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Join our Virtual Worlds Group!
FountainBlue's Virtual Worlds Events

Join the virtual worlds list by selecting the image on the left, or join multiple lists by completing the form on the right.


Groups include: clean energy, high tech, life science, virtual worlds, women leaders, and executives.


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FountainBlue's Virtual Worlds Annual Conference

Topic: Virtual Worlds: Where We Were, Where We're Going, What Does It Mean to YOU?

Date & time: Friday, September 24, 2010, from 8:30 a.m. until 3:00 p.m.

Location: Cisco, MCCARTHY RANCH 3 (SJCMR3), 155 North McCarthy Blvd., Milpitas, Great Dane Conference Room

Cost: Register by September 22 at noon: $42 members, $52 partners, $62 general

Late and On-Site Registration: $62 for members, $72 for non-members

Registration Link: Click on the adjacent PayPal link to pre-register by 9/22 at noon

Audience: Entrepreneurs, Intrapreneurs and Investors only. No service providers please.

Second Annual State of the Virtual Worlds Industry Event

FountainBlue's Second Annual State of the Virtual Worlds Industry conference updates entrepreneurs, intrapreneurs and investors on the successes, challenges and trends of the industry overall, and showcases corporate and entrepreneurial virtual world demos. Beginning with a panel sharing the growth of the industry from the legal, venture, research and corporate perspectives, the program will next highlight how leading corporations are leveraging virtual worlds solutions to better serve their constituents, and culminating in showcasing early stage, funding-bound virtual worlds entrepreneurs with a range of solutions pushing the technology and business envelope.


Please pre-register for by September 22 at noon or pay the late and on-site fee!
Virtual Worlds Event Admission
Is it OK to share your e-mail address
Brief Introduction
Burning Question
Additional Questions and Comments
 

Agenda

8:30    Registration and Networking

9:00    Welcomes and Thank Yous

9:15    Trends in the Virtual Worlds Industry: An Update on What's New and What's Coming

Facilitator Jeff Pope, Founding Partner, Spark Sky Ventures

Tim Chang, Principal, Norwest Ventures

David Helgason, CEO and Co-Founder, Unity

Chris Platz, Creative Director and Art Lead, Stanford Sirikata Labs

Eilif Trondsen, Research and Program Director of the Virtual Worlds @ Work Consortium at Strategic Business Insights

Mark Wallace, Conversation Manager, Linden Lab

10:20  Morning Break

10:35  Corporate Panel: Serving Customers, Building Communities, Training Users

Facilitator Dennis Shiao, Director of Product Marketing, INXPO

Sai Allavarpu, CITRIX

Mic Bowman, Intel

Kenny Lauer, George P Johnson

Dannette Veale, Global Virtual Event Strategist, Cisco, Lead, Virtual Component, Cisco Live

11:40   Lunch and Networking

12:30   Entrepreneur Panel: The Tools, The Goods, The Immersion Experience

Facilitator Nina Gerwin, The NRG Group

Michael Gold, CEO, Electrotank:

Steve Hoffman, CEO, Rocketon: virtual world for tweeners

Albert Kim, CEO, Zenitum: Augmented reality with 3D displays

Jim Parker, CEO, Digitell: SaaS 3D immersive virtual events and virtual training 

Reuben Steiger, Founder and Chairman, Virtual Greats

1:30    Adjourn and Further Networking and Corporate Exhibits and Entrepreneur Showcases open until 2:00

For more information and to register, visit http://www.svvirtualworlds.com.



Speaker Bios

Tim Chang, Principal, Norwest Venture Partners

Tim brings a combination of operational, technical and international business experience to NVP.  He focuses on investments in mobile, gaming, digital media, and also leads NVP's investment practice in China and Asia-Pacific. Tim led NVP's investments in and joined the boards of directors of ngmoco, Lumos Labs, Brite Semiconductor and 3jam. He also led NVP's investment in PCH International, a turnkey global supply chain services firm based in Shenzhen. Tim is a board observer working closely with Borqs, deCarta, Double Fusion and Veveo.


Nina Gerwin, The NRG Group

Nina Gerwin is Principal of The NRG Group, a management and marketing consulting practice that advises start ups on business and product strategies, and develops and executes marketing strategies and campaigns for corporate clients.  As a former start-up COO, Nina's background includes Comcast, Disney, HBO, Bare Escentuals, Architectural Digest and Bon Appetit magazines.

Nina maintains a steadfast, customer-centric foundation on which to build market share and profits.  She drives brand awareness and delivers customers with traditional, digital and social media with an expertise in consumer media and products (tangible and digital).  Areas of interest are mobile, virtual worlds / events / learning, social media, TV entertainment, online video and their convergence.


