Second Life

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Mauri Martin
Mauri Martin is a senior majoring in
Management Information Systems in the John
H. Sykes College of Business at the University
of Tampa. She is from Belize. Her interests
include crew, cycling.
Jennifer Stolzenbach
Jennifer Stolzenbach is a senior majoring in
Math with a Math Programming minor at the
University of Tampa. Her interests include
programming, virtual worlds and reading.
• Computer-based simulated environment
• Its users interact via avatars
• Usually portrayed in the form of two or threedimensional graphical representations
• Allows for multiple users
• Two basic genres:
 Gaming
 Social Networking
Active Worlds
AlphaWorld
Barbie Girls
BOTS
City of Heroes / City of Villains
Citypixel Club
Penguin
Coke Studios
Cybertown
Dark Age of Camelot
Disney's Toontown
Disney's Virtual Magic Kingdom
Dofus
Dreamville Dubit
Entropia Universe
Eve Online
EverQuest / EverQuest II
Faketown Final Fantasy XI:Online
Gaia Online
GalaXseeds
Guild Wars
Habbo Hotel
HiPiHi
Knight Online
Legend of Mir II / Legend of Mir II Lineage /
Lineage II
Lord of the Rings Online: Shadows
MapleStory
Mokitown
Moove
MU Online
Muse
Nicktropolis
Playdo
Runescape
Scions of Fate (Yulgang)
Second Life
Second Life for Teens
Sora City
Star Wars Galaxies
The Manor
The Palace
The Sims Online
There
TowerChat
Traveler
Ultima Online
Virtual Ibiza
Virtual MagicKingdom
Virtual MTV
Virtual World of Kaneva
Voodoo Chat
VP Chat
vSide
VZones
Webkinz World
Westward Journey II / Fantasy
whyrobbierocks.com
Whyville
World of Warcraft
Worlds.com
Xivio
Yohoho! Puzzle Pirates
• Second Life is a 3-D
virtual world entirely
created by its residents
• Members assume an
identity (avatar)
• Opened to the public
in 2003
• It has grown rapidly
• It is inhabited by
millions of residents
from around the globe
• Hotels (e.g. Starwood)
• Schools (e.g. Harvard law school)
• Government (e.g. NASA)
• Businesses (e.g. H&R block)
• General public
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Communication
Free/low cost to user
Fun
Easy to understand
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Violence
Addictive
Adultery
Sexual content
 Internet Connection: High speed Cable / DSL
 Sufficient bandwidth too!
 Operating System: XP or Vista, Mac OS X 10.3.9 or
better, modern 32-bit Linux environment is required.
 Computer Processor: 1.5 GHz (XP), 2-GHz (Vista)
32-bit (x86) or better
 Computer Memory: 1 GB+
 Video/Graphics Card**:
 Nvidia Graphics
 GeForce Go
 ATI Graphics
Dr. Erika Matulich
Erika Matulich is an associate professor of marketing and director of the Master
of Science in Marketing Program at the University of Tampa. She is also a
Professional Certified Marketer and is certified in online instructional design.
Her industry experience includes online treasury workstation development,
network engineering, web-based survey design, and e-commerce. Her teaching
and research interests include marketing technologies and technological
business strategy implementation.
Dr. Raymond Papp
Raymond Papp is an associate professor in the Information Technology and
Management department in the John H. Sykes College of Business at the
University of Tampa. His research interests include Strategic Alignment, IT for
Competitive Advantage, Distance Learning, and Pedagogical Issues in IT. He has
published in numerous peer reviewed journals and presented at national and
international conferences. Dr. Papp has worked as a computer programmer,
senior analyst and management consultant and continues to maintain a
consulting practice where he specializes in management consulting, strategic
use of IS, & personalized training.
 Increased awareness and
presence of businesses
 Richer learning
environment
 Increased interest from
students
 Matches students’
technology interests and
need for social
networking
 Can be used as an
innovative marketing tool
 Exposure to students to a
different medium of
learning
 Users with incorrect hardware
are not able to use Second Life
 Excessive bandwidth needs
 Maintaining land bought in
secondlife.com costs money and
skilled manpower
 Learning curve involved leaves
many students and professors
frustrated
 No responsibility for online
harassment, sexual encounters,
stalking, and assault
 Not all users enjoy learning in
virtual worlds
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State Universities of:
New York
Minnesota
California
Pennsylvania
Ohio
Texas
Illinois
Iowa
Indiana
Idaho
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Harvard
Stanford
Duke
Notre Dame
Columbia
Clemson
Bradley
…and many more!
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Virtual Teaching
Virtual Classes
Campus Tours
Recruiting
From colleges
to companies…
• Simulations
– Historical Reenactments
– Business Role Playing
– Architectural Design /
Engineering
– Arts: Museums,
Concerts, Plays
• Lectures, Course
Materials
• Group Interaction
 Classrooms in Second
Life give students a
hands-on experience
in the related field,
encourage more
participation &
exchange of ideas in a
more casual, relaxed
environment.
 Campus Tours: virtual campuses that
replicate the real campus or are an entirely
new virtual campus
Boise State
 Recruiting Information Sessions: admissions
counselors can hold virtual information
sessions for prospective students
 Interviews in Second Life:
 Recruiters are conducting
internship interviews in
Second Life
• Communication- global users
• Branding- companies use
SL to develop their brand
• Advertising- used for
events and business
• R&D- prototyping for
business such as hotel
• E-Commerce
Jonathan Reichental
Dr. Jonathan Reichental has 18 years of experience in the IT
industry. He has worked with many Fortune 500 companies and
has spent the last 12 years with PricewaterhouseCoopers.
Currently, Dr. Reichental is focused on IT strategy and
innovation. He lectures often on a range of technology subjects
and has addressed audiences such as Harvard Business
School, MIT, Information Management Forum, and the
Conference Board Council of CIO Executives. He has a Ph.D. in
information system as well as several other IT-related degrees.
$7 billion net revenues
2,100 Partners and 28,000 Staff
72 offices in 34 states
Primary services are within Assurance,
Tax, and Advisory
• Clients include 75% of US Fortune 500
• Third largest privately owned
organization in the country
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Slide 28
By 2012:
• Virtual Worlds may well be as
important as Web is today
• 80% of Fortune 500 will participate
in virtual worlds
• 50% of large enterprises will have
a virtual world presence
• Virtual worlds vendor revenue
approximately $500m last year
• C2C transactions worth ~$550m last year
• 13% of European youth engaged in
virtual worlds
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Subject matter acquisition
Experimentation
Marketing
eLearning
Commerce (To expand
rapidly within 2 years)
ABN AMRO
H&R Block
NPR
Warner Bros Music
Adidas
Harvard Law School
Penguin
Weather Channel
Amazon
IBM
Philips
Wells Fargo
AMD
ING
Pontiac/GM
Wired Magazine
American Cancer Society
Intel
Reebok
Xerox
BBC
iVillage
Reuters
Yahoo
Best Buy
Kraft Food
Scion
BMW
Major League Baseball
Sears
Microsoft
Mazda
Sony
Circuit City
Mercedes Benz
Sprint
Cisco
Microsoft
Sun Microsystems
CNET
MTV
Thompson NETg
CNN
NASA
TMP Worldwide
Coca-Cola
NBA
Toyota
Comcast
NBC
Vauxhall
Dell
Nissan
Visa Europe
Thank You!
Questions?
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