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Stepping into the Internet: 
Exploring a new world of value-creation
Who am I? (LinkedIn Inmaps) 
Swedish 
Industry 
SSE 
Exec Ed 
Research 
Wharton 
Stanford 
McKinsey 
vonorange.com
 International, multidisciplinary team 
− Denmark, Finland, Iceland, Norway, Sweden, USA 
− Academia, Industry, Public Sector 
 Objectives 
− To explore how entrepreneurs and SMEs can use VWs 
to improve competitiveness 
− To create a Virtual Center for VW Entrepreneurship & 
Innovation 
 March 2010 to February 2012
Some 
“Nordic” 
players 
In 
Nordic 
Expats Region
Published 
April 2013 
http://www.amazon.com/The-Immersive-Internet-Reflections-Entangling/dp/1137283017
 Overview 
− EU funded, 3 year multilateral and transversal network (LLP EACEA, KA3 (ICT)) 
− December 2011 – December 2014 
− Project Leader: University of Hull (Darren Mundy, Luisa Panichi) 
− 19 partners from Austria, Cyprus, France, Germany, Israel, Italy, Netherlands, 
Norway, Portugal, Sweden, UK 
 Network Aims 
−Collect good practice examples in teaching and learning in virtual worlds 
from different subjects and national and local contexts 
− Facilitate transfer of core knowledge to new contexts 
− Provide framework for creation of pan-European virtual-world university 
 Expected Outcomes 
− Increased number of experts in virtual world education 
− Policy for long-term sustainability of network and its outcomes 
− Model for knowledge transfer 
− Range of dissemination events 
More information: http://www.euroversity.eu/
Learning Objectives 
 To gain an overview of virtual worlds and the 3D 
Internet 
 To experience immersion in virtual worlds through 
a variety of activities 
 To reflect on the benefits and challenges of virtual 
worlds for business organizations, e.g., marketing
Overview 
 Introduction to Virtual Worlds 
 Immersion Benefits and Challenges 
 Future of Value Creation
Here comes the “Immersive Internet” 
O’Driscoll, 2009
How many 
usually think of 
virtual worlds…
Building skills in virtual environments 
My CV 
•Leading a virtual team of 30 
individuals from across the globe 
•Creating and successfully executing 
strategies under pressure 
•Managing cross-cultural conflict 
without face-to-face communication
What are Virtual Worlds? 
•Persistent, computer-simulated, immersive environments 
•Shared socialization spaces with interactive content 
•Economic activity and transactions
VWs moving out of “Gartner hype cycle” trough 
Virtual 
worlds 
today 
May 2006 
July 2007 
http://www.gartner.com/it/page.jsp?id=1447613
The number of virtual worlds and users 
continues to rapidly increase 
≈1.9 bln accounts 
≈100 worlds 
http://www.slideshare.net/nicmitham/kzero-universe-q1-2012
“Clearly, if social activity migrates to 
synthetic worlds, economic activity will 
go there as well.” Castronova, 2006
The rise of Avapreneurs and Born Virtuals? 
“Avapreneur” = Avatar + entrepreneur 
Leveraging global reach 
− Microemployees and pro-ams 
− Global markets and local market knowledge 
Challenging multinational corporations’ 
traditional resource advantage? 
Teigland, JVWR 2010
MODELLING 
AGENCIES 
Clothes/ 
shoes 
Top 
models 
Photo-graphers 
Photo 
studio 
makers 
Modelling 
furniture 
Poses and 
animations 
Furniture 
MODELLING 
SCHOOLS 
Virtual 
fashion 
ecosystem 
Hair 
Skins 
Event 
builders 
MAGAZINES 
Shop 
builders 
Accessories 
Body 
shapes 
DJs 
Viachka, Giovacchini, Teigland, Lindqvist 2011
US$ 635,000 for a virtual asteroid! 
•US$ 500,000 profit in 5 years 
by Jon “Neverdie” Jacobs 
•Entropia Universe with GDP 
http://blogs.forbes.com/oliverchiang/2010/11/13/meet-the-man-who-just- 
made-a-cool-half-million-from-the-sale-of-virtual-property/ 
>US$ 440 mln
VWs for effectiveness through virtual 
collaboration and visualization 
ProViWo: Professional Collaboration and Productivity in Virtual Worlds, http://vmwork.net/proviwo/
City planning in Uppsala and Stockholm
http://www.bbc.co.uk/news/technology-20492908
A spectrum of business virtuality possibilities 
Virtuality 
Fully real Fully virtual 
NO activities 
conducted in-world 
ALL activities 
conducted in-world
Cloud Party just acquired by Yahoo!
