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Marketing in Second Life

     The Virtual Brand
The Virtual Brand

                     Among the
                     8.3 million




                             Second Life
                             residents*




 You Are
  Here:                            who spend
                                   $1.7M on




                                  virtual
                                goods and




                     services
                      daily.




            *as of
           8/10/07
The Virtual Brand
Every media outlet has a method of best
  practice for marketing. Now that marketers
  are beginning to understand the internet has
  added to the marketing mix, the newest
  addition to this mix is Social Networking and
  Virtual Worlds
The Virtual Brand
Second Life, the most popular virtual world, is
  quickly becoming an important platform for
  marketers to consider. These worlds, also referred
  to as Massively Multiuser Online Media
(MMOM), are currently in a state of tremendous
  growth. This growth provides companies the
  opportunity to enter Second Life and establish
  their brand footprint, or level of impact, in this
  new world
The Virtual Brand
Virtual world Second Life has 8.3 million+
  participants, 2 million of which have been active
  in the last 60 days. Its growing success has
placed it on the cover of Business Week and the
  front page of the New York Times technology
  section. Countless media outlets, from Wired to
  Financial Times have given Second Life coverage,
  and a Google search on Second Life reveals over
  39 million hits.
The Virtual Brand
How pervasive and remarkable is Second Life? As examples:
- Reuters has opened up a news service devoted to the virtual
world. The in-game currency, the Linden Dollar, fluctuates hourly,
like any real-world currency, and is monitored by Reuters Second
Life Bureau.
- Calvin Klein is launching a fragrance on Second Life, ck IN2U,
despite the fact that a virtual world is a scentless environment

- Second Life is more than a virtual meeting space. Jazz pianist
Louis Landon gave a concert in Second Life, “with his keyboard
connected to a streaming media server via his PC.” iv Other artists
who have played in Second Life include Suzanne Vega and
Chamillionaire.
The Virtual Brand
Second Life’s residents buy and sell tens of
  millions of dollars of virtual products
  weekly, creating new markets out of thin air.
This has prompted congressional hearings to
  look into the question of taxing this growing
  virtual economy
The Virtual Brand
Although it uses 3-D rendering tools common to
  games like The Sims or World of Warcraft,
  Second Life is not a game but a tool for
socializing, sharing, learning, doing business as
  well as playing.
Second Life has no objectives and few evil
  monsters to shoot, and those that exist are a
  small part of a much larger world
The Virtual Brand
According to Greg Verdino, digital marketing
  executive and blogger, “As marketers, we tend
  to think in terms of marketer and media
  property per se, Second Life is simply a
  technology platform with a commerce
  backend, in which everything that happens
  inside is created by the residents for the
  residents”
The Virtual Brand
Linden Lab doesn’t make the products, building
  or environments found in-world, but acts
  essentially as a virtual real estate holding
company, that rents out real estate in the form
  of server space.
Unlike other multimedia environments, Second
  Life residents retain the intellectual property
  rights to their creations, igniting a new
  economy.
The Virtual Brand
Second Life has revolutionized the online world by
  allowing
residents to own the intellectual property rights to their
  creations.
Second Life residents set and pursue their own objectives
  and are willing to spend real money to do it. Because it
  takes time and effort to create objects in Second Life
  ix, there’s a demand for
ready-made virtual products. In response to this, users
  have become adept at creating desirable property.
  Linden dollars can be sold back for real dollars.
The Virtual Brand
Second Life is based on user-driven innovation. For example, you
can go to the virtual Toyota dealership, buy a virtual Toyota for
    300 Linden Dollars (just over USD$1) and show it off to your
    avatar friends. You can also customize it to make it unlike any
    other car in the real or virtual worlds. Many stores allow users
    to modify their products.
 This allows residents to take a Toyota Prius, design it to
their liking and provide out of the box aesthetic feedback to “real
life” engineers and designers.
The Virtual Brand
The Benefits of Branding Within Second Life:
The media has prominently featured stories of how Second Life
economy has enabled entrepreneurs like Anshe Chungxi.

