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serious games for marketing : : 
Learnings from Corporate and 
Amate ur Efforts in Second Life 
j e f f r e y b a r d z e l l , p h . d . • s h a owe n b a r d z e l l , p h . d . • t y l e r p a c e
Second Life is a 3D immersive virtual world built primarily with user-generated content 
and a thriving in-world economy where this content, from virtual houses to exotic virtual 
fashions, is bought and sold. In recent years, corporate developers have created branded 
locations within Second Life. In this study, we compared the content of 20 of Second 
Life’s top builds—10 corporate and 10 user-created—to discover how the next generation 
of builds can be improved. 
Using content analysis, we studied the 20 locations according to several criteria, 
including the following: 
• Production Quality 
• Publicity and Advertising 
• Social Infrastructure 
• Role of Commerce 
• Population Density 
From this analysis, learned that the top corporate builds are as good as or better than 
user-created builds in some areas, while they lag behind in others. Based on our findings, 
we offer five insights for the design of future branding- and marketing-oriented builds 
in virtuals worlds, such as Second Life. 
Insights 
1. Invest less in production quality and more in social interaction design. 
2. Avoid virtual suburban sprawl and encourage people to gather. 
3. Offer robust, high-quality shopping at multiple price points. 
4. Promote builds by advertising events across in-world and out-of-world 
media channels. 
5. Offer regular, hosted social events to drive and maintain traffic. 
e x e c u t i v e s u m m a r y : : 
Copyright © 2009, One to One Interactive www.onetooneinteractive.com 1
I n t r o d u c t i o n S e r i o u s G a m e s : : 
“Serious games” refers to the use of games and game technologies used for purposes 
other than entertainment. Common uses of serious games include skills training, inter-active 
marketing, military or aviation simulation, health education, and customer service. 
Originally, serious games were developed by academic and non-profit institutes as a 
means for research and education. The success of early serious games efforts prompted 
major organizations such as Sun Microsystems, IBM, and the US Army to develop their 
own serious games for advanced training, customer service and simulation scenarios. 
Early estimates of the serious games industry project a current market size of $200-400 
million, with another $400-600 million in the investment pipeline. Longer term projections 
estimate the value of healthcare training, a developing area of serious games, at over 
$1.5 billion annually1. 
Fueled in part by the success of virtual worlds and serious games, the entire digital 
games industry is experiencing rapid growth. By 2010, digital games sales are expected 
to reach $47 billion per year, which and the annual compound growth rate of digital 
games is anticipated at 11% per year, which is double that of television and films 
(Figure 1). Finally, by 2011, in-game advertising is expected to grow from its current 
sales of $90 million per year to almost $1 billion annually (Figure 2) 3. 
The economic success of virtual worlds is largely a function of the ever-increasing user 
engagement in them. The usage rates for virtual worlds are expected to increase rapidly 
in the near future. By 2011, 80% of Internet users will have avatars for both work and play. 
In 2012, it is expected that over half of all U.S. companies will have digital offices or 
“networked virtual environments”2. The virtual “work” world will become an important 
place for professionals to hold meetings, orient new hires, communicate, and collaborate 
with each other. Second Life, a virtual world designed primarily for user-generated content, 
has also become a hot spot for real world businesses entering the virtual marketplace. 
Copyright © 2009, One to One Interactive www.onetooneinteractive.com 2 
s ucc e ss o f v i rtual worlds 
Figure 1: Compound annual growth rate 
of different media 
15% 
10% 
5% 
0% 
top 
paid 
Television film 
Combine success of virtual worlds with that 
of serious games and you get Second Life 
forecast e d i n - g a m e 
advert i s i n g g r owth 
Figure 2: Advertising (Millions) 
1000 
900 
800 
700 
600 
500 
400 
300 
200 
100 
0 
2006 2011
Copyright © 2009, One to One Interactive www.onetooneinteractive.com 3 
Second Life (Figure 3) is an immersive 3D multi-user virtual environment (MUVE). 
Unlike most commercial virtual worlds, such as World of Warcraft and EverQuest, 
Second Life is non-themed and mostly user created and managed. In Second Life, 
users are empowered to buy, sell and license their virtual land, and easy to use authoring 
tools enable them to create content, from virtual mansions to virtual motorcycle boots. 
As of December 2007, Second Life has 11.8 million residents. Of the 11.8 million residents4: 
• 360,000 login weekly 
• 780,000 login monthly 
• 50,000 operate a virtual business 
• 340,000 make at least 1 purchase a month in-world 
Second Life is home to a thriving virtual economy. The Linden dollar (L$) is the official 
currency in Second Life and has a market-based exchange rate with the US dollar (which 
hovers around 260L per US Dollar). In December 2007, the Second Life economy had4: 
• Over 16 million resident transactions 
• Over 75 million square meters of virtual land sold 
• A total currency supply of over L$ 4 billion or US$ 14 million 
Figure 3: The Second Life login screen 
A b o u t S e c o n d L i f e a s a Pl at f o r m 
f o r C o r p o r at e B r a n d i n g : :
An active user community and economy has made Second Life a marketing target for 
prominent corporations around the world. IBM, Reuters, Playboy, Dell, Comcast, Telstra/ 
Bigpond (an Australian Internet service provider), Pontiac, and many other companies 
have created virtual presences in Second Life. These efforts have yielded encouraging 
but improvable results: the top corporate sites’ overall traffic ratings are lower than 
those of the top user-created sites’ traffic, and many Second Life residents perceive that 
corporate sites are not as compelling as user-generated sites. This report provides early 
data regarding these perceived shortcomings of corporate sites and offers insights into 
how corporations can make their virtual locations more appealing to Second Life residents. 