 

Michael Gold, CEO, Electrotank

Michael Gold is the CEO of Electrotank, the leading browser based multiplayer game and virtual world development studio and licensor of ES4 and EUP development platform for MMOGs. In that role, he is responsible for supporting Electrotank's worldwide client base and guiding further development of the award-winning development platforms that have established Electrotank as the premier partner for browser based multiplayer games and virtual worlds. Prior to joining Electrotank, Michael was the COO of Animation Collective where he directed all licensing, business, and production and drove the company's growth from six to eight figure revenues with no outside capital. Michael also co-founded the award-winning educational technology start-up Learnimation, LLC. Under his guidance Learnimation was awarded 10 Small Business Innovation Research Awards from the U.S. Department of Education and the National Science Foundation.

Michael is the executive producer of over 150 half hours of children's broadcast programming and dozens of online games for Nickelodeon, Cartoon Network, Scholastic, AOL, BBC Kids and Lionsgate. He earned a B.A. in Economics from Amherst College.


David Helgason, CEO and co-founder, Unity

David served as CEO of the game technology company Unity Technologies since co-founding it in 2003. Unity's vision is to democratize game development, and develop technology for the next generation of the industry. From in-browser MMO, through mobile, to social, casual, serious, and beyond. Unity is currently used by dozens of big game publishes and media companies, hundreds of smaller studios, and thousands of independent professionals, hobbyists, students, and 14 year old boys.

David's background is in software, having participated in several startups during and around the .com's, in areas such as early experiments with news & community integration, music business content distribution, and IT-consulting for a variety of local and global companies. David currently serves on the boards of serious game studio Serious Games Interactive, and fashion-technology startup World On A Hanger.


Steve Hoffman, CEO & Cofounder, LavaMind and RocketOn

Steve Hoffman (a.k.a. Captain Hoff) is a high tech serial entrepreneur. He's the CEO & Cofounder of LavaMind, which publishes Founders Space http://www.FoundersSpace.com, as well as numerous websites, games and mobile applications. Information can be found at LavaMind http://www.LavaMind.com and RocketOn http://www.RocketOn.com.

Hoffman is also a founding member of the Academy of Television's Interactive Media Group and was the Chairman & Founder of the San Francisco Chapter of the Producers Guild. In 2007, Hoffman founded RocketOn, a social media and virtual world startup. Prior to this, Hoffman was the COO of Tap11 (formerly Zannel), a venture-funded startup that provides businesses with advanced analytics and CRM for Twitter.
Before that, Hoffman was the North American Studio Head for Infospace, where he ran the US mobile games publishing & development group. From 1998 - 2002, he was the Chairman & CEO of Spiderdance, Hollywood's leading interactive television studio, whose customers included NBC, Viacom, Time Warner, TBS, GSN and A&E. He also consulted for R/GA Interactive, designing projects for Kodak, Disney, Intel, AdAge, and Children's Television Workshop.
In Japan, Hoffman worked as a game designer for Sega, generating new concepts and designs for games and amusement rides. Prior to Sega, he was a Hollywood development executive at Fries Entertainment, where he managed TV development. He graduated from the University of California with a BS in Electrical Computer Engineering and went on to earn a Masters in Film & Television from USC. He is also the co-author of the first-edition of "Game Design Workshop" published by CMP.


Albert Heekwan Kim

Born and raised in Seoul, Korea, Albert Heekwan Kim earned his B.S. at Ohio State University and his M.Sc. at Northwestern in Computer Engineering.  Since 1993, Albert has specialized in designing complex software architecture for platforms ranging from S/360 to FPGA.  His current venture, Zenitum, focuses on computer vision tracking technology for Mobile Augmented Reality.  With the world's best computer vision professionals, his also spends time on a "video based rendering" system for potential AR/VR uses at the start-up he founded called Voxelogram.  Albert believes "bringing the virtual into the real space" and vice versa can be done for creating the 3rd realm with his two endeavors.


Jim Parker, President and CEO, Digitell Inc.

Jim Parker is currently President and CEO of Digitell, Inc., a full service company that specializes in the development of virtual immersive environments and their applications for businesses.  Mr. Parker is a 30 year veteran in the conference industry, servicing 90 organizations, such as the American Academy of Family Physicians, CSC, Oracle, and many more.  Digitells's VirtualU platform focuses on ease of use, flexibility and full service capabilities. With a staff of over 20, Digitell provides its clients with everything they would need, from custom environments, to training, tech support and event execution. Client applications range from urban design, and museum replication to immersive webinars, Hybrid Conferences and 365 persistent corporate office space.  Mr. Parker is a well known speaker in the association industry and presently lives in Western New York.


