
Catching up on 560 unread items items in my Google reader I found the most interesting bit of information in a comment on Au’s piece in Businessweek on the ’supposed death of marketing in Second Life’. The article itself didn’t cover anything we haven’t heard a million times over (foster the community, be remarkable to attract users and using the existing brands in-world) and the comment might not seem to go any deeper at first sight either:
Second Life and virtual worlds are a lot of fun to check out when you have a few minutes of free time. Unfortunately, surfing the internet via web browser is 100x faster, easier, and efficient. While a virtual world is a great place to explore artistic creativity, it simply makes no sense to add a layer of complexity to possible customers’ access to your product or advertisements. Don’t forget, the residents of the virtual worlds are already using the internet, these are not separate populations. (source)
It seems to be the common perception of virtual worlds in the marketing industry, and the poster (Adam) doesn’t state anything most would disagree with. But what struck me as interesting is the three advantages of ‘the web’ the poster mentions. His statement made me question to whom these ‘qualities’ are actually advantages.
On television, the ‘magic of the 30 second commercial‘ is still pretty dominant, and when is the last time you spend watching 30 seconds staring at a web advertisement?As an advertiser, or someone in marketing, this ’speed’ of the internet is not really in my advantage. I usually have no more than the blink of an eye to communicate a message. Sure, maybe if this ‘1 second pitch’ strikes an interest you might give the banner (commercial etc) a second look. This makes most companies want to shout, something that will not escape your attention, but doesn’t exactly get the message across either. There is just no time to explain why you think your product would solve a presumed problem I have.
The easier to use part is true, but is that comparison really fair for his conclusion (it just makes no sense)? Years of trial and error went into 2D browsing versus probably 2 (or 3 at the most) years of 3D navigating in Second Life. Libraries have been written on the development of interfaces aimed at dealing with 2D information, and I have yet to run across the first book that explains engineers how to create an interface specifically used for 3D information indexing and navigation. This difficulty of navigating will blur in future development (and already is with the help of clientless virtual world experiences) giving the developer full control over their own, goal oriented interface design.
And lastly, he adds the efficiency of virtual worlds is lacking. I presume he means - if I wanted to buy a digital camera online, I’d be much faster visiting www.digitalcamera.com and click ‘buy’ versus visiting a three-dimensional store in Second Life and purchasing the camera there. I don’t really know of any studies that have accurately mapped efficiency in sales yet. What if 0.01% of my visitors bought the digital camera on my website, but 1% of the visitors in my 3D shop because of the experience virtual worlds offer.
So, Adam isn’t wrong of course in his observations at this time, but his conclusion is what bugged me. To me it does make sense to add these levels of ‘complexity’ to your business as long as you have a clear goal in mind. We could easily change ‘complexity’ into stickiness / retention as a counterweight to the fast phased web experience. The idea the consumer want everything yesterday is just one side of the story - they also want to be informed, entertained, experience, and be able to enjoy your product/service/message.









Pavig Lok
said on June 6th
This is a common misconception about virtual worlds, that they are like the web. This is a complete misunderstanding of the medium. The web can act like a brochure (ie. company or product site), and the main web advertising models are very similar generally to print media advertising - namely buying space in something folk want to read and hoping to catch their attention. Like print media one can argue for the directness and efficiency of these approaches, but one also has to acknowledge that one has to cast their net widely to compete for attention in the advertising market.
The advantage of virtual worlds is that they occupy space (even if it is fake.) That makes a VW presence for a company more akin to a show-room or other such building or event space. The focus is completely different as you have engagement as soon as one has entered your environment, and all you need to do is retain it long enough to get your message across. Unlike the web when someone is in your virtual space you have their full attention - they aren’t likely to have a bunch of other virtual spaces open in different windows, so there is a direct marketing advantage inherent in the domain.
Your visitors also approach a virtual space differently, and are approachable within it. Unlike the web you can engage them directly if you happen to be present. Whilst this isn’t appropriate for many companies which might use virtual spaces for marketing, for some companies providing direct access to staff, or direct real time communication between customers within a virtual world may be extremely advantageous.
To me these kind of arguments are fairly basic and self evident. There is a place for virtual world marketing (albeit perhaps that place is “the future” rather than “the present”) that the web doesn’t satisfy. A mere ten years ago I would have told most folk that a web marketing campaign was insane - well except for those few niche clients who could use the emergent factor to their advantage. This is where virtual worlds are right now, and not for every client.
Those who can leverage the advantages of virtual worlds now though, should be approaching them. Even if the technology and market isn’t mature, any company which could benefit from VW marketing should be investing now in their first steps while it’s cheap and cheerful. Several years down the track when some folk have got it right, the market will be commanding top dollar.
