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Group:
Ubyrajara Antonio Chamma De Moura
Izabella Melendez Conigliaro
John Bica
William DeWitt
Introduction
Company Background
Inspiration:
Early Prototype
Premium Residents
Economic Opportunities
Corporate User of
Games/Social Networks
Methods of advertising shift towards males
aged 18-34
o Spent 12.5 hr/week playing video games
vs 9.8 hr/week watching TV
Marketing online required sustained
engagement with brands rather than clicking
through a purchase
o Virtual world allow marketers to segment,
reach, and influence the alter egos of realworld customers
o Can see how they interact or use a
Mercedes Benz
Began using virtual worlds with its online game MercedesBenz Wunschwald
o linked the companies and users created content and
fostered a dialogue within whole community
December 2006: began design & implementation of
transferring real-world brand values into virtual world of
Second Life
February 2007: Launch an Mercedes Benz Island
o containing a virtual showroom, framed by a test track,
small-brand history musuem, area for vehicle
presentation, a stage for events and big screens for
current products films and TV advertisements
o Essentially able to reach a whole segment of internet
users
New C-Class Car model
o Gave Second Life residents exclusive preview of virtual
Different companies,
different concepts
Second Life is a sandbox of sorts.
In June 2007, nearly no day went by without another
company announcing the launch of its presence in a
virtual world.
IBM:
Invested US$10 million in 2007
Uses islands for conducting research, onboarding new
employees, providing developer support, and conducting
meetings with IBM staff and clients.
Reebok:
October 2006
Residents create virtual customized shoes for their avatars
(L$55)
People can wear the same design shoes in the real world
and in Second Life
Calvin Klein fragrances:
March 21st 2007 (simultaneously with real-world launch)
Virtual version of the new ck IN2U fragrances
Since avatars cannot smell, the virtual perfume bottles
enable residents to spray each other with bubbles that
Randstad:
March 7th 2007
First human resources service provider to establish a
presence in Second Life
Research project about the influence of virtual world on
social network
Company offers virtual and real jobs
Pays Second Life's residents in L$
INSEAD:
March 2007
Virtual campus
Offer an innovative learning environment in which
participants from around the world can collaborate in realtime and learn from diverse experiences of faculty and
peers.
American Apparel
o CopyBot
o Trademark Violations
o SSLA-Virtual Terrorists (ABCs
Island)
o Gambling
Second Life
Today
Second Life Grid Stats
2014
Total Registered SL
Residents: 38.1+ million
Total SL Regions: 26, 102
SL Concurrency: 30, 000
(min) 56, 000 (max)
SL Daily Median
Concurrency: 42, 000
SL Daily New Signups: 10,
000 to 12, 000 per day
(average)
https://www.youtube.com/watch?v=3-LB-FeJlc4
Questions?