Are Marketers Abandoning Second Life?
Vary writes "The LA Times is running a story today saying that marketers are pulling out of Second Life, primarily because — surprise, surprise — the 'more than 8 million residents' figure on the game's Web site is grossly inflated. Also, as it turns out, the virtual world's regular visitors — at most 40,000 of them online at any time — are not only disinterested in in-world marketing, but actively hostile to it, staging attacks on corporate presences such as the Reebok and American Apparel stores. The companies aren't giving up on virtual worlds altogether, though, but moving on to games like There, Gaia Online and Entropia Universe. The article also contains some commentary from a marketing executive who conducted an informal survey of the game and discovered that 'One of the most frequently purchased items in Second Life is genitalia.' What company wouldn't want to be in on that action?"
One of the most frequently purchased items in Second Life is genitalia
I am pretty sure if they weren't supplied for free, that would also be the case in real life.
ccalam - acoustic versions of new songs.
Total Residents: 6,553,628,382
Born Today: 364,936
Died Today: 152,029
Pants Purchased: 27,021
TV Hours Watched: 82,124,102,305
I guess it has become a mystic revelation to certain marketers that there is more than gross audience numbers to the success of a marketing campaign.
And that maybe marketing sportsware or fashionware to geeks playing Second Life all day, instead of going outside and doing some sports or going to real life parties, may just not be the most cost-effective idea?
One of the prime reasons people are playing second life is because they are so damn fed up with First Life! And advertisers are a big thing that you can be fed up in the first place. Guess what, if you import to Second Life things that were what you hate in First Life already, people are going to be hostile to them?
Go back marketing soap to soccer moms, marketers. Do a favor to yourself and the rest of society.
I wonder what their return policy is?
Why would people lead fake lives? Because they can't get what they want out of real life. Take for example the NeoVictorian/Steampunk SecondLife town of Babbage. The people who have the interest and put in the work to make the place doubtfully have the resources (read $$$) to make a sustainable real life town with a Victorian asthetic both in architecture and social etiquette. So they made their fanatasy in a video game. Why would they stand for having that fantasy marred by the very aspects of real life they are seeking to escape from? Sure you might view them as lame, but why does that excuse the disruption of a fantasy they go to such lengths to pursue?
We are all just people.
I never understood Second Life. Here's my experience with it.
Being underage, I loaded up the teen edition, logged in, and got started.
Or not.
For one thing, the load times are terrible. Because pretty much all the content is user-created, it must be loaded when you enter the area. Rather than have users wait for six hours at the load screen, the world loads and renders around you. This effect looks terrible. First the mesh of an object comes in - slowly and jerkily - and then remains gray until its texture loads.
After the area has rendered around me, I try to make my way around, stuttering with lag. It turns out the best way to get around in second life is to fly. So I try it, fly high up, only to see - surprise! - more buildings slowly coming into view.
I tried to give it a chance - I really did - but after about five minutes of graphical glitches and lag, I left the game and uninstalled it. I think I'm just fine with my first life, thanks.
http://gigaom.com/2007/07/12/debunking-5-business
- [S]ome reporters glance at the front page's "Online Now" stat- currently around 40-48,000 at peak times- and assume that's a more accurate tally of total active users... A better reference is posted monthly by the company's demographer on their blog, and includes an industry standard of unique monthly active users. As of June, that number was closer to 500,000.
- While it's true that "homegrown" content generates far more enthusiasm, traffic to the top real world promotional sites [in SL] are actually competitive with other forms of Internet advertising. During June, about 400,000 Residents logged in each week. In a typical seven day span that month, according to my Second Life blog's demographer, the five most popular locales generated anywhere from roughly 1200 to 10,000 visits. (The top ten earned over total 40,000 visits.) Therefore, each of the top five sites garnered a
- Much as a conflict between idealists and exploitative capitalists in the metaverse would be an exciting story, that hasn't observably happened to mass effect since 2004, when the world was vastly smaller.
- In terms of land mass, Linden Lab reports that just 18% of the world has been designated to have "Mature" content; explicit sexual activity is relegated to a subset of that percentage.
Full links and background at the GigaOM article
.Second Life is a place where you can do things that, for whatever reason, you cannot or are unwilling to do, in Real Life.
For me it is sculpture. A friend of mine used to race sailboats. He was bed ridden with a neurological disorder, but in Second Life few knew this. He is dead now, from the disease, but for his last few years he was able bodied as you and I.
PleaseWakeMeUp Idler in Second Life
Around the same time political bloggers caught "Bush '08"-tag-wearing vandals defacing former senator John Edwards' Second Life headquarters with excrement and covering his photo in blackface.
What actually happened?
What does it mean?
