The document summarizes an event about entrepreneurship in virtual worlds. It includes an introduction and presentation on a Nordic research project about virtual worlds by Professor Robin Teigland. The event also features showcases from four companies utilizing virtual worlds - RunAlong, Virtex, ICYou Group, and Lunch. The document discusses how virtual worlds are being used not just for games but also for business purposes like collaboration, training, and experiencing goods and services.
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)
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
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
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
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
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,….
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
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
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
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
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
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
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
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.
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
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
B2C
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
RT: the 3D internet characterized by ….(next slide)
Yet no critical mass
http://journals.tdl.org/jvwr/article/view/866
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
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