March 10 - 11, 2009 New York City

Transcription

March 10 - 11, 2009 New York City
A production of Show Initiative, LLC
March 10 - 11, 2009
New York City
Jacob K Javits Convention Center
SPONSORS
News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com
Page 1
Mockingbird
Games ad
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Engage! Expo™ is a production of Show Initiative, LLC™
Welcome
Thank you all for attending the inaugural Engage! Expo!
We began this conference in 2007 as the Virtual Worlds Conference in
an effort to bring more attention to an exploding medium. Since then
our horizons have broadened and we’ve seen the things that make
virtual worlds great - engagement, education, entertainment, and more
- expand in other industries. We felt it appropriate to acknowledge both
what virtual worlds have to offer and what we can learn from other
businesses.
Show Initiative
Tonda Bunge Sellers
Conference Director
512-484-5574
[email protected]
Tim Williams
Sales and Marketing Director
512-289-8687
[email protected]
I’m especially happy to welcome you here in this time of economic turmoil. We’ve all heard
the reports of budgets being slashed for travel, marketing, and, really, across the board.
When times are as tight as they are, it becomes all the more important to innovate. I’m glad
you’ve decided to join us in discussing just how to make that happen.
Joey Seiler
Editor, VirtualWorldsNews.com
512-535-8650
[email protected]
With that in mind, I’m incredibly proud of the show we’ve put together. American Idol and
Habbo are breaking new ground in finding ways to engage their audiences and are here
to share what they’ve learned with all of us. Sony has struck out in a bold new direction,
bringing virtual worlds to the living room, and I hope you’ll join us for a fireside chat about
its project, Home. And, of course, in times like these we can all use more help, which is
why we’re thrilled to play host to both a free legal clinic and a meet-up for investors and
entrepreneurs.
Christopher Sherman
Executive Director, Founder
512-633-4132
[email protected]
www.VirtualWorldsManagement.com
Those are only the highlights. There’s so much more to be learned and shared across our
three formal tracks and in mingling with each other and our exhibitors in the expo hall. I
hope you’ll take advantage of Engage! to meet new people across a variety of industries
and then continue those conversations in our networking groups on Facebook and LinkedIn
after the show ends.
Contents
Sponsors
Tuesday Schedule at a Glance
Wednesday Schedule at a Glance
Keynotes and Fireside Chat
Expanded Schedule
Engage Kids
Engage Youth
Virtual Goods and Gifts
Speaker Biographies
Exhibitor and Sponsor Profiles
Show Map
Expo Floorplan & Exhibitor List
4
6
7
8
Thank you all again for coming. And thank you, especially, to our speakers, sponsors, and
exhibitors for making this event not only possible, but as great as it can be.
Sincerely,
10
11
13
15
25
30
30
Christopher Sherman
Executive Director, Founder
Show Initative, LLC
Show Initiative Events and Services
3D Training Learning and Collaboration (3D TLC)
April 20-21, 2009
Virtual Worlds Expo™
Fall 2009
Location to be announced
Virtual Worlds News™
Virtual Goods News™
Virtual Worlds Weekly™
Show Initiative, LLC
Trade industry news blog, updated daily
Trade industry news blog, updated daily
Weekly email newsletter
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P.O. Box 200489
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Wash DC
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www.VirtualWorldsExpo.com
www.VirtualWorldsNews.com
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Austin, TX 78720-0489
News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com
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fax: 512-692-2532
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Sponsors
Legal Clinic Sponsor
Registration Sponsor
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Engage! Expo™ is a production of Show Initiative, LLC™
Exhibitors
Media Partners
News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com
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Schedule At A Glance
Tuesday, March 10, 2009
8:00 am
9:00 am
9:00 am
10:30 am
Registration and Badge Pick-Up
Welcome
- Christopher V. Sherman, Executive Director, Show Initiative, LLC
Room 1E08
Keynote
- Teemu Huuhtanen, Executive VP, Marketing and Business Development, Sulake Corp. and President, N.A., Sulake
- David Luner, Senior Vice President Interactive & Consumer Products, FremantleMedia Enterprises, North America
10:30 am
11:00 am
11:00 am
12:00 pm
12:00 pm
1:00 pm
1:00 pm
2:00 pm
Break and Demos in the Expo Hall
Engaging Kids
Virtual Goods and Gifts
Engaging Youth
Room 1E09
Room 1E08
Room 1E07
What Are Virtual Goods/
Gifts and Why Do
They Matter?
Evolution of the Toy Industry
Understanding Your
Audience and Optimizing
Revenue Streams
Lunch in the Foot Court and Demos in the Expo Hall
It’s The Activity Stupid:
Keeping Them Engaged
2:00 pm
2:30 pm
2:30 pm
3:30 pm
Ecommerce 2.0:
The Emerging World
of Virtualized Transactions
Virtual Worlds Metrics
Break and Demos in the Expo Hall
Where the Boys Are:
Evolution of Toys and Play
3:30 pm
4:00 pm
4:00 pm
5:00 pm
Virtual Worlds by the
Numbers: A Look at the
Market Research
What Users Want:
Getting People To Interact
With Your Goods
Music Goes 3D:
The Music Industry’s
Next Great Frontier
Break and Demos in the Expo Hall
COPPA and Security
Issues in Kids
Virtual Worlds
Investor &
Entrepreneur Meet-up
Parallel Virtual Worlds
and the Transformation
of Browsing the Web
Free Legal Clinic
Room 1E06
Book Your Appointment Now
Half-hour appointments with one of Drakeford & Kane LLC’s entertainment and intellectual property attorneys can be scheduled between the hours of 9:00 a.m. and 5:00 p.m. on Tuesday, March
10, 2009, and between the hours of 9:00 a.m. and 3:00 p.m. on Wednesday, March 11, 2009.
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Engage! Expo™ is a production of Show Initiative, LLC™
Wednesday, March 11, 2009
8:00 am
9:00 am
9:00 am
10:30 am
Registration and Badge Pick-Up
Welcome
- Christopher V. Sherman, Executive Director, Virtual Worlds Management
Room 1E08
Fireside Chat
- Jack Buser, Director of PlayStation®Home, Sony Computer Entertainment America (SCEA).
Interviewed by Joey Seiler, Editor, VirtualWorldsNews.com
10:30 am
11:00 am
Break and Demos in the Expo Hall
Engaging Kids
Virtual Goods and Gifts
Engaging Youth
Room 1E09
Room 1E08
Room 1E07
Tap into the Emotional
Triggers of Tweens
11:00 am
12:00 pm
Monetization and
Marketing Strategies
for Kids Worlds
Virtual Goods and Gifts
as a Marketing Strategy:
Rethink How You Market
Teen Spending & Finance
International Strategies:
VWs Around The World
12:00 pm
1:00 pm
Lunch in the Foot Court and Demos in the Expo Hall
The Future of Narrative
1:00 pm
2:00 pm
TV and Virtual Worlds
tie-in’s: What Works
2:00 pm
2:30 pm
2:30 pm
3:30 pm
Narration and Automated Animation:
Cost-Efficient Fun for Virtual Worlds
Case Study:
Gifting on the iPhone
Immersion through Narration:
Bringing Life To Virtual Worlds
Break and Demos in the Expo Hall
Connecting Online Worlds
to Offline Products
3:30 pm
4:00 pm
4:00 pm
5:00 pm
Case Study:
Sony’s House Bunny Promotion
Implementing Goods
In Your Site,
World Or Game
The Collision of Games,
Virtual Worlds,
and Social Networks
Break and Demos in the Expo Hall
What Motivates Kids:
A Panel of Kids Tell All
Payment Systems
That Power
Social Monetization
Case Study:
Seventeen Magazine
and MTV
Show Map on page 30
News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com
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Featured Speakers
Conference Keynote: Tuesday, March 10, 2009, at 9:00 AM
Room 1E08
FremantleMedia Enterprises and Sulake have partnered to bring FremantleMedia’s American Idol to Habbo. The long-term
partnership includes a variety of features, some community-based, some promotional, and some revenue generating. The
partnership will create a branded space with its own American Idol-themed events and virtual goods inside of Habbo.
In a jointly delivered keynote address, David Luner, S.V.P. Interactive & Consumer Products, FremantleMedia Enterprises,
North America, and Teemu Huuhtanen, President, North America, Sulake Inc., will discuss how this revolutionary partnership sets the new standard for successfully integrating media brands online, delivering a powerful engagement- and
attention-based marketing solution.
David Luner
Senior Vice President Interactive & Consumer Products
FremantleMedia Enterprises, North America
David Luner is the Senior Vice President Interactive and Consumer Products, North America, for FremantleMedia
Enterprises based in the company’s television production offices in Burbank, California. At FremantleMedia, Luner
is responsible for managing the interactive, mobile and brand licensing initiatives for North America across the
whole spectrum of FremantleMedia’s television shows and brand portfolios – including American Idol, Canadian
Idol, America’s Got Talent, The Price Is Right, Family Feud, Million Dollar Password, the Goodson Gameshow
Portfolio, etc. Luner oversees all sales, product development, marketing and promotional initiatives within the new
media and traditional merchandise arenas.
Teemu Huuhtanen
Executive VP, Marketing and Business Development,
Sulake Corporation and President, North America, Sulake Inc.
As Executive Vice President, Marketing and Business Development, Sulake Corporation and President, North
America, Sulake Inc., Teemu Huuhtanen is instrumental in leading the continued development and growth of
Finnish-based Sulake’s top property, Habbo, one of the world’s most popular online social networking and virtual
world communities for teens. Huuhtanen is responsible for cultivating relationships with major music, television
and motion picture studios as well as creating unique joint ventures with advertisers throughout the entertainment,
retail, fashion and sports industries to generate relevant and interactive brand partnerships. His mission is to bring
real-world mainstream entertainment properties and brands that are important to Habbo’s teen user base into the
virtual community.
Fireside Chat: Wednesday, March 11, 2009, at 9:00 AM
Room 1E08
A conversation with Jack Buser regarding PlayStation®Home, a groundbreaking, 3D social gaming community available on
PLAYSTATION®3 (PS3™) that allows users to interact, communicate and share rich social gaming experiences. PlayStation Home enables users to create and customize their own unique avatars and apartments, explore a virtual community in
real time, enjoy a variety of entertainment content such as mini-games, videos and participate in special events along with
their friends. PlayStation®Home, currently in open beta, will continue to evolve over time, adding new spaces, features and
functions to create a living, growing platform for the PlayStation community.
