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Wednesday, September 5th, 2007
Second Life: Five Primary Benefits for B2BBy Chris Koch
Every time you try to sit down, you fall on the floor. You bump into walls and occasionally fall into the ocean. You have difficulty speaking. And you have this strange habit of going limp and hanging your head like a rag doll when you havent been doing anything for a while. This scenario may sound somewhat familiar to parents of toddlers, but it’s actually a description of a new avatar in Second Life, a virtual online environment where visitors adopt 3-D personas (called avatars) that can move, speak, and see. Just like toddlers, newcomers to Second Life need to work hard to learn to do things that we adults take for granted in the real world. And there are other challenges to overcome when you consider Second Life in the context of B2B marketing: technical complexity, lack of proven ROI, and the need to keep visiting avatars entertained and well behaved (attention spans in Second Life tend to mimic those of toddlers, too). However, despite all the controversy swirling around Second Life these days, marketers are discovering that it can potentially add value to a business in ways that traditional marketing tools cannot. Second Life and other emerging social networking tools are still primitive, but they are worthy of consideration because they presage—even if they don’t necessarily define—a new way of interacting with customers. Although anyone can visit Second Life for free, owning a stake and moving up in the world will cost you, just like in the real world. Virtual properties (called islands) are for sale, and owners can build homes, offices, factories, and meeting places. There is even a currency, called Linden Dollars, that trades at about 250 to one U.S. dollar. Though roughly 8 million people have signed up for Second Life, only 50,000 people are online at any given time, according to Claus Nehmzow, a partner at PA Consulting—one of the first consulting companies to enter Second Life. Despite that disparity, the number of concurrent users is growing at 20% per month and shows no signs of slowing. (In fact, Gartner has predicted that 80% of internet users will have an active presence in virtual worlds—although not necessarily in Second Life—by 2011.) Today’s users, who include analysts, journalists, and bloggers, are a particularly vocal and influential group, and they generally remain online for 30-60 minutes at a time—much longer than the typical website visitor. Second Life is a convergence of the three primary types of online participatory media: social media (FaceBook, MySpace); gaming (World of Warcraft, the Sims); and simulation and training (Forterra). Its hybrid heritage gives Second Life flexibility and makes it a potentially powerful tool for B2B marketers in five primary ways:
Though there are potential benefits to Second Life, it is still in the early stages of development and should be considered experimental. Here is a short list of challenges and lessons learned from our research:
Second Life and other social networking tools are new, primitive, and unproven, but this new way of communicating isn’t going away. Companies can and should begin to test strategies for marketing in these “second worlds.” ‘ |
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