Immersive environments and the enterprise: new report

Erica and Sam Driver from ThinkBalm have released a new report. Titled The Enterprise Immersive Software Decision-Making Guide, the focus is obviously virtual environments suitable for business applications. For those not aware of ThinkBalm, they have a growing stable of reports on the state of play in virtual worlds industry, particularly from a business perspective.

Aside from detailing nineteen vendors out there, the guide provides some useful strategies to assist in choosing a virtual environment for an enterprise. It’s pretty standard project governance and needs analysis stuff, but tailored well to the topic.

One of the key points from the guide for me revolves around the regular question of “which platform is best?”:

The vendors come from a variety of backgrounds and have different specializations and strengths and weaknesses. They are not all targeting the same use cases. Just as office productivity suites today now include separate-yet-integrated applications for word processing, spreadsheets, presentations, and more, immersive software product suites will evolve to focus on groups of related business problems. Eventually, we envision an immersion layer developing that will integrate with multiple enterprise systems and applications. But this is years away.

I’m a little more bullish on the ‘years away’ aspect. Two to three years, sure, but I’d be surprised if more widespread adoption took longer than that.

Overall, the guide appears to be a rigourous, well-researched piece of work that should provide a useful base for enterprises looking at integrating immersive environments into their operations.

You can view the full report here

The reverse argument for virtual worlds in the enterprise

With thanks to Tateru Nino for the heads up, this machinima just about perfectly encapsulates the tug-of-war within the enterprise in regards to adoption of virtual worlds as a collaborative tool. It’s an incisive piece that strips bare some of the stereotypes and barriers put forward by business as ‘arguments’ against utilising virtual worlds in their operations.

It’s the sort of piece that may be useful after some initial discussions have been had within an enterprise. It would probably make some people defensive if used up front, but its power is likely to be found after the stereotypical arguments have been made by those less convinced of the opportunities virtual worlds provide.

Watch and enjoy:

Surfing the virtual world hype

Riding the hype wave of a new technology with a “world-first” isn’t exactly unusual. We’ve seen this a lot with Second Life, right?

But there’s actually other, more interesting lessons to be learned.

Firstly, the newspapers and magazines don’t really check if you’re first, so if you want you can just copy what someone else is doing. This happened a whole heck of a lot. If anyone actually does ask, you just slice it more finely. “First by a Fortune 500 company”, “First by a West-coast marketing firm run by octogenarian teachers”. Slice it finely enough and you can pretty much always claim a world first – and by golly, they do.

There were, from memory, four national embassies that opened in Second Life. Each claimed to be the first one (presumably using the slicing technique above, or just not doing the research). That brings us to the second technique, the one that gives you the most PR bang for the least buck:

Don’t actually do it. Seriously, this is a proven strategy.

Write and issue your press-release, outlining what amazing world-first you’ll be performing – then don’t follow through. By the time that peak of the hype cycle wore off, nobody noticed that you actually didn’t. Instead it became a fait accompli. Everyone more or less assumes that you did do it.

Assorted media pieces still refer to pizza-deliveries, programmes and concerts by famed celebrities that never actually happened, but the writers just assume that they did.

There’s your return-on-investment right there. All the hype, and none of the work. All you have to do is hit the timing right on the cyclical hype.

There’s a whole lot of businesses and organizations using Second Life in various ways. Many of the ones that you can name from media-coverage though, never actually did. However it didn’t apparently actually harm their PR efforts at all.

Anyone want to bet that this won’t happen with future virtual environments?

Telstra responds to questions on Second Life withdrawal

bigpond-secondlife-nov2009-3-smlAs mentioned yesterday, Telstra have announced their withdrawal from Second Life, and there’s been no shortage of discussion on it around the blogosphere.

We’ve had some passionate comments and a couple of emails from residents quite upset at the decision.

I took the opportunity to put some questions to Telstra’s media spokesman, Craig Middleton, to get some further clarity on future plans and what will happen to the content that’s been successful for their presence:

Lowell: After more than two years of operation, what are the key lessons Telstra has learnt from the experience?

Craig: From our venture into Second Life we learnt a great deal in a variety of areas, including online community anagement and how to foster event-based traffic – experiences in relation to the in world support team and management of frequent in world events .

