WOW wish we were there...or here..or whatever...by Joyce Schwarz, blogging at www.hollywood2020.blogs.com...... Here are some links to some recent reports from the Virtual Worlds conference in NYC.
SOME HIGHLIGHTS FROM THE PRESS REPORTS WE SAW ONLINE"
Converging the real world with virtual worlds is a new opportunity for marketers to engage customers directly, according to panels at yesterday’s first annual Virtual World’s conference.Virtual worlds can translate into real world sales: Virtual Worlds ...DM News, NY -
In fact, the conference has two very different constituencies, and the secret sauce of the event is hidden in the mix between them. On the one side are the several dozen virtual-world conference regulars: the users; platform developers such as Linden Lab, Makena Technologies, Multiverse Network, Entropia Universe, Whyville and others; members of metaverse consulting firms like Rivers Run Red, the Electric Sheep and Metaversatility; the small number of journalists like myself who cover the space; and a few others. On the other side are the hundreds of executives and decision makers from media companies like MTV, AOL and Time Warner, as well as venture capital firms, software companies, educational institutions and other outfits.Virtual Worlds conference: same talks, different audienceCNet News.com Blog -
MUCH LIKE THE REAL WORLD, effective virtual advertising must be creative and engaging, according to virtual world enthusiasts and marketers who gathered Wednesday at the inaugural Virtual Worlds Conference at the Museum of Jewish Heritage in New York City. "The ones [marketers] that have been really successful are the ones who have gotten involved in the community, and invested in the community," said Jeska Dzwigalski, a community developer at Linden Lab, which runs the popular virtual world Second Life. "Add to the community," is Dzwigalski's advice for marketers looking to make a virtual impact. "Figure out something playful."Virtual World Marketers Called To Add To Community
Mediapost.com, CT -
AND THANKS TO MEDIAPOST.com for this conflicting report on virtual marketing interest:
MarCom:interactive's discussed new research, based on four focus groups, that finds 49% of users in Second Life had a generally positive outlook on virtual marketing. That compares to 19% of users who expressed a negative outlook and 34% who remained neutral on the subject. But like much of the data coming out of virtual worlds these days, MarCom:interactive's research is sharply contrasted by a new study from German agency Komjuniti. The survey of 200 Second Life users found that 72% expressed disappointment with virtual marketing, while a mere 7% said it had a positive influence on brand image.
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