'Virtual'에 해당되는 글 5건
- 2008/09/30 My X Media Lab Keynote: what Korea can tell you about future of media
- 2008/09/24 I'm speaking at X Media Lab Seoul tomorrow! (1)
- 2007/08/21 State of Play V: Building Businesses in Virtual Worlds (1)
- 2007/08/17 Heading off to Singapore for State of Play V (1)
- 2007/08/08 Freedom no mo' (3)
My X Media Lab Keynote: what Korea can tell you about future of media

As much as I keep saying how things are just wrong in Korea, you know I love Korea and always have a heart to brag about cool things happening here. I mean, that's why I run TechnoKimchi, right? :)
My keynote at X Media Lab received surprisingly good response from those at the conference. Many seemed to be deeply intrigued by my presentation -- not that I'm a great presenter, but rather that Korea does have many amazing things (at least on the surface.)
So here goes my presentation material. I did add quite a bit of stuff on the real/virtual worlds and online/offline connections to the topic as the theme of the conference was "virtual, visual, and social". I'm not sure how much you guys can get out of this. I faithfully tried to follow the Presentation Zen principles (though I have a long way to go) and that means your slides aren't about creating documents. But still, hopefully this will help :)
(Also as a disclaimer, I stayed up all night working on the slides and I took some images from either google image search or flickr and can't remember the sources to some of the images inside the slides. I'll update the source list as I find them again. For now, my sincere apology.)
And about the weird gap between the amazing Korea and the not-so-good Korea, I'm gonna keep exploring why we are where we are today. Many cultural, economic, technological, or even political issues are all present.
And here it is with a grandiose title: Future of Digital Media.
brought to you by
XML's 3D Internet Lab takes place in one of the world’s great centers of innovation in Digital Media – Seoul in Korea – to share, learn, and prosper together.
XML Seoul explores virtual worlds, the impact of 3D Internet, and the emerging entertainment, educational, enterpise and social possibilities.
Seoul is the perfect place to share innovations and success stories in these inter-related digital worlds: with Korean contemporary culture (“Hallyu”) still riding a crest of popularity, and world leadership in online worlds (“Cyworld”), as well as mobile services and applications.
-- from X Media Lab Seoul
Chang introduced X Media Lab (XML) on his blog few days ago. And recently, it's been determined that I actually give a keynote speech at the conference!
What will I be talking about? Obviously, I'll be talking about the Virtual/Visual/Social aspect of the 3D/Internet world in Korea! I'm still working on the presentation tomorrow, so if you guys want to come by, feel free to do so!
XML is an amazing conference that's been put together to explore the future directions of media. Where is it going? How is it going to affect culture, business, and the minds of the people? What does it mean to live online and offline?
Those questions will be asked and discussed and answered, starting from tomorrow. I'll follow up with updates on the conference.
State of Play V: Building Businesses in Virtual Worlds

