This document discusses the potential for non-profit and charitable organizations to utilize virtual worlds and social media platforms. It provides statistics on gaming demographics that show a significant portion of users are older than 50 and are female. Examples are given of companies that have hosted events or created virtual spaces in Second Life to connect with target audiences or solicit feedback. The conclusion is that people enjoy connecting and participating through these virtual platforms, indicating potential for organizations seeking to engage supporters.
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Can The Third Sector Use Second Life Roo Reynolds
1. Can the
Third Sector
use
Second Life
and other Social Media
?
Roo Reynolds - Metaverse Evangelist, IBM
2.
3. “This is all a part of the
moving illustration drawn
by his computer
according to
specifications coming
down the fiber-optic
cable. The people are
pieces of software called
avatars. They are the
audiovisual bodies that
people use to
communicate with each
other in the Metaverse.”
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12. games
http://flickr.com/photos/ian_d/30859899/
http://flickr.com/photos/earlg/304373180/
http://flickr.com/photos/dailysnap/360147199/
13. games
• 69% of American heads of households
play computer or video games
• The average game player age is 33
• 25% of gamers were over the age of 50
• 42% of online game players are female
• Women aged 18 or older = 30%
• Boys age 17 or younger = 23%
Source: Entertainment Software Association
“Essential Facts about the Computer
and Video Game Industry, 2006”
http://flickr.com/photos/ian_d/30859899/
http://flickr.com/photos/earlg/304373180/
http://flickr.com/photos/dailysnap/360147199/
21. aloft
“Over the past few months, we have actively solicited input from
you, the Second Life residents, on such design features as public
spaces, guest rooms and exteriors – everything from color
palette to space planning. After reviewing all of your comments,
several changes to the overall design of aloft are a direct result
from your feedback. Not only have these changes been applied
to the virtual hotel, they will also be reflected in the “real-life”
aloft hotels.”
http://www.virtualaloft.com/
22. “We developed Scion City to connect with the trendsetters. That's our target
demographic - people who do things first. Trendsetters are instrumental in
promoting brands.”
Adrian Si, Interactive Marketing Manager, Scion