3D Web
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Innovation Reports - 04/12/2009
From virtual worlds to the immersive Web: Search . Mapping . Video Games . e-learning . e-commerce
This report explores the technological and economic environment of the 3D Web, from the partial use of 3D to fully three-dimensional universes. It identifies the services that are key to enabling the migration to 3D: e-commerce, mapping, serious gaming… and offers a close-up look at virtual worlds, using original business models for buying virtual goods, and at augmented reality, the next central 3D application on mobile devices.
| Reference |
Language |
Support |
Nbr of page |
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| M91409 |  | PDF | 131 |
3500 Euros 2500 euros excl. VAT |  |
| M91409 |  | PDF | 136 |
3500 Euros 2500 euros excl. VAT |  |
• What are the current and future key 3D technologies on the Web?
• What business models do virtual worlds employ?
• What lessons can we take from 3D developments in other industries : gaming, CAD, etc. ?
• Which Web services are the most likely to migrate to 3D?
• How are the Internet’s leading players positioning themselves with respect to 3D?
• Will the Web go fully 3D? |
1. EXECUTIVE SUMMARY
2. TECHNOLOGIES 2.1. Technological value chain 2.2. Formats and standards 2.3. Technological issues 2.4. Types of solution 2.5. Positioning of the key players 2.6. Technical impact on the networks 2.7. Technological roadmaps 2.8. 3D on mobile
3. VIRTUAL WORLDS 3.1. Framework data 3.1.1. An evolving phenomenon 3.1.2. Relative success compared to the core Web 2.0 applications 3.2. Market segmentation 3.2.1. Virtual world demographics 3.2.2. Virtual world positioning • Club Penguin • Webkinz World • Habbo Hotel • MTV • Second Life 3.3. Overall value chain of virtual worlds 3.3.1. Value chain 3.3.2. Player profiles 3.3. Overall value chain 3.3.1. Value chain 3.3.3. Influential players • Mattel gets a makeover with Barbie Girls • Google pulls the plug on its Lively virtual world 3.4. Development outlook • Vivaty, an integrated virtual community • Gaia Online enters MMOG with zOMG! • Cyworld, a success story… but only in Asia?
4. WEB 3D MARKETS – beyond virtual worlds 4.1. Prior development of gaming 4.1.1. State of the art 4.1.2. Market data 4.1.3. Major initiatives • World of Warcraft • Home de Sony 4.2. Geographical representation 4.2.1. Navigation and driving directions • Google Earth 4.2.2. Local searches via directories and city guides • PagesJaunes, pioneer in 3D local searches 4.2.3. Is 3D a real plus? 4.3. Virtual tours 4.3.1. Travel/tourism 4.3.2. Real estate • Visimmo 3D, interactive 3D virtual property tours 4.4. E-learning and serious gaming 4.4.1. The serious games market 4.4.2. A new generation of educational tools • Hair-Be12, L’Oréal’s online serious game 4.4.3. Some prospects 4.4. E-commerce 4.5.1 Stimulate sales by enhancing the shopping experience 4.5.2. The different types of services • Léa, virtual agent on Voyages-sncf.com • Lands’ End • Kinset, the virtual shopping mall 4.5.3. Deploying 3D e-commerce services • Window Shop, Amazon’s rich media storefront 4.5.4. Limitations of 3D 4.5.5. Trends 4.6. A new way to browse the Web • Yoowalk, a new way to travel the Web
5. 3D WEB BUSINESS MODELS 5.1. General information 5.2. Advertising 5.2.1. Types of advertising 5.2.2. Involvement of brands and media • American Idol, a media brand into a virtual world 5.2.3. Measurement tools still poorly adapted • SL Business Directory pays Second Life residents who view ad messages 5.3. Subscriptions 5.4. Virtual goods and micro-transactions 5.4.1. Virtual and dematerialised goods xx 5.4.2. Leading market: Asia shows the way 5.4.3. Virtual currency 5.4.4. Means of payment 5.5. Indirect revenue/bundles
6. OUTLOOK 6.1. Augmented reality 6.1.1. What is augmented reality? 6.1.2. Amazing applications… still a rarity? • US postal service: the Virtual Box Simulator 6.1.3. Augmented reality on mobile handsets 6.2. Market development 6.2.1. Content creation issues 6.2.2. Interoperability issues 6.2.3. Integration issues 6.2.4. Metrics issues 6.2.5. Elements specific to virtual worlds 6.2.6. Outlook: a partial for fully 3D Web |