Analysis of Corporate Versus User-Created Builds in Second Life 
The exploration and development of virtual worlds for business use has received a 
substantial investment of time and money from both amateur and corporate adopters. 
Many of these sites have achieved at least some popularity, though overall the top user-generated 
sites are more popular than the top corporate sites in Second Life. Perhaps 
the explanation for this disparity is that corporate sites offer different content or experi-ences 
than user-generated sites, and builders of user-generated sites are more effective at 
offering the content users want. Or perhaps the corporate sites offer similar content, and 
the reason is that Second Life users are simply resisting corporate influence as a part of 
their hipster ethos. The primary goal of this study is to offer an analysis of the contents of a 
sample of the most popular sites, comparing user-generated with corporate site content, to 
evaluate how corporate sites compare in terms of content. 
For this study, 20 locations in Second Life (10 user-created and 10 corporate-produced sites) 
were selected and analyzed according to the following criteria. 
• Production Quality 
• Publicity and Advertising 
• Social Infrastructure 
• Role of Commerce 
• Population Density 
Copyright © 2009, One to One Interactive www.onetooneinteractive.com 4
Copyright © 2009, One to One Interactive www.onetooneinteractive.com 5 
A “site” or “build” in Second Life typically occupies one or more blocks of land, called a 
“sim,” with each comprising 65,000 square meters. These sims form islands, either singly 
or in small clusters. Most user-generated sites occupy one sim, while corporate sites may 
occupy multiple sims (usually less than 10). 
Builds (Table 1) were chosen based on their popularity among Second Life residents. 
Second Life maintains an internal popularity measuring mechanic called a “Traffic #,” 
which is commonly widely regarded as unreliable by Second Life residents and researchers. 
To construct an appropriate sample of builds, this report utilized an independent, 
weekly headcount of popular user and corporate sites conducted over the last year by 
the well known Second Life blogger Tateru. Some of the locations monitored by Tateru 
were not selected for analysis because of their adult content, which we believed made 
for a bad point of comparison to corporate-developed sites. In those cases, alternative 
locations were selected that were recently profiled as “must see” builds in one of the major 
Second Life blogs of New World Notes, Second Life Herald and Second Life Insider. 
Table 1: List of user-created and corporate builds used in our sample 
User Builds Est. User Count 
Phat Cat’s Jazzy Blues Lounge 22,428 
Heavenly Rose Gardens 14,192 
Bare Rose 13,216 
Lost Dragons of Apollo 13,068 
IceDragon’s Playpen 10,704 
Svarga * 
Suffugium * 
Pot Healer Adventure * 
Nexus Prime * 
corporate bu ilds est. user count 
The Pond 11,772 
Gossip Girls 9,408 
I Am Legend 6,304 
The L Word 4,524 
Pontiac 4,368 
Greenies Home 4,176 
Playboy 3,936 
The Weather Channel 2,988 
Virtual Holland 2,928 
Mercede Benz *
Copyright © 2009, One to One Interactive www.onetooneinteractive.com 6 
I nsi g hts : : 
In the following sections, we summarize the findings from our study under the headings 
of the primary insights we derived from them. 
Insight 1: Invest Less in Production Quality and More in Social Interaction Design 
In our study, we evaluated the 20 Second Life builds in our sample across 4 dimensions 
of production quality: 
• Thematic and visual coherence: This dimension captured the 
overall visual and stylistic coherence of the build. 
• Texture quality and diversity: Textures refer to the 2-dimensional graphics 
that give 3D shapes a material quality (e.g., brick versus stone, 
cotton versus silk, gleaming versus rusty metal, or tree bark). 
• Architecture: This dimension includes the shapes of the buildings 
themselves, their interplay with light and the in-game camera, etc. 
• Terraforming: Terraforming refers to the formation of the land itself; 
Second Life by default is a 2-dimensional plane, but developers 
can add hills and other landforms. 
Additionally, an independent overall score was assigned to each build that reflects the 
overall reaction to the build independent of any specific category of production quality. 
For each of these five categories, a score ranging from 1 (poor) to 5 (excellent) was 
assigned, using at least two independent coders to ensure reliability. 
Table 2: Median production quality scores for corporate versus 
user-created builds 
corporation user 
Thematic and Visual Coherence 4.3 3.6 
Texture Quality adn Diversity 4.1 3.8 
Architecture 3.7 3.3 
Terreforming 4 3.6 
Overall 4.1 3.7
Copyright © 2009, One to One Interactive www.onetooneinteractive.com 7 
We found that corporate sites were ranked higher than user builds in every production 
quality category, including the independent, overall build score (Table 2). However, user 
sites have significantly higher traffic ratings. In our sample of Second Life’s top builds, 
the quality of a build and its popularity are inversely correlated. Activity in Second Life is 
highly social and the builds that support and provide interesting, fun and engaging social 
interactions drive higher traffic numbers than builds with significantly higher production 
quality. Second Life’s users are technophiles who seek novelty and innovation over slick 
production and eye candy. Enabling social interaction in Second Life is critical to the 
long-term success of a build and corporations should invest less in production quality 
and more in social interaction design. 
Insight 2: Avoid Virtual Suburban Sprawl and Encourage People to Gather 
As noted earlier, in Second Life, builds can be composed of a single or multiple sims, each 
one representing 65,000 square meters. Each sim costs $295 USD per month to maintain, 
plus an initial setup fee of $1,675. These costs disproportionately affect the respective 
budgets of corporate and user developers. The average number of sims per user-created 
build in our sample was 1; the average number of corporate builds was nearly 6 
(Table 3). This difference had profound implications for population density and thereby 
social interaction. 
