+ All Categories
Home > Technology > Virtual World Japan Keynote 2007

Virtual World Japan Keynote 2007

Date post: 25-Jan-2015
Category:
Upload: reuben-steiger
View: 2,657 times
Download: 3 times
Share this document with a friend
Description:
Keynote presentation given in late October 2007 at Inaugural Virtual Worlds conference in Tokyo Japan
29
The Avatar Age Entertainment and Advertising in the Future October 11, 2007
Transcript
Page 1: Virtual World Japan Keynote 2007

The Avatar AgeEntertainment and Advertising in the Future

October 11, 2007

Page 2: Virtual World Japan Keynote 2007

What is Millions of Us?

The world’s leading agency helping brands connect with large online communities, virtual worlds and social networks

Page 3: Virtual World Japan Keynote 2007

Millions of Us: Key Clients

• Toyota• General Motors• Mini• Sun Microsystems• Coca Cola • Intel• Microsoft• Comcast• CNN• Warner Brothers• HBO• 20th Century Fox• Diageo• Budweiser

Page 4: Virtual World Japan Keynote 2007

What is an Avatar?

Now, an online persona

In Hindu lore, the earthly form of a God

Page 5: Virtual World Japan Keynote 2007

The Disappointing Internet

Page 6: Virtual World Japan Keynote 2007

What I expected: 1997

Page 7: Virtual World Japan Keynote 2007

What I GotWhere are the people?

Page 8: Virtual World Japan Keynote 2007

Virtual WorldsFrom Habitat to Second Life

1985 2005

Page 9: Virtual World Japan Keynote 2007

10,000 Foot View of Second Life

• 9,688,000 residents have built the entire world *

• Growing 20% monthly

• 55% Male/ 45% Female

• 35% US/ 65% Overseas

• Avg. Age = 32

• Usage Patterns Avg = 14 hours per month

• $US 550 million per year in user-to-user transactions*

• Most popular activities are social (Games, parties, concerts, etc.)

• Last updated 2007-9-25

20+ Million Hours/Month of UseEscape, Entertainment, Education, Work

Page 10: Virtual World Japan Keynote 2007

How Big Can This Get?Second Life Growth

ProjectionsPROJECTIONS THROUGH AUG. 2008

0

10,000,000

20,000,000

30,000,000

40,000,000

50,000,000

8% Monthly

15% Monthly

Page 11: Virtual World Japan Keynote 2007

Who spends $550 Million on Stuff that Doesn’t

Exist? Digital music is “virtual”

Software is “virtual”

When you spend 30 hours a month somewhere, you better look cool

Page 12: Virtual World Japan Keynote 2007

Houston: We Have a Problem

Authenticity and Advertising• Only 24% of U.S. residents trust what companies tell them

Page 13: Virtual World Japan Keynote 2007

A Statistic to Ponder

User- generated, social communities represent the fastest growing market segment totaling 31% of all consumer Internet usage

(Comscore, 2007)

Page 14: Virtual World Japan Keynote 2007

The Programming Grid of the Avatar Age

Virtual Worlds BlogsUser Created Content Communities

Social Networks

Younger

Older

Audience Age

Page 15: Virtual World Japan Keynote 2007

Other Worlds100 Million and Growing. . . .

Habbo Hotel: 32 million users Gaia Online: 8.5 million users

Zwinktopia: 10 million users Stardoll: 8.5 million users

Page 16: Virtual World Japan Keynote 2007

Some Predictions for 2008

• Social networks will become “Avatarized”

• Virtual worlds will become more like social networks

• Television tie-ins will increase for virtual worlds

Page 17: Virtual World Japan Keynote 2007

Where it all BeganPhilo T. Farnsworth: 1928

Page 18: Virtual World Japan Keynote 2007

Fast Forward: 2007Across the Street: 1100

Sansome

Page 19: Virtual World Japan Keynote 2007

And So It Began. . . . .The gentle blue glow

Page 20: Virtual World Japan Keynote 2007

Meanwhile. . . . .

550 million automobiles by 2002

Page 21: Virtual World Japan Keynote 2007

What Happened to Communities?

Page 22: Virtual World Japan Keynote 2007

First StepsBrand Translation

Page 23: Virtual World Japan Keynote 2007

Case Study: Pontiac Motorati

• 96 acres of land of largely user created “car culture”

• From Jay Z to Monster Trucks

• Extremely passionate and active community

• #2 trafficked corporate region in Second Life

Page 24: Virtual World Japan Keynote 2007

Case Study: Microsoft “Coder’s Cove”

•Launched Island and complex social game for Visual Studio on 5/11/2007

•Average participant engagement >23 hours. Winners engaged >72 hours

•Definitive case study for active user engagement and targeted community development

Page 25: Virtual World Japan Keynote 2007

Campaign SummaryWWE SummerSlam in Gaia

September 2007

Page 26: Virtual World Japan Keynote 2007

Forum ReportingWWE SummerSlam in Gaia

Totals for 7 Days (8/20 - 8/26)

Unique Users Posting in WWE Forum: 12,401

WWE Forum Threads: 2,879

WWE Forum Posts: 26,275

WWE Forum Page Views:

847,016

Unique Visitors to WWE Forum:

198,608

Cena Hats Granted: 92,630

Triple H Sledgehammers Granted: 55,824

Orton Chairs Granted: 42,677

Page 27: Virtual World Japan Keynote 2007

Virtual Worlds Meet Television

Gossip Girl by Warner Brothers

Page 28: Virtual World Japan Keynote 2007

Telling Stories in Virtual Worlds

What is Scion City?

Page 29: Virtual World Japan Keynote 2007

Thank You


Recommended