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Hi, this is Glenn Linden. I work on business programs at Linden Lab, and I’d like to talk with you about an aspect of Second Life that I work with, our Solution Providers.

We define Solution Providers as professional businesses and individuals who work in Second Life with real-world businesses, creating immersive experiences that aim to invite, engage, educate and entertain fellow Residents, as well as their employees and internal audiences.

Solution Providers have played an important role in the growth Second Life has enjoyed over the last few years. Two years ago, there were about 20 companies listed in Linden Lab’s fledgling Solution Provider program; today I’m pleased to say that number has grown to over 200. They range from Resident-developed businesses to departments of major agencies and web development firms, and they work with a wide-range of clients.

Solution Providers’ projects range from fantastical to formal, including a popular promotional gift that requires exploring a giant’s home, to prosaic events, conventions, meeting spaces, recruiting and training locations, tech support provision, as well as brand marketing and promotions.

Some examples:

  • IMAX Harry Potter - ‘buzz agents’ simply hung out in SL and talked to Residents, giving out coupons for free tickets (and they gave out more tickets than did the web site promotion.)
  • 7Days Bread - an inworld factory where you play baker, making and sharing pastries
  • Cisco’s tour of router products.
  • L’Oreal’s promotions include sponsorship of a beauty pageant, and gifts of skins and make-up in popular Resident-owned locations, linking the association of the brand to beautification of one’s avatar.
  • Kelly, Manpower and TMP, who recruit for traditional, not-in-Second Life jobs, do so inside Second Life.  Kelly and Manpower both offer in-SL job listings as well.  Manpower offers help with preparation and even style tips on dressing the avatar’s human for that upcoming interview.
  • Birmingham has a project in Second Life to engage her citizens to participate in urban planning
  • The World Bank, impressed by the savings on travel and carbon that can be gained by hosting presentations and events in Second Life, engaged a Solution Provider to create an inworld conference where they will launch an important report on the state of global work.
  • Herman Miller has a location in Second Life where you can design your own office with their furniture, and when you’re satisfied with the rearranging, easily place an order online for your real-world office.
  • Global Condo Corp offers tours of their real-world condos, inworld, to curious homebuyers.
  • Trend Micro employees get security training inside Second Life.
  • Language Lab uses the immersive environment of Second Life as part of the learning experience for their unique language classes.
  • InformationWeek had an inworld version of their real-life conference exhibit hall where attendees visited booths, viewed exhibits and talked with exhibitors.
  • The Tech Museum of San Jose, a pro bono Solution Provider project, has a virtual exhibit program where anyone can create a museum exhibit. The most successful exhibits are then built outside of Second Life, in real-life.
  • Geek Squad staffs real-time tech support, inside Second Life.

Quarterly surveys let us extrapolate that Solution Providers work on over 600 projects per quarter. We estimate that the Solution Provider ecosystem is roughly a US$70M business, engaging more than a thousand people.

Solution Providers are important to Linden Lab and Second Life, not only for the content development resource they provide in Second Life, but also for the enormous outreach and experience they provide to organizations and audiences that Linden Lab could never hope to reach.

We are developing extensions to the Solution Provider Program, to better support and recognize the work Solution Providers do, as well as to identify and promote applications developed for the Second Life Grid.

If you are interested in becoming a Solution Provider, we urge you to first explore a variety of inworld projects, and the Solution Provider Directory , to learn more about the different aspects of the business.  The Second Life Wiki, is also a valuable resource, also including the marketing information we’ve put together for Solution Providers and the entire Second Life community.

Note: Please join the Resident discussion thread on Solution Providers in the Second Life Forums.

Key links:
Solution Provider Program info

Second Life Wiki - Marketing your business in SL

Solution Provider Success Studies

      

Original post by glennlinden

SECOND LIFE, Sept 30 (Reuters) - Will the marketing of real world brands in Second Life find a second life?