Overview 
 Introduction to Virtual Worlds 
 Immersion Benefits and Challenges 
 Future of Value Creation
Hooker et al 2010 
Marketing and branding 
State of flow 
- Greater purchase intent 
- Positive brand attitudes
VWs as a tool for training 
• Browser-based, multiuser, voice-enabled simulated medical spaces 
• Medical interactive narrative requires learner action 
• Learn through practice and debrief: fail early and learn through failure
Learning virtual 
teaming skills 
http://www.youtube.com/watch?v=uQa6vyG8Dkg
“ „ 
Armed with new connective tools, 
consumers want to interact and 
co-create value... 
Prahalad and Ramaswamy, 2003 
Slide from Kohler 2011
Accelerating innovation to meet global needs 
Teigland et al. 2010 
Integrating users in 
development process 
http://www.youtube.com/watch?v=2kMNWBU1Yb8
VWs offer significant affordances 
Teigland et al 2010
Today’s challenges 
 I’m “afraid” of the technology. 
 Isn’t a webconference better? 
 It’s just a game. 
 Who’s behind that avatar? 
 Here today, gone tomorrow…. 
 You’re only as good as your technology. 
 The technology isn’t stable. 
 I can’t read their body language. 
 ….
Overview 
 Introduction to Virtual Worlds 
 Immersion Benefits and Challenges 
 Future of Value Creation
Models of Knowledge Creation 
The Firm 
E.g., Microsoft 
~ Built by employees within 
organizational boundaries 
vs The Collective 
E.g., Linux 
~ Built by users and distributed 
freely regardless of affiliation 
Teigland, Di Gangi, & Yetis 2012
Only a matter of time…. 
O’Driscoll 2009
A “Born Virtual” organization 
Teigland, JVWR, 2010 
Members Core team 
Meetings 
$$
OpenSimulator: 
An open source value-creation ecosystem 
Academic 
Entrepreneur 
Hobbyist 
Large Firm 
Non-profit 
Local Public 
Federal Public 
Research Inst 
SME Employee 
Periphery 
Teigland, Di Gangi, & Yetis 2012 
USD 5.5mln in 
development costs
Companies competing and collaborating on 
through an open source platform
Moving into the Experience Economy 
Pine Jr. & Gilmore 1998, 1999; DiGangi 2010
My 10 year old cousin is addicted to Stardoll 
and does not see why I like Facebook since I 
can only read what other people send me. 
For her it is just natural for all her friends to 
be moving around the Stardoll website. 
- Masters student at 
Stockholm School of 
Economics 
As soon as the Facebook generation wakes up 
and embraces virtual reality, we are going to 
see a giant wave of virtual world millionaires. 
-Jon “Neverdie” Jacobs
≈1.4 bln VW accounts under age 16 
http://www.slideshare.net/nicmitham/kzero-universe-q1-2012 
290 mln 
220 mln 
>200 mln 
290 mln 
42 mln (and 12 mln bought)
Developing international entrepreneurs?
3D printing becoming more commonplace…
Kids exploring the link between 
VWs and 3D printing 
http://www.minecraftprint.com/
The future of immersion… 
http://www.bbc.com/news/technology-19568451
Exploitation 
Improving existing 
value creation 
activities 
Exploration 
Developing new 
value creation 
activities 
Adapted from March 1991
From the mobility of goods 
to the mobility of financial capital to … 
Teigland, JVWR, 2010 
...the “mobility” of labor?
From factories to office parks to….
Here today, gone tomorrow?
Where is the Firm? 
24x7 Global Internet Collaboration + Open Source + 3D Printing 
$60,000 
$150 
Available for free 
download on 
http://mashable.com/2013/02/13/robohand/
Learning Objectives 
 To gain an overview of virtual worlds and the 3D 
Internet 
 To experience immersion in virtual worlds through 
a variety of activities 
 To reflect on the benefits and challenges of virtual 
worlds for business organizations, e.g., marketing
If you love knowledge, 
set it free… 
Robin Teigland 
robin.teigland@hhs.se 
www.knowledgenetworking.org 
www.slideshare.net/eteigland 
www.nordicworlds.net 
@RobinTeigland 
If you like this presentation and would like to 
contribute to our research, we accept bitcoins: 
14hs4JbnQLXE87GGzu84uXGaspmxmnLpwC. 
