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From
May 2007
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The Circuit City shop sports a real-world look,
where avatars can amble through the store
picking up products. Doug Meacham, IT manager
for Circuit City, says the main objective was to
create an environment that allows the store to
engage with the people who visit.
“We’re learning more about 3-D technology and
about how to use this type of environment to add
a consultative angle to selling,” he says. “A
customer can sit on a sofa in our virtual store
and move it back and forth in an effort to help
them decide what size television is best suited
to their needs.”
The company is considering how to take what it’s
learning in Second Life and apply it to the
store’s website. Circuit City is not selling any
“virtual” products in Second Life, but avatars
can tunnel from the virtual world to the
retailer’s website. At this stage, however, the
company isn't counting on significant sales from
this venture.
Paul Miller, senior vice president of direct
commerce at Sears Holdings, feels the company’s
Second Life store enhances the customers’
ability to make choices. Visiting avatars are
presented with a menu of departments: clicking
on one of the options teleports the avatar to a
“store within the store” where they can explore
customized options for their kitchen or garage.
“Second Life allows the customer to experience
shopping differently than they do on a website,”
Miller says. “They can invite a friend to shop
alongside them, and the two can share opinions
and interact. As far as the Internet has come,
it’s still lacking when it comes to the social
aspect of shopping,” he says. “This bridges the
gap.”
Laura Thomas, corporate metaverse editor for
Dell.com, describes the interaction possible in
Second Life as “immersive. At Dell.com, you can
get a 360-degree view of a product, but it is
not as immersive as Second Life,” she says. “On
the Internet, you can’t turn to the person next
to you and ask their opinion.”
Dell approaches Second Life as a community, a
medium for brand-building and a vehicle for
learning. Earlier this year, the company
broadcast a speech being delivered at the
Consumer Electronics Show by founder Michael
Dell into in an auditorium built on one of its
four islands.
Many of the businesses now operating in Second
Life rely on The Electric Sheep Company to help
them build and maintain a presence. The New
York-based start-up has been described as
“movie-production house meets web-development
company meets strategic consultancy meets
software.”
Sibley Verbeck, CEO of Electric Sheep, is
convinced that the virtual world is a better
shopping medium than the Internet, and that it’s
just a matter of time before the trickle of
retailers now testing the Second Life waters
becomes a flood. Second Life residents spend
more than $1.5 million a day (U.S. dollars, not
their virtual equivalent) buying everything from
clothing to real estate, “and that figure is
growing 20 percent per month,” he says. “It’s
emerging as a commerce-driven environment.”
What does it cost to get in the game? That
depends on whether a retail company is looking
to create a shop exclusive to Second Life or to
link the virtual store back to its own
e-commerce site. Ballpark figures start at about
$100,000, according to Verbeck.
3-D technology is “far more analogous to the
real world than what consumers experience now
online,” Verbeck says. “You can truly window
shop in the virtual world. And we’ve noticed
that having anonymity makes it easier for
avatars to talk to strangers.
“When voice comes to Second Life, the whole
experience will be even more powerful,” he says.
Experts encourage retailers to begin doing R&D
now to gain some traction in the virtual world.
They acknowledge, however, that it’s not the
type of project that will deliver short-term ROI,
and the chances are pretty good that it’s not
going to win kudos with Wall Street until
acceptance becomes more widespread.
Still, industry watchers and early adopters
insist that experimentation can deliver
meaningful findings. LeGoues sees the potential
for an apparel retailer to test colors before
sourcing a collection.
“Why not make 15 shades of a top available in
the virtual world and see what colors people
gravitate toward?” she says. “You can give the
shirts away in Second Life, monitor customer
preferences and edit the color assortment based
on that research when it comes time to source
the item.
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