Bringing The Physical Event Experience To Virtual Events

March 30, 2010

Source: flickr (User: cafebiz08)

Virtual trade shows got their start by creating 2D graphical replicas of physical trade shows: exhibit halls, booths, auditoriums, lounges, etc.  Most users are “wowed” in their first experience attending a virtual trade show – they enjoy the quality of the user interface and often comment that they felt like “they were  there” at a physical event.

Exhibitors, too, find the virtual trade show experience to be quite enjoyable – at the same time, they often highlight important differences between exhibiting virtually vs. physically.  In a physical event, for instance, you have some amount of guaranteed foot traffic on the show floor – a portion of which will naturally wander into your booth.  The “efficiency” of a virtual event means that users only enter your booth by explicitly clicking into it.  In a physical event, exhibitors can greet prospects with a friendly handshake – in a virtual event, the exhibitor may never see the prospect’s face.

How can virtual event platforms incorporate aspects of the physical event experience?   Let’s consider a few ideas.

Source: flickr (User: ExhibitPeople)

How To: Gain Virtual Foot Traffic to Booths

On a crowded show floor at a physical event, an exhibitor knows that some percentage of attendees will visit their booth – additionally, exhibitors can increase their investment and receive strategic placement on the floor (e.g. near the entrance, near areas where food and drink are served, etc.).  In a physical event, as attendees walk towards (or past) your booth, there are tactics to catch their attention (e.g. making eye contact, telling them about a special sales offer, showing T-shirts that you’re giving away, complementing them on their laptop bag, etc.).  In a virtual event, you never see someone “passing by” your booth – they click directly to where they want to go.

The Guided Random Walk

Virtual event platforms could re-create the leisurely stroll down the show floor aisles.  Clicking on a “take me on a guided booth tour” button could allow the platform to become the auto-pilot and guide the attendee to the “store front” of randomly selected  booths.  At each  “stop”, the attendee is presented with an overview of the exhibitor, the products/services they provide and a list of staffers with whom they can engage.  The attendee can click to enter the booth – or, continue on with the “walk”.

Once they enter a booth, attendees would see a “resume walk” button to return to the guided tour.  Additionally, the virtual event platform could collect “interests” on the registration form (or on the attendee’s profile) to more efficiently recommend exhibitors (on the tour) to attendees.  Since most virtual attendees prefer to visit only those areas that interest them, this service would be completely optional.

Strategic Offer Placement

Virtual event platforms provide many avenues and areas for exhibitor branding and promotion (e.g. banner ads, jumbotron, etc.) – similar to a physical booth located near the food and drink, virtual event show hosts could map out the event hot spots (e.g. lobby, auditorium, etc.) and provide sponsorship opportunities for exhibitors.  For instance, the Auditorium could display banner ads that drive traffic to premium sponsors’ booths.  Since the virtual attendee is bound to navigate through key areas  (e.g. the Auditorium), promotions in those areas creates the equivalent of “passerby traffic” in a physical event.

Webcast Exit Actions

Imagine taking all attendees of a physical conference session and teleporting them to a specific sponsor’s booth at the conclusion of the session.  Well, a virtual event makes such teleporting possible.  If an exhibitor is presenting in one of the event’s Webcasts, have the virtual event platform provide an “exit action” to drive Webcast viewers to the exhibitor’s booth when it concludes.   Be sure to instruct the Webcast presenter(s) to inform viewers that additional questions can be addressed within the booth at the conclusion of the Webcast.  And, be sure those presenters also “exit” into their booth to provide the answers!

Source: flickr (User: SESConferenceSeries)

How To: Gauge Visitor Interest

When an attendee visits your physical booth, you can quickly judge their interest level based on facial expression and body language.  While these signals are not available from virtual booth visitors, you certainly can decipher interest based on the visitors’ mouse clicks.  Eloqua developed the concept of digital body language – and it applies directly to virtual booth visitors – “Digital body language can arm sales people with deep insights into the areas and levels of interest of every prospect.” (source: Eloqua)

The virtual event platform could provide real-time profiling of booth visitors, based on the actions they’re taking within the booths.  Inactive visitors can probably be left alone, whereas highly active users (lots of document views, document downloads, web site views, chat requests, etc.) may literally be raising their hand to engage in a conversation.

The virtual event platform could first characterize the nature of the prospect’s interest (e.g. map the requested documents to high level “interest categories” defined by the show host) and then place a subtle offer in front of the visitor (e.g. “An online representative is available to answer questions about telepresence – click here to engage in a 1:1 chat”).

