|o9dykainyu||Datum: Ponedeljak, 27-Jan-2014, 10:22 AM | Poruka # 1|
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|Lessons Learned from Second Life |
Virtual worlds give participants an opportunity to be whoever they really want, wish or expect to be. Which includes a especially built "avatar," you can look, behave and speak that is you expect. It is your "second life," of course.
Brands, however, lack that luxury. They bring established reputations and perceptions suitable realm where it is all totally new and anything goes.
The "Wild West" nature of virtual worlds frightens brand managers schooled in carefully crafted and controlled messages, and 2nd Life indeed chased many away.
Nevertheless with technology and especially social network becoming a lot of pervasive in consumers' lives, virtual worlds will get a second chance. Here's tips on how to capitalize <a href=http://pressbaumerhof.at/assets/soccer.html>http://pressbaumerhof.at/assets/soccer.html</a> on there.
Second Life as well as other virtual worlds have enormous branding opportunities. When considering social networking, virtual worlds may be communities in the most literal sense, and it's also how much interaction and engagement which causes a real strong platform for branding. Some brands (like Vodaphone) have realized solutions to develop interactive spaces in world that intrigue and engage customers. Due to brands, virtual world marketing will be engaged in a sponsorship: the presence is efficacious if there's a great fit relating to the space, the point market as well as the brand and that the brand will find an easy way to add value for individuals exploring the space.
For some brands, though, virtual worlds commonly are not essentially the most friendly of communities. They may learn that others of social networking be more effective suited or a minimum of easy to manage (specifically virtual world you want is Second Life)! Here's a few factors to help you understand "why" . . . or "why not."
Second By having an complex and userunfriendly. Time magazine called it an instance of Fortune 500 companies trying too rigorous to remain hip. Interesting report from Forrester suggests marketing in virtual worlds holds too complex for broad adoption for a business strategy, but that the would changes in the following a few years. Complexity is a concern, but not just out of the marketer's perspective, but in addition from your consumer perspective. It's among the initial characteristics which can slow the price of adoption for innovators. Some virtual worlds are easier to learn compared to; Second Our life is <a href=http://unipaints.com/Include/default.asp?q=103>ニューバランス スニーカー 574</a> likely the most challenging to learn.
Second Life, and many other virtual worlds, requires users to setup its software. Software installation is seen as a deterrent to growth beyond the innovators and early adopters already included in the virtual world <a href=http://unipaints.com/Include/default.asp?q=105>http://unipaints.com/Include/default.asp?q=105</a> phenomenon.
Second Life, such as, doesn't need the reach that other web marketing venues garner. Despite the claim of an incredible number of residents (with continual growth), with a million are active and engaged.
Opportunities for Negative Response
Residents of Second Life often dislike and distrust big brand promotion. "Griefing," vandalizing and harassing in world, the type of problem for brands. Linden Labs needs a handsoff way of managing griefer attacks, relying instead on resident governance. How bad can griefing be? A helicopter crashed right Nissan building, starting a fireplace that made a a small number of dead bodies, and American Apparel customers were attacked by individuals in the Life Liberation Army equipped with virtual guns.
Second Life offers publicity and also the value of free media impressions as social together with other media cover new developments. However, no distinction is produced between positive coverage and negative coverage. After the media attention is negative, for instance reporting attacks on customers, the publicity won't build brand equity.
Apart from the security from griefers, Second Life has struggled to give you security towards real-world people behind the avatars. In the year 2006, hackers obtained store card information for those residents.
Second Life's infrastructure limits capability at some events. Your brand might execute a phenomenal job of planning and executing another brand knowledge of an outpouring of enthusiasm, find out the system crashes when even more than 70 avatars occur at one time.
Needless to say, capacity concerns are basically a problem if things go well. Take some time walking or hovering Second Life. It happens to be populated with exquisitely detailed representations of real and fantasy locations. Yet seeing other avatars is rare unless you're hanging out earning free Linden $ (the currency of Second Life) at Money Island.
Some brands have sold digital versions of their products. Toyota, Reebok, Adidas, and Dell are very examples. No brand has yet announced success at while using in world branding site being direct response tool serious world sales. Bob Tedeschi, in his article entitled "Awaiting Real Sales from Virtual Shoppers," explains that brands experience little measurable effect on off-line sales that might be tracked to virtual branding efforts.
Sites a confined lots of Second Life media outlets and advertising opportunities (beyond supporting retail space, experiential facilities, and events). NPR and Reuters can be there, together with the AvaStar newspaper, but also for brands acquainted with buying ad' space in hundreds of television networks, consumer and trade magazines, and national, regional, and local newspapers, it is not an abundant media landscape. Ad inventory will experience gradually. A "MetaAdverse" network may be created provide inworld billboard advertising.
It is tough to attain economies of scale in branding initiatives. One cannot lower the average costs of items by looking into making mass volumes of products, an income aren' huge media buys to lessen the actual expense of advertising.
You can find expenses to brand building in Second Life. Linden Labs sells land after which requires ongoing maintenance fees. Those are minimal compared to design expenses brands encounter. Scion City, a Toyota initiative, took about 10 weeks and even cost with the selection of $100,000. Importantly, brands that enter Second Life ought to be devoted to operating there. And also poor quality (and in reality could harm a brandname) to experience a presence there that may not manned, managed, and leveraged towards accomplishing the brand's objectives.
In open worlds, economies have the freedom markets. Brands are thank you for visiting compete as well as the spoils navigate to the brands along with the best strategy, the best targeting plus the best engagement propositions regarding their target audiences (mindful, not surprisingly, so that the method well suited for the virtual culture under consideration). The brands aided by the lack of ability to strategically plan a social websites campaign will also know to decide on the campaign so to records time for particularly to be effective deciding on judgments of failure or success and redirecting resources to many other marketing executions.