Jack Buser, Director of PlayStation®Home, Sony Computer Entertainment America (SCEA)
Interviewed by Joey Seiler, Editor, VirtualWorldsNews.com
Jack Buser is Director of PlayStation®Home for Sony Computer Entertainment America (SCEA) and is responsible
for driving business initiatives and activities for the highly-anticipated, 3D community-based service. With ten years
of marketing and business development experience, Buser oversees all PlayStation®Home activities in the North
American region, including revenue generation, management of community operations, and third-party participation into PlayStation®Home. Previously, Buser served as Director of Worldwide Technology Evangelism at Dolby
Laboratories. At Dolby, he drove the adoption of new audio and video technology by developing new business
segments for both games and Internet entertainment. Buser also worked as Director of the Consumer Electronics
business segment at Dolby Laboratories where he was responsible for Blu-ray disc technology licensing and driving
revenue growth for the company. Buser received his Bachelor of Science degree with honors in electrical engineering from University of Illinois at Urbana Champaign.
Page 8
Engage! Expo™ is a production of Show Initiative, LLC™
News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com
Page 9
Expanded Schedule
Engaging Kids
Tuesday, March 10, 2009
Room 1E09
11:00 - 12:00 pm
The Evolution of the Toy Industry:
Retail, Virtual Worlds And Kids
Virtual worlds are the most fundamental change to the toy industry
in decades. Where once it seemed every toy needed a website,
now it feels like virtual worlds are de rigueur. Come learn from a
leading financial analyst and industry expert where toy market is
headed in both the near and long term. Are toy and virtual world
combinations just the latest fad or are they far more important driving up perceived value and adding new revenue streams?
- Sean McGowan, Managing Director, Equity Research Dept.
Needham & Co.
- Richard Gottlieb, President, Richard Gottlieb & Associates, LLC
1:00 - 2:00 pm
It’s The Activity, Stupid: Keeping Kids Engaged
The key to success for any virtual world is user engagement. As
virtual worlds become more competitive, it has become increasingly important to make the online experience exciting for new users and fresh and dynamic for its regulars. As developers rely on
similar tools and compete for overlapping demographics, how can
you stand out?
- Michael H. Pinkerton, COO, Metaverse Mod Squad (moderator)
- Izzy Neis, Senior Community Manager, Six Degrees Games, Inc.
- Regine Weiner, Service Game Director, NR2B Research, Inc.
- Laurie Petersen, GM, Minyanville Family Media Inc.
2:30 - 3:30 pm
Where The Boys Are: Evolution of Toys and Play
2008 saw a rush of virtual worlds aimed at girls, from Mattel’s BarbieGirls.com to Disney’s Pixie Hollow to Stardoll to Build-A-Bear.
But what about virtual worlds for the boys? How do you successfully build a virtual world for boys in an evolving world of games,
toys, and play? In this session, a panel of experts with products
that merge active gameplay and traditional toys shares how they
are now reaching out to boys as the target audience. Find out what
works and what design considerations need to be kept in mind to
reach boys in this space.
- Richard Gottlieb, President, Richard Gottlieb & Associates, LLC
(moderator)
- Chris Bergstresser, Co-Founder and CEO, Webcarzz, Inc.
- Larry Andreini, ZEO, RIDEMAKERZ
- Paula Brillson, President and Founder, GoCarz LLC
4:00 - 5:00 pm
COPPA and Security Issues in Kids Virtual Worlds
Virtual worlds have boomed among the under-13 set. They now offer some of the most engaging, effective ways to reach this younger
audience. Questions and concerns rise, though: how can you interact with kids and tweens while keeping them safe and secure?
Virtual world developers will join this session to discuss what steps
they are taking to reach this demographic, but also keep it secure
and meet legal requirements. Corporate policies, standards, parental and user information, and technology tools will be discussed.
- John L. Nicholson, Senior Associate, Pillsbury’s Global Sourcing
(moderator)
- Joi Podgomy, VP, Interactive Development, Ludorum
- Dr. Andreas Lober, Partner, SchulteRiesenkampff
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Wednesday, March 11, 2009
11:00 - 12:00 pm
Monetization and Marketing Strategies for Kids Worlds
Subscription is no longer the undisputed king of revenue streams
and more changes are on the way as the virtual world and MMO
market continues to hit the mainstream. This session will review the
prevalent models, including free-to-play, paid subscription, advertising, sponsorship, virtual goods, microtransactions, offline retail,
etc. Depending on your business model and target demographic,
you may want to choose a combination of these or all of them. In
this session, you will learn about the trends in the industry and how
to determine when each revenue model is appropriate.
- Neil Harris, Executive Vice President, Simutronics (moderator)
- Sibley Verbeck, CEO, The Electric Sheep Company
- Maria T. Bailey, CEO, BSM Media
- Nic Mitham, CEO, K Zero
1:00 - 2:00 pm
Television and Virtual Worlds: What Works
Virtual worlds allow networks, channels and individual shows to
create interactive versions of their franchises and engage fans directly, immersing them in their narrative environment. Partnerships
are now being formed to tell stories that bridge screens and ask
audience members to become involved in ways never before possible, creating both more interest and new revenue opportunities.
Find out how to successfully extend a television brand, including
measuring audience participation and extending the advertising
business model.
- Amy Pritchard, CEO, Metaverse Mod Squad (moderator)
- Kenneth Locker, SVP Digital Media, Cookie Jar Entertainment
- Reuben Steiger, CEO and Founder, Millions of Us
- Pierre Le Lann, Co-CEO, Tribal Nova
2:30 - 3:30 pm
Connecting Online Worlds to Offline Products
If your offline product does not have an online tie-in, you are missing a major opportunity. However, simply adding a virtual world
code to a product after the fact is a quick path to failure. We will
discuss inventive ways leading toy manufacturers and entertainment properties are integrating online and offline experiences and
how to create those strategies early in the product planning phase.
We will also cover various revenue and licensing models that are
emerging in the toy and entertainment industries as they explore
the virtual world.
- Joi Podgomy, VP, Interactive Development, Ludorum
(moderator)
- David Lord, President, CEO of Knowledge Adventure
- Tucker Aaron, Lead Strategist, Animax Entertainment
4:00 - 5:00 pm
What Motivates Kids: A Panel of Kids Tell All
This panel of kids gives it to you straight in a way only a child can.
Join us for an extremely unique session where the kids get on
stage and share their insights into what it takes to create a compelling kids-focused virtual world.
- Jorian Clarke, CEO, Circle 1 Network
- and kids
Engage! Expo™ is a production of Show Initiative, LLC™
Engaging Youth
Tuesday, March 10, 2009
11:00 - 12:00 pm
Virtual Worlds By The Numbers:
A Look at the Market Research
This session gives you the research you need to take advantage
of virtual worlds today and the forecasts for where they’re going
tomorrow. Plan your strategy based on current trends and a solid
understanding of growth projections and the technologies of the
near future.
- Yuanzhe (Michael) Cai, VP of Research, Video Games,
Interpret LLC
- Barry Gilbert, VP & Research Director, Strategy Analytics
2:30 - 3:30 pm
Music Goes 3D: The Music Industry’s Next Great Frontier
The growth of traditional recorded music sales is declining while
concerts and games are booming. It’s not enough to simply sell
music that people can listen too—that’s too easy to download illicitly and unsatisfying in today’s rich media world. New listeners
want to be engaged with music, with their peers, and with the artists. Virtual worlds, games, social networks and more offer a new
opportunity for the music industry: music could now become the
ultimate virtual good.
- Mark Wallace, CEO and Co-Founder, Wello Horld, Inc.
(moderator)
- Lee Clancy Jr., VP of Product Management & GM of
Direct Revenue, IMVU
- Nabeel Hyatt, Founder and CEO, Conduit Labs
- Thom Kidrin, President/CEO, Worlds.com Inc.
- Daniel Kruchkow, Head of Digital Strategy, Crush Management
1:00 - 2:00 pm
Virtual Worlds Metrics = Measuring Engagement
“Engagement” is becoming the big seller in online advertising and
engagement is certainly one of the forces driving virtual worlds.
But the multi-million dollar question is how do you measure and
monetize that engagement? This session will review the essential
metrics that every virtual world owner should be tracking. In addition, we will review the pros and cons of various tracking systems in
each category, including site analytics, network analytics, ad tracking, security, and moderation.
- Jared Freedman, President, Code4Software LLC
- Sabri Sansoy, Chief Technology Officer, Animax Entertainment
- Dr. James M. Bower Ph.D., Founder, Chairman, and CVO,
Numedeon Inc.
- Sean Kane, Attorney, Drakeford & Kane LLC (moderator)
4:00 - 5:00 pm
Parallel Virtual Worlds and the
Transformation Of Browsing the Web
Parallel virtual worlds are transforming browsing into a social experience. Imagine every single website as its own virtual world that
is interconnected with other worlds, where people can seamlessly
jump from one to another. In this case study, we’ll answer many of
the most difficult questions concerning these worlds that are layered on top of the Web: what does it take to build a parallel virtual
world? How they be monetized? What are the technical hurdles?
And what is the potential of this new space?
- Benjamin T. Duranske, Attorney, Pillsbury (moderator)
- Steven Hoffman, CEO, RocketOn, Inc.
- Jerry Paffendorf, Co-Founder and Creative Director,
Wello Horld, Inc.
- Jan Andresen, CEO, Weblin
Room 1E09
News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com
Page 11
Wednesday, March 11, 2009
11:00 - 11:20 pm
Tap into the Emotional Triggers of Tweens
So you have spent a lot of money attracting tweens to your virtual
world. Now how do you keep them coming back? The key to engagement is the five C’s: creativity, competition, collection, community and caring--and how well you use them. Adults are often under
the misconception that it’s all about the “wow factor” of graphics.
In reality it comes down to a good old fashioned, fun play experience combined with the present day trends of social networking
and connecting with others online. Learn how to use the five C’s
and user feedback to build an engagement model for your target
age group and an understanding of cultural and global differences
to help identify the next opportunity for your brand.
- Sally Schmidt, Executive Producer, Circle 1 Network
11:20 - 11:40 pm
Teen Spending And Finance
Most online gaming and virtual world companies know that the emphasis on credit cards makes it harder for youth to spend online
than adults. What those publishers don’t know are the actual dynamics that affect this spending. For example, while many teens
have savings accounts that come with debit cards, they can only
be used to withdraw cash at ATMs instead of purchasing online.
