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the Social Web
 the Metaverse and
the Future of Games
a small insight on what’s happening




    Corné Kox - Hanzehogeschool Groningen
               October 1st 2009
Let me introduce myself
Corné Kox
35
Hanze University
‣   Lecturer Digitale Media
    ‣   WEB
    ‣   Beeldtaal (Film and Animation)
    ‣   Educatieve Multimedia
‣   (Last years) stage
‣   Coordinating ‘Bureau Projecten’
CKM Extended
‣   Network for goal directed communication
‣   Advice and implementation
‣   Digital / New Media
‣   Crossmedia concepting
‣   I like to tell stories ;-)
Asked to talk to you by
Josef about a lot of stuff ;-)
So I have to run through...
75 slides, hope you don’t
       get bored ;-)
Metaverse Roadmap
Metaverse - 4 pillars
Metaverse Quadrant
Metaverse Quadrant


     Virtual
     Worlds
Virtual Worlds
‣   It is about ‘out there’ and ‘now’
‣   (yet) Not our real world
‣   Ever heard of Cross Reality or Dual
    Reality?
‣   Senses physics and translates them into
    the virtual worlds
Virtual Worlds

A virtual world is a computer-based
simulated environment intended for its
  users to inhabit and interact via
              avatars

           source: www.wikipedia.org
Neopets
     ‣   <2003

     ‣   Age <10

     ‣   45 mlj users

     ‣   2005 MTV

     ‣   120 miljoen
Club Penguin
        ‣   age ± 12 >

        ‣   15 mlj users
Habbo Hotel
       ‣   <2003

       ‣   age ± 14>

       ‣   90 mlj users

       ‣   does 4mlj a
           month (nov ’07)
Gaia
       ‣   <2003

       ‣   age ± 14>

       ‣   12 mlj users
There
    ‣   Late 2005

    ‣   Age ± 20>

    ‣   1,5 mlj users
Active Worlds
        ‣   Age ± 25>

        ‣   1 mlj users

        ‣   Still growing

        ‣   Education
Second Life
       ‣   Age ± 30>

       ‣   14 mlj users

       ‣   Silence after the
           storm?
Second Life
       ‣   Q2 2007 - Hype

       ‣   Still growing

       ‣   But more serious

       ‣   Phase II
Second Life
       ‣   Land ownership
           is still growing
Just for fun?
Hell no!
SL - Immersive World
                ‣   Linden Lab

                ‣   Rivers Run
                    Red

                ‣   SL Grid

                ‣   Collaborate

                ‣   20 Oct 2008
Virtual Worlds
‣   After the Hype
    ‣   Still investments are being done
    ‣   No longer just signage (marketing)
        ‣   Training
        ‣   Education
        ‣   Recruitment
Virtual Worlds
‣   Also a lot of companies moved out
‣   They took the experience
‣   And are building their own Virtual World
    ‣   ABN Amro
    ‣   Randstad
    ‣   IBM
A lot of different worlds
‣   Looking for standards
‣   ISO MPEG-V
‣   Expected soon (2010)
ISO MPEG-V
  interoperability, virtual travel (ranging
   between worlds), interaction and rich
communication with the physical world and
developing avatars that better show human
                 emotion.


   May 2008, Call for requirements - Jean H.A. Gelissen, Philips
Second Life / Virtual Worlds
‣   Where did it go wrong?
    ‣   Weird interfaces
    ‣   You have to learn the program
    ‣   To much space for to little people
    ‣   Search isn’t embedded well enough
A look at the interface...
               ‣   Minority Report

               ‣   2002
The interface of the future?
Hell no!
A look at the interface
                   ‣   Cebit

                   ‣   Hannover
                       2008
Just a demo?
Hell no!
A look at the interface
                   ‣   iPhone

                   ‣   2008
A look at the interface
                   ‣   MS Milan
                       Project

                   ‣   2007
You’ll have to learn it
                ‣   >30

                ‣   ‘Net niet’

                ‣   <30

                ‣   ‘Netters’

                ‣   >45

                ‣   ‘Nieters’
You’ll have to learn it
                 ‣   Meet Corey

                 ‣   On Guitar
                     Hero

                 ‣   Age 2,5
To much space
                          ‣   Keep it in control?

                          ‣   Have to know
                              which platform
                              people come
                              from?

                          ‣   Need more users?
Sony Playstation - Home
 PS3 sales:10.500.000
     (March 2008)
Search...
                ‣   Google?

