More notes from the conference yesterday. Again, my notes, my mistakes, my opinion and not those of my employer - who has sent me to this conference (Thanks Linden Lab!).
Moderator: Ren Reynolds, Terranova
Jeska Dzwigalski- community products for Linden Lab.
Betsy Book- Makena Technologies and There.com.
Linda Zimmer from MarCom Interactive
Teemu Huuhtanen. Habbo communities for teenagers. Doing vw for 7 years, started 2000. Sizable company, 500 people in 19 countries,51 million in revenues from endusers, expecting hig growth, we've doubled or tribpled each year and expect the same.
Online community, moderated nonviolent for teens, key is self-expression and interaction with others, all happens in a cartoony virtual world. Being who you want to be, getting attention, meeting friends.
4 areas: virtual world client, habbo hotel. mimics hotel life, setting for fun activities. homepage is the persistent presence of users on the web. Multiplayer games, and then front pages that allow users their 15 minutes of fame. Here's a video.
(they look like those little fisher price people, or legos. very pixelated graphics.) click their habbo (avatar) to see their profile, ask them to be their friend for IM and SMS messaging. Room of your own, with room o matic. So far everything is free.
Then you want furniture. You buy credits. (IWH - this is a great instructional video). Join a beauty contest, or just chat with your friends. Trade items with other Habbos. Take a hundred foot highdive.
For the past 7 years, 50/50 male female. audience is homogeneous. avg. age is 15, 13-16 yearold depending on market. Millions of monthly users. Habbo is extremely easy to use, the ease of use is the most important thing in VW. We are talking about minors, we take it very seriously. Our ad sales, we can deliver good numbers, 10's or 100's of thousands of users who will be exposed to brand messages. We've made a virtual magic kingdom for Disney, we made one for Coke.
74 million player characters created, but that doesn't reall tell you anything. what's more important, 7.5 monthly uniques, just under 22 million in US and Canada. Advertisers include ipod, nokia, nike, puma, coke, disney, playstation. all the major record labels with band visits.
Jeska. 7 billion linden dollars. 5.6 million in $L-$USD. 5 million plus residents from all over the world. Easy to use 3d modeling. script it, you own the ip, you can license it back into the real world. 45% US, 55% international. American Apparel recreated their store inside SL. when you bought something inworld, you got a coupon for a real-life purchase of the same item.
Pontiac bought a bunch of islands, 8 or 9 f them, and gave the land to people who were already buying cars, and said do something.
They have a racetrack, they have a driving community built around their brand. Starwood hotels, BBC, Nissan, Toyota, Sears.
Book. there is a social virtual world. We don't have a structured game narrative, it's a social experience based around comunity activty. And immersive 3d environment. Our mission at Makena as a company is to give our users and experience they can use to extend their real social lives into their virtual environment. We're more about user's first lives than their second.
We have a casual friendly laid back community, we have an economy where you can purchase there bucks. we don't allow people to cash out. you can't exchange them for real money. We have a dveloper program which allows users to create their own branded items, they can fund their social experience through sellling stuff. We do review all items before they are allowed in world. We're geared towards those 13 and up to be sure everything is appropriate for that audience. We also screen copyright violations. You don't see an official looking logo unless it's from that actual brand. Our community runs a series of monthly events, this introduces the audience to our sponsors.
Who visits there? 50/50 male/female, we've seen greater interest from female audience over past year, skewing more female, 69% of users age 13-26, average age 22, unlike SL (adult) and (habbo) mostly kids. Number one activity is shopping. First thing people do is customize their avatar, you have to purchase therebucks.
Until now we've focused on building out custom branded worlds for our partners. what we found was that our users loved having the branded item, there's a cachet that comes with having the brand. We didn't advertise heavily ,just made them available in the catalogs. Users were so excited, we still see people trading these items. There was a levi's jacket going for $83 USD. I couldn't find a real Levi's jacket selling for that much money. If you make them rare they have higher value.
In 2007 we'll be selectively introducing brands to the environment, we say slectively - how do your consumers interact with what's in world? Who are you marketing to in a virtual world? The avatar or the real person? In There, people do tend to represent their real selves as opposed to creating a fantasy character. This is great news for a marketer: I am marketing to a real person behind the avatar.
Without having official brand presence, users bring brands in by themselves. I found groups: the BabyPhat homepage. The Abercrombie club. Their avatars look like the Abercrombie ads. It's not necessarily just about here's what I would like to wear.
But I've seen users with the brand names in their own screen names. My final point is that virtual world consumers identity more with an experience. The person this morning who said MySpace is just like a virtual world, was incorrect. This is much more meaningful personal experience. A deeper engagement with the consumer.
Zimmer: I don't have a world to introduce you to. I'm going to talk about the virtual consumer. We keep hearing the point that these words are seriously engaging. It's a fact, but advice. If you're going in, you must seriously engage as well. don't be halfhearted. Our social networks are evolving from the flat to the 3d web. There's evidence that we are retribalizing around them, because they are so immersive and engaging. Our brains process them as a real environment. We use them to grow out social networks.