The life of a teen is cash-based, and a vast majority of their spending happens locally. In this session will give you the teen spending
market research you need to know to target teen customers.
- Ted Sorom, CEO, Rixty, Inc.
11:40 - 12:00 pm
International Strategies: Virtual Worlds Around the World
This session will provide an overview of virtual world strategies
from around the globe. By focusing on a historical examination of a
major virtual world platform, audience will gain an understanding of
how strategies differ in different regions of the world.
- Jouni Keranen, President, iLemon
1:00 - 1:20 pm
Narration and Engagement in Virtual Worlds:
The Future Of Narrative
Interactive narrative is not new - all narrative was interactive before
we started printing books. What is new are the host of technologies that allow storytellers and audiences to work together or even
groups of listeners and viewers to tell their own stories. That change
requires adaptation: listening to your audience does not mean ceding narrative control, but rather engaging in an exercise of call and
response and selecting focus. Without narrative engagement, virtual worlds are merely part of the chatter before the show begins. If
we want the global village to sit down around the 3D fire, we have
to be ready to tell them stories that will keep them hooked.
- Jesse Cleverly, Connective Media
1:40 - 2:00pm
Immersion through Narration: Bringing Life to Virtual Worlds
In this day and age where young consumers may turn away from
passive media like radio and TV, virtual worlds offer an engaging
alternative. The inclusion of classic media content into the 3D environment enables an interactive and engaging experience which
has not been possible before. Users can not only consume the
content, but actively share and contribute their “personal touch” to
it. A big challenge but also a great opportunity of narrative and interactive entertainment within virtual worlds lies in the life aspect in
comparison to social network functionalities…
- Daniel Buelhoff, Head of Business Development &
Community Management, sMeet
2:30 - 3:30 pm
The Collision of Games, Virtual Worlds and Social Networks
Join us for a discussion of the convergence (or maybe it’s more
of a collision?) between new games, platforms, user-generated
content, new payment and aggregation methods, and new forms
of marketing, all of which are happening at the same time. Many,
probably most new MMOGs/VWs are being created for use in the
browser with some form of UGC and various forms of free-to-play
+ microtransactions. How do these interact? If I can create an item,
can I turn it into a virtual good? Can I turn it into a salable good/
gift on which both the creator and the world operator make money?
Come join the debate.
- Mike Sellers, CEO, Online Alchemy
- Dan Ferguson, Founder and Director of Game Development,
Blockdot, Inc.
4:00 - 5:00 pm
Case Study: Seventeen Magazine and MTV
After researching many options, Seventeen Magazine entered
MTV for a campaign to promote its December/January celebrity
and style issue. The digital team brought all new editorial content,
virtual goods, events, and real-world sales opportunities to a brand
new MTV environment. The collaboration brought recognition and
new audiences to both brands. Come learn from their experience
and hear about next steps.
- Julie Hochheiser, Senior Web Editor, Seventeen.com
1:20 - 1:40 pm
Narration and Automated Animation:
Cost-Efficient Fun for Virtual Worlds
Delivering narrative fun, up-to-date content and animation to an
ever-demanding audience in a cost-efficient way is a serious challenge. Dynamic and context-sensitive automated animation inspired by television and movie concepts opens the road to limitless
narrative entertainment. Interaction with intelligent automated 3D
avatars contributes to the most efficient and up-to-date user experience for total immersion. The presentation is illustrated by realcase examples of automated narrative animation.
- Philippe Moitroux, CEO, TAATU
Page 12
Engage! Expo™ is a production of Show Initiative, LLC™
Virtual Goods and Gifts
Tuesday, March 10, 2009
Room 1E08
11:00 - 11:30 pm
What Are Virtual Goods/Gifts and Why Do They Matter?
The virtual goods economy in the United States alone was estimated at $200 million or more in 2008. Worldwide virtual goods generate as much as $2 billion worldwide. Find out where the money is
being made with this emerging online business model. This session
gives attendees an overview of virtual goods, gifts and items. The
session will look at goods as a revenue stream, discuss the idea of
primary and secondary markets, and review the idea of goods on
social networks, in games and in virtual worlds.
- Charles Edward Hudson, VP of Business Development,
Serious Business
11:30 - 12:00 pm
Understanding Your Audience and
Optimizing Revenue Streams
A key to increasing revenue potential is by understanding your
audience and figuring out what payment and alternative payment
methods fit to each unique experience. This session will help you
uncover insights - like defining which goods or incentives to use,
knowing where to place the call-to-action, understanding users in
order to best direct payment methods, and how to optimize and
continually test placements and payment providers against detailed user demographics - to know how and where offers are most
effective and productive.
- Ian Swanson, Founder and CEO, Sometrics
1:00 - 2:00 pm
Ecommerce 2.0: The Emerging World of
Virtualized Transactions
Teens have created a new world via social media and social networking. Now they are becoming a leading indicator for a host of
emerging technologies that enable virtualized transactions for both
real and virtual goods. Pre-paid credit cards for social media sites
are on the horizon. These leverage portals, parental controls and
data analysis tools to enable teens to purchase goods and enable
parents to manage and track their activity. Other companies are
creating new methods of online and mobile billing for microtransactions. Panelists will examine these technologies and trends, and
draw on their experience to illustrate how social sites and virtual
worlds are now beginning to monetize their offerings in new and
innovative ways.
- Sergio Monsalve, Principal, Norwest Venture Partners
(moderator)
- Ro Choy, Vice President of Business Development, RockYou
- Jeremy Zorn, Vice President of Product Development
myYearbook
- Andrew Schneider, Co-Founder and President, Live Gamer
- Jason Oberfest, VP Business Development, MySpace
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Page 13
2:30 - 3:30 pm
What Users Want: Getting People
To Interact With Your Goods
A key element of success with virtual goods is understanding your
audience, their needs and what they want out of virtual goods.
Virtual goods can take on multiple forms: from the traditional vanity
items (such as clothing for avatars) to special features (levitation
or in-game abilities) to prestige or special privileges (the ability to
go somewhere where other users cannot) to gifts. Learning what
motivations drive your users and how virtual goods affect their dayto-day interactions will be critical to the success of your strategy.
- Margaret Wallace, CEO, Rebel Monkey (moderator)
- Matt Palmer, Executive Vice President and General Manager,
Stardoll
- Phil Guest, Senior Vice President, Global Advertising
Sulake Inc.
- Jeff Weiser, Head of Analytics, SGN (Social Gaming Network)
- Darren Green , Co-founder, SmallWorlds
4:00 - 5:00 pm
Investor & Entrepreneur Meet-up
This specially organized meet-up brings together entrepreneurial
companies seeking funding and investors interested in investing
in privately held companies. Please join us for a special Investor &
Entrepreneur Meet-up that’s not purely focused on virtual goods,
but open to all. Confirmed investors participating include:
- Gregory Fischbach, HamptonFarms Ventures
- Sergio Monsalve, Norwest Venture Partners
- Gordon Rogers, Atlanta Technology Angels
- Keith Titan, Bertelsmann Digital Media Investments (BDMI)
Wednesday, March 11, 2009
11:00 - 12:00 pm
Virtual Goods as a Marketing Strategy
Engagement marketing invites and encourages consumers to participate in the evolution of a brand. Branded virtual goods puts your
brand in the digital hands of consumers, making it a significant part
of the user experience. When virtual good campaigns are implemented effectively, users choose to interact with your brand rather
than having it pushed towards them. Not only are traditional metrics, like impressions and time spent, climbing with virtual goods,
but the quality of the experience is improved by its voluntary nature.
Find out what works and what doesn’t from marketers and designers who have been leading the way.
- Sean Ryan, Founder, Loki Partners
- Marta Kagan, Vice President of Marketing, Viximo
- Joe Hyrkin, Vice President, Sales & Business Development,
Gaia Online
- Yuanzhe (Michael) Cai, VP of Research, Video Games,
nterpret LLC (moderator)
1:00 - 1:30 pm
Case Study: Sony’s House Bunny Promotion on Gaia Online
This case study will highlight the virtual world promotion surrounding the movie “House Bunny” which ran on Gaia Online.
- Joe Hyrkin, Vice President, Sales & Business Development,
Gaia Online
- Jen Martel, Media Supervisor, Digital Communications, Universal
McCann
1:30 - 2:00 pm
Case Study: Virtual Gifting on the iPhone Platform
Social networks, virtual worlds, and online games are moving from
the Web and into peoples’ pockets. The iPhone is one of the most
powerful and robust mobile devices on the market today, and it provides a unique opportunity to bring virtual goods and microtransactions to the mobile world. In this case study, we will examine the opportunities and challenges of bringing virtual gifting to the iPhone.
- Ravi Mehta, Vice President, Viximo
2:30 - 3:30 pm
Implementing Goods in Your Site, World, or Game
Virtual goods are booming, but how do you take advantage and get
up and running? Whether you’re looking for a partnered platform
solution or a do-it-yourself strategy, there are pitfalls and essential
steps to be aware of. This session discusses the nuts and bolts
when considering a virtual goods strategy, what elements are necessary to be successful, and critical solutions that are necessary
to get going.
- Timothy Chang, Principal, Norwest Venture Partners (moderator)
- Dan Jansen, CEO and Co-Founder, Virtual Greats
- Eric Hartness, Chief Marketing Officer, PlaySpan Inc.
4:00 - 5:00 pm
Payment Systems That Power Social Monetization
From determining acceptable payment types to combating fraud,
there are critical issues in creating a monetization solution. From
credit card solutions to SMS/mobile solutions and everything in between, this panel of experts will discuss the necessary steps in
building a payment solution that powers the monetization of engagement and social media.
- Martin Herdina, CEO, FatFoogoo
Page 14
Engage! Expo™ is a production of Show Initiative, LLC™
Speaker Biographies
Tucker Aaron
Lead Strategist
Animax Entertainment
With over a decade of interactive expertise, Tucker helps his
clients’ vision become a reality through big ideas. He has
rich experience in online advertising and marketing, consulting, product management, and financial analysis. Prior to
Animax, Tucker led the Client Services group at Tocquigny,
a top-ranked interactive agency. He also held senior positions at HSM Group as the Vice President of Business Development and at Citigroup as Vice President and Product
Manager in the company’s eBusiness Group. He began
his career as Media Director for M2K, a leading interactive
agency in Austin, TX. Tucker holds an MBA from the University of Texas and a BA in English from the University of
Pennsylvania.