However virtual worlds can also provide a casual environment for:
> Engagement and customer feedback
> Market research and focus groups
> PR/media buzz
> Furthering existing customer relationships and creating new ones
> Contextualizing peer-to-peer and group interaction
> User-driven innovation
> Deepening relationships
The Virtual Brand
Second Life is also an excellent platform for market research.
• Adidas allows customers to design their own sneaker in Second
Life, helping them to design more remarkable “first life” sneakers.
• Mazda has also ventured into designing an experiential marketing
vehicle; the car’s designers even appear in virtual form to launch
the new model.
• “Just as the web replaces and extends the capabilities of traditional
print media, Second Life is extending the capabilities of
broadcast media and chat. Second Life now surpasses the intensity
of broadcast advertising at an even more favorable price point than
print.” Source: MediaPost
The Virtual Brand
When brands truck brick and mortar tactics
  wholesale into Second Life without tailoring to
  the unique virtual culture, they may have
a rude awakening when their Second Life
  homesteads receive few visitors. Brands such
  as American Apparel have been picketed, due
to lack of Second Life cultural respect, when they
  created ordinary buildings with very few
  options for residential interaction.
The Virtual Brand
You wouldn’t market goods and services in a foreign
country without tailoring the message to respect the
social, political and economic culture of that country.
The same rule should be applied to Second Life. In
this case, that means creating a unique and inviting
environment that residents can interact with.
Indigenous resident-owned stores that are manned
in Second Life welcome a greater number of avatars,
who then in turn spend more time and money.
The Virtual Brand
Market Truths Limited concluded that the two components of the
   metric —
how many people are aware of the brand’s Second Life activities,
and how the brand’s Second Life presence influences overall brand
attitudes —
are determined in large part by what tactics are undertaken on behalf
   of the brand within Second Life. Brands that score most highly on
   the metric tend to go beyond showing their
products, provoking virtual versions and web links.

They provide opportunities for deeper engagement by making a brand-
  relevant contribution to the community and creating opportunities
  for interaction such as co-creation and customization of products.
The Virtual Brand
Task—
In your groups you have to work with one other
   team to collaborate on Second Life. This means
   one team has to develop and market a product
   whilst the other has to test and then answer
   market research questions on the product. You
   may use a product already created but you will
   need to learn how to do this from the following:
http://wiki.secondlife.com/wiki/Marketing_Your_Products_In_Second_Life
The Virtual Brand
Second Life has traffic ranking, just as Google does, which is
   based on, among other things, the number of avatars who are
   visiting a sim and the length of their stay. The higher these
   metrics are, the more prominently the sims will rank in the in-
   world search feature.
Indigenous Second Life businesses routinely pay avatars to camp
out or dance in their sims, generally, one or more Linden Dollars
per hour, less than a third of a penny, effectively boosting their
traffic rankings.
The Virtual Brand
Market Truths Limited calculated an overall Second Life brand impact
metric. According to their research, “all of the most frequently
mentioned brands are receiving a positive impact from their
[Second Life] presence, but the impact is greatest for Reuters —
largely due to the fact that most of those who have encountered
the brand in Second Life say doing so has improved their
impression of the company. IBM had the next greatest impact,
but its position is more a result of the fact that it received more
mentions in the unaided awareness question than any other brand.
Toyota, Nissan, and Dell had the next greatest brand impacts.
The black bars at the bottom show the metrics for Toyota and
Sony when their two separate brand names are combined.”

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Week 18 marketing_in_second_life

