Showing posts with label Second Life. Show all posts
Showing posts with label Second Life. Show all posts

Thursday, August 23, 2007

Betting On Second Life Stock Exchanges

wse.jpgAfter the recent ban on gambling, Second Life residents have had reduced opportunities on where spend their hard earned (or bought) Lindens (the Second Life in-world currency).

The world of share trading, regarded by some to be actually worse than gambling, has started to make its presence felt in Second Life. I went undercover (see picture) to see if good money could be made.

First Impressions

The World Stock Exchange (WSE) sits on its own Second Life island in a shiny multi-story edifice that just says money.

The trading floor on the third floor presents an initial lobby that includes an ATM machine (players must deposit money to trade stocks), rule boards and advertising for a bank that offers 15.75% PA. Walking through the lobby players are presented with a lounge area and customer service desks. There is usually a WSE representative on hand to assist with inquiries.

No In-world Trading

The trading floor itself is a misnomer as players are unable to trade via the Second Life interface. Company listing boards and IPO information all lead through to the WSE website. A video viewing area is surrounded by price quote boards, although the space sorely lacks a traditional style transaction ticker.

The WSE website is simple enough.. The trading room page allows players to buy or sell shares, with Limit Ordering also available. General information is provided about companies, as well as stock price history and recent trades.

Can You Make Money Though?

There is only one way to find out. After perusing the 30 odd listed companies I made a number of investments which I may revisit at TechCrunch in the future to report on how they went.

wse2.jpg






For my opening portfolio I bought companies that sounded like they had substance. Hope Capital Limited (HCL) sounded hopeful, and as this is the holding company for the WSE you’d expect good results. Hype String (HYP) may not make string, but hype always rises, right? I expect Spontaneous Rich Investments, Inc. (SRI) to perform well. Ginko Perpetual Bonds (GPB) are all that remains of the funds from the collapsed Ginko Bank. After trading as high as L$26, today’s price of around $L0.19 makes them a steal. For good measure I rounded out my portfolio with the two IPO’s scheduled for August 20, Taft Worsley Enterprise (TWE) and Apez Corp (APZ). I have no idea what either do, but given the history of IPO’s in such markets, I’m confident of a strong performance. More in a week or so, unless of course I’ve made so much money that I’ve retired.

For a quick tour of the WSE trading floor, click here.

Link to TechCrunch Article

Wednesday, July 25, 2007

How Madison Avenue Is Wasting Millions on a Deserted Second Life

For months, Michael Donnelly had been hearing all about the fantastic opportunities in Second Life.

As worldwide head of interactive marketing at Coca-Cola, Donnelly was fascinated by its commercial potential, the way its users could wander through a computer-generated 3-D environment that mimics the mundane world of the flesh. So one day last fall, he downloaded the Second Life software, created an avatar, and set off in search of other brands like his own. American Apparel, Reebok, Scion — the big ones were easy to find, yet something felt wrong: "There was nobody else around." He teleported over to the Aloft Hotel, a virtual prototype for a real-world chain being developed by the owners of the W. It was deserted, almost creepy. "I felt like I was in The Shining."

Yet Donnelly decided to put money into Second Life anyway. He's no digital naïf: When he joined Coke last summer, the company was being ridiculed for its huffy response to a spate of Web videos showing the soda geysers that erupt when you drop Mentos into Diet Coke. Within weeks, Donnelly had Coke and Mentos sponsoring a contest on Google Video that's gotten more than 5.6 million views. But Second Life was different. "Many places you go, there's still nobody there," he concedes. That's certainly the case with Coke's Virtual Thirst pavilion, where you can long linger without encountering another avatar. "But my job is to invest in things that have never been done before. So Second Life was an obvious decision."

