How effective is Branding on Second Life?
To argue that Second Life has little or big impact on the real world is beyond this post; although most of us the impact is pretty real and tangible. However, many companies have taken onto themselves to connect and engage real life consumers with the company’s SL presence. How effective is this really? Will it ever actually become a true -second life- where people will interact socially (even when being alone) with other human beings? Will businesses be able to prosper through this new technology?
As of now, SL is very much dedicated and focused to special interest groups. There isn’t mainstream approval or use yet, although the usage numbers are on the rise. How effective is it really? There are several globally known brands that now have their own space on SL. Has it been an effective investment for them? Have their sales (or even brand awareness/loyalty) increased since they opened on SL?
I’m not implying that it isn’t effective or a good strategic tool for brands. All I’m saying is that since SL isn’t yet as mainstream as many of us would like to. Perhaps we should give it some more time, and we’ll be surprised. Au moins, that’s my bet!
By the way, I’m in Second Life as: Ronox Bohemia. Give me a shout out. See you!
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POSTED IN: brand, engagement
4 opinions for How effective is Branding on Second Life?
Sara
Mar 15, 2007 at 12:33 am
The best blog which I saw
directtv
Mar 19, 2007 at 2:51 am
good blog.
chad
Mar 23, 2007 at 2:36 pm
I must say that social advertising especially in virtal worlds is quite an exciting concept, and I think 2007 will be a tipping point year for it.
Ron E.
Mar 23, 2007 at 4:16 pm
I agree Chad, I think this is a great year for virtual world advertising.
However, business people and marketers must keep in mind that statistically virtual world use (as of now) is for certain age groups, and slightly tipping to the male side. The demographics of it will, of course, decide if YOU (specific cases) should advertise on it.
Thanks for you comments guys,
Ron E.
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