                ‣   348.387.097 (and
                    more) search
                    queries each day

                ‣   That’s done by how
                    many users?
Google Lively
   Beta
Google?
Web (2.0) meets
Virtual Worlds?
Metaverse Quadrant


     Mirror
     Worlds
Mirror Worlds

‣ Based on our daily reality
‣ Google Earth, Google Streetview, MS
 Virtual Earth, Earthmine, Everyscape
‣ Has a bigger relevance (recognition)
‣ ‘There’ with the experience
‣ Websurfing towards real places on our
 globe
Mirror Worlds




Google Maps, in combination with Google Streetview
Metaverse Quadrant


   Augmented
     Reality
Augmented Reality

‣ Enriching the environment with digital
 information
‣ It’s about ‘here’ and ‘now’ (location based)
‣ Hardware?
     ‣ Camera
     ‣ Screen
Augmented Reality




BMW Augmented Reality, BMW Research Project
Augmented reality




    Layar, a Dutch AR Browser
Metaverse Quadrant



   Lifelogging
Lifelogging

‣ Weblogs, videoblogs, microblogs, youtube,
 flickr etc.
‣ Users share, re-use, co-create and share
 it again
‣ More and more into innovation, like gps
 and sensor technology
‣ ‘to follow’ or ‘to be followed’ - communities
Lifelogging




 Lifelogging - Nike Plus
Metaverse

‣ Communities matter
‣ People can create a group
   ‣ Around brands
   ‣ Around intrests
   ‣ Around organisations
 ‣ Can influence organisations
Communities




 De ‘Lego Factory’ Community
Hey, this is ‘Social’
There were Social
Networks long before the
      Internet...
Social Networks




  Social Media in Plain English
Most marketeers don’t
know how to handle this...
         yet...
What does this mean for
   future gaming?
Future Games
‣   Become intelligent (automatic content
    creation)
‣   More and more with physical interaction
‣   Brain machine interaction and biometric
    tools influence the game
‣   Location Based
‣   Combining media and devices
Last examples




Project Natal, Game Intelligence, Microsoft
Last examples




 The truth about Marika, Sweden
Thanx for being here!
        Corné Kox
        corne@ckmextended.com
        065 065 7000


            http://www.linkedin.com/in/cornekox

            http://www.twitter.com/corne
Sources

‣   http://www.virtualworldnews.com
‣   http://www.metaverseroadmap.org
‣   http://www.metaverse1.org
‣   http://www.emerce.nl
‣   http://www.wikipedia.org
‣   http://www.secondlife.com
‣   http://www.hrlog.nl
‣   http://www.youtube.com
‣   http://www.layar.com

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Icm Presentation Whats Out There