Lowell: It’s arguable that Telstra has been one of the more successful examples of a business building a community, through regular activities, dedicated staff support and a large presence. Was the costs of delivering that service too much for the returns it provided?

Craig: We don’t discuss the commercial aspects of our business, however we were very happy with the popularity of the islands and the interaction they allowed us in-world.

Lowell: In regards to cost – how does Telstra plan to report to shareholders on any substantive outcomes from the Second Life foray? BigPond’s involvement on the face of it has been a success, so how will those successes be captured?

Craig: BigPond’s activities and investment in Second Life have been widely reported since our launch. I do not expect any further reporting beyond that.

Lowell: Are there any particular issues with Second Life that have hastened the decision to leave?

Craig: Our focus is now moving towards other social media options that are gaining in popularity and functionality on computers, mobile phones, TVs and game consoles. Watch out for such announcements in coming months. It is important for a communications company like Telstra to continue to experiment with emerging Web 2.0 applications

Lowell: What will happen to all the BigPond content? Does Telstra have any plans to archive it or even make it available for BigPond customers to use as a basis for further content creation?

Craig: There are no plans beyond helping our customers transition their inworld residences to other locations

Lowell: Does BigPond have any plans to continue development of products in virtual environments at all?

Craig: As per above.

For mine, after the impact on the community of residents, the disappearance of all the BigPond content is the biggest shame of the decision by Telstra to withdraw from Second Life. It appears they’re not ruling out further forays into virtual environments, but aside from that and anything they’ve learnt from the experiment, there doesn’t seem to be a lot of joy for BigPond customers who are Second Life residents.

Telstra retreats from Second Life

bigpond-secondlife-november2009-smlAs reported today in the mainstream press, Telstra have announced their retreat from involvement with Second Life.

As the Australian business with the largest investment in Second Life by far, Telstra’s withdrawal potentially has a large impact on the local case for involvement of business in virtual worlds. More importantly, there are many hundreds of BigPond regulars who are affected by the decision. Paying residents on the BigPond sims received the following notecard on the issue:

Dear Residents, Vendors and Guests,

Telstra BigPond would like to thank you for participating in Second Life through BigPond. Our creative experience with Second Life has been very rewarding for both BigPond and our members. We’re constantly looking for ways to take advantage of the latest social media trends, however, our focus is moving towards entertainment options that are gaining in popularity on computers, mobile phones, TVs and game consoles.

From December 16 you will still be able to continue your Second Life experience directly through Linden Lab at www.secondlife.com but no longer through the BigPond portal.

This will also mean that all Second Life use will go towards your download limits given that the BigPond islands currently unmetered for BigPond customers are closing. Please note that this may put you over your plan download limit sooner than you were expecting.

Please contact our in-world Social Operations Manager Peta Philbin if you have further questions and she will provide information and/or BigPond Support personnel to assist you.

Again, we hope that you continue to enjoy your Second Life experience and keep checking back at www.bigpond.com for other exciting BigPond services.

Regards

The BigPond Team

Is the announcement a surprise? Not really – Telstra’s been increasingly lukewarm over recent months in regards to continued development of new activities / events on the sims. That said, the community that’s been built by BigPond customers on the sims has never wavered and there’s plenty of them angry at the decision. The common theme from discussions with residents today revolved around the theme of only having entered Second Life initially because of the unmetered status for Second Life usage (on BigPond sims), and the subsequent meeting up with people that they otherwise would never have met.

Obviously Telstra don’t need a presence for that to occur, but they certainly created a financial and aesthetic environment that maximised the potential for new users’ involvement. It’s been one of the more notable examples worldwide of a successful collaboration between a business and its customers, with examples everywhere of that relationship:

bigpond-secondlife-nov2009-2

The biggest challenge for Telstra is how it portrays its withdrawal in the longer term. It’s likely been a financial decision, and if so it begs the question of how transparent Telstra will be on the outcomes they feel they’ve got from being in Second Life, and whether they’ll make further forays in the future. We touched base with Peta Philbin, who is the ‘Pond Estates Social Operations Manager’, but she wasn’t able to comment at all, referring me to BigPond’s PR contact, Craig Middleton. We’ve sent Craig a series of questions and will post his responses in full as soon as we receive them. There’s also a farewell party planned for 21st November – we’ll publish more details on that as they are announced.

