Virtual Recap: Recent Postings On Virtual Events And Virtual Worlds

August 26, 2010

Virtual Events eBooks

  1. Virtual Events: Ready, Set, Go – download the eBook
  2. Social Media and Virtual Events – download the eBook

Across the Industry

  1. My guest post at PR Meets Marketing, “Go Virtual for your Next Press Event” – how virtual events can be an effective platform for PR and marketing simultaneously
  2. Ken Heyward (vcopious) with a guest post on this blog, “Flexible Platforms in a Virtual World,” which addresses considerations for SaaS vs. on-premise software for virtual events
  3. ROI for Virtual Events,” a posting I authored on the INXPO blog, with insights on virtual events ROI from thought leader Todd Hanson from ROI of Engagement

Virtual Worlds

  1. Stanford Media X Event – Virtual Worlds Entrepreneurs Show The Way
  2. Stanford Media X Event – Summary of IMVU Presentation from Brett Durrett, VP Engineering at IMVU
  3. FountainBlue Event – Annual Virtual Worlds Conference hosted by Cisco (Milpitas, CA)

Virtual Events Calendar

  1. There were a few virtual events in August as summer winded down – but look at what’s scheduled for September – events on luxury travel, natural products, publishing, higher education, autos, wireless technology, cruise shipping and eBooks.  Glad to see virtual events being leveraged across so many distinct industries

Stanford Media X Event: IMVU’s Online Community

August 23, 2010

Brett Durrett (@bdurrett), VP Engineering at IMVU, gave an interesting presentation at a Stanford Media X virtual worlds event.  IMVU achieves a $40MM annual run rate, primarily from the sale of virtual goods.  Several virtual worlds entrepreneurs were in attendance at the event, which meant that Durrett’s talk received a lot of attention and interest.

IMVU is NOT a Virtual World

Durrett began the presentation by stating that IMVU is not a virtual world.  Instead, they are an online community “where members use 3D avatars to meet new people, chat, create and have fun with their friends.”  Many members of the early management team came from There.com (including Durrett) and their experience told them that an expansive “world” may not be the best solution.

Instead, the team considered connecting (with one another) the core function of the experience, so they built rooms and spaces where members can meet, connect and chat.  IMVU has achieved large scale usage.  At any time of the day, there’s usually 100,000 (or more) users logged into the system.  And while there’s no single “world” connecting them all, a user can find and connect with any other user who’s online.

User Generated Content as Key Enabler

How has IMVU achieved their current run rate?  User generated content.  IMVU generates very little of the virtual goods for sale in their marketplace.  Instead, it’s the community that creates the virtual goods for sale.  Durrett noted that IMVU could have hired a staff of developers to create the 100,000+ pairs of womens’ shoes available in IMVU.  But at the end of the day, they wouldn’t know if users liked those shoes.

And, that would have covered just shoes.  The way to scale to the wide assortment of goods now available is to open up the creation to the users.  With so many goods available, how do users find the items they want to purchase?  Durrett noted that like any online retailer with a large inventory, intelligent tools need to be built, a la Amazon’s recommendation service.  IMVU can recommend new items to you based on your past purchase patterns.

Competition Drives Engagement

Durrett described how IMVU creates daily contests based on pre-determined themes.  Users dress up their avatars in the particular theme and then submit a snapshot (image) of their avatar.  The community votes and the top avatars are displayed on a leader board.

To appear on the leader board, the reward is “virtual” (i.e. recognition, rather than cash, virtual credits, etc.).  And yet, the contest creates an intense amount of interest and competition from the community – a great thing from IMVU. If members happened to admire a particular user’s outfit, they could purchase all the items in that outfit with a single click.

Expanding the Inventory

Expansion of virtual goods inventory will be a key driver to IMVU’s continued growth.  They already make user generated music available (in MP3 form) and they recently launched games.  For games in particular, it will be interesting to see if IMVU creates inventory items around game status and advancement, as is common in many of today’s social games (e.g. FarmVille).

