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.

Real Enough To Kill

Within the gaming community, news of players assaulting or even killing other online game players isn’t really new. And here is a follow-up over on the BBC News website to one story that made the rounds recently about a Chinese player so infuriated over the sale of his loaned, virtual sword that he killed another player.

Now what’s interesting to me is how the general public will shake its collective head in disbelief. Understandable. Murder for any reason doesn’t make much sense to me. But for every “crazy” it’s-only-a-game story, there are doubtlessly hundreds of equally nonsensical ones that most of us now don’t think about twice (and I suspect more and more the evening news doesn’t report about them because they’re not sufficiently sensational to keep advertisers happy). Some possible examples:

– murder over a pair of sporting tickets (just to see something you could probably watch on television for free)
– murder over some cheap family heirloom (that has no value beyond the sentimental)
– murder over drunken comments made at a bar (when words are at their cheapest)
– murder over a sporting affiliation (because not cheering for the team wearing the right uniform is simply a killing offense)
– murder due to jealousy (because when you love someone, you have to control them and sometimes kill them)
– murder over skin color (because… well, just because)
– murder over religious beliefs (…!…)

So can someone explain to me how killing someone over a virtual sword is any different than the above? I’m having a difficult time segregating.

…Forest for the Trees

I have to confess to being a bit perplexed. It seems my “rocket launcher” example is getting some attention… but for mostly limited reasons it seems to me. Fab the videogame data to make toys? It goes well beyond that. If I only wanted to make a game model into a real object I’d rip the data straight from the game instead of hijacking the data as I did (and I’m pretty sure plenty of people have done this already). Truth is, the real objective behind that attempt was not achieved (the Quake model was merely a test). And the point behind that post wasn’t really fabbing.

At least one person got a big part of it… I hope the others did too but maybe just aren’t really discussing it.

World Wide Labor

Excellent article over on BusinessWeek online discussing product life-cycle management (PLM) software leader UGS. From the article:

Click an icon on any PC loaded with UGS software, and you’re ushered into a digital forum, with a three-dimensional workspace and folders of information along one side. Marketers can post ideas for new products. Engineers can design 3D prototypes. And manufacturers can lay out a new assembly line, complete with every piece of equipment necessary. Tens of thousands of people can participate on a single project from anywhere there’s a Web connection.

I noticed mention of Dassault (read more about their acquisition of ABAQUS here), but didn’t see mention of PTC which I’m aware has been into VR for a number of years and has apparently done well with their Windchill application. Have to wonder where something like Croquet fits into this secretive and proprietary world. Might it eventually be the Linux of PLM?

The Accomplice

Hijacked data in CAD

Some of my entries are going to seem like they just don’t belong here. I realize that. I post entries on applied art, virtual reality, and rapid prototyping technology, and a fair number of you probably don’t see how I connect those things; especially if you’re only looking at a particular type of entry (e.g. “meatspace”).

I like to think of it as a kind of spiderweb-in-progress. I see these strands between disciplines, the increasingly dense interactions we all have on almost every level both real and abstract, and read things that seem to confirm I’m not entirely off-base. One such thing I’ve read is Seth Godin’s (Idea Virus) blog entry for today. From his entry:

That’s what marketers do. We have the “placebo affect.” (* The knack for creating placebos.) Of course, we need to persuade ourselves that it’s morally and ethically and financially okay to participate in something as unmeasurable as the placebo effect. The effect is controversial and it goes largely unspoken. Very rarely do we come to meetings and say, “well, here’s our cool new PBX for Fortune 1000 companies. It’s exactly the same as the last model, except the phones are designed by frog design so they’re cooler and more approachable and people are more likely to invest a few minutes in learning how to use them, so customer satisfaction will go up and we’ll sell more, even though it’s precisely the same technology we were selling yesterday.”

His comment brings to mind an interview with architect Peter Eisenman (you know, the guy who did that Berlin museum thing the press was talking about not long ago). I’m referring to this part (punctuation corrected):

Archinect: I just mean making it pretty as opposed to ugly.
Eisenman: I don’t know if I would say it’s “pretty”.
Archinect: I liked it, and I don’t mean “pretty” as an insult.
Eisenman: OK. Let’s say, making it something that people take notice of, that causes them to say, I like it or I don’t like it.
Archinect: That improves the built environment.
Eisenman: Yes. OK.

Any trip over to the Core77 design forums will likely yield some ongoing flame war over terms like “pretty” and “styling” and “design” that’s not too dissimilar to the above exchange. Designers are very conscious of this “placebo affect“. We are – to use his term – accomplices.

But now allow me to connect this back to a recent entry I made called “Selling the Experience“:

Friend: Can you imagine that? Someone paid like a $100 for this sword-thing and it’s not even real! It’s nothing. Make believe. It only exists in the game.
Me: You need to think about it differently.
Friend: But it doesn’t make any sense. They’re buying nothing!
Me: What do you buy when you get tickets to a baseball game? Or a concert?

The metaverse is – to borrow Mr. Godin’s term – a “storyteller’s” world (and that’s not just for Marketing, but for anyone… especially Content Creators). I’ve certainly pushed that side of it because of disconnects like my friendly exchange above. Average consumers (the one Mr. Godin is saying Marketing lies to) have been so effectively “placebo-ized”, they can’t tell what they’re buying anymore! To me, consumer behavior is more like an addiction, and too many of them are working and spending in something akin to a kind of lab-rat-on-speed experiment gone awry. Heaven forbid we should tell them what I’m going to say next.

The metaverse is not just an ethereal “storyteller’s” world. It’s a world comprised of data. Just look at the reasons Marketing people are salivating over it. The tracking data is orders of magnitude better than trying to count eyeballs watching a television screen. And in a 3D interface (which is what those videogames really are), that data goes well beyond just “hits” or “click-throughs”- it’s comprised of “vectors” and “3D positional data”. And here’s the important part: that data can be converted into more than just marketing statistics. It can be converted into real product; something you can hold… in the flesh. The Story made Real.

The image above is a screen capture from Pro/ENGINEER CAD, perhaps the most widely used product development 3D application for design and manufacturing. That object is a piece of a virtual game object “captured” from id’s Quake 3 videogame (the barrel of a Rocket Launcher). It was not created in my CAD application. It was not ripped from the game files. I “hijacked” the data streaming to my monitor using a freely available tool. And now, if I desired, I could manipulate the data and create a real product.

Imagine now that I’m in the Long Tail, with a home fabrication unit and an eBay store. Things start to get really interesting, don’t they?

Seth Godin talks about having an accomplice. I wonder if he realizes just how far that extends. I also hope that in this brave new world, the word “partner” becomes more appropriate than “accomplice”.