From a pure play communications
perspective then, it's difficult to justify companies like Renault, which
has little or no market in the US and South America, being active in
SecondLife at all, and even where synergy between company and target market
does exist, audience potential seems disappointingly low key. Recent Yankee
Group Research found that less than 2 percent of the people it surveyed had
ever even been in a virtual world. Compare that with 32 percent who'd
visited online video-sharing sites like YouTube.
With large corporates like NBC
or Coca-Cola looking at expenditures of between $15-25K to set up and
properly maintain their presence in SecondLife, it's not difficult to
envisage easier and cheaper ways to communicate with the 150,000 odd US
based virtual citizens that Second life can provide.
It's not that big corporates are questioning the validity of virtual worlds
as an effective and potentially explosive marketing opportunity. It's just
that once the initial media frenzy dies away, for many, the promise just
doesn't seem to match the hype. Virtual stores or branded locations are
often deserted, and, if they are not, the SecondLife citizens that visit
them can be badly off target. "We didn't really see a tremendous ongoing
value." said American Apparel's web director Raz Schionning after tiring of
the sight of outrageous seven foot tall winged creatures flying around his
online outlet will little or no need for the store's classic cotton
T-shirts.
As marketing people wake up to
the reality of the virtual world, a new trend is emerging. MTV and Coca-Cola
are two early evangelists for what you might call "proprietary" or "private"
virtual worlds: 3D environments created exclusively for the target community
that strongly identifies with the brand. vmtv.com offers MTV's existing
loyal fan base the opportunity "not just to watch it, but to live it".
Members can meet like-minded music fans, party with celebs and shop for MTV
merchandise. Similar activities are repurposed and rebranded for Coke's
audience at mycoke.com.
The effect of this proprietary
approach to virtual worlds is to extend 3D interactive opportunities out to
the natural fan base directly with a degree of control and clarity that's
traditionally been impossible for marketers to achieve in SecondLife.
Designed with a clear demographic in mind, these online locations can
deliver all the utility that brand managers demand from the virtual world
without the unpredictability that inevitably comes with a presence on a more
generic platform. The tactic has natural appeal.
Target customers that already
empathise with the brand are more likely to extend that connection into the
virtual world via a gateway controlled, administered and promoted by a
business they already trust. Once inside, the experiences they are offered
are far more likely to meet expectations simply because the user community
can be much more accurately predicted from the offset.
Trouble is that with the concept
of the proprietary virtual world comes the concept of the walled garden: an
issue that's hindered the development of almost every new marketing platform
to grow out of the internet since it began. While members of MTV's virtual
world will undoubtedly have something in common with the community evolving
at mycoke.com, so far, it's impossible for them to jump from one world to
another without reregistering. But as the popularity of the closed virtual
world grows, so will demands to smooth out the kinks in the system. It's
early days, but the emerging picture is one that offers virtual world
citizens multiple access opportunities into one joined up seamless
community.
For the moment then, the big
question for marketers is not so much about whether virtual world tactics
can play a role in the communications strategy - it's more about where, and
how to get started.
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