Showing posts with label virtual worlds. Show all posts
Showing posts with label virtual worlds. Show all posts

Wednesday, November 25, 2009

Universal Platforms for Virtual Goods and Social Currency

Thanks Mobile Behaviour for this on Viximo's interesting offering for virtual economies

socialcurrency

Social currency and virtual goods have kept online gamers locked in their basements for years. Then Facebook introduced us to the virtual gift, and digital birthday cakes became badges of honor. Now game dynamics are becoming an increasingly popular way to encourage behavior online and on mobile, turning life into one big game.

A new startup called Viximo is looking to help smaller social sites build their own virtual goods platforms. Their turnkey solution includes an embeddable gift store, showcase and microtransaction system.

"Our virtual goods solution is designed to provide social networks with a powerful solution they can grow with, yet spend only a week integrating," said Brian Balfour Founder and VP of Product Marketing at Viximo. "This allows web publishers to focus on their core business--engaging their audience--while we provide their users with targeted and merchandised virtual goods through a well vetted and integrated system."

Viximo's solution supports various types of virtual currencies including cash, reward, mixed, or dual currency systems, and aggregates the best payment methods including one click credit card purchasing, PayPal, mobile, and CPA offers.

Techcrunch points out that Viximo’s ‘universal giftbox’ option, which allows for a gift given on one site to also appear on another site, could be both confusing and ugly. This is a good point, but it would be great to see some standardization across networks, not just for virtual goods but for all the gaming elements we're seeing built into social networks and media sites.

Thought Starter:

With the proliferation of “leaderboards” – the hot new SNS accessory that quantify site activity (see Foursquare, Fashism, Hypemachine, Learnvest…)—there’s an opportunity to create a points exchange. So just like you can use your frequent flier miles on partner airlines, you could redeem currencies on partner sites. Or how about a platform that aggregates social currencies and lets you redeem them for branded rewards?


Thursday, October 1, 2009

THE NEXT DIMENSION

Thanks Trendcentral for this on the fast approaching (virtual) world in 3D

With 3D this genuine, who needs reality?
3D is on its way to becoming the norm at the neighborhood multiplex, particularly for animated features and horror flicks. And while it may be a while before Woody Allen's next film visually plants us on a NYC sidewalk while screening in a Topeka theater, 3D soon will be moving from the cinema to the living room in order to enhance your home entertainment experience. Here's a look at some of these retina popping devices and how artists are taking the technology and running with it:
Sony 3D: Sony says it will have 3D technology in American living rooms by 2010 in products including BRAVIA LCD HDTVs, VAIO computers, Blu-ray discs and PlayStation 3. Although the idea of watching Lost in 3D is certainly not without its appeal, we expect that gaming may be the category to really lasso this technology. Today's new third dimension isn't like going to the arcade in the mid-'90s and paying $8 for three minutes of watching neon lines. It's adding a feeling of actual space. This could upgrade the "guy stuff" on your computer to a whole new intensity level - imagine video game bullets that feel like they're headed right into your couch.
i-3D Video Glasses : While Sony confirmed that they are going to have 3D TVs ready for gaming addicts next year, don't expect to be able to walk around images in the same way that Princess Leia circled Obe-Wan Kenobi begging for help. You'll still have to don some head gear to make the images pop off the screen. For those of us who can't wait for Sony to fine-tune the home 3D experience, the i-3D Video Glasses plug into any DVD or MP4 player and feed you video like Star Trek's Geordi LaForge got his. The images look like they're on a 80" x 69" screen, while you look like you need a ticket to Comic Con.
Projection Bombing : Let's not forget that our interest in 3D was sparked by illusions designed to look like they have depth. That concept is being stretched by street artists and, more recently, projection artists. A tech-driven evolution of graffiti, projection bombing is when fleeting images are transmitted on to unsuspecting walls and buildings with nothing more than a Honda generator, projector and laptop. (Check out this video of a digital tiger running across a city's buildings.) Urban Screen, a collective of German artists and architects involved in research and development of experimental media installations with the aim to stage urban displays, seems to be the leader in these optical assaults. The content housed in their Vimeo channel will trick your eyes even more than that online pinwheel everyone's been staring at to make their hands look like they're melting.