As with Donnelly and Coca-Cola, so with David Stern and the National Basketball Association. Stern, who's been NBA commissioner since 1984, was introduced to Second Life in July 2006, at the annual media and technology retreat hosted by New York investment banker Herbert Allen in Sun Valley, Idaho. Second Life's creator, Philip Rosedale, was one of the presenters, as was Chad Hurley, cofounder of YouTube, another company Stern had never heard of. "My initial impression was, 'Don't people have better things to do with their lives?' Then I said, 'Stupid! You're not the audience.'"

Stern left Sun Valley convinced he'd seen the future, and he was about half right. YouTube has become a powerful tool for pro basketball. The site's NBA channel, launched in February, has already garnered some 14,000 subscribers; users have posted more than 60,000 NBA videos, which have been viewed 23 million times. But over at Second Life, where an elaborate NBA island went up in May, the action has been a bit slower. "I think we've had 1,200 visitors," Stern reports. "People tell us that's very, very good. But I can't say we have very precise expectations. We just want to be there."

Coke and the NBA are hardly alone. Adrift in the uncharted sea that is Web 2.0 — YouTube, MySpace, social networking, user-generated content, virtual worlds — corporate marketers look at Second Life and see something to grab onto. At least 50 major companies have ventured into the virtual world to date, spending millions in the process. IBM has created a massive complex of adjoining islands dedicated to recruitment, employee training, and in-world business meetings. Coldwell Banker has opened a virtual real estate office. Brands like Adidas, H&R Block, and Sears have set up shop. CNET and Reuters have opened virtual bureaus there. It's as if the moon suddenly had oxygen. Nobody wants to miss out.

Ever since BusinessWeek ran a breathless cover story titled "My Virtual Life" more than a year ago, reporters have been heralding Second Life as the here-and-now incarnation of the fictional Metaverse that Neal Stephenson conjured up 15 years ago in Snow Crash. (Wired created a 12-page "Travel Guide" last fall.) Unfortunately, the reality doesn't justify the excitement.

Second Life partisans claim meteoric growth, with the number of "residents," or avatars created, surpassing 7 million in June. There's no question that more and more people are trying Second Life, but that figure turns out to be wildly misleading. For starters, many people make more than one avatar. According to Linden Lab, the company behind Second Life, the number of avatars created by distinct individuals was closer to 4 million. Of those, only about 1 million had logged on in the previous 30 days (the standard measure of Internet traffic), and barely a third of that total had bothered to drop by in the previous week. Most of those who did were from Europe or Asia, leaving a little more than 100,000 Americans per week to be targeted by US marketers.

Then there's the question of what people do when they get there. Once you put in several hours flailing around learning how to function in Second Life, there isn't much to do. That may explain why more than 85 percent of the avatars created have been abandoned. Linden's in-world traffic tally, which factors in both the number of visitors and time spent, shows that the big draws for those who do return are free money and kinky sex. On a random day in June, the most popular location was Money Island (where Linden dollars, the official currency, are given away gratis), with a score of 136,000. Sexy Beach, one of several regions that offer virtual sex shops, dancing, and no-strings hookups, came in at 133,000. The Sears store on IBM's Innovation Island had a traffic score of 281; Coke's Virtual Thirst pavilion, a mere 27. And even when corporate destinations actually draw people, the PR can be less than ideal. Last winter, CNET's in-world correspondent was conducting a live interview with Anshe Chung, an avatar said to have earned more than $1 million on virtual real estate deals, when Chung was assaulted by flying penises in a griefer attack.

One of the things you never see in Second Life is a genuine crowd — largely because the technology makes it impossible. In Stephenson's Metaverse, corporations established their presence along a bustling, almost infinitely long street that residents could cruise at will. Second Life is different. Created by an underfunded startup using a physics engine that's now years out of date, Second Life is made up of thousands of disconnected "regions" (read: processors), most of which remain invisible unless you explicitly search for them by name. Residents can reach these places only by teleporting into the void. And even the popular islands are never crowded, because each processor on Linden Lab's servers can handle a maximum of only 70 avatars at a time; more than that and the service slows to a crawl, some avatars disappear, or the island simply vanishes. "It's really the software's fault," says Andrew Meadows, Linden Lab's senior developer. "Way back when, we used to say, 'This is not going to scale.'"

