Monday, November 1, 2010

Second Life

I am the farthest thing from a gamer but I had a relationship with Second Life at one point in my career. When I worked for Reuters, our Science division built it's own island complete with state-of-the art conferencing rooms, training facilities, its very own ride through the pharmaceutical drug development cycle, a bar, monorail, beach and water activities, and of course product promotions galore. It was incredibly sharp. But we made zero money. There were two reasons for this; one, we didn't have the backing from senior management and therefore didn't actively promote it. and two; we realized the island was best suited for customer retention and loyalty campaigns rather than subscription driving efforts.

Virtual reality gaming overall will be successful for a long time to come (until someone greater comes to replace it), but it will entirely depend on what your business model is. Many corporations found success using Second Life, but from my personal experience in the uptight, stuffy Pharma industry - it didn't appear to be the best option to generate revenue.

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