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Table of Contents

Table of Contents

 
Legal Notice
Table of Contents
List of Figures
List of Tables
1.0 Virtual Worlds: A New Experience Dimension
 
1.1 Virtual Worlds: A Working Definition
 
1.2 A Brief History
 
1.3 Success Laws for Virtual Worlds
2.0 Introduction to Second Life
3.0 Market Trends
 
3.1 Starwood Hotels and Resorts
 
3.2 Coldwell Banker
 
3.3 The Amsterdam Sims
 
3.4 Anshe Chung Studios
 
3.5 IBM Virtual Standards
 
3.6 IBM's Code of Conduct Guidelines
 
3.7 The Virtual Brand
 
3.8 Virtual Greats
 
3.9 Second Life Trends
4.0 Other Virtual Worlds and Solutions
 
4.1 Active Worlds Inc.
 
4.2 Lively
 
4.3 There.com
 
4.4 Kaneva
5.0 Customer Engagement Practices
 
5.1 Registered-attendee-only professional/user-education events
 
5.2 Registered attendee-only PR events
 
5.3 Creative Engagement
 
5.4 Automated Engagement
 
5.5 Other Considerations
6.0 Basic Prerequisites
 
6.1 What Every Business Sim needs
 
6.2 Comprehensive Metrics
 
6.3 Security
 
6.4 In-World Public Relations and Outreach
7.0 Case Studies
 
7.1 The Virtual World Value Index
 
7.2 Automotive
 
 
7.2.1 Nissan
 
 
7.2.2 Peugeot
 
 
7.2.3 Pontiac
 
7.3 Consumer Packaged Goods
 
 
7.3.1 Kraft: Phil's Supermarket
 
 
7.3.2 Unilever: Ben & Jerry's Island
 
7.4 Financial Services
 
 
7.4.1 ABN AMRO
 
 
7.4.2 BCV Switzerland
 
 
7.4.3 BNP Paribas
 
 
7.4.4 WireCard Bank
 
7.5 Government Services
 
 
7.5.1 Ontario Public Services (OPS) Careers Island
 
 
7.5.2 NASA CoLab
 
7.6 High Tech and Professional Services
 
 
7.6.1 Accenture: Careers Island
 
 
7.6.2 Alcatel-Lucent
 
 
7.6.3 Amazon Web Services (AWS)
 
 
7.6.4 Cisco
 
 
7.6.5 Dell
 
 
7.6.6 IBM
 
 
7.6.7 Intel
 
 
7.6.8 Microsoft Island
 
7.7 Media and Publishing
 
 
7.7.1 Australian Broadcast Center
 
 
7.7.2 Bantam Dell Island
 
 
7.7.3 Reuters
 
7.8 Telecommunications
 
 
7.8.1 Telstra
 
 
7.8.2 Telus
 
 
7.8.3 Vodafone
8.0 Education in Second Life
 
8.1 Ohio University
 
8.2 Harvard Berkman Center
9.0 Conclusions & Recommendations
 
9.1 Research Conclusions
 
 
9.1.1 Largest Implementation Flaws
 
 
9.1.2 Virtual World Gaps
 
9.2 Market Trends of Virtual Worlds and Second Life: What does the Future Hold?
 
9.3 Recommendations for Getting Started Successfully in Second Life
 
9.4 Conclusion
10.0 Bibliography
11.0 Appendices
 
11.1 Appendix A: Glossary of Terms
 
11.2 Appendix B: Virtual World FAQs
 
11.3 Appendix C: Implementation Cost Factors
 
11.4 Appendix D: Metaverse Development Agencies
 
 
11.4.1 2BeVirtual.com, a division of Helix Commerce International Inc.
 
 
11.4.2 Electric Sheep Company
 
 
11.4.3 Millions of US
 
11.5 Appendix E: 2BeVirtual Services, a Helix Division VW Services
 
11.6 Appendix F: 2BeVirtual Methodology
 
11.7 Appendix G: Top Second Life Blogs
 
 
11.7.1 3PointD.com
 
 
11.7.2 Metanomics
 
 
11.7.3 New World Notes
 
 
11.7.4 Tateru Nino
 
11.8 Appendix H: Developer's Toolkit and Minimum Technical Configuration
 
11.9 Appendix I: Author Biographies
 
 
 
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