In 2006, when Second Life was on its upward media popularity curve, many companies jumped onto the bandwagon of establishing their ‘presence’ on Second Life. This amounted to little more than just a nice-looking static 3D space, very much resembling an extension of themes and concepts used in the companies’ existing 2D websites. The expectation was ‘if we build it… people will come’, completely ignoring the basic fact that a user needs a compelling reason to visit a virtual location just as he does to visit a company’s website. This saw many major companies like American Apparel, Wells Fargo, Armani, Dell, et al launch huge campaigns and see them fail.
It led many prominent advertising agencies to believe that virtual worlds like Second Life were not meant for marketing purposes and led to a backlash in the media. The failure, however, was not of the medium as much as of the message. Virtual worlds offer the great chance to engage your target audience in an interactive and immersive brand experience. They allow you as a marketer to create a narrative and ask your customers to participate in it. Such an experience is not possible in any other online digital medium to this extent. Instead of leveraging the huge interaction and narration capabilities of the medium most of the failed campaigns tried instead to create ‘pretty places’ and sell their products blandly using the kind of video and banner based marketing popular on the 2D web and this expectedly backfired.
Brands like Coca-Cola, L’Oreal, Orange, Pontiac and Starwood Hotels succeeded wildly in their Second Life campaigns because they chose to take an event based and community based approach to the medium. They provided an experience or utility which people demanded in virtual worlds while blending it with the brand message. Indeed Coca-Cola has launched a new campaign in Second Life for its Nestea brand by sponsoring a concert in Second Life.
To conclude, the future of Virtual marketing or V-marketing (as we might call it) is bright, but only as long as marketers realise how to use the medium and its strengths instead of blaming it on the real-life non-existence of the medium.
It led many prominent advertising agencies to believe that virtual worlds like Second Life were not meant for marketing purposes and led to a backlash in the media. The failure, however, was not of the medium as much as of the message. Virtual worlds offer the great chance to engage your target audience in an interactive and immersive brand experience. They allow you as a marketer to create a narrative and ask your customers to participate in it. Such an experience is not possible in any other online digital medium to this extent. Instead of leveraging the huge interaction and narration capabilities of the medium most of the failed campaigns tried instead to create ‘pretty places’ and sell their products blandly using the kind of video and banner based marketing popular on the 2D web and this expectedly backfired.
Brands like Coca-Cola, L’Oreal, Orange, Pontiac and Starwood Hotels succeeded wildly in their Second Life campaigns because they chose to take an event based and community based approach to the medium. They provided an experience or utility which people demanded in virtual worlds while blending it with the brand message. Indeed Coca-Cola has launched a new campaign in Second Life for its Nestea brand by sponsoring a concert in Second Life.
To conclude, the future of Virtual marketing or V-marketing (as we might call it) is bright, but only as long as marketers realise how to use the medium and its strengths instead of blaming it on the real-life non-existence of the medium.
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