Table 3: Relationships among virtual space, users, and social interactions 
in corporate versus user-created builds. 
Corporate builds are sprawling virtual landscapes that distribute users throughout multiple 
locations of activity (Figure 4). Visitors to corporate builds were likely to interact with the 
content alone or with one or two friends. In contrast, user builds focus visitor activity into 
a few key areas. As a percent of overall land, user-created builds devote 40% less space to 
dedicated social areas, such as clubs and dance floors, than corporate builds. The limited 
social space in user-created builds encourages residents to collect into more densely 
populated and socially active areas, discourages resident sprawl (Figure 5). Visitors to 
user-generated builds were more likely to be in groups of 10, 20, or even more. Second 
Life is ultimately a social world; social interaction is the primary activity among its users, 
so spreading users apart amongst well-produced buildings, spaces, and activities is 
self-defeating. 
corporation user 
Number of builds with activity clusters 5 7 
Number of builds with multiple activity clusters 0 5 
Number of sims per build 6 1 
Average % of total space devoted to social activities 18% 10%
Copyright © 2009, One to One Interactive www.onetooneinteractive.com 8 
Insight 3: Offer Robust, High-Quality Shopping at Multiple Price Points 
Shopping is one of the most popular forms of social interaction in Second Life. As noted 
earlier, hundreds of thousands of users make one or more purchases a month in-world. 
Hypothesizing that the number and quality of shops on a build correlate to a build’s 
popularity, we collected data about shops and commerce in our study. 
As Table 4 shows, shopping and commerce differ dramatically across the two types of 
build. User-created builds offer nearly 30 times more shops per sim than corporate 
builds. Our analysis of the use of space corresponding reveals that user-created builds 
offer 80% more commercial space per build. The differences are not limited to the overall 
number of stores and size of commercial districts; the variety (or number of different 
types) of stores in corporate builds is limited, often the result of exclusive relationships 
with one or two Second Life retailers. In Second Life, diversity is crucial many of the 
popular user-created builds feature malls or other collections of stores, which often 
share common theme (Figure 6). For example, in the popular user-created mall of 
Nomine, shoppers can find skins, clothes, shoes, and accessories that generally fit in 
with a goth or street culture theme. 
Figure 4: Corporate builds, such as this 7-sim build from Pontiac, 
distribute residents, represented by green dots, throughout such large 
spaces that they may not even see each other 
Figure 5: User builds, such as the two shown here, generally have only 
one sim, gathering residents into a few highly populated areas of activity.
Copyright © 2009, One to One Interactive www.onetooneinteractive.com 9 
Shopping is a significant activity in Second Life, and corporate builds appear to be failing 
to meet the demand of residents who want to combine shopping and social activity. 
To their credit, many corporate builds offer free clothing and other merchandise, perhaps 
importing the free/premium model that has worked on the 2D World Wide Web. But 
free content is readily available throughout Second Life, and users have demonstrated 
that they are willing to pay for good content, especially if it is fun to shop for with friends. 
Microtransactions, such as the purchase of a $.50 virtual shirt, are the foundation of the 
Second Life economy, a model which challenges the authority of the comparatively 
binary free/premium content model. 
As an alternative to free, branded content that is marginally interesting, corporate efforts 
in Second Life should consider investing more in developing—or contracting out to Second 
Life’s thriving content creation community—both a high quality and a large quantity of 
content, with regular updates to keep the it fresh. Content can still be sold at different 
price points, from free to premium. The key to remember is that in Second Life, there is 
a mediate stage between free and premium—the microtransaction—and its users are 
not only content to pay at that price point, but perhaps more significantly for corporate 
developers, they are willing to engage with a brand/location over time and to share it with 
their friends in order to browse and purchase that content. 
Average % commercial space 10% 18% 
Average number of stores 2 10 
Average number of shops per sim .333 10 
corporation user 
Table 4: The role of commerce in corporate versus user-created builds. 
Figure 6: Storefront in a user-created build featuring a large variety of products
Copyright © 2009, One to One Interactive www.onetooneinteractive.com 10 
Insight 4: Promote Builds By Advertising Events Across In-World and 
Out-of-World Media Channels 
In our comparison of user and corporate Second Life builds, we compared in-world 
self-promotion of a build and hosted events across seven dimensions: 
• Inclusion in the “Places” menu. Second Life has an internal 
search interface, which operates like a classified listing. 
• An effective profile description. Listed places have their own 
profiles, with spaces for an image, descriptive text, and other 
descriptive information. 
• Notification of hosted events on the build. Many sites places 
posters and other signs indicating upcoming events. 
• Events listed in the official Second Life calendar. Second Life 
has an official, searchable calendaring system. 
• Visible brand on the build. 3D spaces offer unique opportunities 
to communicate brand to visitors. 
• Creation of related groups. Second Life enables users to join 
up to 25 persistent groups. In addition to creating affiliations 
visible in user profiles, the group tools also make it easy to 
communicate to all members. 
• The use of meta content such as blogs and web sites. Boundaries 
between Second Life and other locations on the Internet are quite 
porous; Second Life users regularly read blogs and participate in 
forums as a part of their participation in the broader Second Life 
phenomenon. 
Generally speaking, the promotional mechanisms can be divided into in-world 
(e.g., effective profile description, event posters) and out-of-world strategies (e.g., blogs and 
web sites). Overall, we found that both corporate and user-created builds were comparable 
in their promotional strategies (Table 5). Corporate builds made more use of branding and 
out-of-world strategies, while user-created builds made marginally greater use of in-world 
promotional strategies. The different emphases presumably can be explained as the two 
different types of developers playing to their respective strengths; for example, one would 
expect that corporate builds would be more consistent in their use of branding than user-created 
builds and likewise better able to cross-promote outside of Second Life.
