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8/14/2019 Brands in Second Life | Patrick Collings
http://slidepdf.com/reader/full/brands-in-second-life-patrick-collings 1/2
00 Brands & Branding
Patrick Collings
Brands in Second Life
Istarted at the Adidas store, but
no one was there amid the
perfect racks and in-store
displays, I then headed over to
the larger Reebok store. One person
was there, but they were leaving.
American Apparel had a nicely laid-
out store with its merchandise well
presented and unobscured, thanks to
the absence of shoppers.
Where was everyone? These are
global brands with extensive retail
experience and their stores were
empty in prime shopping time. The
consumers were around, they were
just in home-grown stores buying
brands with names like VektorWear,
Shiny Things and Cytranized Designs.
And the consumers weren’t walking
the high street of a bricks-and-mortar
city, they were shopping in Second
Life, the digital social networking and
co-creation phenomenon that many
brands around the world are try ing to
figure out how to get involved in and
benefit from.
Started in June 2003 by San
Francisco company Linden Labs,
Second Life is the current poster chi ld
for a digital marketplace that many
believe will become i ncreasingly
important for brands. By mid-June
2007 Second Life had over seven
million members, about 90 percent of
whom had signed on in the preceding
nine months, and investors that
included eBay founder Pierre Omidyarand Amazon CEO Jeff Bezos.
It is, however, not all plain sailing
for Second Life, or to refer to it by its
popular acronym SL. The average
30,000 + people on SL at any one time
(June 2007 average) has put its
infrastructure under pressure with
resultant sluggishness, crashes and
key functions like search often not
working. Despite these problems,industry insiders remain positive
about the future of SL and
compare its problems to the
teething pains the Internet
experienced in the early
1990s.
Getting started in SL is
not difficult and involves
downloading a browser-
type interface and then
following simple instructions
to create a 3D digital
persona, or avatar, that you move
around SL using keyboard and mouse
controls. Communication with other
SL members is currently via text but
voice communication is coming.
Although it has the look and feel of
a video game, SL differs f rom other
online multiplayer games in two keys
areas. Firstly, instead of traveling in a
digital landscape constructed by the
game’s programmers the inhabitants
of SL design and construct their own
worlds which are connected by a
Star Trek-type teleporting function.
Secondly, inhabitants own the digital
creations they build or acquire and
can sell these to others in SL.
Transactions within SL are done
using Linden dollars, a vir tual
currency that is purchased with
and convertible into US dollars at a
fluctuating exchange rate which in
mid-June 2007 saw USD 1 buy 265
Linden dollars. This i n-world trading,
including virtual land rentals paid to
Linden Labs, resulted in a daily flow of
transactions worth about USD 1.6
million.
SL says about 40,000 individuals are
making a profit doing business on SL
and the most successful handful are
earning in the hundreds of thousands
of US dollars annually. Whilst the
profits may be attract ive for
individuals, they are currently not the
reason that brands are making their
way into the virtual world.
Creating brand awareness is a
primary objective for brands like
Adidas, Reebok, American Apparel,
Sony BMG, Toyota, Nike, Reuters,
Coke and Sony Ericsson. But their
virtual stores are largely empty as SL
inhabitants favour brands created and
sold within SL.
A 2007 survey by Komjuniti, anagency that develops and manages
brand communities, found that many
real-world brands were failing in their
SL efforts with 72 percent of
respondents saying they were
disappointed with the activities of
global brands in SL. A third of
respondents were unaware of the
brand’s presence in SL and 42 percent
said it was nothing more than ashort-term trend.
Brands & Branding
APPROVED
Name:
Date:
Signature:
Like many in Second Life, Patrick Collings’s avatar
is an improvement over the real-life version. In his
case, better looking, fitter and a decade younger
Major brands like American Apparel go to great lengths to build
a presence in Second Life, only to find that after an initial interest
their stores are largely empty
8/14/2019 Brands in Second Life | Patrick Collings
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