Thank you!!!!!

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Virtual Worlds Overview

  • 1. Stepping into the Internet: Exploring a new world of value-creation
  • 2. Who am I? (LinkedIn Inmaps) Swedish Industry SSE Exec Ed Research Wharton Stanford McKinsey vonorange.com
  • 3.  International, multidisciplinary team − Denmark, Finland, Iceland, Norway, Sweden, USA − Academia, Industry, Public Sector  Objectives − To explore how entrepreneurs and SMEs can use VWs to improve competitiveness − To create a Virtual Center for VW Entrepreneurship & Innovation  March 2010 to February 2012
  • 4. Some “Nordic” players In Nordic Expats Region
  • 5. Published April 2013 http://www.amazon.com/The-Immersive-Internet-Reflections-Entangling/dp/1137283017
  • 6.  Overview − EU funded, 3 year multilateral and transversal network (LLP EACEA, KA3 (ICT)) − December 2011 – December 2014 − Project Leader: University of Hull (Darren Mundy, Luisa Panichi) − 19 partners from Austria, Cyprus, France, Germany, Israel, Italy, Netherlands, Norway, Portugal, Sweden, UK  Network Aims −Collect good practice examples in teaching and learning in virtual worlds from different subjects and national and local contexts − Facilitate transfer of core knowledge to new contexts − Provide framework for creation of pan-European virtual-world university  Expected Outcomes − Increased number of experts in virtual world education − Policy for long-term sustainability of network and its outcomes − Model for knowledge transfer − Range of dissemination events More information: http://www.euroversity.eu/
  • 7. Learning Objectives  To gain an overview of virtual worlds and the 3D Internet  To experience immersion in virtual worlds through a variety of activities  To reflect on the benefits and challenges of virtual worlds for business organizations, e.g., marketing
  • 8. Overview  Introduction to Virtual Worlds  Immersion Benefits and Challenges  Future of Value Creation
  • 9. Here comes the “Immersive Internet” O’Driscoll, 2009
  • 10. How many usually think of virtual worlds…
  • 11. Building skills in virtual environments My CV •Leading a virtual team of 30 individuals from across the globe •Creating and successfully executing strategies under pressure •Managing cross-cultural conflict without face-to-face communication
  • 12. What are Virtual Worlds? •Persistent, computer-simulated, immersive environments •Shared socialization spaces with interactive content •Economic activity and transactions
  • 13. VWs moving out of “Gartner hype cycle” trough Virtual worlds today May 2006 July 2007 http://www.gartner.com/it/page.jsp?id=1447613
  • 14. The number of virtual worlds and users continues to rapidly increase ≈1.9 bln accounts ≈100 worlds http://www.slideshare.net/nicmitham/kzero-universe-q1-2012
  • 15. “Clearly, if social activity migrates to synthetic worlds, economic activity will go there as well.” Castronova, 2006
  • 16. The rise of Avapreneurs and Born Virtuals? “Avapreneur” = Avatar + entrepreneur Leveraging global reach − Microemployees and pro-ams − Global markets and local market knowledge Challenging multinational corporations’ traditional resource advantage? Teigland, JVWR 2010
  • 17. MODELLING AGENCIES Clothes/ shoes Top models Photo-graphers Photo studio makers Modelling furniture Poses and animations Furniture MODELLING SCHOOLS Virtual fashion ecosystem Hair Skins Event builders MAGAZINES Shop builders Accessories Body shapes DJs Viachka, Giovacchini, Teigland, Lindqvist 2011
  • 18. US$ 635,000 for a virtual asteroid! •US$ 500,000 profit in 5 years by Jon “Neverdie” Jacobs •Entropia Universe with GDP http://blogs.forbes.com/oliverchiang/2010/11/13/meet-the-man-who-just- made-a-cool-half-million-from-the-sale-of-virtual-property/ >US$ 440 mln
  • 19. VWs for effectiveness through virtual collaboration and visualization ProViWo: Professional Collaboration and Productivity in Virtual Worlds, http://vmwork.net/proviwo/
  • 20. City planning in Uppsala and Stockholm
  • 22. A spectrum of business virtuality possibilities Virtuality Fully real Fully virtual NO activities conducted in-world ALL activities conducted in-world
  • 23. Cloud Party just acquired by Yahoo!
