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Entrepreneurship
in Virtual Worlds
    November 2011
  www.nordicworlds.net
Programme
   10:30 Welcome and Presentation
     − Virtual Worlds: Just a game or what?

   11:00 Presentation of a Pan-Nordic Research Project
     − Professor Robin Teigland (Stockholm School of Economics, UiA) presents the project “NVWN - The
        Nordic Virtual Worlds Network”

Showcases
   11:30 RunAlong
     − Entrepreneur Heidi Harman presents her experiences with the running initiative, RunAlong in
        Second Life

   11:45 Virtex
     − Founder Sverre Lunøe-Nielsen presents Virtex, a company developing software applications for
        interactive data visualization

   12:00 ICYou Group
     − Project Manager Serdar Temiz presents ICYou, a company that develops interactive media
        platforms

   12:15 Lunch
Virtual Worlds:
   Just a game or what?

Entrepreneurship in Virtual Worlds
           November 2011
...when the rate of change
outside an organization is
  greater than the rate of
      change inside,
    the end is near......




                      Jack Welch
Social Media
 Increase in integration and rapidly more interactivity
 Characterised by user participation, openness, and
  network effects (Musser and O’Reilly, 2006)




                                          7
Social media

Definition   Internet-based applications that
             build on the ideological and
             technological foundations of Web
             2.0, and that allow the creation and
             exchange of user generated
             content (Kaplan & Haenlein, 2011)
Drivers of change




                        Interactivity
                         Increased
                    DiGangi 2010
Types of Social Media

                                            Social Presence/ Media Richness
                                         Low              Medium              High
                      High               Blogs        Social Networking   Virtual Social
                                                             Sites            Worlds
    Self-disclosure
    presentation/




                      Low             Collaborative       Content         Virtual Game
                                        Projects        Communities           Worlds
    Self-




Shneor 2011, Kaplan & Haenlein 2011
What are Virtual Worlds?




  •Persistent, computer-simulated, 3D immersive environments
              •Shared space/interactivity with others
      •In some cases, ability to manipulate/create content
           •In some cases, virtual economy and currency
Teigland 2010
Tomorrow’s education?




Mahaley & Teigland 2009, http://bit.ly/rUMfcO
3D Avatar School




Flåten & Hansen 2011
VWs moving out of “Gartner Hype Cycle” trough

                                                                   >1.2 bln
                                                            Virtual users
                      May 2006

                                                            Worlds
                                                            today
                                                July 2007




http://www.gartner.com/it/page.jsp?id=1447613                             Teigland 2011
970 mln VW accounts under age 16




http://www.slideshare.net/nicmitham/kzero-universe-q2-2011   Teigland 2011
“Clearly, if social activity migrates to
      synthetic worlds, economic activity
             will go there as well.”
                  Castronova, 2006




Teigland 2011
Pay through PayPal
           and have delivered to any virtual world




                                   http://www.totalavatarshop.com
Teigland 2011
US$ 635,000 for a virtual asteroid!




      •US$ 500,000 profit in 5 years
         by Jon “Neverdie” Jacobs
       •Entropia Universe with GDP
              >US$ 440 mln
                               http://blogs.forbes.com/oliverchiang/2010/11/13/meet-the-man-who-
Teigland 2011                  just-made-a-cool-half-million-from-the-sale-of-virtual-property/
HP rolls out virtual banking
                     with Avaya’s Web.alive




http://www.hypergridbusiness.com/2011/04/hp-rolls-out-virtual-banking-with-avayas-web-alive/   Teigland 2011
Virtual Collaboration
Merck’s Global R&D


                                        IBM’s Innovation Jam




                     Welch et al 2010




                                                               Teigland 2011
Increasing pace of VW/3Di development




                                                                For smart
         "Create Once,                                         phones and
           Experience                                          tablet PCs
          Everywhere”                                                                     Expanding
                                                                                             uses


                                                                 VWs on
                                                                  stick
                Seamlessness                                                          Browser-based
                between VWs                                                         VWs/hyperlinked 3D
http://www.hypergridbusiness.com/2009/05/hypergrid-101-why-its-good-for-business/
http://mediagrid.org/groups/technology/OFF.TWG/                                                 Teigland 2011
2
http://www.slideshare.net/helgetenno/post-digital-marketing-2009
Moving into the Experience Economy




