0 Comment(s) 21/07/2008 +0100 GMT
by Francesco D'Orazio
I think virtual events will become more and more important as a
driver for growth and engagement both for the virtual worlds providers
and for the marketing and events industry. They are a cost-effective
tool and are, of course, clean and carbon neutral.
They can
easily reach international audiences and are a powerful tool to engage
the audience in rich and interactive ways that build up emotional and
experiential ties between the user and the brand, which is quite hard
to achieve using the traditional tools of marketing and communication.
Also,
virtual meetings provide not only rich ways of interaction through
voice, chat and video, but they also provide tools to share any media
content, from webpages to audio and video, offering at the same time
the ‘physical’ interactivity of presence in a shared environment.
Rules of engagement
Events
and virtual worlds have a lot in common. They are both based on the
same form of engagement: presence-based interaction and synchronous
communication. Users must be online at the same time and in the same
place in order to interact. And this is why the engagement in virtual
worlds is radically different from the engagement on social networking
platforms, the latter being based on asynchronous communication: I log
in into Facebook once a day, for 20 minutes, and that's enough for me
to do all the things that I need to do there and to keep my social
network alive.
The way we use virtual worlds is different. We
must log in when our friends are online and meet them somewhere, but we
need to have a good reason to do this. Events are the perfect answer to
this problem, as they are brilliant for fostering and supporting
presence-based interaction. In other words, they provide the essential
call-to-action.
This is why they have been an essential part of
the user experience in virtual worlds since the very beginning. Today,
we can see such a pattern applying not only to Second Life, but across
most of the social virtual worlds (There, VSide, Kaneva and so on).![]()
Life changing: D'Orazio's virtual avatar… and friend
Join the virtual party
As
an example, when I started logging in constantly to Second Life, my
main activity was going to parties. No one out of virtual worlds would
have understood at the time why a virtual music event makes sense, and
in fact, it was always the case of people staring at you like you were
completely nuts.
A virtual party basically consists of one or
more guys DJ-ing/playing live and streaming from their home, while the
attendees share the music, the experience and comment about the music
itself and the situation, the outfits and every other possible
connected topic. The point being that the music was the strong
underlying structure and narrative for our participation and
engagement, and helped to keep the experience consistent, enjoyable and
always different over the hours and the days.
Additionally, the
music event structure, having a specific/compelling timeframe and a
specific content proposition, was a very powerful call-to-action, which
was able to bring everyone together in-world at the same time.
Opportunities and challenges
It
is not by chance that worlds like Virtual MTV and VSide, which mostly
rely on live music events and meet-and-greets with artists, are always
well populated and have a bigger active user base. And again, it's not
by chance that EMI recently hired Cory Ondrejka, the architect behind
Second Life, as vice president of digital strategy.
But music is
only one of the many articulations of the virtual event concept. So
far, virtual events have been organised to host conferences, business
meetings and generally social gatherings. So, there is certainly a huge
opportunity to explore here and many companies are starting to focus
exclusively on virtual events production and management.
But
there are challenges as well. To start with, the number of users who
can attend a virtual event varies from platform to platform, but it is
sometimes too small to make the virtual event relevant in terms of
attendance. Also the reach of virtual events is still mostly limited to
the actual timeframe of the event in-world and to the people who attend
the event, because of a lack of integration between virtual worlds and
the web, which could easily extend the reach of the events before and
after the actual gatherings. Finally, the interfaces that we use to
control the avatar and to 'feel' the virtual space will need to become
more immersive in order to make the experience and the interaction
really compelling.
So, these are important issues that will need
to be resolved in order to make virtual events the future of events,
but that's where we're heading towards.
Francesco D'Orazio is
founder and chief executive of Myrl, a social gateway to virtual
worlds. He also has a PhD in virtual worlds and regularly lectures on
the subject at Milan University.







































