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

Thursday, March 19, 2009

You're too Much my Kaneva Friends -- Keep in touch!




I'm touched by all of the Kaneva member messages I've received over the past couple of days. Please understand it's been hard to personally get back to everyone immediately seeing how I'm trying to stay focused on my job search. ;)

To anyone that I haven't connected with yet -- the links, pics, messages and well wishes are very much appreciated. Please continue to keep in touch! All of you long-time Kaneva members are very near and dear to my heart.

All my best to everyone "impacted" by the K-bomb that dropped Tuesday at noon!

Be well,
Angie Gibson



angiecgibson@gmail.com

www.linkedin.com/in/angiegibson

www.facebook.com :: Angie Catalano Gibson

www.twitter.com/angiecat

http://gibbyclan.blogspot.com

www.dagibbyclan.com

www.kaneva.com/gigi

Blue Poppy Search Marketing, LLC :: Online Advertising :: Social Media :: Creating Customer Evangelists

See also: kanevian.wordpress.com , www.ravedya.com , forums.kaneva.com

Saturday, March 14, 2009

Zero Barrier to Entry - No downloadable client, Easy access


The Virtual World Platform Wars - Zero Entry Barrier Required?

Current market statistics clearly show that complicated, downloadable 3D virtual worlds (like Second Life) are not attractive to the majority of potential US consumers online. In reality over 90% of virtual world users are in 2D browser-based services like Yoville, Gaia, Habbo and Club Penguin.


Will 3D Virtual Worlds Need to be Browser based to Hit a Tipping Point?

Browser-based platforms built with Flash and Java -- familiar technology to the mass market consumer and that provide easy access will no doubt be the first to succeed.

Browser based with Rich Media Features - Consumers Favorite Online Tools?

Zero Barrier of Entry means no downloadable client, easy registration and access, as well as open architecture to enable easy integration with popular third party services like YouTube, Flickr and Facebook -- and eventually third-party casual games.


Zero Barrier to Entry - no downloadable client, and easy access? Is this the only way 3D virtual worlds will go mainstream consumer?

Wednesday, October 8, 2008

Will video games become better than life?

Will video games make life better? During these uncertain economic times will video games be what Hollywood movies were during the Great Depression?

Friday, September 5, 2008

Myrl Connecting our Virtual Lives?

"The virtual scene is getting really crowded and users need a tool that helps them reduce and manage this complexity. We are now supporting 19 virtual worlds and we are going to integrate more platforms by the end of the year. The release of the Social Gateway for Virtual Worlds is the first step of a long roadmap. The way we use virtual worlds is changing, and we intend to support and foster this change." -- Francesco D’Orazio founder and CEO of Myrl

The current closed off state of virtual worlds naturally demanded the need for a FriendFeed. This is exactly what Myrl wants to be. Myrl is a web based social gateway that is designed to make the experience of using virtual worlds more interconnected.

Myrl allows people to connect their various virtual lives (i.e. your World of Kaneva account with your friend's vSide account) and interact with people who are not present on their virtual world -- yet. Myrl members could than share their virtual life on the web by creating their avatar profile and post content such as popular places, events, news and images that every user can vote on (or Myrl) to make them more visible for the rest of the community.

Currently Myrl does not support sign up to different virtual worlds right from within Myrl. Myrl is not a virtual world in its own right but rather a glue that connects these different isolated places.

Wednesday, September 3, 2008

There.com offers OS X version, Facebook Plug-in and IM application



Big news from the virtual world, There.com, today. It appears ready to reach for some new and broad audiences, announcing Tuesday night that it would finally be offering support for Mac OS X, as well as a new Facebook plug-in and an instant message application that can communicate directly with anyone on the Internet.

The name of the IM application on There is called ThereIM and the Facebook plug-in is called Facing There. Facing There is a way for avatars to showcase their Facebook profile.

http://news.cnet.com/8301-13772_3-10031096-52.html

There competes with Second Life, Moove, and the World of Kaneva.

Wednesday, June 4, 2008

Vollee beta for SL

Download Vollee mobile access to World of Second Life

Welcome to the Vollee beta. You can now access Second Life whenever & wherever you want to.