Pine Jr. & Gilmore 1998, 1999; DiGangi 2010
- Greater purchase intent
          State of flow
                                   - Positive brand attitudes

Hooker et al 2010, Teigland 2011
“   Armed with new connective tools,
                            „
       consumers want to interact and
       co-create value...
                         Prahalad and Ramaswamy, 2003




Slide from Kohler 2011
Exploring VW affordances




Teigland et al 2010
As soon as the Facebook
                  generation wakes up and
                embraces virtual reality, we are
                 going to see a giant wave of
                  virtual world millionaires.



                              Jon “Neverdie” Jacobs
Teigland 2011
Some
“Nordic”
 players
 International, multidisciplinary team
  −   Denmark, Finland, Iceland, Norway, Sweden, USA
  −   Academia, Industry, Public Sector

 Objectives
  −   To explore how entrepreneurs and SMEs can use VWs
      to improve competitiveness
  −   To create a Virtual Center for VW Entrepreneurship &
      Innovation
 March 2010 to February 2012
Two primary levels of investigation



           “User business”
       Using a virtual world for
          business purposes


         “Platform business”
         Providing a platform
          for a virtual world
A spectrum of business virtuality




                   Virtuality

 Fully real                        Fully virtual
 NO activities                     ALL activities
conducted in-                      conducted in-
    world                             world
A spectrum of business virtuality




                   Virtuality

 Fully real                        Fully virtual
 NO activities                     ALL activities
conducted in-                      conducted in-
    world                             world
VWs as tool for RL firms for design, training,….
…and co-creation




                                     35




Kohler, Teigland, Giovacchini 2010
A spectrum of business virtuality




                   Virtuality

 Fully real                        Fully virtual
 NO activities                     ALL activities
conducted in-                      conducted in-
    world                             world
Lifestyle               Beauty
      Magazine                Pageant


                  BOSL
 Model                            Shopping
 Agency
                  & CO              Mall




Modelling
                                  Auditorium
Academy


                  Web Radio




                                               Lindqvist 2011
Event                 DJs
                                          builders
                                                                                MODELLING
                                                     MODELLING
                     Photo                                                       SCHOOLS
                     studio
                                                      AGENCIES
                     makers
                                          Photo-
         Modelling                       graphers
                                                                        Top
         furniture                                                     models


                                                                                       MAGAZINES
                                                           Virtual
                          Poses and
                          animations


                                                           fashion
                                                          ecosystem
                                         Clothes/
    Furniture                             shoes Accessories
                                                                                            Skins
                                                                         Hair                Body
                               Shop
                              builders                                                      shapes

Viachka, Giovacchini, Teigland, Lindqvist 2011
But few firms span the RL/VW boundary




                 Virtuality

 Fully real                    Fully virtual
 NO activities                 ALL activities
conducted in-                  conducted in-
    world                         world
Why?
 Different
consumer                                        Lack of …
  groups                                   …economies of scale?
 between                                   …economies of scope?
RL & VW




         https://marketplace.secondlife.com/p/MG-Dungeon-Lord-black-male-coat-outfit-by-Marlene/1447251
Two primary levels of investigation



          “User business”
      Using a virtual world for
         business purposes


        “Platform business”
        Providing a platform
         for a virtual world
“Opposing” forces:
        Current business models
    limit overall VW industry growth


   VW
platform
                                  SMEs
providers
                                Need for
                              seamlessness
“Closed”
                              between VWs
business
 models
Income Model



 Income model
RL entrepreneurs keeping out…….


                            “The modeling and simulation
                                technology is crap…”




“I’m not going to risk my
   money and time…..”
But it is only a matter of time….




O’Driscoll 2009
Open source VW platforms growing




                           OurBricks
Charities bridging RL/VW boundary

                   Members             Core team




                    Meetings




                                                   $$

Teigland 2010
Fashion industry leading the way....