Chris Platz, Creative Director and Art Lead, Stanford Sirikata Labs

Chris Platz is an artist and educator in the fields of traditional fine art and digital 2D/3D arts. Currently he teaches at the Art Institute of San Francisco in the Game Art and Design Dept, the Academy of Art Interior Architecture Dept, and Game Creation courses at the Digital Media Academy. Chris' industry projects include video game interface designs for Vampire the Masquerade, RuneQuest, and other titles. For the Digital Media Academy, Chris teaches how to utilize the latest digital tools for creating memorable games, environments and characters. Chris is continually amazed at how fast the younger generation of gamers can learn tools that took him years to grasp. Away from the computer Chris enjoys painting murals, sculpting clay, and family time in the Bay Area with his wife and daughter.


Jeffrey Pope, Founding Partner, Spark Sky Ventures

Jeffrey is the Executive Vice President of ngi US, a Silicon Valley based, wholly owned subsidiary of ngi group Japan. Within his role at ngi US Jeffrey is chartered with identifying investment opportunities, performing market analysis, and assisting portfolio companies with North American strategy and entry. In addition, he is the US representative for 3Di, which is also an ngi group subsidiary company and a leading innovator in virtual world and 3D technologies.

With over 13 years living and working in Asia, Jeffrey has an extensive background in business development, negotiating critical business alliances and opening new markets. Prior to joining ngi group, Jeffrey held a position with Microsoft Japan where he was involved with the development of Japans Xbox live game server infrastructure, and overseeing an MSN data center. Thereafter he spent 6 years with Sun Microsystems Japan where he managed various aspects of Sun's Services and Sales business. He was instrumental in helping Sun to streamline its Services processes, primarily through the Six Sigma quality control methodology of which he was the lead practitioner and trainer. His last role within Sun was that of the head of Sun's Emerging Technologies Division in the Asia Pacific region. Having served as a consultant, a conference speaker, and participated in industry committees, Jeffrey is an acknowledged authority on Virtual Worlds and the Online Computer Games (MMO) market.


Dennis Shiao, Director of Product Marketing, INXPO

Dennis Shiao is an evangelist, strategist and practitioner of virtual events. Currently, Dennis serves as Director of Product Marketing at INXPO, the leading provider of privately branded virtual events and virtual business communities.  At INXPO, Dennis is responsible for go-to-market strategy and execution, and for shaping product and platform evolution via the "voice of the customer".

Dennis provides strategic consulting to clients on their virtual events and has managed virtual event campaigns for Cisco, HP, Oracle and Microsoft, among others.  Dennis blogs about virtual events and virtual worlds at "It's All Virtual" and is a frequent author and speaker. 


Reuben Steiger, Founder and Chairman, Virtual Greats

Reuben Steiger was the founder and CEO of Millions of Us, a company dedicated to helping businesses use virtual worlds and online communities. He also founded Virtual Greats, a company that sells branded virtual goods in online environments. From 2004 to 2006, Steiger was the Evangelist for Linden Lab, creators of the 3-D virtual world Second Life. He also served as Chief Development Officer at OVEN Digital, an award winning New York based web design company. While there he oversaw revenue and strategy for the company which grew to 11 offices and 350 employees worldwide. Steiger is a graduate of Brown University and lives in Marin County with his wife and two young children.


Eilif Trondsen, Research and Program Director of the Virtual Worlds @ Work Consortium at Strategic Business Insights

As research director of the Virtual Worlds @ Work (VWW) at Consortium Strategic Business Insights (SBI), a spin-out of SRI International (formerly Stanford Research Institute), Dr. Trondsen's research and consulting focuses on the use of technology for innovation, learning and performance improvement. He has 30 years of experience at SBI and at SRI International, leading or contributing to a variety of projects for U.S. and foreign clients in the private and public sectors. At SRI and SBI, Dr. Trondsen has held the position of Research Director of the Business Intelligence Program (now the Scan program), the director of the Learning on Demand (LoD) program (exploring the role of technology in learning and training), and is now leading VWW. In his tenure at SRI and SBI, he has given numerous presentations on various eCommerce, eLearning, innovation and virtual-worlds topics at conferences and to SRI clients around the world. Dr. Trondsen is also the author and co-author of numerous publications on eCommerce, eLearning and virtual-worlds issues.