  • Works on over 40 handsets already (more being added), with a data plan
  • Works on 3G or WiFi enabled handsets
  • Fly or Teleport yourself anywhere in the world
  • See when your friends are online and Chat or IM
  • Completely free
Unfortunately at this time they do not support MY handset -- the HTC Touch phone. I have faith that it won't be long. PLEEEEZE.

Virtual Worlds Projected to Mushroom to Nearly One Billion Users :: $8 Billion Market Value Projected for User Services


Boston, MA - 29 May 2008 - Strategy Analytics today released its forecast of virtual world adoption, which shows that over the next ten years some 22 percent of global broadband users will have registered for one or more virtual worlds resulting in a market approaching one billion registrants and an eight billion dollar services opportunity. The study, "Market Forecasts for Virtual World Experiences," projects a diversified global market with services targeted at children, teens and adults across a wide range of applications.


Tuesday, May 27, 2008

3-D the future of the Internet

This is from Xerox innovation chief Sophie Vandebroek – taken from a recent Q&A interview in Computerworld,

“In my mind, the 3-D virtual world is the future of the Internet. In the future, you don't need to be in the same room to look each other in the eye and understand the issues and collaborate on projects.”

So here are a few of my favorite 3-D virtual places that you should be watching. They will shape the future of the Internet,

SecondLife
Kaneva
There

Kaneva also offers a great description of how the 3-D Internet will come to be on their platform web site.

So how can you capitalize on having seen the future today? I would contend that these are the Top Opportunities in Virtual Worlds,
  1. Access Pass/Cover Charge (aka Subscriptions)
  2. Professional Collaboration
  3. Entertainment & Event Planning
  4. Instruction & Education
  5. Building/Designing
  6. Professional Services
  7. Web & World Integration
  8. Trade/Exchange Rate platforms

They include opportunities for creators, for users, and for new secondary markets. I don't know about you but I plan to be a part of the wave as the next big powerhouse in online marketing.

Access Pass/Cover Charge (aka subscriptions)

At the current time, this is the opportunity that most of the existing players have been mining the most. The basic model is simple: charge a cover for users to access your environment.

Professional Collaboration

Business Week recently reported that Rivers Run Red saved $175,000 last year by holding meetings in SecondLife. This is no small amount of money for a small business and, in this age of increasing security checklines at airports and gas prices over $4 a gallon, virtual worlds may be the best collaboration platform yet.

Entertainment & Event Planning

Increasingly music stars are moving into virtual reality. The BBC, MTV, and Fox have already held events. Organizing events, preparing the space, publicizing, booking and training speakers are all jobs that require some level of expertise and there are dollars associated with providing that expertise.

Instruction & Education

There are opportunities around teaching classes in building virtual assets. In Kaneva, you can find people teaching how to create and program the basics. One can envision people getting paid for this type of work in the not so distant future. Harvard has already created virtual training grounds to explore virtual reality.

Professional Services

Virtual worlds, or the Metaverse as it is also referred to, have created an eco-system where professional journalists, DJs, ad agencies, and other types of services (some of the more risque ones involving the sex trade) are interacting on a daily basis. Economies are being created that mirror traditional world equivalents in the virtual realm.

Building/Designing

Love fashion? Home decor? Creating new digital goods and selling them in the virtual space may be for you. Most goods from the real world can have a digital equivalent and companies like American Apparel have noticed the space, and sub-contracted the development of those goods to a third party. More exciting is the popularity of a new breed of digital fashion designers. Their work realized only in the virtual world as highly sought after pixels.

Web & World Integration

Virtual Worlds are generally closed spaces. Some, like SecondLife, have started opening up to the wider net. For example, users can now visit Amazon.com in SecondLife, thanks to the Amazon API and SecondLife’s ability to call on it from inside its virtual world. Those opportunities represent a new space and integration houses with expertise in both the virtual world and the wider web will be well positioned to take advantage of those opportunities.

Trade/Exchange Rate platforms

Another portion of the secondary market is surrounding the thin link between the trade that happens in those virtual worlds and real dollars. Companies or individuals who manage to create a platform that offers a way to trade from one of the virtual worlds into another might find themselves as the new middle-men in a space that is bound to grow economically and profit from making a small percentage on every inter-virtual world transaction.

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