With the advent of virtual worlds networks, individual channels and individual shows can now create interactive versions of their franchises and engage fans directly, immersing them into the environment. Find out how to successfully extend a television brand, including measuring audience participation and extending the advertising business model.
- Sibley Verbeck, CEO, The Electric Sheep Company
- There haven't been too many interactive TV experiences that have take off but I think that is what we already have
- The real interaction is amongst the people, between each other. Here we have a new communication medium they allow people in different places to feel like they are in the same place
- They can interact with each other as well as the environment
- What is going to get mass audiences into virtual worlds is entertainment
- The mass audience does not care about virtual worlds, what they care about are thing in their lives such as entertainment
- That is the engine that is going to drive the ecosystem
- More than half the content is the people
- (talking about the virtual MLB Home Run Derby)
- Multiplying the value of the content
- How do you bring your audience in, in a way that works for them (this is key)
- What are you going to do for your customers and audience that drives value
- Experimentation
- Ongoing Engagement
- It is not about the platform but how you are going to reach your audience
What VW will need to reach critical mass
- ease of importing assets into virtual worlds
- full scripting language
- Video with DRM
- interoperability
- events
- ease of use, UI
- customization
- openness
- search
- landmarking
Virtual Worlds and the Mobile Platform- Idean
- Mobile is your avatar in real life
- Mobile enables deeper social avatars
Tags: Sibley Verbeck, The Electric Sheep Company, IPTV, Interactive TV, VW2007, Virtual Worlds 2007, Second Life, DRM, Video, Scripting