Buisiness acumen gained in this early stage of virtual world marketing will save a lot of money later, when the bubble rises and it starts to be expensive to get things done. This was the pattern for the web, and I don’t see how it will be different with VW’s. When there’s money in a rapidly growing market sector it fills with cowboy operations. I’ve known consultants that charge more for an entry strategy report than most buisinesses spend on a years presence in secondlife (builders included). So for a buisiness that sees a future in virtual worlds the decision is, should our alloted budget go to: a ten page report on feasability from a top-line proven consultant, or a years worth of actual experience. The latter makes a lot more fiscal sense to me, as by the end of that year many folk in your company would be familiar with the territory and gochas to look out for. But here, i’m borrowing someone elses approach (and I quote):
“I notice increasing reluctance on the part of marketing executives to use judgment; they are coming to rely too much on research, and they use it as a drunkard uses a lamp post for support, rather than for illumination.” - David Ogilvy
The “father of advertising” had a lot of interesting things to say, which many of these marketing folk hear quoted during their tenure at university learning their trade. If you think about what the old man said, much of it still makes a lot of sense. As a rule of thumb, for example: “Every advertisement is part of the long-term investment in the personality of the brand.”
Advertising creatives devote long hours to creating that “personality of the brand” - cause frankly, most brands don’t have one when you look at their public face. We’re too attuned to the medium to be fooled into thinking it’s what we’re told to think. We filter it.
For anyone clever enough to leverage the built in engagement of virtual worlds, that personality will emerge. In real life they do it at Apple stores - and you don’t have to believe in it to fall in lust with their shiny boxes and shiny worldview when you’re surrounded by it. Faced with a flat 2d (though perhaps glossy and well printed) brochure, or a complete, immersive wraparound experience, most folk will be more engaged by the latter.
Now it’s just a matter of figuring out how to retain that engagement.
Just my two cents. - Pavig Lok.
Digado
said on June 6th
I couldn’t agree more Pavig, thank you for this very valuable insight and inspiring addition to my post! Don’t have anything to add to this really, except to really recommend a book I consider to be somewhat of a ‘hidden gem’ by Saatchi and Saatchi CEO Kevin Roberts. Sisomo places more examples, application and cases by the worlds most largest marketing firm to this line of thoughts; persuasion through experience.
Yohan Launay
said on June 6th
Interesting article.
For some time, we have been talking about Virtual Worlds, 3D on the Internet (Web 3D), Web 2.0 and other social media. But what is the common point of all this? Information. A website is in fact the formatting of content from databases, a chat is an exchange of information between two or more individual, an avatar is a (symbolic) representation of information about an individual (fantasized or not)…
We have always given technological constraints and limitations to the representation of Information. We tend to confine it to one or more dimensions, to a particular interpretation and even sometimes to a certain temporality. Don’t you think Information is rather timeless and without a particular form as the term “in-formation” (no-form) seems to suggest?
I see the Information as a whole: a fabric of information or ectoplasm, which takes shape depending of the context and to serve particular needs. I consider apart the original “shape” (or “no-shape”) and the final form and its purpose.
I have written a paper about it, please have a look and leave me your feedback :
http://www.conceptsl.com/papers/
Danton Sideways
said on June 6th
In Second Life I tend to go always to the same places. I should make more of an effort to travel around. When I do, I will go to places that seem more interesting than dorky “corporate” sims. I went once to the Reuters sim, and found a big empty building. The building was well made, certainly, but with no one around it was definitely BORING. It seems to me that a company wanting to do marketing should just make a great sim that people would want to visit for its own sake, and then discretely put their name on it, or a few billboards here and there. That way at least the company sim would have visitors, which so few actually do.
But I agree with Pavig that the real advantage of Second Life is the possibility of interaction with other avatars. Each medium has its own special potential, and interaction with real people is the great potential of virtual worlds. Companies that are big enough to afford it should consider putting a trained “ambassador” on their sim to talk with visitors, or at least to hold regular “office hours” at posted times. This should pay off in those cases where Second Life residents represent a particularly influential vector for the company’s publicity. Pavig notes other similar possibilities, such as “direct access to staff, or direct real time communication between customers within a virtual world.” The marketing experts Digado criticizes are definitely making a mistake in trying the compare web pages and sims, in terms of “effectiveness” of communication, without understanding that virtual worlds present very special marketing possibilites that are impossible with mere web pages.
Digado
said on June 6th
Hello Yohan and Danton! Thank you for leaving your thoughts on the communicative value of virtual worlds here.
Interesting website Yohan, I liked your papers, we seem to share a vision (though i am somewhat more skeptical about virtual worlds being the ‘new’ web)
Danton - You’ll find that the Reuters sim is a template model for most corporate ‘islands’ out there. The truly innovative is usually hidden from the public eye (such as the unilever, heineken and some university sims) - I think it will take some time until we start to see some real creative applications. It has a lot to do with a big credibility and accessibility issue virtual worlds are facing right now.
Jordyn
said on June 9th
I try to remember 1 rule. (my number one rule of marketing anything)
“people attract people”
speaking to the post.. its not the “3d-ness” of virtual worlds.. but the ability they provide to immerse oneself in relationships with other people.. that makes them powerful.
I’ll leave my comment to that..