Businesses experimenting with virtual worlds
By China Martens
,
IDG News Service
, 06/18/2007
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Although virtual environments are still at an early stage in development and adoption, many companies are already dabbling
in one or more virtual worlds or closely observing them prior to getting their feet wet.
Businesses that may have been slow to embrace the Internet are keen this time around to actively engage with the technology
before it becomes mainstream.
"'I don't get it, but I know I should get it,'" is what businesses tend to tell Sandra Kearney, global director, emerging
3D Internet at IBM, when she asks them about virtual worlds. "They say, 'I missed the Internet; I don't want to miss this too,' " she said during
a panel discussion to debate virtual worlds and their business value at a joint IBM and MIT Media Lab conference held Friday.
Auto maker Toyota is already using virtual worlds as a way to get preteens and teenagers interested in its Scion entry-level
car brand, which is targeted at younger buyers.
"We've made a fairly significant six-figure investment in virtual communities across different worlds," said Adrian Si, interactive
marketing manager for Scion at Toyota Motor Sales USA. For instance, Toyota is the exclusive supplier of virtual Scion cars
in Numedeon's Whyville educational virtual world for children aged 8 to 15 and provides them with information about car financing.
Tweens are already thinking about what car they might buy, and Toyota hopes that giving them a positive experience with its
cars in virtual worlds might translate into them or their parents buying vehicles from the vendor down the road. Good buzz
about a product can go a long way, Si believes.
Only a few years old, Toyota's Scion brand is one with which the company can afford to take risks that the auto maker couldn't
with its other much more established brands, Si said. Toyota got interested in virtual worlds at the same time that the companies
behind such communities were coming to the auto maker to see if it was interested in funding them. As well as Whyville, Toyota
is promoting its Scion brand in Linden Research's Second Life and is about to do the same in Gaia Interactive's Gaia Online teen virtual world.
PepsiCo has yet to experiment with virtual worlds, but is keeping an eye on the space.
"We're intrigued by it and are actively monitoring it," said Julius Akinyemi, director of emerging technologies at the beverage
and snack vendor. Like Toyota, PepsiCo is particularly attracted by how much input users have in creating their virtual environments
and the ability to directly interface with and influence those individuals.
One area where PepsiCo thinks it might look to engage with the residents of virtual worlds is in soliciting their input on
new products, according to Akinyemi. The vendor would hope to do more codevelopment of new beverages and snacks as well as
create quick marketing buzz on new offerings, he said. There need to be more tools available in virtual worlds to make such
development and marketing efforts easier, Akinyemi noted, along with a general move to simplify the process for anyone to
enter any virtual environment.
The IDG News Service is a Network World affiliate.
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