While IMVU does not support user generated games today, that could  be an interesting avenue of growth.  They’d probably want to review and certify submitted games, to prevent malicious activity from occurring.  In this manner, they could create a sort of iTunes App Store for games.

Related Links

  1. Interesting and related presentations from Brett Durrett (SlideShare)
  2. TechCrunch: IMVU’s Virtual Cash Cow: Doubling Revenues, Focused On Gaming (Video)
  3. Virtual Worlds News: IMVU Hiring, Anticipates $60M Run Rate

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Stanford Media X Event: Virtual Worlds Entrepreneurs Show The Way

August 20, 2010

Introduction

Media X at Stanford University hosted a workshop titled “Cashing In on Virtual Worlds: Entrepreneurial Insights for the Healthcare Industry.” The workshop was organized by Parvati Dev and Laura Kusumoto, who combine leading edge research, expertise and hands-on experience with virtual worlds and virtual worlds platforms.

In her introductory remarks, Ms. Kusumoto provided a perspective on the current state of virtual worlds. While the consumer-focused virtual worlds have seen notable platform closures (e.g. Google Lively, Metaplace, There.com, etc.), there has been positive activity on the enterprise side of virtual worlds, including virtual events and virtual trade shows.

Virtual Worlds: On An Upswing?

Kusumoto referenced a recent Gartner Hype Cycle Report that positioned “public virtual worlds” in a phase of “Trough of Disillusionment.”  The good news is that the subsequent phases are called “Slope of Enlightenment” and “Plateau of Productivity.”  Web 2.0, Tablet PCs and Wikis are positioned in this “Slope of Enlightenment” phase in Gartner’s cycle.

In the afternoon, we heard 5-minute pitches from entrepreneurs who were looking to launch virtual worlds businesses related to health care. These entrepreneurs showed me how virtual worlds (and notably, the surviving virtual worlds platforms) can embark on an upward path towards enlightenment.  Here’s my view on how virtual worlds are evolving:

Circling back to the Gartner Hype Cycle, I look back at the following progression:

  1. Technology Trigger: Artists and Hobbyists discover this technology for self-expression
  2. Peak of Inflated Expectations: Fortune 500 brands enter the mix, expecting a transformation of marketing and advertising
  3. Trough of Disillusionment: An assortment of virtual worlds platforms fold
  4. Slope of Enlightenment: Entrepreneurs develop innovative businesses that ride on top of virtual worlds platforms

The entrepreneurs who presented are leading the way towards enlightenment and the virtual worlds platforms (e.g. Second Life, Unity, OLIVE, etc.) stand to benefit.  The new business model is the purchasing of virtual land (or, the licensing of virtual world platform technology) that entrepreneurs leverage to drive monetization and revenue.

In a sense, this is similar to the smartphone app store – the entrepreneur creates intellectual property that rides on top of a “platform”.  The entrepreneur then leverages that platform to drive revenue to a direct sales channel (customers).

Noted Entrepreneurs

I’d like to highlight some of the presenting entrepreneurs (and their businesses).

Club One Island

Lose weight in a virtual world, on Club One IslandCeleste DeVaneaux gave a fascinating overview of how participation in a virtual world program can facilitate habit change.  It’s one thing to urge people to eat slower – it’s another thing to show them how.  And, to have their own avatars practice the habit of doing so.  Club One Island runs on top of the Second Life platform.

Related: How I lost 20 pounds in Second Life (featuring Club One Island – by Hypergrid Business)

CliniSpace


CliniSpace is a collaborative virtual medical environment created by Innovation in Learning, Inc. (the company led by Parvati Dev, one of the event’s organizers).  The goal of CliniSpace is to provide virtual world-based training to physicians, nursing students, etc.  A virtual patient can start out completely healthy, but then be programmed to worsen, such that s/he requires CPR within 15 minutes.  The service runs on top of the Unity platform.

