linden lab
TRANSCRIPT
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GROUP 1
Ankur Mukherjee 2014007
Ehrlich Pereira 2014013
Mark Gonsalves 2014027
Mayank Kalia 2014029
Varun Sharma 2014124
Dianna Godiwalla 2014142
Akarsha Kadam 2014192
Kshitij Mishra 2015213
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Second life by Linden Lab • Online 3D virtual world created by Linden Labs• User-generated virtual world and not a traditional game• Mission-”Connect everyone to an online world that advances the human
condition”• Launched in 2003 (Revenues $77 mn & 16.8 mn residents in 2008)• Features-Linden dollars, intellectual property rights, avatars, built structures and
experiences etc.• Source of revenue- land sales, Land-use fees, Premium memberships & Linden
dollar conversion fees
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Challenges• What market to target? –
• Enterprise customers, • Educators, • Adult consumers, or• Teens
• Identify mass market demand?
• Is the positioning as ‘NOT A GAME’ correct?
• Ways to combat antisocial behaviour/fraud?
• Technical crashes due to limited processing power
• How to ensure that wealthy players don’t have an upper hand?
• New strategy required – chasm between start up to a larger competitive market with higher stakes
• Need of a referral and viral growth strategy
• Ways to boost in game purchases and increase revenue per usage hours
• Incentives for migration required as majority of target users are MMOG players too
• Is a change in advertising/promotion strategy required? (from the current – WOM strategy)
• 90% new users abandoned after a brief trial
• Rate of new user registrations had slowed down
• Increasing competition (There.com, Kaneva, HiPiHi, Home, OpenSim etc.)
• Internal management - Adjusting to managing style of Kingdon after charismatic leadership of Philip (anti-management style)
• Strategy to make the orientation time more user friendly and increase customer retention
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Virtual World IndustrySupplier’s power: LowDidn’t involve high end technology and was imitable
Buyers Power: LowWith increasing membership power of Linden will be high
Threat of new entrant: ModerateHuge untapped market, Low investment but high switching cost
Threat of substitutes: HighMany MMOGs, social networking sites & messengers
Competitors: ModerateMMOGs, There.com, Kaneva, HiPiHi,Home Mostly teen focussed
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Technology Adoption Cycle• Innovators-Builders , scripters, developers & code hackers, high
financial lucidity, probably competitors & tech experts in case of SL• Early adopters-Keen to try new technology, probably MMOGs
enthusiasts & highly socially active people who find value out of the product in case of SL• Early majority-Come because of influencers, probably consists of
people who would try SL because all their friends seem to be there • Late majority-Come because everyone seems to be a part of SL but not
because they seem to find personal benefit from the experience• Laggards- Aged people, not highly social or outgoing in case of SL
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Observations• User segmentation
• Social gamers (40%)• Fashionistas (20%)• Role Players (20%)• Innovators (10%)• Capitalists (10%)
• Revenue sources • Land sales (11%)• Land-use fee (68%)• Premium membership (10%)• Dollar conversion fee (11%)
• Mass customers are reluctant to enter as a tools/coding/design element is attached to content creation
• Comparison to MMOG’s with established characters and a storyline• Steep learning curve - Time taken to reach peak-involvement with Second Life is high
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Crossing the chasm• Target adults and educators• Focus on retention
• Simplify user interface• Enhance orientation experience• Incentivise initial stages. E.g. free costumes, etc. • Introduce Starter-packs (demos, trials, walk throughs) for new users• Collaborate with APIs for new features• CRM• Referral program for rewards as in-game add on’s
• Marketing campaign• WOM not enough• Remove nerd-image/stereotype• Ads on social networking websites
• In 2009, Second Life had 16.8 million users, out of which – • 941,000 logged in the past 30 days• 522,000 logged in the past 7 days
• A virtual world like Second life is extremely immersive and assuming that an average ‘loyal’ user, checks in/plays at least once a week – There is an efflux of more than 400,000 users.
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Platformization• Ascend to a platform• Franchise to solution providers• Testing and setting standards
• Will increase content generators• Provide new dimensions and opportunities• Excellent marketing opportunity for Second life as well as for
partnering firm
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Thank You