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The Evolution of Virtual Worlds

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The Evolution of Virtual Worlds

  1. 1. VirtualWorlds3.0HowVirtualRealityWillCreatetheNextGenerationofVirtualWorlds
  2. 2. AboutKZeroConsulting,Analytics,Insight
  3. 3. Sectors:Virtualworlds,virtualgoods,virtualreality,socialgaming,MMOs, augmentedreality. Start-ups/Pre-launch:Businessplanning,marketsizing,financialmodeling, strategicguidance,launchplanning. Operationalcompanies:Marketingstrategy,productdevelopment,user analysis,marketentryplanning,partnerships/busdev. Brands:Mediaplanning,campaigncreation,virtualbrandstrategy. ForVC’s/Investors:Deal-flow,investmentanalysis,marketsizing. KZeroservices
  4. 4. KZeroClients
  5. 5. MediaReferences
  6. 6. Thispresentationexplainstheevolutionofvirtualworlds. Frominitial2.5Dand3Dplatformsaccessedviaweb-browser. ToVirtualWorlds3.0:virtualworldsexperiencedinvirtual reality. Focussesonsocialvirtualworldsasopposedtogaming-based MMOs. Aboutthispresentation
  7. 7. VirtualWorlds1.0VisualSocialNetworksandBrandedExperiences
  8. 8. Definition:Areal-timemulti-uservirtualenvironmentthatcannotbe alteredbytheuser. Kids,TweenandTeen(KT&T)VWsresponsibleformajorityofgrowthand usage. Registeredaccountgrowthupto1bn.Activeusersgrowthto250m. Primarily2.5Daccessedviawebbrowser. CombinationoforiginalIPVWs:ClubPenguin,MoshiMonsters,Wizard 101,Neopets,Habbo. andBrandedVirtualWorlds:MonkeyQuest,PlaystationHome. VirtualWorlds1.0
  9. 9. VirtualWorlds1.0
  10. 10. VW1.0wassocialnetworkingbefore‘socialnetworks’. Allowedsynchronoususertouserinteractionsin‘thesameplaceatthe sametime’. BrandedVWsallowedfans/followerstogetclosertotheirfavouriteIPs. Allowedtwodifferenttypesofsocialengagementanduserexpression: Augmentalists:UsingsocialVWsasanextensionoftheirreal-world identity. Immersionalists:UsingsocialVWsasanalternativetotheirreal-world identity. ExplainingthePopularityofVirtualWorlds1.0
  11. 11. AugmentalistsvsImmersionalists
  12. 12. VirtualWorlds2.0UserGeneratedContentandUserSelf-Expression
  13. 13. Definition:AVWthatallowstheusertocreate/modifytheir environment. UserGeneratedContent(UGC)playsapivotalroleindrivingwiderVW usage. Registeredaccountgrowthupto1.3bn.Activeusersgrowthto350m. Mixof2.5Dand3Daccessedviawebbrowserandtabletwithmixofthird andfirstpersonview. SecondLife,IMVU,Stardoll,MinecraftandRobloxarethedominantUGC VWs. Virtualsandboxesprovideplatformforuserself-expression,creativityand viralgrowth(e.g.sharingcreationsonYouTube). VirtualWorlds2.0
  14. 14. VirtualWorlds2.0
  15. 15. It’sallabouttheUGC.Users(ofallages)lovetheabilitytocreateand share. ‘ComeandplayinMYworld’. ‘SeewhatI’VEcreated’ ThreelevelsofUGC: Level1-Avatar:Userscustomisingtheiravatarappearance. Level2-Object:Userscreatingnewobjectslargeandsmall. Level3-Environment:Userscustomisingtheirsurroundings. (terraforming) ExplainingthePopularityofVirtualWorlds2.0
  16. 16. UniverseChartsPopularityofVirtualWorlds1.0and2.0
  17. 17. VirtualWorlds3.0VirtualWorldsExperiencedinVirtualReality
  18. 18. VirtualWorlds3.0 Definition:Avirtualworldexperiencedinvirtualreality. Threemainapplications: SocialVirtualReality(akeyreasonfortheFacebookacquisitionof OculusVR). UserGeneratedSpaces(UGS). BrandedVirtualReality. Enabledbytheemergenceofconsumervirtualrealityheadsets. VW3.0takesalltheengagingelementsofVW1.0and2.0andinjects greater ‘presence’.
  19. 19. PresenceandSelf-Expression TwokeydriversfortheadoptiononVW3.0 Presence How‘realitfeels’totheuser.Themore realitfeelsthemoretimeauserwillspend in-world. Doesitfeeltheyare‘in’theenvironmentorcontrollingremotely. Presencecreatesanemotiveandexperientialbond. Self-Expression Howauserisabletoexpressthemselvesinthevirtualenvironment. UGCcreatedbytheuserfortheuserand/orotherusers. Synchronouscommunicationwithotherusers. Self-Expressioncreatesasenseofownershipandcuration.
  20. 20. Self-Expressionvs.Presence High Presence ! ! Low Low Self-Expression High Social Virtual Reality User Generated Spaces VW3.0 VW1.0 ClubPenguin,Moshi Monsters,Neopets etc. Branded Virtual Reality VW2.0SecondLife,IMVU, Minecraftetc.
  21. 21. SocialVirtualReality(SVR) SocialVirtualRealitysimplymeansalltheattributesandfeaturesofVWs asweknowthemtoday,withtheaddedelementofpresence. Theabilitytoexperienceareal-timemulti-uservirtualenvironmentwithother people. Thisisthenextevolutionofsocialnetworking,movingfromasynchronous interactiontofullysynchronous. Chatroomswiththeuseractually‘inside’theroom. AkeyreasonfortheFacebookacquisitionofOculusVR. OculusCEOBrendanIribe:"ThisisgoingtobeanMMOwherewewanttoput1 billionpeopleinVR”. WeexpectasmallnumberofSVRplatforms.
  22. 22. TypesofTextChatinExistingVWs
  23. 23. UserGeneratedSpaces TakingthepopularityofUGCVWssuchasSecondLifeandMinecraftand creatingvirtualrealityequivalents. VRsandboxes. Theabilityforuserstocreatetheirownvirtualsurroundingsandobjects, theninteractwiththemaloneorwithfriends. Thiswillbeacategorydriveninitiallybytweensandteens. Weenvisageahighnumberof ‘mini-worlds’createdbyusers.
  24. 24. WorldBuilder-AGlimpseintothefuture http://www.youtube.com/watch?v=VzFpg271sm8
  25. 25. OtherKZeropresentationsyoumaylike SocialVirtualReality:Theevolutionofvirtualworlds. BrandsinVirtualReality:Officialandunofficialbrandsinvirtualreality. VirtualRealityMarketSizing:Unitsales,activeusersandrevenueforecasts fortheconsumerVirtualRealitysector. VirtualRealityStateoftheMarket:Anassessmentofthecurrentstateof theConsumerVirtualRealitymarketplace. Orderthesereportsfromourwebsite.
  26. 26. kzero.co.uk @KZeroWorldswide

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