Second Life Future Salon Presenter (6.30.05)
Keith Halper
CEO, Kuma Reality Games

Abstract: Keith frankly discusses Kuma's innovative episodic and reality video gaming models and some of their plans for the future.

"Kuma Reality Games "
Download MP3
, (Save Target As or option-click (Macs) to download to HD) 24' 50", 22.8 MB


Second Life Future Salon Presenter (5.26.05)
Betsy Book
Online community consultant and author of Virtual Worlds Review

This presentation is based on Betsy's new paper, Virtual Worlds Business Brands: Entrepreneurship and Identity in Massively Multiplayer Online Gaming Environments

Abstract: This presentation examines the development of member-generated business brands created within virtual worlds. Offering virtual products and services for real profit, innovative brand creators make use of conventional advertising and marketing tactics, such as the creation of brand names, product lines, logos and promotional web sites, while spending as much as 40 hours per week creating, promoting and managing their brand. Virtual world brand identities are deeply intertwined with both the personal identities of their creators and with the brand identities of the host world. This 20-minute presentation will feature a selection of specific well-known brands within Second Life and will discuss the ways in which Second Life is particularly conducive to the creation of virtual world brands.

"Virtual Worlds Business Brands"
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, (Save Target As or option-click (Macs) to download to HD) 24' 50", 22.8 MB


Second Life Future Salon Presenter (5.26.05)
Clark Aldrich
e-Learning Analyst, Designer, and Author of the new book, Learning By Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences

Note: Technical difficulties on our side forced Clark to gave his SL Future Salon presentation via text chat, but he was kind enough to follow-up with this audio file produced just for the occassion. Think of it as a virtual virtual presentation as Clark adresses the Second Life Future Salon audience after the fact in an audio recording of excerpts from Learning by Doing.

Book Description of Learning by Doing/Abstract: Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures. Many will also find it a useful tool to improve communication between themselves and their customers, employees, sponsors, and colleagues. As John Coné, former chief learning officer of Dell Computers, suggests, “Anyone who wants to lead or even succeed in our profession would do well to read this book.” See full write-up here (coming soon)

"Learning by Doing (book excerpt presentation)"
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, (Save Target As or option-click (Macs) to download to HD) 13' 11", 12.07 MB

See also Clark's Accelerating Change 2004 presentation, with audio compliments of IT Conversations


Second Life Future Salon Presenter (4.28.05)
Jim Purbrick
3D Worlds Designer, Linden Lab

Abstract: There have been numerous occasions over the years I've spent researching, designing and thinking about virtual worlds when using Second Life as a sandbox would have been wonderful. Now I'm working for Linden Lab from 5268 miles away and I'm starting to think about how virtual worlds might help virtual workers and how Second Life might accelerate change in all of these areas in the future. See full write-up here

"Researchers, Designers, Workers, Thinkers: Some People Who Suit Second Life"
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, (Save Target As or option-click (Macs) to download to HD) 27' 34", 15.8 MB


Second Life Future Salon Presenter (4.28.05)
Randal Moss

Project Specialist, American Cancer Society's Futuring and Innovation Center

Abstract: This presentation will look at the innovation of merging online communities with real world non-profit awareness and fund raising activities. I will cover the challenges, both organizational and technical, of merging real world events into digital environments. The foundation of my presentation is the experience of creating a virtual walk-a-thon replica of our ACS Relay For Life inside the MMOG Second life. See full write-up here

"Merging Real World Nonprofit Events with Digital Worlds" Download MP3,
(Save Target As or option-click (Macs) to download to HD) 20' 53", 12 MB


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