Wednesday, September 2, 2009

Bobba scheduled for September launch

Ooops... found and saved this post as a draft, now can't remeber where i got it. Sorry, but thanks for this on a new virtual world for mobiles... one step close to a unified, 3D, virtual reality

Bobba scheduled for September launch

August 31, 2009

After successfully developing it’s three year wireless research project, Mini Friday (a successful mobile virtual world), Sulake - the parent company of Habbo - has confirmed that Bobba is scheduled to launch in September. Bobba is Sulake’s newest addition to it’s virtual worlds. Unlike Habbo, which runs on a computer, Bobba is a virtual world accessible from mobile devices. The mobile virtual world has some visual similarities to Habbo, but Bobba is targeting an older demographic of 16 years and older.

Bobba images

Mika Salmi, Sulake’s Chairman of the Board, told Reuters that the new world will be the first virtual world that can be accessed directly from the iPhone or iPod Touch, either via a wireless connection or an operator’s network. In another comment to Reuters, Sulake’s Chief Executive Timo Soininen said “Bobba is still very much in the early development phase … Our aim is to build a virtual world, which is virtually platform free — it can be accessed practically anywhere, with all kinds of devices.”

Bobba opened public testing earlier this year and can currently be accessed from mobile phones running the Nokia Symbian operating system. The virtual world currently has over 28,000 registered accounts.

More on the story can be found in this article.


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Thursday, August 20, 2009

A Second Chance for Second Life

My personal feeling is that virtual worlds are yet to have their real day in the sun. 3D web and mash-ups with AR are only a matter of time.... and bandwidth (please Australia, sort that out).

Thanks WSJ for this post.

Northrop, IBM Use Virtual World as Setting for Training, Employee Meetings

When American soldiers and police officers from across the U.S. want to learn how to operate Northrop Grumman Corp.'s Cutlass bomb disposal robot, they go to the military contractor's secure Space Park installation.

But they don't have to jump in a car or hop on a plane to get there. That's because Space Park exists only in cyberspace, or more specifically, in the computer-generated world called Second Life.

Virtual reality "is not a fly-by-night technology. It's not a passing fad," says Matt Furman, a Northrop Grumman software developer who helped build Space Park, where customers can spend hours training.

Launched in 2003, Second Life burst onto the scene as an escapist's three-dimensional domain where colorful avatars -- digital alter egos that users create -- could travel and socialize with other "residents." But it hasn't lived up to the early hype among consumers and marketers.

IBM Corp.

IBM is among the corporations that have used Second Life to create venues where employees can gather.

Second Life averages about one million monthly users, a small number compared with other online services like social-networking site Facebook Inc.

But Second Life is getting a renewed lease on life as a setting for trade shows, employee meetings and other corporate events for the likes of Northrop Grumman, Cigna Corp., Intel Corp. and Wells Fargo & Co.

Linden Research Inc., the San Francisco company behind Second Life, is targeting business users with new products and services, including a feature that will let users call into virtual meetings from their cellphones. It is also testing hardware that companies can plug into their computer networks to create private virtual venues.

Such uses are a departure from Second Life's initial corporate appeal. Initially Second Life attracted the likes of Nike Inc. and Coca-Cola Co., which saw the three-dimensional world as a digital marketing test bed.

Nissan Motor Co., for example, built a virtual vending machine that dispensed cars that avatars could test drive, or even fly. But interest began to wane, Nissan says, and it pulled out of Second Life last year. "There were a lot of things competing for our marketing dollars," a spokesman says.

The marketers are being replaced by corporations that are using Second Life to host virtual conferences for employees or business partners.

Few have jumped in as deeply as International Business Machines Corp. Last year, IBM hosted an annual gathering of its leading thinkers in Second Life. The October event would have otherwise been scaled back because of the recession.