When you buy an "island" (a server) from Linden Labs, what you get is configured to only allow *you* to create objects on it. In addition, unless you deliberately set out to make it happen, nothing in Second Life can be damaged, destroyed, defaced, or in any way modified except by the owner. Even if you do allow people to create objects, you get to set a time limit beyond which they vanish. THe only think you can effect are objects marked as being as being subject to normal physics, which has to be done deliberately, and pretty much the only "physical" objects in most places in SL are the avatars themselves.
If the people who built the Kerry site mistakenly turned on building for other people without setting a time limit, and didn't keep someone there to monitor it, then they did the equivalent of renting space in a mall, putting up posters, setting out leaflets, and walking away with the doors unlocked... and they were a lot safer doing that than they'd have been in RL.
There's no feces to smear on things. You can create a picture of them and post them on top, like a second layer of posters. There's no way to remove anything anyone put there, or break it.
So... someone came along and put up new posters, with *pictures* of feces on them. Which (if they had any sense) the Kerry people would have removed, permanently, as soon as they returned. After making sure they had some pictures to show everyone what jerks Bush supporters were.
If they'd done the same thing in RL they'd have been lucky if they didn't get everything movable stolen as well. And canned from the campaign. No, there's much less chance of anything seriously unpleasant happening to your marketing campaign in SL than in RL.
The biggest problem I've seen with people marketing in SL is simply not understanding what they're doing.
For example, objects in SL are infinitely and freely replicable by the creator. If you set up a website online, advertising your product, you typically let people download screen savers and branded games and things for free. If you're a car company, you don't charge people money for the driving game and desktop wallpaper and AOL icons... you want people to walk out with them and keep them around. At car shows you give people freebies, you don't charge money for the toy cars and tee-shirts with your logo on them.
So I went to this auto maker's island. They wanted you to pay the equivalent of a dollar to buy a "car" in SL. That's a bunch of painted boxes configured to use the "driving" code built into SL. A car, mind you, that costs them no more than the wallpaper and mini driving game you could download at their website... and cost less to create than the model cars in that driving game. No thanks, I'll save that buck for an iTunes download. So their thousands of dollars for renting that island in SL is all thrown away because they tried to recover the costs by charging the people they're advertising to for what they'd be giving away as a freebie online or at the auto show.
You see this again and again. One electronics store wanted you to buy "computers" and "iPods" from them... all of which are just boxes with photos pasted on the sides. Another company was charging money for a logo T-shirt. What this kind of product is, is basically an uploaded copy of their logo, positioned so that when you "wore" it it showed up on your chest... they didn't even bother creating a "cloth" texture, stitches, folds, or any of the baked-in lighting effects that hobbyists making levels and skins for video games are used to doing. The T-shirts they give away at trade shows cost approximately infinity times as much to reproduce.
Meanwhile, the average person selling clothes in-game with a monthly budget that *might* pay for the typical
Quelle surprise. Marketers in the real world always and everywhere have to pay for the ability to get their message out because at bottom people are reluctant to host it and reluctant to see it. People do not like advertising.
This is exactly what you would expect if there are no consequences to acting on that dislike, unless you are a marketer whose self-esteem depends on fooling yourself that people like what you do for a living.
Bill Hicks:
By the way if anyone here is in advertising or marketing... kill yourself.
No, no, no it's just a little thought. I'm just trying to plant seeds. Maybe one day, they'll take root - I don't know. You try, you do what you can. Kill yourself.
Seriously though, if you are, do.
Aaah, no really, there's no rationalisation for what you do and you are Satan's little helpers. Okay - kill yourself - seriously. You are the ruiner of all things good, seriously. No this is not a joke, you're going, "there's going to be a joke coming," there's no fucking joke coming. You are Satan's spawn filling the world with bile and garbage. You are fucked and you are fucking us. Kill yourself. It's the only way to save your fucking soul, kill yourself.
Planting seeds. I know all the marketing people are going, "he's doing a joke..." there's no joke here whatsoever. Suck a tail-pipe, fucking hang yourself, borrow a gun from a Yank friend - I don't care how you do it. Rid the world of your evil fucking makinations. Machi... Whatever, you know what I mean.
I know what all the marketing people are thinking right now too, "Oh, you know what Bill's doing, he's going for that anti-marketing dollar. That's a good market, he's very smart."
Oh man, I am not doing that. You fucking evil scumbags!
In Second Life: skins, hair, clothes, animations, weapons, sensors, shields, jewelry, gestures, flight enhancers, teleporters, wings, tails, complete avatar makeovers (including species and gender changes), ... and, I guess, genitals.
In First Life: clothes, food, shelter, cosmetics, drugs, jewelry, weapons, transportation, and entertainment (including stories and movies about people who can change their skins, hair, clothes, gender, species, etc...)
In Star Trek: clothes, food, shelter, cosmetics, drugs, jewelry, weapons, sensors, shields, teleporters, and holodeck privileges (where they can pretend to change their skins, hair, clothes, gender, species, etc...)