Since Second
Life encourages community and social interaction, some consider it to be a form
of social media, although like so much in the new forms of online media it could
very well be considered as a category of its own.
More than 10
million Second Life user accounts have been created, and around 1.5 million
residents log in to the virtual world every month. Over 1 million US dollars
are spent in Second Life each day.
That last
figure, perhaps the most surprising to those unfamiliar with Second Life,is
down to the functioning economy that exists in the virtual world. This is made
possible by the ability to own private property within the game and by setting
an exchange rate between the game’s currency and the US dollar (approximately
270 “Linden dollars” to the US dollar). In fact, Second Life created its first
millionaire in November 2006, when Anshe Chung amassed virtual assets worth one
million US dollars.
Marketers are
beginning to experiment with the game world too. Toyota has launched in-game
models to promote its ‘Scion’ range, while Peugeot has invited gamers to try a
recent model on a virtual racetrack, built to coincide with the Frankfurt Motor
Show.
During its
2006 Big Weekend festival, BBC Radio 1 had a stage in Second Life with avatars
of presenters and bands performing – anyone visiting the concert received a
virtual digital radio that they could listen to Radio 1 on in the virtual
world.
Doubtless a large part of the marketing
benefit from these in-game presences really comes from the publicity in the
non-virtual world that these generate, but these are intriguing precedents for
marketers.
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