vbi

Video Network Of The Future

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Metaversed video archive at SLCN
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In the 8 months that SLCN has been streaming video they have revolutionized the way we think about media in virtual worlds. We had the opportunity to speak with Wiz Nordberg, CEO of SLCN, to find out more about what is fast becoming one of the most influential forces in Second Life.

Below is a general summary of what we discussed, but I strongly urge everyone interested in the topic to review the video or MP3 via the links above.

The Birth Of SLCN

When first discovering virtual worlds, Wiz took some time experimenting with different occupations. Then it hit him: "I should become a big media executive in Second Life."

In real-life Wiz Nordberg is Gary Wisniewski, and he has quite a bit of experience with organizing the large-scale streaming of video. With the diverse range of skills necessary at his disposal he was able to assemble dozens of technologies into a cohesive product. SLCN now broadcasts video to the web and into Second Life 24 hours a day.

The Business Model

While Wiz used the term "toy television network", the model is no different than mainstream media. Ultimately you're monetizing large numbers of viewers. Working out how to do that isn't purely SLCN's problem, but the one that network television has faced for decades.

While there aren't yet enough viewers to adopt the business models of the large networks, Wiz feels that the current number of viewers are a tenth of what they will be a year from now. In the meantime, they're prepared to ride out the slow time and closely monitor the statistics.

That doesn't mean they aren't creating new products. Through SLCN.biz they do corporate work, producing high-end professional content that can be remixed by a studio editor and rendered at television quality.

In the long term, the main profit arms are expected to be in advertising coupled with some producer-paid content.

Biggest Influence: Ted Turner

When I asked Wiz who his biggest influence was, he didn't hesitate in naming media mogul Ted Turner. When a large station syndicated their content across the nation, showing lots of reruns and appealing to a wider demographic than HBO, it changed television forever. Wiz grew up watching "Shark Week" and "Bond Week" on stations like TNT and TBS, and they changed the way people thought about television. Ted Turner wasn't afraid of humiliating himself in front of his audience. He did what he thought would be fun, and it made for great television.

The Metaphor Of Television

Current television looks at the market as a large statistical demographic rather than as a people product. In order to be successful in Second LIfe, however, he's run SLCN more like television was in the 40s and 50s when the metaphor of television was about people.

Viewers watch SLCN casually, letting it run while they do other things like adjusting prims around the house. This is very much like the "watching TV while you're cooking" model, which is very much unlike the web. For this reason SLCN has not been run like a website, as it just isn't absorbed like one.

What's Not On The Air - Yet

Wiz would love to see more narrative fiction, but it's difficult to produce. In order for someone to put together a show they would need to arrange for sets, costumes, writing, and of course actors. There's a lot of planning required, and as of yet nobody has been able to pull all of the elements together.

The only limit at SLCN is "is that produceable"? They've never had to censor, and they're actually considering adult content if someone can put together a production of high enough quality.

Even though there is quite a bit of machinima out there that SLCN could air as dramatic content, generally they are just one-shot shows rather than a series. Shows that don't have a production commitment often fail, but those that air regularly grow a following.
Among the more popular shows: "That S'Life" has 66 episodes, "Tonight Live" has 22, and the hockey games are now up to 20. The first 5 are never the ones that get the audience. It's once people understand that it's going to be there every week that people actively look for the show.

"The biggest failing of online media is the unpredictability of its availability," said Wiz, so they need to package the show properly.

On Advertising

It's almost a certainty that someday SLCN will be selling advertising on the shows it airs. Producers are invited to do so now, but the question is: "does the advertising add to the show?" Ed McMahon on the Tonight Show used to advertise Alpo dog food, and somehow it enhanced the show. Advertising should do the same thing.

"I don't think putting people on display in a fishbowl like reality television is a good way to touch your audience," said Wiz. Yet advertisers need to touch the audiences somehow, and making the ads enhance the show could do that.

Shopping SL works

SLCN has multiple streams, one of which is dedicated to shopping. It's actually quite popular because people like to hear about how the creator came up with the product. In the end, the channel isn't about products as much as it is about the people who make them. Obviously this is much more effective than a banner.

Do you have a creative idea for SLCN? Their application page makes the process easy. Who knows, you might find yourself making a living working on a virtual world television show someday.

Automotive IQ

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Metaversed video archive at SLCN
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December 7th 2007 - Metaversed held our second session of Virtual Business Innovators featuring Jody Devere (known as Patty Streeter in Second Life), President of AskPatty.com. A photo gallery of the event was provided by JenzZa Misfit, and you can screen the entire event by following the links above. Below I've summarized just a few of the main points, but it's worth hearing the event for yourself to cover the wealth of knowledge that Patty Streeter was able to share.

Statistics

Women purchase 62% of all new vehicles and influence 85% of all automotive purchasing decisions. Dealers are often surprised by this. Many of them are under the impression that men are the main car buyers.

That mistake in judgment could seriously impact how a dealer handles sales and hires staff. The percent of women working in dealerships is less than 20%, and overall the automotive industry is very male dominated.

Despite this, 73% of service customers and 80% of customer satisfaction surveys are completed by women. The disparity between the service providers and their customers is pretty big, and AskPatty.com exists to bridge that gap.

Business Model

AskPatty.com has a panel of over 50 women in professional automotive fields acting as advisers. They are everything from executives to auto detailing experts, and visitors to the Second Life build can actually send emails to these experts and ask advice.

The community at large, however, isn't paying anything to AskPatty.com. The company generates revenue by training and certifying automotive dealers in how to cater to women. They cover how to properly advertise, attract new customers, sell effectively, and retain long-term loyalty. They've also created a network of dealer websites that co-brand with the AskPatty logo.

