Marketing to avatars

Categories:
Somehow related:
Recent articles:

Please install Flash® and turn on Javascript.

Bring me home, please

clickable culture informs of an article in Harvard business review about Avatars-based marketing.

The strong involvement of Second Life (and other virtual worlds)’s residents with their virtual environment (from personalized avatars to virtual businesses, scheduled celebrity book signings, etc.) constitutes a dream marketing venue. Commerce is already an integral part of the game. Residents spend—in Linden dollars—the equivalent of $5 million a month on transactions for in-world products and services. Introducing real-world brands is just a logical step.

Whom do marketing efforts target? The members who gave their credit card numbers to register for the game—or their avatars? If the real-world human controls the real-world wallet, the avatar represents a different "shadow" consumer, one able to influence its creator’s purchase of real-world products and conceivably make its own real-world purchases in the virtual world.

The real-world marketing potential of online worlds is suggested by the virtual commerce that already takes place within them. In Second Life, you find avatar-run businesses such as virtual clothing and real estate brokering, but also detective agencies, which keep an eye on virtual infidelity; a notary public, who guarantees the legitimacy of avatar contracts; sex shops, which sell not only racy paraphernalia but also computer code that allows two avatars to enter into a passionate embrace, etc.

lawrencelessig_1.jpg
Lessig in Second Life

The line between virtual and real worlds is blurring in other ways. In Second Life, the BBC recently broadcast a segment of its Newsnight program from within the world. Lawrence Lessig gave a speech to a full house and signed virtual copies of his latest book. A proliferation of "Impeach Bush" signs—that were installed by an avatar on tiny plots of land he had purchased, blocking many people’s views—created an uproar.

Furthermore, many residents import real-world company logos as props or decorations. Coke machines are common. Evian was advertised at the concession stand of a recent U2 tribute concert. An iPod store sells virtual players loaded with tunes audible when your avatar wears one of the devices.

The combination of virtual-world commerce and the growing overlap of virtual worlds and the real world suggests opportunities for creative real-world marketers. So far, there have been a few interesting brand-building experiments. In the Sims Online, McDonald’s installed fast-food kiosks, complete with employees working at the counter and able to serve up (free) burgers and fries to residents who made their selections from a clickable menu. Intel incorporated its logo into the screens of virtual computers that, when purchased by Sims Online residents, helped them improve their game skills. In There, Levi Strauss promoted a new style of jeans by offering virtual versions for sale to avatars, pricing them at a premium to the generic virtual jeans that avatars otherwise could purchase. Nike sold virtual shoes that allowed wearers to run faster than other avatars.

hhhbbo.jpg
Habbo Hotel

Organizations have also sponsored branded events in virtual worlds. Kellogg’s sponsored a competition, in Habbo Hotel, in which residents were asked to decorate their personal rooms in various Pop-Tart–related themes. In a noncommercial sponsorship, the American Cancer Society staged its Relay for Life event in Second Life. Resident avatars walked a virtual course, lighted virtual luminaries, and raised virtual cash, which was converted into more than $5,000 in real cash and donated to the organization.

Companies have also created entirely branded virtual worlds—"adverworlds." Wells Fargo bank recently launched Stagecoach Island to educate teens about money matters through games and social activities. In a similar vein, DaimlerChrysler has a site for preteens called Mokitown to educate players—called "mokis," short for mobile kids—about road and traffic safety through a shared social experience.

press_content_mokitown.jpg
Mokitown

Patrice Varni says the 2003 campaign in which residents of There outfitted themselves in Levi’s virtual jeans was an interesting experiment but one she had hoped would yield more data. Technology is improving, though, and she can envision placements in which users could, by making an in-world purchase of an appealing style of jeans, effect a real-world online purchase.