Maybe. Nestea, a Coca-Cola brand, announced today it’s sponsoring Second Life’s “Junkyard Blues” venue.

Neither Nestea nor Junkyard Blues’ owners were available for immediate comment. But a visit to Junkyard Blues shows a “Sponsored by Nestea” banner over the main stage. Don’t try clicking on the banner though — it’s non-interactive.

The sponsorship, while modest, represents an affirmation of Second Life as a continued destination for real-world companies to market their goods. A recent survey by BusinessWeek ranked Coca-Cola as the most valuable brand in the world.

Nor does the choice by Coca-Cola of a Second Life blues venue seem coincidental. Last month, Second Life bluesman Von Johin signed a record deal in what’s believed to be the first virtual musician to break into the real-life mainstream.

Coca-Cola was among the companies that made a strong entrance into Second Life during the first wave of corporate marketing with a “virtual thirst” campaign. However in recent months, the company has stepped back its Second Life profile, taking the virtualthirst.com website offline.

Original post by Eric Reuters

SECOND LIFE, Sept 11 (Reuters) - OpenSim remains in pre-release and the interoperability standards to allow avatars to travel between virtual worlds are still being drafted. But that’s not stopping entrepreneurs from creating a fledgling industry around what’s to come.

Enter Metaverse Ink, which its creators say is the first search engine to find objects on both the Second Life Grid and in OpenSim worlds.

The product presents both a vindication and challenge for Linden Lab. OpenSim-using startups demonstrate the enduring faith of many in Linden founder Philip Rosedale’s vision for virtual worlds. But Metaverse Ink is also a competitive threat. In a July interview with Reuters Linden VP Joe Miller named “search services” as a potential revenue stream for his company in the coming age of interoperability.

Traditionally within Second Life, as residents grow more adept at building content they form in-world businesses and sell their creations to other users. Linden Lab frequently touts the number of users with a positive currency inflow — over 61,000 according to the latest statistics — in its marketing.

But with OpenSim in the works, some of Second Life’s most talented programmers are beginning to form businesses that compete directly against Linden Lab.

“Linden Lab’s search is bad, it’s like AltaVista in the old days,” said Metaverse Ink co-founder William Cook (Second Life: Felix Wakmann), a computer science professor at the University of Texas at Austin.

Cook and co-founder Cristina Videira Lopes (Second Life: Diva Canto), a computer science professor at the University of California at Irvine, have designed a series of automated programs, called “bots,” to search through both Second Life and OpenSim. The results of their searches are indexed and made searchable to users, in much the same way Google does for the World Wide Web.

To date the MI database catalogs over two million virtual objects, spread over 100,000 regions.

Problems with Linden’s built-in search functionality have been ongoing, and this isn’t the first time a third party has tried to create an independent virtual worlds search engine. A similar attempt to index Second Life by the Electric Sheep Company last year was abandoned after a protest campaign by Second Life users over privacy concerns.

MI says their product respects user wishes. “We’re only publishing things marked ‘for search,’” Lopes said. “These bots can ’see’ everything, but not everything should be seen.”

Cook said his new company isn’t yet looking for venture capital, and is currently focusing on attracting users beyond MI’s current average of about 900 a day. A third MI partner from Techcoastworks, a California-based incubator, is helping to commercialize the product.

But Cook, a serial entrepreneur, has worked with VC firms in the past, having raised US$60 million for a previous start-up from sources including Benchmark Capital, which also funded Linden Lab.

Lopes said MI is the first company to be indexing OpenSim worlds for search. But how does she feel that Linden Lab has said search is an area it wants to explore in the future?

Lopes paused. “Well, we’re doing it already,” she said.

Original post by Eric Reuters

SECOND LIFE, Sept 3 (Reuters) - IBM, a company long at the forefront of exploring the business applications of virtual worlds, announced on Wednesday it has added support for 3D chat to its Lotus Sametime instant messaging software.