     “Entertainment more
    meaningful than real life”

                       “Meaningful interactions
                         between real people
                         creates real value”

                                           “Fashion allows
                                        for self-identification
                                          and is driver for
                                          economic value”
Eyjólfur Guðmundsson, CCP Games, 2011
Stardoll launches JC Penney clothes line




http://socialtimes.com/stardoll-online-fashion-community-launches-jc-penney-clothes-line_b38360
970 mln VW accounts under age 16




http://www.slideshare.net/nicmitham/kzero-universe-q2-2011
My 10 year old cousin is addicted to
  Stardoll and doesn’t see why I like
 Facebook since I can only read what
other people send me. For her it is just
natural for all her friends to be moving
     around the Stardoll website.


- Masters Student at
Stockholm School of
     Economics
Tomorrow’s international entrepreneurs?
The rise of Avapreneurs and Born Virtuals?


            “Avapreneur” = Avatar + entrepreneur

                      Leveraging global reach
                      − Microemployees and pro-ams
                − Global markets and local market knowledge



                Challenging multinational corporations’
                   traditional resource advantage?


Teigland 2010
Pine Jr. & Gilmore 1998, 1999; DiGangi 2010
From the mobility of goods
to the mobility of financial capital to …




     ...the “mobility” of labor?
“We ain’t seen nothin’ yet!”

                                              Karinda Rhode
  Photo: Lindholm, Metro
                                            aka Robin Teigland
                                          robin.teigland@hhs.se
Photo:
Nordenskiöld


                                       www.knowledgenetworking.org
                                       www.slideshare.net/eteigland
                                          www.nordicworlds.net
                                              RobinTeigland
                              Photo:
                           Lindqvist
Programme
   10:30 Welcome and Presentation
     − Virtual Worlds: Just a game or what?

   11:00 Presentation of a Pan-Nordic Research Project
     − Professor Robin Teigland (Stockholm School of Economics, UiA) presents the project “NVWN - The
        Nordic Virtual Worlds Network”

Showcases
   11:30 RunAlong
     − Entrepreneur Heidi Harman presents her experiences with the running initiative, RunAlong in
        Second Life

   11:45 Virtex
     − Founder Sverre Lunøe-Nielsen presents Virtex, a company developing software applications for
        interactive data visualization

   12:00 ICYou Group
     − Project Manager Serdar Temiz presents ICYou, a company that develops interactive media
        platforms

   12:15 Lunch

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Entrepreneurship in virtual worlds nov3