In the meantime, it’s over to you: are you surprised by the announcement or has it been a long-time coming? Will this be a set-back for Second Life in Australia and for business more broadly?

Interview – Simon Newstead, CEO of Frenzoo

Simon Newstead of FrenzooBack in May, we covered Frenzoo, a fashion-centric world with a lot of promise. Since that time, Frenzoo has continue to grow and has received further funding to continue its development.

CEO Simon Newstead is an expatriate Australian based in Hong Kong, and I took the opportunity to get some insight into Frenzoo‘s progress and future plans. He also discusses the role of Robin Harper and Anshe Chung, integration with services like Facebook and quite a bit more.

The take-home message for me is Frenzoo‘s focus on content creation, placing it amongst a handful of other players dedicated to that space. Fashion’s about creativity, so it’ll be interesting to see what growth trajectory Frenzoo takes. Read on for the interview:

Lowell: Can you give a brief biography of your career pre-Frenzoo?

Simon: Sure, before jumping into the online world with Frenzoo, I worked in Internet networking with Juniper Networks, the upstart competitor to Cisco.

There I was leading the Emerging Technologies team for Asia. That was a great job, dealing with customers in Korea and Japan through to emerging countries like India and Vietnam. Learning how and how not-to introduce new solutions to market, winning over early adopters, feeding requirements back to development teams – a lot of fun.

Before that I was in Melbourne with Juniper where I worked with Telstra to help design their 2nd generation broadband infrastructure (their DSL network). That was a great job for a young engineer, although I recall a lot of late nights living in their labs 🙂

Lowell: How would you describe Frenzoo’s progress over the past 12 months?

Simon: Great! After a slow start we’re starting to find our groove – a fledgling online world and 3d chat & creation community is up and running. Still early days but revenue starting to come in and growth picking up.

When we started our beta a year ago we had nothing – no users and a website with virtually no functionality: I remember an early tester making a comment “I love my avatar so much… but ummm what can I do with it?” It was a rude awakening, but all the early feedback helped us learn and adapt quickly – I really do subscribe to the “Fail Fast” startup school of thinking.

Since then we have learned a lot on what makes people them invest time and money and what they want out of Frenzoo. We’ve added and iterated our product countless times based on all the customer feedback: a big part of our culture – we gather a lot of user feedback, run regular usability tests, analyze usage data etc.

A turning point was introducing User generated content via our own web creation tool as well as 3ds modeling and collada import function. This has been great – the creative folks just love to design new things. When the world around you changes so much there is always inspiration for something new. People who love to mod sims love our environment – in fact some of our top content creators today are huge The Sims modders and creators.

Six months ago, the only things in the shop were made by Frenzoo, with limited choice. Now all the content on the marketplace is coming from the community and there are many thousands of diverse creator items to shop from and growing each day.

Lowell: What’s the company’s funding situation at present?

Simon: Earlier in the year we secured a solid round of funding from ASI – the Skype co-founders and other important angel investors. That takes us a long way to realizing our vision – by the time we consider the next phase of funding we should have completed the core development and started to ramp up audience and monetization.

Lowell: Virtual goods commerce is currently the core of your revenue model – can you explain a little how both you and designers can make money?

Simon: Sure. We run a dual currency system – we have silver and gold coins. Silver coins are the earned currency (being active on the site), gold coins are bought currency. When an item is purchased by a user using Gold coins, the creator of that item gains the Gold Coins (Frenzoo takes a small commission). Gold Coins can be sold for real money on 3rd party sites like First Meta Exchange and Anshe X. Those sites also allow transfer to and from other virtual currencies such as Linden dollars and IMVU credits.

Lowell: How many staff does Frenzoo have and are they still all based in Hong Kong?

Simon: We have a team of 10 folks – 7 engineers and 3 designers. Apart from that it’s myself, and Ceci, our marketing lead. We’re based in Hong Kong and we also have a couple of fantastic remote interns in the US who do a fantastic job helping with the community management.

We’re also lucky to have three very helpful strategic advisors – Robin Harper (ex Linden Labs) and Anshe Chung – Ailin Graef and Guntram Graef have really helped with giving us guidance and the insights from their considerable experience.

Lowell: What’s the geographic breakdown of your userbase at present?