Virtual world builders now encourage third parties to develop content inside their worlds, and so we’ve seen the rise of businesses built inside virtual worlds. This panel will explore the nature of these businesses, and look at how businesses get built within virtual worlds. It will ask whether the trend has played out, and examine the future of businesses inside the virtual worlds.The first session was on "Building business in virtual worlds." I liked how the conference started off with the business aspect because you typically get the information that's very "real" when talking about businesses.
Discussion was started with a question about the different branding strategies for real world and virtual worlds. Can the same branding strategy be applied to virtual worlds, too? Obviously, the answer was No". Like in Web 2.0, it's a lot more about having conversations and engagement. There's so much social going on here that virtual world branding strategies must incorporate the social nature of the medium. It's better to start your first chatper and hand the pen over to fans and users. This way you can totally up your innovation speed, too.
The question of "open vs. closed" came up here as well. Again, like in Web 2.0, not everything needs to be open all the time; however, people in this field are increasingly discovering the value of open in virtual worlds.
So I decided to act brave and went up and asked a question:
"It seems like given the strong media nature of virtual worlds, much of their business aspect has to do the marketing/advertising after all. Within the context of convincing the clients, what are some of the metrics and methologies to measure the efficiency of marketing and advertising in virtual worlds?"
I really wanted to know the answer because with my background in Web 2.0/Media, I needed to know how things are different in virtual worlds. Answers were basically that virtual worlds are a lot more about interactions themselves than information flow like on the Web. Also scales are far smaller in virtual worlds than the Web. Thus, we get smaller scale, but much higher engagement in virtual worlds. One of the most frequently used metrics are the amount of time spent by players around a certain advertising object. It could easily go up to hours and hours every day.
The session closed with a question, which I thought was very appropriate for closing, which was "what are some opportunities for enterpreneurs in virtual worlds?" Answers really varied. And when you get diverse responses like that, what that really means is "it's up to your imagination" :) Some of the answers were:
- Creating consultancies within virtual worlds
- Real companies/organizations can use virtual worlds as collaborative spaces
- More opportunities in developing countries because they can move in with so much less barrier-to-entry. Product designer/developers will have huge opportunities
- Turn the World Wide Web into the World Wide World
- Short term: Infrastructure - code developement, design skills, creative (story lines)
- Long term: any job you see in real world will be seen in virtual worlds
- Collaboration applications
These virtual worlds are crucial building blocks of global civil society. As such, they harbor the promise for relationship-building and cooperation across national borders. Solutions to the cross-cultural growing pains of this new medium require a sincere commitment to transnational dialogue.I'm flying to Singapore on Sunday to attend the State of Play Conference.
As I briefly mentioned before, in order to appropriately cover the digital generation in Asia, the gaming culture and industry, now expanded to virtual worlds altogether, must be extensively studied. Unfortunately, my expertise has been more on Web 2.0 and Enterprise IT industry in general, not so much games and virtual worlds.
But they're all coming together. I get to interact with lots of kids of age 5-15 or so at church and they live in a different world than the one I grew up in. (I'm only 28 by the way). They don't seem to draw the line between the "real" world and the "virtual" world. The two worlds are so interchangable in their lives. What's imaginary and what's physical? They don't care and they don't know, but it's all in their minds. I get to talk to people working at NCSoft and Nexon, two largest game companies in Korea, and Cyworld. AND I HEAR SOME CRAZY STORIES FROM THEM.
IBM is training their employees in Second Life. When I attended Supernova in June, there was this great session on virtual worlds and I remember Raph Koster, one of the gurus in the field, saying "many of the Web 2.0 principles and phenomenon have come from games." I totally agree with him, especially as far as how social interactions are concerned.
I go to PC bangs and see middle/high school guys in their school uniforms spend 4 hours straight playing Starcraft, Lineage, WoW, FIFA, etc. after school. What's scary is how this is such a big part of their lives. I mean their real lives.
What would happen when you combine everything together? I mean combining different virtual worlds with blogs, mobile, social networks, and messengers. Maybe some efforts towards standardization would help? What if you can play WoW on the bus for an hour using Wibro on the way to school? What if your Cyworld buddy can be found on Club Penguin? Possibilities are endless, I think.
Of course, we'll be seeing various social and legal issues come up in this fast-developing medium as well. I know much about what's up with social networks and blogs. Can the same principles be applied to virtual worlds? What's the same? What's different?
We'll find out at the conference. I'm not sure if I'll be able to live-blog the conference, given I don't know much about the wireless connections at the site. But I'll be constantly feeding you guys with what I learn there. And trust me, what I'll be learning there will be extremely important to anyone who has anything to do with anything digital--Web 2.0/portal services, H/W & gadget makers, game makers, social networks makers, book publishers, network providers, teachers, legislators, parents, kids, or even HR people.
Should I go, "stay tuned and excited" again? ;) Well, I am!
The youths at the summer camp will be treated for depression, fear, panic, agitation and an unwillingness to interact with others.
This solution appear to be a softer option than the Internet Addiction Treatment Center near Beijing which uses a blend of therapy and military drills to treat youths addicted to online games, Internet pornography and cybersex.
Concerned by a number of high-profile Internet-related deaths and juvenile crime, the government is now taking steps to stem Internet addictions by banning new Internet cafes and mulling restrictions on violent computer games.
Being a blogger and a freelancer in the tech industry, I myself spend something like 12-18 hours a day sitting in front of my laptop. I follow news, chat with my buddies, try out different applications, and write and write and write. Does this qualify as Net addiction, too? Or more like workaholic?
What's written in the article isn't that much different in Korea. I've seen so many friends of mine, who spend every minute of their lives playing Lineage for 6 months straight. I've seen people who are so addicted to downloading Prison Break or 24 on eDonkey-like applications and watch these shows night and day.
Can we ever be free again? Probably not. The world is getting crazier.
But at least, let's not be like this guy. At least for me, I know I really don't want to. He's the bad guy in the episode, who has no life. I mean no life as in the real world. He got plenty in the virtual one ;-)


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