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Business Meets Community in Virtual Berlin

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Part of the book series: Integrated Series in Information Systems ((ISIS,volume 33))

Abstract

In this chapter I, Jan Northoff also known as “January Lightfoot,” try to break up the parts and key aspects of the revenue model of the YOUin3D.com GmbH. Therefore, I start with the special features about the development of the virtual city “BERLINin3D.com,” a three-dimensional replica of Berlin (Germany), using Second Life technology. I will also touch the key aspects of setting up a business concept within Second Life and similar virtual worlds like OpenSim. Later on I will dig into our actual business processes and I will give a range of examples in its attached fields like community work, currencies, religion, art, and even virtual Tamagotchi phenomena like breedable virtual horses. At the end I will draw a short line over from the “social web” to a forecast of the future of the 3D Internet.

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Notes

  1. 1.

    A Second Life or OpenSim 3D server, usually referred to as an island or region. Its virtual size is 256 m ×256 m.

  2. 2.

    3D object / item, sometimes scripted to be used in a game or in Second Life. In Second Life virtual goods can be created and sold by any resident (user-created content).

  3. 3.

    Shopping center at the Berlin Alexanderplatz (www.alexacentre.com).

  4. 4.

    An ice sculpture art show.

  5. 5.

    A dedicated place where new avatars are born.

  6. 6.

    The company owning the ALEXA shopping center and 50 other shopping centers (www.sonaesierra.com).

  7. 7.

    Free virtual goods in Second Life. Usually created and given away by other Second Life residents.

  8. 8.

    New Second Life residents.

  9. 9.

    German discount grocery store chain, now owned by Netto Marken-Discount AG & Co. KG.

  10. 10.

    A direct Link to a Second Life location provided with a SLurl (Second Life URL).

  11. 11.

    Berlin-based rock radio station (www.starfm.de).

  12. 12.

    A mixture of short avatar animation, text chat, and sound effects.

  13. 13.

    Famous evangelistic Church in Berlin (www.marienkirche-berlin.de).

  14. 14.

    Clock which displays the time for many places around the world. It is also a famous meeting point at the Alexanderplatz.

  15. 15.

    Materialize premade grouped and/or scripted objects by putting them on the simulator by dragging them from their inventory onto the virtual ground.

  16. 16.

    LSL, linden scripting language: Second Life programming language to alter Second Life objects and other interactions.

  17. 17.

    An artwork with an artificial intelligence chatbot software, created by Jan Northoff, Frank Wittig, and the.0 artist group.

  18. 18.

    Institution in Berlin with contemporary art exhibitions, discourse, publications, and Artothek.

  19. 19.

    A famous Chirch in Berlin Alexanderplatz.

  20. 20.

    Artificial word of mixture machine cinema and animation.

  21. 21.

    Berlin International Film Festival.

  22. 22.

    Slow reaction or occasional freezing of the avatar.

  23. 23.

    Virtual brithdays: the date of the “birth” of an avatar.

  24. 24.

    Internet slang: a troll is someone who posts inflammatory, insulting, or off-topic messages in an online community.

  25. 25.

    For example, putting car merchandising at the boundaries of race games or let them even sponsor an advanced race car.

  26. 26.

    Several different “OpenSim” servers connected to a “3D Network”.

  27. 27.

    The convergence and mixture of all virtual worlds, virtual reality, and the Internet itself.

  28. 28.

    Pictures optimized for 3D content creation.

  29. 29.

    Second Life object visitors can tip other residents.

  30. 30.

    OpenSim module developed by Dr. Crista Lopes, an associate professor in the School of Information and Computer Sciences at the University of California, Irvine.

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Correspondence to Jan Northoff .

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© 2014 Springer Science+Business Media New York

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Northoff, J. (2014). Business Meets Community in Virtual Berlin. In: Hebbel-Seeger, A., Reiners, T., Schäffer, D. (eds) Synthetic Worlds. Integrated Series in Information Systems, vol 33. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-6286-6_13

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