The three-day event, which peaked at about 250 concurrent users, helped demonstrate the promise of virtual reality to many IBMers who were still doubtful, says Neil Katz, one of IBM's distinguished engineers.

"We turned hard skeptics into skeptics and skeptics into true believers," he says, noting the venues have since been used for other IBM events.

After creating an avatar, Second Life allows users to gather in a virtual setting and speak using headsets or chat through text messages. Users can also share documents, watch presentations or draw on a white board.

Companies that don't have the technical capabilities of IBM can hire a virtual conference organizer like Dan Parks, a real-life conference planner who has created Virtualis, a Second Life "island" on which he has built a giant dome, various exhibit halls, ballrooms, an outdoor entertainment center and even a yacht.

"Anything your mind can imagine, we can create in here," Mr. Parks says. For about $7,000, he will run a two-day conference for 75 people from around the world. A similar event in real life would cost about $150,000, he says.

No one expects virtual events to supplant real life. Conference planners say virtual meetings work well when the aim is to share knowledge or train people, but they fall short when networking is the goal.

"Companies that are moving to virtual meetings need to think through why they are doing so. Saving money can't be the only reason to do so," says Joan Eisenstodt, a meetings and hospitality consultant at Eisenstodt Associates LLC.

The appeal of virtual events has strengthened in the recession. Event planners say a growing number of companies are using Second Life, as well as rivals ActiveWorlds Inc. and Forterra Systems Inc., to cut costs. IBM says it saved about $350,000 by hosting its October conference in Second Life.

While Linden isn't focusing solely on the corporate market, it is taking steps to make Second Life more business friendly, says Linden CEO Mark Kingdon.

For example, the company recently created a site to introduce Second Life to business users and it is redesigning the "first hour experience" to make it easier for users to create accounts. Linden is also planning to launch a service allowing people to call into virtual meetings from their landlines or mobile phones.


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Thursday, May 21, 2009

'Virtual currencies' power social networks, online games

Thanks CNN... jesus, am i really reposting something from CNN?

(CNN) -- When Santiago Martinez wants to give his friends birthday presents, he buys a cake or flowers or sometimes a teddy bear.

'Virtual currencies,' like the hi5 Coin, shown here, are becoming more important on the Internet.

'Virtual currencies,' like the hi5 Coin, shown here, are becoming more important on the Internet.

But the 41-year-old, who lives on Mexico's Yucatan Peninsula, doesn't spend pesos or dollars. He buys the gifts with an online-only currency called hi5 Coins.

He also doesn't deliver the gifts in the physical world. They appear digitally on his friends' online profiles on a site called hi5, which is a social network like Facebook or MySpace.

"They can't eat the cake. It is an image -- the thing that it represents," said Martinez, an accountant with a wife and two kids. "You can send the feeling of that [cake] that you want to send."

In any given month, he spends the equivalent of $40 in this manner.

But Martinez is hardly alone.

As our identities migrate further onto the Internet, currencies that exist only online are becoming a more significant part of commerce on the Web and in the real world. Some, like the hi5 Coin, operate almost like tokens in an arcade or tickets at a fair: They're a stand-in for real-world currency.

Other "virtual currencies," like Second Life's Linden Dollars, however, are traded on markets. The currencies also fuel online gaming communities and are becoming an important part of social networks.

Several online currencies are competing to be the economic engines for MySpace and Facebook, which don't have their own unified currencies. Other social networking sites, like hi5 and myYearbook, have created their own units of money for their users to spend.

All of this movement leads some experts to see a future in which virtual currencies enter the same trading space as their real-world counterparts.

The online monies are not robust enough to trade competitively against real-world currencies, but people underestimate the large amount of cash that is transferred from the real world into virtual currencies, said Edward Castronova, a professor of telecommunications at Indiana University.

Castronova says people transfer at least $1 billion into the virtual currencies each year, with most of that money going into online games. The actual amount could be much higher, he said, but the market is hard to quantify.

"The question is really one of scale," he said. "Is this big enough for someone to take their 401(k) [out of real-world currency] and start looking into this? No, absolutely not."

