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The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au
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The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Mar 26, 2015

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Page 1: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au

Page 2: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

A look at the state of virtual marketing since the hype wave began, roughly May 1, 2006, with the cover of this magazine...

Page 3: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

... and began cresting with this Wired Magazine article from last July.

Page 4: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Meanwhile, the mediumcontinues growing...

Page 5: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

In terms of numbers...

Page 6: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

... and virtual world marketing ROI: Gaia OnlineSix million monthly active  - Scion campaign: Gaians acquired a million-plus virtual Scions last year - More views of the Nancy Drew movie trailer in Gaia than the Yahoo homepage - 200K+ Gaians responded to a Nordstrom clothing style survey

Page 7: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Problem:  No universally accepted metricson virtual world ROI

Page 8: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

We better figure it out, because this is where a large part of the Net audience is going in the next 8 years

Page 9: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

The biggest success stories in marketing seem to come from virtual worlds with heavy user-created content component...

“At its core, Habbo is about social interaction, having fun building a world for self-expression and creative experiences. Products... that exemplify these traits or can add to the existing sandbox of UGC game play are a great start.” - Jeremy Monroe, director of Marketing and Business Development, Sulake North America

Page 10: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Gaia Online community driven not by passive entertainment, but active user-generated activity and group interaction

 Bulk of Gaia user activity happens outside virtual world:30% participating in Forums10% sharing artwork online10-15% playing multiplayer games(10% in Gaia's virtual world)

Page 11: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

    

Advertising/virtual item sales dominate medium

 

Medium is dominated by children/young teens... and therein lies a concern.

Page 12: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Potentially addictive medium + Advertising to children/young teens = Regulatory backlash (No matter who wins in November)

Page 13: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

   

Backlash and demographic limitations may drive advertisers in search of older users

But where will they go?

Page 14: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

WW

... As yet no transition world for those who grew up in them.  (But one.)

Page 15: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Which brings us back here: what happened, and how can it be avoided in the future?

Page 16: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Second Life homepage, December 2006

Inflated user numbers miscommunicated by Linden Lab and misunderstood by most media:

Page 17: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Misunderstanding of user-created culture-- SL as an Impression Society

"If they like virtual commerce so much, they'll love our [banal real world] commerce too!"

Page 18: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Mistaking virtual simulated locations for geographic reality-- not a good idea in a place with instant teleportation and flying avatars.

In Second Life, realistic simulations are metaphorical and community-based.  "I'm in a New York state of mind" is a literal concept.

Page 19: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Consequences:

Let's FAIL like it's 1999!

Page 20: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

 

Behind the empty marketing sites...

An vast Web 2.0 ecology of unnoticed activity (i.e., the long tail of virtual world culture)

Page 21: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

 

Web 2.0: Bridge Between 1st & 2nd Life Identity

(Or what Gartner's Adam Sarner dubbed "Generation V")  Image: botgirl.blogspot.com

Page 22: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

In a non-genre, non-narrative virtual world, blogs, video sharing, and other Web 2.0 systems become the world's folklore.   I.E., e.g., famed cartoonist Scott Adams gets kicked in the nuts by Dilbert.  (Total views: 62K+.)

Page 23: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

So what kind of marketing works in Second Life, and by implication, other virtual worlds with strong user-generated component?

Page 24: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Leverage worlds' unique strengths and characteristics...

L'Oreal Paris Campaign in Greenies, 34,000 branded items taken by users

Page 25: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Serve existing virtual community needs

Harry Potter IMAX campaign via "buzz agents", IMAX credits SL marketing for boosting opening weekend sales

Page 26: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Co-branding with the virtual world

Playboy Island, among SL's most popular real world company destinations

Page 27: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Relinquish user control over branding experience in exchange for genuine user passion and creativity:

Campaign for Iron Man movie, Marvel Films

Page 28: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

SL specific advice: Hold off on mass market campaigns until broader adoption

CSI in Second Life, neglibly successful, especially in relation to expectation

Page 29: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Think bigger than consumer marketing-- think enterprise-level marketing

http://www.working-worlds.com

Page 30: The Post-Hype State of Virtual World Marketing: What Works, What Doesn't, and Why -- Wagner James Au.

Questions?

[email protected]

"Hamlet Au" in Second Life

"Wagner James Au" on Facebook

nwn.blogs.com

gigaom.com/author/wjamesau/