They've enjoyed great success. Since September of 2006 they have signed up well over 200 dealers to the 12 month training course, and the course is soon to be taught in schools. Training has expanded to Northwood University, the premiere school for automotive study programs. Those seeking a degree in Automotive Marketing as well as after-market automotive studies will be required to take their module.

We were treated to a sample clip during the presentation that illustrated a bad customer experience, and how it might be improved, using machinima recorded in Second Life. The clip itself was created by hired Second Life residents, and was recorded at pre-existing locations. Using machinima, rather than real-world studios, has been a huge cost saver in the creation of training materials.

Community Building

Patty Streeter meets with her 15 employees (scattered across the US) in Second Life because "it's like being on a conference call on steroids." People feel like they're in the room together and make real connections via avatar.

Of course meetings aren't the only reason for the Second Life presence. They are able to reach women who are power internet users and influencers this way quite easily, as well as access the more creative community. This drives traffic to website, and also to the certified female-friendly retailers.

Many of the company's charitable events for United Spinal have been held in the virtual world as well. A typical example is coming up on December 15th: "Cruise 'N Chase" will feature user designs of cars on display and auto racing, with the proceeds going to United Spinal. It's also a great way to showcase the company's new island.

Industry Catching Up To The Market... Almost

Things are changing in the auto industry. Women working in the industry are enjoying recognition for their efforts, but that's not all. There's a recognition that catering to what women want out of a car matters, and designs are changing accordingly.

Partially this has boosted the development of new hybrid "green" cars, as surveys show women to be more ecologically minded. The internal design of cars is changing too. You now have places to put your purse and other storage spaces for the family. The design of the floor near the pedals has been altered to accommodate high heels so that you don't have to turn your foot. Even the materials used on the upholstery are seeing improvements in this area.

It's not all moving ahead the way it should, however. While individual dealerships are getting better with advertising, auto manufacturers themselves leave a lot to be desired. Most marketing of cars is irrelevant and some even insulting to women. As Patty Streeter put it: "Most of the advertising is aimed at the guys, and they need to clean up their act."

Next Week

December 13th we'll host Gary Wisniewski, CEO of SLCN.tv. "Video Network Of The Future", this is a rare opportunity to speak to the man behind the camera. What place does push media have in an age of interactivity? Do people really watch video filmed in virtual worlds? What is the business model behind SLCN anyhow? Answers to these questions and many more next week. Don't miss it!

Platforms On Platforms

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Metaversed video archive at SLCN
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Thursday, November 30 2007 we held the first session of Virtual Business Innovators on Metaversed Island. Entitled "Platforms on Platforms", we featured three entrepreneurs who were building gaming platforms in Second Life.

To watch the event, use the links above. JenzZa Misfit has also made a gallery of photos available if you just want to take a quick peek.

Dimentox Travani - DCS2 (Creator)

The "Dynamic Combat System 2" (DCS2) is a gaming platform that can be installed on any island region in Second Life for free. The owner of the land would also retain a 10% commission on all sales made through the system. It's quite popular, having been installed on over 150 islands and been registered to tens of thousands of users

Configuration is done through a web-based interface, and the whole system uses standard SQL databases to manage things. New content is constantly being created through a network of licensed developers. They actively market their weaponry for use in the various platform implementations, driving even more traffic sims that use it.

An advanced advanced artificial intelligence system is planned that will run through actual logged-in shell accounts in Second Life. These "bot accounts" would interact with characters on a variety of levels, alternately helping them or hunting them down. This technology opens up several new possibilities, not the least of which is the potential for offering premium-rate services.

Crash Prefect - Darklife 2 (Creative Director)

Situated on a single island in Second Life, the "DarkLife 2" platform is a monster-hunting game where players can take the scripts out of the weapons they buy and put them in ones of their own creation. Crash tells us of one creative user who was able to take a sword they gave him and turn it into a chainsaw, complete with new animations and effects.

The flexibility afforded by this system has been a big draw, but in order to keep the game balanced they had to create their own currency called "gold". A brisk trade exists between players, some of whom pay large amounts of real cash through Paypal for the virtual currency.

While some money is being made here, for the most part this system exists as a "proof of concept" for the creators to use for future endeavors.

Xenius Revere - RIOT (Creator)

RIOT (click for screenshot) is a giant-robot combat system created in Second Life purely as part of a larger development cycle. While the game will be fully playable in the virtual world, it's being created here in order to test different game play concepts and get feedback from the existing users. He is a strong advocate of using Second Life for prototyping of new ideas because not only is it capable of doing almost anything, but there are always people around to test it out for you.

This was a central theme for the rest of the session. The overall message seemed to be that while Second Life had some technical advantages when it came to building a viable platform, it was the community that really made it worthwhile. The inherent feature in the Second Life platform of allowing users to make themselves look any way they want to and modify the tools they get to work in customized ways can give platform creators some great direction about what will be of mass appeal for others down the road.

Upcoming Session

Our next session will feature Jody DeVere, President of AskPatty.com, speaking about her company's amazing entry into the virtual world. They've been featured several times by the New York Times and were even in a spot by American Express for their community building efforts and ongoing education of women about cars. Their build in Pontiac Island has become a favorite. Join us on Thursday at 11AM PST to find out why!

Schedule

  • December 6th - Jody DeVere of AskPatty.com - Automotive IQ
  • December 13th - Gary Wisniewski of SLCN - Video Network Of The Future
  • December 20th - Hilary Mason of Johnson & Wales University - Leveraging Statistics
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