Dannette Veale, Global Virtual Strategist, Cisco Live, Cisco

As the global virtual strategist for Cisco Live and Networkers conferences at Cisco, Dannette Veale lives and breathes new media. In addition to creating and driving the strategy for Cisco Live and Networkers virtual, Dannette has also managed global online and virtual programs for a variety of Cisco groups - most notably emerging markets. When she's not evangelizing the use of virtual environments to extend the reach of an event and broaden the overall audience demographic participating, you'll find Dannette engaged in such varied hobbies as producing streaming media, designing Web sites, or watching classic films such as Blade Runner. Outside of her daily immersion in the bleeding edge of collaborative media, Dannette's also been known to partake in such real world activities as gardening, baking, and knitting - while watching cyberpunk anime, of course.



Below are notes from our first annual virtual worlds conference.

FountainBlue's first Annual Virtual Worlds Conference, on the topic of Where We've Been and Where We’'re Going took place at Sun Microsystems on September 25, 2009. We would like to congratulate our winning entrepreneurs and thank our speakers, presenters and panelists for freely and candidly sharing their knowledge and advice and contributing to our excellent program. We would like to recognize them below.

 

Introductory remarks, framing the discussion were provided by:

  • Michael Gialis, New Business Development for Sun Microsystem's Lab and Chief Technology Office, Founder of Virtual Worlds Roadmap Group
  • Barry Holroyd, CTO, Masher Media

An Overview of the History of Virtual Worlds – What is it, Where Has it Been? was provided by:

  • Benjamin Duranske, Associate, Pillsbury Winthrop

Our first Panel Discussion: Virtual World Business Trends featured:

  • Moderator Sibley Verbeck, CEO, The Electric Sheep Company
  • Panelist Joshua Bell, Director, Technology Integration, Linden Lab
  • Panelist Tim Chang, Principal, Norwest Venture Partners
  • Panelist Benjamin Duranske, Associate, Pillsbury Winthrop
  • Panelist Michael Gold, CEO, Electrotank

Our Second Panel Discussion: Virtual World Case Studies featured:

  • Moderator Jeffrey Pope, Founder of Virtual Worlds Roadmap Group, Former Virtual Worlds VC and Virtual Worlds Entrepreneur
  • Panelist Jack Buser, Director of Sony Playstation Home
  • Panelist David Helgason, CEO, Unity
  • Panelist Damon Hernandez, Lead, Web3D Outreach, Web3d Consortium
  • Panelist Greg Nuyens, CEO, Teleplace, formerly Qwaq

 

Below are notes from our conversation, along with resource links from our presenters.

Virtual Worlds offer a dynamic, ever-changing landscape of technology, community, interaction. Although Virtual Worlds have evolved over the past few decades, it is now coming to the mainstream, and its impact is deep and broad. It affects many facets of the way we do business from the financial, economic, technology and legal aspects, as well as HOW business is done, leveraging software the enables creative and dynamic interaction between people with virtual presences and online communities overall.

 

Virtual worlds are evolving from the walled gardens of the 1990s to more and more dynamic, interactive and creative sites that incorporate user content and creativity. This seems to be following the familiar evolution of the web itself; America Online and Prodigy became supplanted by more open browser standards from Mosaic.

 

Indeed, Virtual Worlds are evolving from a fad and a toy to a valuable business tool, serving and connecting various stakeholders. The graphics abilities introduced in the 80s and 90s brought in the era of avatars and games which were wildly popular, with some running still today. Now these graphics are being harnessed in virtual environments to effect value in a variety of non-game related use cases.

 

As more people got more deeply engaged, user communities arose and questions on policies, procedures and how users can interact and communities can grow arose. In addition, a business model evolution is now occurring where we are redefining who developers, publishers and retailers are and how they work together, as well as who is funding, marketing, and servicing these individual users and user communities. Users continue to raise the bar for what they can do and how they can do it, increasingly demanding more customized solutions and experiences tailored to themselves personally, and to the communities they join.

 

Adoption has not reached explosive double-digit figures yet for most virtual world communities, but with that said, in general the virtual worlds for kids sub-industry has benefited from the fastest and broadest adoption rate and continues to grow, showing that this is not a transient fad, but a real opportunity. Indeed, savvy publishers, manufacturers, producers and others selling to the kids market are factoring in web sites, books, toys, and virtual world communities as part of their marketing and outreach efforts. Successful examples of this maturing mass market segment include Webkins and Club Penguin.

