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This blog follows the future of media and ad technologies, bridging the gap between geekdom and advertising since 2004.
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Scratchpad: Clickable Culture, Shanth on Marketing in Virtual Worlds

Csven (thanks for the warm welcome in SL) points to the critique by Clickable Culture of a recent post by Shanth Ideas that offers tips to marketers eyeing virtual worlds. Highlights: 1. Few of the existing virtual worlds allow and even fewer encourage marketing activities by the real world brands. 2. Very few of these worlds are open-ended and integrate user-created context within the main game. 3. In-world brands exist in the context of the overarching megabrand of the host virtual world. 4. Blogging and reporting on in-world experiences is not (yet) big enough to make any significant difference. 5. The virtual world is not a contiguous space encompassing a variety of games. 6. Outside companies might find themselves competing with established in-world businesses for the same virtual market. 7. Just because an outside brand is established doesn't mean it will be more desirable in a user-created online world. It may be more viable for outside brands to co-opt in-world brands rather than try to compete directly. (#6 and #7 are in the comments section)



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Thesis on in-game advertising

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