FREE Subscription
Get the latest news about all aspects of online marketing, including affiliate marketing, search marketing and performance marketing.
Apply Now!
Subscribe to the Revenue Newsletter:
 
Search Revenue Articles
revenue: the Performance Marketing Standard
Where the focus is everything about online marketing, including key business strategies, innovative marketing methods, effective online advertising techniques, emerging advertising trends in technology and much more.

July 24, 2008

 
Related articles

ABCs of Online Marketing

Ad-Supported Nation

Affiliate Market Maturing

Analyze This

Big Brands Believe

Casting a Wider Net

CJ's Missing Link

Clean Sweep

Community Commerce

Comparison Shopping Engines Drive Sales


 




Article

RSS

Virtual Worlds, Real Opportunities


By: John Gartner

May/June 2007 Issue: Page 74 Print Version Print | Send To a Friend Email | DIGG Digg This

Having brand recognition in a virtual world translates to big business in the real world.

They hang out for hours on end, actively seeking out new people and things to experience. These "residents" of online worlds – who also aren't afraid to buy online – match the definition of a desirable audience. With millions of registered users and thousands of dollars changing hands every minute these virtual worlds provide ample opportunity to enhance e-commerce and bolster your brand.

However, marketing to virtual-world participants is very different than in the real world. It requires carefully assimilating into the community of pixilated people and tactics that are more about nuance than numbers. Those who buy not-so-real estate before understanding the culture could cause damage to their brands that carries over into the real world.

Virtual worlds enable people to escape the doldrums of school, work and home life by using altered egos (avatars) to navigate terrain where almost anything goes. Virtual worlds such as Second Life, World of Warcraft, There.com and Kaneva are among the fastest-growing (and most-hyped) destinations for online entertainment, and marketers have been quick to stake their claim.

Second Life has grown from 100,000 to more than 4.4 million registered users within a year, and often has more than 40,000 people online simultaneously. World of Warcraft, a massive multiplayer game, has more than 8 million subscribers.

Console makers are getting into the act as well, creating virtual- world extensions of their gaming platforms to retain their customers when they take a break from killing or competing with each other. The Sony Playstation Home world will launch later this year, while Nintendo has developed a virtual world for owners of the Wii console.

Buying In

Today most of the money to be made from virtual worlds comes from subscriptions and selling virtual real estate. According to analyst firm Screen Digest, online virtual worlds surpassed $1billion in revenue in 2006, but most of it (87 percent) stems from subscriptions paid to the worlds' creators.

Marketers are spending on in-world events to increase their reach, and most importantly, to get access to a desirable demographic. If you imagine that these worlds are primarily a respite for socially awkward teens, think again. Because the sites require a faster-than-average computer and broadband Internet access, users tend to be somewhat computer-savvy and more educated, according to marketing consultant Sam Harrelson.


"They are not your typical audience," says Harrelson, who counsels clients on marketing strategies for Second Life. Participants tend to also use many social networking sites such as Flickr and del.icio.us, and because they buy virtual goods such as clothing for their avatars, they are comfortable with spending online. Screen Digest projects that commerce (both business to consumer and consumer to consumer) transacted through these sites will top $1.5 billion annually by 2011.

There.com, a virtual world created by Makena Technologies, has more than 600,000 registered avatars, with participation equally split between males and females, according to Betsy Book, director of product management. The median age is 22, and 70 percent of members are between 13 and 26, she says. Shopping for items for avatars is one of the most popular activities, according to Book.

Learning the audience

Before deciding whether to establish a corporate presence, companies should create avatars and join the virtual world as individuals to learn how people communicate and what their tolerance is for marketing. Virtual-world residents have developed their own culture that must be understood before marketers establish a presence, according to Harrelson. Residents would prefer to learn about companies from their peers rather than be approached by advertisers or overwhelmed with graphic ads. "If you buy a building without a marketing plan you can be wasting a lot of money," Harrelson says.

Opening a storefront and expecting avatars to cruise by and start shopping is an unreal expectation. Sporting goods and apparel company Reebok did just that and had their store defaced by Second Life activists who are rebelling against the commercialization of their escapist distraction, according to Harrelson. (Buildings can be reset in Second Life, so the damage was only temporary.) The company erred in not doing any community outreach before setting up shop, he says.

Companies must be sensitive to what are considered acceptable levels and aggressiveness of advertising in virtual worlds. "If brands go in and assume that you can have 'in your face' advertising, it could potentially be very damaging," says Greg Verdino, who blogs about online marketing. Companies must "join the community and add value" or risk anti-brand backlash, he say. "A bad brand impression in Second Life can follow you into real life."

A virtual presence must be interactive and offer some entertainment or incentive to be accepted by the community and to garner traffic, Harrelson says. Just as in the real world, free music, sporting events and item giveaways are the best methods for attracting a crowd.

"If you are not authentic and do not offer anything to the community, you are likely to be ignored, at best," according to Catherine Smith, director of marketing for Linden Lab, which operates Second Life. "However, those firms who commit to a long-term, creative presence in Second Life have an opportunity to interact with their community in new and innovative ways."

American Apparel, a Los Angeles-based casual clothing company, was the first retailer to establish a Second Life store, in June of 2006. The younger audience of people who "are into leading-edge stuff" was a good match for American Apparel's customer base, according to Web director Raz Schionning.

American Apparel held several events to generate attention on Second Life, including a launch party that surpassed expectations. Avatars were lined up outside their store in a four-hour queue, according to Schionning.

He says the company thought a Second Life storefront would be a better investment than advertising in an online game. "I'm not sure that a billboard in a racing game would get us much notice" because of the speed of video games, he says. The virtual storefront is modeled after a Tokyo store and costs a few hundred dollars per month to maintain, Schionning says.

Revenue Slow to Grow

Virtual worlds sell real estate in the form of buildings and islands, which can cost tens of thousands of dollars to set up and maintain. IBM purchased 24 islands on Second Life and has committed to spending $10 million on virtual-world marketing. Continued on Page 2...


Pages: 1 2
Print Version Print | Send To a Friend Email | co.mments Digg This

More From Articles

See What Else is in This Issue

 

 

 

Apply for a Free Subscription to Revenue
SUBSCRIBE NOW







Home | Advertising | Current Issue | Previous Issues | About Revenue Magazine | Testimonials | Events Calendar | Get Involved | Back Issues
Resources: Lasting Impressions | Full Page Spread | Newsletter | Online Marketing Resources | Industry Jobs

Copyright © 2008 Montgomery Media International All Rights Reserved
55 New Montgomery Street, Suite 216, San Francisco CA 94105 415.397.2400 info@revenuetoday.com
Disclaimer | Web Terms & Conditions | Privacy Policy

MMI Montgomery Media

Developed by Sostre & Associates