The NMK has communities on Facebook, LinkedIn and Twitter. You may join us in these spaces for sharing information and ideas about the digital media and creative industries.
more
Much has been discussed by academics and practitioners about the role of virtual communities in promoting open debate, and so improving the quality of public participation and underpinning democracy. However virtual communities do not necessarily have full freedom of speech.
moreGetting feedback from your customers isn't enough anymore. Letting your staff have their say as a token gesture doesn't wash. Customers, employees, citizens don't just want to be heard, they want to be involved - or at least have the opportunity to be involved. And if you don't provide that opportunity they'll do it themselves – and make noise doing it. In this article, Chris Quigley proposes that it is time to say hello to the era of "democratic consumerism".
moreSmall and medium enterprises are discovering how to use social media to keep in touch with their clients and social networks, and an effective way of supporting easy communication with large number of people. eOffice is one of these companies, that has changed its way of communicating.
moreVirtual worlds have opened up new sales channels for businesses. New Media Knowledge spoke to one PC vendor who has built its own.
moreThe first panel discussion broached the topic of 5D, the developing area of immersive design that touches on themes around sensory experience, virtual reality environments and design that is not just digital and not just virtual, but rather a hybrid of the two.
moreVirtual worlds are still perceived as unsociable and pointless to a large number of people. Despite the hype surrounding Second Life and how its residents can profit from the virtual space, the amount of money changing hands is often underestimated.
moreThe Virtual Worlds Forum offered a wealth of examples of companies doing real business and achieving very credible revenues through virtual worlds. This report covers some of the basics based on presentations from Forrester’s Paul Jackson and Jessica Mulligan of Cyber Sports and Sunflowers GmbH.
moreActually making money from a virtual world offers a number of possibilities, with most businesses opting for one of five business models. A second report from the Virtual Worlds Forum.
moreAccording to new research compiled by eMarketer, virtual worlds are becoming more and more popular with young people.
moreTechnical developments in massive multiplayer virtual worlds are advancing dramatically. Second Life, created and inhabited by users, prototypes the role MMVWs can play in education processes...
moreAn important future role for the mobile phone is as a bridge between the physical and the digital world. One function of this will be the ability to leave a virtual message or tag attached to a place or object, explains Russell Buckley...
moreBack for the second year, Virtual Worlds Forum Europe 2008 is produced by the Virtual Economic Forum, Europe’s leading virtual worlds media company. Three days of congress, expo and workshops covering entertainment, enterprise, community, education, marketing, regulation, and finance… plus lots more.
moreThe Visual Web Convention is the only Convention in the UK that is focused on delivering a ‘ready-to-go’ strategy roadmap for monetizing Web 2.0 for organisations using the Web for visual interactive media; including games (MMO & casual), entertainment, broadcasting & media, brands, serious games, learning, virtual worlds, policy & awareness. The Visual Web Convention comprises 4+ events under 1 roof over 2 days.
moreThis Workshop covers the practical implications of the E-Commerce Directive, the Data Protection Directive; the Privacy and Electronic Communications Directive, the E-Signatures Directive and the implementing UK legislation.
moreLog into NMK |
Register |