  • 1. Entrepreneurship in Virtual Worlds November 2011 www.nordicworlds.net
  • 2. Programme  10:30 Welcome and Presentation − Virtual Worlds: Just a game or what?  11:00 Presentation of a Pan-Nordic Research Project − Professor Robin Teigland (Stockholm School of Economics, UiA) presents the project “NVWN - The Nordic Virtual Worlds Network” Showcases  11:30 RunAlong − Entrepreneur Heidi Harman presents her experiences with the running initiative, RunAlong in Second Life  11:45 Virtex − Founder Sverre Lunøe-Nielsen presents Virtex, a company developing software applications for interactive data visualization  12:00 ICYou Group − Project Manager Serdar Temiz presents ICYou, a company that develops interactive media platforms  12:15 Lunch
  • 3. Virtual Worlds: Just a game or what? Entrepreneurship in Virtual Worlds November 2011
  • 4. ...when the rate of change outside an organization is greater than the rate of change inside, the end is near...... Jack Welch
  • 5.
  • 6.
  • 7. Social Media  Increase in integration and rapidly more interactivity  Characterised by user participation, openness, and network effects (Musser and O’Reilly, 2006) 7
  • 8. Social media Definition Internet-based applications that build on the ideological and technological foundations of Web 2.0, and that allow the creation and exchange of user generated content (Kaplan & Haenlein, 2011)
  • 9. Drivers of change Interactivity Increased DiGangi 2010
  • 10. Types of Social Media Social Presence/ Media Richness Low Medium High High Blogs Social Networking Virtual Social Sites Worlds Self-disclosure presentation/ Low Collaborative Content Virtual Game Projects Communities Worlds Self- Shneor 2011, Kaplan & Haenlein 2011
  • 11. What are Virtual Worlds? •Persistent, computer-simulated, 3D immersive environments •Shared space/interactivity with others •In some cases, ability to manipulate/create content •In some cases, virtual economy and currency Teigland 2010
  • 12. Tomorrow’s education? Mahaley & Teigland 2009, http://bit.ly/rUMfcO
  • 13. 3D Avatar School Flåten & Hansen 2011
  • 14. VWs moving out of “Gartner Hype Cycle” trough >1.2 bln Virtual users May 2006 Worlds today July 2007 http://www.gartner.com/it/page.jsp?id=1447613 Teigland 2011
  • 15. 970 mln VW accounts under age 16 http://www.slideshare.net/nicmitham/kzero-universe-q2-2011 Teigland 2011
  • 16. “Clearly, if social activity migrates to synthetic worlds, economic activity will go there as well.” Castronova, 2006 Teigland 2011
  • 17. Pay through PayPal and have delivered to any virtual world http://www.totalavatarshop.com Teigland 2011
  • 18. US$ 635,000 for a virtual asteroid! •US$ 500,000 profit in 5 years by Jon “Neverdie” Jacobs •Entropia Universe with GDP >US$ 440 mln http://blogs.forbes.com/oliverchiang/2010/11/13/meet-the-man-who- Teigland 2011 just-made-a-cool-half-million-from-the-sale-of-virtual-property/
  • 19. HP rolls out virtual banking with Avaya’s Web.alive http://www.hypergridbusiness.com/2011/04/hp-rolls-out-virtual-banking-with-avayas-web-alive/ Teigland 2011
  • 20. Virtual Collaboration Merck’s Global R&D IBM’s Innovation Jam Welch et al 2010 Teigland 2011
  • 21. Increasing pace of VW/3Di development For smart "Create Once, phones and Experience tablet PCs Everywhere” Expanding uses VWs on stick Seamlessness Browser-based between VWs VWs/hyperlinked 3D http://www.hypergridbusiness.com/2009/05/hypergrid-101-why-its-good-for-business/ http://mediagrid.org/groups/technology/OFF.TWG/ Teigland 2011
  • 23. Moving into the Experience Economy Pine Jr. & Gilmore 1998, 1999; DiGangi 2010
  • 24. - Greater purchase intent State of flow - Positive brand attitudes Hooker et al 2010, Teigland 2011
  • 25. Armed with new connective tools, „ consumers want to interact and co-create value... Prahalad and Ramaswamy, 2003 Slide from Kohler 2011
  • 27. As soon as the Facebook generation wakes up and embraces virtual reality, we are going to see a giant wave of virtual world millionaires. Jon “Neverdie” Jacobs Teigland 2011
  • 28.
  • 30.  International, multidisciplinary team − Denmark, Finland, Iceland, Norway, Sweden, USA − Academia, Industry, Public Sector  Objectives − To explore how entrepreneurs and SMEs can use VWs to improve competitiveness − To create a Virtual Center for VW Entrepreneurship & Innovation  March 2010 to February 2012
