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A detailed presentation given at the Online Social Networking and Business Collaboration conference in Sydney in November 2008 - on how to engage with shared social worlds - this includes locative games as well as traditional online game worlds and social 3D web based worlds. Specific focus on the networking elements and how this dictates the types of advertising and collaborative marketing. Digital Worlds: Social, Virtual, Mobile • Meet generation V • What are the opportunities for enterprise, marketers and government? • The psychological implications of virtual interaction • What are the mobility limitations of virtual worlds? Gary Hayes, Director LAMP, Head of Virtual Worlds, The Project Factory Laurel Papworth, Director & Social Networks Strategist, World Communities Paul Salvati, Director,
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Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
www.personalizemedia.com www.theprojectfactory.com www.lamp.edu.au
GAME & WORLDS ADVERTISING & MARKETING
SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Service provider, content producer, strategist, director, web 2.0 ‘generator’•Interactive TV & Broadband Web - BBC 8 years Senior Development Producer
•Personalisation - TV-Anytime (Future of Personal & Targeted TV)•Emergent Media Development - Director LAMP, AFTRS
•Social Virtual World Producer - Head of Virtual Worlds, The Project Factory
• :) 9th top Media Marketing Blog www.personalizemedia.com
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
ABC Island Deakin Arts Island Thursday’s Fictions
BigPond Telstra US Fortune 100s Melbourne/Cog/AFTRS etc:
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
BigPond ABC Island
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Laboratory for Advanced Media Production
Founded in Sydney through AFTRS mid 2005
Incubated over 60 innovative social cross platform projects - mobile, broadband PC/TV, IPTV, PVR, MUVEs & beyond
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Scorched
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
TALK TODAY
Worlds AUDIENCE
Virtual Worlds MARKET
InWorld Marketing CASE STUDIES
Branded Entertainment World FUTURES
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
GAME WORLD
PLAYERS
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Social Virtual ‘Game’ Worlds are ‘Live’
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Generation V (virtual)
DefinitionUnlike previous generations, a member of Generation V prefers to socialize, obtain information and communicate through digital methods. These methods are seen by Generation V as a means to expand their network base, allowing them to communicate outside of their physical locations, and even globally.
Members of Generation V are not usually defined in terms of a particular age, sex, race or location. Basically, Generation V is made up of people who replace physical experience with an online experience.http://en.wikipedia.org/wiki/Generation_V
•Women Comprise 40% of US Gamers•26% of Whom Are over Age 50•Average age of videogame players has risen to 35 Women age 18 or older represent a significantly greater portion of the game-playing population (33%) than boys age 17 or younger (18%). 65% of American households play computer and videogames.Entertainment Software Association
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Virtual Worlds are about Lifestyle MarketingAspirational, feelings, peers, family, friends, fun, entertainment, fantasy, love, death
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Many are SOCIAL spaces
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
A lot are specialised
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Social Virtual Worlds are part of Social Media
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Habbo Hotel 12m
Stardoll 13m
Nicktropolis 5.5m Webkinz 5.5m
Club Penguin 6m
SVWs inside gameplay environs - Runescape - 5.5m, World of Warcraft 11m, Gaia Online 3.5m
60% of Americanʼs play video games - 40% are women300 million globally in social virtual worlds
Neopets 6m
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
$345 Million Invested So Far This Year•2nd Quarter 2008 - $161 million invested in 14 virtual-worlds •1st Quarter 2008 - $184 million put into 23 virtual worlds•Total this year alone to $345 million across 37 new worlds
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
VIRTUAL WORLDS
MARKET
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
2008Global box office sales $27 bln - mpa
Six Major Film Studios all media revenue $43 bln - mpaVideo games industry $48.3 bln
Online games $4.2 bln just in Asia-Pacific
In 2012:Games Industry $70 bln - pwc
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
•US retail gaming $18.85 Billion•Global Box Office $9.6 Billion •US Home DVD market $16 BillionUS Entertainment Merchants Association July 1 2008
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Some MMOGs total revenues (rough)
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
•Gaia Online does over 50,000 person to person auctions and 1 million message board posts a day- making them the 3rd largest auction site and the 2nd largest message board on the Internet.
•Tencent generated $100 million+ in Q1 of 2007 and over 65% of their revenue comes from virtual goods.
•Habbo Hotel has over 75 million registered avatars in 29 countries and 90% of their $60 million+ yearly revenue comes from virtual goods.
Virtual Worlds are Big
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gaia OnlinevCommerce and Generation V
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Merging of Games and SVWs
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Merging of SVWs and TV
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Merging of SVWs and the 2D web
Weblin and RocketOn
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
SuperStruct5500 players in 2 weeks
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
a collaborative simulationof a global oil shortage
32 days, 60 000 visitors1800 players 12 countries
the best way to change the future is to play with it first - CNET
apr 2007
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
INWORLD MARKETING
CASE STUDIES
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Marketing & InGame Advertising Models
Easy to Harder
1. Static Advertising
2. Promotions & Sponsored events
3. Virtual Goods & Product Placement
4. Dynamic InGame Advertising
5. Branded Spaces
6. AdverWorlds & AdverGames
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Static AdvertisingPriceWaterhouseCoopers estimates total spending on
in-game advertising to reach $1 billion by 2010.