Users of “Sametime 3D” who are collaborating on a business document will be able to meet in a variety of virtual worlds, with IBM’s software handling the logins transparently, said Neil Katz, a company spokesman who worked on the project. Platforms supported by IBM include OpenSim, SecondLife, Forterra, and ActiveWorlds.

Katz said IBM will initially be working with select customers to test the new software’s capabilities, before rolling it out to the mainstream.

IBM foresees uses for corporate 3D chat such as walking customers through the replacement of a computer part by rezzing a 3D model. The Sametime 3D integration also smooths the process of importing data from an application such as Powerpoint into a virtual world.

IBM already hosts private regions within Second Life, and is working to draft interoperability protocols that connect disparate virtual worlds.

While reliability issues have plagued virtual worlds such as Second Life, corporate applications may be made to run in a more stable manner, particularly using OpenSim.

“We’re creating a room with 20 or 30 users, we’re not building a persistent virtual world with thousands or hundreds of thousands of concurrent users,” he said.

Original post by Eric Reuters

SECOND LIFE, August 26 (Reuters) - The real-world economy may be slipping into recession, but the global slowdown isn’t impacting Second Life. According to recently released company statistics, Linden Lab’s in-world economy is larger than ever.

Over 61,000 avatars earned more Linden dollars (Second Life’s in-world currency) in July than they spent. That’s a 5.7 percent month-to-month gain in the number of profitable in-world businesses and the most on record.

User hours grew for the fourth consecutive month to 34.7 million in July, also a new record. However, the user hours number may be unreliable given the proliferation of computer-run avatars, or “bots,” throughout the Grid.

Economic activity grew briskly. Over US$9.5 million was traded on the LindeX, a 5.5 percent gain from June and a new record. User-to-user transactions in July stood at L$8.4 billion (about US$31.3 million), a 7.3 percent gain from June and the most currency transactions since the gambling ban in July of last year.

The sole dark spot for Second Life was the continuing decline in premium accounts. Linden shed an additional 1,410 premiums in July — over 45 a day and the seventh consecutive month premiums declined.

The principal benefit of a premium account is land-ownership privileges on Second Life’s mainland, where avatars have neighbors and enjoy a sense of community. Linden Lab has been unable to grow the mainland for three months due to weak demand, but private islands have grown to occupy 1.7 billion square meters, an 8.7 percent gain from June.

In recent months Linden Lab has announced a series of beautification and zoning initiatives in an attempt to restore user interest in the mainland.

Original post by Eric Reuters

SECOND LIFE, August 26 (Reuters) - The real-world economy may be slipping into recession, but the global slowdown isn’t impacting Second Life. According to recently released company statistics, Linden Lab’s in-world economy is larger than ever.

Over 61,000 avatars earned more Linden dollars (Second Life’s in-world currency) in July than they spent. That’s a 5.7 percent month-to-month gain in the number of profitable in-world businesses and the most on record.

User hours grew for the fourth consecutive month to 34.7 million in July, also a new record. However, the user hours number may be unreliable given the proliferation of computer-run avatars, or “bots,” throughout the Grid.

Economic activity grew briskly. Over US$9.5 million was traded on the LindeX, a 5.5 percent gain from June and a new record. User-to-user transactions in July stood at L$8.4 billion (about US$31.3 million), a 7.3 percent gain from June and the most currency transactions since the gambling ban in July of last year.

The sole dark spot for Second Life was the continuing decline in premium accounts. Linden shed an additional 1,410 premiums in July — over 45 a day and the seventh consecutive month premiums declined.

The principal benefit of a premium account is land-ownership privileges on Second Life’s mainland, where avatars have neighbors and enjoy a sense of community. Linden Lab has been unable to grow the mainland for three months due to weak demand, but private islands have grown to occupy 1.7 billion square meters, an 8.7 percent gain from June.

In recent months Linden Lab has announced a series of beautification and zoning initiatives in an attempt to restore user interest in the mainland.

Original post by Eric Reuters

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