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July 10, 2014No Comments

New Second Life planned for 2016

Calling all former Second lifers!  Interested in a third life? Linden Lab, the creator of Second Life, is preparing a second edition of the virtual reality world. It’s being built form the ground up, with 40-50 new employees. A beta version is expected in 2015, with the full release in 2016, alongside potential Oculus Rift integration.

Source: Next Web

September 16, 2007No Comments

ON: SecondLife & Virtual World 101

This past week I have a had a number of traditionalists ask me about second life and virtual worlds.
Second Life is a 3-D virtual world entirely built and owned by its Residents.  Real User Generated Content.  A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars.  However there are a number of successful virtual worlds.  Furthermore, there are a number of great resources on this topic.  Here are a few of my favorites.

http://s3.amazonaws.com/slideshare/ssplayer.swf?id=110710&doc=virtual-worlds-and-vet2647

Virtual World Resource List

ON: SecondLife & Virtual World 101 via @jpenabickley

March 31, 20072 Comments

ON: TheBar.com In Second Life

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Alcoholic drinks supremo Dieago is hosting thebar.com in Second Life,
stocking the online world with a much needed tipple or two. The brand
has launched a virtual ‘Bar Kit’ available in select bars and
nightclubs, such as popular Irish pub ‘The Blarney Stone’ http://slurl.com/secondlife/Dublin/80/106/26/26/.

The Bar will allow greater interactivity for virtual drinkers, linking
drinkers through their choice of booze, with animations for toasts and
not restricted by troublesome things like opening hours and the last
train home.

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Virtual development was handled by Millions of Us and of course the requisite Virtual Bar Crawl has already taken place.

http://thebar.com

ON: TheBar.com In Second Life via @jpenabickley

January 20, 20071 Comment

ON: Second Life – Is it Safe For Your Brand?

Over the last few weeks I have fielded a number of questions about Second Life.  I constantly ask... "What are you trying to accomplish?", of my marketing counterparts and then I will answer weather Second Life is for your brand. 

I think  a great article was written by Shankar Gupta.  She covers the risks that a brand can have if they take to second life.

THE LONGER LINDEN LAB'S SECOND Life sits in the media spotlight, the more likely it is to burst into flames. This month, the independent gaming press notes a brewing Second Life backlash, even as marketers and media companies like Scion, iVillage, Dell, IBM, Song BMG and others rush to join the virtual world.

I've already confessed my skepticism about Second Life's value to marketers, and it's puzzling that the marketing community that "wouldn't be caught dead" on somewhere like MySpace would be so enthusiastic about Second Life. The conventional wisdom about advertising against user-generated content is that UGC has a lot of viewership, but advertisers don't want to get caught with their brands next to bum fights, racism, child porn, dictator execution videos, or what have you.

Second Life provides the same--or worse--pitfalls, but with a tiny, tiny fraction of the audience offered by social media like MySpace and YouTube. I'm sure some blue-chip advertisers would be mortified if their ads turned up next to the racy party pics of a twenty-something on MySpace, but much more offensive things can happen in front of a brand name in the virtual world. Take CNET as an example. In December, when the publication interviewed controversial Second Life businesswoman Anshe Chung, their theater--bedecked with CNET branding--was attacked by griefers who bombarded Chung with flying, animated penises. Here's a link to the video on YouTube, for the curious.

CNET handled the event with admirable good humor, but it's doubtful that other brands would feel the same way. And just as it was in vogue last year to send reporters into Second Life to bring back tales of the wondrous virtual world, in 2007, editors will be looking for stories of the violent, the sordid, and the homicidal. 

Makes MySpace look pretty tame, no?

So if a youth market is your strategy? How much control do you give away? wuld love to hear back.

ON: Second Life – Is it Safe For Your Brand? via @jpenabickley

January 11, 2007No Comments

ON: Freetown A Creative Haven

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Freetown walls cover a space potentially infinite; every registered user can enter the city with his own creation and build a piece of the longest wall in the world.

A personal folder is created for every user containing the uploaded works. Every new work creates a new portion of the wall, contributing to its expansion. Freetown offers the possibility of a virtual walk along a wall where the works are not secondary details of the context but the essence itself. This city is the new Utopia, where art professionals and amateurs are able to expose together, coloring the city, demolishing personal detachment, social inequalities, and the human indifference of our noisy roads. The Freetown project is an attempt to regain the property of a space in our urban community, that we no longer feel is available to us.

ON: Freetown A Creative Haven via @jpenabickley

January 11, 2007No Comments

ON: Freetown A Creative Haven

Image

Freetown walls cover a space potentially infinite; every registered user can enter the city with his own creation and build a piece of the longest wall in the world.

