virtual

WebFlock Virtual World Announced

A creation of The Electric Sheep Company, WebFlock is an application for private-labeled, Web-based virtual experiences. It provides a visually immersive environment for social interaction, media consumption and game play, including 3D avatars, chat, games, and videos from YouTube.

Like Google’s recently launched “Lively,” WebFlock is accessible via any web browser, which means users won’t have to download the software with all the hassles that entails. But unlike Lively, WebFlock is a flash-based environment.

Custom environments within WebFlock will offer brands “better ways to provide meaningful and fun brand experiences that improve both the quantity and quality of engagement points. Brands can create their own ‘experiences’ but be warned, they’re pricey.

A “basic” experience is estimated to cost in the neighborhood of $100,000. Showtime, who maintains a presence in Second Life, will launch their WebFlock environment in late August.

Sources:
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Browser-Based Virtual Worlds: The Electric Sheep Company Releases WebFlock, Washington Post, 7/17/08
The Electric Sheep Company Website

Google’s "Lively" Goes Live

Google has launched a beta of “Lively”, a “3D virtual world” that enables users to create customized avatars and interact with other users in real-time within the web-based environment. The site promises to help you “take expression to the next dimension.”

Remember the rush by brands to establish themselves in Second Life? I suspect they never reached a significant audience in part because most non-gamers just won’t invest the time it requires to really maneuver within SL.  And, SL, if you get really into it, can get pricey.

Lively is completely free, at least for now. You’re stuck with a limited number of ways you can customize your avatar and spruce up your ‘room,’ but it’s a worthwhile tradeoff given that it takes just one brief session to get up to speed.

Some observers, such as the Gaming Insider, have pointed out that there’s not a whole lot to do in Lively once you get your rooms set up which is true. That’s where there’s a huge opportunity for marketers to provide branded interactive experiences that users can enjoy individually and with friends.  In a sign of things to come, National Geographic is promoting its "LA Hard Hats" series, with 3D construction site for visitors to navigate and watch video promos of the show.

Virtual worlds offer opportunities for brands and users to co-create rich more ‘realistic’ experiences. Lively takes us another step in that direction.

Virtual

Virtual, 3D interactive environments that may provide marketing and branding opportunities

Trends: Kids Victimizing Kids Online

Some parents are finding out that kid-friendly websites, those that cater to children and teens by monitoring bad behavior and keeping out adult predators, are not as kid-friendly as they thought. The anonymity of online combined with the unlikelihood of getting caught, and the minor repercussions if they do, have spurred some kids to steal from, scam and cheat other kids.

Owners of such sites as Penguin Club, Webkinz and Neopets are trying to cut down on these virtual crimes by hiring monitors, establishing a virtual 911-like service, and conducting ‘sting’ operations to catch perpetrators. What’s the (virtual) world coming to?

In virtual worlds, child avatars need protecting -- from each other”, LA Times, July 2, 2008

Trends: Virtual Social Media

If the Internet is about facilitating connections, then anything that enriches those connections by making them more personal and multi-dimensional will be attractive to users.

Nothing can take the place of, say, my brother, my sisters or my parents, sitting across from me at my kitchen table, or being able to hold my youngest niece on my lap. But a web cam, for example, although imperfect, adds another dimension to the connection between us and makes it seem more ‘real’ that simply hearing their voices on a phone or reading text messages on a screen.

That’s why I find the emergence of companies like ExitReality exciting. According to their website they are “a new social media platform that aims to improve your online experience with an enhanced 3D, multi-user, immersive messaging environment..”

You can create virtual photo galleries for you and your guests to walk through and discuss, post video clips that “transform into 3D flat-screen TVs that you can enjoy watching with your friends,” and “see and interact” with your friends while chatting with them online.” How cool is that? 

I'm curious to see if it can be used to facilitate online meetings and conference calls - could be a great option if the software isn't time consuming to learn to use.

ExitReality works with leading global social media sites Facebook, MySpace, Fraudster, Hi5, Rout and Bebop and is currently taking beta applications. They plan to launch “soon.”

ExitReality, via Techcrunch

Dizzywood

Dizzywood is story-driven virtual world for kids.

Gaia Online

Gaia Online is a virtual social network and community role-playing site whose avatars are styled after anime cartoon characters. The site offers anime, manga, and video game discussions as well as a links database and a fan-art gallery.

The site is targeted to 13- to 22-year-olds.

Related: Time Warner Ga-Ga Over Gaia 1-10-08

Stardoll

Stardoll is a virtual community for girls aged 9-17 focused on celebrities, fashion and friends. The site claims 6 million unique visitors per month.

 

Stardoll.com

Reverse Product Placement - Should You Launch Your Brand Virtually Before You Launch in the 'Real' World?

Reverse product placement refers to creating and ‘launching’ a fictional brand in media such as movies, television shows, books, virtual worlds and games.

Once the brand gains critical mass and awareness, it could be translated to a commercial product and launched into the ‘real’ world.

While reverse product placement has occurred in movies, television shows and books, former MIT academic and current Xbox Live Arcade product planner David Edery suggests that reverse product placement in virtual worlds and games can save marketers “tens or hundreds of millions of dollars fighting mature competitors for mindshare and shelf space in the physical world” by launching “a new offering in an uncluttered fictional one" Source: Gamasutra.com

He notes that it happens with other media, such as "Every Flavor Beans," from Harry Potter books and movies, later converted into a real-world product by Cap Candy, a division of Hasbro.

“The Simpsons Movie” was promoted by selling real products under imaginary brand names like Buzz Cola, Frosted Krusty-O’s and so on, and certain 7-Eleven locations were temporarily re-branded as outposts of the show’s Kwik-E-Mart chain.

Related Links:

Rob Walker "False Endorsement", 11/17/07 - New York Times

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