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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
- Barry Gilbert, VP & Research Director, Strategy Analytics

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)
- Jared Freedman, President, Code4Software LLC
- Sabri Sansoy, Chief Technology Officer, Animax Entertainment
- Dr. James M. Bower Ph.D., Founder, Chairman, and CVO, Numedeon Inc.

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)
- Lee Clancy Jr., VP of Product Management & GM of Direct Revenue, IMVU
- Nabeel Hyatt, Founder and CEO, Conduit Labs
- 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)
- Steven Hoffman, CEO, RocketOn, Inc.
- Jerry Paffendorf, Co-Founder and Creative Director, Wello Horld, Inc.
- Keith McCurdy, CEO and Co-Founder, Vivaty
5:00 - 5:30 pm
View exciting demos.
 

 

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


 

Virtual Worlds Conference has a new name: Engage! Expo. It's all about engagement.

 

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