|Why Attend Virtual Worlds Expo|
Virtual worlds are rapidly being adopted by many companies in many industries. Media, entertainment and advertising companies are using virtual worlds as a way to generate new revenue and further engage audiences. Fortune 1000 businesses are using virtual worlds as a method to collaborate with employees, customers and partners.
Virtual Worlds Expo brings all the major players together in Los Angeles for two days of best practice insights and business networking.
Exclusives for Virtual Worlds Expo registered Attendees
Plus all registered attendees receive a copy of Virtual Worlds Markets: Key strategies deployed in 2008 and predictions for 2009. A $350 value, this exclusive report from consultancy K Zero only available to Virtual Worlds Expo attendees examines the key deals, launches and initiatives deployed into the metaverse during 2008 and forecasts key growth areas, potential barriers and overall how the sector will evolve in 2009. [more]
Private Social Network
Virtual Worlds Passport, the social network exclusively for Virtual Worlds Expo attendees, allows you to find people who share your similar interests. Connect with them now you to make your show experience a more profitable one. Virtual Worlds Passport will stay operational so you can stay in touch with attendees and speakers prior to, during and after the show. [more]
Virtual Worlds Hollywood
Virtual Worlds have the ability to bring creators together with passionate fans in an environment that supports rich storytelling and engagement on a level impossible with other forms of entertainment media. Virtual Worlds Hollywood is designed for entertainment industry professionals seeking to understand the opportunities presented by virtual worlds and how to effectively work in virtual worlds tied to entertainment brands. VW Hollywood takes place at Virtual Worlds Expo, Sept. 3-4, 2008 at the Los Angeles Convention Center. Sessions include:
Virtual Worlds Kids
Virtual Worlds Kids, part of the Virtual Worlds Expo, is designed for the owners of kids brands and provides attendees with the insight necessary to launch, operate and maintain a virtual world for kids and teens in this highly competitive landscape. The track focuses primarily on entertainment worlds, but also addresses the growing popularity of worlds for education. Kids are dominating the worlds landscape with more than 60 youth-oriented worlds currently available and over 40 more coming in short order. Sessions include:
Enterprise Virtual Worlds
Virtual Worlds Expo's (Sept 3-4, 2008 in LA) will include an Enterprise track focused on best practices for large-scale enterprises adopting virtual worlds. Companies are now using virtual worlds to strengthen their communication externally with customers and business partners and internally with employees. Topics in this track range from the general use of virtual worlds in the workplace to specific examples of applications for onboarding, sales training, collaboration and more. Sessions include:
Future of Virtual Worlds
This track focuses on the future of virtual worlds technologies and applications. Topics include interviews and debates with virtual worlds technology and business visionaries, mirror worlds, augmented reality, Web-based worlds, embeddable worlds, and open-source, interoperable virtual worlds. Sessions include:
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