Blank new world: Desolate corporate headquarters in second life.
Illustrations by Eddie Guy

And yet, so eager are corporate marketers to get in that a small industry has sprung up to help. Business appears to be good — very good. "We have basically not made any sales calls," says Sibley Verbeck, founder and CEO of the Electric Sheep Company, which has built in-world presences for such clients as AOL, Major League Baseball, the NBA, Nissan, Pontiac, and Sony BMG Music. "We would like to. But we can hardly keep up with the Fortune 500 companies that are contacting us."

From an obscure background in computational linguistics, Verbeck has emerged as perhaps the world's leading evangelist for Second Life business opportunities. Dressed in blue jeans and a flannel shirt, his long, dark hair flowing from beneath a wide-brimmed black hat, he looks like a diminutive New Age lumberjack. But Verbeck is also oddly charismatic, with an almost messianic belief in the potential of virtual worlds.

Electric Sheep launched with the mission of promoting Second Life by developing software to make the experience less clunky and off-putting. Bringing in big corporations was a way of generating money and adding new in-world attractions. Marketers weren't interested at first, but that changed after the May 2006 BusinessWeek story and Rosedale's appearance at Sun Valley a couple of months later. "By September, it was crazy," says Giff Constable, an investment banker who joined Electric Sheep after falling in love with Second Life. "A lot of people who missed MySpace said, 'You know what? We shouldn't let that happen again.'"

What do marketers want when they call Electric Sheep? "They don't know," Verbeck says. "Mostly it's 'We've been reading about virtual worlds — is there anything there for us?'" Almost inevitably, the answer is yes. The cost varies greatly: A company can stage an in-world speaking event for as little as $10,000, but hiring Electric Sheep or one of its competitors to create a full-time presence, with a private island and a lot of virtual construction, could run several hundred thousand dollars a year. (Linden Lab leases virtual land to cover its server costs but doesn't take a cut of what companies spend establishing their presence there.) Opt for a really elaborate build, hold frequent events to keep people coming back, and hire an employee or two to keep things running, and the budget could easily hit $500,000 a year.

Joseph Jaffe, the marketing consultant who advised Coke on its in-world presence, dismisses the notion that such efforts might not be worthwhile. "The learning is now," Jaffe says. "You are a pioneer, and with that comes first-mover advantage" — that chestnut from the Web 1.0 boom. And the paltry numbers? "This is not about reach anymore. This is about connecting. It's about establishing meaningful, impactful conversations. So when people ask, 'Why Second Life?' I ask 'Why not?'"

Jaffe logs on to show off Coke's Virtual Thirst pavilion, which was created by Millions of Us, a Bay Area company that does in-world builds. He's a close match for his avatar, Divo Dapto, a trim little figure clad in roll-up jeans and a red-on-white Virtual Thirst T-shirt. "You never know who you're going to meet," Jaffe says as Dapto soars toward the Virtual Thirst pavilion.

The Coke build is expansive, elaborate, and of course empty. But Coca-Cola has a plan. It's sponsoring a contest to create a Virtual Thirst vending machine that it hopes will become ubiquitous in Second Life, just as Coke machines are everywhere in real life. Jaffe professes to be overwhelmed by the number of entries, which he characterizes as "well north of 100."

Suddenly, another avatar materializes. "Ah, there you go," Jaffe exclaims. "Someone's just arrived! I think she's from Japan." As he speaks, Dapto starts air-typing in the weird way that Second Life avatars do, trying to chat up the new Japanese girl. She looks around, then teleports someplace else.

You might wonder what Coke is doing in such a place. "It had a lot to do with hype," admits Michael Donnelly.

Still, despite isolated reports of corporate dissatisfaction with Second Life, the influx continues. Electric Sheep claims to be turning away business. IBM has set up a virtual worlds business unit. Millions of Us, which has also built corporate presences for Intel, Microsoft, Sun, and — full disclosure — Wired, is constructing a virtual Hollywood Hills for show business companies.