Larry Andreini
ZEO
RIDEMAKERZ
Throughout his career, Larry has specialized in bringing together strategic partners to move business ideas from concept to reality. At the age of 25, Larry founded START, a
first-of-its-kind customer loyalty program where he partnered
with Met Life and NationsBank (now Bank of America), both
of which were strategic investors. He went on to be part of
Simplexity, a telecommunications exchange where he implemented more than 20 partner programs, including investments and strategic partnerships with technology and retail
giants Microsoft and Best Buy. A graduate of the University
of Notre Dame, Larry was a member of the Fighting Irish
football team and a two-time heavyweight Bengal Bout boxing champion.
Jan Andresen
CEO
Weblin
Maria T. Bailey
CEO
BSM Media
Maria T. Bailey is the foremost authority on marketing to
moms. Her company, BSM Media, specializes solely in marketing to mothers. Maria is also the host of Mom Talk Radio, the first nationally syndicated radio show for moms, and
co-founder of BlueSuitMom.com and Newbaby.com. Maria
has informed and entertained audiences around the globe
as a keynote presenter. Her book, “Marketing to Moms: Getting Your Share of the Trillion Dollar Market” was the first
to examine the buying power of mothers. Her latest book,
News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com
Page 15
“Mom 3.0: Marketing With Today’s Mothers by Leveraging
New Media & Technologies” examines reaching moms with
new technologies, such as blogs, podcast and social networking.
Chris Bergstresser
Co-founder and CEO
Webcarzz, Inc.
Webcarzz CEO Chris Bergstresser is an industry veteran
who has been responsible for numerous top-selling and
highly acclaimed video games as well as driving phenomenal international growth. With more than 20 years experience directing strategy and driving revenue within games
and media, Bergstresser is a visionary leader with proven
abilities and a wildly successful track record. Most recently
Bergstresser was the senior vice president of publishing and
online entertainment at Atari, Inc.
Dr. James M. Bower Ph.D.
Founder, Chairman, and CVO
Numedeon Inc.
Dr. James M. Bower Ph.D. is the founder, Chairman, and
CVO of Numedeon Inc. which in 1999 launched Whyville.net
as a learning environment and one of the first virtual worlds
for tweens. Whyville,net currently has 4.1 million registered
users who spend, on average 34 minutes on the site per
log in, and on average 3.2 hours per month. Dr. Bower is a
computational neurobiologist on the faculty of the Research
Imaging Center of the University of Texas Health Science
Center San Antonio (bower-lab.org) and has served on education and technology advisory committees for the National
Academy of Sciences, the National Science Foundation, the
Ford Foundation, and the National Institutes of Health.
Paula Brillson
President and Founder
GoCarz LLC
Paula Brillson is a international commercial lawyer who has
worked throughout the U.S. and in Asia as General Counsel with numerous media and telecom companies such as
MCI Communications, Hong Kong Telecom, Bigfoot Entertainment negotiating strategic contracts, facilitating acquisitions and handling intellectual property related transactions.
Paula combines her formal legal training with business development acumen, founding Asia Capacity Exchange in the
1990’s to trade bandwidth through an online exchange. As a
mother of two elementary school children who are avid gamers, Paula was inspired to create a virtual community/gaming environment that would provide valuable learning opportunities - rather than just playing games on the internet.
Daniel Buelhoff
Head of Business Development & Community Management
sMeet
Daniel (nickname JIZA) co-founded sMeet in September
2006 and is Head of Business Development & Community
Management. He earned an M.B.A. focusing on Management of Innovations and Strategic Marketing in 2004 while
Page 16
studying at the Technical University of Berlin, University of
California, Berkeley, and Florida Atlantic University. Prior to
sMeet, Daniel was a Senior Consultant at Prof. Homburg
& Partner - a strategy consulting boutique specializing in
Marketing, Sales, Pricing, and Market Research – servicing
fortune500-companies globally. His complete career background is dominated by consulting positions at companies
like Corporate Value Associates, BBDO Germany, et al.
Yuanzhe (Michael) Cai
VP of Research, Video Games
Interpret LLC
Michael Cai serves as Vice President of Video Games for
Interpret, a leading media and technology research firm. He
leads the company’s gaming vertical, providing a wide variety of market research and analysis products to help clients
gain a comprehensive understanding of consumer gaming
habits and interest and make strategic decisions. Prior to
joining Interpret, Cai served as Director of Digital Media and
Gaming for Parks Associates. At Parks Associates, Cai established and grew its gaming coverage practice and led a
research team to provide syndicated and custom research
for digital media, gaming and service provider industries.
Timothy Chang
Principal
Norwest Venture Partners
Tim brings a combination of operational, technical and international business experience to Norwest Venture Partners.
Tim focuses on investments in wireless and digital media as
well as business development initiatives in Asia-Pacific. Tim
has recently invested in and joined the board of directors of
3Jam and Lumos Labs. Tim also works with the boards of
deCarta and Double Fusion. Tim began his career in venture
capital in 1999 during his time at Stanford Business School
as part of the founding team of CTR Ventures K.K., a venture accelerator in Tokyo. For a complete biography of Tim,
please visit www.nvp.com.
Ro Choy
Vice President of Business Development
RockYou
Rogelio (Ro) Choy is vice president of Business Development for RockYou. He is responsible for recruiting and managing partner relations. Before joining the RockYou executive team, Ro managed eBay’s online parts business as a
Director at eBay Motors and also was responsible for managing Market Development at eBay, including operation of
eBay’s U.S. wireless efforts.
Lee Clancy Jr.
VP of Product Management & GM of Direct Revenue
IMVU
Lee (avatar “Leetri”) joined IMVU in September 2008 from
Yahoo!, where he was Senior Director for Community Products. At Yahoo!, Lee also led product management for Yahoo! Groups, a global community of 110 million users, and
Yahoo! Personals, the most visited destination in the dating
market. Prior to Yahoo!, Lee co-founded a music-focused
Engage! Expo™ is a production of Show Initiative, LLC™
social networking startup. Lee also worked at Broadband Office in business development and at PricewaterhouseCoopers in strategy consulting advising entertainment and media clients.
Jorian Clarke
CEO
Circle 1 Network
Jori is CEO of Circle 1 Network, which specializes in reaching kids and tweens around the globe through its unique
and innovative virtual world, KidsCom.com. The company
launched the first Web site for kids in 1995. Since that time
the Web site has evolved from a cyberzine community to a
virtual world. Jori is responsible for the company’s vision of
creating and maintaining safe online communities for kids,
young adults and parents. The company has worked with
the NFL, National Cattlemen’s Beef Association, Nintendo,
Kellogg’s, Kimberly-Clark, Roche Diagnostics and others.
Jesse Cleverly
Connective Media
Jesse Cleverly began his career at the BBC developing feature films, before moving on to become Head of Development for BBC Drama’s innovation unit with specific remit to
explore new platforms, new technology and new formats.
He then moved on to BBC Children’s where he was an Executive Producer, developing and producing award winning
drama for children and teens.
Benjamin T. Duranske
Attorney
Pillsbury
Benjamin Duranske is an attorney with Pillsbury Winthrop
Shaw Pittman LLP, where he focuses his practice on the
emerging field of virtual law, intellectual property law, internet law, and litigation. As the author of Virtual Law: Navigating the Legal Landscape of Virtual Worlds (American Bar
Association, 2008), the first book on this emerging field, as
well as numerous online and print articles on the subject,
Mr. Duranske has helped define virtual law. He currently cochairs the Committee on Virtual Worlds and Multiuser Online
Games of the American Bar Association’s Section of Science
& Technology Law, which he helped establish.
Dan Ferguson
Founder and Director of Game Development
Blockdot, Inc.
Dan Ferguson has been designing games for over a decade
and is considered by many to be one of the forefathers of
Advergaming. In the late nineties he co-created the internet
phenomenon Elf Bowling, the first independent PC game to
reach over 7.5 million installs in one month. In 2001, Dan cofounded Blockdot, a leading producer and provider of casual
games and company sponsored Advergames across multiple platforms, including the Internet, print, handheld and
mobile devices. Dan leads Blockdot’s game group and drive
the ideas that keeps this firm on the leading edge.
News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com
Page 17
Jared Freedman
President
Code4Software LLC
Jared Freedman is a pioneer in the emerging field of Virtual
World Analytics. He has been involved in a great many facets of software development for over 20 years and has created enterprise level Internet software for American Express,
Office Depot, Royal Caribbean and more. A life-long passion
for electronic entertainment led Jared to spend six years in
the Video Game business, having designed and produced
games for Warner Brothers, GT Interactive, Sierra Online,
and Mattel.
Barry Gilbert
VP & Research Director
Strategy Analytics
Barry Gilbert was among the original
founding members of Strategy Analytics.
He rejoined the firm to lead the development of new programs tracking emerging
technologies and markets. While away,
Barry served as COO of Current Analysis,
Inc., a competitive intelligence firm based
in Washington DC. Previously, Barry held
executive level positions with Giga Information Group where he was Vice President of Quantitative Research and Vice
President of the Market Strategies Division (formerly BIS Strategic Decisions).
Richard Gottlieb
President
Richard Gottlieb & Associates, LLC
Richard Gottlieb is a well known toy industry commentator and President of Richard
Gottlieb & Associates, LLC, a provider of
business development services to the toy
industry. Richard combines an MBA in
Global Management with thirty-five years
of consumer products experience to help
small, medium, and large toy manufacturers increase their market share. Richard
is frequently interviewed by media worldwide, and has been called on by CNN,
PBS, ABC and other media outlets.
Darren Green
Co-founder
SmallWorlds
With over 20 years of experience in the
IT industry, Darren has extensive knowledge of all levels of software development across a diverse range of technical
disciplines from systems architecture to
business management. Currently, Darren
is responsible for overseeing the technical design of SmallWorlds. Before cofounding SmallWorlds with Mitch Olson,
Darren was the General Manager and
Page 18
Chief Operating Officer of Virtual Spectator International Ltd
where he was responsible for the overall management of
development and operations, lead the R&D efforts and contributed to the overall strategic direction of the business.
Phil Guest
Senior Vice President, Global Advertising
Sulake Inc.
As senior vice president, Global Advertising, Sulake Inc., Phil
Guest is instrumental in leading the continued development
and growth of Finnish-based Sulake’s top property, Habbo,
the world’s largest virtual world for teens. Guest is responsible for generating global advertising business by identifying and developing opportunities with companies interested
Pillsbury.
