Link to all Lost in Bananaverse blog entries with the category METAVERSE.
Page dedicated to some what serious discussions of metaverse development. The reality in which I am currently making a living.

Here is my elevator speech on Virtual Worlds
Once the stuff of science fiction, virtual worlds are becoming central to the future of marketing, technology, entertainment and brand-building. Virtual worlds have immersive and interactive aspects that give the user a sense of presence with others. This connection via a 3D avatar creates authentic experiences which happen “within” an individual – the more personal they are the more authentic, because they enforce the self-image.
Virtual worlds such as Second Life will become an indispensable business tool in the next two to five years. We believe this has to do with consumers’ desire to be engaged in a dialogue with the companies. We also feel that in the future, wise companies will use virtual worlds as places to assemble active communities of their most passionate supporters. Virtual world development is vital to the strategy of any company intent on reaching out to the video-game generation, be them customers and or employees.
Currently under development — some random thoughts that will eventually form the core of this page
Virtual worlds have immersive and interactive aspects that give the user a sense of presence with others.
Authentic experiences happen “within” an individual – the more personal they are the more authentic, because they enforce the self-image.
Treat everyone online as if they were standing next to you in real life. Source
Avatar rights: A person chooses, a tool obeys – Source
As a business strategist and social media consultant, my interest tends toward how people are using – and are transformed by – virtual spaces and virtuality.
user-created virtual worlds are a transformative medium
When role-playing gamers team up to undertake a quest, they often need to attempt particularly difficult challenges repeatedly until they find a blend of skills, talents, and actions that allows them to succeed. This process brings about a profound shift in how they perceive and react to the world around them. They become more flexible in their thinking and more sensitive to social cues. The fact that they don’t think of gameplay as training is crucial. Once the experience is explicitly educational, it becomes about developing compartmentalized skills and loses its power to permeate the player’s behavior patterns and worldview.
I am “On the Net” when I am on the 2D internet and I am “In the Net” when I am on a 3D metaverse platform.
Younger demographics are harder to reach today, despite them consuming more and more media. They are skeptical of marketing and advertising.
There are too many channels now, which means you have less control. You need to shift your PR and Marketing goals from control to facilitation, empower employees and customers to embrace and push your brand into their own personal worlds.
If you don’t support the space with your ad dollars, your competitors will, and you’ll have lost the only avenue to these new customers.
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