  • 24.
  • 25.
  • 26. Overview  Introduction to Virtual Worlds  Immersion Benefits and Challenges  Future of Value Creation
  • 27. Hooker et al 2010 Marketing and branding State of flow - Greater purchase intent - Positive brand attitudes
  • 28. VWs as a tool for training • Browser-based, multiuser, voice-enabled simulated medical spaces • Medical interactive narrative requires learner action • Learn through practice and debrief: fail early and learn through failure
  • 29. Learning virtual teaming skills http://www.youtube.com/watch?v=uQa6vyG8Dkg
  • 30. “ „ Armed with new connective tools, consumers want to interact and co-create value... Prahalad and Ramaswamy, 2003 Slide from Kohler 2011
  • 31. Accelerating innovation to meet global needs Teigland et al. 2010 Integrating users in development process http://www.youtube.com/watch?v=2kMNWBU1Yb8
  • 32. VWs offer significant affordances Teigland et al 2010
  • 33. Today’s challenges  I’m “afraid” of the technology.  Isn’t a webconference better?  It’s just a game.  Who’s behind that avatar?  Here today, gone tomorrow….  You’re only as good as your technology.  The technology isn’t stable.  I can’t read their body language.  ….
  • 34. Overview  Introduction to Virtual Worlds  Immersion Benefits and Challenges  Future of Value Creation
  • 35. Models of Knowledge Creation The Firm E.g., Microsoft ~ Built by employees within organizational boundaries vs The Collective E.g., Linux ~ Built by users and distributed freely regardless of affiliation Teigland, Di Gangi, & Yetis 2012
  • 36. Only a matter of time…. O’Driscoll 2009
  • 37. A “Born Virtual” organization Teigland, JVWR, 2010 Members Core team Meetings $$
  • 38. OpenSimulator: An open source value-creation ecosystem Academic Entrepreneur Hobbyist Large Firm Non-profit Local Public Federal Public Research Inst SME Employee Periphery Teigland, Di Gangi, & Yetis 2012 USD 5.5mln in development costs
  • 39. Companies competing and collaborating on through an open source platform
  • 40. Moving into the Experience Economy Pine Jr. & Gilmore 1998, 1999; DiGangi 2010
  • 41. My 10 year old cousin is addicted to Stardoll and does not see why I like Facebook since I can only read what other people send me. For her it is just natural for all her friends to be moving around the Stardoll website. - Masters student at Stockholm School of Economics As soon as the Facebook generation wakes up and embraces virtual reality, we are going to see a giant wave of virtual world millionaires. -Jon “Neverdie” Jacobs
  • 42. ≈1.4 bln VW accounts under age 16 http://www.slideshare.net/nicmitham/kzero-universe-q1-2012 290 mln 220 mln >200 mln 290 mln 42 mln (and 12 mln bought)
  • 44. 3D printing becoming more commonplace…
  • 45. Kids exploring the link between VWs and 3D printing http://www.minecraftprint.com/
  • 46. The future of immersion… http://www.bbc.com/news/technology-19568451
  • 47. Exploitation Improving existing value creation activities Exploration Developing new value creation activities Adapted from March 1991
  • 48. From the mobility of goods to the mobility of financial capital to … Teigland, JVWR, 2010 ...the “mobility” of labor?
  • 49. From factories to office parks to….
  • 50. Here today, gone tomorrow?
  • 51. Where is the Firm? 24x7 Global Internet Collaboration + Open Source + 3D Printing $60,000 $150 Available for free download on http://mashable.com/2013/02/13/robohand/
  • 52. Learning Objectives  To gain an overview of virtual worlds and the 3D Internet  To experience immersion in virtual worlds through a variety of activities  To reflect on the benefits and challenges of virtual worlds for business organizations, e.g., marketing
  • 53. If you love knowledge, set it free… Robin Teigland robin.teigland@hhs.se www.knowledgenetworking.org www.slideshare.net/eteigland www.nordicworlds.net @RobinTeigland If you like this presentation and would like to contribute to our research, we accept bitcoins: 14hs4JbnQLXE87GGzu84uXGaspmxmnLpwC. Thank you!!!!!