1. HiPiHi (link)
It's pronounced High-Pee-High by the way, and has been tagged as 'the Chinese Second Life', being based in Beijing. "Previously, there's been no virtual world that's really catered for the Chinese market and targeted their language barriers," says presenter Bjorn Lee. "Our vision is to create a virtual world and virtual economy."
Virtual Worlds Management, the leading media company tracking the virtual worlds industry, has announced findings from a comprehensive study of accountable transactions that venture capital, technology and media firms have invested more than $1 billion dollars in 35 virtual worlds companies in the past 12 months, from October 2006 to October 2007. The announcement comes just prior to the Virtual Worlds Conference and Expo taking place October 10-11, 2007, at the San Jose Convention Center in San Jose, California. The investment numbers and the future of the industry will be discussed in depth at the conference.
Of the $1 billion, $196.8 Million was invested in 33 companies. Significant investors in the space include Redpoint Ventures, Charles River Ventures, Intel, and Rustic Canyon Partners. Media companies are also making sizable investments, including Disney, CBS, Time Warner, and GE/NBC Universal's Peacock Equity Fund. The remaining $810 million went to two acquisitions: Walt Disney's $700 million acquisition of Club Penguin and Intel's $110 million acquisition of 3D virtual worlds graphics technology company Havok.
"Investors are not just venture capital firms, but also include major technology, media and entertainment companies," said Christopher Sherman, Executive Director of Virtual Worlds Management. "The amount of money invested in this period of time is staggering. We don't see any slowing in the market adoption of virtual worlds technologies and expect investment in the space to continue. In fact the market is growing significantly, with the rate of adoption of virtual worlds increasing as the technology matures and has more to offer both consumers and enterprise customers."
There are already a number of popular virtual worlds such as Second Life, There and Entropia Universe. In addition there are games worlds such as World of Warcraft (WOW).
Most of these require a person to download specialist software or buy a game and there are no links between the different universes.
ore competent visitors to the site can build a world from scratch using the tool's own programming language known as metamarkup.
The language is "platform agnostic", according to Mr Koster, which means that it can be used to create worlds which can run on anything from a powerful PC to a mobile handset.
But unlike 3D games, Second Life isn't about winning. There are no goals or levels. It's a place where you live, yes, a second life. You don't sword-fight or blow things up—unless you want to. You walk around. You chat with people. You go dancing, skiing, scuba diving, or shopping. Second Life has its own economy, based on virtual "Linden dollars," letting you buy and sell virtual goods—from shirts, shoes, and trinkets to cars, houses, and real estate. There's an open market where you can trade real American money for Linden dollars, but as you buy and sell goods "in-world," you can also find ways of generating virtual currency from scratch.
The trick is that, in Second Life, you're free to create your own virtual objects. There's a limited amount of virtual land, but with Linden Labs supplying the modeling tools, you can build almost anything else. And whatever you create, you own—even in the real world. Intellectual property rights belong to the builder. Once you build an object, you can keep it for yourself or sell it to someone else. That means you have free rein to personalize your digital avatar or your own digital home, but you can also open your own digital boutique, selling anything from handbags to hairdos.
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What amazon does save you is staffing costs for maintaining your own infrastructure. It allows you to scale fast should you achieve any instant success.
"It had a lot to do with hype," admits [Coca-Cola's worldwide head of interactive marketing] Michael Donnelly.