 

Both panels remarked on the huge opportunities available in the media and entertainment industry. According to latest PriceWaterhouseCoopers Q2 2009 report, media and entertainment investments, totaled $115B, averaged $2 million per deal and totaled 52 deals, mostly from Silicon Valley (19), but also 10 from New York, and 6 from LA/Orange County. https://www.pwcmoneytree.com/MTPublic/ns/print.jsp?page=industry&industry=7100&region

 

The panelists and presenters had the following advice for virtual worlds entrepreneurs and intrapreneurs:

  • The growth of an individual virtual world, and the industry altogether might grow in fits and starts, depending on technology availability, user communities, adoption of standards, bandwidth constraints and other factors. Awareness of these challenges and addressing them headlong, in collaboration with other stakeholders will help drive the growth of the industry.
  • Minimize the barrier to adoption and drive the user base for your community: making adoption friction-less a critical factor for success. Make sure that there are no technology hassles (installing separate plug-ins and technologies), process hurdles (logging in, taking surveys, confusing steps), or marketing/branding confusion (they have to know where to go and that their trusted colleagues have recommended the experience), for example.
  • Take advantage of the 'Hybrid Tiered Solution', where general users (about 85%) get in free, and a certain percentage (around 15%) pays through micro transactions for premium services and a smaller percentage (1-3% for example) pays for ongoing subscription levels. The successful organization will offer a solution which would serve the individual needs of all three types of users, treating them all as valuable members.
  • Leverage the social communities (FaceBook, Twitter, iPhone, etc.) of the audience to leverage the growth of your community.
  • Content is king. Everyone wants more content, richer interaction, more activities, more engagement, etc. The successful company offers solutions which engages users while also setting appropriate controls and boundaries.
  • Focus on the needs of your target audience, whether they are frequent texters, or users of Twitter or FaceBook, creating a virtual world that lets them interact the way THEY want to will attract the audience you’re targeting.
  • Research patents in your space, and consider IP issues associated with user-generated content. Find the edge of the law to remain competitive, but stay on the right side of the law to avoid litigation and other problems.
  • Policies, regulations and enforcements in the virtual worlds space are rapidly evolving. Leverage resources to stay informed and be prepared to help shape, respond to these changes.
  • Adoption of hardware such as headsets and webcams etc. will continue to occur, but not nearly at the pace of the evolution of software. Therefore, if your virtual world incorporates hardware components, create games which work with existing hardware, and leverage existing markets.
  • Create a simple communication device to share information to the whole community, like a leader board, as it would generate discussion, invite more engagement, and help with the viral growth of the community.
  • Ease of use can be defined as the first 30 seconds, the first 30 minutes, the first 30 hours, and the first 30 days. Strategies for retaining and securing users for each of the ‘first 30s’ may vary, but they are also inter-dependent, and must always focus on the needs of the customers.
  • When designing a virtual worlds solution, speak to the people who would use it, like nurses or service station attendees rather than doctors (if they are not the ones who will use the solution) and managers (if they are not the ones serving the customer).

 

The panel raised some questions which could lead to hot virtual world business opportunities:

  • What are the challenges and opportunities in synchronist and asynchornistic communication? How can solutions bring more people from more places together and more richly interact?
  • How can virtual worlds assist with visualizing and modeling to support the innovation process and more cost-effectively make real technology- based solutions?
  • What opportunities can data analytics and data visualization provide?
  • Solutions across sectors offer opportunities. What might work for the education market, for example, might also serve a life science market. In addition, the technology for conducting a quest for a game might be adapted to organizational and productivity tools for businesses. What could this mean for YOUR company?
  • What are the intersections of where gaming meets music or education or homework and what solution could you create to serve the needs of that market?

 

In summary, our panelists and presenters have shown and told us that Virtual Worlds:

  • Are not only becoming more and more useful, they are also engaging and fun and potentially profitable.
  • Are being adopted in different ways to create and serve communities for personal and business benefit.
  • Are being increasingly more integrated into everyday business functions from training to education to service, branding and outreach. As such, challenges such as IP, security, privacy, and other factors will arise.
  • Are mature enough that metaphors and examples exist, making it easier for potential customers and partners to understand new technology and business model solutions. Second Life, early games, Mosaic, Silicon Graphics, Tivo, Qwaq and other others have forged the business, technology and cultural grounds and helped grow the industry. They have been around long enough so tools and technologies and solutions are available, and the technology adoption curve is not as steep.
  • Is not dominated by the US, as adoption of virtual goods and mobile platforms for example is 4-5x faster in Asia and Europe.

