Tuesday, February 14, 2006

Second Life: Advertising Networks and Services



Known ad networks in Second Life:
  • MetaAdverse by Rathe Underthorn (both RL website and SL location; will take snapshop; see write-up in AdLab).
  • Wolhaven Advertising Network by Traven Sachs (see ad on SLexchange; will explore functionality).
Many in-game media are also looking to attract advertisers by selling air time and ad space. Here's an offer posted on SLexchange by for ad time on Seijaku Live TV (contact Escort LeFarge):


"Seijaku now offers LIVE STREAM ADVERTISING on Seijaku LIVE TV! Channel. This voucher entitles you to 4 weeks advertisting.

What are the advantages of a Live Stream?
1. Everyone sees the same thing at the same time.
2. The channel playlist can be dynamically updated without the TV owner ever having to "retune" in-world.
3. Reduced in-world startup delay.

You may create and deliver your advertisement as a Flash Presentation, a QuickTIme movie, or as MP4! In order to ensure adequate exposure, Seijaku will only host 20 rolling advertisements at any one time. Your presentation must last no longer than 60 seconds."

Creative ad production services are also emerging (post on SL Exchange by Dominik Bauer) :
"You hereby purchase a certificate for a professional sound image production for your business in SL. After your purchase you need to contact Dominik Bauer in world or use the contact button provided by SL exchange. You need to tell me what you want in your comercial/promo/jingle/drop/etc and I will produce it asap.
Impressions of my work can be found here - just click the links on this page and listen to the spot in your mp3 player."

Foolish Frost has developed a set of marquee displays (pictured above) that business owners use to attract visitors (SL Exchange post, pics)

Second Life: Skywriting



Aster Lardner has developed a system that allows skywriting.

"Pixel prims can be modified by special request. Default are scaled full bright cubes set to phantom. These can be modified so the bottom is see-through, making it invisible from the ground; so that it is semi-transparent and round for "puffy cloud" skywriting; so that it is solid and textured for giant tiled floor mosacs; so that it deletes it self after a set time; and also so that it is a custom object you design for things like cropcircles."

Monday, February 13, 2006

Second Life Media: Streaming Radio




Second Life offers many media bridges between itself and the "real life". One of them is in-game radio streaming, appropriately expressed through a boombox metaphor (found and photographed in a store). There's also capability to stream video (mostly QuickTime) files. Some billboards and objects, when clicked, spawn a out-of-game browser window and load a predefined page, although I don't see this functionality used as often as telerportation (many billboards and objects function as web banners by redirecting the player into a different location). Linden Lab is also working to embed Firefox browser into the game itself and display webpages on the game's textures (original post by Clickable Culture on June 6, 2005, update on Second Life's community page dated Feb. 9, 2005) which will present new opportunities both for commerce and content development (i.e. a realistically looking newspaper updated in real time).

Saturday, February 11, 2006

Second Life Media: Pearbook Laptop



"An interesting laptop device with an email app. secondlife://porcupine/248/92"
-- source: EverythingDigital on Flickr.

Will explore the functionality.

Second Life: First Impressions

Meet Ariel Spoonhammer, my guide in the intricate and improbably world of Second Life. The goal of the journey is to explore the many ways in which real-world and fictional brands are present in this world, catalog various media that enable communications and transactions between residents, and to identify advertising approaches that can be imported into other similar environments.

My first day was already very eventful. After a brief in-game orientation, I took advantage of the Ariel's flying abilities and set off to find the famed billboards and the first in-game advertising agency that operates them. When I saw colorful patches that looked remotely like posters, I landed, and it turned out to be an art gallery. My first acquaintance was a feline character Firefury, sporting what looked like a Samurai sword and a can of - surprise - diet Pepsi. The Pepsi came with a custom animation script that allowed the avatar to take nonchalant sips every once in a while. Among his other branded possessions was a black Lamborghini Arachnid, a copy of which was later graciously bestowed upon me. Worldly possessions are not a burden in this world and they all fit in a pocket (the "inventory" folder).


Firefury sips his favorite Diet Pepsi.

I have also visited a bar owned by a resident couple. The eerily flat automated bartender offered a drink menu (command-activated text) that featured a very authentically looking Corona beer. A Budweiser neon sign buzzed from the wall, and a Coke machine adorned the interior, although its functionality remains to be explored. Apparently, all of the items were created by the players, although a product placement by Corona, Budweiser or Coke would seem like a very natural fit. Although many of the world's items cost a certain amount in Linden dollars, the world's currency, the drinks in the Passions were free. Could be owners' strategy to lure customers into a bar with hope that they will buy more expensive items - poseballs in the bar but also other goods in the surrounding mall owned by the same people. It seems that the in-game alcohol doesn't have the inebriating effect, although I did experience longer lag times after a few bottles. Could've been just me, though.


Ariel Spoonhammer enjoys an authentic-looking Corona and a cigar served by a flat bartender in the Passions bar.

Spots at the yard sale are a scarce resource, so the goods on display are stacked up high, which interestingly doesn't present a problem since all avatars can fly, an important difference between fantasy merchandising and the real world. I haven't met a single live merchant at the sale as all of the vending is done with help of automated scripts. I took advantage of an offer of free clothes, equipping Ariel with a pair of black lace leather pants. These freebies could be interpreted as a generous gesture by the merchants towards the newbies, or a smart promotional tactic design to attract crowds to the stands. Much of the displayed art is clickable and would teleport Ariel to the merchants' other stores. The "Yard Sale" sign hangs in mid-air and slowly rotates counterclockwise and is clearly visible by the flying public.


Unreal merchandising: top-shelf goods attract flying audience.

One other interesting part of the Second Life's retail structure are niche stores, such as the one pictured below that specializes in "cuddly" furniture and ambience-enhancing paraphernalia. Most of the items comes with a set of poseballs - specially designed movement scripts that extend characters' range of movements and allow for a conspicuous display of enjoyment from the purchase.


Furniture Cuddle is one of the many specialty stores.

Immediate questions to answer:
1. Where can I buy Diet Pepsi - is it through the vending machines I saw?
2. Who made the items in the Passions bar? Why are the offered for free?

Tuesday, February 7, 2006

Flashback: Pepsiman



"Advertising in videogames is hardly a new concept. The 7UP Cool Spot had a starring role on the SNES and the Sega Genesis. Pepsiman was a hidden character in the Japanese Fighting Vipers, and received his own game as well."

Info: Pepsiman, SLPS-01762, 1999 Kindle Imagine Develop (KID), Sony PlayStation, 1 Player, Running Action, 1 CD ROM (source+images: ex.org, review at gametour, )

James Brightman, "In-Game Ads Ready to Explode", Game Daily, Oct. 19, 2004.

Scratchpad: Measuring Impressions

"If advertisers aren't spending more on in-game advertising these days, it's probably because they're holding back, anticipating a metric that will track and measure game usage much the way radio and TV reach-and-frequency is measured, analysts say.

But the next-generation game consoles -- with their complex technologies -- are playing havoc with efforts by Nielsen Interactive Entertainment (NIE) to devise such a measurement."

Paul Hyman, "Advertisers Await Game Measurement", Game Daily, Jan 26, 2006.