  • 31. Two primary levels of investigation “User business” Using a virtual world for business purposes “Platform business” Providing a platform for a virtual world
  • 32. A spectrum of business virtuality Virtuality Fully real Fully virtual NO activities ALL activities conducted in- conducted in- world world
  • 33. A spectrum of business virtuality Virtuality Fully real Fully virtual NO activities ALL activities conducted in- conducted in- world world
  • 34. VWs as tool for RL firms for design, training,….
  • 35. …and co-creation 35 Kohler, Teigland, Giovacchini 2010
  • 36. A spectrum of business virtuality Virtuality Fully real Fully virtual NO activities ALL activities conducted in- conducted in- world world
  • 37. Lifestyle Beauty Magazine Pageant BOSL Model Shopping Agency & CO Mall Modelling Auditorium Academy Web Radio Lindqvist 2011
  • 38. Event DJs builders MODELLING MODELLING Photo SCHOOLS studio AGENCIES makers Photo- Modelling graphers Top furniture models MAGAZINES Virtual Poses and animations fashion ecosystem Clothes/ Furniture shoes Accessories Skins Hair Body Shop builders shapes Viachka, Giovacchini, Teigland, Lindqvist 2011
  • 39. But few firms span the RL/VW boundary Virtuality Fully real Fully virtual NO activities ALL activities conducted in- conducted in- world world
  • 40. Why? Different consumer Lack of … groups …economies of scale? between …economies of scope? RL & VW https://marketplace.secondlife.com/p/MG-Dungeon-Lord-black-male-coat-outfit-by-Marlene/1447251
  • 41. Two primary levels of investigation “User business” Using a virtual world for business purposes “Platform business” Providing a platform for a virtual world
  • 42. “Opposing” forces: Current business models limit overall VW industry growth VW platform SMEs providers Need for seamlessness “Closed” between VWs business models
  • 44. RL entrepreneurs keeping out……. “The modeling and simulation technology is crap…” “I’m not going to risk my money and time…..”
  • 45. But it is only a matter of time…. O’Driscoll 2009
  • 46. Open source VW platforms growing OurBricks
  • 47. Charities bridging RL/VW boundary Members Core team Meetings $$ Teigland 2010
  • 48. Fashion industry leading the way.... “Entertainment more meaningful than real life” “Meaningful interactions between real people creates real value” “Fashion allows for self-identification and is driver for economic value” Eyjólfur Guðmundsson, CCP Games, 2011
  • 49. Stardoll launches JC Penney clothes line http://socialtimes.com/stardoll-online-fashion-community-launches-jc-penney-clothes-line_b38360
  • 50. 970 mln VW accounts under age 16 http://www.slideshare.net/nicmitham/kzero-universe-q2-2011
  • 51. My 10 year old cousin is addicted to Stardoll and doesn’t see why I like Facebook since I can only read what other people send me. For her it is just natural for all her friends to be moving around the Stardoll website. - Masters Student at Stockholm School of Economics
  • 53. The rise of Avapreneurs and Born Virtuals? “Avapreneur” = Avatar + entrepreneur Leveraging global reach − Microemployees and pro-ams − Global markets and local market knowledge Challenging multinational corporations’ traditional resource advantage? Teigland 2010
  • 54. Pine Jr. & Gilmore 1998, 1999; DiGangi 2010
  • 55. From the mobility of goods to the mobility of financial capital to … ...the “mobility” of labor?
  • 56. “We ain’t seen nothin’ yet!” Karinda Rhode Photo: Lindholm, Metro aka Robin Teigland robin.teigland@hhs.se Photo: Nordenskiöld www.knowledgenetworking.org www.slideshare.net/eteigland www.nordicworlds.net RobinTeigland Photo: Lindqvist
  • 57. Programme  10:30 Welcome and Presentation − Virtual Worlds: Just a game or what?  11:00 Presentation of a Pan-Nordic Research Project − Professor Robin Teigland (Stockholm School of Economics, UiA) presents the project “NVWN - The Nordic Virtual Worlds Network” Showcases  11:30 RunAlong − Entrepreneur Heidi Harman presents her experiences with the running initiative, RunAlong in Second Life  11:45 Virtex − Founder Sverre Lunøe-Nielsen presents Virtex, a company developing software applications for interactive data visualization  12:00 ICYou Group − Project Manager Serdar Temiz presents ICYou, a company that develops interactive media platforms  12:15 Lunch

