April 5, 2007

why second life fails marketers [and/or vice versa]

GigaOm gives us a pretty suc­cinct list of rea­sons why tra­di­tio­nal brand mar­ke­ting in Second Life is fai­ling to take off.
It’s a good list of rea­sons, though I was honestly sur­pri­sed that “Because Second Life is PRETTY DARN CREEPY” didn’t make the cut.

3 Responses to “why second life fails marketers [and/or vice versa]”

  1. James says:

    I’d add that as well as being “pretty darn creepy” second life also makes me feel ridi­cu­lously old because a) I’ve strug­gled to make my ava­tar not look like a com­plete weirdo and b) in some ways I don’t ‘get it’ as much as my youn­ger (read hip­per, smar­ter, sav­vier etc) friends and acquain­tan­ces do.
    And I’m only 25!

  2. Second Life is only creepy if you’ve no pur­pose there. With pur­pose, why, it’s not creepy at all. Having mas­te­red tools & tech­ni­ques for machinima-making in SL, it seems a dar­ned easy way to colla­bo­rate on short films with folks from all over the globe. With a skype con­fe­rence call, it beco­mes an inte­res­ting lear­ning / teaching tool.

  3. smarty says:

    Ins­tead of Second Life, they should have called it Uncanny Valley.