The article quotes Rishad Tobaccowala, Denuo's chief famous as the ad industry's media futurist.
"Companies say, 'It's an experiment' — but what are they learning?" Tobaccowala asks. "Basically, they're learning how to create an avatar and walk around in Second Life."Tobaccowala quoted by a blogger last year: "Do not, under any circumstances, cut the 5% of the budget assigned to the experimenters, and do not require them to move a single case of product."
Isn't there a single successful case of bringing a brand into SL? Aloft wasn't bad at all, I think.
Anyway, I've been planning a post with some ideas about how to get your own SL initiative working and now is probably a good time so just give me a couple of days, but here's an advice from the veteran SL resident and land baron Prokofy Neva quoted on AdLab last November (there are many more):
"Don't build a big-ass pretentious build and have a hugely hyped media event with a one-hit-wonder in the RL media and then leave the build out to moulder on an empty sim for weeks later -- it's totally lame. At least throw up some sex pose balls and some freebie boxes."Joel Greenberg, formerly of GSD&M and now at Electric Sheep, runs an excellent interview with a fellow planner who says:
“You need imagination to understand what a brand experience should be in SL. It shouldn’t be like it is in the real world. Until you get the inventive people working on this, you’re going to see a series of failures.”
I've been plugging my presentation on Second Life ROI before, but here it is again. Another plug: if you are a real-life brand interested in Second Life but want to create something that works, let's get in touch.
Original post: http://adverlab.blogspot.com/2007/07/wired-too-bearish-on-second-life.html
in-game // press // Second Life
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