The Real Deal
for Virtual Law.
Explosive growth in the number and use of virtual worlds and
video games has created a more urgent need to understand
and address the legal issues associated with this growing
industry. Pillsbury has an internationally recognized,
multidisciplinary team of attorneys at the forefront of these
issues who assist clients across the entire spectrum
of legal matters and business opportunities. Across our
14 offices in the U.S., Europe and Asia, we represent some
of the largest companies in these industries and some
of the most promising start-ups and emerging growth
companies. For more information, contact James Gatto at
703.770.7754 or Benjamin Duranske at 650.233.4565 or
visit www.pillsburylaw.com
Houston | London | Los Angeles | New York | Northern Virginia | Orange County | Sacramento | San Diego
San Diego North County | San Francisco | Shanghai | Silicon Valley | Tokyo | Washington, DC
Pillsbury Winthrop Shaw Pittman LLP
1540 Broadway | New York, NY 10036 | 877.323.4171
www.pillsburylaw.com
Engage! Expo™ is a production of Show Initiative, LLC™
in engaging youth audiences in an interactive online environment. He works with brands to build sustained advocacy
programs and on-going campaigns utilizing in-game activities, brand placements and virtual goods.
Neil Harris
Executive Vice President
Simutronics
Neil is the driving force behind the company’s key partnerships and business strategies as head of business development and marketing. Prior to joining Simutronics in 1993, Neil
spent five years with General Electric as marketing director
for its groundbreaking GEnie online service, spearheading
its strategic focus on games and forums. He spent eight
years during the 1980s with Commodore and Atari where he
helped launch their computer systems. He has an MBA from
the Wharton School of Business.
Eric Hartness
Chief Marketing Officer
PlaySpan Inc.
Eric Hartness, Chief Marketing Officer, leads PlaySpan’s
Marketplace and microtransaction platform marketing efforts.
Eric joined PlaySpan after almost nine years with Electronic
Arts where he was most recently Vice President of Marketing for its Redwood Shores studio and hit games Harry Potter and the Order of the Phoenix, The Simpsons Game, The
Godfather, and Dead Space. Previously, Eric led EA’s digital
distribution and subscription businesses developing new online revenue streams and maximizing existing ones.
Martin Herdina
CEO
FatFoogoo
Prior to starting FatFoogoo Martin has successfully defined
and led the implementation of multi-million dollar projects for
T-Mobile International, Yahoo Int’l, AT&T Wireless and Skype
for managing and delivering intangibles such as ringtones,
wallpapers and mobile games. Combining these experiences with his strategic track record as VP Product for ucpmorgen and Director Product Marketing for Qpass in Seattle,
USA make Martin an expert and thought leader in emerging
market segment around virtual goods and services.
Julie Hochheiser
Senior Web Editor
Seventeen.com
As the senior web editor at Seventeen, Julie works with both
the web and edit staff to develop exciting, original, and interactive content for an online teen audience. She also works to
seamlessly integrate the voice and content of the magazine
across the brand’s platforms. Additionally, Julie works with
Hearst Digital Media to assist in the development of content
across the Hearst Teen Network.
Steven Hoffman
CEO
RocketOn, Inc.
Captain Hoff is the CEO of ROCKETON. He is also a founding member of the Academy of Television’s Interactive Media
Group and the founder of the San Francisco Chapter of the
Producers Guild of America. Prior to starting ROCKETON,
he was the COO and co-founder of Zannel, the first largescale mobile instant media messaging platform. Before
that, he was the North American Studio Head for Infospace,
where he ran the U.S. mobile games publishing & development group.
Charles Edward Hudson
VP of Business Development
Serious Business
Hudson is the VP of Business Development for Serious Business, a leading producer of social games for the social web.
At Serious Business, Hudson is responsible for business development partnerships and monetization of the company’s
expanding portfolio of social games. Prior to joining Serious
Business, Hudson was the Sr. Director for Business Development at Gaia Online, a leading online hangout for teens
and young adults.
Nabeel Hyatt
Founder and CEO
Conduit Labs
Nabeel Hyatt is the founder and CEO of Conduit Labs, building the music social gaming network Loudcrowd. We’re driven by creating new forms of play through music. Nabeel’s is
an entrepreneurial veteran of five startups in consumer new
media, from being an Entrepreneur in Residence at Prism
VentureWorks to the MIT-Media Lab spin-off company Ambient Devices. He writes sporadically about the market at
http://nabeel.typepad.com .
Joe Hyrkin
Vice President, Sales & Business Development
Gaia Online
Joe Hyrkin drives sales and business development for
gaiaonline.com, the leading teen hangout on the web. Joe
has more than 15 years of experience in senior sales and
business development management, both in the USA and
internationally. He has focused his career on creating and
launching new businesses around the world, and has been
instrumental in pioneering creative revenue opportunities in
the community web space. Prior to joining Gaia Online, Joe
headed up the business side of Multimedia Search at Yahoo.
Dan Jansen
CEO and Co-Founder
Virtual Greats
Dan Jansen is the CEO of Virtual Greats, a company that
distributes and sells branded virtual goods in partnership
with the leading social networks and virtual worlds. Prior to
founding Virtual Greats Jansen was an active investor and
entrepreneur in the new space. He also led the Global Media
News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com
Page 19
& Entertainment practice for the Boston Consulting Group.
Jansen holds a BA in Economics from UCLA and an MBA
from the Wharton School and lives in Manhattan Beach with
his wife and three children.
Sean Kane
Attorney
Drakeford & Kane LLC
Sean F. Kane is a member of Drakeford & Kane LLC and
Manager of the firm’s Intellectual Property Practice Group.
He counsels clients in the interactive entertainment, video
game, virtual world, publishing, licensing and merchandising, and sweepstakes and gaming industries.
Marta Kagan
Vice President of Marketing
Viximo
Marta Kagan is a strategic marketing professional with a
passion for social media and extensive experience using
the Internet to engage consumers and create memorable
brands. As the outspoken voice behind The Secret Diary of
a Bonafide Marketing Genius, Marta writes and speaks frequently about branding and advertising in the Web 2.0 Era.
Her critically-acclaimed viral hit “What the F**k is Social Media?” has been translated into 7 languages.
Jouni Keranen
President
iLemon
Jouni is an entrepreneur and social media expert who has
been working with virtual worlds and offshore software outsourcing, for the past 8 years. Prior to co-founding iLemon
Jouni was President and Regional Director of Greater China
for world’s largest virtual world, Habbo Hotel. In late 1990’s,
living in India, Jouni founded a software outsourcing company which grew to 60 people in four countries and over 1
million euro in revenues during first two years. In iLemon
Jouni is in charge of global business development and company overall strategy, leading iLemon’s multicultural teams
to succeed together with customers across geographical
and cultural borders.
Thom Kidrin
President/CEO
Worlds.com Inc.
President/CEO of Worlds.com (NASDAQ- BB-WDDD ) Worlds.com, Inc. (OTC BB -WDDD) The pioneering platform
in massive multi-user 3D virtual communities and rich immersive environments. (US Patent 6,219,045 and 7,181,691B1)
Responsible for defining corporate vision and implementation of management structures. Oversight of product development, licensing, marketing/sales, domestic and international business products and services.
Daniel Kruchkow
Head of Digital Strategy
Crush Management
Daniel Kruchkow is currently head of Digital Strategy for
Crush Media - a division of Crush Management, home to
artists such as international superstars Fall Out Boy, Panic
Page 20
at the Disco, Gym Class Heroes and many others as well as
Decaydance Records and the wildly successful friendsorenemies.com. Additionally, Crush owns and operates several
award-winning bars in NYC, Chicago and Barcelona under
the Angels & Kings banner. Prior to Crush, Mr. Kruchkow
spent over 11 years at Universal Music Group (UMG).
Pierre Le Lann
Co-CEO
Tribal Nova
Pierre specializes in producing and operating children virtual
worlds in partnership with Broadcasters such as PBS, CBC,
RTL as well as Internet Service Providers and Portals such
as AOL and Bell Canada. Tribal Nova also develops online
games in partnership with leading television producers such
as Decode Entertainment, Cookie Jar Entertainment, Nelvana, or Marathon for both the European and North American
markets. Pierre started in kids interactive in 1995, when he
built Periodica Multimedia, a division responsible for marketing children edutainment PC games.
Dr. Andreas Lober
Partner
SchulteRiesenkampff
Dr. Andreas Lober is a partner at the Frankfurt-based lawfirm SchulteRiesenkampff. His main areas of practice are legal questions of computer games, virtual worlds, and the Internet, with a particular focus on the implementation of new
business models. He currently works for several developers
of virtual worlds and online games, as well as some of the
world’s leading publishers of computer games.
Kenneth Locker
SVP Digital Media
Cookie Jar Entertainment
Kenneth Locker establishes Cookie Jar’s wireless, broadband and IPTV partnerships and online games initiatives.
He also forms global partnerships and licensing arrangements in emerging digital distribution platforms. Before joining Cookie Jar Entertainment, Locker served as Senior Vice
President for Digital Media for Comedy Central where he
successfully rebuilt the company’s website and extended the
network’s brands to wireless, online and interactive TV platforms. He was instrumental in establishing strategic marketing and business partnerships with AOL, Yahoo!, Microsoft,
RealNetworks, Nokia and Ericsson.
David Lord
President
CEO of Knowledge Adventure
David Lord is president and CEO of Knowledge Adventure,
the leader in adventure-based 3D virtual worlds for 3-to-10
year olds. As head of the company, Lord’s extensive background and 10+ years in the toy industry makes him uniquely
qualified to lead Knowledge Adventure in solidifying its position as a multi-faceted kid’s entertainment company with
both retail and online virtual world components. A recognized
and respected leader of the industry, Lord was awarded the
Ernst & Young Entrepreneur Of The Year 2006 Award in the
Emerging Growth category in the Greater LA area.
Engage! Expo™ is a production of Show Initiative, LLC™
Sean McGowan
Managing Director, Equity Research Department
Needham & Company
Sean McGowan is a Managing Director in Needham’s Equity Research Department. He covers a broad group of
consumer stocks, including toy manufacturers and specialty
retailers. Prior to Needham, he was with Wedbush Morgan
Securities where he was Managing Director and Associate
Director of Research. Earlier, Sean spent twenty years as an
analyst covering Toys, Interactive Entertainment and Specialty Retailers at BMO Capital markets and its predecessors
(Harris Nesbitt, Gerard Klauer Mattison, etc.), including serving as Director of Research from 1998-2002. Mr. McGowan
holds an MBA from Harvard Business School and a BA from
Hofstra University. Sean lives in New York City.
