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A virtual event is an online event that involves people interacting in a virtual environment on the web, rather than meeting in a physical location. Virtual events are typically multi-session online events that often feature webinars and webcasts. They are highly interactive, often aiming to create as similar an experience as possible to their physical counterparts.
Popular uses of virtual events include virtual tradeshows, [1] virtual job fairs, [2] virtual conferences, [3] virtual sales meetings, [4] virtual college open days, [5] and virtual company-wide gatherings. [6] Virtual events are used by organizations to deliver presentations, training, job fairs, expos, internal meetings, and sessions. They are led by a range of key stakeholders, including associations, professional meeting organizers, company executives, marketing managers, product management, human resources, and more.
Virtual events have been widely held due to the COVID-19 pandemic, during which in-person gatherings have faced restrictions, prohibitions, or health and safety concerns.
Virtual event can also refer to aspects of an event that are brought to attendees through an online experience. There are several types of virtual events:
Live virtual events are live-streamed as they occur with no delays or pre-recordings much like a live television show.
During the COVID-19 pandemic, the number of so-called global events increased, which "virtually travel the globe" [7] "with the sun from East to West". [7] The International Association of Constitutional Law and Alma Mater Europaea university organized their first such event in July 2020, calling it a "unique round-the-clock and round-the-globe" event, [8] [9] which featured 52 speakers from 28 countries.
On-demand events consist of pre-recorded content a person may access online at their discretion. The content may have originated from a prior live event or the content may have been recorded specifically for on-demand.
Simulive is an amalgamation of a pre-recorded webinar and a live interaction (simulated+live = simulive). In a simulive event, all audio, video, and presentation materials are pre-recorded. However, the event is scheduled and delivered to a live audience at a designated date and time.
Virtual events started to become increasingly popular during the late-2000s recession as they offered an economically and environmentally effective way to bring thousands of attendees to an event from around the globe. [10] In some cases, traditional physical events now offer a parallel virtual component – creating a 'hybrid event'.
Virtual environments are becoming an increasingly important part of the marketing mix. For marketers, virtual events can provide a rich source of marketing data, because the activities of each participant can be tracked and evaluated. A virtual engagement index is a variable to measure interaction quantity and quality of participants. This is a very useful tool for sales people who then know the quality of the lead they are pursuing, however not all providers offer this feature yet.
Virtual events can offer a number of ways for participants to connect and communicate. Virtual booths, forums and designated meeting places allow participants to connect with event staff, exhibitors and sponsors, or fellow attendees using online chat, video and voice. Participants can leverage their social network within the event to form interest groups or find like-minded individuals. They can also share the findings with their online communities, often leading to the viral popularity of an event.
One of the key differences between virtual worlds and virtual events is that a virtual world is available as a persistent (perpetual) environment, even after the live part of the event is over. Many organizers are moving from episodic events to a continuous virtual engagement of their customer and prospect communities, (archive of the event). This permits attendees to return to parts of the event to see a complete session again, review content or gather additional information. Typically, virtual event organizers allow attendees to store the information gathered in a virtual briefcase, which can contain marketing collateral, as well as contact information of people they met, presentations they attended and content of conversations they held.
While companies have been experimenting with virtual events since the 1990s, their usage increased dramatically during the COVID-19 pandemic, [11] which resulted in the cancellation or modification of live events. Not only have corporations implemented virtual events, events that would normally take place at an onsite venue with live audiences have transitioned to virtual events.
At the onset of the COVID-19 pandemic, scientific associations scrambled to convert their normally on-site events into virtual ones in order to share all the scientific research needed to combat the pandemic. The Genetics Society of America (GSA) was one of the early successes when they were able to convert The Allied Genetics Conference (TACC) event (only held every four years) to a virtual event in April 2020. [12] A different industry example took place on 29 November 2020 when the Miss Earth 2020 was held virtually for the first time in history. Eighty-four international delegates participated. [13] These modifications to virtual have proven resourceful and lucrative for virtual corporate emcees. During the COVID-19 pandemic, The National Speakers Association found 14% of members said that MC/facilitation became their top source of revenue in 2020, up from 3% in 2016. [14]
E3 was an annual trade event for the video game industry organized and presented by the Entertainment Software Association (ESA). It was held principally in Los Angeles from 1995 to 2019, with its final iteration held virtually in 2021. The event hosted developers, publishers, hardware manufacturers, and other industry professionals who used the occasion to introduce and advertise upcoming games, hardware, and merchandise to the press. During its existence, E3 was the world's largest and most prestigious annual gaming expo.
Web conferencing is used as an umbrella term for various types of online conferencing and collaborative services including webinars, webcasts, and web meetings. Sometimes it may be used also in the more narrow sense of the peer-level web meeting context, in an attempt to disambiguate it from the other types known as collaborative sessions. The terminology related to these technologies is exact and agreed relying on the standards for web conferencing but specific organizations practices in usage exist to provide also term usage reference.
In marketing, promotion refers to any type of marketing communication used to inform target audiences of the relative merits of a product, service, brand or issue, persuasively. It helps marketers to create a distinctive place in customers' mind, it can be either a cognitive or emotional route. The aim of promotion is to increase brand awareness, create interest, generate sales or create brand loyalty. It is one of the basic elements of the market mix, which includes the four Ps, i.e., product, price, place, and promotion.
In marketing, lead generation is the process of creating consumer interest or inquiry into the products or services of a business. A lead is the contact information and, in some cases, demographic information of a customer who is interested in a specific product or service.
