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For Interactive Marketing Professionals

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May 1, 2007

A Second Life For Marketers?

Virtual Worlds Aren't New Channels, They're New Markets

by Brian Haven

with Josh Bernoff, Sarah Glass, Katheryn A. Feffer

Average:
(5 ratings)

This is an excerpt

Executive Summary

Virtual worlds have recently emerged as a new opportunity for users to interact and marketers to communicate. Second Life, one of the most widely known worlds, experienced an influx of marketers in 2006 looking for new ways to engage with potential customers. The key benefit so far: public relations. For the future, marketers should consider virtual worlds not as new channels, but instead as entirely new markets. But for now, virtual worlds aren't quite ready to meet the demands and expectations of marketers.

TABLE OF CONTENTS

  • Virtual Worlds Emerge, Led By Second Life
  • What To Expect From Virtual Marketing

RECOMMENDATIONS

  • Enter Virtual Worlds As If They Are New Markets
  • Supplemental Material
  • Related Research Documents

This is an excerpt

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