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Innovation in Sims

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Ever on the look out for innovation in how to present sims for business, I've been scouring the grid lately to see if anyone has done anything different than the usual recipe for a marketing sim -- that huge, modern, glass-and-steel build costing a young fortune, surrounded by that gigantic cement semi-circle stadium for avatars to perch in for events.

Milan Brynner, the concept director of Virtual Starry Night, an art sim designed to show the work of Vincent Van Gogh, has gotten hold of an idea that you wish more people had tried in the history of Second Life: make a large, 3-D rendition of a 2-D painting that you can actually get up inside of and feel a part of. And just like the promised description, you will experience the thrill of actually seeing a 3-D interactive version of popular paintings like Cafe Terrace at Night , and sit at a table and imagine yourself, too, as a troubled poet drinking absinthe and tugging at your ear in Paris in the '20s. I loved the texture jobs on this sim, which were soft and painterly without looking cartoony and blended well into the SL landscape. You can also buy objects that are in the painting, and put them in your home, like a vase of big yellow Van Gogh sunflowers or a rustic chair and create your very own "Room at Arles" at home.

Where this sim fell down for me, however, was in the failure to enable "fly," so that I couldn't in fact fly up into the painting experience I wanted, and sit on a roof or examine a boat detail -- I had to keep hearing the "thunk" of a no-fly zone. And the designers have placed clear-glass walls and builds slightly up in the air everywhere, which I kept bumping into, part of an anachronistic modern build to house the displays of the paintings in 2-D as well as the "live-in-it 3-D" experiences. These wound up throwing off the mood as you tried to navigate from one to the other -- it was really a shame. I also kept looking in vain for the star attraction -- Starry Night -- itself -- which appeared to be merely a painting displayed up in the sky with some stars and a modern living room on a see-through foundation.

To be sure, space on a sim is limited, as everyone who gets their first whole sim suddenly realizes after the initial new-sim smell wears off. But you can solve this problem by scaling down your ambitions or moving things into the seemingly limitless levels into the sky so that they aren't visible on the ground or to each other, adding teleports from level to level. In any event, visit this sim for a sense of just what the potential is for rendering 2-D paintings and data representation in the 3-D world and making it "habitable", something that there is far too little of SL -- surely puzzling, given its potential.

The New Business Horizons (NBH) sim also displays a concept not often used in the world of "advertislands" (as the SL Herald calls them now) in SL -- an installation on a mere 640 meters or so, instead of the giant 65,336 experience that is costly and sometimes hard to do well (SL is always about having too much or too little it seems!). BH has made it their business to provide the metaversal services all on the sim in smaller, bite-sized compartments that probably offer a better cost advantage than the whole island and thus represent less risk and possibly better management.

Imagine, a star act like Oasis can do as much in a 640 m2 as on a huge company sim just by setting the mood and putting out enough content for people to click on. This build has a preview of "Lord Don't Slow Me Down," a DVD that is coming out soon, links to the My Space page for Oasis, some t-shirts and most importantly, the trailer itself of the song, on a kind of movie kiosk. You can chill out in the groovy lounge and contemplate whether you want to lag out your game just yet to go order the DVD -- this is where the "fourth-wall" of these experiences always breaks down for some, because there is no HTML on a prim, and I have to get yanked out of my immersive avataric world and go goggle at a webpage. One other problem is one that perhaps no one else is troubled by -- I couldn't find the name of the record company -- the brand behind the band -- anywhere on the build -- but for that matter, the My Space page didn't have it readily visible, either.

Frankly, rather than have something shipped from UK Amazon.com, I'd much rather buy a DVD or CD for my avatar I can play inworld on my land -- and yes, we have those in SL and they sell like hotcakes, and yes, they work, and yes hundreds of thousands of real people spend hours on end with their friends actually watching tiny TV and movies (!) inworld and listening to music within SL -- things you'd think they'd do much better, and with less lag, and with better food and drink, in the real world. But sooner or later, these companies will get it about the avatars actually being people who *do* stuff in this world, and not just treat us and our avatars as glorified webpage browser attachments. Unfortunately, the NBH people turned off "fly" too -- possibly to force people to the ground to walk through the exhibits and be exposed to their content more thoroughly -- but that's always annoying.

The biggest lament for the business sims in general is that nobody's home. Tumbleweeds blowing, ominous boarded-up mines, and a cattle skull. OK, but that's not the problem at NBH, where I was not only greeted, and chatted up, I was then asked, "Could you explain the purpose of your visit?" Startled, I asked the gal if this was something all the visitors got asked, and whether the build was open to the public. She said it was, and said she was merely trying to get me on the tour. But...I imagine I'm not different than a goodly chunk of the SL avataric population that doesn't *want* an obtrustive salesperson in my face hustling a tour; I want to take time for the world to rez, to see what's up, and to see if it's for me. It's a fine art and science, getting the balance between no presence -- the lion's share of business sims -- and obtrusive presence.
Another pro tip: get rid of these cumbersome drop-down clunky blue menu teleporters that also require a second step to try to situate the beam and "sit" to move -- there are better teleporters now with just one touch that deliver the avatar in a click, instead of torturing him with gymastics.

While at New Business Horizons at the Oasis display, nearby you can also check out a non-profit project called Macmillan Cancer Support which is offering a coffee cup sort of thing that is involved in a big cancer charity drive. You donate to the jar, it gives you a huge spoon you wear and it makes a big stir -- and you can, too, evidently, by putting in your little Linden pennies.

Who Is Aegir?

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Who is Aegir?

Aegir is a design, marketing and communications company in Second Life. Some of her services are marketing, sales, and business consultancy, as well as advertising, branding, identity, logo, and web design.