What's behind this stampede is not that hard to divine. "A terror has gripped corporate America," says Joseph Plummer, chief research officer at the Advertising Research Foundation, an industry think tank. Plummer has been around Madison Avenue since the early '60s, when modern advertising techniques materialized. "The simple model they all grew up with" — the 30-second spot, delivered through the mass reach of television — "is no longer working. And there are two types of people out there: a small group that's experimenting thoughtfully, and a large group that's trying the next thing to come through the door." Second Life appeals to the latter — the ones who are afraid of missing out, who don't consider half a million dollars to be a lot of money, and who haven't figured out (or don't want to admit) that Second Life is less than the bold new frontier it appears to be.

"For people who've grown up in analog, Second Life is not that hard to understand," says Rishad Tobaccowala, CEO of Denuo, a consulting arm of the global ad giant Publicis Groupe. "I have a store in the real world; I have a store in the virtual world." In contrast, the kind of digital marketing that actually works requires a conceptual leap. Successful online marketing is targeted and specific, like direct mail — but it's direct mail in a fun house, where the recipients can easily seize control of what the mail says, where it goes next, and how it gets there. You need to know how to buy up keywords to maximize search returns, how to make the most of recommendation engines, how to use the viral potential of Web video, how to monitor what's being said in blogs and message boards, how not to blow it by trying to be deceptive. Building a corporate pavilion in Second Life doesn't require any of these things. It's simple and it's obvious.

Virtual worlds will evolve, of course. It's easy to imagine targeted in-world advertising, for example, or a 3-D version of MySpace. Although it won't comment officially, IBM is understood to be working to create a "virtual universe" by building software that will allow avatars to leap from Second Life to World of Warcraft as easily as we now move from Google to Yahoo. The Internet will eventually be full of such 3-D environments; Second Life might even be one of them. But in the meantime, it's just slurping up corporate dollars and delivering little in return.

"Companies say, 'It's an experiment' — but what are they learning?" Tobaccowala asks. "Basically, they're learning how to create an avatar and walk around in Second Life." Which is fine if that's what you want to do. Just don't expect to sell a lot of Coke.

Link to Wired Article

Tuesday, July 10, 2007

Second Life Losing Lock on Virtual-Site Marketing

As Users and Brands Head to Startups, Giant in Space Starts to Seem Outdated NEW YORK (AdAge.com) -- 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.

All dolled up: Avril Lavigne and Hilary Duff both partnered with Stardoll.com, which lets users dress up likenesses of celebrities. The play helped Ms. Lavigne's album soar.
All dolled up: Avril Lavigne and Hilary Duff both partnered with Stardoll.com, which lets users dress up likenesses of celebrities. The play helped Ms. Lavigne's album soar.


As any 14-year-old will tell you, the true measure of a pop star's popularity is how many friends he has on MySpace. And as far as friends goes, megastar rapper 50 Cent's got plenty of 'em -- more than 908,000. But even 50 knows he's going to have to harness more than just a well-organized MySpace contingent to top the 1.14 million copies he sold of his last album, "The Massacre," in 2005.

Zwinky
That's why he's taking the interactive aspect of MySpace one step further by becoming a "Zwinky," a fully-functioning avatar for Zwinky.com. The move coincides with the Sept. 4 release date for his next album, "Curtis," on Interscope Records. Not only can fans add 50 as their "friend" on Zwinky, they can use his avatar as their own and customize it before hitting various social-networking sites -- all the while spreading the word on the new album.

Chris "Broadway" Romero, 50's manager, said the internet has always been a friend as much as it has been a foe in marketing his client's music. After files of "The Massacre" leaked onto music-sharing sites before its scheduled release date, Interscope rushed out the album four days ahead of schedule. "It kinda threw things into a frenzy," Mr. Romero said. "People had nowhere to go to find material, and we didn't necessarily do any strategic partnerships with online sites. But music is about visibility now, and record companies are on their way to becoming advertising companies -- looking forward to where the marketplace is going."