An academic conference or scientific conference is an event for researchers to present and discuss their scholarly work. Together with academic or scientific journals and preprint archives, conferences provide an important channel for exchange of information between researchers. Further benefits of participating in academic conferences include learning effects in terms of presentation skills and "academic habitus", receiving feedback from peers for one's own research, the possibility to engage in informal communication with peers about work opportunities and collaborations, and getting an overview of current research in one or more disciplines.
Event management is the application of project management to the creation and development of small and/or large-scale personal or corporate events such as festivals, conferences, ceremonies, weddings, formal parties, concerts, or conventions. It involves studying the brand, identifying its target audience, devising the event concept, and coordinating the technical aspects before actually launching the event.
A virtual tradeshow is a virtual event run in an online environment hosted online for a limited period. It can be considered the online equivalent of a traditional tradeshow or exhibition, but exhibitors and visitors connect on the web rather than in person.
The Cooperative Web or Co-Web refers to a browser-based platform that promises to replicate the power of face-to-face communications via web-touch without sacrificing the quality of human interactions. A Co-Web enabled situational application exploits direct high-definition video mixed with web based telepresence to further increase conversational productivity. The objective of the Cooperative Web is to enrich collaborative web meetings with a browser metaphor that supports simultaneous interactions between meeting participants.
SAPO Codebits, also known simply as Codebits, was a conference held in Lisbon from 2007 to 2014, focused on computing and light-hearted geek culture content for a highly technical audience. It was organized by SAPO which, besides a news media brand, was also an internet-focused R&D division of Portugal Telecom at the time.
A hybrid event is a tradeshow, conference, unconference, seminar, workshop or other meeting that combines a "live" in-person event with a "virtual" online component.
A virtual internship is a work experience program where the participant (intern) gains experience while working in a remote professional setting and is not physically present at the job location.
An edit-a-thon is an event where some editors of online communities such as Wikipedia, OpenStreetMap, and LocalWiki edit and improve a specific topic or type of content. The events typically include basic editing training for new editors and may be combined with a more general social meetup. The word is a portmanteau of "edit" and "marathon". An edit-a-thon can either be "in-person" or online or a blended version of both. If it is not in-person, it is usually called a "virtual edit-a-thon" or "online edit-a-thon".
Digital Fashion is a field of fashion design that relies on 3D software or artificial intelligence to produce hyper-realistic, data-intensive digital 3D garment simulations that are digital-only products or digital models for physical products. Digital garments can be worn and presented in virtual environments, social media, online gaming, virtual reality (VR), and augmented reality (AR) platforms. The field contributes to the development of a more sustainable future for the fashion industry It has often been praised as an answer to ethical and creative concerns of traditional fashion by promoting innovation, reducing waste, and encouraging conscious consumption.
The Law Society is a body of students from Aligarh Muslim University's faculty of law. The body has produced lawyers, judges and politicians. It is an educational and representative body with an estimated 1000 active members. It is involved in training and preparing students for various competitive activities like Moot Court, Legal debate, Quiz, Judgment writing etc. of the Faculty. It was founded in 1894 as a non-profit student organization. It has long traditional character which always uplifts the students' participation and performance in relation to legal affairs in different arena. The Dean, Faculty of Law, Aligarh Muslim University, Aligarh is the President of the Society.
Zoom is a proprietary videotelephony software program developed by Zoom Video Communications. The free plan allows up to 100 concurrent participants, with a 40-minute time restriction. Users have the option to upgrade by subscribing to a paid plan, the highest of which supports up to 1,000 concurrent participants for meetings lasting up to 30 hours.
Zoombombing or Zoom raiding is the unwanted, disruptive intrusion, generally by Internet trolls, into a video-conference call. In a typical Zoombombing incident, a teleconferencing session is hijacked by the insertion of material that is lewd, obscene, or racist in nature, typically resulting in the shutdown of the session or the removal of the troll. The term is especially associated with and is derived from the name of the Zoom videoconferencing software program, but it has also been used to refer to the phenomenon on other video conferencing platforms. The term became popularized in 2020 when the COVID-19 pandemic forced many people to stay at home, and videoconferencing came to be used on a large scale by businesses, schools, and social groups.
DC FanDome is a virtual event platform created by DC Comics and Warner Bros. Entertainment. Created initially as a virtual entertainment and comic book convention, the name is used for other online events centered on DC properties. The events feature announcements about DC-based content, including the DC Extended Universe film franchise, the Arrowverse television franchise, other films and television shows, comic books, as well as video games.
Livestream shopping is used by brands to promote and sell products through livestreams on digital platforms, often in collaboration with influencers.
Hopin is a proprietary video teleconferencing online conference-hosting platform. As of August 2023, the company is valued about $3.85 billion, slumping from a high of $7.8 billion in 2021. It is a fully-remote company without an office address.
Club Quarantine is a virtual gay club based in Toronto that began hosting URL (online) parties in early 2020 during the COVID-19 pandemic. Created by four friends, recording artist Ceréna Sierra, DJ Casey MQ, comedian Brad Allen, and digital creative Mingus New, Club Q began by hosting parties on Zoom in March 2020. In Ontario, full closures of all non-essential businesses were recommended by the province on March 16 2020. Club Q's first online event took place on that same Monday, March 16, 2020, with a modest 12 attendees. The Club Q Zoom event on March 17, 2020 featured a spontaneous live stick-and-poke session where a virtual club-goer got a tattoo reading "Club Q". Later online events often saw 1,000 attendees. By April 2020, Club Q had partnered with PAPER magazine to host a series of events. Club Q hosted their first IRL - as opposed to URL) event for Halloween 2021 at a membership based co-working space called Eastroom in Toronto where 700 people attended. The IRL halloween event was called "Literally Dead" and was also live streamed to a Zoom audience.