Professional Documents
Culture Documents
Insurances in India
Insurances in India
David Piesse
Global Head of Insurance Sun Microsystems, Inc. Hong Kong
th 9
Claus Nehmzow
Managing Director ALCUS International Ltd. Hong Kong
What are virtual worlds Applications of virtual worlds in business & education
- A day in the life of an insurance sales person - A day in the life of an insurance customer
M e
People
Generation Y: Screenagers
Screenagers
Source: IDC
1
Friday, 27 March 2009 5
Affinities / Retailers
Banks/Post Offices
Connecting insurers with niche distribution channels and brand loyal customer segments.
Virtual Worlds
VIRTUAL WORLDS
- ... with 70% younger than 18 1 billion users predicted for 2012 $919 million invested in virtual world companies for 12 month prior Oct 08 $1 billion prior to Oct 07 (Virtual Worlds Management)
- ... $60 million per month virtual goods traded in Second Life alone
Source: KZero, July 2008, Park Associates: Oct 08, Strategic Analysis, Oct 08, Virtual Worlds Management, In-Stat, Nov 08, Virtual Greats
Alcus International Ltd. 2009 Friday, 27 March 2009 8
Anonymous
Interactive
Spatial
Age 5
2009
Twinity
2m
Utherverse
Chugginton Woogiworld
2008
GeoSim Philly
Handipoints 1m Jumpstart
Age 8
2007
Xivio
Football Superstars
2006
Cyber Town
2005
1m Webkinz Action Allstars Robot Whirled Galaxy Barbie Girls 15m Webcarzz Poptropica 20m Kidscom
1.5m
Moshi Monsters 1m
Chobots Cars
Age 25
Mycosm
2009
2008
2007
2006
2005
2005
2006
2007
2005
Dizzywood MinyanLand LEGO Universe Virtual Tweens 45m Neopets Digital Dollhouse Club PonyPals Franktown Grockit Planet Cazmo 10Vox Kiwi Heroes Medikidz Green Vizwoz 19m Club Penguin Oddcast ClubCooee My Mini Life Spineworld KooDooZ Whyville 3m Massively Me
2008
2009
Age 10
2006
Kaneva There 2m vMTV 3m Vivaty Yoggurt 20m IMVU vLES Home EGO sMeet vSide Empire of Sports SmallWorlds Faketown
2007
Coke Studio
100m 6m
Habbo
goSupermodel Taatu
2008
WeeWorld 24m
Age 20
Live or open beta Launched in In development/private beta Closed/closing
Visitoons Muxlim
Age 13
www.kzero.co.uk
No data shown for worlds under 1m registered accounts. Includes estimates. Copyright K Zero 2008 Permission required prior to republishing
Age 15
Friday, 27 March 2009
Private and public sector organizations are using virtual worlds for serious business
recruiting training developer partner network management b2b marketing surgeon training, operating theatre conferences design collaboration
health care seminars academic education conferences consumer marketing cruise missile launch training recruiting training
internal collaboration
planning to train 15% to 20% of its sales force to interact with customers and prospects via Lenovo eLounge
expect 40-50% conversion rate (compared to 25-30% on phone) built on Nortels web.alive
starting with one annual event, laying the base for ongoing meetings
IBMs Virtual Community Group has 6,100 members used stand-alone, behind rewall Linden Lab version of SL
applications include customer services and sales some talking heads front Articial Intelligence engines...
Peer-to-peer micro lending provider Kiva has a small presence in Second Life
Barnett has created a place in Second Life for villages to display their programs by building replicas of their projects.
Both seem currently a bit like web pages in 3D but might come to live with presence of people and live events
Wells Fargos Stage Coach Island virtual world - fun and education
A social space, not just a game Games, socializing, Bingo, virtual currency, quests Education on money management, budgeting, students loans, credit cards
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3D virtual worlds can yield benets across many parts of the insurance life cycle
Product Denition/ Assembly
Application
Product Launch
pre-launch meetings sponsor/embed with relevant partners (e.g., household ins & greener living) edutainment time-to-market better explanation of complex or controversial products
Sales
experience marketing compliance risk island interactive education public, small group and private sessions overcome insurance sales man syndrome easier to education complex products
travel/time savings more open, creative ideas
Benets
A virtual world is uniquely positioned to integrate and link dierent oerings Environments and locations can be dynamically changed and adapted The spatial character allows more subtle integration than a at link on a web page
Benets from using immersive environments include cost, time, and customer orientation
Immersive environments and real-time dialogue better suited for complex products and training Better compliance (consumers / audit, and internal training) Time and cost savings through reduced travel Mitigation against impact of potential pandemic on conventional communication Avatar allows to shield cultural dierences and reservations against direct sales contact Medium equally well suited (but for dierent reasons) for younger and older audiences
Willy Wong, head of sales, presents a new micronance product to his sales force
Willy logs on from his home computer, presenting the new product to the global sales force People around the world, regardless of location or physical limitations, attend the conference Muslim women join from their local community centers computer After the main conference, participants break out into smaller work groups The seminar space allows frequent sessions to accommodate various time zones The fo$owing video i$ustrates a possible virtual world scenario
Friday, 27 March 2009
Yuki (21) chemistry student from Japan, attends a career planning seminar
Yuki researches career planning, joins a Facebook group, learns there about a career event, with several Pharma companies present Joined by two friends from dierent cities and a cousin from New York, she attends the career fair As the event is sponsored by the insurance company, the stumbles into an virtual info booth during the break and talks to the representative After the fair, she teleports to a private consultant on health insurance
Alcus International Ltd. 2009 Friday, 27 March 2009 26
A virtual world channel should be integrated into the wider Web 2.0 - on PC & mobile
Broadband penetration and propensity for virtual worlds: huge potential of Asia
Broadband penetration and virtual world usage (example: Second Life) North America Latin America Europe Asia
95++
12.9
Macao New Zealand Singapore Indonesia Vietnam Hong Hong India Taiwan
20
Greece Ireland Hungary Czech R Norway Finland Israel Romania Turkey Russia Austria Portugal Denmark Switzerland Belgium Sweden Poland
14.4
Korea
84 75
8
1.5 1.5 1.9 2.3 2.5 2.6 3.0
Canada
9.6
15.6 8.3 8.8 8.1 4.7 10.1 27.1 Japan 4.8 12.7 currently no signicant usage: Potential
Alcus International Ltd. 2009 28
66.5
China
66
USA
13
32
Australia 9.6
15
3 4.8 7.4 ##: broadband subscribers (millions)
16
14.4 17.4
Source: Linden Lab, OECD, Wikipedia, Alcus analysis Friday, 27 March 2009
There are multiple technical platforms out there to support business virtual worlds
Second Life by Linden Lab Olive by Forterra Wonderland by Sun (Industry analyst Nic Wilson: we consider it to be one of the most exciting, and potentially game changing virtual world applications currently in development.) Open Sim(by mid 2009), open source Protosphere Qwak others
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