Wednesday, April 02, 2008

Playboy gets Dressed

This weeks top story features Playboy getting dressed for the occasion. Playboy getting dressed isn't your typical April Fool's Day prank but a very smart move by the popular magazine, as reported by James Wagner Au at the NWN blog:

Smart Bunny: Playboy Sells Fashion Created And Co-Branded By Second Life Designers

With regular events and a staff of gregarious, frequently dancing Bunnies, Playboy's official Second Life presence, a tropical island club developed by Boston's Green Grotto Studios, is one of the few real world company sites boasting steady visitor traffic. (Direct SLURL teleport at this link.) And unless I missed a previous announcement, it can now claim another title: the first major company to link its brand with Second Life-only brands. In this case, Playboy-branded fashion sold on the official island, but created and promoted by SL designers who are an integral part of the label; among them, KO Designs, Alpha Male, Sharkture, and Simply Spoiled.

Playboy started out in the Metaverse with the opening of the Playboy Island in Second Life in June 2007 (read blogpost here), which surprisingly (for many) didn't become the house of sin in the sex-filled world of Second Life. No actually, there was nothing sexy about Playboy's presence.

This time, everybody is getting fluffy with the bunny as Playboy is now in cohoots with a quality selection of Second Life fashion designers. Reactions from the more marketing oriented blogs are pretty happy about Playboy's move;

Nic Mitham says:

"The company is selling Playboy-branded items on the island created by residents inside Second Life - they are tapping into the expertise incumbent in-world."

And Digodo writes:

"It’s an interesting move because apparently Playboy thinks they can fill a gap the Metabrands have - a recognizable, A-brand that separates the quality from the B products for people who haven’t spend months in Second Life. On the other hand, the metabrands bring ‘good will’ of the existing community to the table, a recognised and appriciated brand amongst people who have spend some time in Second Life and are well rooted into the community.

What the most important thing is, in my humble opinion is that Playboy seem to understand how communities work and that is even more important than getting your product out in the virtual world. I have been very disappointed with the things (the majority of) real world companies have done in Second Life sofar. It's been a marketing trip mostly, and the community just isn't interested. It's time companies skip the promo-attitude blabla and start taking their business into Virtual Worlds.

This would have been easy for Playboy, to bring their business to a Virtual World which is sex-infested according to many. Doing the opposite; getting dressed gets them my respect and it shows they understand the way the Second Life community works. Whereas most brands come in and invite people to 'leave their natural habitat' to come to their island, Playboy is bringing the brand to the community.

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Monday, March 24, 2008

vBusiness Expo - April 2008

It's been a couple of months since I heard the first plans from Clever Zebra to organise yet another vw conference and expo. Here's the first announcement:


The vBusiness Central project in Second Life will launch in April with a 4 day Expo, to be held bi-yearly in April and October (which coincides with the Virtual World Conference).

The conference aims to cover 4 key areas:

We'll be announcing dates and details very shortly. If you want to keep up with developments, including other Clever Zebra events and product updates then join our email list to be first with the news.

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Tuesday, February 19, 2008

BannerBingo: Breakthrough in Internet Marketing

Don't you get annoyed with all the banners poppin up all over the web when you're trying to find some information? Marketing departments really have explored every corner of the web to put up their ads and you'll hardly find a site that isn't bannerized...

Usually I don't pay too much attention to banners. Usually they're not inline with the things I need when I see them, so there's hardly a banner I actually click to see what's behind it. Today I got triggered though and started thinking about internet marketing.

Today I registered the domains http://www.bannerbingo.eu/ and http://www.bannerbingo.nl/ for a new experiment. What usually happens when you've got a great idea is that you go through great lengths in detailed description of your idea / invention and try to trademark it or register the formula to protect your intellectual property, spending tons of hard earned money only to find out the idea has been submitted long before you saw the light. This usually dawns when you've already put in months of effort to find a producer or buyer for the concept.