  • 1. the Social Web the Metaverse and the Future of Games a small insight on what’s happening Corné Kox - Hanzehogeschool Groningen October 1st 2009
  • 2.
  • 4.
  • 6. 35
  • 7.
  • 8. Hanze University ‣ Lecturer Digitale Media ‣ WEB ‣ Beeldtaal (Film and Animation) ‣ Educatieve Multimedia ‣ (Last years) stage ‣ Coordinating ‘Bureau Projecten’
  • 9.
  • 10. CKM Extended ‣ Network for goal directed communication ‣ Advice and implementation ‣ Digital / New Media ‣ Crossmedia concepting ‣ I like to tell stories ;-)
  • 11.
  • 12. Asked to talk to you by Josef about a lot of stuff ;-)
  • 13. So I have to run through...
  • 14. 75 slides, hope you don’t get bored ;-)
  • 16. Metaverse - 4 pillars
  • 18. Metaverse Quadrant Virtual Worlds
  • 19. Virtual Worlds ‣ It is about ‘out there’ and ‘now’ ‣ (yet) Not our real world ‣ Ever heard of Cross Reality or Dual Reality? ‣ Senses physics and translates them into the virtual worlds
  • 20. Virtual Worlds A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars source: www.wikipedia.org
  • 21.
  • 22. Neopets ‣ <2003 ‣ Age <10 ‣ 45 mlj users ‣ 2005 MTV ‣ 120 miljoen
  • 23. Club Penguin ‣ age ± 12 > ‣ 15 mlj users
  • 24. Habbo Hotel ‣ <2003 ‣ age ± 14> ‣ 90 mlj users ‣ does 4mlj a month (nov ’07)
  • 25. Gaia ‣ <2003 ‣ age ± 14> ‣ 12 mlj users
  • 26. There ‣ Late 2005 ‣ Age ± 20> ‣ 1,5 mlj users
  • 27. Active Worlds ‣ Age ± 25> ‣ 1 mlj users ‣ Still growing ‣ Education
  • 28. Second Life ‣ Age ± 30> ‣ 14 mlj users ‣ Silence after the storm?
  • 29. Second Life ‣ Q2 2007 - Hype ‣ Still growing ‣ But more serious ‣ Phase II
  • 30. Second Life ‣ Land ownership is still growing
  • 31.
  • 34. SL - Immersive World ‣ Linden Lab ‣ Rivers Run Red ‣ SL Grid ‣ Collaborate ‣ 20 Oct 2008
  • 35. Virtual Worlds ‣ After the Hype ‣ Still investments are being done ‣ No longer just signage (marketing) ‣ Training ‣ Education ‣ Recruitment
  • 36. Virtual Worlds ‣ Also a lot of companies moved out ‣ They took the experience ‣ And are building their own Virtual World ‣ ABN Amro ‣ Randstad ‣ IBM
  • 37. A lot of different worlds ‣ Looking for standards ‣ ISO MPEG-V ‣ Expected soon (2010)
  • 38. ISO MPEG-V interoperability, virtual travel (ranging between worlds), interaction and rich communication with the physical world and developing avatars that better show human emotion. May 2008, Call for requirements - Jean H.A. Gelissen, Philips
  • 39. Second Life / Virtual Worlds ‣ Where did it go wrong? ‣ Weird interfaces ‣ You have to learn the program ‣ To much space for to little people ‣ Search isn’t embedded well enough
  • 40. A look at the interface... ‣ Minority Report ‣ 2002
  • 41. The interface of the future?
  • 43. A look at the interface ‣ Cebit ‣ Hannover 2008
  • 46. A look at the interface ‣ iPhone ‣ 2008
  • 47. A look at the interface ‣ MS Milan Project ‣ 2007
  • 48. You’ll have to learn it ‣ >30 ‣ ‘Net niet’ ‣ <30 ‣ ‘Netters’ ‣ >45 ‣ ‘Nieters’
  • 49. You’ll have to learn it ‣ Meet Corey ‣ On Guitar Hero ‣ Age 2,5
  • 50. To much space ‣ Keep it in control? ‣ Have to know which platform people come from? ‣ Need more users? Sony Playstation - Home PS3 sales:10.500.000 (March 2008)
  • 51. Search... ‣ Google? ‣ 348.387.097 (and more) search queries each day ‣ That’s done by how many users? Google Lively Beta
  • 54. Metaverse Quadrant Mirror Worlds
  • 55. Mirror Worlds ‣ Based on our daily reality ‣ Google Earth, Google Streetview, MS Virtual Earth, Earthmine, Everyscape ‣ Has a bigger relevance (recognition) ‣ ‘There’ with the experience ‣ Websurfing towards real places on our globe
  • 56. Mirror Worlds Google Maps, in combination with Google Streetview
  • 57. Metaverse Quadrant Augmented Reality
  • 58. Augmented Reality ‣ Enriching the environment with digital information ‣ It’s about ‘here’ and ‘now’ (location based) ‣ Hardware? ‣ Camera ‣ Screen
  • 59. Augmented Reality BMW Augmented Reality, BMW Research Project
  • 60. Augmented reality Layar, a Dutch AR Browser
  • 61. Metaverse Quadrant Lifelogging
  • 62. Lifelogging ‣ Weblogs, videoblogs, microblogs, youtube, flickr etc. ‣ Users share, re-use, co-create and share it again ‣ More and more into innovation, like gps and sensor technology ‣ ‘to follow’ or ‘to be followed’ - communities
  • 64. Metaverse ‣ Communities matter ‣ People can create a group ‣ Around brands ‣ Around intrests ‣ Around organisations ‣ Can influence organisations
  • 65. Communities De ‘Lego Factory’ Community
  • 66. Hey, this is ‘Social’
  • 67. There were Social Networks long before the Internet...
  • 68. Social Networks Social Media in Plain English
  • 69. Most marketeers don’t know how to handle this... yet...
  • 70. What does this mean for future gaming?
  • 71. Future Games ‣ Become intelligent (automatic content creation) ‣ More and more with physical interaction ‣ Brain machine interaction and biometric tools influence the game ‣ Location Based ‣ Combining media and devices
  • 72. Last examples Project Natal, Game Intelligence, Microsoft
  • 73. Last examples The truth about Marika, Sweden
  • 74. Thanx for being here! Corné Kox corne@ckmextended.com 065 065 7000 http://www.linkedin.com/in/cornekox http://www.twitter.com/corne
  • 75. Sources ‣ http://www.virtualworldnews.com ‣ http://www.metaverseroadmap.org ‣ http://www.metaverse1.org ‣ http://www.emerce.nl ‣ http://www.wikipedia.org ‣ http://www.secondlife.com ‣ http://www.hrlog.nl ‣ http://www.youtube.com ‣ http://www.layar.com