Marketing beyond Online: Virtual World Opportunities

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    Marketing beyond Online: Virtual World Opportunities - Presentation Transcript

    1. MARKETING BEYOND ONLINE… VIRTUAL WORLD OPPORTUNITIES! Prepared for the Fashion Group International–Houston Kay E. Strong, Ph.D. [email_address] University of Houston / futures program 30 Sep 09
    2. VIRTUAL WORLDS (VW)
      • “ ..virtual worlds aren't the ugly sister of social networks, but really Cinderella in disguise” -- Michael J. Griffin, Creative Director, Leap In Entertainment
      • “ virtual worlds present a new type of marketing opportunity ” -- KZERO: Resident experts in virtual worlds
    3. WHO & WHY
      • “… interactive leaders like Coke, Motorola, Wells Fargo & Co, Disney, and Hollywood film studios are experimenting with the next dimension of online-- virtual worlds.”
      • “ Their missions vary-- to seek new life for wavering brands, to expand civilizations (audiences) or even make "first contact." http://www.imediaconnection.com/content/8605.asp
    4.  
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    6. VIRTUAL ECONOMY
      • An analyst referenced in the Wall Street Journal predicts that "non-subscription revenue" from the volume of real-money trade of virtual items (RMT) market will reach $5 billion by the same year 2011
      • Source : http://virtualeconomy.org/comment/reply/100/9314
    7.  
      • Linden Lab, the creators of VW Second Life report Sep09:
      • The in-world economy grew 94 percent year-over-year from Q2 2008 to Q2 2009.
      • At nearly USD$50 million each month in user-to-user transactions, the Second Life economy is on an annual run rate of more than a half billion US dollars.
      • Source: http://www.virtualworldsnews.com/2009/09/linden-lab-release-second-life-stats-onslaught.html#more
    8. DIGITAL CONSUMERS SPEND OVER $1.5 BILLION ON VIRTUAL ITEMS EACH YEAR …
      • … these virtual objects are nothing more than a series of pixels!
    9. VW PRODUCTS
      • (1) Virtual products created purely for in-world consumption
      • (2) Real world products marketed in-world for virtual consumption but sold for platform currency
      • (3) Virtual in-world items traded out-of-world using real world cash, then brought back in- world.
    10. IN-WORLD PRODUCTS
      • Virtual Services include camping, wage labor, business management, entertainment and custom content creation.
      • Virtual Goods include buildings, vehicles, devices of all kinds, animations, clothing, skin, hair, jewelry, flora and fauna, and works of art.
    11. VIRTUAL GIFTS
      • "And now Facebook, MySpace, and Bebo are all getting into virtual gifts - a pretty strong vote of confidence that the market is out there in North America, and not just with teens.” -- Michael J. Griffin, Creative Director, Leap In Entertainment.
    12. WHY?
      • “ My theory is that people buy digital goods for the same reason that they buy goods in the real world; (i) to be able to do more, (ii) to build relationships, and (iii) to establish identity.”
      • Source : Viral Blog: http://www.viralblog.com/research/why-digital-consumers-buy-virtual-goods/
    13. DOING MORE
      • The simplest way to use digital goods is to buy greater functionality . Just as I might buy special tires for my car so that I can corner better, so I might buy special virtual tires for my virtual car so that it too can corner better.
    14. BUILDING RELATIONSHIPS
      • … the price of the bouquet (I give) is as important as how pretty are the flowers. It is a measure of the depth of my feeling.
      • Virtual gifts work the same way. The gift giver, the recipient, and all the visitors to his/her profile page know that virtual gifts cost real money . That fact alone distinguishes the birthday wishes of the gift giver from the rest. Again, it isn’t just the thought that counts.
    15. ESTABLISHING IDENTITY
      • Users can go to great lengths to customize their appearance to suit their preferences . This self expression shows other users what they think is cool, and hence highlights the users’ tastes.
      • NOTE : IMVU (source) has the world’s largest catalog of virtual goods with over 3 million items, produced by over 100,000 content creators. It currently generates approximately $1 million in revenue per month, 90% of which comes directly from in-game consumers.
    16. CONSUMER PROFILE
      • Survey – 46% Virtual World Fans Buy Most
    17. LARGEST DEMOGRAPHIC OF CONSUMERS WHO HAVE REPORTED BUYING VIRTUAL GOODS:
        • 17% of Females ages 25 to 34
        • 15% of Males 12 to 17 & 18 to 24
        • 15% of Females 12 to 17
        • 15% of Females ages 35 to 44
        • Source : Virtual Currency Report 31 July 09
    18. ETHNIC BREAKDOWN OF VIRTUAL GOODS PURCHASERS:
        • 16% of Asian Americans
        • 14% of Latinos
        • 12% of Caucasians
        • 10% of African Americans
        • Source : Virtual Currency Report 31 July 09
    19. VIRTUAL WORLD MARKETING SPECIALISTS
      • http:// viximo.com /
      • http:// www.roiworld.com /
      • http://riversrunred.com/immersive-brandspaces/about /
      • http:// kzero.co.uk
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    23. Source: http://images.businessweek.com/ss/06/04/avatar/index_01.htm
    24.  
    25. VIRTUAL WORLDS …
      Marketing beyond online !
    26. SHOPPING EXPERIENCE SECOND LIFE
      • http:// secondlife.com /shop/
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