Simon: Most members are coming from the US, however we have a healthy international mix from Europe and Asia. Australia is in the mix, a few percent of our base. We have localization to over 10 languages, including Japanese, Spanish, Chinese, Portuguese, German, Russian, Dutch etc It’s one of the many advantages of being purely browser based – it’s easy to add this. Right from the start we wanted to make this a global offering, not just English only.

Lowell: What percentage of the designers are making significant money?

Simon: We’re just getting going, no millionaires I’m aware of yet 🙂

The majority of our creators are doing it for enjoyment – it’s a lot of fun dreaming up new designs, meeting people, entering contests, being creative.

For those folks when they earn a few bucks in the process that’s just a bonus. However we’re now starting to see the first few professional operations coming onto the site with the aim to make money. Anshe Chung Studios is one example, it’s also easy for them to publish their created items to both Frenzoo and other platforms like IMVU. We’re also looking forward to introducing 3D scenes so, for example, creators of Second Life environments and props can explore our platform.

Lowell: What mistakes that competitors have made are you hoping to avoid?

Simon: I have a lot of respect for the other avatar communities out there, I’m a big fan of Second Life in particular for their creative and open content environment. One thing we are striving to do is make our user interface really simple to use, and also make creation fun and accessible to everyone – in fact most of our active active members have created their own items.

As we are web online world compared with most others who are client based, we have our own unique set of challenges and opportunities. For example cross browser differences and testing is a hassle (don’t get me started on IE6!), but on other hand web based means we support Mac and PC as well as being able to quickly mash up and integrate – e.g. post pics to Facebook etc.

Lowell: Speaking of Facebook, do you have any plans for integration with other web applications like that?

Simon: We’d like to do more web integration next year for sure. Once we have built out most of our core platform we plan to swing back and look at off site integration and add what makes sense, be it Facebook app or other platforms and techniques. Whether that app might be avatar chat or creation or a mix is still something we have to think about.

Mobile is something also we considered when we settled on our 3D rendering engine – in fact Unity3d which we use is one of the leading engines for iPhone 3D games today. It’s an interesting future possibility for us and technically feasible.

Lowell: Who do you see as Frenzoo’s main competitors?

Simon: In terms of web 3D community with UGC marketplace and creation tools we are first to market, to my knowledge. Actually even in client solutions, I haven’t seen similar to our accessible fashion design tool.

Actually most of our energy is built on listening to our users and improving our service. Whilst we monitor and learn lessons from other virtual worlds (e.g. Second Life and IMVU who have built up successful economies), we’re mainly focussed on our users and improving for them.

Online World Frenzoo - 3D Avatar of Simon_is_yetiLowell: Do you have an estimated date for Frenzoo coming out of beta?

Simon: Not for some time yet…

Beta really is a mark that we are in constant iteration and improvement, it’s a label that encourages us to always be listening and improving. Of course, we’re running a virtual economy today and security and robustness are important but we like the idea of being in beta mode and responsive – it’s a cultural attribute.

Lowell: What’s the roadmap for Frenzoo over the coming year?

Simon: Now UGC is kicked off, our next big move is “social”. The first step is 3D chat, which we just launched 2 months ago. It’s pretty sparse now but we will be building it out. As part of the social drive we’ll be introducing 3D scenes, which will be the biggest upgrade to the site since launch. This will let people be creative and social a lot more than today where the avatar is in 3D but the scene is just in static 2D. A 3D online world in Frenzoo has been one of the top requests from our community.

Our goal within the next few months is to have a fun user created environments – dance parties people can hang out and virtual chat in, maybe beaches for moonlight walks, glamorous catwalk shows, and hopefully lots of ridiculously pimped out apartments 🙂

We’ll also continue to build out the creative tools and then start to do more mashups and integrations on the web to help people share their experiences easier.

Lowell: Can you shed light on the core Frenzoo user?

Simon: Sure. Our age ranges from 13 all the way to 30 and beyond. Several of our most active members are in their 30s, 40s and older. Our average age today is hovering around 18-20 years old, and we skew very heavily towards female. One of our goals over coming months is to also make Frenzoo interesting and engaging for us guys.

Lowell: As an expat Aussie, what’s your take on the virtual worlds industry here?