Since this feature could be deemed too “Big Brother” by attendees, it would have to be tested (to gather feedback) and/or have an explicit opt-in setting that allows attendees to enable or disable the feature.

How To: Connect with Interested Attendees

During periods of high activity in a physical booth, visitors often walk up, see that all staffers are speaking with other attendees and decide to move on to the next booth.  Perhaps  later in the day, the same visitor returns to see if any staffers are available.  The observant exhibitor may recognize the visitor (from her prior visit) – and if so, provide special attention to her (since she made the effort to visit the booth and return a second time).

In a virtual event, all activity is tracked, which means that observant exhibitors need only turn to the services of the platform to let them know about repeat visitors.  Virtual event platforms ought to explicitly track repeat visitors and alert booth staff accordingly – perhaps the platform plays one audio alert for the first time visit  – and separate audio alert for the repeat visitor.

Additionally, the platform could allow exhibitors to build in rules and offers based on the amount of repeat visits.  For instance, on the fifth visit to the booth (within the same day), the visitor could be offered to download a free copy of the exhibitor’s software.  Exhibitors  could then leverage the resulting action to qualify the worthiness of the prospect (e.g. visited my booth 5 times + downloaded a copy of my software = have a sales rep follow up tomorrow).

Source: flickr (User: bilateral)

How To: Create Better Attendee Networking

One of the key attractions to an event is the ability for attendees to network with like-minded professionals – exchanging ideas, thoughts and business cards.  In a physical event, there are many “transitory phases”, where attendees migrate from one locale to another.  These phases create opportunities to meet or “bump into” random strangers.

That being said, meeting at a physical event is largely inefficient, based on the random nature of the meet-up.  Who knows if you’ll meet someone aligned with your interests or an uninteresting individual who’s there only for the free cocktails?  A virtual event can leverage the information available in user profiles to make meet-ups a bit less random – and far better “matched”.

In virtual, we can skip past the not-so-subtle glance at another attendee’s badge label – instead, we can auto-recommend like-minded individuals.  In my mind, the single most effective feature of LinkedIn is the “People You May Know” listing in the upper right of your LinkedIn home page.  Virtual events ought to create recommendations (of other attendees) with the same effectiveness.

The recommendation engine could be combined with an interface similar to ChatRoulette – whereby attendees enable their webcam and rotate through and chat with other attendees in roulette-type fashion.  It may not be quite the same as the physical experience, but the use of webcam can add a whole lot more than just text chat.

Conclusion

While it’s still true that virtual events can never replace the handshake – there are benefits of physical events that if modeled and implemented properly, can be a boon for virtual events.


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

February 8, 2010

3D Virtual Worlds Diagram

Facebook and Twitter have taught us that people of all ages love to utilize the web for self-expression, connecting and staying in touch.  3D virtual worlds have similar characteristics: the ability for self-expression via customized avatars and the creation of your own ‘island’; the ability to connect with friends (or meet people you’d never get a chance to meet in the real world); and the ability to be part of a vibrant community.

In addition, 3D virtual worlds offer a fully immersive environment, that allows you to escape from the real world – and, experience virtual representations of real-world locations. For virtual worlds experiencing declining usage, however, “community” becomes a challenge to maintain (i.e. imagine using Facebook when none of your friends or family are using it).

Mark Kingdon (in-world: “M Linden“), the CEO of Linden Lab, laid out his vision of Second Life’s evolution, tying it in with the recent acquisition of Avatars United.

M. Linden on Community:

“When we talk to the users who sign up but then decide not to stay, they say they left, in part, because they had a hard time finding people to hang out with. Either their friends weren’t there, or they have a hard time meeting new ones inworld, or sometimes both.  We need to fix this.”

M. Linden on Social Sharing:

“Another part of the “social glue” of any community is the concept of sharing.  Inworld, it’s easy to share and we’ll make it even easier.  But sharing between Second Life and the larger social Web is not as easy.  As an avid photographer (well, aspiring to be avid), I’d love to be able to easily share my snapshots from Second Life with my friends on other Web services, and be able to watch a feed of the people I’m interested in.”

Reaction

Kingdon’s blog posting generated a wealth of comments from the Second Life community – I’d characterize the comments as mixed to fairly positive.  My own reaction to the blog posting was very positive – my use of Second Life (and other virtual worlds) would increase based on my knowledge of in-world events/happenings attended by members of my social graph.

Here are my thoughts on how to increase community engagement and social sharing in a 3D virtual world.