Sometimes, people collect online money simply by purchasing it.

In "World of Warcraft," players earn WoW Gold as they advance through the game. The currency has become so sought-after that it is bought and sold on a black market, experts said.

Low-wage workers in China are known to play the game for a living and then sell the virtual currency they earn to avid "World of Warcraft" players in the West. This despite the fact that the game's maker prohibits such activities.

As the market for online-only currency grows, problems that plague real-world economies start leaking in, said Charles Hudson, who runs the Virtual Goods Summit, an annual conference.

"Once you get a virtual economy that's functioning, you run into all the problems that we have with the real economy: taxation, interest rates, inflation. All of the same problems that cause headaches for the Federal Reserve come up in the virtual economy -- and the stakes are the same," he said.

The solution has been for each social network or game that uses its own currency to appoint a money manager. Hi5, for instance, employs a staff economist for this purpose.

The site soon hopes to make as much money through its virtual currency exchange as it does from advertising, which is the primary revenue source for many social networks.

Mark Methenitis, a Dallas attorney who writes a blog called "Law of the Game," said online currencies are "completely unregulated," which will make trading them against each other dangerous.

"There is huge potential for fraud, for what would be the equivalent of insider trading," he said. "Also, since these economies are completely under the control of the virtual world owner, it's pretty easy to cause massive hyperinflation."

Social networks and virtual worlds are currently trying to find ways to manage or capitalize on their developing economies.

These networks' successes may hinge on how they are able to manage their economies and currencies may, experts said.

Facebook is researching the idea of creating a unified currency but is "very early" in the process and has not committed to it, the site said in a statement to CNN.

Currently, applications on the site -- which allow users to play games with each other and trade gifts -- are powered by currencies made by the application's developers, not by Facebook.

These developers are making good money on the system, and Facebook is missing out on profits in that area, said Hudson, of the Virtual Goods Summit.

Joey Seiler, who writes about virtual worlds, said virtual goods are becoming more popular because people are taking their online identities more seriously.

At first, it may seem ridiculous that someone would pay for virtual currency in order to buy a T-shirt icon to put on a social-network profile. But Seiler said more or his friends see the virtual T-shirts on his Facebook page than see any T-shirt he wears in real life.


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Wednesday, February 4, 2009

Layered virtual world the next big thing?

Thanks Personalised Media for this on intersting SN site: Rocket on

RocketOn & On & On - Twitter 2.0?

rocketoncomedyIf RocketOn grows at its current rate it may be the follow-up to Twitter as a real time, web 3.0, animated avatar, 2D web integrated social application.

It will of course need much more sophisticated friend and group management and the following/followers paradigm would work wonders here. But no doubt the company have lots on the boil along these lines?

I have written for the past year or so about those half-way house virtual worlds, avatars that exist as a layer above the traditional, flat 2D web in posts here and here.

Leader of the pack of these ‘parallel’ virtual worlds (I still prefer layered btw!) by some way is San Francisco based RocketOn which now has 114 000 unique active users of the service that primarily operates as a browser plug-in. CEO Steve Hoffman has told me of some key developments that will lift the service firmly out of beta. First and foremost are six major new partners that will expose RocketOn to more than 2 million potential users.

RocketOn Launches Beta with Comedy.com, Hypster, Online Flash Games, Hotspot, faceDub and Boosh Magazine. Parallel Virtual World Platform Goes Live - “Imagine what it would be like if you could join a virtual world on your favorite site and interact with everyone on that site,” says Steven Hoffman, CEO of RocketOn. “And what if you could also take your same avatar to any other website and meet people there?” The result is a parallel virtual world that spans the entire Internet, where users rocket through cyberspace with their avatars and interact with virtual environments on any site they choose.

rocketontrafficdemoHaving used RocketOn for some time on and off it reminds me of the web equivalent of the flash-mob - adhoc social gathering where you share brief experiences with others, ‘above’ web content, sometimes very compelling. It is fascinating too that there is a strong female demographic (67% in the US) suggesting parallel worlds being seen as (and used) as social vs ‘gamey’ space. More interesting in the stats is the high proportion of 12-34 year olds - often the ages where usage of social virtual worlds tends to dip. So RocketOn is definitely feeding on the traditional Facebook and MySpace network.