It happened to me a number of times, so I won't go through the hassle again. I just decided to blog it. Let the date of my domain registration and blog be proof of the date of conception and formula. Truth be told, I just thought of the idea and name today, but the domain www.bannerbingo.com has been registered in august 07, but as of now, there's no site there yet and a quick scan has revealed no idea similar to this one.

What BannerBingo is about is that a company advertises all across the web, trying to get in touch with as much customers as possible -pretty much based upon IP adresses and ISP selection. As a customer I occasionally come across one of the many banners of corporation X and don't pay attention. In BannerBingo you register as a customer and collect BannerPoints. Let's say each banner you come across will get you 5% discount. If you surf across the web and find 5 of these banners by the same company, you'll earn yourself a 25% discount. (amount of banners and percentages subject to change off course)

The basic idea is that when you encounter more than one of the company's banners they know are succesfull in targeting their intended audience / a certain profile and the audience is challenged to click the banner to earn discount. Let's make advertising a game ;)

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Saturday, January 12, 2008

Levi's Extraverse

In October Jeans tycoon Levi's launched its own extraverse, Levi's World, in Hong Kong, a branded virtual world dedicated to Levi products. It's first live hours saw over 6.000 registrations with eager fashion addicts and pretty soon we'll see the English version go live.





The campaign for Levi's World has been created by TEQUILA Hong Kong (TBWA) and OMD. Their view basically comes down to:


"Are you fed-up of Facebook, sick of Second Life? If so, then you may be interested to know that Levi’s are claiming to have ‘disrupted the convention’ of such social networking sites with the launch of the first ever (do they really think so?) branded virtual world. No prizes for guessing what it’s been called, though"

Levi's weren't the first to go extraverse, but it is a logical step. Throughout the Metaverse you see people paying a lot of attention to their avatars, with clothing being a hot marketing item.


First images do not show this world as able to create realistic avatars and environment, but a bit more cartoonesk graphics. The world is aimed at 15-25 year olds and has a free membership model. However, economy and marketing comes into play as you're able to buy your Levi stuff and can obtain vouchers which can be used at Real Life Levi stores.

Here's a YouTube movie about the launch:

To go from scratch to a dedicated extraverse is a giant leap, but Levi's has got several years of experience in the Metaverse which they started to explore as early as 2003. Along with Nike, Levi's was one of the main sponsors that pushed the launch of There.com.

"27,000 There
There launched its beta-test form -- 27,000 users have already entered the There world -- in January, with Nike and Levi Strauss & Co. among marketers who partnered with the firm to see how their wares fared in a virtual marketplace. Both brands will continue their relationship with there."

Full There.com launch article here.

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Thursday, November 01, 2007

CSI (7): CSI meets expectations

When the first critical and cynical blogs on CSI:NYwere starting to appear I was starting to get some mixed feelings


For exact numbers we either have to wait for CSI or the Electric Sheep Company to come with traffic stats and onRez viewer downloads and compare them to next weeks' Headcount by Tareru Nino. I do believe though that the average number of concurrent logins is higher these days. I'm not saying it was a smashing success. The massive number of islands, the fuzz upfront made us expect a lot. Again, too early to tell. There may well be ROI's made, but not sure which. I hope it'll continue though. Haven't had time to start solving the murder yet, but I for one like the concept. Me liking something isn't a guarantee that it'll make you millions though. (CSI (5) The Aftermath)

Finally, the Second Life Herald posted an article that kind of tried to sink the project.


A virtual recession may threaten the metaverse, as service workers hired to meet and greet noobies suffered mass layoffs today. The layoffs are part of a significant downsizing in the number of CSI:NY sims - perhaps due to a less than enthusiastic response to shark jumping, couch potato marketing of immersive games to television viewers. At this time last week, some enthusiastic reports were suggesting that CBS television's CSI:NY/Second Life hookup could yield as many as 1 million new players. However, that enthusiasm has been tempered by reality. (CSI:NY shrinks by 93%)

I've discussed that post with my good friend Aleister Kronos who has some reservations on the subject as well. There are a few things that don't really fit in. First of all, we came to watch the show and it carried a lot of Cisco sponsoring. Secondly, there was some exaggeration in the announcements, in the way that Hollywood usually does


Just yesterday I spoke with Chris Carella (Satchmo Prototype), Electric Sheep's Chief Creative Officer. I asked him what they thought of the result. Here's what he replied:



"Believe it or not, despite the blogs, everything is going exactly as planned. We purposefully had many many extra sims and staff the first 2 nights as a just in case precaution. There are few user experience worse than not being able to log in or even worse crashing the grid.