Hinweis der Redaktion

  1. http://www.youtube.com/watch?v=0CijdlYOSPcWhile many definitions of VWs, these are the characteristics that I find relevant to the study of virtual entrepreneurship. Persistent, computer-simulated, immersive environments ranging from 2D "cartoon" imagery to more immersive 3D environmentworld exists regardless of whether users logged inUsers can manipulate and/or alter existing content or even create customized content Shared space or co-presencenumerous users, or ‘avatars’, simultaneously participate, interact, and share experiences through gestures, text chat, and voiceSocialization/community formation of in-world social groups such as teams, guilds, clubs, cliques, housemates, neighborhoods, etc the world allowed and encouraged
  2. Virtual teaming skills…possibilities for collaboration, knowledge sharing, problem solving across geographical space.Educators can create and run simulations in an easy manner…Show video for 1min30sec
  3. http://www.readwriteweb.com/archives/number_of_virtual_world_users_breaks_the_1_billion.phpWhat are the 5 phases of a Hype Cycle?1. "Technology Trigger"The first phase of a Hype Cycle is the "technology trigger" or breakthrough, product launch or other event that generates significant press and interest. 2. "Peak of Inflated Expectations"In the next phase, a frenzy of publicity typically generates over-enthusiasm and unrealistic expectations. There may be some successful applications of a technology, but there are typically more failures. 3. "Trough of Disillusionment"Technologies enter the "trough of disillusionment" because they fail to meet expectations and quickly become unfashionable. Consequently, the press usually abandons the topic and the technology. 4. "Slope of Enlightenment"Although the press may have stopped covering the technology, some businesses continue through the "slope of enlightenment" and experiment to understand the benefits and practical application of the technology. 5. "Plateau of Productivity"A technology reaches the "plateau of productivity" as the benefits of it become widely demonstrated and accepted. The technology becomes increasingly stable and evolves in second and third generations. The final height of the plateau varies according to whether the technology is broadly applicable or benefits only a niche market.Virtual worlds have reached a stage where new users continue to build, even though the media has moved on to fan the fires of Facebook and Twitter, says Douglas Thompson, CEO of Remedy Communications, a Toronto marketing firm. Second Life says the time spent on the site by users increased 21 percent in 2009. Most paying customers on Second Life are purely social, but it still boasts 1,400 business-related organizations as users. Thompson says traffic on Metanomics, his company’s Second Life video presence, has picked up in the past year, with 50 percent of new users coming from small or medium-size companies. “People no longer ask what an avatar is,” says Thompson. “We can thank Jim Cameron for that.”Read more: Entrepreneurs Doing Business by Avatar - Personal Finance - Employment - SmartMoney.comhttp://www.smartmoney.com/Personal-Finance/Employment/Entrepreneurs-Doing-Business-by-Avatar/#ixzz0pp1H6D7N
  4. RT: traditional leadership further challenged as we move to a world of web 3.0 or the immersive internet…http://www.youtube.com/watch?v=-ahqjBeknT0
  5. Brings personalized, human interaction to the self-service channel. Bank staff and customers connect in real time, presenting an engaging virtual experience. Collaborative voice-video sessions can be used to walk customers through complex requests. Such interactivity appeals to today’s “always on” customer, while helping banks address staffing issues and the need for greater efficiencies in a world beyond phone-based customer service. With an integrated strategy, banks can maximize email, video, text and even social media channels.
  6. http://www.hypergridbusiness.com/2009/05/hypergrid-101-why-its-good-for-business/http://mediagrid.org/groups/technology/OFF.TWG/http://www.youtube.com/watch?v=0ZReLlmr-8k&tracker=False&hd=1Companies still active in sl - http://danielvoyagerblog.wordpress.com/2011/03/24/active-rl-companies-that-have-a-presence-in-sl-2011/Air FranceABCAmazon AMDAmerican Cancer SocietyCNNCisco SystemsDellIBMKelly ServicesNokiaManpowerPhilipsPress DispensarySiemens Innovation Connection
  7. As modeling and simulation technology improves, more and more real world items will be successfully designed in collaborative spaces that can be leveraged both by corporations and ad hoc groups. -Cory Ondrejka
  8. B2C
  9. As modeling and simulation technology improves, more and more real world items will be successfully designed in collaborative spaces that can be leveraged both by corporations and ad hoc groups. -Cory OndrejkaPicture creditshttp://ncfp.wordpress.com/category/adaptive-management/page/2/http://www.motorship.com/news101/new-version-of-cadcam-software-released
  10. RT: the 3D internet characterized by ….(next slide)
  11. Yet no critical mass
  12. http://journals.tdl.org/jvwr/article/view/866
  13. GöranLindqvist, 2011A virtual world affords immersion and interactionImmersion and interaction leads to identification with the avatarIdentification gives an avatar a persona, with wishes, aspirations, likes and dislikesAn avatar with a persona will engage in consumption and entrepreneurship – to the extent that the virtual world allows ithttp://tinasuniversum.blogspot.com/2011/03/var-svenska-model-madeleine-dollinger.html
  14. As modeling and simulation technology improves, more and more real world items will be successfully designed in collaborative spaces that can be leveraged both by corporations and ad hoc groups. -Cory Ondrejka
  15. http://journals.tdl.org/jvwr/article/view/866