Retailers explore opportunities on the
latest virtual frontier
From
May 2007
By
Susan Reda, Executive Editor
It’s been nearly impossible to ignore the
media buzz around Second Life. Over the last six
months, the three-dimensional online world
created by San Francisco-based Linden Labs has
grabbed its share of headlines – and raised its
share of eyebrows.
Second Life backers tout this approach to
virtual community as the next phase of the
Internet’s evolution, and describe the 3-D
technology as “game-changing.”
With IBM CEO Sam Palmisano investing $10 million
in a project intended to explore the 3-D
Internet and additional capital coming from
Internet golden boys such as Amazon CEO Jeff
Bezos and eBay founder Pierre Omidyar, Second
Life has also caught the attention of retailers.
Circuit City has taken up residence in Second
Life. So have Sears, American Apparel, Dell and
Adidas. Companies as different as Nissan, H&R
Block and Reuters have embraced the concept,
each seeking new ways to connect with customers.
“Second Life is a trial for what may very well
be the next big thing in Internet retailing,”
says Scott Silverman, executive director of
Shop.org, the e-commerce division of NRF. “The
3-D environment is being plugged as the next
generation of the Internet and Second Life is
the playground for that technology.”
Francoise LeGoues, an IBM vice president and CTO
of the distribution sector, believes 3-D virtual
worlds like Second Life can help to break down
walls between business channels. “Websites are
flat and boring,” she says. “A website is not a
store, but a 3-D shop feels like a real store.”
Shop.org chairman Elaine Rubin also is bullish
on Second Life. “It’s a new way for people to
connect with each other and for companies to
connect with consumers,” says Rubin, former vice
president of Amazon Enterprise Solutions.
“Second Life can be a vehicle for retailers and
consumer brands to build loyalty and boost brand
recognition.”
It’s easy to look at first-generation technology
“and dismiss it out of hand,” Rubin says, but
“the purpose is not to judge Second Life
exclusively by what you see today, but to
understand what it will morph into and how it
can be integrated into your business.”
Not everyone is sold on the virtual world.
Skeptics are quick to point out that the
software is hard to use, the platform is buggy,
the search function is a work-in-progress and it
can be difficult to learn how to navigate and
build. Second Life also has its share of
pranksters and issues to be resolved around
adult content. Still, even industry watchers who
take a more tepid view refuse to summarily
dismiss it as a passing fad.
“We’re seeing some early adopters jump in, but I
don’t think we’ll see mass adoption until the
technology has matured,” says Sucharita Mulpuru,
senior analyst at Forrester Research. “The
company is reporting more than five million
residents in Second Life, but most of them
bounce off [virtual jargon for ‘don’t return’].
Their retention rate is somewhere around 10
percent. That’s an astounding number for an
emerging company, but in terms of leveraging the
community as a proxy for mass media, we’re not
talking about a big hit.”
Mulpuru feels that companies that establish
storefronts early will grab their share of
marketing and media and lift their “hip”
quotient, but she’s quick to point out the
expense involved. “There’s always a cost, plus
there’s a need to allocate resources,” she says.
“Right now, there are not a lot of retailers who
have that luxury.”
The number of Second Life residents, and their
demographics, are hard to pin down. One day in
early April, the company was reporting 5.5
million total residents: 1.5 million had
returned to the virtual world in the last 60
days, and just over 30,000 were logged in at
that moment. And some watchers have pointed out
that there are individuals with multiple
avatars, rendering these counts circumspect.
Linden says users tend to skew young and male.
Others say businesses would be surprised to find
that about half the users in Second Life are
female, and that most are over 30. They can
agree on a couple of points, however: Second
Life residents tend to be fairly progressive
from a tech standpoint, and need to be able to
steal a fair amount of time from their “real”
life to devote to their virtual one.
Retailers who have taken up residence in Second
Life report that using the virtual world as a
platform for experimentation was a big part of
the draw. Circuit City and Sears chose to
partner with IBM on their Second Life shops, and
are adjacent to each other on one of IBM’s 24
“islands.”
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