Articles tagged with Second Life:
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MAY
2007
GigaOM,
May 24, 2007 —
What’s the ROI on marketing in Second Life? After attacking the topic from a couple directions (most SL users seem receptive, but so far, are largely unimpressed with existing attempts), we finally have some concrete numbers to work with, at least on the more relevant metric of unique visitors.
MAY
2007
Reports that Sony or News Corp. could snap up Club Penguin highlight the growing allure of such sites to potential acquirers
BusinessWeek,
May 22, 2007 —
Does this mean virtual worlds are the next trend in big media acquisitions? Could be. Call it social networking 2.0: Google, Yahoo, Microsoft, Time Warner, News Corp., Viacom — all demonstrated an interest in it. If one goes, others would follow
MAY
2007
Financial Times,
May 19, 2007 —
Second Life - you know, the online virtual world created by US-based company Linden Lab that is officially classed as a game but has evolved into big business, spawning real-life millionaires who have made a killing in virtual real estate - is at tipping point. No longer the domain of tech-geeks, Second Life is currently inhabited by around 6,035,000 avatars (digital alter egos of players), while Titanic director James Cameron is currently shooting a film called - yes - Avatar, to be closely followed byBattle Angelfeaturing an entirely computer-generated female lead. The currency of Second Life, the Linden dollar, is fully convertible to US dollars, and real-world businesses are vying for a virtual presence - especially fashion businesses. After all, think... continue reading
MAY
2007
Europeans get a Second Life.
eMarketer,
May 9, 2007 —
About 1.3 million people worldwide logged into Second Life (SL) in March 2007, according to comScore. That is up 46% over the number of active residents in January 2007. The virtual environment (purists don't call it a game) has a global following, with Europeans comprising 61% of residents as of March. Another 19% were from North America, and 13% hailed from the Asia-Pacific region.
MAY
2007
Unlike many corporate areas in the virtual world, the NBA Headquarters incorporates capabilities designed to keep fans coming back, including real-time 3-D diagrams of games as they're played.
Information Week,
May 1, 2007 —
The NBA on Tuesday plans to launch NBA Headquarters, a Second Life area with games, interactivity, and community features designed to provide basketball fans with a place to get together and get involved. NBA's area can potentially bring Second Life basketball fans back for repeat business. That's a contrast to many of the other corporate areas in Second Life, which are sterile places where visitors might come once, but never return. NBA Headquarters, by contrast, has multiplayer games and a variety of other features designed to draw repeat visitors.
APR
2007
Gartner,
April 27, 2007 —
, according to Gartner, Inc. Gartner analysts are examining the hype and reality around virtual worlds during Gartner Symposium/ITxpo 2007: Emerging Trends, being held here through April 26. Gartner’s advice to enterprise clients is that this is a trend that they should investigate and experiment with, but limit substantial financial investments until the environments stabilize and mature.
APR
2007
Marketing Charts,
April 25, 2007 —
Virtual world Second Life holds potential for real-life brand and product promotion, according to the latest GMI Poll by global market intelligence solutions provider Global Market Insite, Inc. For example, 56% of Second Life users say the virtual world is a good promotional vehicle, and only 16 percent say they would not be more likely to buy or use a brand that is represented there.
APR
2007
Marketing Profs,
April 24, 2007 —
Many successful companies have made the transition from the Real World (RL) to a three-dimensional realm called Second Life (SL)—a virtual world steeped in commercialism. The rationale behind these "transitions" is vast and ranges from attracting press coverage to brand engagement with potential clients. Whatever the desired outcome, and whether by design or happenstance, millions of dollars are spent daily in Linden Lab's virtual environment.
APR
2007
MediaPost Publications,
April 17, 2007 —
DIVING INTO THE VIRTUAL WATERS, Coca-Cola officially entered Second Life, issuing an invitation to avatars as well as the general public to submit ideas for a portable virtual vending machine. The design competition invites people to submit designs to www.virtualthirst.com for a chance to win a grand prize of building and launching the ultimate vending machine with the help of 3-D design shop Millions of Us.
APR
2007
Marketer Looks to Develop a More Casual Image With Viral Push, Second Life Presence and Blogs
Advertising Age,
April 16, 2007 —
Remember when Xerox was "The Document Company"? Now how about Xerox, the viral marketer? Or Xerox, the Second Life island builder? Or even Xerox, the employee-blogging company? That's the kind of transformation Xerox is hoping for. Its recent digital efforts are attempts to bring words such as "fun," "energetic" and even "exciting" to its stalwart brand image of quality and reliability.
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