Diminishing returns
And one place the marketplace is no longer rushing is Second Life, despite a huge wave of hype to the contrary less than a year ago. At its peak, marketers were tripping over themselves to get their brands into the video-game-esque virtual world, where users can create real-life versions of themselves to live out their virtual fantasies, all the while interacting with real-life brands. Everyone from Starwood Hotels to American Apparel angled to score bragging rights on being the firsts in their respective industries ("First hotel in Second Life!" "First clothing brand in Second Life!"), until there came a point when it seemed to be news if a company wasn't considering jumping into Second Life. Meanwhile, mass immigration to the shores of Second Life had stabilized, with the application averaging 132,000 downloads a month from November 2006 to May 2007, and an additional average of 364,000 unique visits to SecondLife.com per month in the same time period.

But the consumer appetite for putting a real-life spin on everyday digital activities has never been higher, with sites such as Zwinky, Stardoll and Doppelganger seeing traffic spikes. Zwinky, for example, garnered nearly 3.6 million unique visits in May alone, while SecondLife.com accumulated just under 4 million unique visits in the span of an entire year, according to ComScore.

There's even enough interest to generate the first avatar-only concert, as Zwinky hosted its own "Stage-Z" at last weekend's Live Earth featuring Columbia Records artists Kelly Rowland and Teddy Geiger performing in prerecorded avatar form as well as appearing live at the New York event. "Lots of people aren't going to be able to get to these concerts, so to be connected to some of these artists in a virtual setting is incredible," said Samantha Saturn, Columbia's VP-digital marketing.

Top Stardolls
Though the executives interviewed for this story didn't disclose terms of their deals, the recording companies do have to pay to play. But early returns indicate that having a virtual world as your promotional partner can only help album sales. Witness Avril Lavigne, who became the first musician to partner with Stardoll, a site that lets visitors dress up virtual-paper-doll likenesses of celebrities. Ms. Lavigne partnered with Stardoll two days before her album "The Best Damn Thing" made its debut at No. 1 on the Billboard 200, selling 286,000 copies its first week on shelves. Two months later, the album is still holding strong in the midteens as traffic to Stardoll reaches 1.7 million unique visits a month. It's a combination so attractive that Hilary Duff has already signed on to be the second official Stardoll celebrity -- not surprising, considering she has an album, clothing line, perfume and tour to promote.

Even veteran marketers are starting to see the appeal of the virtual space. Stardoll's new Exec VP-General Manager Matthew Palmer left his gig as executive VP-marketing at Walt Disney for the opportunity to interact more closely with the 8-to-14 demo, despite having two of the most surefire-hit kids' brands on his hands in "Hannah Montana" and "High School Musical" when he left in April.

"I saw an opportunity to it that really made sense; it seemed like a natural progression if you look at what the other kids' networks are doing," " Mr. Palmer said. "Cartoon Network has a Doll Emporium; even Nick has Nicktropolis. They're all looking for their share of kids' eyeballs. The demo is where we cross."

Move beyond music
Mr. Palmer's hope for the near future for Stardoll is to take the virtual-paper-doll model beyond the music world and get some personalities from TV and movies in on the fun, in addition to brands in cosmetics and fashion.

The site closest to Second Life in appearance and scope, Doppelganger, has achieved several milestones in virtual-world brand integration. From its Pussycat Dolls Music Lounge to fashion partnerships with Rocawear and Kitson, the site is starting to make good on its plans to become a younger, safer Second Life for teens and early-20-somethings.

"We control the development of the environment, so we build all the buildings, do all the labeling. You won't find a big, phallic building next to the NBC studio," said Doppelganger CEO Tim Stevens, referencing an actual misfire in branded Second Life architecture. "It's like watching TV -- you can't change the parameters of TV, but you can provide a pretty broad spectrum within. Partners like Tyra Banks chose us because we embody the experience they're trying to get across, and it's the same with brands."

Link to AdAge Article