Virtual Worlds Aren't New Channels, They're New Markets
by Brian Haven
with Josh Bernoff, Sarah Glass, Katheryn A. Feffer
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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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