Second Life or Get-A-Life?

slRichard Maven of e-consultancy interviews Catherine Smith, marketing director of Linden Lab, the creators of the popular virtual community Second Life. The digital world has hit the headlines recently because of the number of businesses that have bought a presence in the world, including Sun, Adidas, Volvo, Wells Fargo, Text100 PR, and most recently, social media consultancy Crayon.

So how do you do it and why would you do such a thing?

What are the main things companies should consider before getting involved?

If you are not authentic and do not offer anything to the community, you are likely to be ignored, at best. But those firms who commit to a long-term presence in Second Life have an opportunity to interact with their community in new and innovative ways.

We recommend that people join, learn and really feel things out before jumping in.

Is advergaming all about brand? How can advertisers measure response?

It is all about the brand at this point. Second Life provides a way for brands to reach out and connect with their audience in new and different ways.

Regardless of how you choose to measure this interaction, it would ultimately be qualitative over quantitative.

Is there a danger that users could be put off if Second Life becomes too commercial?

We equate more residents and companies coming in-world with a richer experience for everyone. Of course, this will require balancing the concerns of early adopters and other niche demographics, with that of the population as a whole.

Ultimately, the more people that choose to come in-world, the more opportunities it will create for all residents. We think residents recognise this and will accommodate an increasing variety of presences in-world. At present there is such a wealth of activity that participation in any commercial aspect is completely voluntary.

Personally, I’m not entirely sold on Second Life, though I am fascinated by the discussion. If I want to play computer games, then I’ll play a computer game. With 1.2mn members, a massive 35% of whom signed up in the last month, it’s nowhere near the size of World of Warcraft (8mn) or even Guild Wars (2mn). However, the lack of elves, dwarven warhammers and the like means that it’s more socially acceptable for grown-up marketing professionals to express an interest. I’d argue that this makes the level of coverage a little artificial compared to its real-life impact.

As with most social media engagement, as Catherine says, the metrics of ROI are pretty messy. It “provides a way for brands to reach out and connect with their audience in new and different ways” that can only be measured qualitatively. The trouble is that most businesses can’t do everything. How will they be able to measure the advantages of a SL presence against other forms of activity? Also, having a building or an island in SL kind of requires one or more people to be there. Empty shops don’t, to me, suggest a company that’s “engaged”. So that’s three FTEs if you want a full-time presence… for results that you won’t be able to quantify for ages. Good luck getting that past the grumpy FD.

* I know the headline has nothing to do with the story. Sorry. But I wanted to use it anyway.

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4 Comments

Headline works well for me Ian ; )

Thanks for the shout.

Thing is, “advergaming” (thank you for my new word this week!) has been established for a long time as part of the product placement industry. There are agencies in London (and elsewhere, I assume) who specialise in the stuff.

Is SL really adding to that, or is it a distraction?

SL is adding to the genre and opening up to a lot more people the concept of online worlds. The reason is simple: there’s no Middle Earth folklore signifiers that mark it out to them as exclusive to hard-core geeks. The SL trick is to make the online world a blank canvas.

My understanding is that SL has historically had a very large share of developers and web designers - there’s a (lengthy) presentation by the SL team to Google from a few months ago here:
http://video.google.com/videoplay?docid=-5182759758975402950


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