Virtual Careers and “Cyber-Accesorising”

Within the gaming community the concept of a well-known competitive game player cutting deals with sponsors isn’t new. Organizations like the Cyberathlete Professional League and names like Kornelia (the “Queen of Quake”) are already well-embedded in how many of us think of the videogame industry – it’s not just for teenagers anymore (which statistical research has already confirmed). So when BusinessWeek online starts off an article talking about how some videogame player is raking in the dough, the question running through my mind isn’t “What’s the big deal?”, it’s “When will it cease being a big deal?”

To their credit, BusinessWeek doesn’t dwell on that morsel, which to me means the word is finally getting out. That then gets us to the meat of the story: “cyber-accesorising”[sic]. From BusinessWeek’s article:

Kart Rider’s online store offers more than 100 digital items such as special $1 paint jobs and tools like 40¢ balloons that can protect a player’s car by lifting it above the track when an opponent launches a missile (90¢). The most expensive car will set you back $9.80 (it handles a bit better than one costing $1.50).

“Most of my classmates play Kart Rider, and I want to look cool in the game,” says 9-year-old Park Kun Hee, who recently bought an avatar costing $2.50, a car for $3.50, goggles for $2.50 (to see through smoke thrown off by opponents), and more. His father cut him off after he spent $150 on the digital stuff.

In case anyone isn’t following this, we’re talking volume; the very thing that made Wal*Mart the world’s 800-lb retail gorilla. So while BusinessWeek might be reporting on a company doing this today, it’d be really simple for an individual to do it in the very near future (and some already are) – especially with Sony and Microsoft building the virtual stores. Considering the volumes, I’m predicting we’ll be reading about some instant millionaire soon. Very soon.

(Does anyone remember the stories about kids running up phone bills when phone sex hit the scene? And the more recent stories about kids running up cell phone bills? Get ready for the news stories.)

Once More Into The Breach

I’ve been following a post by Cory Ondrejka over on Terra Nova (a monster thread) which might interest a few (perhaps a very few) of you. It’s basically a re-engagement of the “Text Worlds vs 3D Worlds” … *ahem* … discussion. It’s pretty low-level stuff which, to be honest, gives me a headache; but if you have an interest – and some extra aspirin – head on over for some gnarly virtual world theoretical banter.

Recipe for a Metaverse: One Part Virtual Weapons

virtual weapon ad

I’ve hinted at this sort of thing in past posts, but thought I’d provide more this time; especially after seeing an online advertisement for this “griefing” tool.

This is an advertisement for a virtual weapon. It is designed to attack another person/avatar inside the Second Life virtual simulation. And it does this without – according to the creator – violating the Terms of Service by being… well… pretty creative. Read what it can do for yourself:

Simply rez one of these objects and set the target’s name using “/500 target name”. If that target comes into the same sim and with in 96m of the DBomber, the DBomber will send them over 15000 blue dialog boxes, along with 15000 notecards. It screws the client, and it doesnt stop when the avatar logs out, it will continue to pump notecards to their account even whilst logged out, if they come with in 96m of the DBomber, they WILL get 15000 notecards, and many Dialogs(the dialogs dont conintue after the avatar logs out, the notecards do though).

To provide some point of reference, this is equivalent to receiving 15000 spam emails and 15000 telemarketing phone calls all at the same time. Except the purpose isn’t to sell something, it’s to virtually assault someone – and this kind of assault often results in the target’s program (“client”) crashing. Additionally, as virtual worlds improve in sophistication, there’s no reason to believe computer worms and other malicious code won’t be included in the “sales package” of these kinds of virtual product. So there you have one ingredient of the virtual future. Hope you can handle the bitter stuff. Me? I’ve got this cool idea for a MIRVed virtual cruise missile with programmable payloads.

(edit: I’ve modified a comment to reflect a valid omission pointed out by someone commenting on this entry over on another blog. You can read more about my mistake, my correction, and the bigger point on which I’m hoping more people focus their attention here; or just read my comment copied below)

Second Life Marketing Rope-a-dope

I spent too much time writing up and posting on the Second Life forum a lengthy follow-up to a question I posed at yesterday’s Second Life “Town Hall Meeting”. It’s way too long to post in its entirety, so I’ll attempt to condense it and post the “summaries” I included.