 

Additional information and resources:

  • Presenting Entrepreneur Brian Bauer, OnTrack Health, winners in the Enterprise, Other Category (Collaboration in Health Care): http://ontracktechnology.blogspot.com
  • Panelist Joshua Bell, Director, Technology Integration, Linden Lab http://www.lindenlab.com
    • Linden Lab: Second Life enters the realm of the enterprise
    • Joe Miller, VP of Platforms and Technology Development, at Linden Lab talks to CNET’s Dan Farber about the challenges in developing dynamic and reliable backend operations for the 3D virtual world of Second Life. Miller also discusses how they’re incorporating new hi-tech conferencing tools for business users such as VoIP solutions and video streaming technologies. http://video.zdnet.com/CIOSessions/?p=310
    • Linden Lab’s Blog on the Economy https://blogs.secondlife.com/community/features/blog/2009/04/16/the-second-life-economy--first-quarter-2009-in-detail
    • Second Life Starts To Grow Again, Wagner James Au, Wednesday, April 15, 2009 http://gigaom.com/2009/04/15/exclusive-internal-second-life-data-shows-returning-growth/
  • Panelist Jack Buser, Director of Sony Playstation Home: http://www.playstation.sony.com
  • Panelist Tim Chang, Principal, Norwest Venture Partners http://www.nvp.com
  • Presenting Entrepreneur Dustin Clingman, Immediate Mode Interactive LLC, winners in the Enterprise, Virtual Meetings Category: http://www.immediatemodeinteractive.com
  • Presenter, Sponsor and Panelist Benjamin Duranske, Associate, Pillsbury Winthrop
    • 10 Frequently Asked Questions About Virtual Worlds http://www.pillsburylaw.com/index.cfm?pageid=34&itemid=39364
    • Virtual Law: Navigating the Legal Landscape of Virtual Worlds, by Ben Duranske http://www.amazon.com/Benjamin-Tyson-Duranske/e/B001JP104A
  • Entrepreneur with display booth, Andrew Filev, CloudMach, http://www.cloudmach.com
  • Emcee, Speaker and Sponsor, Michael Gialis, New Business Development for Sun Microsystem’s Lab and Chief Technology Office, Virtual Worlds Roadmap Group and Survey: http://virtualworldsroadmap.blogspot.com/ 
    • August 2009 Survey Results http://virtualworldsroadmap.wikispaces.com/Survey+Aug+09
    • Sun Research Labs http://research.sun.com/
  • Panelist Michael Gold, CEO, Electrotank http://www.electrotank.com
  • Presenting Entrepreneur Sherry Gunther, CEO, Masher Media, winners in the Consumer, Six to Twelve Category: http://www.masheredia.com
  • Panelist David Helgason, CEO, Unity: http://www.unity3d.com
  • Panelist Damon Hernandez, Lead, Web3D Outreach, Web3d Consortium http://www.web3d.org
  • Presenting Entrepreneur Troy Hipolito, CTO and Owner, ISO Interactive, winners in the Consumer, Teenagers to Adult Category: http://www.isointeractive.com
  • Presenter Barry Holroyd, CTO, Masher Media, http://www.mashermedia.com
  • Presenting Entrepreneur Stevan Lieberman, SpotON3D, winners in the Enterprise, Other Category (Virtual Real Estate and Office Tools): http://www.spoton3d.com
  • Entrepreneur with display booth, Greg Howes, IdeaBuilder, http://www.ideabuilderhomes.com  
  • Panelist Greg Nuyens, CEO, Teleplace, formerly Qwaq http://www.teleplace.com
  • Demo presentation by Chris Platz, Creative Director, Sirikata, Stanford Humanities Lab and Computer Science, projects: Virtual Museum and Virtual Live Music Performance: http://www.sirikata.com and http://shl.stanford.edu
  • Panel Moderator Jeffrey Pope, Founder of Virtual Worlds Roadmap Group, Former Virtual Worlds VC and Virtual Worlds Entrepreneur, and Founding Partner, Spark Sky Ventures: http://www.sparksky.com
  • Presenting Entrepreneur Terry Thorpe, Chairman, KohdSpace, winners in the Enterprise, Virtual Events and Tradeshows Category: http://www.kohdspace.com
  • Panel Moderator Sibley Verbeck, CEO, The Electric Sheep Company http://www.electricsheepcompany.com
  • Demo presentation by Nicole Yankelovich, Principal Investigator, Collaborative Environments program including Wonderland v0.5, Sun Labs will demo the new features / functionality and capability of our re-architected platform: http://www.projectwonderland.com

 

In conclusion, the opportunities in the virtual worlds space are massive, with the convergence of technologies and markets and solutions. And it will take basic business principals, including strategic leadership and superior execution, constant education, lots of hard work, and a network of influential contacts to remain competitive in this rapidly growing and evolving space.




