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.

Share this post:

Digg This
Reddit This
Stumble Now!
Buzz This
Share on Facebook
Bookmark this on Delicious
Share on LinkedIn
Bookmark this on Technorati
Post on Twitter
Google Buzz (aka. Google Reader)

Possibly related:

5 comments to Second Life or Get-​​A-​​Life?

Leave a Reply

  

  

  

You can use these HTML tags

<a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>