We're right on point with ours and CBS' expectations as far as number go. I've been impressed with how many people are still signing up a week later. It's to soon to get a good feel on retention numbers. Our expectations were never the millions of people the SL community expected. The % of people who went from TV to SL are well in line with our other TV experience and CBS's other efforts in cross media.



TV is a passive medium. It's really hard to get people from watching TV, to their computer checking out a website an downloading an application. However, those that do make it become more valuable customers. They spend 2-3 times longer a week with your brand and they will tell others how cool your show is".



The show has had about 16 million viewers, of which some 80.000 signed up for an account in the last week. That's a response of 0.5%. My marketing knowledge is a little rusty, maybe Nic Mitham from KZero can say some clever things on that, but as far as my memory serves me 0.5% is a very acceptable response. Truth is, we don't know if those 80.000 signed up because of CSY:NY. If we look at groups in Second Life, the CSI:NY group is the largest at the moment, having close to 1200 members, but the group for "the Office", which was much more viral and smaller in setup has about 675 members. And if they signed up for CSI, how many of those will stay?


There were those who had expected more than a million of new residents to sign up. Like a 5% response. That would have been awesome, a smashing success. Such a smash hit isn't build overnight though. If the 80K signups is a reliable figure to go by, I would say that the Great Satchmo has every reason to be happy. By marketing and advertising standards it's good. It got publicity and people still come to the CSI:NY sims. Everybody is entitled to his / her opinion. I'm inclined to look at it in a positive fashion. It's been a first time experience. We've got lots to learn. But we'll get there

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Saturday, October 06, 2007

VeeJay @ San Jose Conference

Real Life has been very stressfull and very very busy this last month. Since there's Mrs. V and the Kids to keep in touch with I haven't really had time to dig into Second Life, let alone blog it.

Sorry folks.

The good news is, I'm getting back up to speed, starting with visiting the Virtual Worlds Conference and Expo next week in San Jose, California. I'm really looking forward to it, especially since I've got an appointment with a Linden Lab employee on tuesday.


On wednesday and thursday you'd probably be able to catch me on these tracks:

Wednesday (10th):

  • Business Strategy & Investment --Economics of Virtual Worlds
  • Entertainment, Media & Marketing -- ROI How the rules are changing
  • Entertainment, Media & Marketing -- Entertainment in Virtual Worlds - It's Not Games. it's Not TV. It's....
  • Virtual Worlds for the Enterprise -- Applications that Work

Thursday (11th):

  • Business Strategy & Investment -- The Future of VW's
  • Virtual Worlds for the Enterprise -- Best practises for employees in VW's
  • Virtual Worlds for the Enterprise -- Creating a user community
  • Business Strategy & Investment -- Finance in a VW

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Friday, August 31, 2007

Coke lost its bubbles?

It's been a while since Coca Cola entered Second Life. When they finally entered, a lot of us were expecting a whole lot from them. Now they're turning their backs on Second Life with outright disappointment. What happened?



Let's get back to the start. In early april an enormous buzz surrounded the anticipated immersion of Coca Cola. We'd all expected Coke to launch a cool island in Second Life, but they didn't. Led by marketing agency Crayon they've set up a small campaign on the Crayon island as an extention to Coca Cola's new marketing campaign, "Virtual Thirst". The buzz created in the days leading to this release was good. The actual immersion a bit disappointing to many residents and bloggers.



