When: October 24th, 2006 14:30 to 17:00
Location: 01Zero-One, Hopkins St, Soho, London W1F 0HS.
Price:
£80.00
Reduced to £50.00 if you are eligible for a discount.
With massively mulltiplayer online role playing games (MMORPGs) rapidly gaining traction in the media world, will we soon be talking about the latest "virtual" reality shows instead of Big
Brother or giving out a BAFTA for the best MMORPG enhancement? This event asks can British creative firms start to make sense of this new environment for artistic, marketing and advertising purposes? What of collaborative and creative working, and e-business, inside virtual worlds? Start to make sense of this new media space...
With MMORPGs (massively mulltiplayer online role playing
games) rapidly gaining traction in the media world, will we soon
be talking about the latest "virtual" reality shows
instead of Big Brother?
In turn, this event will ask if UK creative suppliers, agencies
and brands are ready to grasp emerging opportunities in this new
media space.
World of
Warcraft is one of the most played games in North America,
and the most played American MMORPG, with a total of over 6
million customers worldwide. As of the first half of 2005,
Lineage II
counted over 2.25 million subscribers worldwide, with servers in
Japan, China, North America, and lastly, Europe. The free Korean
MapleStory features purchasable game
"enhancements" and claims to have more than 30 million
players in all of its many versions, with the majority of them
from East Asia.
Emerging Trends:
Entertainment tie-ins
One (arguable) MMORPG trend is "tie-ins" with
successful movie licenses. The most recent example of this is
The Matrix Online, based on the Matrix
trilogy of films. This process is also apparently being applied
in reverse, with James Cameron designing a MMORPG that will
precede the movie (
Project 880) it is tied to.
Bands have also played
gigs in the virtual environment of
Second
Life.
User-generated content in games
One near-future trend could be the introduction of
player-created content into the games. Some MMORPGs already rely
heavily on player created content, from animations to complete
buildings with player-created textures and architecture -
examples include objects, content and buildings inside
Second Life and
the non-combat
RPG A Tale in the Desert.
MMORPG software engines
Also possible in the near future is the widespread introduction
of MMOG software engines, which are generic tools that make it
much easier for individuals (or small teams) to produce their
own MMORPGs for profit. Some examples of this kind of engine are
Multiverse,
Kaneva, and
Realm
Crafter.
MMORPGs in the media landscape...
Although MMORPGs are just 7% of the $28 billion game market,
they may be the most addictive niche according to research from
Stanford University. It found that while the average console
gamer might spend seven to eight hours playing, players in
MMORPGs spent 20 hours a week, potentially rivaling TV viewing
figures.
• So can British creative firms start to make sense of this new
environment?
• What are the benefits of MMOGs to TV and movie brands? Can
MMORPGs help programme brands hang on to straying TV viewers or
can they really help build communities around brands?
• Will we be giving away a Bafta for best MMORPG enhancement in
a few years time?
SPEAKERS:
Michael Smith - CEO, Mind Candy (makers of Perplexcity)
Michael Smith co-founded gadgets, games and gifts e-tailer
Firebox.com in
1998. The company has grown rapidly and recently featured on the
Sunday Times Fast Track list as the 13th Fastest growing company
in the UK. In 2003 Michael launched a very unusual interactive
entertainment business called
Mind
Candy. The company specialises in Alternate Reality Games.
The first game to launch is a global treasure hunt called
Perplex
City that is played simultaneously by thousands of people
around the world via email, web, mobile, print and a wide range
of other media. Most recently, Michael co-founded the internet
networking event '
Second
Chance Tuesday that hosts events for London's leading
entrepreneurs and investors.
Justin Bovington - Founder, Rivers Run
Red
Justin Bovington, CEO of London brand consultancy Rivers Run
Red, sees
Second
Life as the future of the Internet because it lets companies
do business and promote their brands more vividly than on the
Web. He bought a virtual island in Second Life, Avalon, where he
helps clients such as fashion designer Mrs Jones display their
products. Known as Fizik Baskerville inside the virtual world,
Bovington also uses Second Life as a design studio and virtual
meeting-place.
www.spacethinkdream.com
Andrew Reynolds - Metaverse Evangelist, IBM Labs (UK)
Andrew (Roo) Reynolds is an Emerging Technology Specialist and
Metaverse Evangelist at IBM’s Hurlsey Park laboratory in the UK.
As part of this role, Roo attempts to keep on the early-adopter
curve, but acknowledges that there are not enough hours in the
day to claim to be an expert in everything. Roo reads and writes
far too many blogs, and tries to keep his eyes open. He enjoys
exploring and building in the metaverse that is
Second Life,
uploading his photos to
Flickr, keeping his bookmarks on
del.icio.us
and his playlist on
Last.fm, as well as indulging in any number
of other bleeding-edge alpha geek social software type
activities. He contributes to
eightbar.co.uk and blogs at
rooreynolds.com.
Gauti Sigthorsson - Lecturer in Media, University of
Greenwich
Gauti
lectures in media in the Creative, Critical
and Communications Studies department of the University of
Greenwich . His current research is on alter egos, social media
and the ethics of participatory databases. He is co-responsible
for the
Upstart project and the Creative Commerce
short course, supporting emerging entrepreneurs in the media
arts. He blogs irregularly and irresponsibly at the
Concept
Bin.
Esther MacCallum-Stewart - Researcher, University of
Sussex
Dr. Esther MacCallum-Stewart is a researcher into digital games
narratives and theory. Her work looks at the ways in which
MMORPGs use representation and narrative within games; ie. how
they actually tell stories and how they use this to various
ends.
EVENT OUTLINE
MMOs: where are they now, and where are they heading? - Michael
Smith
MMOs are one of the fasting growing and exciting areas of the
gaming industry, but the current landscape will change rapidly
over the next few years. What does the sector look like now, and
what new forms of multi-player gaming, such as ARGs (Alternate
Reality Games) or MOORs (Massively Open Online Racing), can we
expect to see emerge?
Collaborative and innovative working inside virtual worlds -
Andrew ‘Roo’ Reynolds
With a fast growing population, a thriving economy and
inescapable media coverage, it's hard to ignore Second Life
these days. Roo Reynolds, a Metaverse Evangelist in IBM, will
share the impact that virtual worlds such a Second Life are
having on business and how some companies are already using them
to work collaboratively on a global scale.
The artistic, creative & entertainment opportunities
inside MMORPGs - Esther MacCallum-Stewart
Second Life has proved that online gaming need not be a site of
gaming alone but one in which 'play' and social
activities predominate. Educators, performers and artists are
all using online spaces as areas of creative production. At the
same time, directors such as James Cameron are looking at
including MMORPGs as potential sites to integrate with existing
media – film being the most obvious of them. Can, and how should
this be accomplished?
E-learning business opportunities inside virtual worlds -
Gauti Sigthorsson
In this presentation Gauti will focus on opportunities for
taking e-learning beyond the dreariness of content-delivery,
feedback and assessment, investing it with a sense of play.
Online environments richer in synchronous and asynchronous media
can allow for a sense (currently missing in conventional Virtual
Learning Environments) of potentiality, digression, and
old-fashioned fun.
Business opportunities inside Second Life for creative
industries - Justin Bovington
Second Life, the virtual world development platform, is one of
the most talked about products in 2006. Justin will be talking
about its true potential and exploring why Second Life has
become a global phenomenon. He will also be showing case studies
of brands and branded content that have taken the leap into this
new world.
Comments
You must be logged in to comment.