Facebook and Twitter

Direct Integration with Twitter, Facebook

With Avatars United, according to Kingdon, “you’ll start to build an activity feed (similar to Facebook or Twitter) that keeps you in closer touch with the people you’re connected to in Second Life.” While I see value in a single feed that aggregates content from multiple social networks, I see equal (if not more) value in direct integration of Twitter, Facebook, etc., into the virtual world.

The Twitter API and Facebook Connect make doing so fairly straightforward.  A B2B company with an island in Second Life may want to integrate a Twitter stream that displays tweets related to the company.  Similarly, the company could prompt visitors to tweet about their visit and have that message be distributed to all of the visitor’s followers on Twitter.

By enabling this, the owner of the island generates “free” promotion to the social web – and, the underlying platform gains wider reach as well.  A relevant analogy is Ustream’s Social Stream, which allows viewers to “chat with your friends over Twitter” while they’re viewing a live video.

On the Facebook front, imagine if the virtual world platform enabled Facebook Connect, thus allowing residents to sign in to Facebook and find a list of their Facebook friends who are also residents.  Then, imagine showing users a real-time list of their Facebook friends who are in-world right now, with “links” to teleport to the friends’ locations.

Borrowing from another popular service (Foursquare or Gowalla), the virtual world platform could enable residents to “check in” at different locations (islands).  Broadcasting their whereabouts to their social graph may result in more “planned encounters” within the virtual world.  If my friends just checked in to “virtual island”, I may choose to teleport and join them there if I happen to be free.

“I Like It!”

Virtual worlds could create a stronger “shared experience” by allowing visitors to leave a trail of breadcrumbs reflecting their visited locations.  If I “friend” someone in-world – or, if an in-world resident is a Facebook friend of mine, then I might want to follow the path they took during their last session.  Additionally, the platform could support location endorsements, in the same way Facebook allows me to “like” a friend’s wall posting.

As I enter a location in the virtual world, I can see whether members of my social graph previously visited – and, what their comments were.  Alternatively, I could see a list of all past visitors – with a link to view their in-world avatar and profile.  If a past visitor panned a location, but I enjoyed it, allow me to send an offline message to that user, who can read my message the next time she logs in.  This allows me to connect with other users even when they’re not online (a form of virtual world email).

Source: flickr (User: Indiewench)

Virtual World Closed-Circuit TV

Business owners leverage closed-circuit TV technology to perform surveillance of their store front or office.  Wouldn’t a similar service be useful for virtual world residents, especially those who “own” an island?  While we tend to be online during our waking hours, it may not be practical to be in-world all the time.  How about a virtual world thin client – it provides a read-only “view” of a given location, similar to closed-circuit TV.

Since it doesn’t allow you to navigate, teleport, interact with others, etc. – the client is entirely lightweight and can sit in a corner of your desktop with only a portion of the CPU/RAM consumed by the full-blown client.  So if you’re interested in a given location, the closed-circuit TV can alert you to visitors – and with one click, the thin client can launch the full client and teleport you to the location.

Services (like this one) that can instantaneously connect users are a win-win – they generate more logins to the platform and enable more connections, upon which a stronger sense of community develops.  Alternatively, the virtual world platform can provide even more lightweight notification mechanisms: it can generate an email, Twitter direct message or Facebook email whenever a user enters a designated space.  The notification could contain a link that teleports the recipient into that space to connect with the current visitor(s).

Embed Web Content In-World

As Twitter and Facebook have demonstrated, users of social services are inclined to share interesting content, often in the form of web links.  Within a virtual world, “sharing” often results in the launching of a web browser to render the shared page.  Why not provide sharing capabilities that render the shared content on an in-world wall or projection screen?  This keeps users engaged, while retaining their attention in-world.  Building upon this, I may want to look up Facebook friends and be taken to all locations in which they shared content in-world (as I have an interest in what my friends are reading and sharing).

On Demand TV (for Virtual Worlds)

Facebook has a great utility that allows me to record a video on my laptop’s webcam, upload it to Facebook and share it on Facebook.  Virtual world platforms should enable users to press a “record” button and have their current session saved for later playback.  Perhaps I’m attending an in-world concert or watching a keynote presentation – capturing a recording of the session allows me to share it with members of my social graph who weren’t able to attend.  Treet TV provides similar services (with professional quality) – this capability empowers end users to create on-demand programming with the click of a mouse.

Conclusion

3D virtual worlds have a lot to offer already – by adopting useful social sharing services, they can tap into the phenomenon (social media) that’s the force behind many of today’s most popular web sites.

Related Links

  1. Wagner James Au in New World Notes, “How To Make Second Life Truly Mass Market, Part 1: Deep Integration With Facebook

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