FountainBlue's Virtual World's sub-group was launched on March 9, with the production of our Virtual Worlds event on the topic of Virtual Worlds: The Hype, The Reality, The In-Between, featuring a panel of investors, entrepreneurs and intrapreneurs. As a follow-up to our March 9 launch event, FountainBlue will be producing an annual conference on Virtual Worlds, with the first one scheduled for September 25 from 8:00 a.m. – 3 p.m. This annual conference will update us on Virtual Worlds trends and feature case studies, while also profiling corporate virtual world solutions and entrepreneurial pitches from the winners of this business plan competition in six categories.

 

FountainBlue's Virtual World Program Team congratulates our six funding-bound virtual world start-ups who submited an executive summary and will be making their pitches at our annual Virtual Worlds Conference, scheduled for Friday, September 25 from 8:00 a.m. – 3:00 p.m. at Sun Microsystems. We have executive summaries from each of the submitting categories:

Consumer

  • Six to Twelve  
  • Teenagers and Young Adults  
  • Adults and Seniors  

Enterprise

  • Virtual Events and Tradeshows  
  • Virtual Meetings
  • Communities and Cross-Over Solutions, including·Virtual Identity across platforms and Convergence of On-Line and In-Person

Each Presenting Team will receive:

  • Submitting entrepreneurs will receive one passes to the 9/25 event, as well as informal feedback from FountainBlue Virtual Worlds Committee members.
  • The selected six presenting entrepreneurs will receive two additional passes to the 9/25 event and have the option of meeting informally with members of FountainBlue’s volunteer Virtual World committee members, between September 15 and September 22 at noon to prepare for the presentation.

Process for Pitching During the Annual Event

The six virtual world entrepreneurs, winners from each of the identified categories, will be conducting fast pitches, 20 minute rounds each, broken down as follows:

  • 5-minute pitches
  • 5-minutes Q&A with judging panel
  • 5-minute feedback

Deadlines and Announcements

August 14      Deadline for Exec Summaries Submissions (@ noon)

Sept 15         Announcing Six Finalists (by noon)

9/15-22         Informal Meetings with Finalists

Sept 25         Annual Virtual Worlds Event, with Presentation by Winners to Investors and Entrepreneurs

 

Our Team

FountainBlue would like to thank our virtual world program team for their support and contributions:

  • Program Team
    • Paul Cutt
    • Benjamin Duranske
    • Nina Gerwin
    • Michael Gialis
    • Robin Harper
    • Barry Holroyd
    • James Kempf
    • Matt Perez
    • Jeff Pope
    • Dennis Shiao
    • Sibley Verbeck
  • Exec Summary Team:
    • Sandy Adam
    • Laurie Dineen Dieck
    • Damon Hernandez
    • Sarita Mallya
    • Karen Marshall
    • Curt Ward

Get Involved

We welcome your feedback, input and involvement! Please e-mail us at info@svvirtualworlds.com if you are interested in joining the FountainBlue Virtual Worlds community as a volunteer to:

  • Spread the word,
  • Recruit entrepreneurs,
  • Evaluate pitches,
  • Recruit corporate partners, or
  • Manage the September 25 on-site event.

 




FountainBlue’s March 9 High Tech Entrepreneurs’ Forum was on the topic of Virtual Worlds: The Hype, The Reality, The In-Between and featured: 

  • Facilitator Glenn Von Tersch, Partner, TIPS Group
  • Panelist Anne-Marie Roussel, Microsoft
  • Panelist Michael Gialis, Business Development Manager, Project Wonderland and Project Darkstar, Sun Microsystems
  • Panelist Robin Harper, Former VP of Marketing and Community Development, Second Life, Linden Labs
  • Panelist Steve Nelson, Executive Vice President, Chief Strategy Officer, Clear Ink
  • Panelist Susan Stucky, Research Manager, IBM

 

The emergence of social virtual worlds as a cultural and business phenomenon has astounded and mystified some, and excited and profited others. In these trying economic times, people are escaping to fantasy lands and adopting new online personas, businesses are profiting from the upsurge of people actively participating at many creative levels, investors are looking carefully at the returns for existing companies, and corporations are wondering how virtual worlds will make them money, while providing better service for their customers.