[image from Coffee with Crayon]



Yet Crayon seemed to be doing a good job. The "Coffee with Crayon" sessions showed commitment to the community, or engagement (one of the 5 essentials according to Information Week's Mitch Wagner). I think over the past months, since april 2007, respect grew for the way Crayon & Coke handled things. At least, I've seen pretty positives things in the blogosphere and we were curious to see where this was going.



[image by Cyn Peccable at Flickr]


However, Coca Cola has a reputation when it comes to marketing. It spends millions of dollars on brilliant television ads, most of which we can recall pretty well. I personally had expected them to create such an epic adventure in Second Life as well. But they didn't. And now they're disappointed.


The infamous Wired article "How Madison Avenue Is Wasting Millions on a Deserted Second Life" tells about Coke's adventures in Second Life and their disappointment in the number of visitors they drew inworld:



"Yet Donnelly decided to put money into Second Life anyway. He's no digital naïf: When he joined Coke last summer, the company was being ridiculed for its huffy response to a spate of Web videos showing the soda geysers that erupt when you drop Mentos into Diet Coke. Within weeks, Donnelly had Coke and Mentos sponsoring a contest on Google Video that's gotten more than 5.6 million views. But Second Life was different. 'Many places you go, there's still nobody there," he concedes. That's certainly the case with Coke's Virtual Thirst pavilion, where you can long linger without encountering another avatar. "But my job is to invest in things that have never been done before. So Second Life was an obvious decision.'"


Nick Wilson at Metaversed is also having second thoughts about his initial excitement on the Coke-strategy for Second Life, as he writes:



"What they didn't count on though, was the fact that Second Life isn't full of the same echo chamber web2.0 commentators that wave and cheer and throw their knickers at mere mention of user generated media. No, it's made up of ordinary folks interested in their own stuff -- their own shops, groups, businesses and friends. And when you realize that, is it any wonder that the figures cited by Joel Greenberg are less than stellar?"



These Greenberg figures are:



  • 300 blog posts about the contest

  • 33,000 links

  • 150+ photos in Flicker

  • 31,000 Youtube views with 160,000+ comments.


Tony Walsh from Clickable Culture writes:


"Here's what I think: Hardly anyone entered the Virtual Thirst contest, which is why Crayon kept asking for submissions, why Coke didn't mention how many entries the contest got, and why the official site now rots before us. If the contest did receive an impressive number of entries, where's the evidence on Flickr, YouTube, MySpace, or the official Virtual Thirst site? "


Furthermore, he remarks "And then... nothing. No mention of the fact that the contest judging was delayed by over a month. No major Virtual Thirst site updates, just an announcement of the winning entry two months after submissions were closed. At the time of this writing, the official Virtual Thirst site doesn't even acknowledge the winner."


Where does this all add up to? Has Coke failed to impress the way it usually does with marketing campaigns? And can we conclude that Second Life is a bad platform for marketing activities? The next quote (by Ordinal Malaprop) perhaps says it all:


"Would it be reasonable to put up a promotional video on YouTube that not many people wanted to watch, leave it there, see that it didn't get a lot of views and conclude that YouTube was a useless medium? Or, for that matter, to publish one issue of Wired and then complain that people stopped buying it after a while?"


This was said in response to Chris Anderson's The Long Tail: Why I gave up on Second Life, another of those examplary articles of old media not understanding the world we live in today.


It's not fair to say this blog by Chris Anderson is another examplary article. It's pretty much the same article. Chris Anderson writes for Wired and both the Long Tail and Madison Waste article are signs of personal frustration. They're only looking for the negative aspects in this story and don't leave room for (even small) success stories.


Donnelly said in public he thought this first entry into Second Life a success. We don't have all the data, Coke has. We don't know what their criteria for success were at the start. But if the client is happy, why say it's a flop?


This was also said (again) by Electric Sheep's Joel Greenberg:


"'Coke was in Second Life prior to us actually entering SL,' said Donnelly, referring to coke machines fans were making and putting in the world. Taking what the fans were doing to the next level, Crayon and Coke developed a contest to make a vending machine, with the idea that SL residents are thirsty for experience. Of course, avatars don’t have physical needs like eating and drinking, but by taking the brand value of coke and appropriately translating it into a virtual world, Crayon and Coke created an appropriate, successful campaign. To be clear, I’m not saying they were successful, Donnelly the client said the campaign was successful based upon the criteria they set for themselves."




