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> <channel><title>twopointouch &#187; Virtual Worlds</title> <atom:link href="http://twopointouch.com/tag/virtual-worlds/feed/" rel="self" type="application/rss+xml" /><link>http://twopointouch.com</link> <description>web 2.0, blogs and social media</description> <lastBuildDate>Mon, 09 May 2011 20:03:42 +0000</lastBuildDate> <language>en</language> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.1.3</generator> <item><title>500xp If You Watch the Video</title><link>http://twopointouch.com/2010/web-2-0/500xp-if-you-watch-the-video/</link> <comments>http://twopointouch.com/2010/web-2-0/500xp-if-you-watch-the-video/#comments</comments> <pubDate>Thu, 04 Mar 2010 17:01:42 +0000</pubDate> <dc:creator>Ian</dc:creator> <category><![CDATA[web 2.0]]></category> <category><![CDATA[facebook]]></category> <category><![CDATA[games]]></category> <category><![CDATA[Virtual Worlds]]></category> <guid
isPermaLink="false">http://twopointouch.com/?p=2159</guid> <description><![CDATA[The video is Carnegie Mellon University Professor, games developer and former Disney imagineer Jesse Schell on the surprise success of the likes of Farmville, Webkinz, Club Penguin, Wii Fit and X-Box Achievements.<p><a
href="http://twopointouch.com/2010/web-2-0/500xp-if-you-watch-the-video/">Continue reading 500xp If You Watch the Video</a></p>]]></description> <content:encoded><![CDATA[<p>The video is Carnegie Mellon University Professor, games developer and former Disney imagineer <a
href="http://thingsifinished.blogspot.com/">Jesse Schell</a> on the surprise success of the likes of Farmville, Webkinz, Club Penguin, Wii Fit and X-Box Achievements. All of these are concepts that must have sounded insane on paper when they were proposed three-or-four years ago and then went on to become massive money-spinners for their creators. It’s also about the ways these games foreshadow the future in their crossover between gaming and real worlds.</p><p>We tend to imagine computer gaming as being about fantasy, but the really important thing that this new, commercially successful breed of games all have in common is the way they blur the boundaries between fantasy/online and meat-space. Farmville is about your real-life friends helping you out; Wii Fit is physical as well as virtual; Achievements is a meta-game about social status. Then we have Nectar points; Club Card points; Caffe Nero points; Petrol points; Alcohol Units (<em>what? you’re <span
style="font-weight: bold;">not </span>supposed to collect them?</em>). Gaming is becoming ubiquitous.</p><p><object
id="VideoPlayerLg44277" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="418" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param
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id="VideoPlayerLg44277" type="application/x-shockwave-flash" width="480" height="418" src="http://g4tv.com/lv3/44277" name="VideoPlayer" allowfullscreen="true" allowscriptaccess="always"></embed></object></p><p><em>The video’s URL is <a
href="http://g4tv.com/videos/44277/DICE-2010-Design-Outside-the-Box-Presentation/">http://g4tv.com/videos/44277/DICE-2010-Design-Outside-the-Box-Presentation/</a> in case it doesn’t show. (Internet Explorer users. tssk).</em></p><p>From completely the opposite direction, the desire for authenticity in a world that is becoming increasingly more virtual is a theme Schell touches upon and has been a frequently mentioned topic on this blog.</p><p>My key piece of recent evidence: <a
href="http://news.bbc.co.uk/1/hi/magazine/8523082.stm">the renaissance of the ukelele</a>. What’s that about if it isn’t a deep hunger for something (a) physical; (b) crafty and © nostalgic? More seriously, there’s so much stuff all over the place about hand-crafted this and authentic that. Crafting communities. Photowalks. Meetups. We’re mad for a spot of reality, an oasis of organic in the desert of digital.</p><p>Schell invokes this — and I really must get <a
href="http://authenticitybook.com/">this book about it</a> that he mentions — but then somehow segues between that and this approaching world order in which <em>everything</em> you do potentially scores you points. I’d agree that ‘gaming everywhere’ seems a likely future – one that’s already partially arrived, but I’m not sure that this will satisfy any of these other desires for a more real, visceral experience of life. So some sleight-of-hand there, I think. Brilliant presentation, nonetheless.</p><p><img
src="http://twopointouch.com/wp-content/uploads/2010/03/dice.jpg" alt="dice" title="dice" width="500" height="333" class="alignnone size-full wp-image-2598" /></p><p>picture credit: <a
href="http://www.flickr.com/photos/dreambagz/">Dreambagz</a></p> ]]></content:encoded> <wfw:commentRss>http://twopointouch.com/2010/web-2-0/500xp-if-you-watch-the-video/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Why You Can’t Buy a Heineken in Second Life</title><link>http://twopointouch.com/2007/business/why-you-cant-buy-a-heineken-in-second-life/</link> <comments>http://twopointouch.com/2007/business/why-you-cant-buy-a-heineken-in-second-life/#comments</comments> <pubDate>Wed, 24 Oct 2007 19:05:22 +0000</pubDate> <dc:creator>Ian</dc:creator> <category><![CDATA[business]]></category> <category><![CDATA[social media]]></category> <category><![CDATA[websites]]></category> <category><![CDATA[Heineken]]></category> <category><![CDATA[PR]]></category> <category><![CDATA[second life]]></category> <category><![CDATA[Virtual Worlds]]></category> <category><![CDATA[VR]]></category> <guid
isPermaLink="false">http://twopointouch.com/2007/10/24/why-you-cant-buy-a-heineken-in-second-life/</guid> <description><![CDATA[<p><a
