When
reading up on virtual worlds, I was shocked to find out that I had participated in virtual
worlds when I was younger without even realizing it. One of the most popular
virtual worlds I took part in was Neopets; a virtual world where you raised
your own pets, and played games in order to support these pets. Though Neopets
was directed to a younger age, I remember when Tyra Banks (yes while the Tyra
show was still around) released her own virtual world. You were able to create an
avatar of yourself and mingle throughout a virtual version of Tyra’s studio.
Here you could meet new people, hang out with friends, and get insider scoop on
Tyra Show news. This was probably one of the first instances I saw of a “brand”
using virtual worlds to attract more audiences.
Today,
when virtual worlds are so popular, it is easier for organizations to set a
presence and reach target audiences in a new way. For example, in Second Life
several brands and organizations including IBM, Tim Hortons, Reebok, and
American Apparel have a presence in the virtual world. Here is a brand map of
Second Life. I think that having brands within a virtual world allows the
gamer/audience to view the organization/brand in a new way. They are now separating
themselves from a strictly consumer world and entering a world of play, where
to my understanding, people do not associate brands as strongly. I have mixed
opinions on this. I understand where organizations, companies and brands are
coming from by putting themselves in this world however, since I am not a
player, I do not know if it would have an effect on the experience of the world.
I would find it interesting to ask Second Life players to see their opinions on
whether it effects the experience or enhances its realness.
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