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
US $295 million will be spent on in-game advertising $207 million advergaming (the creation of games to promote a brand)
Advergaming will climb to $344 million in 2011, in-game advertising will reach $625 million that year." eMarketer
NEW FORMS OF ADVERTISING - GAMES
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Government Communications Headquarters InGame Recruitment
Tom Clancy’s Splinter Cell: Double Agent and high-octane racer Need for Speed Carbon. By Massive
•Increased traffic to the Careers in British Intelligence website by 1,000 percent, from an average 550 unique visitors a day to an average 5,500•Won the “Innovation” category at the 2008 Recruitment Advertising Awards, and received nominations for several other industry awards•Generated extensive coverage in the national media
http://advertising.microsoft.com/europe/ResearchLibrary/ResearchLibrary.aspx?Adv_CaseStudyID=1664
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Splinter Cell with Nivea and Chrysler
A series of in-game product placement by Nivea. Aimed at the male 18- to 34-year-old market Bathroom product and billboards with "There are many faces of evil. Don't let yours be one of them" "The 'Good Guy' almost never has a beard"
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Videogame advertising, both in and around game, is effective in driving attention and recall
* Three-quarters of gamers notice ads while playing video games * 75% of gamers engage with at least one ad per minute * 81% of gamers engage at least every other minute * ½ second ad exposure is sufficient for a gamer to notice an in-game ad
Most gamers believe that ads in games add to the realism and overall experience of playing video games and can have a positive impact.
* "It's fun to see things in games that are real." * "You'd notice a brand if it wasn't there... like they'll put a false brand and I'll be like, what's that?" * "Like in Ghost Recon, you have the Dodge billboards in the urban areas, and I think that is pretty effective... it adds realism because, you know, you see ads in the real world" * "I think being in a game is way better because in TV it can sometimes annoy you and stuff and can have a negative effect on a product. But in a game, I think it has a positive effect." * "I have no problem with it. I like it actually."
Source: Videogame Advertising Engagement Study, July 2007
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Promotions &
Sponsored events
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
* The centralized investment in the Second Life island paid for itself after 5-6 events. - If you think about recruitment at Accenture taking place in 49 countries, and each of these countries using the Accenture Careers island rather than building its own, the cost savings really start to stack up.
* So Global Recruitment Marketing put a lot of effort into making it easy for recruiters to use Second Life. The team holds meetings, calls, and tours with recruiters and created a guide on how to sign up in Second Life, create an avatar, walk, sit, chat, etc.
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Virtual Goods &
Product Placement
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Source: Betsy Book AAAS
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Over 80 million registrations7.5 million per month, 100 000 online at once
Branded virtual goods 90% of their $60 million+ yearly revenue comes from virtual goods.
Sophisticated Psychographics: 42 000 kids profiled
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Dynamic InGame
Advertising
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Branded Spaces
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
AdverWorlds &
AdverGames
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
"Now our audience can 'live' Laguna
Beach: The Real OC by immersing
themselves in a next
generation hybrid of TV show
and virtual community" says
Matt Bostwick, SVP Franchise
Development MTV Music Group. "The
virtual world will expand and grow with the
show in real time. This will enable the
audience to take our content as a starting
point and create their own drama.
In effect, the audience becomes the content. We created a first class 'virtual team' to implement this consisting of
Makena Technologies, Imaginary Forces, The Electric Sheep Company, Analog Protocol and Extra Large
Technology to make it happen in record time."
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Football Superstars is the world's first Virtual Football World. An entire online virtual world designed by football fans exclusively for football fans, where you can enjoy a massively multiplayer experience on your PC.
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
BRANDED ENTERTAINMENT WORLD
FUTURES
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
The experiment ran in parallel to the BBC television series The Net. After each TV program, its viewers were invited to become inhabitants in a virtual world whose design mirrored its theme and where they could engage in various events such as debates between performers (e.g., between the author Douglas Adams and BTʼs Peter Cochrane) and playing with interactive objects (e.g., a bouncy castle). Over 2300 people registered to become inhabitants of The Mirror.
BBC Inhabited TV circa 1996”Inhabited TV involves the public deployment of collaborative virtual environments (CVEs) so that on-line audiences can participate in TV shows within shared virtual worlds.” BBC R&D 1996
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Blended Entertainment?“Mixed Reality a creative or social activity that takes place simultaneously in real and virtual worlds and where the interaction in each are dependent on each other and resonant
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Inhabited TV, Mixed Reality
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
Gary Hayes, Head of Virtual Worlds, TPF and Director LAMP@[email protected] - www.personalizemedia.com - www.theprojectfactory.com - lamp.edu.au
Online Social Networking & Business Collaboration WorldDIGITAL WORLDS: SOCIAL, VIRTUAL, MOBILE
www.personalizemedia.com www.theprojectfactory.com www.lamp.edu.au
Thank You