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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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