Simon: Well, I’m a big fan of some of the virtual world personalities who live in Australia – folks such as metaverse bloggers Tateru, Anstia and yourself, Steve Cropper who runs the Life On-Line show etc Also it’s nice to see some virtual world developers in Australia such as VSide/Exit Reality…and in general some great tech projects such as Google Wave out of Sydney. I’m always rooting for more Aussies to make it on the global stage 🙂

Linden Lab launches Second Life Enterprise beta today

enterprise_secondlife Linden Lab will announce today that their second “work offering”, Second Life Enterprise, is entering an open beta period, prior to release. The preliminary beta for the Second Life Enterprise has been running since April this year; the open beta program will run through Q4 this year, and general availability will be announced during the first half of 2010.

The associated service, the Second Life Work Marketplace, which is currently in development, will go into closed alpha at the end of Q1 2010.

The Second Life Enterprise bundle is priced from US$55,000, and this price will cover both hardware and software sides of the solution; two servers will be provided, one for spatial voice (VOIP) and one for virtual environment simulation of up to 8 regions, supporting a maximum of 800 users (though 800 users with spatialised voice seems like a recipe for chaos).

There is no indication yet as to whether the Second Life Enterprise product will replace Immersive Workspaces, the Lab’s first and, to our knowledge, only other, “work offering”, or whether the two will exist in parallel.

Organisations already participating in the beta program include IBM, Northrop Grumman, Naval Undersea Warfare Centre, DefenseWeb Technologies, Case Western Reserve University, and The New Media Consortium.

Intriguingly, Linden Lab has announced that “content owned by the company can be moved from the main Second Life environment into the Second Life Enterprise Beta environment”.

This, of course, raises many questions. Technically, by the Second Life Terms Of Service, Linden Lab has the right to distribute other people’s content for any purpose related to the operation of the service without explicit permission from creators.

Will any and/or all content on a simulator owned by a company be able to be sucked up and spat out again in the Enterprise environment belonging to that company? How will content ownership be determined?

What will happen with third party content, given these circumstances – especially given that a lot of enterprise presences on the main Second Life grid are composed of a reasonable percentage of third-party content already, under wildly different permissions.

Of course the Lab can bundle that up and copy it all off-grid. They have that right, so long as it continues to be “a part of the service.”

These issues aside, though, Second Life Enterprise looks to be a solid business product, particularly for virtual meetings, prototyping and data visualization – three areas where Second Life technology does well.

Virtual goods – endless growth?

farmville Over the past year, the hype around virtual goods as the next big thing has continued unabated. Like the hype surrounding virtual worlds, it’ll eventually ease off, but underneath that is the reality of the very significant growth that is continuing. Two recent announcements have really emphasised that growth.

The first comes Ning, who now claim to host more than 1.6 million social networks. They’ve launched Ning Virtual Gifts. Pretty much anyone can create their own gift and sell it or buy someone else’s to give as a gift. Nothing particularly new there, but Ning’s size makes it one of the more interesting market tests for monetised virtual goods.

The second interesting development comes from social game creator Zynga, who has confirmed that US $487,500 has been raised for the welfare of children living in Haiti, via the sale of virtual sweet potato seeds within the Farmville game for Facebook. More than 56 million Facebook users play Farmville each month, with 50 million users playing one of Zynga’s social games daily. For mine, the combination of fun and social good has always been one of the best hooks for involvement and Zynga are proving that in a big way.

What these two examples have in common is proof of the widespread adoption of virtual goods. Virtual environments like Second Life have demonstrated the power of virtual goods for years, but the social gaming sphere and upcoming worlds like Metaplace are speeding up the rate of adoption through simple, intuitive interfaces that in some cases are also doing good in the real world. Of course, nothing grows endlessly, but if anything is likely to exceed post-hype expectations, it’ll be the virtual goods you pay small amounts for, in the pursuit of some casual fun.

Class action lawsuit leveled against Second Life’s Linden Lab

strokerzKevin Alderman’s Eros LLC, a Florida company devoted to mature content which started operating in Second Life way back when, has been the star attraction before. Alderman, also known as Stroker Serpentine in Second Life, has been well-known for his successful, adult business ventures, as well as two successful legal actions for virtual environment based copyright/trademark infringement (one vs Rase Kenzo AKA Thomas Simon, and one vs Volkov Cattaneo AKA Robert Leatherwood).

