Virtual Worlds 2007: Day 1 morning
These are some of my thoughts of observations from day 1 of the Virtual Worlds Fall conference in San Jose, California.
Chris Sherman just gave a few introductory comments.
- The show is big with at least 1000 people
- There is so much interest in the space, not that you didn’t know that.
Sibley Verbeek, Electric Sheep
- This is still a largely experimental industry
- Lots of teen/kid platforms, lots of choices for companies that want to invest and get into virtual worlds
- There are just a lot of ways and places to experiment – we haven’t even touched half of them yet
- Long-term business models haven’t been experimented with yet
- Large-scale retail hasn’t been tried, for an example
- This is one reason why Anthony Zuiker is here today – to talk about bringing virtual worlds to mass audiences and show a business model around it
Anthony Zuiker, creator of CSI
- CSI was his first TV program
- Grew up as a latchkey only child in Las Vegas and wrote letters to make a bit of money
- Got the CSI idea by watching a Discovery Channel show and riding along with Las Vegas CSI units
- CSI is the most lucrative franchise in the world, it’s on in every country except North Korea, Iraq, Iran, Afghanistan, Pakistan and Uzbekistan
- The future of TV is web-native integrated experiences – web, mobile, game, interaction, etc.
- He told the story of an episode that used the Suicide Girls in the narrative, and that increased their web traffic 50%. This means that people are getting integrated experiences – watching TV and using the web to get more info about the narrative.
- edoc laundry sells t-shirts that put together tell a story, almost like an ARG
- CSI-Q was a small contest/quiz game integrated with CSI:NY
- They have some cool mixed media stuff coming up.
Blurring the lines between virtual and real worlds; David Gardner, Icarus Studios
- Largest brands and companies are asking how they can put entertainment value in virtual worlds
- Businesses are trying to understand ways tounlock new market and engagement potential with virtual worlds
- WoW, SL, IBM and the media are making people really aware of virtual worlds.
- This gets consumers intrigued, especially because the medium is so visual.
- Companies who want to get into this space need a complete solution: technology platform, production capabilities, operations and a business model that lets both sides win
- Key features needed for your platform: in-world browsing, robust user expression, migrating a brand experience (maybe not exactly the same experience – innovative stuff can reinforce brands better), integrated VoIP, robust avatars and user profiles (helps people connect and identify with their avatar), casual game integration, in-world media
- User metrics are moving from impressions to CPC to CPA to time spent; having a 3D construct helps you make your site stickier to increase time spent
- All major brands should be in virtual worlds
- Ads can be good content, too
- Don’t make any assumptions – passive entertainment is not the same as active entertainment; MMO developers are the experts in this space
- Look for the right partner, maybe a thought leader with proven capabilities
- Decide how important this is for your business, how it relates to your strategy, and choose how much to invest in virtual worlds based on that
- Stay focused, and if you don’t create entertainment value, it won’t work





























October 12th, 2007 at 7:35 pm
[...] day 1 morning [...]