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Give Fanshawe a SECOND LIFE
 
Virtual worlds   defined...
“ A virtual world is a computer based simulated environment intended for its users to inhabit and interact via avatars.”   Frank Biocca & Mark R. Levy,  Communication in the Age of Virtual Reality
Virtual worlds evolved from: Email ICQ MSN Online Gaming SECOND LIFE … towards web 3.0
It can be used as effective real-life communication ,  business ,  education , and  social tools
What is   Second Life ...
Second Life  is the most talked about virtual  world right now… … lets see  why !
It’s  EASY … Users download the Second Life program  to enter the  virtual world
Users can  communicate  in several  different ways within  Second Life …
In Private (instant message) -or- In Public (places or groups such as conferences, classrooms, etc.) Verbally (text and/or voice chat) -or- Non-Verbally (visual appearance, gestures, and animations)
User Statistics      690, 000 registered users   50, 000 users logged on at  any time   Over 1 million unique users Demographics    All users musts be over 18 years of age   58% male users and 42% female users
 
Give  Marketing  a Second Life
Second Life  takes marketing to a whole new level… SL  marketing is  NOT  the same as  Real-Life  marketing
Build a  brand,  not a  product … Brand  Identity: The  image  associated with your product, and your  relationship  with your publics
Visualize…
Our  Target Market Generation  Y “ Net Generation ” Born 1977-1994 Brand  Conscious &  Tech  Savvy  97% have a personal computer 76% use social networking 75% check Facebook daily Generation  C “ Generation Click” Born 1995- Present Lifelong users of  social networks  and  digital communications
To   brand  in  SL ,[object Object],[object Object],[object Object],[object Object],BE:
[object Object],[object Object],[object Object],[object Object],[object Object],Fanshawe’s  Brand
How to  Market  Fanshawe ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Save  money , save  time ,  save the  environment ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 
Give  Education  a Second Life
Lasalle College Loyalist College Many  educational institutions  already  have their  virtual  campus Fanshawe College NMC University
There are a variety of  courses  that  can be  taught  within Second Life: ,[object Object],[object Object],[object Object],[object Object]
Second Life would allow students to attend a number of  educational events : ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
What this means for  Education …
Fanshawe would function more  efficiently , while building stronger  brand  recognition, and allowing students to  network  in a controlled environment
Fanshawe would function more  efficiently , while building stronger  brand  recognition, and allowing students to  network  in a controlled environment
 
... envision  Fanshawe’s potential
This is where you were…
This is where you are…
This is where you  could be!
Get on Board and Be   REMARKABLE!

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Fanshawe Second Life

  • 1. Give Fanshawe a SECOND LIFE
  • 2.  
  • 3. Virtual worlds defined...
  • 4. “ A virtual world is a computer based simulated environment intended for its users to inhabit and interact via avatars.” Frank Biocca & Mark R. Levy, Communication in the Age of Virtual Reality
  • 5. Virtual worlds evolved from: Email ICQ MSN Online Gaming SECOND LIFE … towards web 3.0
  • 6. It can be used as effective real-life communication , business , education , and social tools
  • 7. What is Second Life ...
  • 8. Second Life is the most talked about virtual world right now… … lets see why !
  • 9. It’s EASY … Users download the Second Life program to enter the virtual world
  • 10. Users can communicate in several different ways within Second Life …
  • 11. In Private (instant message) -or- In Public (places or groups such as conferences, classrooms, etc.) Verbally (text and/or voice chat) -or- Non-Verbally (visual appearance, gestures, and animations)
  • 12. User Statistics  690, 000 registered users  50, 000 users logged on at any time  Over 1 million unique users Demographics  All users musts be over 18 years of age  58% male users and 42% female users
  • 13.  
  • 14. Give Marketing a Second Life
  • 15. Second Life takes marketing to a whole new level… SL marketing is NOT the same as Real-Life marketing
  • 16. Build a brand, not a product … Brand Identity: The image associated with your product, and your relationship with your publics
  • 18. Our Target Market Generation Y “ Net Generation ” Born 1977-1994 Brand Conscious & Tech Savvy 97% have a personal computer 76% use social networking 75% check Facebook daily Generation C “ Generation Click” Born 1995- Present Lifelong users of social networks and digital communications
  • 19.
  • 20.
  • 21.
  • 22.
  • 23.  
  • 24. Give Education a Second Life
  • 25. Lasalle College Loyalist College Many educational institutions already have their virtual campus Fanshawe College NMC University
  • 26.
  • 27.
  • 28. What this means for Education …
  • 29. Fanshawe would function more efficiently , while building stronger brand recognition, and allowing students to network in a controlled environment
  • 30. Fanshawe would function more efficiently , while building stronger brand recognition, and allowing students to network in a controlled environment
  • 31.  
  • 32. ... envision Fanshawe’s potential
  • 33. This is where you were…
  • 34. This is where you are…
  • 35. This is where you could be!
  • 36. Get on Board and Be REMARKABLE!