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Presented at workshop at Stanford University's Media-X on August 19, 2010. Organizers: Parvati Dev and Laura Kusumoto.
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Parvati Dev, PhDPresident
Innovation in Learning Inc.
The Virtual Worlds Business EcosystemPresented at
Cashing in on Virtual Worlds: Entrepreneurial Insights for the Healthcare Industry
August 19, 2010, at Media-X, Stanford University
Platform businesses
Platforms (Second Life, OLIVE, Unity)
Specialized worlds (medical, kids, adult entertainment)
Custom development
New platforms
Customization (branding, layout,
language)
Further specialization(Equipment testing in
virtual OR)
OEM developers
UsersIntegration with other technologies
(Characters with AI, Natural language processing)
An Ecosystem3D virtual
sets for machinima
Face customization
Animations3D
medical avatars
Automatic assessment
of performance
Dynamic pathophysiolog
y models
Virtual actors
Medical furniture
CustomizedPlatform
Behavior therapy
Embedded knowledge (nursing, medical)
Curriculum development
Fitness support
Experience designer
Resell spaces – branded or white label
User-generated
content
Designing game or
competition dynamic
Virtual goods
Behavior alteration
through avatar association
Therapy sessionsIncrease
engaement of traditional interactive
content
Standardized role players
Greeters, patients, sales
person
Actors for machinima
movies Product design using
VR/AR Adding sensor networks to
worlds
“Normalize” very different people and activities so that they can exercise together
Distribution/Revenue Models
Per clinical session per patient e.g.
therapy
Link with music and movie assets to drive
serious uses
subscriptions
Freemium
Grants and federal funding
Certification
Rent a seat or space
Virtual goods
CustomizedPlatform
courses
Per patient per year
Loss of federal reimbursement
(Medicare / Medicaid)
Per actor-hour
License for bundle of seats
per year [email protected]