Ravi Mehta
Vice President
Viximo
Ravi Mehta is the VP of Viximo Studios where he manages
the company’s content development and iPhone applications teams. He has over 15 years of experience managing
innovative consumer applications for a variety of platforms
including founding a successful video game studio, defining
the initial version of Xbox Live, directly massively multiplayer
gaming initiatives at Microsoft, and launching a lead generation service for the financial services industry that served
clients such as Forbes and Morningstar.
Nic Mitham
CEO
K Zero
Nic is CEO of K Zero, a leading virtual worlds consultancy
formed in 2006. Nic spent 7 years in the Telco sector in strategic marketing role before setting up his own ad agency.
The metaverse beckoned and K Zero now sits in the hub
between brands, virtual world operators and investors providing analytics, consulting and virtual world strategies.
Philippe Moitroux
CEO
TAATU
Philippe is CEO, TAATU. The company launched a 2.5D virtual social community dedicated to the teens+ in 2006 (http://
www.taatu.com). After a successful focus on Belgium, France
and The Netherlands through French and Dutch worlds, the
company is now deploying an English-based community. All
TAATU worlds are interconnected to offer seamless cultural
cross-experience. TAATU developed an excellence in the
design, development and operation of virtual worlds extensions of television and movie concepts.
Sergio Monsalve
Principal
Norwest Venture Partners
Sergio has more than 13 years of operational experience
in marketing, product management, business development,
sales and finance from business and consumer technology
companies. Sergio is focused on investments in the soft-
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ware, internet, and media sectors. His current investments
and board seats include Center’d and myYearbook. He is
also a board participant and actively involved with M-Factor,
Lending Club, and Picateers. Prior to Norwest Venture Partners, Sergio served as Vice President of Product Marketing
for Photobucket, which was successfully sold to News Corp
for a reported $300M.
Izzy Neis
Senior Community Manager
Six Degrees Games, Inc.
Izzy Neis has served as Senior Community Manager at Six
Degrees Games, Inc. since joining the company in October
2007. In her role at Six Degrees Games, Izzy manages the
community department for ActionAllStars.com, a sportsthemed virtual world designed for ages six-to-14. Prior to
joining Six Degrees Games, Izzy held the position of User
Engagement Manager for Star Farm Production, a children’s
multimedia entertainment company, where she was responsible for strategy and planning of community efforts and
also co-created a pre-school book series. For the past four
years, Izzy has been a voice for online youth media via her
blog at izzyneis.com.
John L. Nicholson
Senior Associate
Pillsbury’s Global Sourcing
Mr. Nicholson is an attorney in Pillsbury’s Global Sourcing
group. Mr. Nicholson helps clients structure, negotiate and
document complex sourcing transactions and he is also a
lead member of the firm’s Privacy and Data Protection practice. Mr. Nicholson’s practice includes negotiating and preparing software licensing, development, and implementation
agreements; data center, information technology , and business process outsourcing relationships, including help desk
outsourcings; offshore outsourcing arrangements; IT consulting agreements; software, hardware, and outsourcing requests for proposals ; hardware and software procurement
transactions; enterprise resource planning (implementation
and licensing agreements; and Internet technology matters.
Jason Oberfest
Vice President of Business Development
MySpace
Jason Oberfest serves as Vice President of Business Development for MySpace. In this role, Jason is responsible
for structuring and negotiating deals to drive revenue and
support the launch of innovative new products. Jason is also
the General Manager of MySpaceID and oversees the commercial programs that are offered to the developer community as part of the MySpace Developer Platform and MySpaceID. Prior to MySpace Jason served as Managing Director
of Business Development and Product Management for Los
Angeles Times Interactive.
Jerry Paffendorf
Co-Founder and Creative Director
Wello Horld, Inc.
Jerry Paffendorf is co-founder and creative director of Wello
Page 22
Horld, a startup inspired by virtual worlds that does realtime
social web stuff everywhere in the browser: the World Wide
World. Prior to that he was resident futurist at The Electric
Sheep Company and an author of the Metaverse Roadmap
project with the Acceleration Studies Foundation, looking at
coming convergence between social nets, video games, virtual worlds, geo mappy things, mobile, sims and reals. Jerry
hops back and forth between New York and San Francisco.
Matt Palmer
Executive Vice President and General Manager
Stardoll
Matt Palmer is Executive Vice President and General Manager of Stardoll (http://www.stardoll.com/), a premier virtual
fashion entertainment destination on the Web that empowers
users to express their creativity within a unique “social play”
environment, blending childlike play with social networking
to deliver a playful, fun-filled approach to fashion, celebrity
and dress-up. His role at Stardoll is to develop innovative, integrated partnerships with advertisers, brands, music labels,
film studios, television networks, celebrities and musicians
that will ultimately expand the user base and increase traffic
to the website.
Laurie Petersen
General Manager
Minyanville Family Media Inc.
Laurie Petersen is general manager of Minyanville Family
Media, a division of Emmy Award-winning Minyanville Media
Inc., and ringleader of MinyanLand, a virtual world for kids
in grades 3-5 that focuses on earning, saving, spending and
giving. Developed in conjunction with the National Council on
Economic Education, MinyanLand has surpassed 300,000
registrants and is a part of the GoFish network and is also
distributed through MinyanLand.com., the FunSchool channel of Kaboose and KOL.
Michael H. Pinkerton
COO
Metaverse Mod Squad
Michael H. Pinkerton works with brands and operators to
staff their virtual worlds with outsourced moderators and
customer support teams. He also consults on child safety,
design, and community engagement strategies. He founded
the Association of Online Community Moderators and is a
member of e-Mint, an international group of online community professionals. His experience includes over a decade
of practicing law in the areas of commercial litigation and
intellectual property.
Joi Podgomy
VP
Interactive Development
Joi Podgorny leads the integration of interactive/online strategies into Ludorum’s television, publishing and toy properties. Before Ludorum, she has spent the past decade helping
build, manage, and scale online communities for kids while
developing and implementing the systems and infrastructure
needed to make these communities viable. Joi has worked
Engage! Expo™ is a production of Show Initiative, LLC™
as a consultant championing and implementing COPPA
(Children’s Online Privacy Protection Act) compliance and
monitored networks, as well as developing and implementing strategies in the realms of digital production, integrated
marketing, and youth interactive research.
Amy Pritchard
CEO
Metaverse Mod Squad
Sabri Sansoy
Chief Technology Officer
Animax Entertainment
Sabri came to Animax from Game Show Network where
he served as Vice President of Interactive Entertainment
Technology. His responsibilities included supervising a
cross-functional team of local and offshore employees in the
research and development of innovative technologies to support multiplatform initiatives. During his tenure, his team was
nominated 4 times for an Emmy for their work in interactive
television. Prior to joining GSN, Sansoy was CTO of Icebox.
com, a groundbreaking internet company that assembled an
unparalleled lineup of writers, producers and animators to
create original animated online programming.
Sally Schmidt
Executive Producer
Circle 1 Network
As Executive Producer of Circle 1 Network, Sally is responsible for strategic planning and content development for KidsCom.com. During her time at Circle 1 Network, Sally has
led the transition of the site from a kids’ community site to a
virtual world where kids work together with friends and virtual pets to make a difference on Earth. As the company’s
Privacy Officer, Sally is responsible for counseling the staff
on trends, issues and laws related to online privacy including
the Children’s Online Privacy Protection Act (COPPA). Sally
came to Circle 1 Network from SpectraCom.
Andrew Schneider
Co-Founder and President
Live Gamer
Andrew Schneider has been a digital entertainment industry
leader and catalyst for emerging business opportunities at
the crossroads of media and technology for over 14 years.
Prior to founding Live Gamer, Schneider served as Executive Vice President of Marketing at Wind-up Records, the
world¹s leading independent record label, where he focused
on digital innovation. Previously, during his eight year tenure
at Sony Pictures Digital, Schneider developed and launched
award-winning interactive marketing campaigns.
Mike Sellers
Chief Alchemist
Online Alchemy
Mike founded Online Alchemy in 2002 to create “social AI”
and new forms of gameplay online. Online Alchemy has
developed ground-breaking Social Context technology currently being integrated into next-generation online games
and virtual worlds. Mike has been developing online games
since 1994 when he co-founded Archetype Interactive and
led the design on Meridian 59, the first 3D MMOG. In 1997
he co-founded The Big Network and designed for MyPlace,
one of the earliest social networking sites. He led designs
on multiple titles for Electronic Arts’ Maxis and Origin studios
prior to founding Online Alchemy.
Joey Seiler
Editor
VirtualWorldsNews.com, VirtualGoodsNews.com
As Editor, Joey Seiler is responsible for all news and editorial for VirtualWorldsNews.com and Virtual Worlds Weekly.
As one of the main reporters covering the industry, Joey has
been sought out by professionals for advice and media representatives for commentary. His research on virtual worlds
has been covered up by the BBC, LA Times, NY Times, and
many other outlets. Prior to Show Initiative, Joey worked as
a freelance reporter for both print and online media, covering
video games, technology, music, and art.
Christopher V. Sherman
Founder and CEO
Show Initiative, LLC
Christopher is one of the world’s foremost experts on the
virtual worlds and video game industries. He has been involved in a variety of startups including media companies, a
web services company managing investment portfolios for
angel investors, an online music company, a grid computing company and an ecommerce firm dedicated to horror
and Halloween related merchandise. Last century, prior to
all this, he launched UGO Networks (now owned by Hearst
Corp.).
Ted Sorom
CEO
Rixty, Inc.
Ted is CEO of Rixty, an innovative youth-controlled cashbased payment system that allows youth to pay for online
entertainment offerings as easily as buying at the store down
the street. As entertainment has moved online, the teen population has followed, but insufficient payment system evolution has limited their online spending.
Reuben Steiger
CEO and Founder
Millions of Us
Reuben Steiger is the CEO of Millions of Us, a company
dedicated to helping businesses understand and harness
the power of virtual worlds and online communities. Prior
to founding Millions of Us, Steiger was the Evangelist for
Linden Lab, creators of the 3-D virtual world Second Life.
In that role he was responsible for business development
efforts and bringing the first wave of corporations and commercial developers into Second Life.