So the real time social element is best suited to comedy music, video and casual games where a live, real time’ness is key. Being able to call your friends together for activity and discussion around primary content in this way perhaps turns the back-channel (as in textual chatter) into the front-channel (where physicality comes into play). There is something about synchronous fun (and learning, there is a killer app hidden here for remote learning folks) over full screen video too - so RocketOn over full screen web video starts to remind me where IPTV was meant to be heading back in 2004! Participatory TV via the web back door anyone?

Here is the official press release that is going out today Feb 3rd

rocketonhypsterParallel Virtual World Goes Live

SAN FRANCISCO, CA — February 2009 — RocketOn, Inc., a venture-funded startup located in South San Francisco, is rolling out its virtual world platform by embedding virtual worlds on partner sites. RocketOn’s partners range from comedy, music and game sites to community networking sites and college magazines.

“Our goal”, says Bryan Suchenski, partner manager, “is to build social interaction and community on our partners’ websites, thereby weaving a virtual environment into the very fabric of the Web.”

RocketOn has built a platform for easily embedding virtual worlds into partner sites, allowing their users to interact in real-time with one another. Every partner site is part of the overall community, and with the click of a button, users can take their avatars anywhere they like on the site.

“Imagine what it would be like if you could join a virtual world on your favorite site and interact with everyone on that site,” says Steven Hoffman, CEO of RocketOn. “And what if you could also take your same avatar to any other website and meet people there?”

The result is a parallel virtual world that spans the entire Internet, where users rocket through cyberspace with their avatars and interact with virtual environments on any site they choose.

“What caught our attention about RocketOn is the potential for a new type of real-time social interaction on our site,” says Cahit Onur, CEO of Online Flash Games. “We felt this would help build customer loyalty and extend our brand into the virtual world space. We’re happy to be working with RocketOn and are open minded about new projects and ideas.”

RocketOn is announcing six partners now, with more to come in the near future.

ROCKETON’S PARTNERS INCLUDE:

Comedy.com is one of the Web’s leading comedy sites. It combines the best collaborative filtering tools along with exclusive, original-themed content, best-of-the-best lists, and timely topical material. www.comedy.com
Hypster is a music discovery site, offering Facebook, MySpace and Friendster users a personalized music player and playlists. www.hypster.com
Online Flash Games is a popular Flash games community. www.onlineflashgames.org
HotSpot is a community networking site to meet new friends, where users can store or share photos, create blogs, and share interests. www.98spot.com
faceDub develops fun and easy software that allows users to insert their faces into any scenario.
Boosh Magazine is the newest name in college entertainment. Boosh puts a unique twist on the whole ‘college magazine’ market and comes direct from a network of student columnists across the country. www.booshmagazine.com

ABOUT ROCKETON:

RocketOn is a venture-funded startup that is pioneering parallel virtual worlds. Its management team has worked at top game publishers, including Sega Sammy (SGAMY) and Electronic Arts (ERTS).

If you’d like more information, please contact:


Monday, October 27, 2008

Another mega list of social media examples

This time, a channel/functionality based view of Peter Kim's list from The Global Social Media Network. Thanks!

Applications

Social networks

Online Video

Blogging

Podcasting

Widgets

Crowdsourcing

Bookmarking / Tagging

Microblogging

Photosharing


Blogger/Vlogger/General Outreach

Wiki

Virtual worlds

Mashup

Word of Mouth campaign

Public Relations

  • Intel -Social media news releases

Sponsorships

Rating and reviews

Discussion Boards / Social Polling

Brand monitoring

  • Mini USA MotiveQuest project.
  • Toyota Client of Nielsen Online.
  • Del Monte Using JD Power/Umbria to listento conversations from dog owners
  • Yum Brands Nielsen Online and Radian6
  • Dell Brand Monitoring: Uses conversation monitoring from Visible Technologies