Copyright © 2009, One to One Interactive www.onetooneinteractive.com 11 
corporation user 
In Places 9 10 
Clear Profile 8 10 
Host events 6 5 
SL Events Calendar 0 0 
Branding 10 2 
Related Groups 10 6 
Meta Content 6 0 
Table 5: The use of common promotional mechanisms in 
corporate versus user-created builds 
As we studied the promotional activities at the different sites, we noticed several 
promotional trends among build owners: 
• The use of prominently displayed, interactive billboards and 
calendars for promoting in-world events (Figure 7). 
• The use of live greeters or other representatives to welcome 
residents to a build and answer questions or assist with 
navigating and accessing the build’s content. 
• The user of “buzz agents” that go outside of a build’s territory to other 
popular Second Life locations and promote events for the build. 
Figure 7: Interactive billboard in a public location at the L word build
Insight 5: Offer Regular, Hosted Social Events to Drive and Maintain Traffic 
The most important activities in Second Life are social. Perennially popular activities 
such as shopping, dancing, clubbing, etc. are all aimed at groups of residents and not the 
individual. User and corporate builds with the highest traffic ratings host regular social 
events to drive and maintain site traffic. Concerts, lectures, forums, book discussion, radio 
shows and numerous other activities are regularly hosted at the most popular user-created 
and corporate builds in Second Life. Providing unique and highly social reasons 
for people to visit a build is a major determinant of success. 
In addition to hosting events, facilitating the formation of groups in Second Life is 
another method for maintaining interest in a build. Our analysis of grouping patterns in 
Second Life reveals that corporate sites successfully capture interested residents in the 
“official” branded groups, which can often included thousands of residents (Table 6). 
These large groups are generally associated with an entire brand or build such as “The 
Official L Word Fan” group or the “The Official Pontiac Enthusiast” club. However, user 
builds offer more discreet group experiences that are not associated with an entire build, 
but often an activity or location within the build. Discrete user groups include “IceDragon 
Tringo” or “Pot Healer Completionists,” which both refer to a specific aspect of a build 
and contain far fewer members than the large corporate groups. 
It is possible that the large corporate groups, because of their size and broad focus, 
encourage superficial and short-lived relationships, compared to the smaller, more 
targeted groups at user-created builds. Perhaps experimentation with different levels 
of granularity for groups might improve the ties between a corporate build and its users. 
For example, in addition to a group for Pontiac enthusiasts, the build might also have 
a group just for those who frequent and compete in its dirt racetrack. 
corporation user 
Average Number of Groups 4 2 
Median Group Size 314 133 
Table 6: Number and size of persistent groups associated 
with a builds 
Copyright © 2009, One to One Interactive www.onetooneinteractive.com 12
Concl usion 
The work of corporate early adopters in Second Life offers an opportunity to pause and 
evaluate its successes and failures, which can lead to valuable insights leading into the 
next generation of corporate presences in 3D immersive virtual worlds, in and beyond 
Second Life. We know that corporate builds overall have not had the same traffic as 
Second Life’s most popular user-created builds, but a number of them have been 
successful enough to merit comparative study. 
The findings suggest that the most popular user-created builds are more successful at 
facilitating social interaction and microtransaction-based commerce than the corporate 
builds. The corporate builds exceed the user-created builds in production quality. Both 
use persistent groups and events as mechanisms to drive traffic to their builds, and both 
likewise use a multi-channel promotional strategy to spread word about upcoming 
events, though they differ somewhat in their emphasis of channels. 
Findings suggest that the areas that corporate developers can have the most impact in 
future builds are social interaction design and commerce. Moreover, in Second Life, these 
two phenomena are related; that is, shopping is one of Second Life’s most popular social 
activities, so improving the former should also lead to gains in the latter. Another way 
corporate build designers can encourage social interaction is to improve at finding ways 
to encourage users to gather, perhaps by developing less space overall and/or using 
social areas—clubs and shopping districts—as central hubs. 
References 
1. Alhadeff, E. (2007). Serious Games, Serious Money: A Sizeable Market. 
Retrieved January 15, 2008 from 
http://blog.futurelab.net/2007/10/serious_games_sizeable_market.html. 
2. Prentice, S. (2007). The Five Laws of Virtual Worlds. Gartner. Stamford, CT. 
3. PricewaterhouseCoopers (2007). Global Entertainment and Media Outlook: 
2007-2011. Retrieved January 15, 2008 from 
http://www.pwc.com/extweb/pwcpublications.nsf/docid/ 
5AC172F2C9DED 8F5852570210044EEA 7. 
4. Second Life (2007). Second Life Economic Statistics. Retrieved January 15, 2008 
from http://secondlife.com/whatis/economy_stats.php. 
Copyright © 2009, One to One Interactive www.onetooneinteractive.com 13
amplifying USER engagement 
New knowledge about human behavior brought to light by social and neuroscience 
has fundamentally called into question the old mental models of how advertising 
and marketing work. Gone is the notion that consumers make decisions in a 
linear think-feel-do way and behavior is guided by rational-only principles. Instead, 
memories, emotions, associations, and thoughts play a primary role in how 
individuals relate and ultimately engage with brands. 
OTOinsights is a primary research offering that is breaking new ground in neuro-marketing 
to offer clients advanced and scientific levels of insights into how their 
consumers engage with them across the landscape of new media channels. 
