I’ve likened the recent phase of virtual worlds to Web 1.0 – Virtual Worlds 1.0. Much of it was engineers building a solution in search of a problem. However one problem that has been pushed to the forefront by the collapsed economy is virtual events. Dannette Veale of Cicso believes it’s more than just the economy.
Virtual events have a lot going for them, not the least of which being crowds. It can be painfully obvious when a virtual world is empty. It can be the same for web sites, especially social ones. Jack Moffitt, creator of Chesspark an online community for chess players, faced just such a problem. With only a few dollars to devote to an AdSense campaign he like most people spread it out evenly. But it wasn’t until he switched to blowing it all in just an hour a day that he saw real returns. Users were guaranteed to find others on the site and consequently stayed longer.
Consumer virtual worlds spend a lot of their time just trying to keep users online. Time they could spend enhancing the experience when users are actually there. Think of all the tools virtual worlds employ to help you meet others who are online the same time you are? With virtual events this isn’t a problem. People bump into each other as they would at a real event – it’s natural. But as Drew VanVooren points out, it even goes beyond that.
There’s another component that’s come out of the analytics: participation,” explained VanVooren. “[A type A] personality at a physical event would walk down the center of a trade show floor and walk up and introduce themselves. There’s a lot of people that just hang out in the middle of the floor and never participate. Online, everybody has an A personality. You see participation from everyone who enters the event.
Not only do virtual events give context and introduce a time factor, they supply a crowd. That gives them a few legs up and puts them in company with other successful examples of virtual worlds – MMOs and kids worlds.
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