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    02/05/2010

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    1. You're right about why some businesses are failing in SL. There's a problem if there's a lack of involvement, and there's a problem if it isn't integrated with other forms of social media marketing.
    2. Your statement about IBM is grossly inaccurate. While IBM did this, they are way, way more invested in Second Life, SLEnterprise, and OpenSim initiatives. What you wrote is at best misleading, and at worst, not true.
    3. You fail to cite any number of positive marketing and outreach experiences in Second Life. What's your objective here? Isn't it enough that people like Sibley, Clay Shirkey and Wired Magazine throw Second Life under the bus? If you want to convince people that they need to do things differently in Second Life, you can't just be negative - no one's going to find Second Life appealing in that light at all.

    I have to agree with Hiro above on item 2 - it's a bit of a misrepresentation to measure IBM's initiatives in the same manner as (say) American Apparel, as they have dramatically different objectives.

    What you do touch on that makes this article of value, is the fact that most of these organizations fail to adapt their usual techniques (in marketing, outreach, etc) to this new medium.

    In this sense, these lessons aren't much different from the ones we learned in the first "Web 1.0" evolution: You can't just paste your "business as usual" onto such a dramatically new medium. You have to become a part of it (and its community), and offer value in the audience's measure - first - before you can even begin to think about how to engage them. And when you do engage them, it will be in an entirely new form.

    One way I illustrate this is by asking what Facebook replaced in your regular life. There was no "real world" equivalent of Facebook - a paper book that friends wrote in, with constant updates, images, references to other materials. The concept is nonsensical, and impossible. Facebook is a /brand new/ thing, for a new medium. So it is with virtual worlds: You need, literally, brand new things.

    You do need to do more research if you are going to write an article like this.

    Are you familiar with the L'Oreal Paris campaign created by K Zero or the Nissan campaign by the Electric Sheep Company?

    Both of these projects engaged many thousands of SL residents.

    L'Oreal Paris:http://www.kzero.co.uk/blog/?p=1614

    Nissan: http://www.secondlifeinsider.com/2006/10/24/getting-it-right-nissan-launches-in-sl/

    Maxwell --

    Im not arguing that there are no companies that have found success in
    Second Life. But the ones that have found it predominantly by
    understanding that their real-world marketing plans werent going to
    work in virtual spaces. Both companies made significant and necessary
    changes before entering into the virtual environment. Companies that
    can adapt like that will, of course, thrive.

    Again, someone writing about Second Life as if it's one giant offer.

    Swinging between subjects without definition.

    The world of Second Life is not just one great big world. The problem is, people who are in the public facing world of SL, like yourself, don't know what is happening behind you.

    Second Life Enterprise and private grids are in abundance. With Linden Lab, telling us they have over 14,000 companies/organizations. The problem is, a lot of these companies are off in closed environments. Just because it's not open to the public, it doesn't mean they have left. From all accounts, there are more companies in SL than ever before.

    Hindsight, easy to pour scorn on America Apparel and the early brands in Second Life. But the fact you've mentioned all their names, means they succeeded. Still milking the PR. The fact this was also 3/4 years ago. There was a lot of good projects, nice content and interesting ideas. Again, easy to say it was wrong.

    I work freelance for a UK based company, they have clients that our household names. What they're are doing in SL is private, behind closed off spaces, running meetings, collaboration and training. It's private and secure, protecting their ideas, content and, more importantly, their employees.

    Arguably, the fact that SL can handle small contained groups, makes it perfect for these types of projects.

    B2B projects are big. You're just not aware of them, as they're not open to our public eyes.

    @Yeo, that should be 1400 organizations, not 14,000. Still, pretty impressive.

    I agree with the basic "people, not prims" model for success in Second Life. Not 'if we build it they will come,' but 'if we are here, they will join us.'

    So far, the most consistently demonstrated value of virtual worlds has been for events, not for static content. The real magic will start when people find better ways to integrate the most creative content (think NPIRL) into live events.

    @Robert, perhaps more research, I just found this:

    IBM currently offers a secure version of Second Life, and claims that almost 14,000 customers are using the service.

    Again, another example of an SLer not knowing what is happening, IBM are all over this. Robert dig deeper, this is just one company, not even LL!

    So how many?

    Thanks to all for pointing out the inaccuracies in this article. It is actually pretty funny to see everyone talking/speculating about what IBM is (or isn't doing). Why don't you go watch clips from the recent PBS Frontline documentary and companion web site called Digital Nation to hear directly from IBM'ers. Start here - http://www.pbs.org/wgbh/pages/frontline/digitalnation/interviews/legoues.html Then go watch Chapter 7 of the full show- http://www.pbs.org/wgbh/pages/frontline/digitalnation/view/

    note that none of the success discussed in the documentary is about SL the public consumer grid- it is all about what happens behind the firewall, where employees can hold secure private meetings with people who have real names!

    @yeo- I don't think IBM has ever said they had 14,000 customers using secure version of SL- maybe internal users, but not customers- SLE is only still in beta...

    Karen-

    To be honest, I was more than a bit underimpressed by the Digital Nation project. Felt they didn't really cover much new ground on it.

    Looking at IBM, I've had a great opportunity to see firsthand the activities and progress they're making through the AVAYA web.alive environment. Several important meeting and collaboration functions have and are being moved there, away from SL. That's not to say IBM is failing in SL, just that its popularity is declining compared to more made-to-order environments.

    That said, I still think SL Enterprise is a potentially revitalizing idea for the platform, as Yeo said.

    Advertising for LL's Enterprise product line? Wouldn't want those employees getting attracted to that dance hall that never existed next door would we?

    I think what Second Life needs at this moment is good press coverage of recent success stories. The SL2.0 platform can really ignite a renaissance of SL... with some good press.

    The unique feture of SL compared to other platform is user created content which, while is not interesting for many users, is very interesting for many others. I think a successful SL project must leverage user created content.

    My current recommendations:
    - Second Life for a mass market metaverse - but only for those clients who are brave enough to ignore the bad press, and who take time to understand it.
    - Teleplace for professional collaboration.
    - web.alive as a web-based rich multiuser VR frontend.
    All 3 platforms are suitable for e-learning, with different angles.

    AVAYA Web.alive at VoiceCON 2010


    Web.alive ideal for social Interactivity and Programme/project management and control:

    See following for a demonstration:

    http://seriousgames.ning.com/video/avaya-webalive-at-voicecon?xg_source=activity

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