Students compete to design Telia’s island in Second Life
TeliaSonera is taking its first step into the online virtual world of Second Life by arranging a contest in which Swedish university students can compete to design how Telia’s island might look in the Second Life world.
“This is an opportunity and forum for us to meet our customers in a brand new way,” says Håkan Dahlström, head of Mobility Services Sweden at TeliaSonera. “We are curious to see what this type of contest will mean for our way of doing business and meeting the needs of our customers. Letting students participate and create our island is something new for us and we look forward to receiving many exciting ideas and proposals.”
Telia’s Second Life competition is part of the company’s overall strategy to work close to customers. One of the findings of Telia’s 2007 Trend Report survey, in which more than 10,000 people in Sweden were asked about their IT habits, was that consumers are participating more and more in creating and consuming Web-based content.
About Telia’s competition
The shot to start the competition will be fired on May 28 and all university students in Sweden may participate. June 11 is the last day for submitting contributions to the contest. Students from all academic fields are welcome to join the competition.
First prize is a portable computer (Dell XPS 1710) with a 3G PC card, including a 12-month mobile broadband subscription, total value approximately SEK 30,000. Second and third prize is a Sony Ericsson W880i mobile with Telia Refill prepaid card. Any tax on these prizes is to be paid by the winners.
For more information about the competition, visit www.telia.se/secondlife.
About Second Life
Second Life, started in 2003, is run by the U.S. company Linden Labs. Second Life is a 3-D virtual world with 5.7 million registered users. Second Life is unique because it is the only virtual world that has its own currency, the Linden dollar, a unit-of-trade linked to the real world which can be bought and sold on the basis of a floating exchange rate against the U.S. dollar. This allows users to start virtual companies that generate real profits. It has also stimulated the interest of many real companies to establish some type of business in Second Life.