Alderman, in conjunction with Shannon Grei (known as Munchflower Zaius in Second Life) is now launching a class-action lawsuit against Linden Lab itself, alleging that (among other things) it profits from negligence and delay in dealing with trademark and copyright infringement issues, and that it also knowingly does so.

The plaintiffs’ case for willful infringement might seem a bit weaker in spots, but one area where it is on relatively certain ground is where Linden Lab is duly informed, and then fails to act or acts with egregious delay. In those circumstances, the Lab would be aware of the infringement, but continues to profit from it (directly or indirectly) until action is taken.

The complaint outlines four classes who may benefit from the suit:

  • The Trademark Owner Class: All individuals and entities in the United States who own, have owned, or otherwise have the right to enforce licensing rights to goods and services bearing trademarks or service marks registered with the United States Patent and Trademark Office, and who engage or have engaged in commercial transactions in Second Life associated with such registered trademark or service marks.
  • The Trademark Infringement Class: All individuals and entities in the United States who (1) own, have owned, or otherwise have the right to enforce licensing rights to goods and services bearing trademarks or service marks registered with the United States Patent and Trademark Office, (2) engage or have engaged in commercial transactions in Second Life associated with such registered trademark or service marks, and (3) whose trademarks and/or service marks were infringed in Second Life.
  • The Copyright Owner Class: All individuals and entities in the United States who own, have owned, or otherwise have the right to enforce licensing rights in connection with a copyright registered with the U.S. Register of Copyrights and who engage or have engaged in commercial transactions in Second Life associated with such copyrighted works.
  • The Copyright Infringement Class: All individuals and entities in the United States who (1) own, have owned, or otherwise have the right to enforce licensing rights in connection with a copyright registered with the U.S. Register of Copyrights (2) engage or have engaged in commercial transactions in Second Life associated with such copyrighted works, and (3) whose copyrights were infringed in Second Life.

(Obviously, participation in the suit appears to be limited to entities within the United States of America. The 430KB complaint document is available in PDF format.)

Overall, the plaintiffs assert that Linden Lab has not done all that is reasonable and expeditious to deal with infringement, and that it has profited from and continues to profit from its failure to do so.

While so-called ‘Safe-Harbor’ (or, in the USA ‘Common Carrier’) protections might generally apply to (for example) Web-site operators, Linden Lab has chosen to abrogate those protections by taking affirmative (and some might say editorial) action on content in Second Life and on Xstreet SL.

Linden Lab declined to comment, but Alderman was willing to discuss the complaint with us, “The complaint eloquently expresses the frustration of the ‘whack-a-mole’ situation many of us are faced with every day. It is very difficult to convey the disappointment you get when you work for weeks to release something you have poured your heart and soul into, only to have it ripped and placed into grid-wide vending systems within moments by an anonymous and expendable account.”

“You cannot effectively address the level of infringement and theft that takes place within a platform that does 1.2 million dollars a day in transactions with an amended TOS and an expanded Abuse Reporting System. The problem is systemic. Our hope is to initiate fundamental and effectual change in the way the Lab addresses the issue of rampant content theft, copyright and trademark infringement in Second Life.”

Finally, Alderman asserts his support of the platform, “We do not need ‘Nannies’. We need effective support. If we didn’t believe in the future of Second Life, we would have been gone years ago. Maybe, some of our disillusioned brethren (sisteren?) will return if they feel that their content once again has value. We’re all in this together. It is still our world and our imagination.”

Even if the suit is only partially successful, the implications stand to significantly change the way virtual world developers and operators deal with rights, trademarks and copyrights in every collaborative virtual environment, as well as raise both social and legal expectations of the behavior and conduct of those operators. This case is one to watch.

Virtual sex steps up a notch: JoyRiact

Today whilst completing out weekly news roundup, I stumbled across a press release from a Swiss company promoting the late 2009 release of a suite of net-connected sex toys under the banner JoyRiact. The press release contains the usual healthy dose of hyperbole, but it seems Second Life is key market and JoyRiact claim to have some events planned in-world.

The demo video explains it all pretty well really:

The press release also rightly recognises there are already options available in this area – it’ll be interesting to see if this product captures a significant share of what’s a fairly hard to quantify, but likely significant market.

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