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Exclusive first look at latest Football Superstars screen-shots

Andy Law at Cybersports has kindly given me the latest screen-shots of Football Superstars. These are pre-alpha and published officially for the first time.
Enjoy.

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30 Oct

20 trends defining virtual worlds – Techdigest part 1

Metabrands, Virtual Research

Techdigest did a good job in live-blogging the recent Virtual Worlds Forum event in London and (like most tech-based media outlets) appear to be devoting more column inches to the metaverse space.

Of course, there’s a lot of land-grab going on at the moment, everyone keen to position themselves as thought-leaders in this sector. Techdigest has just published their ’20 trends defining virtual worlds’, basically a summary of some of the key drivers and hot discussion points. Full article here.

Here’s their first 10….

1. Shedloads of virtual worlds will be launched in 2008. I guess that depends on the definition of shedloads. There’s certainly going to be a few – and I’d hazard a guess that some of these will fail. The K Zero presentation from Virtual Worlds Fall covers the important elements critical to new world growth, falling into the market development, product development and diversification categories.

2. Teen-focused virtual worlds are huge. Indeed they are. And the residents of worlds such as Club Penguin, Habbo and Whyville are the leaders of tomorrow in terms of virtual worlds. K Zero forecasts for 2008 growth of these worlds (and others) can be seen here. As I write this post, two of my three boys are logged into Club Penguin and number three is wrestling to kick them off.

3. Brands still get it wrong. True dat. However, some brands are getting it right and for (almost) every brand making mistakes, there’s another one creating success. Let’s not forget here that Second Life gets the lionshare of media attention. Brands are present in other words as well and doing well. Projects involving There, Kaneva and Whyville (to mention just three) are worth reading. Two key things to remember when considering virtual world marketing: The importance of having a plan and using media planning to determine the right world for the brand, product or service.

4. There’s a problem with communication. This refers to the terminology used to describe and explain metaverses as opposed to in-world comms. I’d agree that there’s a lot of terminology but a necessary ‘evil’ (probably too strong a word) bearing in mind that technology is the backbone of these worlds and the sector although still small, is growing in several different directions.

5. There will be big growth in corporate use of virtual worlds. Totally agree. And, already there’s some major companies promoting the use of virtual worlds for corporate use. However, it’s still surprising how many large companies prevent access to virtual worlds from the desktop. For my money, 3D intranets (intraverses) will be a key growth area, particularly for companies with operations in more than one country.

6. Virtual items will be a big moneyspinner. Techdigest is refering to Metabrands. For companies looking to generate revenue streams from marketing activity in virtual worlds, metabrands are the way forward

7. Mobile is a bit of a wildcard. I see mobile devices being used to supplement, not complement virtual worlds. The key problem here is size – screen size – the lack of it. As we’re seeing with projects like Vodafone Inside Out, it’s possible to use mobile devices to create and offer augmental services for virtual activity.

8. Governments are waking up to virtual worlds. This is true in several areas. Government organisations are starting to use worlds like SL for marketing purposes (the Second House of Sweden for example), as well as for candidate promotion and as ‘outposts‘ for debate. Some of these debates have turned a little feisty.

9. Is it an online game or a virtual world, or both? A good point. By definition, the vast majority of virtual worlds are not games, they are environments. Games need rules, have points and winners and losers. However, some worlds are being created that combine both elements – these are called Metammogs, Football Superstars being a prime example.

10. China is getting into virtual worlds. Of course, we know about HiPiHi, the Chinese equivalent of Second Life. The Chinese government is currently planning the Bejiing Cyber Recreation District.

30 Oct

First non-profit goes There

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Lot’s going at There at the moment. The latest entrant is The Humane Society of the United States (HSUS) – the first non-profit entering There. Here’s the press release.

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26 Oct

Electrolux Innovation Grant Program

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Electrolux Innovation Grant Program

Assignment:
Second Life residents will be encouraged to submit ideas for useful devices designed to solve a specific challenge. They can present ideas already in development or projects that are still in the concept phase. They can work either as a team or as an individual.

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26 Oct

First look at Orange

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Orange opens to the public today, so it must be Orange Friday.
The island and focus of the project is on collaboration with SL residents. I’ll be speaking with Peter Newell about the project shortly. Here’s the SLurl.

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25 Oct

Nesquik. Right time, Wrong place?

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A few days ago Nesquik launched into Second Life onto the Activ8 island. For anyone who didn’t know, Nesquik is a milk flavouring product owned by Nestle and promoted primarily using the Nesquik bunny.

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24 Oct

Bershka

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We have a retail and fashion theme running on the K Zero blog this week. Yesterday we were covering Kinset (with more information coming soon) and today, Bershka.

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24 Oct

Orange Friday

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Following the likes of Comcast, Vodafone, Telus and Telecom Italia, the mobile network carrier Orange calls into Second Life this Friday with a community building project.

The island opens up with a concert, details as follows:

8:00 am SLT – Exploration of the island
10:00 am SLT – DJ Doubledown on the Lower Plaza
11:00 am SLT – Slim Warrior
12:15 pm SLT – Clint
The pre-launch event takes place tomorrow and the project is being handled by Metaversatility (planning and build) and Extralab (outreach and translations).

24 Oct

The island of Ireland

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Using the virtual Dublin sim as a platform, the Tourism Ireland organisation is planning a series events leading up to St Patrick’s Day 2008.

Virtual Dublin was one of the first projects in Second Life to focus on recreating a real place, with the centre of the city built to a high standard.

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23 Oct

Exploring LectroTown at Kinset Plaza

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LectroTown is one of the first two virtual stores launched by Kinset. Here’s a look around the store.

The Kinset application is standalone and obtained via download from their website. Once open, you’re teleported into Kinset Plaza with a store on either side. Here’s the exterior of LectroTown.

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