3D virtual worlds can be a useful tool for connecting people around the world and driving innovation for businesses. Many large companies are using virtual worlds for recruitment, training, and improving productivity. Virtual worlds also provide opportunities for socialization, as evidenced by accountants holding parties in Second Life. While virtual worlds are still developing, their revenue and user numbers continue growing each year. Overall they present opportunities for collaboration and creativity if their potential is fully recognized and exploited.
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3d Virtual Worlds - presentation at IABC09 World Conference
1. 3D Virtual Worlds
A waste of time
a wasted opportunity?
Lee Hopkins
IABC World Conference
7th June 2009
2. of what you think you know
about virtual worlds is
wrong
4. Manuel Castells
own terms
social
and own self-communication
movements
projects the product of our
culture
rebellious
confront
individuals
technology is a social
construction
use technology
individual self-construction of
autonomy the social actor
5. 3D Virtual Worlds
connect
keep in touch
around the world
8. Approximate total revenues: multi-user online games & VWs
Second Life: US$14.3m/year
Habbo Hotel: US$60m/year
Final Fantasy XI: US$104m/year
Lineage2: US$195m/year
Lineage: US$281m/year
World of Warcraft: US$2.2b/year
9. In 2008
Global box office sales US$27b (MPA)
Six major film studios: all media revenue US$43b;
Video games industry US$48.3b;
Online games US$4.2b just in Asia-Pacific
In 2012:
Games Industry US$70 bln (PWC)
17. aloft
Over the past few months, we have actively solicited input from you,
the Second Life residents, on such design features as public spaces,
guest rooms and exteriors – everything from color palette to space
planning. After reviewing all of your comments, several changes to
the overall design of aloft are a direct result from your feedback. Not
only have these changes been applied to the virtual hotel, they will
also be reflected in the “real-life” aloft hotels.
http://www.virtualaloft.com/
18. “We developed Scion City to connect with the trendsetters. That's our target
demographic - people who do things first. Trendsetters are instrumental in promoting
brands.”
Adrian Si, Interactive Marketing Manager, Scion
scion
27. WHAT FOR WHO IS
Recruitment KPMG, Accenture,
Johnson+Johnson
Training Cisco, Imperial College
London, Uni of London,
Kingston Uni
Cost-saving IBM – $320k+
Productivity improvement IBM – 95 person/hours
Health improvement Uni of Houston
programs
38. Accountants in Second Life
Why did accountants party in Second Life?
“We had a really fun time designing the venue and we've had great
feedback from our members, especially those based in regional
Australia and others in England and North America.
“I think something like this will be able to provide our members
with a high level of service irrespective of where they live in the
world.”
Alex Dalidakis, CPA Australia
46. How innovative do you think you are?
Vs
How innovative are you – really?
48. Description of weakness S (1-5) U (1-5) G (1-5) Action to be taken
S = Seriousness: effect on ability to communicate with stakeholders
U = Urgency: degree to which weakness affects ability to meet needs of Comms Plan Based on COSTanalysis, Lambert (1996)
G = Growth: tendency of problem to worsen if not addressed
49. Qualified to Exploit? Exploit? Exploit?
Description of communication opportunities Exploit? Y/N Now Future No
50. Marketable Possible
Description of communication strength in-world? USP? Action to be taken
Y/N Y/N
51. What could go wrong? Avoidance plan Contingency plan
52. 3D conclusion
• Innovate or die
Innovation
is driving • Increase productivity
change
• Oxygen from outside
53. of what you think you know
about virtual worlds is
wrong