  • 1. Marketing in Second Life The Virtual Brand
  • 2. The Virtual Brand Among the 8.3 million Second Life residents* You Are Here: who spend $1.7M on virtual goods and services daily. *as of 8/10/07
  • 3. The Virtual Brand Every media outlet has a method of best practice for marketing. Now that marketers are beginning to understand the internet has added to the marketing mix, the newest addition to this mix is Social Networking and Virtual Worlds
  • 4. The Virtual Brand Second Life, the most popular virtual world, is quickly becoming an important platform for marketers to consider. These worlds, also referred to as Massively Multiuser Online Media (MMOM), are currently in a state of tremendous growth. This growth provides companies the opportunity to enter Second Life and establish their brand footprint, or level of impact, in this new world
  • 5. The Virtual Brand Virtual world Second Life has 8.3 million+ participants, 2 million of which have been active in the last 60 days. Its growing success has placed it on the cover of Business Week and the front page of the New York Times technology section. Countless media outlets, from Wired to Financial Times have given Second Life coverage, and a Google search on Second Life reveals over 39 million hits.
  • 6. The Virtual Brand How pervasive and remarkable is Second Life? As examples: - Reuters has opened up a news service devoted to the virtual world. The in-game currency, the Linden Dollar, fluctuates hourly, like any real-world currency, and is monitored by Reuters Second Life Bureau. - Calvin Klein is launching a fragrance on Second Life, ck IN2U, despite the fact that a virtual world is a scentless environment - Second Life is more than a virtual meeting space. Jazz pianist Louis Landon gave a concert in Second Life, “with his keyboard connected to a streaming media server via his PC.” iv Other artists who have played in Second Life include Suzanne Vega and Chamillionaire.
  • 7. The Virtual Brand Second Life’s residents buy and sell tens of millions of dollars of virtual products weekly, creating new markets out of thin air. This has prompted congressional hearings to look into the question of taxing this growing virtual economy
  • 8. The Virtual Brand Although it uses 3-D rendering tools common to games like The Sims or World of Warcraft, Second Life is not a game but a tool for socializing, sharing, learning, doing business as well as playing. Second Life has no objectives and few evil monsters to shoot, and those that exist are a small part of a much larger world
  • 9. The Virtual Brand According to Greg Verdino, digital marketing executive and blogger, “As marketers, we tend to think in terms of marketer and media property per se, Second Life is simply a technology platform with a commerce backend, in which everything that happens inside is created by the residents for the residents”
  • 10. The Virtual Brand Linden Lab doesn’t make the products, building or environments found in-world, but acts essentially as a virtual real estate holding company, that rents out real estate in the form of server space. Unlike other multimedia environments, Second Life residents retain the intellectual property rights to their creations, igniting a new economy.
  • 11. The Virtual Brand Second Life has revolutionized the online world by allowing residents to own the intellectual property rights to their creations. Second Life residents set and pursue their own objectives and are willing to spend real money to do it. Because it takes time and effort to create objects in Second Life ix, there’s a demand for ready-made virtual products. In response to this, users have become adept at creating desirable property. Linden dollars can be sold back for real dollars.
  • 12. The Virtual Brand Second Life is based on user-driven innovation. For example, you can go to the virtual Toyota dealership, buy a virtual Toyota for 300 Linden Dollars (just over USD$1) and show it off to your avatar friends. You can also customize it to make it unlike any other car in the real or virtual worlds. Many stores allow users to modify their products. This allows residents to take a Toyota Prius, design it to their liking and provide out of the box aesthetic feedback to “real life” engineers and designers.
  • 13. The Virtual Brand The Benefits of Branding Within Second Life: The media has prominently featured stories of how Second Life economy has enabled entrepreneurs like Anshe Chungxi. However virtual worlds can also provide a casual environment for: > Engagement and customer feedback > Market research and focus groups > PR/media buzz > Furthering existing customer relationships and creating new ones > Contextualizing peer-to-peer and group interaction > User-driven innovation > Deepening relationships
  • 14. The Virtual Brand Second Life is also an excellent platform for market research. • Adidas allows customers to design their own sneaker in Second Life, helping them to design more remarkable “first life” sneakers. • Mazda has also ventured into designing an experiential marketing vehicle; the car’s designers even appear in virtual form to launch the new model. • “Just as the web replaces and extends the capabilities of traditional print media, Second Life is extending the capabilities of broadcast media and chat. Second Life now surpasses the intensity of broadcast advertising at an even more favorable price point than print.” Source: MediaPost
  • 15. The Virtual Brand When brands truck brick and mortar tactics wholesale into Second Life without tailoring to the unique virtual culture, they may have a rude awakening when their Second Life homesteads receive few visitors. Brands such as American Apparel have been picketed, due to lack of Second Life cultural respect, when they created ordinary buildings with very few options for residential interaction.
  • 16. The Virtual Brand You wouldn’t market goods and services in a foreign country without tailoring the message to respect the social, political and economic culture of that country. The same rule should be applied to Second Life. In this case, that means creating a unique and inviting environment that residents can interact with. Indigenous resident-owned stores that are manned in Second Life welcome a greater number of avatars, who then in turn spend more time and money.
  • 17. The Virtual Brand Market Truths Limited concluded that the two components of the metric — how many people are aware of the brand’s Second Life activities, and how the brand’s Second Life presence influences overall brand attitudes — are determined in large part by what tactics are undertaken on behalf of the brand within Second Life. Brands that score most highly on the metric tend to go beyond showing their products, provoking virtual versions and web links. They provide opportunities for deeper engagement by making a brand- relevant contribution to the community and creating opportunities for interaction such as co-creation and customization of products.
  • 18. The Virtual Brand Task— In your groups you have to work with one other team to collaborate on Second Life. This means one team has to develop and market a product whilst the other has to test and then answer market research questions on the product. You may use a product already created but you will need to learn how to do this from the following: http://wiki.secondlife.com/wiki/Marketing_Your_Products_In_Second_Life
  • 19. The Virtual Brand Second Life has traffic ranking, just as Google does, which is based on, among other things, the number of avatars who are visiting a sim and the length of their stay. The higher these metrics are, the more prominently the sims will rank in the in- world search feature. Indigenous Second Life businesses routinely pay avatars to camp out or dance in their sims, generally, one or more Linden Dollars per hour, less than a third of a penny, effectively boosting their traffic rankings.
  • 20. The Virtual Brand Market Truths Limited calculated an overall Second Life brand impact metric. According to their research, “all of the most frequently mentioned brands are receiving a positive impact from their [Second Life] presence, but the impact is greatest for Reuters — largely due to the fact that most of those who have encountered the brand in Second Life say doing so has improved their impression of the company. IBM had the next greatest impact, but its position is more a result of the fact that it received more mentions in the unaided awareness question than any other brand. Toyota, Nissan, and Dell had the next greatest brand impacts. The black bars at the bottom show the metrics for Toyota and Sony when their two separate brand names are combined.”