Download Brand Avatar: Translating Virtual World Branding into Real by Alycia de Mesa PDF

By Alycia de Mesa

Digital worlds corresponding to moment lifestyles, have hundreds of thousands of clients around the world. digital international "residents" wield large paying for energy, and use genuine funds within the on-line economies. businesses as various as Adidas, Jean-Paul Gaultier, and MTV have plunged into those unchartered waters to provide their manufacturers a digital presence, utilizing assorted concepts.

Show description

Read or Download Brand Avatar: Translating Virtual World Branding into Real World Success PDF

Similar marketing books

Grundwissen Sozio-Marketing: Konzeptionelle und strategische Grundlagen für soziale Organisationen

Aufgrund der Marktentwicklung in nahezu allen Bereichen der Sozialen Arbeit gewinnt das Sozio-Marketing als sozialwirtschaftliches device an Bedeutung. Erfolgreiches advertising bedarf einer fundierten konzeptionellen Grundlage. Dieses Grundwissen bietet differenziertes Wissen zur Entwicklung wettbewerbsorientierter Marketing-Strategien.

Tomorrow People: Future Consumers and How to Read Them

The longer term is a revenue circulation ready to take place, however it takes cautious commentary and anticipation to make it stream your approach. This e-book is a photograph of tomorrow's shoppers. the area they'll inhabit, the existence and values they're going to undertake and the methods they are going to store. ultimately each model has to engage with tomorrow's humans, so how do you equip your self for this sort of international.

Customer bonding

A special method of growing lasting buyer relationships starting with awareness-building, this e-book explains find out how to construct steadily improved bonds--through gift structures, way of life involvement, worth sharing, and empowerment networks. Dozens of case reports and real-life examples demontrate how profitable organisations have used consumer bonding to enhance loyalty.

Discrete Choice Experiments in Marketing: Use of Priors in Efficient Choice Designs and Their Application to Individual Preference Measurement

The bankruptcy starts off with a positioning of this dissertation within the advertising self-discipline. It then presents a comparability of the 2 preferred equipment for learning purchaser preferences/choices, specifically conjoint research and discrete selection experiments. bankruptcy 1 keeps with an outline of the context of discrete selection experiments.

Extra info for Brand Avatar: Translating Virtual World Branding into Real World Success

Sample text

0” version. According to Nickelodeon, Neopets now boasts “54 species of Neopets, 16 lands, hundreds of characters, stories and plotlines, 200 games, a virtual economy based on ‘Neopoints’, daily and weekly creativity contests, Neovision™ video player, discussion boards, quests, and virtual items to collect, and most recently, NC Mall™,” where users can purchase upscale tchotchkes for their pets. With 44 million registered members worldwide, the virtual world is now available in 11 languages and is the largest global kid-focused virtual world as of 2008.

As a result of the firewall, IBM employees can work together in a secured SCREENSHOT 3F IBM 43 BRAND AVATAR Second Life area (no matter where they are in the world) and when they’re finished, may exit their area to join the rest of the general Second Life experience. IBM worked with Linden Lab to pilot a solution internally, that was designed to allow IBM employees to explore the Second Life mainland and seamlessly cross over into IBM’s custom-built world behind the firewall without having to log on and off.

Brands mentioned unaided) in Second Life fall into five categories: information technology, athletic shoes, soft drinks, cars, and media. Gordon also presented the following consumer behavior numbers: ■ ■ ■ ■ ■ 57% considered buying a real-life product as a result of a recommendation they received from someone in Second Life; 55% recommended a real-life product to someone they were chatting to in Second Life; 25% have gone to look at a product in real life after seeing it in Second Life; 9% have purchased a product in real life after seeing it in Second Life; 8% have bought a real life product in Second Life.

Download PDF sample

Rated 4.77 of 5 – based on 3 votes