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?"
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?
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
Convincing a group of annoyed stubborn beasts to go where you want them to go, even thought they know they are going to get fleeced or made into stew.
Sounds like politics to me.
Right,
At least with prostitution up-front you know you're getting fucked. With politicians, its more like date rape.
-- Posted from my parent's basement