Anticipating on the continuous development of a more flexible market, and the need for business-survival in a highly competitive, rapidly changing In-World economy, Aegir is to utilize new opportunities; opening up the market by offering original, fresh perspectives on business in Second Life.

Brilliant design, coherent marketing and comprehensible communications are crucial. Fair-pricing is a must.

Aegir provides solutions to all sizes of projects and businesses. Whether it is a company from the ‘real world’ seeking new prospects in Second Life, or a creative individual entering the aggressive Metaverse marketplace, Aegir makes it one of her key objectives to be involved in the process.

First consult is always free! Contact Aegir Giha, via IM, drop a notecard or e-mail at aegir.giha@gmail.com

We recognize professionalism, maximize creativity, inspire each other, and enjoy the experience!

Update from Aegir

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Dear readers,

I'm still working very hard to finalize setting up the offices. Besides that been working on some other In-World jobs. Still learning every day! More details soon.

Here some designs I made for my own promotion:






The case for good virtual corporate citizenship

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In the last post, I responded to the Forbes article and why I think brands so often get it wrong in Second Life. I thought I'd take a few minutes to expand on that a little further, with what I see as the three golden rules for any RL company setting up in SL:

Last month, the corporate world reached an important milestone in Second Life. For the first time, a development built by a real world brand – Germany’s T Online - made it into the top 20 most popular places list. Did T Online achieve this by building some unique, must see draw in Second Life? Er no, they added camping chairs...for anyone reading this not that familiar with SL, these are spots where you park your avatar for a few hours and get some Lindens (the Second Life currency) in exchange. (See http://nwn.blogs.com/nwn/2007/06/taterus_monday__1.html#more)

Over the past six months, not a week has gone by where we haven’t been able to read about this or that company establishing a Second Life presence.

For those of us who were around during the first dot.com boom, there are echoes to ten years ago when companies first went online. Not only because of the gold rush mentality. But also because a lot of the same mistakes from the mid to late 90s are being repeated.

Just like a lot of the early brand websites were nothing more than virtual brochures, a lot of marketeers today are using this new 3D web, as another form of advertising.

To put things into perspective: For the week ending 17 June, Addidas was attracting just over 300 visitors a week, Reebok 168 and Coca-Cola 86. In other words Reebok was attracting an average of just one visitor an hour!

In fact, as we know, enthusiastic amateurs, sole traders and SL based businesses that more often than not operate out of people’s front rooms wipe the floor with real world brands. Just to give one example, Second Life fashion retailer ‘Adam n Eve’, run by UK-based resident “Sachi Vixen”, is currently 20x more popular than retailer American Apparel - no wonder AA is thinking of shutting up shop!

Generally speaking, I think there are three reasons why brands get it wrong: They try and transfer a real world experience to the virtual, they come into an environment which has a community suspicious of corporates, and instead of being in it for the long haul, they look for quick hits. To take each of these in turn:

1) Do something different to real life

One of the things which constantly mystifies and amazes me is how many Second Life stores, offices and experiences are obviously built as near-carbon copies of their real world equivalents. A leading, award winning London ad agency for example has a Second Life island, on which they’ve built a large glass office with examples of their work and meeting rooms. Looking at American Apparel again, in his book ‘Second Lives’, author Tim Guest talked about “cheesy pop” blaring in an empty store designed to look like the real one.

Unfortunately trying to recreate your brand experience wholesale in a virtual world, is not only a waste of money. It’s also a waste of a medium where anything goes and which offers huge potential for creativity and doing things differently.

2) Working with in-world residents

Secondly, brands forget that in Second Life someone is almost certainly already doing what they do, and doing it better.

You can buy clothes, go and see a concert, go to a lecture, dance in a nightclub and go on a virtual holiday – all thanks to the efforts of ‘in world’ residents. With an active – and vocal – community in Second Life, being seen to copy them and (worse) being seen to take the food from their tables is not only doomed to failure, it can also attract a considerable amount of hostility.

Instead, any brand wanting to succeed in Second Life needs to a) enhance residents’ in-world experience – and that doesn’t necessarily mean offering real world products virtually, and b) work with the community in developing any property rather than being seen to be just another corporate that’s been parachuted in.

3) A long-term investment instead of a quick-hit

Finally, a number of brands have come in, had quick PR hits after announcing their presence, and left empty brand developments behind. That approach has diminishing returns, especially since the novelty factor of companies setting up shop in Second Life has long since worn off and we are now starting to get - witness that Forbes article - talk about how SL isn't all that for brands after all.

Instead, to be a success here you need to see this as a long-term investment. Especially since Second Life is a medium still in the early stages of development.

At the moment, there are over seven million avatar registrations. However, in terms of frequent users, the numbers are of course just above 500,000. I'm based in the UK and talk to British clients. So to put this into some context for my local market, with 30,000, the UK has the fourth highest number of active residents after the US, Germany and France.

Reaching the audience equivalent of a UK regional daily newspaper doesn’t sound that impressive, until you look at the potential for growth. The number of registered avatars has increased three fold over the past six months, and the Gartner Group recently estimated that by 2011, 80% of regular Internet users will have a virtual world presence.

In addition to the future potential, it’s also instructive to look at usage patterns. Active residents are very committed, devoting on average a phenomenal 90 minutes a day to their virtual existence. These are people who no longer switch on the telly as much at night and so are no longer exposed to TV advertising to the same extent. Brands need to act accordingly and follow them in-world.

In summary then, every marketeer knows about good corporate citizenship. This is a concept that now needs to be taken into virtual worlds. Brands also need to recognise that virtual worlds are a golden opportunity to try something new.

In the late 1990s, the best websites and online businesses were those that saw the need for stickiness, were truly different and added value. In this new Internet, the brands that succeed will again be the ones that engage the consumer in a dialogue and that compliment what s/he does in this virtual environment.

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