in 1999 and has been replicated throughout the world as localized editions, reportedly reaching 2 billion people.  The premise is a group of contestants are housebound together, videotaped 24 hours a day, given various tasks, and are cut off from all outside contact.  Each week one of the participants is voted off the show, until the final participant is dubbed the winner.

The Second Life version will allow avatar visitors to watch the goings-on through the transparent walls of the five buildings on the sim, and each week the avatar audience will vote off three residents.  On December 31st the final resident will win their own Second Life Island.

Bigbrother_001_1 The Big Brother Club on Big Brother Island is open 24 hours a day and has all the rigging of a gathering spot.   On a visit there today I ordered a cocktail, danced, mingled with hopeful avatars, checked out the beach front cabanas, and chatted with a few of the Endermol production crew.

I asked why they were staging a “virtual” reality show in Second Life.  “To learn by doing,"  said Willem Weiland, a member of the Big Brother crew. “Virtual worlds are the future!”  His colleague, Max Dumart added, “It's no longer the question if you have to be here...television is the past!  This is fun on demand.  With television you have to wait for the fun to come to you.”

The real world Big Brother tightly integrates the television show with 24-hour web cams, and updates via SMS, email and WAP.  According to show director, Paul Romer, Second Life is another medium in its cross-media strategies.  “The role of online communities is becoming increasingly important.  Second Life represents a fantastic opportunity to amass knowledge of the virtual world.  In the future we will use this experience to develop specific content for online communities,” he said.

Bigbrolounge_001_1 There doesn’t appear to be any plans to integrate Second Life with real world television.  Willem Weiland did say however that machinima was one of their next projects.  It only makes sense that Endemol would be experimenting with virtual world production to bridge the virtual real time “on demand” fun with real world on-demand viewing of the virtual happenings. 

Is anyone else feeling a little confused about what is real and what is virtual?

See the dedicated website at http://www.bigbrothersecondlife.com.

Visit Big Brother Island to register or to watch and socialize.

November 6,2006

Text 100 and PR in Second Life: A Long Way to Go

The thing that finally pushed me over the edge was the last line – “you'll find us on Text 100 Island.” 

That’s the last line of the recently released Text 100 “Machinima News Release” (Gary Goldhammer and I landed on the phrase over the weekend), about their presence in Second Life.

I respect this PR agency hugely for making the leap into Second Life.  They have taken the risk, put it out there for comment and discussion, and are the ones with the arrows in their backs (from people like me).

The “problem” I have with the Text 100 piece is point of view – narrow. Sadly, Text 100’s machinima simply encourages clients to do the same things differently instead of opening minds to the expanded expectations “our publics’ have in virtual spaces.   It echoes the hollow spaces of the web left by brands that (still) fail to connect with their publics in that “old” 2D virtual space.

So, our publics have gathered elsewhere and played with our brands without us – on their own websites, chat spaces, blogs, mashups, video cameras, social networks – and on into SL.

Phinnboffin Second Life is an immersive environment – content is 360 degrees with height and width and depth and texture and emotions that are capable of reaching the very depths of our hearts and brains in ways no 2D “media” can. It is “simulation” not “duplication.”

Our brands cannot be an “island” where we create an “immersive environment.”  We need to BE the immersive environment.  To further the geologic analogy - the coral reef – where life teams in the nooks and crannies and the creatures that live there become the infrastructure.   From Wikipedia:  “where there is mild wave action, not so strong it tears the reef apart yet strong enough to stir the water and deliver sufficient food and oxygen.”

Web-3D challenges us to define PR – indeed our organizations - within this context.  Not within the context of doing the same things in a different way.

We must think of Second Life and other virtual spaces far more deeply.

Photo credit:  Phinn Boffin

Virtual Laguna Beach Prototype Available in Second Life

Lbslpark You probably already know that last week MTV officially launched its Virtual Laguna Beach.  But, The Electric Sheep Company has posted today that the prototype for VLB was built in Second Life – and is now open to the public there.  Check out the Second Life Virtual Laguna Beach prototype here: secondlife/laguna beach/43/215/23/.

Vlb_2 I recommend the you also drop by MTV’s “sneak peak” beta site  and at least take a look at the promo video on the home page and click in on the VLB Central page (Events page wasn’t working for me).  MTV is showing this Tuesday’s (tomorrow’s) Winter Formal episode in VLB before it airs on TV, and inviting everyone to join in on the “first ever” VLB Winter Formal. 

They’ve done a nice “Visitor’s Guide” – which will give you an idea of the features. But, hey, go all the way and register!  I'll be checking it out.

Tracking this one, but my hunch is, if nothing else, it is going to be a very interesting experiment in "socializing" a tv show and may be beating one path through to the next generation of tv.

Fleishman-Hillard’s Next Great Thing Initiative Looking for Avatar Manager

Fotolia_869899 YPulse , a GenY trend and news publication, posted a call the other day on behalf of Fleishman Hillard’s NGT initiative for a “manager of virtual world avatar.”  The job description includes managing the avatar, interacting with players, sending blast emails to members, and being able to “handle in-game requests with the interest of the client in mind.”

Tony Walsh over at Clickable Culture has an amusing response to this career call for an “advertar-puppeteer.”   

On a more serious note, if companies are going to explore virtual spaces, they need to “staff” them.  It is a criticism I’ve made of the W’s Aloft hotel property – there is no one there to interact with.

In fairness to FH, the tasks listed are exactly what educational institutions are doing in “staffing” their virtual spaces…someone to meet and greet, ask questions of, and provide information both in-world and out (via  in-world IM, or via SLMail).

Now, execution on FH's part is everything - and training their avatar managers is key. But if creating community is the new marketing/communications paradigm, then we are going to see more calls for avatar managers.  And we communicators are going to have to learn some new skills ourselves.

Photo Credit: © Roland Csuhaj

Virtual World to Accompany Real MTV Show

MTV is at it again – a new way to experience television this time.  They are in the “alpha” phase of a project called Virtual Laguna Beach – a virtual world for the fans of the reality TV show, Laguna Beach

Vlb The news was spreading yesterday, but this afternoon, Chris Carella, who has been working on the project at Electric Sheep Company, posted fun insights and interesting facts (including this photo) about the project. He indicates there is a “group of companies” building the world, including his own.

This isn’t to be overlooked as a marketing gimmick or a way to extend advertising opportunities.  This just might be what TV networks have been looking for in moving to an “interactive TV” model. Disruptive is just one (buzz) word that comes to my mind.

The virtual space, like the world of Second Life, will be an evolving.  MTV plans to program events within VLB to complement the show, and it sounds like they’ll easily be drawing in the 173,000+ MySpace friends of the show.  This project is simply a way to extend the “traditional” social network around a shared interest into a fuller shared experience.

And, MTV plans to give them plenty of shared experiences – from a theater in which to watch the TV show with friends (around the clock, of course), to places to gather for dates that mimic the real places in the show.   Custom avatars, shared shopping, music and videos as well as organized and “resident”-initiated events - all built around the show – will no doubt keep that MTV feel going in-world.  Residents are rewarded for “Laguna-style talents such as socializing, fashion, and shopping,” according to Chris.

Chris says its “next generation TV.” And we should know better than to doubt MTV. 

Virtual Laguna Beach is being built inside the teen-oriented There.com (not Second Life).

Read more details here.

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