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The Electric Sheep Company
The Electric Sheep Company is unlocking the potential of virtual worlds as a medium for business and community.
Three-dimensional online worlds-with Linden Lab's Second Life at the forefront-are moving away from entertainment-only content and towards becoming a serious, flexible platform for business, creativity and community akin to the World Wide Web. The Electric Sheep Company seeks innovative solutions that combine technology and community to help continue this trend. The challenges are similar to those faced in building the Web's infrastructure-how to find useful content, how to create secure business transactions-as well as many new and unique problems. We offer products and services that address these problems and put the community's needs first.
We have begun to work on the problem of how to apply modern search technologies towards finding Second Life content, both in-world and on the World Wide Web. We are interested in other projects relating to our stated goals, and welcome proposals for collaboration.
electricsheepcompany.com |
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American Cancer Society
In October 2001, the American Cancer Society national executive leadership, after several years of analysis and exploration, decided to create a Society "Innovation Center." Veteran Division and NHO executive Mike Mitchell assumed the new role of National Vice President and Executive Director of the Futuring and Innovation Center in March 2002. The Center is charged with developing an organizational wide culture of innovation, funding breakthrough business prototypes that have the potential to help ACS meet mission and goals, and scanning the environment for emerging and potentially important trends for the Society.
The team consists of Division and NHO staff members who scan the business environment for emerging and trends that could impact ACS in the long term, and for innovative business practices to use in better serving our constituencies.
A major FIC initiative is "Springboard". An internal market for innovative thinking, Springboard encourages staff and volunteers at all levels to submit fresh business concepts of breakthrough services, improvements in business processes and new technologies for development funding. The Springboard theory: Continuous innovation can help achieve long-term, sustainable competitive advantage and help ACS reach our mission and goals.
cancer.org |
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Metaversum
Metaversum is a highly innovative company with trailblazing visions for the future of Web 2.0 and 3D platforms. The company was founded by two internationally successful entrepreneurs from the IT industry and a former corporate consultant & media manager. It has dedicated itself to a highly ambitious goal: the development and implementation of groundbreaking concepts for Internet communities and virtual worlds. The Berlin-based start-up, which is financed by a very successful German venture capital company, is currently developing a Social Community Platform and a Massive Multiplayer Online Virtual World.
metaversum.com |
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Online Game Services Inc.
Based in the heart of Silicon Valley, Online Game Services Inc. has been
tailoring its Game Service Provider business model to the needs of the North
American market since June 2004 and now works with a range of game companies
to provide fully managed best-of-breed hardware and infrastructure
solutions. Its core aim is to reduce the risks and capital outlay usually
associated with online game deployment, while providing players with the
best possible gaming experiences. OGSI's 'pay as you grow' model offloads a
lot of the risk typically associated with building a large infrastructure
prior to game launch, and also allows smaller organizations to realize the
economies of scale often reserved only for the larger companies.
onlinegameservices.com |
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Multiverse Network
In July 2004, a team of Netscape veterans founded The Multiverse Network, Inc., a company aiming to become the world’s leading network of Massively Multiplayer Online Games (MMOGs) and 3D virtual worlds. Multiverse has pioneered a new technology platform designed to change the economics of virtual world development by providing independent game developers with the resources they need to enter and compete in the $2 billion online game market.
When Multiverse's team of world-class engineering and business professionals worked at Netscape in the very early days, they helped architect the Internet-based platforms now used by hundreds of millions of people worldwide. Other ground-breaking companies they have made significant contributions to include Borland, Silicon Graphics, Excite, and Netflix. The full Multiverse team also includes video game industry veterans.
The Multiverse Solution
Multiverse's unique technology platform will change the economics of virtual world development by empowering independent game developers to create high-quality, Massively Multiplayer Online Games (MMOGs) and non-game virtual worlds for less money and in less time than ever before. Multiverse solves the prohibitive challenges of game creation by providing developers with a comprehensive, pre-coded client-server infrastructure and tools, a wide range of free content--including a complete game for modification--and a built-in market of consumers. The Multiverse Network will give video game players a single program--the Multiverse Client--that lets them play all of the MMOGs and visit all of the non-game virtual worlds built on the Multiverse platform.
For the first time, indie developers will have the opportunity to create the virtual worlds they've been dreaming about. And many of these new worlds will attract players who are completely ignored by today’s MMOG publishers.
This is the start of a revolution.
multiverse.net |
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The Arden Institute
The Arden Institute is a research center at Indiana University whose aim is to promote innovative research on synthetic worlds: crafted online spaces that host thousands of users on a persistent basis. To this end, the Institute supports research activities and hosts an annual conference, the Ludium, whose output is published exclusively on this website. The Arden Institute is an initiative of Edward Castronova, Associate Professor of Telecommunications, Indiana University.
arden.indiana.edu |
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Sony Computer Entertainment US,
Research and Development
Computer Entertainment is perpetually expanding into new areas. Through publications, seminars, developer conferences, sample code, and demonstrations, SCE US R&D's goal is to accelerate the application of new technologies to the games and entertainment products of tomorrow.
research.scea.com |
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Millions of Us
Millions of Us is a company dedicated to helping businesses understand
and harness the power of virtual worlds.
Once the stuff of science fiction, virtual worlds are becoming central
to the future of marketing, technology, entertainment and
brand-building. We believe this has to do with consumers' desire
to be engaged in a dialogue by the companies they love. We also feel
that in the future, wise companies will use virtual worlds as places to
assemble active communities of their most passionate supporters. We
believe that the future starts today. And we're not alone.
reuben.typepad.com |
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Rivers Run Red
A new breed of agency breaking ground in innovation and ideas marketing, branding and creative services.
riversrunred.com |
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State of Play Conference
State of Play III: Social Revolutions is the third annual State of Play conference on the future of cyberspace convened by the Institute for Information Law & Policy at New York Law School, the Information Society Project at Yale Law School, and the Berkman Center for Internet and Society at Harvard Law School. This year, we focus on social relationships in the metaverse and how to build vibrant, flourishing, creative places.
The conference will be held on October 7–8, 2005 at New York Law School in TriBeCa, New York City. We expect this third event to be the best yet, drawing leading voices in the online virtual world and videogame space together with legal and social thinkers to explore the next-generation of cyberspace and the legal implications of its massively-multiplayer, immersive and graphical environments.
nyls.edu |
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Themis Group
Themis Group, Inc. is a community and communications services company catering to games, technology, and entertainment enthusiasts. Founded by Thomas Kurz and Alexander Macris in 2001, Themis Group undertook a mission to demonstrate the underlying importance and financial relevance of collaborating effective community management with creative communications in targeting the millennium consumer. In doing so, Themis Group created an entirely new entertainment services industry and redefined the term "integrated marketing" as well as the term's underlying value proposition.
As the constituent businesses that make up Themis Group have expanded, management continues to maintain its focus on the elements that bind and grow digital communities. Aggregating knowledge through its content network and community management efforts, Themis Group continues to provide corporations with the most effective tools for capturing and monetizing the attention of the consumers that make up today's savvy global NetSet.
themis-group.com |
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Institute for the Future
The Institute for the Future focuses on emerging trends and discontinuities that will transform the global marketplace. Our research focuses on:
- Consumers
- Technology
- Health and health care
- Workplace
- Global business trends
Our research generates the foresight needed to create insights about the future business environment that lead to action. The results are customized winning strategies and successful new businesses.
iftf.org |
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