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Articles tagged with Virtual World:

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AUG 2007

Just Ahead: The Web As A Virtual World

Imagine being able to have a digital replica of yourself stroll from one site to another

BusinessWeek, August 13, 2007 — When Google Earth launched in 2005, users were exhilarated to type in their home address, see the earth as if they were floating in space, and then swoop down to view a satellite image of their house or apartment. These days users have moved on to upgrading Google Earth with their own photographs and three-dimensional digital replicas of buildings. But one day they'll be able to alight on a Google Earth street and meet someone else there--and even have a conversation.

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AUG 2007

Scion Drives Into There.com

MediaPost Publications, August 10, 2007 — TOYOTA'S SCION HAS PARTNERED WITH Makena Technologies, parent company of the virtual world There.com, to launch Club Scion--an in-world branded nightclub cum hangout spot.

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AUG 2007

Second Life's Real-World Problems

Time, August 9, 2007 — Reality is catching up with Second Life, the much hyped 3-D website that lets users create alter egos called avatars who can walk, chat, fly, have sex and buy and sell virtual stuff for real money. The ballyhoo surrounding this online community has led multinational brands from Reebok to Toyota to establish beachheads on Second Life to interact with consumers and be a part of the next wave in social networking.

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JUL 2007

Second Life Losing Lock on Virtual-Site Marketing

As Users and Brands Head to Startups, Giant in Space Starts to Seem Outdated

Advertising Age, July 11, 2007 — If you want to take your brand virtual, you don't need to get a Second Life. In fact, the virtual world, along with some other social-networking sites, is already starting to seem a little old-fashioned

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MAY 2007

How to Succeed in Second Life

Coke, Others Plunge in, but If They're Not Careful, Their Virtual Plays Will Result in Real-World Headaches

Advertising Age, May 29, 2007 — the Wild West that is virtual-world marketing, Coca-Cola is the latest settler to amble into town. It's hoping it can still cash in on the buzz factor without getting brought down by the same mistakes others have made in their rush to Second Life

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MAY 2007

Virtual World Marketing: Lots of Companies, Few Visitors (So Far)

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.

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MAY 2007

Virtual World Gold Rush?

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

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MAY 2007

Virtual style? In another life

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

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MAY 2007

Second Life Goes Global

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.

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MAY 2007

NBA Goes Above The Rim In Second Life

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.

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