To learn more about OTOinsights, visit www.otoinsights.com 
Complete One-To-One Solutions for Brands, Agencies, and Publishers 
OTOinsights is a One to One Interactive company. Established in 1997, One to One 
Interactive is the first enterprise to assemble a complete solution for brands, agencies, 
and publishers executing one-to-one marketing strategies. By bringing together one 
of the nation’s leading digital marketing agencies, the world’s most comprehensive 
portfolio of permission marketing platforms, unique performance-based social media 
networks, and cutting-edge neuromarketing research techniques, the companies 
of One to One Interactive build informed and creative customer/constituent strategies 
on the belief that digital media’s ability to enable engaging one-to-one dialogues is 
the future of marketing. 
To learn more about One to One Interactive, visit www.onetooneinteractive.com 
OTOinsights 
529 Main Street, Charlestown, MA 02129 
617.425.7300 
www.otoinsights.com 
info@otoinsights.com 
Copyright © 2009, One to One Interactive www.onetooneinteractive.com 14

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Serious Games for Marketing: Learnings from Corporate and Amateur Efforts in Second Life

  • 1. serious games for marketing : : Learnings from Corporate and Amate ur Efforts in Second Life j e f f r e y b a r d z e l l , p h . d . • s h a owe n b a r d z e l l , p h . d . • t y l e r p a c e
  • 2. Second Life is a 3D immersive virtual world built primarily with user-generated content and a thriving in-world economy where this content, from virtual houses to exotic virtual fashions, is bought and sold. In recent years, corporate developers have created branded locations within Second Life. In this study, we compared the content of 20 of Second Life’s top builds—10 corporate and 10 user-created—to discover how the next generation of builds can be improved. Using content analysis, we studied the 20 locations according to several criteria, including the following: • Production Quality • Publicity and Advertising • Social Infrastructure • Role of Commerce • Population Density From this analysis, learned that the top corporate builds are as good as or better than user-created builds in some areas, while they lag behind in others. Based on our findings, we offer five insights for the design of future branding- and marketing-oriented builds in virtuals worlds, such as Second Life. Insights 1. Invest less in production quality and more in social interaction design. 2. Avoid virtual suburban sprawl and encourage people to gather. 3. Offer robust, high-quality shopping at multiple price points. 4. Promote builds by advertising events across in-world and out-of-world media channels. 5. Offer regular, hosted social events to drive and maintain traffic. e x e c u t i v e s u m m a r y : : Copyright © 2009, One to One Interactive www.onetooneinteractive.com 1
  • 3. I n t r o d u c t i o n S e r i o u s G a m e s : : “Serious games” refers to the use of games and game technologies used for purposes other than entertainment. Common uses of serious games include skills training, inter-active marketing, military or aviation simulation, health education, and customer service. Originally, serious games were developed by academic and non-profit institutes as a means for research and education. The success of early serious games efforts prompted major organizations such as Sun Microsystems, IBM, and the US Army to develop their own serious games for advanced training, customer service and simulation scenarios. Early estimates of the serious games industry project a current market size of $200-400 million, with another $400-600 million in the investment pipeline. Longer term projections estimate the value of healthcare training, a developing area of serious games, at over $1.5 billion annually1. Fueled in part by the success of virtual worlds and serious games, the entire digital games industry is experiencing rapid growth. By 2010, digital games sales are expected to reach $47 billion per year, which and the annual compound growth rate of digital games is anticipated at 11% per year, which is double that of television and films (Figure 1). Finally, by 2011, in-game advertising is expected to grow from its current sales of $90 million per year to almost $1 billion annually (Figure 2) 3. The economic success of virtual worlds is largely a function of the ever-increasing user engagement in them. The usage rates for virtual worlds are expected to increase rapidly in the near future. By 2011, 80% of Internet users will have avatars for both work and play. In 2012, it is expected that over half of all U.S. companies will have digital offices or “networked virtual environments”2. The virtual “work” world will become an important place for professionals to hold meetings, orient new hires, communicate, and collaborate with each other. Second Life, a virtual world designed primarily for user-generated content, has also become a hot spot for real world businesses entering the virtual marketplace. Copyright © 2009, One to One Interactive www.onetooneinteractive.com 2 s ucc e ss o f v i rtual worlds Figure 1: Compound annual growth rate of different media 15% 10% 5% 0% top paid Television film Combine success of virtual worlds with that of serious games and you get Second Life forecast e d i n - g a m e advert i s i n g g r owth Figure 2: Advertising (Millions) 1000 900 800 700 600 500 400 300 200 100 0 2006 2011
  • 4. Copyright © 2009, One to One Interactive www.onetooneinteractive.com 3 Second Life (Figure 3) is an immersive 3D multi-user virtual environment (MUVE). Unlike most commercial virtual worlds, such as World of Warcraft and EverQuest, Second Life is non-themed and mostly user created and managed. In Second Life, users are empowered to buy, sell and license their virtual land, and easy to use authoring tools enable them to create content, from virtual mansions to virtual motorcycle boots. As of December 2007, Second Life has 11.8 million residents. Of the 11.8 million residents4: • 360,000 login weekly • 780,000 login monthly • 50,000 operate a virtual business • 340,000 make at least 1 purchase a month in-world Second Life is home to a thriving virtual economy. The Linden dollar (L$) is the official currency in Second Life and has a market-based exchange rate with the US dollar (which hovers around 260L per US Dollar). In December 2007, the Second Life economy had4: • Over 16 million resident transactions • Over 75 million square meters of virtual land sold • A total currency supply of over L$ 4 billion or US$ 14 million Figure 3: The Second Life login screen A b o u t S e c o n d L i f e a s a Pl at f o r m f o r C o r p o r at e B r a n d i n g : :
