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Do In-World Billboards Really Drive More Traffic Than Events?

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The long-held wisdom of virtual worlds is that events are the best way to drive traffic. Certainly at Metaversed events we have a great time maxing the sim out. Events are participatory, they create a shared experience, and people walk away with something to talk to their friends about. They get people to "engage with the brand", as the saying goes.

Ancient Shriner wants to challenge all of that. He says that distributed in-world ad networks are the single most powerful drivers of traffic in Second Life, and he says he has the statistics to prove it. His ad network records every click event and tracks avatars by unique ID, providing statistics not just on how many visitors are clicking, where they're clicking from, and what time of day, but also telling advertizers how many of the visitors are unique and how many are repeating.

This was all a pretty big shift from what I was used to reading. The popular press has slammed billboard advertising in the past and I've read my fair share of statistical analyses in a variety of blogs. Could there be a problem with the way statistics are being gathered?

Calling up a chart from a blog post (see above, click for larger image) he compared it to statistics his V-Tracker systems gathered at the same place. Most have been making estimates based on random sample data, but using tools that track each individual visitor the numbers look very different. In the example he showed me there was a clear disparity in the estimated number of visitors versus measured number. As he puts it: "they under estimated by 300%. Mine is not an estimate!"

The charts showed something else too: the number of new visitors ads can generate far exceed anything events can be responsible for. "Most events are marketed to the same people," he says, "so you get alot of repeat visitors."

Does this mean that we should forget about running events and just buy up adspace on a distributed ad network? "We're choosy about which products to push," says Shriner, "(you have to be) advertising something people want. That's key: gotta have good product. I wouldn't try to sell tooth brushes here and if Oral B begged me I wouldn't run their ads."

Working out what a good fit would be for a distributed ad network might be more alchemy than science. Right now people selling virtual goods in Second Life seem to be benefitting the most, but there are corporate customers interested in taking advantage of his network already, not to mention his tracking software. As his success continues, the ad networks are growing: he owns nearly 300 plots of land around Second Life carrying his ads, and an associate of his owns 1100 carrying the infamous "Mr. Lee's" ads.

What about liability issues? Only yesterday we carried an article about a planned class-action lawsuit against land extortionists who buy tiny plots of land and put up spinning "For Sale" signs to blight the landscape. Ancient Shriner feels he's in a different class entirely from people who do that since he's using the land for legitimate reasons, and not ever offering the land up for sale. "They are going after extorsionists. how can you be an extorsionist if you never sell?" Even the "Mr. Lee's" plots are only for sale because surrounding land owners begged him to sell, and his costs are directly indexed to how much time it takes him to find a replacement plot. "That's what it comes down to: do you own the view? The answer is clearly no. You can have anything and everything pop up next to you, why not ads?"

Google to Spy on Gamers?

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Google already know a lot about you. They know your Search history, and even browsing history if you're using one of their bundled toolbars. Now Google want to build a psychological profile of you based on your gaming habits. You can shudder just a little if you like, I did when I read this Guardian story over the  weekend.

The company thinks it can glean information about an individual's preferences and personality type by tracking their online behaviour, which could then be sold to advertisers. Details such as whether a person is more likely to be aggressive, hostile or dishonest could be obtained and stored for future use, it says.

The idea of course is to tailor advertisements for individuals in order to more accurately target different types of people. Google already do this with Adwords, the little ads you see on the right side of Search results, to an extent. They appear in context to your Search query, and I'd be very surprised if your Search history wasn't taken into account as well. Now, detailed in a recently filed patent, it appears Google want to take the concept of behavioral targeting to a new level entirely.

The plans are detailed in a patent filed by Google in Europe and the US last month. It says people playing online role playing games such as Second Life and World of Warcraft would be particularly good to target, because they interact with other players and make decisions that probably reflect their behaviour in real life.

For right now, it's probably nothing to get all hot and bothered about. According to the Guardian article, when contacted, a Google rep said "Google registers different patents irrespective of whether we actually intend to use them." - For entirely different reasons that statement in itself is troublesome, but that's a story for another time...

Behavioral Targeting Comes to Second Life

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billboardBehavioral targeting has been a hot topic on and off for a few years now, with companies like Tacoda dominating advertising news and contraversy in the 2D web. Now, a German company called Inworld Advertising Network together with Nugg.ad, a German targeting specialist, have put together a demonstration of behavioral technology in the virtual world of Second Life. I visited Future Ad Park [SLUrl] to look at the demonstration Sebastian Otaared from IAN had put in place, and was pretty impressed.

As I wandered around the park, the billboards altered to a relevant ad for a furniture store as I came within range of them (just yesterday I had been shopping for furniture for the new Metaversed offices). A little spooky, but relevant and timely. The technology appears to work off of publicly  available information from a users profile (and possibly thier history of visited places). The IAN blog says:

Depending on the interest-profile of an avatar, ads are replaced immediately on billboards to deliver a personalized and relevant advertisement. The interest-profile is not only determined on the basis of where an avatar sojourns, but also combined with inquiries-data to make a prediction what he is really interested in.

Though I've made no secret of my disdain for billboards as a viable ad medium in Second Life, the addition of behaviorally targeted relevance to that format changes the game. Just as Google Adwords appear in context to your searches as contextually relevant messages, IAN billboards deliver advertising messages relevant to what you have been / will be doing. So regardless of what you happen to be chatting about (there are already companies working on picking out chat keywords for targeting), the ads in theory at least, should be relevant.

More on how the ads work on the IAN blog. Special thanks to AdverLab for taking the lead on the story and bringing us first word!

Virtual Billboards - Stupid or What?

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A friendly nod and a wave toward Eloise Pasteur writing for SLI for spotting this tidbit of media stupidity. The short story is that Linden Lab, makers of Selcond Life have struck a deal with an outfit called AMPP media and soon to be Google owned DoubleClick to provide billboard and video advertising inworld.

Id be hard pushed to find a more useless way for companies to spend their money. Really, if you want to reach Second Lifers you're going to have to do a whole lot better than putting traditional interruption, broadcast advertising in front of them while they're busy getting on with stuff. Sheesh..

Tell me I'm wrong....

Weekend Reading: Are ads ruining secondlife?

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I read a few good bits this weekend, they include Prokofy Neva's rant on big biz ads blighting SL. I have to admit to thinking the garish spinning "For Sale" signs piss me off just a little too, but I think I can live with it. Im new here, I don't remember the "good old days" so it's not as personal to me when corporations start doing their corporate thing near me. In fact, that's the point of this blog, at least for now, to track business in virtual worlds. So it's all good.

CSMonitor is running a general piece on Second Life. It's a pretty good read, I'd recommend grabbing a coffee and taking 15mins out to sit down and digest.

Wallstreet and Tech have a good piece on the recent opening of a virtual stock exchange in Second Life also. They interview Luke Connell, the guy behind World Stock Exchange. The interview's an eye opener into virtual business.

Lastly, did you spot anyone wearing red noses for the British "red nose day" over the weekend? Can't say that I did, but then I'd forgotten all about it - oh well...

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