New York Times
October 19, 2006
By Richard Siklos
It has a population of a million. The “people” there make friends,
build homes and run businesses. They also play sports, watch movies and
do a lot of other familiar things. They even have their own currency, convertible
into American dollars.
But residents also fly around, walk underwater and make themselves look
beautiful, or like furry animals, dragons, or practically anything —
or anyone — they wish.
This parallel universe, an online service called Second Life that allows
computer users to create a new and improved digital version of themselves,
began in 1999 as a kind of online video game.
But now, the budding fake world is not only attracting a lot more people,
it is taking on a real world twist: big business interests are intruding
on digital utopia. The Second Life online service is fast becoming a three-dimensional
test bed for corporate marketers, including Sony BMG Music Entertainment,
Sun Microsystems, Nissan, Adidas/Reebok, Toyota and Starwood Hotels.
The sudden rush of real companies into so-called virtual worlds mirrors
the evolution of the Internet itself, which moved beyond an educational
and research network in the 1990’s to become a commercial proposition
— but not without complaints from some quarters that the medium’s
purity would be lost.
Already, the Internet is the fastest-growing advertising medium, as traditional
forms of marketing like television commercials and print advertising slow.
For businesses, these early forays into virtual worlds could be the next
frontier in the blurring of advertising and entertainment.
Unlike other popular online video games like World of Warcraft that are
competitive fantasy games, these sites meld elements of the most popular
forms of new media: chat rooms, video games, online stores, user-generated
content sites like YouTube.com and social networking sites like MySpace.com.
Philip Rosedale, the chief executive of Linden Labs, the San Francisco company
that operates Second Life, said that until a few months ago only one or
two real world companies had dipped their toes in the synthetic water. Now,
more than 30 companies are working on projects there, and dozens more are
considering them. “It’s taken off in a way that is kind of surreal,”
Mr. Rosedale said, with no trace of irony.
Beginning a promotional venture in a virtual world is still a relatively
inexpensive proposition compared with the millions spent on other media.
In Second Life, a company like Nissan or its advertising agency could buy
an “island” for a one-time fee of $1,250 and a monthly rate
of $195 a month. For its new campaign built around its Sentra car, the company
then needed to hire some computer programmers to create a gigantic driving
course and design digital cars that people “in world” could
actually drive, as well as some billboards and other promotional spots throughout
the virtual world that would encourage people to visit Nissan Island.
Virtual world proponents — including a roster of Linden Labs investors
that includes Jeffrey P. Bezos, the founder of Amazon.com; Mitchell D. Kapor,
the software pioneer; and Pierre Omidyar, the eBay co-founder — say
that the entire Internet is moving toward being a three-dimensional experience
that will become more realistic as computing technology advances.
Entering Second Life, people’s digital alter-egos — known as
avatars — are able to move around and do everything they do in the
physical world, but without such bothers as the laws of physics. “When
you are at Amazon.com you are actually there with 10,000 concurrent other
people, but you cannot see them or talk to them,” Mr. Rosedale said.
“At Second Life, everything you experience is inherently experienced
with others.”
Second Life is the largest and best known of several virtual worlds created
to attract a crowd. The cable TV network MTV, for example, just began Virtual
Laguna Beach, where fans of its show, “Laguna Beach: The Real O.C.,”
can fashion themselves after the show’s characters and hang out in
their faux settings.
Unlike Second Life, which emphasizes a hands-off approach and has little
say over who sets up shop inside its simulated world, MTV’s approach
is to bring in advertisers as partners.
In Second Life, retailers like Reebok, Nike, Amazon and American Apparel
have all set up shops to sell digital as well as real world versions of
their products. Last week, Sun Microsystems unveiled a new pavilion promoting
its products, and I.B.M. alumni held a virtual world reunion.
This week, the performer Ben Folds is to promote a new album with two virtual
appearances. At one, he will play the opening party for Aloft, an elaborate
digital prototype for a new chain of hotels planned by Starwood Hotels and
Resorts. The same day, Mr. Folds will also “appear” at a new
facility his music label’s parent company, Sony BMG, is opening at
a complex called Media Island.
Meanwhile, Nissan is introducing its Nissan promotion, featuring a gigantic
vending machine dispensing cars people can “drive” around.
And some of this is likely to be covered for the outside world by such business
news outlets as CNet and Reuters, which now have reporters embedded full-time
in the virtual realm.
All this attention has some Second Lifers concerned that their digital paradise
will never be the same, like a Wal-Mart coming to town or a Starbucks opening
in the neighborhood. “The phase it is in now is just using it as a
hype and marketing thing,” said Catherine A. Fitzpatrick, 50, a member
of Second Life who in the real world is a Russian translator in Manhattan.
In her second life, Ms. Fitzpatrick’s digital alter-ego is a figure
well-known to other participants called Prokofy Neva, who runs a business
renting “real estate” to other players. “The next phase,”
she said, “will be they try to compete with other domestic products
— the people who made sneakers in the world are now in danger of being
crushed by Adidas.”