My original question and the response:

Csven Concord: What guidelines does LL currently have in place regarding the marketing and advertising of RL products in SL, and any measures (if any) to limit the impact of RL advertising on SL’s newly emerging internal markets?
David Linden: People can advertise in SL with prior approval. That’s something that Robin manages.
David Linden: Currently we are not actively pursuing external advertising.
David Linden: next

Not really the answer I was hoping to receive. So here are the first two “summary” requests that have to do with the Linden Lab requirement to submit for approval any inworld advertising of a real life product or service:

A) Could Linden Labs please promulgate the Guidelines for submitting and gaining authorization to advertise inside the Second Life simulation?

B) Could Linden Labs please maintain a listing of RL brands which have been given authorization to advertise inside the Second Life simulation?

The disconnect in all this is that there are already many branded products in the Second Life simulation. Which are authorized and which aren’t? I suspect many of them are unauthorized advertisements as well as being illegal violations of copyright and trademark. But Linden Labs is careful in their Terms of Service to avoid responsibility for user content; they don’t “police”. And their position is both practical and understandable. It also creates an interesting Catch-22 situation for them: how can they filter content but also claim lack of control over content?

More importantly to me, it also creates a problem for Second Life’s inworld content creators. They’re competing in a virtual market increasingly filled with real world brand names. That makes selling original product all the more difficult. And what is their recourse? Well, as far as I can see, they have no officially documented means to address this issue. To file a complaint of copyright infringement to discourage this unfair practice, the complaintant is required by the Terms of Service to include what appears to be a legally-binding statement that not only is the information provided correct (the alleged intellectual property violation) but that the complaintant is the copyright owner or agent of the violated intellectual property. That’s pretty nonsensical to me. The practical result is that content creators are negatively impacted by these rules, and incentives for creating content under these conditions are also negatively affected. Why bother creating a new brand of virtual product when anyone can rip a logo from some real life corporation and plaster it all over their versions of a virtual product and get all that free brand equity… and not have to be overly concerned with the objections of legitimate inworld brands. In a funny way, this reminds me of leather jackets I’ve seen in third world countries – with, for example, “Fruit of the Loom” labels stitched inside (if only they’d known for which products those labels were intended).

So, the summary for that problem was simply:

C) Could Linden Labs please explain this apparent conflict of interest between the handling of content and the acknowledged need to support content creation inside the Second Life simulation?

This is either going to be really interesting or it’s going to be really ignored. I personally see a simple way to deal with this: allow anyone to report intellectual property violations. Of course that would require Linden Labs to be more vigilant in their efforts to filter content. And with the potential to get hit with a liability uppercut, I suspect not getting pinned in a corner is a strategy. Let’s see how long that lasts.

Tracking Johnny

Clickable Culture points to and has an entry on an AdAge article (registration req’d) discussing the marketing power inherent in Microsoft’s new XBox 360 console. From their post:

Unlike any other in-game marketing network, the new Xbox Live could offer marketers data on every player’s move through the Xbox Live system, every gaming and lifestyle preference, and every purchase.

Not news, but as expected, this new capability is moving into the mainstream discourse. When AdAge or another publication explains how vectors work and how it’s possible to “sense” what a player is doing in the game (e.g. looking at their billboard for 12.93252 seconds), then let’s see how excited they all really get… beyond the obvious numbers. One guy, Jamie Berger from IGN, has some good advice to all the drooling hawkers out there though:

Marketers need to tailor their approach and make it special and unique to the platform “not just an ad, but a brand experience,?” Mr. Berger said. “They need to use the medium in a way that adds value to the consumer and show that they’re embracing the gaming culture.”

(Edit: there’s also another article on AdAge titled “AdAge.com’s Advergame Chronicles – Tracking the Rise of a New Marketing Venue“, but that’s paid content, sorry. I’m cheap.)