InWorld Solutions


InWorld Solutions “incorporates a wide range of avatars, content and features specifically designed to facilitate clinical and educational applications.”  InWorld can facilitate treatment for substance abuse by having patients in a virtual world, with their doctors observing from the same physical space – or, from within the virtual world.  Patients can experience peer pressure (virtually) and be advised and coached on how to respond.  InWorld runs on top of Forterra’s OLIVE platform.

Conclusion

These were just a few of the innovative business concepts brewing in one particular industry (health care) around virtual worlds.  As more entrepreneurs launch virtual worlds businesses, the platform vendors (e.g. Linden Lab / Second Life, Unity, Forterra / OLIVE) stand to benefit.  And importantly in this vertical, another entity stands to benefit: the human condition.

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Your Guide to Social Media and Virtual Events

August 19, 2010

Announcing the next in our eBook series – the latest is:

Your Guide To: Social Media and Virtual Events

This eBook utilizes the following outline:

Chapter 1: Twitter

How to promote your virtual event using Twitter; how to utilize Twitter Lists; how to provide end user support via Twitter

Chapter 2: Facebook

How to incorporate Share on Facebook, Live Stream Box and Facebook Open Graph

Chapter 3: LinkedIn

How to leverage LinkedIn Events and LinkedIn Widgets

Download your free copy and leave a comment below with your feedback!

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Go Virtual For Your Next Press Event

August 17, 2010

I authored a guest post on the influential blog “PR Meets Marketing”, which explores the intersection of PR and Marketing.

The title of my post is “Go Virtual for your Next Press Event“.  I outline the many benefits of a virtual press event:

  1. Global Reach
  2. Convenient access to your executives
  3. Seamlessly include your customers and prospects
  4. Use activity paths to follow up effectively

I concluded the posting by writing this:

I believe virtual events can be the definition of ‘PR meets Marketing’. As PR and Marketing look to Web 2.0 to broaden reach and engagement, consider virtual events as one more tool in your arsenal.”

Here’s a link to the full posting:

Go Virtual for your Next Press Event

Go Virtual for your Next Press Event


Flexible Platforms in a Virtual World

August 16, 2010

The following is a guest posting by Ken Heyward, CEO of vcopious, a leading “virtual environment” software platform company.

As demand in the SaaS market grows, the number of vendors has significantly increased, making the choice of vendor a difficult one. Technology norms are shifting at a rapid pace and IT departments must strategically react.  At first blush, IT departments may be overwhelmed by the scenario of having to deal with two separate and seemingly competing platforms, SaaS and On-Premise. However, making a hard and fast decision as to which one of the two options to choose may not be necessary. A flexible solution, which incorporates both SaaS and On-Premise, might be most appropriate.

Realistically, most companies realize that at least some SaaS-based solutions will be a permanent part of their application portfolio. SaaS-based solutions address urgent software needs, start-up costs are low, and a lack of IT infrastructure and integration with other in-house systems is not an issue.  On the other hand, On-Premise models do a better job of securing data, as the platform is owned by the user and installed on a company’s own network.  In addition, system crashes, reboots and downtime are limited because applications are in isolated mode.

Is one really better than the other?

Before making the decision between SaaS or On-Premise platforms, companies must assess their business and financial needs as well as their infrastructure. Then, the question isn’t whether SaaS or On-Premise is better, but rather, how to find a balance between both delivery models and adapt accordingly? Rather than limit possibilities, finding a single vendor that has the ability to offer multiple solutions allows a company to maximize the benefits of both SaaS and On-Premise platforms.  This flexible platform allows companies to deploy each platform in a manner that meets their evolving needs. Flexible deployment also allows companies to run the licensed software in both environments and even port the platform back and forth as business requirements evolve. With this option, companies even have the ability to run reports on data in both locations from one centralized dashboard.

Conclusion

As Cloud Computing evolves, IT departments will continue to be presented with an increased number of vendors and solutions from which to choose. By taking a long-term approach in assessing business, financial and infrastructure needs, it becomes obvious that choosing a vendor who can offer a flexible platform allows companies more control to choose for themselves the most appropriate model to meet their needs.