In the meantime, there may be little to lose from experimenting. Massive Incorporated, which sells real-world advertising in a network of computer games, recently signed a deal to place ads in the online virtual world Entropia Universe. In Second Life, marketers can simply become residents and have their avatars try out marketing initiatives for free—something a number of companies are already doing, according to David Fleck, from Linden Lab. “People think they need to create a partnership with us, but all they have to do is join, go and buy a chunk of land, and then do what they want to do,� says Fleck.

aaclickbla.jpg
Screenshot from Massive Incorporated website

For starters, avatars are certainly useful subjects for market research. "Marketing depends on soliciting people’s dreams,� says Henry Jenkins. "And here those dreams are on overt display." For instance, a company could track how inhabitants of a virtual world interact with a particular type of product, noting choices they make about product features, wardrobe mix, or even virtual vacation destinations. It could then use those choices to create profiles of potential customer segments.

(Continue reading the post)

UPDATE: One Second Life denizen has created three ad spots to stimulate demand for the Nylon 35mm, the Nyloid Super Color 1000, and the Nylonic VHS Camcorder. (more in unmediated)

Avatars might also be enlisted to play a marketing role. They could use their virtual-world sensibility to design products with real-world potential. Several Second Life clothing designers have been approached by real-world fashion houses, and at least one business makes real-world versions of furniture based on virtual “furni� designed by Second Life residents. Avatars could run virtual-world stores selling real-world products or become "advertars" paid to publicize those same products.

But will avatars actually buy real-world products that are marketed in virtual worlds, in effect purchasing real-world goods for their creators, just as those creators buy virtual-world paraphernalia for them?

At the least, avatars are likely to window shop. In the mall of a virtual world, an avatar could try on—and try out in front of virtual friends—real-world clothing brands or styles her creator couldn’t afford or wouldn’t dare to wear. If she got rave reviews from her pals and became (along with her creator) comfortable with the idea of wearing a particular outfit, a purchase in the real world might follow.

The amount of marketing and purchasing data that could be mined is staggering. An avatar’s digital nature means that every one of its moves can be tracked and logged in a database. This information could be processed immediately. An avatar clerk might appear from behind the counter and offer to answer an avatar customer’s questions.

Furthermore, the avatar clerk might automatically adjust his or her behavior to become more appealing to the avatar customer. Research has found that users are more strongly influenced by avatars who mimic their own avatars’ body movements and mirror their own appearance. This virtual manifestation of an old sales trick makes avatars potentially powerful salespeople.

Technology even allows avatar sellers to simultaneously mimic the different gestures and look of hundreds of avatars in the same room—at least in the virtual eyes of each of those potential buyers.

The potential of marketing directly to avatars doesn’t stop there. A company might, for instance, create a real-world advertising campaign aimed at a particular avatar “segment�—wizards, say, or furries. Or you might offer in real-world stores a distinctive clothing line available only to people whose avatars had, through achievements in an online world, earned their creators the right to wear the gear, thus giving people credibility in the real world based on their avatars’ virtual-world status.

This new marketing landscape and audience come with pitfalls: technology constraints, strong resistance to real-world commercial encroachment, consumers’ privacy concerns about the detailed tracking of avatar data, and the fact that each virtual world has a different culture and people come to these worlds for a variety of reasons, so a single marketing approach won’t work.

1 TrackBacks

Listed below are links to blogs that reference this entry: Marketing to avatars.

TrackBack URL for this entry: http://www.we-make-money-not-art.com/cgi-bin/mt-tb.cgi/6466

» Marketing To Avatars from Futurelab's Blog

by: Régine Debatty clickable culture informs of an article in Harvard business review about Avatars-based marketing.... Read More

Sponsored by:

1 Comments:

Your article focused on Real Life to Second Life interactions and marketing. I think an equally interesting topic is the user generated advertising outlets. Within SL, there are a number of ad networks and ad supported businesses that cross the other way: advertising virtual items on websites and through podcasts. I was looking at doing this for my own SL business ( Second 411) and put together a pretty comprehensive listing of the advertising rates and options available up on my blog.

Thanks.

sponsored by: