SlideShare ist ein Scribd-Unternehmen logo
1 von 17
Presented for the Atlantic Marketing Association Conference Savannah, GA  October 2008 Joanna Phillips Patricia Todd Western Kentucky University (Virtual) Reality Bytes: Marketer Effectiveness in Collaborative Virtual Environments
Introduction ,[object Object],[object Object],[object Object]
Collaborative Virtual Environment ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Avatars ,[object Object],[object Object]
Avatars ,[object Object],[object Object],http://secondclassroom.ning.com/
Warhammer ,[object Object],http://ve3d.ign.com/images/36739/PC/Warhammer-40-000-Dawn-of-War-II
Marketer Entry ,[object Object],[object Object],[object Object],[object Object],[object Object]
Theoretical Foundation User Type Relationship Manipulation Immersion Escapism Achievement Primary Motivation Social interaction Personal Gain  Living Out a Fantasy Life  Avoidance  Power  Exemplary Behaviors Forming friendships/ relationships, Discussing problems (virtual and real world) Manipulation, deceit, and domination of other players Becoming very immersed in  avatar and in the rules and story of the CVE  Uses CVE to escape stresses and problems of  real life Strives to achieve power and status through items that show power in the CVE  Potential Product/Service Offerings Social Products that increase attractiveness.  (cosmetics/ clothing) friend or mate-finding services for avatars Products/services that  increase physical prowess of avatars (Gyms, trainers, “ supplements” designed to give avatars more strength) Any product or service that can be considered authentic to CVE (Clothing/ Costumes/mode of transportation) No real world products Entertainment products that provide activities/ escape in CVE (Travel, dining, entertainment, fantasy goods)  Status Symbols/ Luxury Goods High end luxury brands (luxury cars could offer “ branded” horses in WOW, cars in Second Life; “ resorts” for avatars) Potentially Welcome Marketer Tactics  Forums/locations in CVE that encourage avatar interaction/ mingling (brand bars/pubs/nightclubs)  Contests held among players that allow individuals to “ win” recognition over other players Personal rewards Any addition of a place/presence/ character in the CVE that feels real and authentic to the world.  Creation of CVE areas where users can escape,enjoying some aspect of the CVE (virtual theaters, concerts, Plays sponsored by a brand) Exclusive for the elite.  Status rewards for frequent patronage.  Creation/ sale of status symbols for Consumption
Marketer Entry ,[object Object],[object Object]
Proposition 1 ,[object Object]
Propositions ,[object Object],[object Object]
Propositions ,[object Object],[object Object]
Propositions ,[object Object],[object Object]
Propositions ,[object Object],[object Object]
Propositions ,[object Object],[object Object]
Future Directions and Conclusions ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Questions?

Weitere ähnliche Inhalte

Andere mochten auch (7)

Vampire breath
Vampire breathVampire breath
Vampire breath
 
Er was eens MERK IK
Er was eens MERK IKEr was eens MERK IK
Er was eens MERK IK
 
Geo Skills 1 -Map Types
Geo Skills 1 -Map TypesGeo Skills 1 -Map Types
Geo Skills 1 -Map Types
 
Map Skills 4 - Absolute and Relative Location
Map Skills 4 - Absolute and Relative LocationMap Skills 4 - Absolute and Relative Location
Map Skills 4 - Absolute and Relative Location
 
2011“外媒看中国”十大话题年终回顾
2011“外媒看中国”十大话题年终回顾2011“外媒看中国”十大话题年终回顾
2011“外媒看中国”十大话题年终回顾
 
Ediciones digitales
Ediciones digitalesEdiciones digitales
Ediciones digitales
 
Responsabilidad digital: una introducción (índice)
Responsabilidad digital: una introducción (índice)Responsabilidad digital: una introducción (índice)
Responsabilidad digital: una introducción (índice)
 

Ähnlich wie Virtual) Reality Bytes

Real Life Marketing Lessons from Second Life Fashion Designers
Real Life Marketing Lessons from Second Life Fashion DesignersReal Life Marketing Lessons from Second Life Fashion Designers
Real Life Marketing Lessons from Second Life Fashion Designers
Kate Trgovac
 
Whrrl: Social Media Week LA
Whrrl: Social Media Week LAWhrrl: Social Media Week LA
Whrrl: Social Media Week LA
Rob Reed
 
Week 6 Tameka Kee Presentation
Week 6 Tameka Kee PresentationWeek 6 Tameka Kee Presentation
Week 6 Tameka Kee Presentation
Mediabistro
 
The Eikonicopolis Project pp
The Eikonicopolis Project ppThe Eikonicopolis Project pp
The Eikonicopolis Project pp
Giovanni Esposito
 

Ähnlich wie Virtual) Reality Bytes (20)

Gurval Caer Blast Radius
Gurval Caer Blast RadiusGurval Caer Blast Radius
Gurval Caer Blast Radius
 
The New Generatives: Selling Music in a Connected World
The New Generatives: Selling Music in a Connected WorldThe New Generatives: Selling Music in a Connected World
The New Generatives: Selling Music in a Connected World
 
Social Media, Social Influence Marketing and Super Peers
Social Media, Social Influence Marketing and Super PeersSocial Media, Social Influence Marketing and Super Peers
Social Media, Social Influence Marketing and Super Peers
 
Social Media Overview
Social Media OverviewSocial Media Overview
Social Media Overview
 
Future of Monetizing Social Games
Future of Monetizing Social GamesFuture of Monetizing Social Games
Future of Monetizing Social Games
 
Vrising - Digital Misfitz presentation
Vrising - Digital Misfitz presentationVrising - Digital Misfitz presentation
Vrising - Digital Misfitz presentation
 
Real Life Marketing Lessons from Second Life Fashion Designers
Real Life Marketing Lessons from Second Life Fashion DesignersReal Life Marketing Lessons from Second Life Fashion Designers
Real Life Marketing Lessons from Second Life Fashion Designers
 
Whrrl: Social Media Week LA
Whrrl: Social Media Week LAWhrrl: Social Media Week LA
Whrrl: Social Media Week LA
 
Twitter Changes Everything
Twitter Changes EverythingTwitter Changes Everything
Twitter Changes Everything
 
Week 6 Tameka Kee Presentation
Week 6 Tameka Kee PresentationWeek 6 Tameka Kee Presentation
Week 6 Tameka Kee Presentation
 
“Empowering Consumers with Experiences That Drive Profits” Jeff Molander at L...
“Empowering Consumers with Experiences That Drive Profits” Jeff Molander at L...“Empowering Consumers with Experiences That Drive Profits” Jeff Molander at L...
“Empowering Consumers with Experiences That Drive Profits” Jeff Molander at L...
 
Let The People Speak
Let The People SpeakLet The People Speak
Let The People Speak
 
Bar & Nightclub: Las Vegas 2007
Bar & Nightclub: Las Vegas 2007Bar & Nightclub: Las Vegas 2007
Bar & Nightclub: Las Vegas 2007
 
Where and How should you focus your social (media) efforts?
Where and How should you focus your social (media) efforts?Where and How should you focus your social (media) efforts?
Where and How should you focus your social (media) efforts?
 
The Eikonicopolis Project pp
The Eikonicopolis Project ppThe Eikonicopolis Project pp
The Eikonicopolis Project pp
 
its changing, so must you
its changing, so must youits changing, so must you
its changing, so must you
 
Social Media Masters : Buzz, Evangelism and Word of Mouth (Sean Moffitt)
Social Media Masters : Buzz, Evangelism and Word of Mouth (Sean Moffitt)Social Media Masters : Buzz, Evangelism and Word of Mouth (Sean Moffitt)
Social Media Masters : Buzz, Evangelism and Word of Mouth (Sean Moffitt)
 
Virtual goods forum_uk__vikas_v1_6-17-10
Virtual goods forum_uk__vikas_v1_6-17-10Virtual goods forum_uk__vikas_v1_6-17-10
Virtual goods forum_uk__vikas_v1_6-17-10
 
Transient Identiti Socialization Of Marketing
Transient Identiti   Socialization Of MarketingTransient Identiti   Socialization Of Marketing
Transient Identiti Socialization Of Marketing
 
Forums and social media marketing
Forums and social media marketingForums and social media marketing
Forums and social media marketing
 

Virtual) Reality Bytes

  • 1. Presented for the Atlantic Marketing Association Conference Savannah, GA October 2008 Joanna Phillips Patricia Todd Western Kentucky University (Virtual) Reality Bytes: Marketer Effectiveness in Collaborative Virtual Environments
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8. Theoretical Foundation User Type Relationship Manipulation Immersion Escapism Achievement Primary Motivation Social interaction Personal Gain Living Out a Fantasy Life Avoidance Power Exemplary Behaviors Forming friendships/ relationships, Discussing problems (virtual and real world) Manipulation, deceit, and domination of other players Becoming very immersed in avatar and in the rules and story of the CVE Uses CVE to escape stresses and problems of real life Strives to achieve power and status through items that show power in the CVE Potential Product/Service Offerings Social Products that increase attractiveness. (cosmetics/ clothing) friend or mate-finding services for avatars Products/services that increase physical prowess of avatars (Gyms, trainers, “ supplements” designed to give avatars more strength) Any product or service that can be considered authentic to CVE (Clothing/ Costumes/mode of transportation) No real world products Entertainment products that provide activities/ escape in CVE (Travel, dining, entertainment, fantasy goods) Status Symbols/ Luxury Goods High end luxury brands (luxury cars could offer “ branded” horses in WOW, cars in Second Life; “ resorts” for avatars) Potentially Welcome Marketer Tactics Forums/locations in CVE that encourage avatar interaction/ mingling (brand bars/pubs/nightclubs) Contests held among players that allow individuals to “ win” recognition over other players Personal rewards Any addition of a place/presence/ character in the CVE that feels real and authentic to the world. Creation of CVE areas where users can escape,enjoying some aspect of the CVE (virtual theaters, concerts, Plays sponsored by a brand) Exclusive for the elite. Status rewards for frequent patronage. Creation/ sale of status symbols for Consumption
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16.