To download the white paper “Flexible Platforms in a Virtual World,” which includes a case study on SAP and the 2010 SAPPHIRE NOW conference, please click here.


Virtual Events As Sonar Fish Finders

August 13, 2010

Victor Kippes (@vkippes) wrote a guest posting on the Experient blog titled “Fishing for Qualified Leads: Which Strategies Yield the Biggest Catch“.  Victor covers lead capture at events and conferences – he outlines the “fishing pole” strategy (being selective in which leads you engage with) and the “fishing net” strategy (cast the net wide and engage with any and all leads).

I commented to Victor on Twitter that I prefer to use the fishing pole strategy.  I prefer to work with a small set of highly qualified leads, versus a large (and perhaps unmanageable) pile of leads.  The large pile results in more work for me, as I need to then separate the wheat from the chaff.  If I stick to a fishing pole strategy from the start, then I make the best use of my (and my fellow exhibitors) time at the event.

Now, let’s consider the virtual event.

Virtual Events: Get to Know Your Guests

When exhibiting at a virtual event, I like to stick to the fishing pole strategy.  Build your booth well and allow visitors to enter, browse around and engage with your content.  Give them a gentle welcome (as you might in a physical event), but then let them approach you.  Ah, but wait.  In a virtual event, I can review the profile of each visitor!

I can click on the profile image of any booth visitor and see their first name, last name, title, company and other attributes that the virtual event organizer chooses to “expose”.  I’ve just upgraded my fishing pole, as I now know where to cast my line.  I know that I don’t need to spend much time talking to the university student, but I should zone in on the CIO who just entered.

Rather than bombard the CIO with private chat invitations, I’d review his actions (e.g. how many times did he visit and which documents did he view) and let your colleagues know that he visited.  This way, your entire team is on alert should anyone have a subsequent interaction with the CIO.

Virtual Events: Activate your Sonar Fish Finder

Next, activate your sonar fish finder – you know, those “GPS for fishes” devices that tell you where the fish are swimming?  In a virtual event, this is the Search (or Advanced Search) feature – something that’s highly underutilized by exhibitors.  Search for companies on your target list and see whether any attendees (from those companies) appear in the search results.

Next, determine whether those attendees are online (right now!) or offline.  Introduce yourself to a particularly “attractive” lead by sending your vCard.  This may be a more subtle step than immediately inviting leads to a private chat.  Some virtual event platforms provide an Advanced Search, which allows you to search by attendee vs. exhibitor, online vs. offline, attendees vs. booths.  In addition, you may be able to search against certain registration attributes (e.g. seniority, title, country, etc.).

The end result is that you more precisely target the leads at the virtual event, making your team more efficient in the use of their time and energy.  The more time your team spends engaged with your lead “targets”, the more leads you’ll qualify and hand over to Sales.

Conclusion

Exhibiting at events, whether physical or virtual, requires a strategy and plan going into the event.  For virtual events, exhibitors should leverage the information and tools that the virtual platforms provide.  If done right, you’ll be sure to reel in plenty of big catches.

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FountainBlue’s Virtual Worlds Annual Conference (2010)

August 11, 2010

On September 24th 2010, FountainBlue will hold its “Second Annual State of the Virtual Worlds Industry Event” on Cisco’s campus in Milpitas, CA (USA).  The title of the event is:

Virtual Worlds: Where We Were, Where We’re Going, What Does It Mean to YOU?

Register to Attend

The conference will host three panels of virtual worlds experts and thought leaders – one on industry trends facilitate by Jeff Pope (Founding Partner, Spark Sky Ventures), another featuring industry entrepreneurs and facilitated by Nina Gerwin (Founder, The NRG Group) and one that I’m facilitating on corporate use of virtual worlds.

Linda Holroyd, Founder and CEO of FountainBlue answered a few questions about FountainBlue and this virtual worlds event:

Q: Tell us about FountainBlue.

A: FountainBlue stimulates collaborative innovation one conversation, one leader, one organization at a time, through our monthly events, our dynamic communities, and our strategic and business development consulting services for early stage clean energy, high tech and life science entrepreneurs in Silicon Valley and beyond.

