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TRACKS:
Engaging Kids
| Engaging Youth |
Virtual Goods and Gifts |
At-A-Glance
Engaging Youth (Tween, Teen and Young Adult)
Room
1E07
Focusing on tweens, teens and young adults, this track gives you the
necessary information you need to monetize a fickle demographic that
thrives on expressing themselves online. Sessions include spending
habits and emotional triggers to in-depth discussions on music,
engagement metrics and market research.
Tuesday,
March 10, 2009
| 7:30 am 9:00 am |
Registration and Networking |
| 9:00 - 10:30 am |
Welcome and Engage! Expo Main Keynote
- Christopher V. Sherman, Executive Director, Engage! Expo
Keynote
Teemu Huuhtanen, Executive VP,
Marketing and Business Development, Sulake Corporation and
President, North America, Sulake Inc. and David Luner, Senior
Vice President Interactive & Consumer Products, FremantleMedia
Enterprises, North America |
| 10:30 - 11:00 am |
Networking Break and Demos |
| 11:00 - 12:00 pm |
Virtual Worlds By The Numbers: A Look At The Market Research
This session gives you the research you need to take
advantage of virtual worlds today and the forecasts for where
they’re going tomorrow. Plan your strategy based on current trends
and a solid understanding of growth projections and the technologies
of the near future.
-
Yuanzhe (Michael) Cai, VP of Research, Video
Games, Interpret LLC
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Barry Gilbert, VP & Research Director,
Strategy Analytics
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| 12:00 - 1:00 pm |
Lunch |
| 1:00 - 2:00 pm |
Virtual Worlds Metrics = Measuring Engagement
“Engagement” is becoming the big seller in online
advertising and engagement is certainly one of the forces driving
virtual worlds. But the multi-million dollar question is how do you
measure and monetize that engagement? This session will review the
essential metrics that every virtual world owner should be tracking.
In addition, we will review the pros and cons of various tracking
systems in each category, including site analytics, network
analytics, ad tracking, security, and moderation.
-
Sean Kane, Attorney, Drakeford & Kane LLC
(moderator)
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Jared Freedman,
President, Code4Software LLC
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Sabri Sansoy, Chief Technology Officer,
Animax Entertainment
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Dr. James M. Bower Ph.D., Founder, Chairman,
and CVO, Numedeon Inc.
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| 2:00 - 2:30 pm |
Networking Break and Demos |
| 2:30 - 3:30 pm |
Music Goes 3D: The Music Industry's Next Great Frontier
The growth of traditional recorded music sales is declining
while concerts and games are booming. It’s not enough to simply sell
music that people can listen too—that’s too easy to download
illicitly and unsatisfying in today’s rich media world. New
listeners want to be engaged with music, with their peers, and with
the artists. Virtual worlds, games, social networks and more offer a
new opportunity for the music industry: music could now become the
ultimate virtual good.
- Mark
Wallace, CEO and Co-Founder, Wello Horld, Inc. (moderator)
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Lee Clancy Jr., VP of Product Management & GM of Direct Revenue,
IMVU
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Nabeel Hyatt, Founder and CEO, Conduit Labs
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Thom Kidrin, President/CEO, Worlds.com Inc.
|
| 3:30 - 4:00 pm |
Networking Break and Demos |
| 4:00 - 5:00 pm |
Parallel Virtual Worlds And The Transformation Of Browsing
The Web
Parallel virtual worlds are transforming browsing into a
social experience. Imagine every single website as its own virtual
world that is interconnected with other worlds, where people can
seamlessly jump from one to another. In this case study, we'll
answer many of the most difficult questions concerning these worlds
that are layered on top of the Web: what does it take to build a
parallel virtual world? How they be monetized? What are the
technical hurdles? Where does a parallel virtual world reside in the
browser? And what is the potential of this new space?
-
Benjamin T. Duranske, Attorney,
Pillsbury (moderator)
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Steven Hoffman, CEO, RocketOn, Inc.
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Jerry Paffendorf, Co-Founder
and Creative Director, Wello Horld,
Inc.
- Keith McCurdy, CEO and
Co-Founder, Vivaty |
| 5:00 -
5:30 pm |
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Wednesday,
March 11, 2009
| 7:30 am 9:00 am |
Registration and Networking |
| 9:00 - 10:30 am |
Welcome and Engage! Expo
Main Keynote
- Christopher V. Sherman, Executive Director, Virtual Worlds Conference
Fireside Chat
With Jack Buser, Director of
PlayStation®Home Sony Computer Entertainment America (SCEA).