  • 5. An active user community and economy has made Second Life a marketing target for prominent corporations around the world. IBM, Reuters, Playboy, Dell, Comcast, Telstra/ Bigpond (an Australian Internet service provider), Pontiac, and many other companies have created virtual presences in Second Life. These efforts have yielded encouraging but improvable results: the top corporate sites’ overall traffic ratings are lower than those of the top user-created sites’ traffic, and many Second Life residents perceive that corporate sites are not as compelling as user-generated sites. This report provides early data regarding these perceived shortcomings of corporate sites and offers insights into how corporations can make their virtual locations more appealing to Second Life residents. Analysis of Corporate Versus User-Created Builds in Second Life The exploration and development of virtual worlds for business use has received a substantial investment of time and money from both amateur and corporate adopters. Many of these sites have achieved at least some popularity, though overall the top user-generated sites are more popular than the top corporate sites in Second Life. Perhaps the explanation for this disparity is that corporate sites offer different content or experi-ences than user-generated sites, and builders of user-generated sites are more effective at offering the content users want. Or perhaps the corporate sites offer similar content, and the reason is that Second Life users are simply resisting corporate influence as a part of their hipster ethos. The primary goal of this study is to offer an analysis of the contents of a sample of the most popular sites, comparing user-generated with corporate site content, to evaluate how corporate sites compare in terms of content. For this study, 20 locations in Second Life (10 user-created and 10 corporate-produced sites) were selected and analyzed according to the following criteria. • Production Quality • Publicity and Advertising • Social Infrastructure • Role of Commerce • Population Density Copyright © 2009, One to One Interactive www.onetooneinteractive.com 4
  • 6. Copyright © 2009, One to One Interactive www.onetooneinteractive.com 5 A “site” or “build” in Second Life typically occupies one or more blocks of land, called a “sim,” with each comprising 65,000 square meters. These sims form islands, either singly or in small clusters. Most user-generated sites occupy one sim, while corporate sites may occupy multiple sims (usually less than 10). Builds (Table 1) were chosen based on their popularity among Second Life residents. Second Life maintains an internal popularity measuring mechanic called a “Traffic #,” which is commonly widely regarded as unreliable by Second Life residents and researchers. To construct an appropriate sample of builds, this report utilized an independent, weekly headcount of popular user and corporate sites conducted over the last year by the well known Second Life blogger Tateru. Some of the locations monitored by Tateru were not selected for analysis because of their adult content, which we believed made for a bad point of comparison to corporate-developed sites. In those cases, alternative locations were selected that were recently profiled as “must see” builds in one of the major Second Life blogs of New World Notes, Second Life Herald and Second Life Insider. Table 1: List of user-created and corporate builds used in our sample User Builds Est. User Count Phat Cat’s Jazzy Blues Lounge 22,428 Heavenly Rose Gardens 14,192 Bare Rose 13,216 Lost Dragons of Apollo 13,068 IceDragon’s Playpen 10,704 Svarga * Suffugium * Pot Healer Adventure * Nexus Prime * corporate bu ilds est. user count The Pond 11,772 Gossip Girls 9,408 I Am Legend 6,304 The L Word 4,524 Pontiac 4,368 Greenies Home 4,176 Playboy 3,936 The Weather Channel 2,988 Virtual Holland 2,928 Mercede Benz *
  • 7. Copyright © 2009, One to One Interactive www.onetooneinteractive.com 6 I nsi g hts : : In the following sections, we summarize the findings from our study under the headings of the primary insights we derived from them. Insight 1: Invest Less in Production Quality and More in Social Interaction Design In our study, we evaluated the 20 Second Life builds in our sample across 4 dimensions of production quality: • Thematic and visual coherence: This dimension captured the overall visual and stylistic coherence of the build. • Texture quality and diversity: Textures refer to the 2-dimensional graphics that give 3D shapes a material quality (e.g., brick versus stone, cotton versus silk, gleaming versus rusty metal, or tree bark). • Architecture: This dimension includes the shapes of the buildings themselves, their interplay with light and the in-game camera, etc. • Terraforming: Terraforming refers to the formation of the land itself; Second Life by default is a 2-dimensional plane, but developers can add hills and other landforms. Additionally, an independent overall score was assigned to each build that reflects the overall reaction to the build independent of any specific category of production quality. For each of these five categories, a score ranging from 1 (poor) to 5 (excellent) was assigned, using at least two independent coders to ensure reliability. Table 2: Median production quality scores for corporate versus user-created builds corporation user Thematic and Visual Coherence 4.3 3.6 Texture Quality adn Diversity 4.1 3.8 Architecture 3.7 3.3 Terreforming 4 3.6 Overall 4.1 3.7
  • 8. Copyright © 2009, One to One Interactive www.onetooneinteractive.com 7 We found that corporate sites were ranked higher than user builds in every production quality category, including the independent, overall build score (Table 2). However, user sites have significantly higher traffic ratings. In our sample of Second Life’s top builds, the quality of a build and its popularity are inversely correlated. Activity in Second Life is highly social and the builds that support and provide interesting, fun and engaging social interactions drive higher traffic numbers than builds with significantly higher production quality. Second Life’s users are technophiles who seek novelty and innovation over slick production and eye candy. Enabling social interaction in Second Life is critical to the long-term success of a build and corporations should invest less in production quality and more in social interaction design. Insight 2: Avoid Virtual Suburban Sprawl and Encourage People to Gather As noted earlier, in Second Life, builds can be composed of a single or multiple sims, each one representing 65,000 square meters. Each sim costs $295 USD per month to maintain, plus an initial setup fee of $1,675. These costs disproportionately affect the respective budgets of corporate and user developers. The average number of sims per user-created build in our sample was 1; the average number of corporate builds was nearly 6 (Table 3). This difference had profound implications for population density and thereby social interaction. Table 3: Relationships among virtual space, users, and social interactions