Virtual World Toys Buildabearville Ganz (Webkinz) Lego Universe Mattel (Barbie Girls) RES Intarctive (Tootsville) Sanrio (Hello Kitty) Social Networking Cyworld Gaia Online Habbo IMVU Kaneva Meez Vivaty VizWoz WeeWorld Themes Disney (Pixie Hollow) Doppleganger (vSide) Empire of Sports Six Degrees Games (Action AllStars) Stardoll Vector City Racers (Webcarzz) Viacom (vMTV) watAgame (goSupermodel) Business Forterra Systems Qwaq Unisfair I-maginer The under 15 set Club Penguin Handipoints Moshi Monsters Neopets Nicktropolis Papermint Poptropica Whyville Adults Active Worlds Avatar Reality (Blue Mars) HiPiHi Linden Lab (Second Life) Makena (There.com) Metaversum (Twinity) Simmersion (Mycosm) Asia DeNA (Mobile Game Town) Guodong HiPiHi Nurien SK Communications (Cyworld) Squere Enix (Nicotto Town) Tri-D Communications (PuppyRed) Platforms iLemon Linden Lab Makena Technologies Multiverse Simmersion Forterra Systems Applications Limelight Networks Live Gamer Offerpal Media Vivox Zong (Echovox) Design ECMedia Trilogy Studios Virtual Greats Specialised Agencies Centric The Electric Sheep Company (ESC) Metaversatility Millions of Us Rivers Run Red TwoFish Internet Giants Google (virtuel Lively) IBM Yahoo! (Avatar Towns)
Other fields Video games Blizzard (WoW) Sony (Home) Serious Games BreakAway Daesign IBM (PowerUp) Lexis Numérique L’Oréal ForgeFX PIXELearning 3D Web Technologies Adobe Dassault Systems Google Microsoft Nova Papervision Sony Wirefusion Geographical display AOL (MapQuest) Google (Google Earth, Google Maps) IGN (Géoportail) Microsoft (Bing Maps) Navteq (Map24) Ordnance Survey (Get-a-Map) PagesJaunes (Mappy) ViaMichelin Yahoo! Local Maps e-Commerce Amazon (Window Shop) Barnes & Nobles Casino Ebay Expedia Galeries Lafayette Lands’End Lego factory La Redoute Sncf-voyages.fr RueduCommerce, PriceMinister Tesco Wall-mart Virtual shops & malls Kinset Le Centre du monde The Mall TV Shopping Life Victoria Couture The WatchAvenue Search IMVU Search Cube Weblin YooWalk Augmented reality on mobile ARhrrrr Kweekies Layar Mara Sekai Camera Wikitude |
Table 1: Examples of virtual worlds aimed at the under 15 set Table 2: Examples of toy-based virtual worlds Table 3: Examples of virtual worlds that act as social networks Table 4: Examples of thematic virtual universes Table 5: Examples of virtual worlds for adults Table 6: Examples of virtual world platform providers Table 7: Examples of providers of applications that can be integrated into virtual worlds Table 8: Examples of companies that specialise in the creation of content for virtual worlds Table 9: Examples of agencies that specialise in virtual worlds Table 10: Asia’s top virtual worlds Table 11: Examples of players offering collaborative work solutions for business, based on virtual worlds Table 12: Main online map and driving direction sites Table 13: A selection of serious games specialists Table 14: Cost of a serious game depending on technical and educational choices Table 15: Examples of virtual shops and malls Table 16: E-commerce leaders’ positioning with respect to 3D Table 17: Business models of the main virtual worlds and online games Table 18: Examples of brand integration into virtual worlds Table 19: Examples of partnerships between media companies and virtual worlds Table 20: Examples of virtual worlds that offer a premium subscription Table 21: Types of items sold on 3D sites Table 22: Revenue generated by a selection of virtual worlds and instant messaging services Table 23: Examples of virtual currencies Table 24: Payment methods used by the different sites Table 25: Examples of augmented reality applications for mobile handsets
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Figure 1: Types of 3D Web offering: virtual world, 3D Web browsing, objects and avatars Figure 2: 3D Web technological value chain Figure 3: 3D Web Solutions Figure 4: The Onlive offer Figure 5: Mobile 3D software architecture Figure 1: Growth of the number of virtual worlds on the Internet Figure 2: Growth of the total number of registered and active users worldwide (Million) Figure 3: Growth of the number of unique visitors from the United States on a selection of virtual world sites, July 2006-July 2008 Figure 4: Increase in time spent on Second Life, 2006-2009 Figure 5: Main reasons why people go on Second Life Figure 6: Comparison of the number of unique visitors on social networking sites, video sites and virtual worlds in 2008 Figure 7: Comparison of the increase in the time spend on Web 2.0 sites and virtual worlds in the UK, between May 2007 and May 2008 Figure 8: Breakdown of the average age of virtual world users Figure 9: Male/female breakdown of virtual world users Figure 10: Virtual world segmentation by average user age and number of active visitors Figure 11: The virtual universe of Club Penguin Figure 12: Webkinz stuffed animals, from real to virtual Figure 13: The Habbo virtual universe Figure 14: World of Cars, the virtual