Lonely Planet Wired Magazine article on Second Life

Posted by Marshall on July 21, 2007 | Link It

I was reading August 2007 Issue of Wired Magazine tonight (the August issue, 15.08, it's not online yet) article on Second Life called Lonely Planet - Second Life: It's so Popular, No one goes there anymore.  How Madison Avenue is wasting millions of dollars creating ads for an empty digital world - article by Frank Rose.

Rather than focusing on the what some consider the failures - I'm saw one paragraph that seems to explain what's really happening with Second Life which starts on the bottom right of page 143 (I will have to hand copy this as it does not appear to be online yet):

"..The simple model they all grew up with - the 30 second spot, delivered through the mass reach of television - is no longer working.  And there are two types of people out there (experimenting with Second Life) a small group that's experimenting thoughtful, and a large group that's trying the next thing to come through the door."  Second Life appeals to the latter - the ones who are afraid of missing out, who don't consider half a million dollars to be a lot of money, and who haven't figured out (or don't want to admit) that Second Life is less than the bold new frontier it appears to be.

     "For people who've grown up in analog, Second Life is not that hard to understand," said Rishad Tobaccowala, CEO of Denuo, a consulting arm of the global ad giant Publicis Groupe.  "I have a store in the real world; I have a store in the virtual world."  In contrast, the kind of digital marketing that actually works (in the virtual world) requires a conceptual leap.  Successful online marketing is targeted and specific, like direct mail - but it's direct mail in a fun house, where the recipients can easily seize control of what the mail says, where it goes next, and how it gets there.  You need to know how to buy up keywords to maximize search returns, how to make the most of recommendation engines, how to use the viral potential of Web Video, how to monitor what is being said in blogs and message boards, how not to blow it by trying to be deceptive.  Building a corporate pavilion in Second Life doesn't require any of these things.  It's simple and it's obvious."

I added the words in blue italics in the paragraphs above, BTW.  While successful online marketing statement wasn't really directed to Second Life - I think the basic point being made is the failure of Businesses in Second Life the article cites (that you'll be able to read online or on the newsstands soon enough) such as Coke's Virtual Thirst Pavilion and the NBA has more to do with not engaging the audiences in Second Life than anything else.

To be fair and honest, the Second Life platform is immature in that it can't handle large numbers of visitors on any spot, the grid is down way too often and the interface is still clunky …. but, generally speaking, what's getting businesses to fail in Second Life is businesses copying their physical store in a Virtual World, rather than really coming up with something creative (even though more of the brands who have entered Second Life think they are being creative, they aren't).

There's also a lack of good metrics but that is being addressed via new analytics platforms like Code4Software.com V-Tracker -  a full blown analytics solution that takes only a couple of hours to implement on any island.

So, my take is  - your not wasting your money by investing in Second Life, provided your willing to think outside the box, look at branding more than profit for now, and think in terms of learning that will pay dividends in the next two or three years.

It could be argued that brands that are closing up shop simply did not have an approach that would work well for the audiences in Second Life - and the article points out that people who build islands are conceptually lazy, they just wanted to try the next thing, without really understanding what they were trying to do in Second Life and why. 

 But for every 7 or 8 businesses that leave because they did not achieve what they wanted today - there's' two or three that stay and end up being smarter and stronger than before - I would look at those companies/brands/islands and try to understand what is working vs what is not and then, for those businesses that left, I'd suggest coming back and trying again, in Second Life, with a better concept and better metrics (which are now available via V-Tracker, etc).

 

 



11 Responses

These are the current comments for "Lonely Planet Wired Magazine article on Second Life"

07/22/07 @ 7:30 am

“such as Coke’s Virtual Thirst Pavilion”

You kinda lost me there. I’ve not read the Wired article yet, but it sounds as if the reporter is carrying forward a mistake I saw reported elsewhere. Seems par for the course with MSM nowadays.

Coca-Cola’s little virtual pavilion was not, afaik, intended to be anything other than a kick-off location for their VirtualThirst competition… which is, by the way, not yet complete; the entry deadline has passed but the results aren’t in (overdue, but only by a week or two).

Furthermore, since when does Location even matter in a virtual world (ref: “Importance of Place in Virtual Worlds” )? More importantly, did people pay attention to what Coca-Cola did and did not do with regard to their trademark (ref: “Coca-Cola 2.0” )? I’d say Coca-Cola may be the company which most understands what they’re doing. We’ll see. I wasn’t especially impressed with the way they started off, so I might be wrong.

In general, however, I agree with your “SL as R&D” and have been saying exactly the same thing for a couple of years. Only if you’re depending on MSM to properly report what’s going on in Second Life, it’ll be difficult to follow the one’s that are figuring things out. I’d recommend a first-person perspective.



