Useability, User tracking, Click-stream data, website metrics, user demographics - you just want to know what your website visitors are doing and how to turn that information into more revenue.

Real World Business Opportunities:

The same things that make the business economy run in Second Life are the same things that make the business economy run in the real world. In Second Life, businesses can buy or rent land and offices and create an alternate business identity, sell goods and services, hold conferences, events and meetings – all in a virtual 3-D environment that can interact with all the aspects of the Internet including linking to websites, documents, audio and video streams – all within the Second Life environment.

 


From homebuilders and architects to fashion, education, entertainment and all manner of products and services, Second Life is an active marketplace with an ideal demographic.

The explosive popularity of [Second Life] has caught the eye of some big corporations, who see in Second Life a novel way to reach the much sought after demographic of educated, tech-savvy 25 to 35 year-olds. http://www.galtglobalreview.com/

 
 


Actually, Second Life is not just for the kids. In fact, only 28.7% of users are 24 or younger. The majority, 71.3%, are 25 or older. The average age is 33. http://blog.secondlife.com/

For example, in Second Life, popular goods and services include:

  • Clothing and related fashion items (from bathing suits to wearable hairstyles and body types)
  • Custom and prefab buildings and homes for residents
  • Amusement and entertainment services and venues
  • Space planning, design and decorating services
  • Landscaping and exterior services
  • Architectural/Construction/Engineering

Right now, Second Life needs new businesses, products and services and ways to connect them with its growing resident base. Virtually any business in real life can work in Second Life – and just like real life, the same challenges exist for marketers and advertisers within Second Life: they must create user-centered experiences that deliver an actionable outcome which simultaneously advances the brand and connects the consumer with the product or service.

“A lot of other real-world businesses are paying attention. That's because virtual worlds could transform the way they operate by providing a new template for getting work done, from training and collaboration to product design and marketing. But what's beginning to catch the attention of IBM and other huge corporations is something potentially far more profound than a new online pastime. It's the ability to use Second Life as a platform for a whole new Net - this one in 3-D and even more social than the original - with huge opportunities to sell products and services.
http://money.cnn.com/

See who is in Second Life>>>




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