in corporate versus user-created builds. Corporate builds are sprawling virtual landscapes that distribute users throughout multiple locations of activity (Figure 4). Visitors to corporate builds were likely to interact with the content alone or with one or two friends. In contrast, user builds focus visitor activity into a few key areas. As a percent of overall land, user-created builds devote 40% less space to dedicated social areas, such as clubs and dance floors, than corporate builds. The limited social space in user-created builds encourages residents to collect into more densely populated and socially active areas, discourages resident sprawl (Figure 5). Visitors to user-generated builds were more likely to be in groups of 10, 20, or even more. Second Life is ultimately a social world; social interaction is the primary activity among its users, so spreading users apart amongst well-produced buildings, spaces, and activities is self-defeating. corporation user Number of builds with activity clusters 5 7 Number of builds with multiple activity clusters 0 5 Number of sims per build 6 1 Average % of total space devoted to social activities 18% 10%
  • 9. Copyright © 2009, One to One Interactive www.onetooneinteractive.com 8 Insight 3: Offer Robust, High-Quality Shopping at Multiple Price Points Shopping is one of the most popular forms of social interaction in Second Life. As noted earlier, hundreds of thousands of users make one or more purchases a month in-world. Hypothesizing that the number and quality of shops on a build correlate to a build’s popularity, we collected data about shops and commerce in our study. As Table 4 shows, shopping and commerce differ dramatically across the two types of build. User-created builds offer nearly 30 times more shops per sim than corporate builds. Our analysis of the use of space corresponding reveals that user-created builds offer 80% more commercial space per build. The differences are not limited to the overall number of stores and size of commercial districts; the variety (or number of different types) of stores in corporate builds is limited, often the result of exclusive relationships with one or two Second Life retailers. In Second Life, diversity is crucial many of the popular user-created builds feature malls or other collections of stores, which often share common theme (Figure 6). For example, in the popular user-created mall of Nomine, shoppers can find skins, clothes, shoes, and accessories that generally fit in with a goth or street culture theme. Figure 4: Corporate builds, such as this 7-sim build from Pontiac, distribute residents, represented by green dots, throughout such large spaces that they may not even see each other Figure 5: User builds, such as the two shown here, generally have only one sim, gathering residents into a few highly populated areas of activity.
  • 10. Copyright © 2009, One to One Interactive www.onetooneinteractive.com 9 Shopping is a significant activity in Second Life, and corporate builds appear to be failing to meet the demand of residents who want to combine shopping and social activity. To their credit, many corporate builds offer free clothing and other merchandise, perhaps importing the free/premium model that has worked on the 2D World Wide Web. But free content is readily available throughout Second Life, and users have demonstrated that they are willing to pay for good content, especially if it is fun to shop for with friends. Microtransactions, such as the purchase of a $.50 virtual shirt, are the foundation of the Second Life economy, a model which challenges the authority of the comparatively binary free/premium content model. As an alternative to free, branded content that is marginally interesting, corporate efforts in Second Life should consider investing more in developing—or contracting out to Second Life’s thriving content creation community—both a high quality and a large quantity of content, with regular updates to keep the it fresh. Content can still be sold at different price points, from free to premium. The key to remember is that in Second Life, there is a mediate stage between free and premium—the microtransaction—and its users are not only content to pay at that price point, but perhaps more significantly for corporate developers, they are willing to engage with a brand/location over time and to share it with their friends in order to browse and purchase that content. Average % commercial space 10% 18% Average number of stores 2 10 Average number of shops per sim .333 10 corporation user Table 4: The role of commerce in corporate versus user-created builds. Figure 6: Storefront in a user-created build featuring a large variety of products
  • 11. Copyright © 2009, One to One Interactive www.onetooneinteractive.com 10 Insight 4: Promote Builds By Advertising Events Across In-World and Out-of-World Media Channels In our comparison of user and corporate Second Life builds, we compared in-world self-promotion of a build and hosted events across seven dimensions: • Inclusion in the “Places” menu. Second Life has an internal search interface, which operates like a classified listing. • An effective profile description. Listed places have their own profiles, with spaces for an image, descriptive text, and other descriptive information. • Notification of hosted events on the build. Many sites places posters and other signs indicating upcoming events. • Events listed in the official Second Life calendar. Second Life has an official, searchable calendaring system. • Visible brand on the build. 3D spaces offer unique opportunities to communicate brand to visitors. • Creation of related groups. Second Life enables users to join up to 25 persistent groups. In addition to creating affiliations visible in user profiles, the group tools also make it easy to communicate to all members. • The use of meta content such as blogs and web sites. Boundaries between Second Life and other locations on the Internet are quite porous; Second Life users regularly read blogs and participate in forums as a part of their participation in the broader Second Life phenomenon. Generally speaking, the promotional mechanisms can be divided into in-world (e.g., effective profile description, event posters) and out-of-world strategies (e.g., blogs and web sites). Overall, we found that both corporate and user-created builds were comparable in their promotional strategies (Table 5). Corporate builds made more use of branding and out-of-world strategies, while user-created builds made marginally greater use of in-world promotional strategies. The different emphases presumably can be explained as the two different types of developers playing to their respective strengths; for example, one would expect that corporate builds would be more consistent in their use of branding than user-created builds and likewise better able to cross-promote outside of Second Life.