Amy
07/22/07 @ 11:34 am

Unfortunately Second Life is all but dead at this point. There are still thousands logging on, but they are all there trying to sell something. There are buyers, just sellers. It doesn’t take years of grant-funded university research to understand that if everyone is selling and nobody is buying…it ain’t working.



07/22/07 @ 5:55 pm

What is most telling about the Wired article are the prices that are brandied about. Hundreds of thousands of dollars for a single island? Ten thousand for a speaking engagement? No wonder there is back-lash. Too much money paid for too little delivered.

One reason Coldwell Banker is so happy with their Second Life presence is that they spent a fraction of that on their multi-Sim installation. Over a thousand fresh faces come into the Coldwell Banker HQ week-in and week-out, and have for months, with traffic improving, not degrading. In real life, 7 out of 10 business fail, so why should that be different in Second Life? For every three winners, you’ll have six or seven losers to write about. That’s just business, not Virtual World business.



07/22/07 @ 8:44 pm

Like the first World Wide Web wave and the early bloggers, Second Life will see its share of wannabees and people looking for fast money. Those who figure out how to be there not just try to make money there will do well. Like an entrepreneur meeting where there are no money people just service providers SL will suffer if it does not do something to even the balance.



David Cartier
07/23/07 @ 8:33 am

I can’t say that I approve much of corporations being in Second Life - it doesn’t seem to have improved the experience for me - but I can recognise when they do a good job. Coldwell Banker is successful for the reason that the other successful real estate firms do well. It’s because the location was pretty well thought out in advance. It is attractive and inviting, rather than looking like an East German Palace of Vanity, Despair and Nihilism - the way that so many other contract-built corporate locations in Second Life do. The layout is straightforward and purpose-built; visitors cannot be confused as to why they are there or in where to go for assistance. The location is also staffed by polite, professional appearing and acting individuals every time I wander by there. I think that people looking to invest in estates, be they real or virtual, they want to do business with someone who looks the part of a business professional. You go to some corporate-owned sims and you have to contend with sociopathic dark elves or furry vampires. That’s fine if you are shopping for shoes or prim wigs. Some large corporate sites never have any staff there and if you try to get some personal assistance you may not ever get any response at all. In my case, when I IMed a question to the owner of a sim where you can order computers, I was berated and told to not bother her ever again. I certainly didn’t buy a Dell computer after that experience.



Tasia Tonic
07/24/07 @ 3:26 pm

I agree that the concepts area is the issue at hand for most companies. I am going to give a freebie idea only as this is just such an obvious question that ought to be asked of the giants entering Second Life. Auto Dealers were the “Big deal” well that is they took their share of great PR from entering SL. But entering an auto manufacturer in a world that we can fly in doesn’t make sense…so how do you make sense of it? They can spend Half a million or more to have a company develope their islands…but they can not give away cars for RL? Pull the visitors out of second life and get them on your lots! After all a test drive of the Nissan Sentra is not nearly as effective for me driving into virtual ocean than driving a real life car and give the poor salesman a shot at actually selling me one. They had a great idea with that vendor…to bad they did not elaborate on the concept a bit more. Big things are yet to be seen in Second Life. Concepts that are great will flourish and if they all get their hands on that Code4software tracker…they can prove it. ;) just another view :)



07/24/07 @ 8:59 pm

Wrote about this month's Wired Article - Lonely Planet Wired Magazine article on Second Life  that produced a lot of Buzz about Second Life - much of it negative.  But when you contrast it with stories like Banks find footholds in…



Anonymous
07/25/07 @ 6:00 am

When corporations consider launching locations in SL, they would do well to first stop and consider what kinds of things would draw people there. There are thousands and thousands of places to visit; stop and put yourself in the place of the residents. Before going to the trouble to teleport somewhere, each one asks the question “What’s in it for me?” What would ever induce me to go to the Coca Cola Virtual Thirst Pavilion? If you have something compelling there for me to see, for heaven’s sake, give me a clue what it is.



07/30/07 @ 2:34 pm

I read WIRED AND THE LONG TAIL OF SECOND LIFE MARKETING today in New World Notes and found an interesting comment from Gwyneth Llewellyn comparing Second Life visitors to Website Visitors.One of the benefits a Virtual World Island Launch has …



08/08/07 @ 11:52 am

It's beyond Second Life - but seems mostly focused there - but there's a fundamental misconception many corporations had when they entered Second Life and it What’s Wrong With Virtual World Marketing in Next Up Blog elaborates o…



09/14/07 @ 8:36 am

Is it possible to create engaging branded experiences in Second Life which actually help your company sell product, or at least reinforce your customer’s perception of your brand?
In the August issue of WIRED, Frank Rose is pretty down on the opp…



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