Google "Where everybody knows your screenname". Virtual worlds are "third places". Starbucks popularized this by making a place away from home, away from work, to socialize.
Virtual worlds bring up unique marketing issues. Is it the real world, the real person? How do we pull the virtual space into the real space?
I have some virtual world market research from Market Truths. Brand perceptions: 49% positive, 17% negative. Apple, Coke, Nike and Microsoft don't have an official presence, but their brand is being impacted by their perceived involvement within the community.
Impact on real life brand - American Apparel has apparently been damaged by their presence. The only one.
What should Co-create real world products, giving away the real life products. Advertising is the least popular.
First Opinions panel, 300 respondents, the vast majority of these people are over 30, there's an over 50 age group. Stunning amount of hours spent in second life. The majority makes over $50K/year and their spending varies. Primary interests vary.
Designing education is popular, lots of librarians. What kind of events? Arts and culture, discussion, music, nightlife.
Available for free.
Advice: connect people to each other, not just the brand. Integrate, Integrate, Integrate. Tools for measurement are very immature. But on the web we have mature tools, we need to integrate your presence strategically so we can create a feedback loop until we have better measurement factors in these spaces.
Your success team: marketing and PR staff, your Social Media consultant, your Virtual world developer, and your RL and VW Customer.
They want to be able to co-create with you in these spaces. This is a rich environment to co-create with them.
Moderator: Does it matter how you market to me, whether I am the gender my avatar says or not?
Jeska: No.
Habbo: a lot of our users tell us, please don't descend into advertising hell. IT has to be done cleverly to add value to the environment. Then you're seen as a benefactor and your brand gets a halo. You can't do traditional marketing activities. We have taken existing campaigns, Nike for example, and we've tweaked them so they are appropriate.
Book: It matters.
Habbo: Our users stick to being a boy or a girl. But ultimately it's the individual we're after, they might have a couple characters for different moods, our focus groups tell us they stick to their real identities. This is a place for self-exploration.
Moderator: If I want a broad thing, and I want a teen thing, do I have to invest that much time? Figuring out the campaign?
Book: that would be our job, to recommend to our brands how to work best with us. It should not be the brand's job to figure out how to do it.
Moderator: should I create my own world? Or go in someone else's?
Habbo: work with us, with SL, look at MTV's concepts. Long-term, you need to have a consumer concept. Some people think you give users a tool and let them figure it out. No. This is a long-term consumer content commitment.
Book. Entertainment and user brands sustain and create community around them, for them it makes sense to build their own world.
Moderator: is there any "kind" of person who does these worlds?
Zimmer: We're going to evolve into something more rich than a flat 2D web. PEople moving in this direction are innovatore, more tech savvy, the heavier net users.
Habbo - if you look at teenagers, everyone is online and everyone is in these worlds. it's part of their lives arleady. They're multitasking with lots of different things online.
Zimmer: Our demographics show that the 3d virtual worlds are skewed toward higher income levels. That's not true of cell phones.
They're more ubiquitous than you might think, especially if you think of them as social networks as opposed to 3d separate worlds.
They're not really separate. The notion of a social network is intimately tied to a 3d vw concept.
Habbo: They are ultimately different concepts, whether they will be linked is debatable whetehr the audience really wants that or not. In the end, cool things will come up, and the age of the dinosaurs will be over, some of the big things will still exist.
Book : It's an important part of this conference to realize that there are brands across the spectrum.
Jeska: They want to play with your brand. This is the land of Mashup.
Moderator: Is the risk greater than the reward?
Zimmer: we've spent millions of dollars to make these brands part of their identity. If the brands allow this usage to become broadbased, they could lose the right to their trademarks. so there's huge tension between the mashup world and the intellectual property world. We're seeing a movement toward the creative commons type licensing for brands that want users to mashup their brands.
Habbo - for a free adult world, where adult-oriented things happen, when you demonstrate what is happening with brands, some brands are uncomfortable.
Book. We made a conscious decision to be PG13. In Second Life you can do what you want, it's more open. We don't do that. Our people don't want it.
Jeska. Just like the internet, everyone has a website, even though there's playboy.com and less upscale adult content. Just because there's adult content doesn't mean that's all there is, or that there's nothing else there.
Audience: Are you talking about brand or product?
Habbo: both.
Zimmer: The platform can't offer the high quality driving experience BMW wanted so we didn't do that. In that case it's not about product.
Audience: How does a small company with limited budget get a presence?
Book: do a product placement, buy a plot of land, as a small business you may not want a larger custom world.
Same Audience: But as a small business how do you justify that time?
Jeska: I've had this question from nonprofits. What is your goal? To sell something? Maybe two people is too many.
Moderator: you'll find consultants who know these worlds, hire them to help you.
Zimmer: I have a group of 265 people, a marketing group. Don't overlook the very simple community aspects here, even a small business can do that.
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