href="http://twopointouch.com/wp-content/uploads/2007/10/image.png"></a> I’ve always been a bit of a sceptic about <a
href="http://www.secondlife.com">Second Life</a> (posts passim, and I mean in its utility as a marketing vehicle for brands), and I won’t pretend otherwise despite a day of inspiration and intelligence at the <a
href="http://virtualworldsforum.com/#">Virtual Worlds Forum</a>. Yes, I now understand a bit more about why<p><a
href="http://twopointouch.com/2007/business/why-you-cant-buy-a-heineken-in-second-life/">Continue reading Why You Can’t Buy a Heineken in Second Life</a></p>]]></description> <content:encoded><![CDATA[<p><a
href="http://twopointouch.com/wp-content/uploads/2007/10/image.png"><img
style="border-top-width: 0px; border-left-width: 0px; border-bottom-width: 0px; margin: 0px 10px 10px 0px; border-right-width: 0px" height="202" alt="image" src="http://twopointouch.com/wp-content/uploads/2007/10/image-thumb.png" width="202" align="left" border="0" /></a> I’ve always been a bit of a sceptic about <a
href="http://www.secondlife.com">Second Life</a> (posts passim, and I mean in its utility as a marketing vehicle for brands), and I won’t pretend otherwise despite a day of inspiration and intelligence at the <a
href="http://virtualworldsforum.com/#">Virtual Worlds Forum</a>. Yes, I now understand a bit more about why brands have been investing in the network and am prepared to say that this is probably not quite such a terrible thing as earlier posts might have suggested. Some of the other virtual worlds such as Stardoll, Habbo, Eve and Entropia seem very interesting indeed.</p><p>On with the doom and gloom, though, and one presentation that I really enjoyed came from Marco van Veen, a manager at the Innovation &amp; Collaboration Center at <a
href="http://draughtkeg.co.uk/home/">Heineken</a> on why they said ‘no’ to Second Life.</p><p>Heineken obviously does a <strong>lot</strong> of advertising and sponsorship and isn’t remotely afraid to try out new forms such as product placement in films like <a
href="http://brainsells.blogspot.com/2006/11/casino-royale-hit-for-product-placement.html">Casino Royale</a>. They could very easily imagine a Heineken bar or vending machines in SL, as could all of us — heck, why not a Heineken lake? — and obviously developers and marketing agencies kept coming to them with metaverse ideas. Initially, they had a lot of enthusiasm for the possibilities.</p><p>As they started to think through the business value of the project, though, several adverse factors dawned on them…</p><ul><li>They wouldn’t be the first beer brand to enter the world. The press and publicity that was showered on companies like Toyota, IBM and Starwoods when they debuted in SL wouldn’t be likely to be repeated for the third or fourth beer brand to enter.</li><li>They found research from <a
href="http://www.markettruths.com/default.asp">Market Truths</a> (<a
href="http://sl.markettruths.com/reports/report.asp?3">March 07</a> — costs $100 or L$12,500) which said that if brands fail to position themselves correctly in SL, they can expect a backlash from residents. This led the company to conduct its own research among residents. It turned out that almost half thought that the Heineken brand would not be a good fit within Second Life. Only 19% said they thought it would. Don’t ask me why that was the case — as I understand it, there was something of a backlash against all commercial brands in the world earlier this year and it may just be part of that.</li><li>It didn’t sit very easily with the company’s <a
href="http://en.wikipedia.org/wiki/Corporate_social_responsibility">CSR</a> policy. Heineken wants to be seen as promoting the socially responsible use of alcohol. Clearly, if they made Heineken bottles and kegs available in SL, it would be reasonably likely that residents would play-act drinking to excess. What else <em>is there</em> to do with a keg of virtual beer? (or errm… real beer).</li><li>Hand-in-hand with this came worries about the age of SL residents. It’s company policy at Heineken not to sponsor events where the proportion of adults is lower than 70%. Linden Labs’ own figures suggest that this is comfortably so, but the company had an alternative report created by ComScore that suggested that only 68% of SL residents are 21 or over. This made them fear that Linden’s figures were unreliable. Again, this wouldn’t sit well with their responsible drinking policy.</li><li>Joined with this was some anxiety about litigation. It seemed a reasonable supposition that there are ambulance-chasing US lawyers sitting in SL and waiting for a beer brand to give some of their product to a minor. Such a suit could well seem newsworthy to a technophobe press keen to sniff out any suggestion of child abuse online.</li></ul><p>Yes, I am an SL naysayer, but that’s not the only reason I found this a refreshing presentation. There’s such wide-eyed bollocks talked about virtual worlds that Heineken seem like geniuses for sensibly and thoroughly assessing the opportunity and turning it down on this occasion. As van Veen said, however, this is a very new medium, and the company has far from closed the door on a virtual existence.</p><p>Update: I’ve written two posts so far on VWF at our NMK site. One on the basics you ought to know and one on business models and possibilities. Also, this post is being discussed by listeners to the FIR podcast <a
href="http://www.forimmediaterelease.biz/index.php?/weblog/the_hobson_holtz_report_podcast_287_october_25_2007/">here</a>.</p> ]]></content:encoded> <wfw:commentRss>http://twopointouch.com/2007/business/why-you-cant-buy-a-heineken-in-second-life/feed/</wfw:commentRss> <slash:comments>8</slash:comments> </item> </channel> </rss>
