A heated discussion is unfolding over at Free Beer and on the SL developers discussion board about how to calculate the ROI of the recent marketing campaigns undertaken by real-life businesses in Second Life. Bret Treasure points out that traffic statistics for the branded islands such as Adidas’s are much lower than for resident-run in-world companies in spite of all the media buzz. The developers of these properties argue back that it is the buzz itself that’s most valuable for the respective brands and that the press coverage alone justifies the investment.
Over the past two weeks, I had a chance to give two presentations on the topic, one at the Marketing3 conference in Utrecht and the other at Massachusetts Innovation and Technology Exchange. What follows are the slides from these presentations and a few thoughts they illustrate.
As more real-world brands are venturing into Second Life, it becomes increasingly harder to gain publicity by merely opening a location inside the world. When American Apparel opened its SL store last June, the news was all over the press. Six months later, many similar undertakings are recorded only by the most dedicated observers and hard core bloggers. The world of hype is moving to the next big thing. At the same time, Second Life is yet to become a suitable environment for meaningful e-commerce. The platform is unstable, and while the total population has doubled to 1.6 million from September to November, the number of simultaneous users has rarely, if at all, crossed the 20,000 mark, and the amount of time people spent in Second Life over the same period rose 29 percent, writes Reuters.
Despite the hoopla about the first Second Life millionaire, only 58 residents earned more than $5,000 in November — a respectable number for a “game” but not the kind of market that would show up on many executive radars just yet (the numbers again are according to Reuters that has an in-world reporter).
So if it’s not about fame and if it’s not about money, why bother at all? The answer is knowledge.
Some experts predict that in the fairly near future at least part of the Internet will turn 3-D with online destinations either adopting some form of 3-D interface or expanding into the existing virtual environments (3pointD.com is one of the blogs tracking the signs of change). The argument goes that the companies that are playing inside Second Life and similar worlds today will be better prepared for tomorrow.
Besides, virtual worlds in general and Second Life in particular are proprietary, walled and self-contained gardens where the entire user cycle from shopping to private instant messaging can be monitored in great detail. In a sense, it’s like the Big Brother — the show is currently running in Second Life too — and it’s you who could be watching.
Here are some of the aspects of user behavior that are hard to study in the traditional web environment but that are perfectly observable in Second Life:
1. Socialization on both macro- and micro-levels. You can study the relationships between individuals and the dynamics of larger groups. Since Second Life allows cross-gender avatars (a real-life guy can play as a woman in SL, and many who do say it’s a lot of fun), a researcher can also find out how social expectations associated with a particular role influence behavior and consumption choices of individuals.
2. Interaction with 3-D objects. Manipulating three-dimensional spaces on a flat monitor is far from trivial. Observing how people navigate the space and interact with virtual merchandise will provide valuable usability clues for building your own 3-D e-commerce site one day. Amazon is already taking notes.
3. Consumption. Record how your customers see your ads, from what distance, under what angle, and for how long. Track the entire life span of a product from the time it leaves your store to the instance when it is unwrapped, tried on, worn, and given away or resold. If this sounds improbable, consider that “Procter & Gamble has created a new research facility which uses computer-generated imagery to re-create shops” (source).
4. Production. A small company called Fabjectory uses a $20,000 ZPrinter 310 Plus fabricator to manufacture real objects that were first “drawn” in Second Life. These objects may be small and crude, but if you are excited about the revolutionary power of desktop publishing today, wait till you wake up to the realities of desktop manufacturing.
P.S. I got this cool autograph from Chris Anderson with whom I shared the stage in Utrecht. It says, “Great to meet you in RL” (RL meaning real life). We first met a few months back at Chris’s presentation on Long Tail inside Second Life where he signed virtual copies of the same book.




[...] IBM are currently in the minority as many organizations SL projects start and end within the marketing department failing to make a case for ROI. Bret Treasure and Ilya Vedrashko have started conversations worth tuning into on that old chestnut. [...]
[...] Ilya Vedrashko has a great post on the Hill | Holiday blog titled Calculating the ROI of Second Life. [...]
Some intriguing thoughts, Ilya, particularly about the value of SL presence as a learning opportunity along all the dimensions you’ve stated.
Of course, as the investments companies make in SL get progressively larger, there will increasing pressure to justify the investment. If Web history is any indicator, there will frustration with basic traffic statistics, but these will no doubt emerge as the easiest to understand and most tangible. Ultimately, though, companies will seek to address the “compared to what” question – of all the possible investments we could make in new marketing (blogs, virtual worlds, etc.), which are likely to be the most valuable? The same opportunities and challenges facing marketers seeking to justify investments will crop up into these new areas, but the current level of investment will most likely not set off too many alarm bells just yet.
Interesting ! Maybe professionnal virtual conferences will be the next big thing for virtual worlds.
ROI, SecondLife and Fabjectory
Ilya Vedrashko who runs the MIT Adverlab site, has a nice summary of a recent presentation he gave on SecondLife and the return on investment for companies entering it. Ilya was nice enough to mention Fabjectory as an example of the types of things hap…
[...] – Second Life : des soirées organisées et un article intéressant sur le potentiel du marketing dans le monde virtuel. Tandis que le francais Ryzom manque de disparaître pour de bon. [...]
[...] Ilya Vedrashko – while similarly deflating some of the SL bubble – notes that companies playing in SL today will be better prepared for the future. He also makes some great points about how SL offers the chance to study user behaviors. [...]
[...] I wish Inc. had asked hard questions about disputed user figures (as per Clay Shirky), about the true ROI of SL marketing, about the claims SL is a ponzi scheme. I’d hoped the article would have provided some insight into Linden Lab’s financials and financing. [...]
I think that advertising in Second Life is very interesting, and opens up many possibilites for marketing. I wrote about Second Life in my own blog: http://callfromnextlife.blogspot.com
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[...] Nobody gets turned on by hearing that another company has opened up a virtual shop. While some may argue that exploring this virtual world is a means to gain knowledge, how much can you really learn when [...]
[...] Ilya Vedrashko has a great post on the Hill | Holiday blog titled Calculating the ROI of Second Life. [...]
[...] the rest of this 2006 post on Hill Holliday’s [...]