universe according to Disney Figure 15: MTV, vMTV and VLES virtual worlds Figure 16: Screen captures of Mycosm and Blue Mars Figure 17: The virtual universe of Second Life Figure 18: Technological value chain of virtual worlds Figure 19: Value chain for virtual worlds sustained by advertising Figure 20: Value chain for virtual worlds designed to be a source of revenue Figure 21: Examples of virtual worlds created with the Multiverse platform Figure 22: Examples of Justin Timberlake-branded virtual goods created by Virtual Greats Figure 23: Orange Island in Second Life Figure 24: Mattel’s Barbie Girls Figure 25: Yahoo!’s Avatar Towns Figure 26: Google Lively, the virtual world according to Google Figure 27: Integration of a YouTube video in Small Worlds Figure 28: Integration of Vivaty in Facebook and AIM Figure 29: zOMG!, the MMORPG integrated into Gaia Online Figure 30: Mini Life: Cyworld’s 3D universe Figure 31: Second Life used by IBM as a collaborative work platform Figure 32: Integration of a 3D environment in IBM’s Lotus Sametime Figure 33: Market share of the main online map sites in the United States, in September 2008 Figure 34: New York in 3D on Bing Maps via Virtual Earth Figure 35: Use of Google Earth in the USA and the UK Figure 36: New York City in 3D in Google Earth Figure 37: PagesJaunes "Ville in 3D" application Figure 38: Difference between a 90° overhead and a bird’s-eye view Figure 39: Integration of Street View in Google Maps Figure 40: Representation of the Coliseum in Rome in Google Earth Figure 41: Virtual tour of a hotel on Expedia.com via a 360° panoramic photo Figure 42: 3D modelling of the city of Cannes Figure 43: Virtual property tours Figure 44: Areas of application for serious games Figure 45: Pulse!, a serious game for training medical interns Figure 46: Réseaux, a 3D serious game for construction workers and students Figure 47: Hair-Be12, L’Oréal’s online serious game Figure 48: Entre2, serious game developed by Daesign to train managers in job interviewing Figure 49: America’s Army, the first MMO serious game in 3D Figure 50: PowerUp, an educational MMO serious game from IBM Figure 51: Example of a virtual agent designed by Virtuoz for an e-commerce site Figure 52: Virtual models on Lands’ End Figure 53: Comparison between the real model and the standard virtual model Figure 54: Ability to view a pair of glasses in 3D Figure 55: Design of a customised product in 3D on Lego Factory Figure 56: Virtual bookshop on Kinset Figure 57: The Kinset universe Figure 58: 3D features installed by e-commerce sites Figure 59: Assessment of the effectiveness of the feature Figure 60: Amazon Window Shop Figure 61: Search-cube: 3D search engine Figure 62: IMUV and communication in 3D Figure 63: Web browsing according to Yoowalk Figure 64: Integration of avatars into Web pages according to Weblin and RocketOn Figure 65: Breakdown of virtual worlds’ revenue sources in 2008 Figure 66: Evolution of virtual worlds’ revenue sources, 2008-2009 Figure 67: Integration of advertising in Second Life Figure 68: Showing the trailer for the film 300 Figure 69: Examples of brands integrated into There.com Figure 70: Partnership between NBC and Habbo for the TV series, Heroes Figure 71: Integration of American Idol into Habbo Figure 72: SL Business Directory’s Guaranteed Visitors programme Figure 73: Growth of the number of virtual world users who pay for a subscription Figure 74: Paid subscription formulas for Club Penguin in the US Figure 75: MMO Ragnarök Online shifts to Free2Play Figure 76: Example of meditation-related virtual goods that can be bought on IMUV Figure 77: NBA branded jerseys Figure 78: LG electronics shop in Cyworld Figure 79: Virtual goods in 2D and 3D Figure 80: Gateway on Webkinz between the site for kids and the e-store for parents Figure 81: Examples of prepaid cards Figure 82: Payment methods offered by Habbo Figure 83: From the physical to the virtual on Webkinz Figure 84: Licensed products on the Club Penguin site Figure 85: Nike’s 3D customisation portal Figure 86: Barbie Girl website Figure 87: Examples of Spore creatures Figure 88: Image processing based on markers for augmented reality applications Figure 89: Topps 3D collector cards and the Eye of Judgement game on PS3 Figure 90: Use of augmented reality for marketing purposes Figure 91: The USPS Virtual Box simulator Figure 92: ARhrrrr, prototype of a mobile game based on augmented reality Figure 93: Layar application based on augmented reality for mobiles operating on Android |
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