Virtual World Definition:

  • Wikipedia: A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible (auditory and touch sensations for example). Some, but not all, virtual worlds allow for multiple users.
  • Excerpted from Gartner Analyst Steven Prentice talk on July 30:
    • Prentice said a virtual worlds is a presence in a space where interaction takes place in real time with digital personas.
    • Prentice pointed out that our avatar’s identity represents how we want to be perceived.
How Virtual Worlds Are Different
  • There are elements of interactivity, collaboration, immersion and immediacy which distinguish virtual worlds from ‘canned’ games or regular webinars.
  • There’s a potential for higher engagement and better connection between participants during the experience, which may lead to a more persistent and relevant memory. For example, a webinar in a virtual world may mean more than a regular webinar, particularly if you identify closely with your avatar.
  • The best virtual worlds offer tools which make it easy for people to be creative and express themselves, connecting with others.

Advice About Virtual Worlds:

  • Plan for and understand expectations from you/your company’s participation in a virtual worlds project. Make the outcomes timelined and measurable where possible.
  • Consider the importance of the (positive and negative) experiences of the users and what that would say about your brand.
  • Be open to letting users experiment within the virtual world, and event to take it in a direction which you may not have originally intended.
  • Companies that manage virtual worlds must establish policies for behavior, taxation, democracy, economy, governance, etc., In many ways, it’s a society and a culture should be proactively managed, just like in real life.
  • Creating an economy and an exchange allowed people to create their own land, reap benefits from their creativity and ideas, and own their ideas and concepts. The people who are successfully profiting from the economy on Second Life pave the way for others to do the same, and are attracting more people to investigate opportunities for themselves.
  • Costs for creating a virtual world are minimal. As this is a new area, this is a good time to experiment with different revenue models and niche markets to find something that works.
  • Partner with established entrepreneurial companies and established corporations to leverage their applications, research, and markets and find a win-win.
  • Make your virtual world intuitive to use, to encourage mass adoption.

Opportunities for Virtual Worlds Solutions:

  • Offer interactive early and secondary education and training.
  • Provide interactive training and simulation games which may have military or flight/driver’s applications for example.
  • Offer mapping tools which would have real-world applications, like providing law enforcement or military personnel detailed geographic maps of areas where there might be danger.
  • Sales force education to learn everything from how to sell the product/service to how to manage/overcome rejection. This type of training might be more real online as avatars can get quite animated!
  • Create mixed-reality concepts such as sensors in high-crime or war areas to help identify sources of gunfire for example, to respond quickly, to electronically map area, etc., all to help law enforcement and military professional proactively manage violence and protect people.
  • Leverage virtual world tools for project management/collaboration training or execution or for negotiation and sales training.
  • Create a virtual world call center to build better connections with customers and perhaps better collaboration between customers/between customer and company.
  • Use virtual world experience for diversity or innovation training.
  • Use virtual world to create support groups for people of similar interests and challenges, particularly if they have physical challenges making it difficult to connect in person with others or learning challenges like Aspergers where it might feel safer to connect and experiment with people similarly afflicted before trying out ideas and concepts live.

Ideas for Making Money on Virtual Worlds:

  • Own the virtual world, like Linden Labs
  • Sell virtual goods – millions of dollars can be made annually on selling virtual goods
  • Create virtual world tools for mobility, analytics, decision-making, design etc.,
  • Be a design agency or Sherpa to help others with their virtual world projects
  • Save money on training and communication/collaboration/project management for your company with a virtual world presence.
  • Build a reusable virtual world environment.

Resources:

  • Blog on It’s All Virtual, by Dennis Shiao of InXpo: Insights and Experiences from Virtual Worlds Experts, http://allvirtual.wordpress.com/2009/03/09/insights-and-experiences-from-virtual-worlds-experts/
  • FaceBook group for Virtual Event Strategists http://www.new.facebook.com/group.php?gid=52325833170
  • Noted Gartner Analyst Steven Prentice Updates His Predictions on Virtual Worlds, August 5, 2008, Donald Schwartz for Fast Company, reporting on the opening session of Clever Zebra’s Vbusiness Expo, July 30, 2008 (http://vbusinessexpo.com) which took place on a virtual world platform created by Forterra Systems Inc (http://www.forterrainc.com).  http://www.fastcompany.com/blog/donald-schwartz/fc-technology-moderator-blog/noted-gartner-analyst-steven-prentice-updates-his-
  • Size of Virtual Worlds:
    • Strategy Analytics http://www.strategyanalytics.com/default.aspx?mod=ReportAbstractViewer&a...
    • K-Zero http://www.kzero.co.uk/blog/?page_id=2092
    • 30 million active users in virtual worlds although many without a credit card
  • IBM Report: Virtual Worlds, Real Leaders: Online Games Put the Future of Business Leadership on Display http://www-07.ibm.com/innovation/au/ideas/giogaming/pdf/ibm_gio_gaming_report.pdf


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