Mr. Rosedale says such concerns are overstated, because there are no advantages
from economies of scale for big corporations in Second Life, and people
can avoid places like Nissan Island as easily as they can avoid going to
Nissan’s Web site. There is no limit to what can be built in Second
Life, just as there is no limit to how many Web sites populate the Internet.
Linden Labs makes most of its money leasing “land” to tenants,
Mr. Rosedale said, at an average of roughly $20 per month per “acre”
or $195 a month for a private “island.” The land mass of Second
Life is growing about 8 percent a month, a spokeswoman said, and now totals
“60,000 acres,” the equivalent of about 95 square miles in the
physical world. Linden Labs, a private company, does not disclose its revenue.
Despite the surge of outside business activity in Second Life, Linden Labs
said corporate interests still owned less than 5 percent of the virtual
world’s real estate.
As many as 10,000 people are in the virtual world at a time, and they are
engaged in a gamut of ventures: everything from holding charity fund-raisers
to selling virtual helicopters to operating sex clubs. Linden also makes
money on exchanging United States dollars for what it calls Linden dollars
for around 400 Linden dollars for $1 (people can load up on them with a
credit card). A typical article of clothing — say a shirt —
would cost around 200 Linden dollars, or 50 cents. As evidence of the growth
of its “economy,” Second Life’s Web site tracks how much
money changes hands each day. It recently reached as much as $500,000 a
day and is growing as much as 15 percent a month.
On Tuesday, a Congressional committee said it was investigating whether
virtual assets and incomes should be taxed.
But many inhabitants simply hang out for free. For advertisers worried about
the effectiveness of the 30-second TV spot and the clutter of real world
billboards and Internet pop-up ads, Second Life is appealing because it
is a place where people literally immerse themselves in their products.
Steve F. Kerho, director of interactive marketing and media for Nissan USA,
said the Second Life campaign was part of a growing interest in online video
games. “We’re just trying to follow our consumer, that’s
where they’re spending their time,” Mr. Kerho said. “But
there has to be something in it for them — it’s got to be fun;
it’s got to be playful.”
Projects like the Aloft hotel, an offshoot of Starwood’s W Hotels
brand, are designed to promote the venture but also to give its designers
feedback from prospective guests before the first real hotel opens in 2008.
The new Sony BMG building has rooms devoted to popular musicians like Justin
Timberlake and DMX, allowing fans to mingle, listen to tunes or watch videos.
Sony BMG is also toying with renting residences in the complex, as well
as selling music downloads that people can listen to throughout the simulated
world.
Sibley Verbeck, chief executive of the Electric Sheep Company, a consultancy
that designed the Aloft and Sony BMG projects, said the flurry of corporate
interest stemmed from the 10 to 20 percent growth in the number of people
who had gone into virtual worlds each month for the last three years. Though
exact numbers are difficult to come by, the figure should top a few million
by next year, he said.
The spread of these worlds, however, is limited by access to high-speed
Internet connections and, in Second Life’s case, software that is
challenging to master and only runs on certain models of computers.
“If it doesn’t crash and burn then it will become real,”
he said. “So now’s the time to start experimenting and learning
ahead of your competition.”
As part of that process, businesses are learning that different rules apply
when they venture into an arena where audiences are in control. “Users
are the content — that’s the thing that everybody has a hard
time getting over,” said Michael Wilson, the chief executive of Makena
Technologies, which operates the virtual world There.com and helped build
Virtual Laguna Beach.
For example, Sun Microsystems kicked off the opening of its Second Life
venue with a press conference online hosted by executives and Mr. Rosedale
of Linden Labs. But by the time the event was in full swing, several members
of the audience had either walked or flown onto the stage, where they were
running roughshod over the proceedings.
Even Mr. Rosedale got in on the act: he conjured a pair of sunglasses that
he superimposed on a video image of a Sun representative talking on a screen
behind the stage. (In virtual world lingo, such high jinks are known as
“griefing.”)
Some corporate events have been met with protests by placard-waving avatars.
And there is even a group called the Second Life Liberation Army that has
staged faux “attacks” on Reebok and American Apparel stores.
(The S.L.L.A. says it is fighting for voting rights for avatars —
as well as stock in Linden Labs.)
Companies in this new environment have to get used to the idea that they
may never know exactly who they are dealing with. Most of those in Second
Life have chosen their names from a whimsical menu of supplied surnames,
resulting in monikers like Snoopybrown Zamboni and Bitmason Pimpernel; males
posing as female avatars and vice versa are not uncommon.
Another issue companies have to contend with is that their brands may already
be in these virtual worlds, but illegally. Henry Jenkins, a professor at
the Massachusetts Institute of Technology Media Lab, said one Second Life
habitué created a virtual reproduction of the Ikea catalog to help
people decorate their digital pads.
Mr. Verbeck of Electric Sheep said copyright infringement was rampant. His
company runs an online boutique where Second Life residents sell each other
pixelized creations of everything from body parts to home furnishings to
roller skates — many of them unauthorized knockoffs.
So far, the boutique has not had many requests to stop selling fake products.
But “we did have a request from the Salvador Dali Museum — which
was great,” Mr. Verbeck said. “Second Life is so surreal that
it was perfect.”