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