I have got the presentation Paul Jackson from Forrester research held on the Virtual Worlds Forum last week in London.
It's good summarization of categorization and users in virtual worlds.
I have got the presentation Paul Jackson from Forrester research held on the Virtual Worlds Forum last week in London.
It's good summarization of categorization and users in virtual worlds.


short summary of the presentation someone from riversrunred made:


I just had an interesting session about the integration of mobile devices in virtual worlds.
Have a look at vodafone in SL. There you can take a mobile and phone and send SMS into real world and vice versa.
ironstar from Helsinki created MoiPal, something like a tamagocchi for playing in virtual worlds. Target group are kids.
Nice idea 


conclusion first day:
virtual worlds will change our way of communication and work
All in all a confirmation what I already know, but not to bad.


social impacts:
social networking, flatter hierarchies, self organized critically
--> changing the structure of work, changes roles
--> use of virtual spaces and social communities
--> are we able to do use these tools?
politic-economic impacts:
globalisation
global law and economy vs. national law and economy
--> global communities
technological impacts:
--> immersive worlds
--> easy accessability and interoperability
virtual worlds are an additional tool for education and vocational training:
cross agencies trainings, in-world simulations are gesteuert bei real people = create real experience -->
augemented reality / immersive worlds
http://www.jisc.ac.uk/eli_outcomes.htm


so less time:
http://www.virtualworldsreview.com/info/categories.shtml
In between we have a discussion about different virtual worlds and how they change our behaviour, social interaction and work.


I am just arrived and Steve Prentice is talking about the topic above.
His points to think about before start an investment:
It's a long haul!
It's all about community and collaboration -build your own intranet!
Look for open source solution to do that.


I am going to attend the Virtual Worlds Forum for the next two days.
Tomorrow, on the workshop day I hope to get an overview about what enterprises can do in virtual worlds (conferences, access, tools, security issues, access controlling,...) even though I know a bit of all from our own projects in Second life. The real conference starts on Wednesday where I am especially interested in to get some information about further development of interfaces for business applications, SSL including, transferable avatars,...
I'll blog about during the days, free WLAN is available 


Day 2 included various presentations from:
Fiona Gallagher (Fiona May) - Sun Microsystems - Creating Your Business Case For A Virtual Platform
Karl Peterson (Nex Canning) - The Swedish Institute - Creating The Second House Of Sweden: Lessons Learned While Breaking Virtual Ground
Popke Rein Munniksma (Pop Upshaw) - ABN AMRO - Leading The Way: Financial Services In A Virtual World
Richard Wallis (Ajax Escape) - Talis - Riding The Second Life Wave: Why It Is Not “Jumping On The Bandwagon” To Be On the Second Life world
Mary Ellen Gordon (Pebbles Hannya) - Market Truth - Developing The Right Business Model To Suit Your Real World Priorities
Matteo Penzo (Matteo Quadrifoglio) - Gabetti Property Solutions - How To Run Your Business Through The Second Life World
Claus Nemzhow (German Guru) - PA Consulting Group - Creating An Immersive Marketing Experience And Employing Virtual Residents In Real World Company Matters
Jeff Barr (Jeffronius Batra) - Amazon.com - How To Design Your Island: Making The Right Decisions From Your Business Plan
Jules Vos (Doeko Cassidy) - Second Life News Network; David Thorp - The Chartered Institute of Marketing; Pauline Randall (Liz Ferlinghetti) - Elmwood College Fife - Panel Discussion: Connecting The Two Worlds: Turning Virtual Product Interest Into Real World Product Revenue
David Naylor (Solomon Cortes) - Field Fisher Waterhouse - A Legal Survival Guide For Second Life Businesses
Paul Steinberg (Peretz Stine) - Intel Software and Solutions Group - Creating A User Community In The Second Life World For The Next Generation Of Professionals
Scott Robinson (Gulumbit Grut) - Alcatel-Lucent - How Innovative Brands Are Driving Traffic To Their Virtual World Presence


I wrote last Thursday, that I would write a summary of the
Achieving Real Business Growth Through Second Life® conference. And finally, I am getting to it and I hope it is not to late to write down my impressions for the last week's conference.
Day 1 of the conference was, in fact, a workshop about Second Life: What it is, what people are using it for and how it can add value to your business.
The day started with introducing people, that haven't had any encounter with Second Life, to the virtual 3-D world. The second session was all about Second Life Business (Land sales & rentals, builders & scripters, shops and services). Different examples were shown to give an idea what can be done and also how the process of selling and buying works.
The two afternoon sessions were pretty much about management and marketing decisions a business has to take when entering the virtual world, i.e. brand building, the virtual office - how to design it, ongoing development of the business. The latter is one of the most important points when going in-world. Many companies build a presence (just to be there) and do not continue engaging with the Second Life environment and its residents. Consequently, success is very limited.
Though having known pretty much everything that was presented and discussed during the workshop, I thought it was a good summary of Second Life, that put the clutter into order.
Here some points, that I find worth bearing in mind:
What would the residents want to see? (as opposed to simply creating a presence because everyone else is)
Why should consumers/customers stay or come back? It is THE question in business. So why not ask yourself this in SL?