Interviewed by VirtualWorldsNews.com Editor Joey Seiler
|
|
10:30 - 11:00 am |
Networking Break and Demos |
| 11:00 - 12:00 pm |
Tap Into the Emotional Triggers Of Tweens
So you have spent a lot of money attracting tweens to your
virtual world. Now how do you keep them coming back? The key to
engagement is the five C’s: creativity, competition, collection,
community and caring--and how well you use them. Adults are often
under the misconception that it’s all about the wow-factor of
graphics. In reality it comes down to a good old fashioned, fun play
experience combined with the present day trends of social networking
and connecting with others online. Learn how to use the five C’s and
user feedback to build an engagement model for your target age group
and an understanding of cultural and global differences to help
identify the next opportunity for your brand.
-
Sally Schmidt,
Executive Producer, Circle 1 Network
Teen Spending And Finance
Most online gaming and virtual world companies know that
the emphasis on credit cards makes it harder for youth to spend
online than adults. What those publishers don’t know are the actual
dynamics that affect this spending. For example, while many teens
have savings accounts that come with debit cards, they can only be
used to withdraw cash at ATMs instead of purchasing online. The life
of a teen is cash-based, and a vast majority of their spending
happens locally. In this session will give you the teen spending
market research you need to know to target teen customers.
-
Ted Sorom, CEO, Rixty, Inc.
International Strategies:
VWs Around The World
This session will provide an overview of virtual world strategies
from around the globe. By focusing on a historical examination of a
major virtual world platform audience will gain an understanding of
how strategies differ in different regions of the world.
-
Jouni Keranen, President, iLemon
|
| 12:00 - 1:00 pm |
Lunch |
| 1:00 - 2:00 pm |
Narration And Engagement In Virtual Worlds: The Future Of
Narrative
Interactive narrative is not new - all narrative was
interactive before we started printing books. What is new are the
host of technologies that allow storytellers and audiences to work
together or even groups of listeners and viewers to tell their own
stories. That change requires adaptation: listening to your audience
does not mean ceding narrative control, but rather engaging in an
exercise of call and response and selecting focus. Without narrative
engagement, virtual worlds are merely part of the chatter before the
show begins. If we want the global village to sit down around the 3d
fire, we have to be ready to tell them stories that will keep them
hooked.
-
Jesse Cleverly, Connective Media
Narration and Automated Animation: Cost-Efficient Fun for
Virtual Worlds
Delivering narrative fun, up-to-date content and animation to an
ever-demanding audience in a cost-efficient way is a serious
challenge. Dynamic and context-sensitive automated animation
inspired by television and movie concepts opens the road to
limitless narrative entertainment. Interaction with intelligent
automated 3D avatars contributes to the most efficient and
up-to-date user experience for total immersion. The presentation is
illustrated by real-case examples of automated narrative animation.
-
Philippe Moitroux, CEO, TAATU
Immersion Through Narration: Bringing Life To Virtual Worlds
In this day and age where young consumers may turn away from passive
media like radio and TV, virtual worlds offer an engaging
alternative. The inclusion of classic media content into the 3D
environment enables an interactive and engaging experience which has
not been possible before. Users can not only consume the content,
but actively share and contribute their “personal touch” to it. A
big challenge but also a great opportunity of narrative and
interactive entertainment within virtual worlds lies in the live
aspect in comparison to social network functionalities…
-
Daniel Buelhoff, Head of Business
Development & Community Management, sMeet
|
| 2:00 - 2:30 pm |
Networking Break and Demos |
| 2:30 - 3:30 pm |
The Collision of Games, Virtual Worlds and Social Networks
Join us for a discussion of the convergence (or maybe it's more
of a collision?) between new games, platforms, user-generated content, new
payment and aggregation methods, and new forms of marketing, all of
which are happening at the same time. Many, probably most new MMOGs/VWs
are being created for use in the browser with some form of UGC and
various forms of free-to-play + microtransactions. How do these
interact? If I can create an item, can I turn it into a virtual good?
Can I turn it into a salable good/gift on which both the creator and the
world operator make money? Come join the debate.
-
Mike Sellers, CEO, Online Alchemy
- Dan Ferguson, Founder
and Director of Game Development, Blockdot, Inc.
|
| 3:30 - 4:00 pm |
Networking Break and Demos |
| 4:00 - 5:00 pm |
Case Study: Seventeen Magazine and MTV
After researching many options, Seventeen Magazine entered
MTV for a campaign to promote its December/January celebrity and
style issue. The digital team brought all new editorial content,
virtual goods, events, and real-world sales opportunities to a brand
new MTV environment. The collaboration brought recognition and new
audiences to both brands. Come learn from their experience and hear
about next steps.
-
Julie Hochheiser, Senior Web
Editor, Seventeen.com
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