A personal folder is created for every user containing the uploaded works. Every new work creates a new portion of the wall, contributing to its expansion. Freetown offers the possibility of a virtual walk along a wall where the works are not secondary details of the context but the essence itself. This city is the new Utopia, where art professionals and amateurs are able to expose together, coloring the city, demolishing personal detachment, social inequalities, and the human indifference of our noisy roads. The Freetown project is an attempt to regain the property of a space in our urban community, that we no longer feel is available to us.

ON: Freetown A Creative Haven via @jpenabickley

December 29, 2006No Comments

ON: What makes a campaign viral – Good Content

In 2007, we must concentrate on engaging content.  Since Hollywood has turned out nothing but trash in the last year, marketers have taken to the internet with films that entertain us, cause conversation and more importantly get us to buy their products. 

It is time to begin to pitch the BIG IDEA in a new way.  A way that tells a story, a brand story that serves as an engagement model for future growth.  Use your planning departments to bring clarity and light to your story, let them help build the persona, allow creative and strategy to fuse together to infuse client relationships with relevant content that engage us at the necessary touch points.  Screw the deck and trade it in for the consumer engagement map.  Join me this year in engaging consumers in a dialog of discovery.

Here are a few of my favorites from 2006.

BMW & Madonna: Using the insight that 85% of their target consumers used the Internet
before buying a BMW, a series of short films were created by some of
the greatest action movie directors, aired only via the Internet (and
widely distributed over e-mail).  Read more at http://www.imediaconnection.com/content/546.asp

The Dove Evolution: A 75-second film released only on the Internet, it showcases the
typical make-over of a model into the unreal yet so-familiar beauty
that we see in cosmetics advertising. Over a million views on Youtube,
deep penetration of the blogosphere, and tremendous impact for the
brand. Read here for the full story, including a very detailed analysis of the campaign and its impact


Toyota Scion in Second Life
: The first brand to enter the virtual world of Second Life, with a
virtual dealership featuring customizable versions of the cars. All the details are here

ON: What makes a campaign viral – Good Content via @jpenabickley

December 10, 20061 Comment

ON: Living The Dream & Branded Social Networks

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Although advertisers are keen to monetize the behemoth that is the
social networking phenomenon, previous attempts have varied from the
successful (Nike’s Joga Bonito, for example) to the misguided (Walmart’s short lived ‘The Hub’. Now, US car manufacturer Lincoln are uniting people online through a shared dream – literally. www.mydream.tv
is a beautifully laid out site through which users can sign up, submit
their dreams and ambitions, and connect with others harboring the same
desires in order to make dreams come true. Video footage showing
individuals explaining how they overcame difficulties to reach their
personal goals is also featured, alongside relevant Amazon links to help people get set up with the right equipment.

The site was conceived and constructed by New York-based renegades Kirt Gunn,
who supervised the true life footage. The site has three value
propositions, First, it’s there for information and
entertainment. We’ve included relevant web links next to each dream to
help people get started, and Amazon guides. Second, we’ve given users
the chance to connect with others, motivating them to not only
accomplish their goals but also return to the site to encourage others.
And third, shortly we’ll be launching the user-generated element in
which users will be able to add their own videos of success.

So
far, featured dreams include building a dream house, making an
independent film and the slightly more dramatic ‘become a superhero’.
Oh, and the site also plays host to Lincoln advertising and a
competition to win one of the cars.

Creating a social network is a tricky business, as both content and
connections must be continually inspiring. With MyDream.tv we suspect
Lincoln may have cracked it – what could be more inspiring than a
dream?

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Other automotive news – Toyota Scion has formed an online network, Scion Broadband,
with five channels of content including short films, music videos and a
Japanese anime cartoon series. There’ll also be exclusive footage of
new Scion commercials, and the music channel will feature videos and
interviews with up-and-coming artists. ‘Our customer is very plugged
into the arts, but they are also plugged in online,’ said Adrian Si,
Scion’s interactive manager. ‘Most of them are finding links to
entertainment on the Internet, and a growing amount are just staying
online to be entertained. We feel that we can provide our audience with
relevant content’. www.scion.com/broadband

AND – the manufacturer has cemented its presence in Second Life with a brand new showroom, Scion City.
The launch of the model in Second Life was so well attended that Scion
will host six more events, one every two weeks, to let players' avatars
dance, hear concerts, and test-drive Scions. http://secondlife.com

ON: Living The Dream & Branded Social Networks via @jpenabickley

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