what type of virtual good best meets your needs; <strong>And</strong> bestpractices to deliver effective branded items for the avatarbasedenvironment and more.- Lauren Bigelow, GM and SVP Marketing, WeeWorld Inc.- Jeremy Monroe, Director of Business Development,North America, Sulake- Matt Sterling, Property Sales Director - AIM, Platform A/Time Warner- Debra Aho Williamson, Senior analyst, eMarketer Inc.(moderator)2:30 - 3:30 pmVirtual Worlds in Schools<strong>Digital</strong> media is bringing up a new generation, where amongpeers, kids are motivated to engage in challenging activities,create their own content, and learn new skills. Through theironline activities, kids are fi nding immediate gratifi cation aswell as a sense of competence, autonomy, self-determinationand connectedness. Is it possible for public education toinspire the same sense of engagement in learning?In this case study, Dizzywood will discuss their unique pilotprogram with a public school district in Marin County, CA.In addition to learning core values such as caring, citizenship,fairness, respect, responsibility and trustworthiness,students are engaging in activities which train them “to playby the rules,” to “protect the environment,” and “to cooperatewith others.” The pilot program proves that kids can getexcited about learning and engaged in the process. Is thisthe model for the future?- Scott Arpajian, co-founder, Dizzywood- Patti Purcell, Principal, Bel Aire Elementary School,Tiburon, CA4:00 - 5:00 pmCase Study: Bridging the Gap between<strong>Digital</strong> First Brands and Consumer Product LinesMany virtual worlds have stemmed from the creation of consumerproduct lines, but Neopets has made the transitionfrom virtual to the mainstream mega-store shelves. Foundedin 1998, Neopets is now branching out from their original onlinevirtual architecture and is in the midst of launching theirconsumer product line. In order to bridge the gap betweenonline and offl ine, the Neopets strategy is to retain the keyemotional drivers – collectibility, exploration and competition– that made the kids-oriented virtual world so successful. Thissession discusses the strategy, challenges and processes oftransitioning the once digital to the now tangible, maintainingthe continuity of emotional drivers between online and offl ineelements, and evaluate their latest rates of success.- Jeremy Padawer, Vice President of EntertainmentBrand Marketing, JAKKS Pacifi c- Stefanie Schwartz, Vice President, Marketing andOperations, Neopets, NickelodeonVIRTUAL WORLDSHOLLYWOODWEDNESDAY, SEPTEMBER 3, 200811:00 - 12:00 pmVirtual Worlds Primer for The Entertainment IndustryHow do you take an existing entertainment franchise to thevirtual world? What are the expectations? How do you leverageexisting audiences to drive new revenue streams? Whatare the hurdles? How do you create a compelling virtual environmentthat does justice to the original content and yet isfresh, engaging and entertaining to participants? This session,designed specifi cally for content owners, will answer allthese questions and more.- Chris Carella,Chief Creative Offi cer, The ElectricSheep Company1:00 - 2:00 pmVirtual Worlds By The Numbers:A Look at the Market ResearchThis session lays the groundwork by giving you the researchyou need to take advantage of virtual worlds today. We’llalso look at forecasts for where virtual worlds are going tomorrow.Plan your brand extensions based on current trendsas well as a solid understanding of growth projections andthe technologies of the near future.- Steve Prentice, VP & Gartner fellow, Gartner- Yuanzhe (Michael) Cai, Director, Broadband & Gaming,Parks Associates- Barry Gilbert, Vice President, <strong>Strategy</strong> Analytics- Brian Dunbar, EVP Client Services, Millions of Us- Nic Mitham, CEO, K Zero (moderator)2:30 - 3:30 pmBringing Celebrity Brands to Virtual WorldsThe creators of fi lms, television shows, comic books, andgames are focusing on virtual worlds now more than ever.With young people spending more time in virtual worlds insteadof watching television, media companies and celebritiesare forging new relationships and “appearing” in virtualworlds. This session looks at the promotional value of bringingcelebrities into virtual worlds and how to maximize thisexposure and create meaningful engagement with fans.- Matt Palmer, Executive Vice President and GeneralManager, Stardoll- Dan Jansen, CEO and Co-Founder, Virtual Greats- Teemu Huuhtanen, Executive Vice President, HabboBusiness and President, North America- Rajiv Mody, VP, 3D Worlds, MTV Networks- Lewis Henderson, Senior VP, Head of <strong>Digital</strong>,William Morris- Arnaldo “AJ” Peralta, Executive Vice President,Icarus Studios (moderator)Page 12Virtual Worlds Conference and Expo is a production of Virtual Worlds Management
<strong>News</strong>, <strong>Strategy</strong>, <strong>Insight</strong> and <strong>Analysis</strong>. <strong>Updated</strong> Daily. www.VirtualWorlds<strong>News</strong>.comPage 13
- Page 2: NR 131
- Page 11: News, Strategy, Insight and Analysi
- Page 15 and 16: Page 15News, Strategy, Insight and
- Page 17 and 18: News, Strategy, Insight and Analysi
- Page 19 and 20: News, Strategy, Insight and Analysi
- Page 21 and 22: News, Strategy, Insight and Analysi
- Page 23 and 24: News, Strategy, Insight and Analysi
- Page 25 and 26: ing sites, music, print publishing
- Page 27 and 28: Jared FreedmanPresidentCode4Softwar
- Page 29 and 30: Sean KaneAttorneyDrakeford & Kane L
- Page 31 and 32: Techno Source’s patent-pending Cl
- Page 33 and 34: virtual world service and was Presi
- Page 35 and 36: Stefanie SchwartzVice President, Ma
- Page 37 and 38: Debra Aho WilliamsonSenior analyste
- Page 39 and 40: presented bywww.VirtualWorldsExpo.c
- Page 41 and 42: 310ElectrotankElectrotank® is an a
- Page 43 and 44: News, Strategy, Insight and Analysi
- Page 45 and 46: News, Strategy, Insight and Analysi
- Page 47 and 48: News, Strategy, Insight and Analysi
- Page 49 and 50: TMWednesday, September 3, 20085:00p
- Page 51 and 52: GET A ROOM!A ROOM!GET A ROOM!GET A