Q: Who should attend this conference?

A: This conference is for virtual worlds and other high tech entrepreneurs involved in or interested in this hot space, for intrapreneurs involved with virtual worlds solutions building brand and serving customers, and investors interested in investing in this space.

Q: Why should they attend?

A: FountainBlue events are known both for the quality of the speakers and program, but also for the value of the quality, win-win, long-term connections created. Both are highly valued in creating an entrepreneurial community in this exciting area.

Q: On virtual worlds and “where we’re going”, what is your opinion?

A: The opportunities in virtual worlds brings together the best of enterprise solutions which automate business process to better serve customers at all levels, the best of social media and its capacity to expand audiences virally leveraging technology, and the best of gaming with its fanatical appeal to extremely loyal customers. It is a hot Web 3.0 opportunity, which takes the technology, community, and monetizing potential of Web 2.0 to the next level.

Q: Tell us about other upcoming events from FountainBlue?

A: FountainBlue produces monthly events for clean energy and life science entrepreneurs as well as a Tech2Green series for executives transitioning into the clean energy industry and a When She Speaks Women in Leadership series, supporting women entrepreneurs and leaders. We run annual events for the high tech entrepreneurs in our community, which includes an annual freemium-to-premium event, an annual M&A event, an annual data analytics event, as well as an annual virtual worlds conference – this one, which we are conducting for the second consecutive year. We facilitate the cross-over between communities in support of entrepreneurial ventures.

Q: How do you support early stage entrepreneurs beyond connecting them through regular events?

A: FountainBlue supports entrepreneurs through one-on-one strategic and business development consulting for early stage clean energy, high tech (including virtual worlds) and life science entrepreneurs. We help our founders develop and refine business models and strategies and work with founders to build momentum with initial customers and strategic partnerships.

FountainBlue’s Virtual Worlds Annual Conference

Topic: Virtual Worlds: Where We Were, Where We’re Going, What Does It Mean to YOU?
Date & time: Friday, September 24, 2010, from 8:30 a.m. until 3:00 p.m PT
Location: Cisco, Great Dane Conference Room at MCCARTHY RANCH 3 (SJCMR3), 155 North McCarthy Blvd., Milpitas, CA
Cost: Register by September 22 at noon: $42 members, $52 partners, $62 general
Late and On-Site Registration: $62 for members, $32 for non-members
Registration: http://www.svvirtualworlds.com by 9/22 at noon
Audience: Entrepreneurs, Intrapreneurs and Investors only. No service providers please.

Description
FountainBlue’s Second Annual State of the Virtual Worlds Industry conference updates entrepreneurs, intrapreneurs and investors on the successes, challenges and trends of the industry overall, and showcases corporate and entrepreneurial virtual world demos. Beginning with a panel sharing the growth of the industry from the legal, venture, research and corporate perspectives, the program will next highlight how leading corporations are leveraging virtual worlds solutions to better serve their constituents, and culminating in showcasing early stage, funding-bound virtual worlds entrepreneurs with a range of solutions pushing the technology and business envelope.

Agenda

8:30 Registration and Networking

9:00 Welcomes and Thank Yous

9:15 Trends in the Virtual Worlds Industry: An Update on What’s New and What’s Coming

Facilitator Jeff Pope, Founding Partner, Spark Sky Ventures
Tim Chang, Principal, Norwest Ventures
David Helgason, CEO and Co-Founder, Unity
Chris Platz, Creative Director and Art Lead, Stanford Sirikata Labs
Eilif Trondsen, Research and Program Director of the Virtual Worlds @ Work Consortium at Strategic Business Insights
Mark Wallace, Conversation Manager, Linden Lab

10:20  Morning Break

10:35 Corporate Panel: Serving Customers, Building Communities, Training Users

Facilitator Dennis Shiao, Director of Product Marketing, INXPO
Mic Bowman, Intel
Dannette Veale, Global Virtual Event Strategist, Cisco, Lead, Virtual Component, Cisco Live
Another Corporate Presenter to be confirmed