  • 12. Copyright © 2009, One to One Interactive www.onetooneinteractive.com 11 corporation user In Places 9 10 Clear Profile 8 10 Host events 6 5 SL Events Calendar 0 0 Branding 10 2 Related Groups 10 6 Meta Content 6 0 Table 5: The use of common promotional mechanisms in corporate versus user-created builds As we studied the promotional activities at the different sites, we noticed several promotional trends among build owners: • The use of prominently displayed, interactive billboards and calendars for promoting in-world events (Figure 7). • The use of live greeters or other representatives to welcome residents to a build and answer questions or assist with navigating and accessing the build’s content. • The user of “buzz agents” that go outside of a build’s territory to other popular Second Life locations and promote events for the build. Figure 7: Interactive billboard in a public location at the L word build
  • 13. Insight 5: Offer Regular, Hosted Social Events to Drive and Maintain Traffic The most important activities in Second Life are social. Perennially popular activities such as shopping, dancing, clubbing, etc. are all aimed at groups of residents and not the individual. User and corporate builds with the highest traffic ratings host regular social events to drive and maintain site traffic. Concerts, lectures, forums, book discussion, radio shows and numerous other activities are regularly hosted at the most popular user-created and corporate builds in Second Life. Providing unique and highly social reasons for people to visit a build is a major determinant of success. In addition to hosting events, facilitating the formation of groups in Second Life is another method for maintaining interest in a build. Our analysis of grouping patterns in Second Life reveals that corporate sites successfully capture interested residents in the “official” branded groups, which can often included thousands of residents (Table 6). These large groups are generally associated with an entire brand or build such as “The Official L Word Fan” group or the “The Official Pontiac Enthusiast” club. However, user builds offer more discreet group experiences that are not associated with an entire build, but often an activity or location within the build. Discrete user groups include “IceDragon Tringo” or “Pot Healer Completionists,” which both refer to a specific aspect of a build and contain far fewer members than the large corporate groups. It is possible that the large corporate groups, because of their size and broad focus, encourage superficial and short-lived relationships, compared to the smaller, more targeted groups at user-created builds. Perhaps experimentation with different levels of granularity for groups might improve the ties between a corporate build and its users. For example, in addition to a group for Pontiac enthusiasts, the build might also have a group just for those who frequent and compete in its dirt racetrack. corporation user Average Number of Groups 4 2 Median Group Size 314 133 Table 6: Number and size of persistent groups associated with a builds Copyright © 2009, One to One Interactive www.onetooneinteractive.com 12
  • 14. Concl usion The work of corporate early adopters in Second Life offers an opportunity to pause and evaluate its successes and failures, which can lead to valuable insights leading into the next generation of corporate presences in 3D immersive virtual worlds, in and beyond Second Life. We know that corporate builds overall have not had the same traffic as Second Life’s most popular user-created builds, but a number of them have been successful enough to merit comparative study. The findings suggest that the most popular user-created builds are more successful at facilitating social interaction and microtransaction-based commerce than the corporate builds. The corporate builds exceed the user-created builds in production quality. Both use persistent groups and events as mechanisms to drive traffic to their builds, and both likewise use a multi-channel promotional strategy to spread word about upcoming events, though they differ somewhat in their emphasis of channels. Findings suggest that the areas that corporate developers can have the most impact in future builds are social interaction design and commerce. Moreover, in Second Life, these two phenomena are related; that is, shopping is one of Second Life’s most popular social activities, so improving the former should also lead to gains in the latter. Another way corporate build designers can encourage social interaction is to improve at finding ways to encourage users to gather, perhaps by developing less space overall and/or using social areas—clubs and shopping districts—as central hubs. References 1. Alhadeff, E. (2007). Serious Games, Serious Money: A Sizeable Market. Retrieved January 15, 2008 from http://blog.futurelab.net/2007/10/serious_games_sizeable_market.html. 2. Prentice, S. (2007). The Five Laws of Virtual Worlds. Gartner. Stamford, CT. 3. PricewaterhouseCoopers (2007). Global Entertainment and Media Outlook: 2007-2011. Retrieved January 15, 2008 from http://www.pwc.com/extweb/pwcpublications.nsf/docid/ 5AC172F2C9DED 8F5852570210044EEA 7. 4. Second Life (2007). Second Life Economic Statistics. Retrieved January 15, 2008 from http://secondlife.com/whatis/economy_stats.php. Copyright © 2009, One to One Interactive www.onetooneinteractive.com 13
  • 15. amplifying USER engagement New knowledge about human behavior brought to light by social and neuroscience has fundamentally called into question the old mental models of how advertising and marketing work. Gone is the notion that consumers make decisions in a linear think-feel-do way and behavior is guided by rational-only principles. Instead, memories, emotions, associations, and thoughts play a primary role in how individuals relate and ultimately engage with brands. OTOinsights is a primary research offering that is breaking new ground in neuro-marketing to offer clients advanced and scientific levels of insights into how their consumers engage with them across the landscape of new media channels. To learn more about OTOinsights, visit www.otoinsights.com Complete One-To-One Solutions for Brands, Agencies, and Publishers OTOinsights is a One to One Interactive company. Established in 1997, One to One Interactive is the first enterprise to assemble a complete solution for brands, agencies, and publishers executing one-to-one marketing strategies. By bringing together one of the nation’s leading digital marketing agencies, the world’s most comprehensive portfolio of permission marketing platforms, unique performance-based social media networks, and cutting-edge neuromarketing research techniques, the companies of One to One Interactive build informed and creative customer/constituent strategies on the belief that digital media’s ability to enable engaging one-to-one dialogues is the future of marketing. To learn more about One to One Interactive, visit www.onetooneinteractive.com OTOinsights 529 Main Street, Charlestown, MA 02129 617.425.7300 www.otoinsights.com info@otoinsights.com Copyright © 2009, One to One Interactive www.onetooneinteractive.com 14