All Posts Tagged Tag: ‘Virtual Worlds’
The Federal Trade Commission released a report today that found minors can easily access sexually and violently explicit content in online virtual worlds.
The congressionally mandated report, "Virtual Worlds and Kids: Mapping the Risks," calls on operators of virtual worlds to take steps to keep explicit content away from children and teens, and recommends parents become familiar with the virtual worlds their kids visit.
I’m racing headlong to age fifty, but some days I feel older than others. Lately I have been feeling oh-so-twentieth-century whenever someone talks about marketing campaigns in virtual worlds, such as Second Life. I admit it. I just don’t get it.
I’m not saying that virtual worlds aren’t important. I’m not even saying that marketing in virtual worlds won’t go on just as it does in the real world.
What I don’t get is the kind of marketing that we’re doing in virtual worlds.
In the virtual world of Second Life, one can engage in just about every imaginable sort of commerce. Industries spanning from standard retail to prostitution offer the average Second Lifer a veritable cornucopia of possibilities, but it’s the virtual casinos that exist in the online world that are drawing the attention and ire of government agencies in the United States.
Second Life has inspired numerous other start-ups looking to take advantage of the hype surrounding the user-generated virtual world phenomenon.
While many companies are looking to make a name for themselves with such aspirations, Atari just wants to reclaim its piece of the video gaming pie.
Just what sort of unmitigated chaos has been wrought in the wake of Second Life’s popularity?
Anyone believing that online worlds like Second Life have reached the point of saturation had better take a second look at the marketing climate. Current trends point toward even more growth and expansion into virtual environments as the list of Fortune 500 companies launching operations in these online words continues to increase.