11:40   Lunch and Networking

12:30   Entrepreneur Panel: The Tools, The Goods, The Immersion Experience

Facilitator Nina Gerwin, The NRG Group
Michael Gold, CEO, Electrotank:
Steve Hoffman, CEO, Rocketon: virtual world for tweeners
Albert Kim, CEO, Zenitum: Augmented reality with 3D displays
Jim Parker, CEO, Digitell: SaaS 3D immersive virtual events and virtual training
Reuben Steiger, Founder and Chairman, Virtual Greats

1:30 Adjourn and Further Networking and Corporate Exhibits and Entrepreneur Showcases open until 2:00

For more information and to register, visit http://www.svvirtualworlds.com.

Thank You to Our Sponsors:
We are grateful to our sponsors at Cisco for their ongoing sponsorship of FountainBlue’s annual virtual world’s conference.

(Technorati code: 2KFW26VPVNTT)

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The Name Of The “Game” Is Engagement

August 9, 2010

Future brand loyalist or virtual goods buyer?

Introduction

Social gaming start-ups are a hot commodity these days.  In the past 12 months, Playfish was acquired by Electronic Arts and Playdom (more recently) was acquired by Disney.  Zynga, which remains independent, has a valuation that’s reported to be as high as $5B.  I expect that CrowdStar, another independent gaming start-up, will be acquired before 2010 closes.

These gaming companies provide “free to play” games on the web and on smartphones.  They then sell virtual goods (within the games) so users can achieve an elevation in status (e.g. a sharper sword, more crop for the farm, designer sunglasses to replace your generic pair, etc.).

Sustainable Growth Can Be Challenging

These gaming start-ups have attractive attributes:

  1. Ability to generate hundreds of millions in revenue (in some cases, more)
  2. High growth rates in users, revenue
  3. High profit margins, since the “cost of goods” (for virtual goods) is virtually zero

While it’s hard to argue with the results that these start-ups are turning in, I wonder if we might be in a mini-gaming-bubble, in terms of current valuations and the potential of sustainable, long term growth.

Social games can be similar to the recording and film industries.  Success depends on the blockbuster hit.  Over time, it becomes more and more challenging to consistently produce the blockbusters, especially in the face of growing competition.  Today, Facebook serves as a great “record label” for the gaming companies.  It provides a marketing vehicle that you can’t find anywhere else – “distribution” to its 500+ MM “listeners” (users).

The gaming companies know, however, that they can’t put all their eggs in the Facebook basket – hence, the plans from Zynga to launch their own Zynga Live platform (as one example).  The gaming companies need their blockbuster hits to turn into self-standing brands (e.g. FarmVille), which then relies on a variety of distribution vehicles.

We know that consumers can be fickle, however.  Recall the progression of “hot social network”, from Friendster to MySpace to Twitter/Facebook.  Games will have a related challenge.  FarmVille is not going to be the #1 game forever, which means that Zynga is already figuring out the “next FarmVille”.

I believe there will be a short list of winners in a market that will be increasingly fierce.  In addition, I wonder if over the long term, the rate of virtual goods purchasing is sustainable – or whether it will continue to grow over the long term.

A New Game in Town?

One of the challenges of the virtual goods model is the funding source. Revenue growth is dependent on fickle consumers, who could love your game one day and move on to another game the next day.  And yes, I realize that part of good game design is to build in the hooks to create user loyalty.

That being said, what about services whose funding source comes from brands that want to reach consumers?  The bills in their “wallet” are of higher denominations than the $1’s and $5’s that consumers use to purchase virtual goods.  In addition, “brands are already brands”, which mean that they have a pre-existing following from consumers.

Foursquare

Consider Foursquare.  Some consider it a “location based service”.  I view Foursquare as an engagement platform that’s built on top of a location based system.  In fact, Foursquare has a loyalty program that generated successful outcomes for Starbucks, Ben & Jerry’s, Whole Foods and many others.

