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Social Tech | Lena West » Virtual Worlds and Your Real-World A**

November 26, 2007 | Comments: (0) | TrackBacks: (137)

Virtual Worlds and Your Real-World A**

Social Media 360: Virtual Worlds and Your Real-World A**

SecondLife might be a virtual world, but you've got a real-world a** to protect, so when the top brass sends you in search of innovation and you want to take a spin with SecondLife, you don't need another about SecondLife. You need the straight dope.

To be fair, the Accenture article is long on education -- which can be a good thing -- but it's short on "what the hell does all this mean to me," which, as you know is my area of speciality via this blog.

So, here are a a few points the Accenture article missed:

1. As you may know from previous blog posts, I recently went on a four-city speaking tour of the West Coast, and I came back with some interesting tidbits. While there, I had the opportunity to sit down with Bryan Carter, Director of Multimedia Services at Avnet and get a private tour of what the company's recent investment in SecondLife has netted. (Look for an interview soon with Carter.)

I was nothing short of amazed -- and that's no easy feat. Avnet has secured its own island and made an exact replica (from the graphical representation of more than 2,000 still pictures) of the technology museum in the company's lobby in SecondLife. A textured globe of the world with real-time weather patterns makes Avnet's SL efforts extra super coolio.

I share this to let you know that it's not just companies with monster advertising/marketing budgets like Coca-Cola, Wells Fargo, Procter & Gamble, and Toyota that are making investments in SL presences.

There are loads of other companies who are silently preparing for the right time to be a first-mover. Which leads me to my next point...

2. Now is NOT the right time to break into SecondLife, but now IS the right time to figure out if SL fits with your corporate strategy, how you're going to use the medium, start purchasing land, and building your company's SecondLife infrastucture.

Much needs to be done thin out the software client, normalize system maintenance cycles (so they don't interrupt the world), and keep porn away from corporate business deals -- to name a few things.

But, whatever you do, don't wait until your competition launches a hot SecondLife marketing campaign in 2009 to start downloading the software.

3. If you decide to do a "soft launch" in SecondLife, remember that the real world doesn't revolve around your company's brand and neither do virtual worlds. Try to figure out how your organization can be part of the SL community BEFORE expecting people to pay attention to you. Attend -- or better yet -- sponsor some local Metaverse meetups. Listen to what the residents of SL have to say. Read case studies about companies that have gotten it right -- and gotten it wrong.

Earlier this year, I interviewed Georg Kolb, Text 100's EVP of Innovation, and he had this to say about SL: "Second Life is not a game. It is a virtual world, and you need to have a strategy to move in there. Success in Second Life is less about first-mover bragging rights and more about contributing to the good of the overall community. Don't just try to push your wares."

4. It's not all about SecondLife, either. To broaden your horizons, check out:

There

Active Worlds

Worlds

5. And, perhaps, this should have come first or maybe been 2(a), but figure out how SL fits in with your current business goals. There's innovation for innovation's sake and then there's strategic innovation that pays off in more ways than one.

For example, if you don't have the budget to do what you'd like in SecondLife, could you partner with the potential client or strategic alliance you've been courting since last quarter to do a small, yet effective, project?

I've heard time and time again from corporate management their next project could mean the end of their career with company X. Well, the best way to protect your a** (and your job) is to be smart -- and strategic -- about all this stuff.

Posted by Lena West on November 26, 2007 03:00 AM


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Yes. Second Life and virtual worlds like it are, in my opinion, about two things: interactivity and the extraordinary. Don't bother establishing a presence unless you understand these two qualities. Ultimately virtual worlds allow people to interact in highly personal ways (as if "in-person") despite physical distance. The "aha" moment for most virtual worlds users is when they are sitting next to, and developing a bond with, another avatar who happens to physically be on the other side of the globe. Harness that quality in your strategy, build, whatever. Secondly, the extraordinary. Virtual worlds are a 3D on-line venue with unique forces of physics, gravity, etc. Real life architecture limitations don't apply. So -- exploit that. Please don't invest in an online version of the new office park down Route [Pick your Interstate.] Instead, make your place a destination. Be inventive. A couple more thoughts:

1. Yes, virtual worlds are about community. Respect the established community. Become part of it. Try to entice established residents to become part of your community. Your community? Yes. BYOC. Bring your own community. Use your build for workplace functions. Perhaps seminars, trainings, meetings, just socializing. Use it to acclimate your workforce to this new technology. Allow your employees to explore, experience, and they will return ideas galore.

2. Don't ever leave your sim empty. Employ greeters who will welcome visitors and tell them about what you have to offer. This is not difficult to do, but it makes a ton of difference.

3. Recognize virtual worlds as an amazing place to experiment. Lots I could talk about here. In any event, the potential for virtual worlds to radically improve the real world have not yet been recognized. The companies to do that will prevail.

Posted by: Dave Elchoness at November 26, 2007 06:37 AM

Dave:

You make excellent points here.

The whole point about using your imagination in SecondLife. It's totally pointless - and against the very nature of SL - to merely duplicate or repeat what one already has in the rald-world.

Companies need to engage their creative types to come up with 'corporate envelope'-busting ideas and approaches.

And, although community (in terms of people and following) can be built in SL, it's advisable to BYOC.

-Lena

Posted by: Lena L..West at November 26, 2007 02:44 PM

Hi Lena,

Thanks for the mention. Just a note that the Earth globe project I showed you was a personal project, not related to Avnet. But I'm glad you enjoyed it!

As for the Avnet build, I wanted to note that while we did a detailed photographic representation of the lobby and the museum items, we also went to great pains to make sure that the experience was Second Life essential in all of it's design elements.

If I were to call out any week points in the Avnet build at this time, I would say that lacking a full-time live greeter is chief. We are looking to enhance our receptionist to feature robust A.I. in order to better help visitors though, and I personally try to check in on the museum throughout the day as time permits. Additionally we have plans to expand some of the features we have present on the sim in the near future.

Bryan

Posted by: Bryan at December 11, 2007 09:54 AM

Bryan:

You're welcome for the mention! Are you kidding? Avnet is up to great things!

Oh, I had no idea that the world was a personal project - sorry about that snafu.

Yes, the detail of the SL museum is absolutely UNREAL. I couldn't believe it.

There's no greeter on the sim right now, but that's OK. Everything in due time. Avnet has spent a good deal of time working on and developing the sim and it's fabulous.

You say there's more in store and I can't wait to see it! When can I get that interview? :)

-Lena

Posted by: Lena West at December 12, 2007 09:54 AM

Lena,

I'm at your disposal whenever you wish. Just drop me a e-mail and let me know how you want to proceed.

Cheers!

Bryan

Posted by: Bryan at December 13, 2007 07:55 AM

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