News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com
Page 23
Ian Swanson
Founder and CEO
Sometrics
Ian Swanson is founder and CEO of Sometrics, the first
analytics company to focus on social networking platforms.
He and his team created a way to provide detailed analytics
of millions of daily users of social platforms like Facebook,
MySpace, Bebo and others. Before launching Sometrics,
Swanson was business development manager for Userplane, an AOL company that provides social media apps to
hundreds of thousands of online communities, supporting
millions of users daily.
Mark Wallace
CEO and Co-Founder
Wello Horld, Inc.
Mark Wallace is CEO of the Wello, the real-time social browsing app that lets you stay in touch with your friends wherever you go on the Web. Mark co-founded the Wello after
15 years as a journalist and managing editor, during which
time he worked all over the world, writing for publications like
The New York Times, Wired, and many more. He also ran
the noted metaverse blog 3pointD.com and is co-author of a
book on virtual worlds: The Second Life Herald: The Virtual
Tabloid That Witnessed the Birth of the Metaverse.
Sibley Verbeck
CEO
The Electric Sheep Company
T. Sibley Verbeck is founder of The Electric Sheep Company, and is responsible for business development and overall
company strategy. As a former Chief Scientist of StreamSage, Inc. and Comcast Online, Sibley has been a leading
researcher in advanced computational linguistic and statistical techniques for analyzing audio, video, and text. In January 2001, Sibley received an award from the Washington
Techway Magazine as one of the top young technology executives in the DC area; in 2003 he was selected as one
of MIT Technology Review’s top 100 technology innovators
worldwide under the age of 35.
Regine Weiner
Service Game Director
NR2B Research, Inc.
Margaret Wallace
CEO
Rebel Monkey
Margaret Wallace is Co-Founder and Chief Executive Officer of Rebel Monkey, Inc. -- a NYC-based casual game
entertainment company. Founded in 2007, the company focuses on bringing new kinds of immersive experiences to
casual gamers. Rebel Monkey’s premiere Casual MMO,
CampFu, is all about offering real-time multiplayer co-op
games to players worldwide. Built on top of Rebel Monkey’s
own multiplayer gaming platform, CampFu offers collaborative gaming, highly customizable avatars, and an array of
virtual goods in a fun online environment.
Jeremy Zorn
Vice President of Product Development
myYearbook
Jeremy Zorn is Vice President of Product Development for
myYearbook. In this role, Jeremy is responsible for conceiving the innovative social features that drive user engagement and revenue, as well as overseeing the development
life cycle that brings these ideas to launch. Jeremy spearheaded the incorporation of myYearbook’s virtual currency,
Lunch Money, and continues to play an active role in the
administration of myYearbook’s virtual economy.
Page 24
Jeff Weiser
Head of Analytics
SGN (Social Gaming Network)
Jeff is responsible for building analytics frameworks and
products to optimize game usage and revenue. Prior to
SGN, he established MySpace’s Data Analytics practice and
worked on yield optimization for Yahoo! Search Marketing’s
bidded keyword and contextual advertising platforms. Jeff
has an MBA from Columbia Business School and a BA in
English Language and Literature from Yale University.
Engage! Expo™ is a production of Show Initiative, LLC™
Sponsors and Exhibitors
Activeworlds, Inc.
Booth 31
Activeworlds Inc. has been the leading provider of 3D Virtual Worlds since 1995. Our platform permits users to enter,
move about and interact with others in virtual worlds using
the Internet. Activeworlds is the premier developer of social,
educational and corporate environments. The Activeworlds
platform is interactive, scalable, cost efficient and standards
based. Activeworlds offers a complete range of services and
applications to support DIY or turnkey, white-label worlds enabling anyone to achieve affordable and compelling Virtual
Worlds. Clients from a wide spectrum of activities like; MGA
Entertainment, IBM, Wells Fargo, Harvard University, Cornell and others use the Activeworlds platform.
Animax Entertainment
Booth 32
Animax is an award-winning, full-service agency that helps
brands connect with kids. Winners of the first broadband
Emmy, Animax provides strategy, creative development,
technical production and online marketing services to our
clients. We work with entertainment studios, toy companies,
and leading brands such as Disney, Sesame, Nickelodeon,
Spin Master, Hallmark, Starlight, and ABC Family. With over
50 full-time employees, Animax builds virtual worlds, MMOs,
games, and we create animated and live-action video content for our clients. We also drive traffic and audience engagement through our online media and social marketing
efforts. Founded in 2001, Animax is headquartered in Los
Angeles, with offices in Boston and Toronto. For more information, visit http://www.animaxent.com.
Animazoo
Booth 11
E-Move consists of a USB powered plug-in and play full upper body motion capture system which will offer the user personal, intuitive game play and control in a variety of games
and interactive scenarios.
Avatar Reality, Inc.
Booth 35
Avatar Reality, creators of Blue Mars, the premiere new massively multiplayer virtual worlds platform that offers game developers, digital entrepreneurs, educators, and corporations
unique new ways to play, profit, learn, and collaborate. Using
Blue Mars, businesses can develop their own cities, games,
digital goods, experiments, and social exhibitions for massive worldwide audiences. Blue Mars features CryENGINE2
powered graphics enhanced with custom shaders and performance optimizations, massive concurrent user support
into the thousands, robust IP management for brand and
copyright security, and an integrated transaction backend
that supports micro-transactions, try to buy, pay to play, and
subscription based services. Also our company URL is www.
avatar-reality.com
Blockdot
Booth 36
Blockdot is a world-renowned studio specializing in Interactive Entertainment and Advergaming technologies. Since
2001, Blockdot has created over 800 games for a broad
range of companies, including AT&T, GM, Kraft, LEGO, Microsoft, M&Ms, IAC, and Universal Pictures. Millions of people play games built by Blockdot on sites like www.Zwinky.
com, www.kewlbox.com and www.boxerjam.com. Blockdot’s
technical and creative work captivates and entertains audiences. We implement “Interactive Entertainment” services
that encompass: Strategic Consulting, Advergame and
Branded Entertainment Development, Widgets and Social
Media Applications and Serious Games for Knowledge and
Training. More information can be found at www.blockdot.
com.
Drakeford & Kane LLC
Legal Clinic - Room 1E06
Drakeford & Kane LLC (“D&K” or “the Firm”) is dedicated
to its clients in the videogame, virtual world and interactive
entertainment industries, assisting developers and publishers with their various legal and business needs. Our professionals are members of the International Game Developers
Association and frequently present at events such as the
Game Developers Conference. The Firm represents businesses and individuals at the forefront of the videogame,
virtual world, digital content, interactive entertainment and
wireless industries with practice areas devoted to Videogames & Interactive Media, Entertainment & Licensing, Intellectual Property, Corporate Practice and Litigation.
Electrotank
Booth 34
Electrotank® is an award-winning developer of multiplayer
games and innovator of the cutting-edge technologies currently powering today’s most profitable virtual worlds. As
creators of Electrotank Universe Platform™ (EUP™) and
ElectroServer™ 4, Electrotank has reduced the production
time and financial risk associated with making your virtual
world a reality.
Fatfoogoo AG
fatfoogoo is the leading in-game commerce solution for monetizing online video games, casual games, virtual worlds and
social networks. fatfoogoo provides developers, publishers,
and operators with world class, end-to-end monetization
solutions that allow both publisher-to-player and player-toplayer financial interaction, in-game economies, currency
management, as well as traditional user and subscription
management. Developers can utilize pre-built white label
solutions, or opt for individually customized monetization
modules. Drawing upon their 20 years of combined telecommunications industry experience, fatfoogoo was founded in
2006 by COO Daniel Petri and CEO Martin Herdina. fatfoogoo is headquartered in beautiful Vienna, Austria with offices
in the United States and the United Kingdom.
News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com
Page 25
Habbo
Booth 42
Habbo is the largest virtual world and online community for
teenagers. Users join for free by creating a fully customized online character called a Habbo. At its core, Habbo is
about social interaction, having fun and building a world for
self-expression and creative experiences. Currently there
are Habbo communities in 33 countries on six continents.
Over 22 million characters have been created to date and 3
million unique users visit Habbo.com each month. Across
our 33 Habbo sites worldwide, there are over 124 million
characters and 11.5 million unique users each month. For
more information, please visit www.habbo.com or contact us
at [email protected] or (310) 395-0404.
iLemon
Booth 8
iLEMON Group Inc
The Virtual World Company
iLEMON is a leading developer and designer of web base
2D and 3D virtual worlds. iLEMON virtual worlds is powered
by iLEMON V2 and V3 browser base engine and features
an array of functions for users including in-build widgets for
photo slide show, live audio video, games, music and various human connectivity accessories in an virtual environment. Founded in late 2007 by veterans in internet, games
and social media industry iLEMON dedicates towards building the right virtual world platform for various industry and
market needs from entertainment to education.
Kaneva
Booth 9
Built for the masses, Kaneva is the first social entertainment
world of its kind. Kaneva fuses social networking, shared
media, and Web 2.0 communities with a real-life, modern
day, immersive 3D experience. It provides a unique environment for consumers to experience, interact and create
entertainment. Founded in 2004 by Christopher Klaus, a
highly regarded entrepreneur, Internet security pioneer who
previously founded Internet Security Systems, Kaneva is the
perfect opportunity for brands to combine their existing online marketing efforts with the unparalleled engagement opportunities of 3D experiences and virtual goods. For more
information, visit www.Kaneva.com or watch our What Is Kaneva Video. http://www.kaneva.com/asset/5222044.media
Metaversatility
Metaversatility is a virtual world development company that
fosters community, entertainment, education, and commerce
in on-line spaces. With a growing portfolio of ongoing and
completed projects, we help select organizations establish
a presence in virtual worlds. With years of combined industry experience, the Metaversatility team is well-equipped to
tackle any challenge. Our clients range from small start-ups
and non-profit organizations to Fortune 500 companies.
Contact us directly at [email protected] or visit our
website, http://www.metaversatility.com
Page 26
Mockingbird Games
Booth 27
Have you asked lately if your community wants to make their
own games? Mockingbird specializes in supplying usergenerated game creation components to virtual worlds and
online communities. Choose the right fit for your audience;
make games from scratch, personalize games, level-editing,
game kits, and more… Flexible game creator components
for your business; add/remove features and game play, use
your own art, reskin and arrange the UI to fit your style, enable game creation with branded content, and more…See
how our clients are using Mockingbird. Booth 27. mockingbirdgames.com.
