Difference between revisions of "Marketing White Papers"

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[http://www.example.com link title]
[http://www.example.com link title]


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Title [http://linden-presentations.s3.amazonaws.com/Virtual Birmingham.pdf Virtual Birmingham]
Author: [http://www.daden.co.uk/ Daden Limited]
Date: April, 2008
Description:  This paper presents some initial ideas and analysis as to how Birmingham could take
advantage of the emerging technology of virtual worlds. It provides a comprehensive overview that should be useful to any organization considering a presence in Second Life or the virtual world. This initial paper seeks to identify:
* How cities are, and could, use virtual worlds
* Possible levels of fidelity
* What technologies are available
* What a strategy might look like
* What the benefits could be for the city
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Title: [http://www.gronstedtgroup.com//pdf/ELearningMagazine.pdf Making Learning Fun and Social]
Title: [http://www.gronstedtgroup.com//pdf/ELearningMagazine.pdf Making Learning Fun and Social]

Revision as of 13:10, 20 May 2008

This page is a place to list documents that describe business practices, business uses of Second Life, and similar documents. (This is not a place to post technical documents.)

Please provide author, title, date, a brief description, and a link to the document. link title


Title Birmingham.pdf Virtual Birmingham

Author: Daden Limited

Date: April, 2008

Description: This paper presents some initial ideas and analysis as to how Birmingham could take advantage of the emerging technology of virtual worlds. It provides a comprehensive overview that should be useful to any organization considering a presence in Second Life or the virtual world. This initial paper seeks to identify:

  • How cities are, and could, use virtual worlds
  • Possible levels of fidelity
  • What technologies are available
  • What a strategy might look like
  • What the benefits could be for the city

Title: Making Learning Fun and Social

Author: Anders Gronsted

Date: April/May 2008

Description: A new generation of “digital natives” are entering your workforce and market and their media experiences are more defined by The Sims and World of Warcraft rather than television. Are you ready for them? If this is something you've been pondering, but haven't /done/ anything about, my latest Elearning Magazine (April/May 08) on virtual world learning might provide some useful strategic insights for your organization.


Title: Doing Business In Second Life

Author: Jason Hull with thanks to AC Capehart, Betsy Linden, Peter Finn, Rick Hamilton, and many others.

Date: 3/17/2008

Description: Second Life and virtual worlds are rapidly growing in popularity, but as many are finding, the path to virtual world riches is scattered with the husks of unsuccessful startup attempts. This paper examines Second Life, its economics, business models, and looks at considerations for conducting business in Second Life with a view towards long-term stability rather than short-term profits. Distributed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States license.


Title:

Leave your parachute at home: Seven tips for real-world businesses in Second Life

Authors: Elastic Collision, Aaron Delwiche, Jennifer Henderson

Date: 2/12/08

Description: Based on a comprehensive survey of more than 800 respondents, this paper discusses seven pieces of advice that Second Life residents would give to real-world organizations who are planning to set up shop in the virtual world.


Title:

The Virtual Brand Footprint: The Marketing Opportunity in Second Life

Authors: combinedstory, DMD New York, Market Truths

Date: 8/22/07

Description: "The Virtual Brand Footprint: The Marketing Opportunity in Second Life" is an exhaustive survey and analysis of Second Life builds and virtual worlds strategy. It includes an extensive appendix and resources relating to Second Life and virtual worlds.

Cs paper.jpg


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