Okay, one last quote, this time by from Second Effects blogger ArminasX Saiman:



"In such a small market, you must expect small returns until the economy grows. You cannot expect big things to happen. Consider an analogous situation: a big-city manufacturer shows up in 45,000 resident Smallville and spends $1M on a spanky new store. By the way, the big city manufacturer produces items that are not usable in Smallville. What do you think is going to happen?"

So did Coke blow the bubbles or didn't they?


Coca-Cola by nature is not a virtual brand. It's products (soft drinks) have absolutely no value in a virtual environment. Avatars don't need nutrition. This means Second Life, or any other virtual world, isn't suitable as a product selling platform. It has merits though when it comes to branding. Coca-Cola is a strong brand and is capable of creating a strong brand experience in tv-commercials. If they're capable of creating Christmas they must be able to create a Second Life experience as well.



More recent campaigns, such as the one above would certainly be strong material to create immersive shared experiences in Second Life. Personally I've never been enthusiastic about Coke's Virtual Thirst campaign, but reading the evidence I wouldn't call it a flop. I just hope they're getting involved in the Community and create Cocalicious experiences. Is it worth doing so in an environment with 'so few active users'? That will be up to Coke. As long as they take into consideration that:

  • We're just in the early days of Virtual Worlds and they will grow, no matter what frustrated journalists say.
  • The userbase (which might not be as large as many would have liked) in Second Life is a very active, downright creative and critical userbase. And if they can "make it there, they'll make it anywhere."

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Monday, June 18, 2007

Dutch Edu: Inholland University


The Dutch University InHolland is the next Dutch Educational institution that's active in Second Life. Their sim has been around for several months now, but hasn't been open for public sofar.

However, a Communication & Media student from the University of Applied Sciences INHOLLAND, Rotterdam, has graduated in Second Life as first virtual graduate in the Netherlands on thursday june 14th.

"From a marketing perspective virtual communities are an interesting research and investment area," says graduate Josje van Beek. "Two dimensional virtual communities like weblogs and forums have been the subject of research and marketingstudies quite often in the past. Now that there's 3D added tot this 2D community by means of gaming and video technology I wanted to study how interesting this would be from a marketing perspective. This is the subject of my thesis; "3D Virtual Communities as a Marketing Instrument."

To Josje it seemed a logical step to defend her thesis in Second Life, as she uses it as case study.

The tutors involved have been enthusiastic from the start and appeared last thursday in the Inholland E-Lab. Prior to the graduating there was a short introduction to SL. The graduation presentation was a simulcast event utilising various assorted media

"In the defense of my thesis I will both visually as textually explore the possibilities of a 3D environment," Josje said upfront. The graduation is put on tape by real life video and snapshots and movies from an avatar point of view.
Thanks to Dobre @ Secondlife Blogo / Lost in the Magic Forest for pointing out this story.

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Tuesday, February 13, 2007

Buzz Word "Local"

It seems "local" is one of the big buzz words going around.

Was the title of an interesting question I spotted on Linked-In

"local" search marketing
"local(location based)" mobile marketing
These are two of the things I have heard associated with local marketing. I believe some have referenced the long tail saying that small local establishments advertising could add up to more than the big Brand advertisers.

what is your take on this? Do you think it is truly a scalable solution? Which do you think "local" targeting provides the greatest area of growth mobile or online?

Do you think if the same "targeting" ability was available in radio maybe to target someone in a specific zip code would the demand be there?

The winner is
With the huge amount of spamming and direct mail and unpersonalised printed marketing material you would indeed think it would be a winner if you could get into the local-targeting mode.

It's not a winner though, it's a slight improvement. With todays technology of online banking, online ordering etcetera the winner is: income and spendinghistory specific marketing.

In other words, we're talking about intelligent documents (I need to set up a file for this item ;)



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