The Foursquare business model is both powerful and scalable: powerful in its use of technology (e.g. location based check-ins) and scalable in leveraging existing brands (e.g. Starbucks) for the consumer following and activity.

Location based technology is great, but the long term success of Foursquare is more about the engagement and loyalty programs it facilitates for brands, based on the applicable and available technology of the day.

Nitro Participation Engine from Bunchball

Keep your eye on the Nitro Participation Engine from Bunchball – a Silicon Valley start-up who counts NBC, Warner Brothers and Victoria’s Secret as clients.  The Nitro engine “drives participation using Gamification”, which means that any brand can easily add gaming elements to their web site(s) – and then leverage the Nitro engine to track user actions, points, status and leaderboard. In addition, brands can use Nitro to deploy and sell virtual goods.

What This Could Mean

I think we could be witnessing a transformation of the advertising industry.  If the 90’s and the 00’s were about banner ads and paid search, this coming decade could be about engagement and loyalty platforms.

Foursquare, Bunchball and others have much to gain – if they can tap into a small percentage of the $100+B spent on advertising annually, they’ll make their investors very happy.

These engagement platforms can move from brand impressions (90’s) to brand engagements – where the engagements are longer lasting and more valuable than a click on a paid search ad.  They’re more participatory and can result in immediate purchases (e.g. the latte that someone just purchased at Starbucks).  In addition and perhaps more importantly, they enhance loyalty between consumers and brands, which is great for the long term.

Of course, sustainable growth is a challenge with any technology. Engagement platforms will face their own challenges as they see adoption grow.  Consumers will only be able to participate in so many engagement or loyalty programs.  That being said, consumers are taking batting practice right now – the first inning has yet to start.  Enjoy the ballgame!

I’ve now managed to speak enough.  Leave a comment below to share your thoughts on this topic.

Related Links

  1. ClickZ article (by Christopher Heine) on brand engagement featuring Booyah, Loopt, Brightkite, Gowalla and Stickybits
  2. Foursquare’s Future Slowly Takes Shape“, by Om Malik of GigaOM
  3. Social-media games: Badges or badgering?“, by Caroline McCarthy of CNET

Top 5 Virtual Event Posts Of 2010

August 5, 2010

Here are the Top 5 posts (on this blog) for calendar year 2010.  The Top 5 List is in descending order and based on the number of page views per blog posting.

#5: Virtual Events 101: Tips For Building Your Virtual Booth

My guess is that many readers built their first virtual booth during 2010.  This posting provided tips planning and objectives, content strategy and booth staffing.  In addition, it provided tips on content presentation, “search optimization” and how to stand out from the crowd.  This posting is part of a broader Virtual Events 101 page that provides tips on virtual events.

#4: Bringing The Physical Event Experience To Virtual Events

This posting did some brainstorming on features that virtual event platforms could provide to bring physical event experiences to virtual events.  Then, it covered tips for virtual events, including how to gauge attendee interest, how to connect with interested attendees and how to create better attendee networking.

#3: COMDEX Re-Launches As A Virtual Trade Show

This was big news back in March, that the famed COMDEX show would return as a virtual event in November 2010.  I’m looking forward to seeing what’s in store this November at COMDEX Virtual.

#2: How 3D Virtual Worlds Can Be More Like Twitter And Facebook

Twitter and Facebook have taken the world by storm – this post received a lot of traffic by association.  I thought it was logical that 3D virtual world platforms could adopt some of the principles developed by Twitter and Facebook, such as the pervasive “Like” feature from Facebook.  I posited on some new concepts, such as closed circuit TV and on-demand TV for virtual worlds.

Finally, I guess I foreshadowed “Second Life Shared Media”, when I suggested that web content be embedded in-world – Linden Lab announced that feature a few short months after my blog posting.  More recently, I wrote about Second Life being at an important crossroads.

#1: The Future Of Virtual Events

There’s always something about the “future” that generates interest and curiosity.  I’m still a believer in the vision of the future (for virtual events) that I painted here.  While none of it has come to fruition, it’s just a matter of time.  In the future, that is!

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