Parature
Booth 26
Today’s top names in gaming and interactive media are turning to Parature for top-of-the-line service and support for
their customers. Parature Customer Service™ software is
rapidly deployed and easy to use, integrating a customer
portal, rich knowledgebase and full ticketing application in
one dynamic, tightly unified system that manages all your
support needs. More than 50 million players the world over
are supported by Parature. www.parature.com
Pillsbury Winthrop Shaw Pittman LLP
Booth 30
Pillsbury Winthrop Shaw Pittman LLP is a full-service law
firm with market-leading strengths in the technology, energy,
financial services and real estate sectors. Recognizing the
explosive growth of video games and virtual worlds, Pillsbury has assembled a legal team of nationally recognized
lawyers who are at the forefront of emerging issues in this
industry. We have a multidisciplinary team of over 20 attorneys, across our many offices to address the myriad legal
issues relating to virtual worlds and video games. We represent some of the largest players in the industry and some of
the most promising emerging companies. Preferred URL for
more information: http://www.pillsburylaw.com/virtualworldvideogames
PlaySpan, Inc.
Booth 33
PlaySpan™ is the leader in monetization solutions for online
games, virtual worlds, and social networks. PlaySpan’s patent-pending in-game virtual goods commerce and micropayment platform enable game publishers and developers to
generate new revenues, acquire new users, and extend the
loyalty of existing users. Leading publishers, including Aeria
Games, Gamers First, Gravity Interactive, Inixsoft, Saga,
and Ntreev selected PlaySpan Marketplace as their official
virtual goods marketplace. PlaySpan also offers global payment solutions through its subsidiary PayByCa$h® with 70+
payment methods in 180 countries and ULTIMATE GAME
CARD® available for 200+ games in over 21,000 retail locations across North America.
Engage! Expo™ is a production of Show Initiative, LLC™
Premium Agency, Inc.
Booth 10
Premium Agency is a Japanese video game and CG development studio, founded in 2003. Armed with their own multiplatform game engine, they have developed such major titles as the 3rd person action games Genji and Folklore, the
garden simulator Shiki-tei, the fashion simulator Dress, and
Sony $B!G (Bs flagship Playstation Home Asia for Playstation 3. Armed with extensive game development experience,
they $B!G (Bve recently developed Majua, an in-browser 3-d
content platform with next-generation graphics. Premium
Agency intends to use Majua to set new standards of quality for clients interested in solutions for immersive advertising, promotions, and online services. For more information:
http://www.premiumagency.com/en/index.shtml .
SmallWorlds.com
SmallWorlds is a free online 3D virtual world where you
can meet friends, play games, do missions, listen to music,
watch videos and so, much more. Decorate your apartment,
buy clothes, or own and train a pet! With a rapidly increasing audience of worldwide visitors and a growing number
of digital media, web content and casual games integrated
into the experience, SmallWorlds is leading the way for the
next-generation of 3D interactive virtual worlds. SmallWorlds
and parent company OutSmart designed the framework for
a dynamic and integrated virtual world community, and is
now working with partners to develop branded virtual world
experiences for consumers as we define this new and compelling space of affordable social entertainment.
sMeet
Booth 12
sMeet offers browser-based and installation-free 3D-worlds,
in which people can talk, socialize and share experiences
(watch videos, play games, listen to music, etc.) together
from anywhere like in real life.
How it works:
• Partners integrate their sMeet worlds on their websites
• Users enter them by clicking a link (URL) and starting a
voice connection using their phone (or VoIP)
• Users appear as avatars and can talk & socialize with others by simply walking up to them - just like in real life
Partners can choose to join the network of worlds on a revshare basis or pay for a closed solution.
Sometrics, Inc.
Booth 6
Sometrics helps developers monetize free-to-play games,
virtual worlds and social applications with the industry’s
most advanced Advertiser- Supported Transaction Platform.
Publishers gain a new revenue source that enhances existing payment methods, and increases conversions among
paying users. Uniquely, the platform gives publishers full
control, total transparency and comprehensive customer
support. Their relationships span nearly 2,000 developers,
using the full suite of products - analytics, ad manager, and
the AST platform. Sometrics is the first recipient of capital
from The Mail Room Fund, an investment consortium that
combines big Hollywood (the William Morris Talent Agency)
with Silicon Valley (Accel and Venrock) along with Greycroft
Partners and Big Sky Ventures. http://www.sometrics.com/
Super Rewards
Booth 43
Super Rewards is the leading virtual currency monetization
platform for websites, games and social network applications. Our technology allows consumers to “pay” for virtual
goods or services either (i) directly via PayPal, credit card,
direct bank debit, stored value card or mobile phone, or (ii)
indirectly through filling out direct response/cost-per-action
advertising offers that result in equivalent dollar payment to
the developer/service provider. Our turnkey, simple to integrate solution delivers highly targeted advertising offers to
millions of website and social network users globally, maximizing revenues for developers while increasing engagement for users of any gaming site or application through additional points, credits, tokens, coins, etc.
The Electric Sheep Company
Booth 37
ESC is a leading provider of virtual world technology, strategy and design. Since 2005, ESC has worked with the
world’s largest brands, media companies, and agencies to
design and implement great virtual experiences. ESC works
with multiple virtual world technologies, including its proprietary WebFlock platform. WebFlock is a new Flash- based
product that enables the creation of private-labeled virtual
spaces for social interaction, media consumption and game
play. Our client roster includes MTV, CBS, Showtime, NBC,
Warner Bros, NBA, MLB, WWE, AOL, IBM, Intel, Reuters,
Pepsi, Geek Squad, Procter & Gamble, Nissan, Bantam Dell
and many more. For more information, visit http://www.electricsheepcompany.com
Two Animators! LLP
Booth 3
Don’t let the name fool you... Two Animators is a full service
multimedia studio specializing in Traditional and Flash animation production! We create animation for virtual worlds,
games, series, shorts, music videos, commercial spots,
websites and more! Please visit our website for more information: www.twoanimators.com
Urbii
Booth 4
Urbii is a webpage-based spatial platform for internet navigation and social interaction. By bringing the webring concept
into an embedded widget metaverse, Urbii creates endless
opportunities for advertising, e-commerce and brand immersion.
Vindicia
Booth 1
Vindicia offers an integrated, on-demand billing and fraud
management solution for online merchants. Vindicia CashBox is a best-of-breed billing system for creating and managing recurring and real-time payments and helps merchants
News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com
Page 27
improve customer retention and maximize profit. Vindicia
ChargeGuard provides automated fraud screening and
chargeback management services that enable merchants to
recover lost revenue. A PCI Service Provider Level 1 company and SAS 70 Type 2 audited, Vindicia is a key payment
management resource for some of the best-known brands
on the Internet. For more information, visit www.vindicia.
com.
Wyndstorm Corp
Booth 24
Wyndstorm Corporation is the complex IT solution provider
you can trust. We are an end-to-end technology and marketing partner. We bring experience, knowledge and expertise
speed to market, to take you from idea to revenues. Our
focus is in social media, gaming, and ecommerce. www.
wyndstorm.com
Yogurt
Booth 25
Yogurtistan is a 3D virtual world that runs seamlessly in any
browser using Adobe Flash. Just like any other virtual world,
users of Yogurtistan can create their online identities, play
games and interact with others in real time. It’s also possible
for anyone to contribute to the world’s content by designing original avatars, items, and spaces. With its own online
marketplace and currency, Yogurtistan is a world where anyone can open a shop and sell her own products. Unlike any
online market ever seen before, this world operates in real
time and benefits from advantages of multi-user interactivity.
With its fresh new 3D flash engine, the Yogurtistan team is
determined to change the scene forever.
3D Training, Learning and Collaboration (3D TLC) taking place April 20-21, 2009 in Washington, DC, is the
leading event for businesses seeking to understand
and maximize business strategies using virtual worlds.
3D virtual worlds have broad implications for business not
the least of which is cost savings and energy conservation.
Attendees will hear valuable insight, information, and best
practices about what innovators and early adopter organizations are doing right now, including what works and why.
Yoowalk
Booth 7
Yoowalk is an innovative startup company developing a revolutionary virtual world that enables users to walk around
the web in a 3D environment, debate live, make friends,
grow their personal network and build their own 3D space
with their content. Spotted by MICROSOFT as one of the 12
most innovative startups of 2008 worldwide, and member of
MICROSOFT’ BizSpark program, Yoowalk was founded by
Xavier MARVALDI, the former CEO of M6web and financed
by CITA Gestion, one of the most successful Venture Capitalists in France. Link for the description: http://www.yoowalk.com
Youcity, Inc.
Booth 2
YouCity is a neighborhood-based social network site that
helps you connect with local people sharing the same interests. It is a website where you discover on a visually
stunning 3D map the city hotspots and exciting local events
through people like you. YouCity combines real-life neighborhood context with social context to provide the first true
integration of online social networks with local geography. It
revolutionizes the way people create and share local information and interact with each other and places around them.
Please visit www.youcity.com for more information!
Conference Keynote:
Joe Little, Chief Technology Office
BP Group
Hear how BP has chosen Virtual Worlds as
the game changing technology for (2008/9).
Joe will discuss how the decision to focus
on Virtual Worlds came about, what business issues are being addressed via the
technology, what challenges he has faced in implementing
solutions and what results he has seen from early pilots.
View the complete conference schedule and speaker list at
www.3DTLC.com
Page 28
Engage! Expo™ is a production of Show Initiative, LLC™
Notes
News, Strategy, Insight and Analysis. Updated Daily. www.VirtualWorldsNews.com
Page 29
Show Map
Exhibiting Companies
Booth #
Exhibitor
31
32
11
35
36
Room 1E06
37
34
42
8
9
27
26
30
33
10
12
6
43
3
4
1
24
25
7
2
ActiveWorlds
Animax
Animazoo
Avatar Reality
Blockdot
Drakeford & Kane LLC
Electric Sheep Company
Electrotank
Habbo
iLemon
Kaneva
Mockingbird
Parature
Pillsbury
Playspan
Premium Agency
sMeet
Sometrics
Super Rewards
Two Animators
Urbii
Vindicia
Wyndstorm
Yogurt
Yoowalk
YouCity
Conference Rooms
1E09
1E08
1E08
1E07
1E03
Kids Track
Keynote, Fireside Chat
Virtual Goods Track
Youth Track
VIP Lounge
for speakers and press
For latest show updates visit
www.VirtualWorldsNews.com
Page 30
Engage! Expo™ is a production of Show Initiative, LLC™