Seven Ways to Market in a Virtual World, Part 1
Marketers use virtual worlds for trend-spotting, improving brand insights, and other initiatives. First of a two-part series.
Marketers use virtual worlds for trend-spotting, improving brand insights, and other initiatives. First of a two-part series.
Electric Sheep Co.’s Valerie Williamson refers to virtual worlds as Web 3.0, since they represent the next wave of the Internet in which marketers can market not only to early adopters but also to a younger demographic that favors multiuser experiences. This combination helps marketers gain real-world-like experiences and results. A virtual world is a computer-based, simulated environment in which users inhabit and interact via avatars. While virtual worlds have been around since the early days of computing, Second Life was the first Web-enabled virtual world to catch on.
Since virtual worlds require users to substantial invest time upfront to participate, they might not have the same level of growth or reach as Web 2.0 interactive formats. For some younger demographics, this barrier is less of a hurdle. In September 2007, eMarketer projected that the amount of virtual world users ages 3 to17 would increase to 20.0 million by 2011.
Some marketers may view the highly publicized departures of major brands from Second Life as signaling the failure of yet another fleeting online experiment. Yet a broader group of virtual environments continues to evolve and thrive, particularly those targeted at children and teens, such as Club Penguin and Habbo. During Q1 2008, over $184 million were invested in 23 virtual-world-related companies, according to a Virtual Worlds Management study.
In this current phase of virtual worlds’ evolution, companies are utilizing virtual worlds to get tangible results from collaboration across their organizations that allows employees to work together, regardless of silo or functional group. The results of these efforts tend to stay below the radar, says Rivers Run Red CEO Justin Bovington, who’s currently working with major consumer-packaged goods brands and other enterprise-focused implementations.
Seven Marketing Uses for Virtual Worlds
By creating a simulated space for interpersonal interaction, virtual worlds enable marketers to engage a wide range of users. These users may be in diverse locations or difficult to target with more conventional marketing approaches. Here are seven methods marketers are currently using:
The ways to use virtual worlds for enhancing brands has grown beyond the initial quest for buzz. Like any other form of interactive marketing, it’s important to consider how to leverage the strength of your virtual world marketing campaign in the real world.
Next: seven tactics to bear in mind when using virtual worlds and seven metrics to measure your success.
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