Most of the events I attend in Second Life, including Metaversed events, are not targeted in any way other than implicitly through the content of the event itself. There are no qualifications necessary for entry. We seem content with quantity over quality, which is perfectly natural in a new medium I think. There are surely exceptions to this observation, and I'd love to hear about them.
On the web, provided your content is free of course, there's little need to pre-qualify visitors. Bandwidth is cheap(ish) and hardware costs negligible for many businesses. In Second Life, and other virtual worlds though, there is a limit on how many people can participate in your live event, or visit your server at any one time. There is also a limit on a company's human resources. We talk about engagement a lot when we speak of virtual worlds. About how it's better to engage meaningfully with 10 people than broadcast at 100, or 1000. So why are we not doing that?
Barriers
A good argument against trying to qualify visitors is that it puts a barrier between them and your content. Why would you want to make someone intent on visiting you jump through a hoop?
The other half of the problem may be that if you do decide that you need to pre-qualify, as far as I'm aware, the tools just don't exist. Right now, it would take considerable development to setup even an automated way of managing an islands access list. There are certainly no simple tools available for this. Do correct me if I'm wrong!
Hoop Jumpers
How much more likely are you to have a meaningful conversation with someone that's shown intent, and has been pre-qualitied over someone who wandered in randomly? If you're focused on learning in Second Life, and don't have a clear financial goal it may not make any sense to do any of this stuff. On the other hand, if you do have a clear goal for your presence, and a clear target group to aim at, wouldn't it make sense to spend less time on "everybody", and more time on the hoop jumpers?
In sales, it's preferable to be talking with somebody who wants to buy your product, rather than trying to persuade somebody that doesn't. Isn't it the same here?
In virtual worlds, all businesses are remarkable in some way. There are those that are remarkable even among the incredible though. People are creating virtual goods and services that break all the rules, and even goods and services that try to emulate real world rules in virtual environments. Virtual worlds are a melting pot of extraordinary ideas and creative, clever people putting them into action. Everything from land development to integrated web services, to clothing, accessories and toys are being sold inworld, and many of these businesses could teach us all a thing or two about marketing in virtual worlds. 

As we
Metaversed readers may remember my previous article about the upcoming
At the first of a series of planned events at the new Intel island in the virtual world of
Though outnumbered by the Intel guys, there was reasonable interest from outside as well, with myself, Savannah Glimmer of the Orientation Station project and Soft Linden, a new developer at Linden Lab's, makers of Second Life, pictured here in attendance. Isn't that the cutest Avatar you ever saw? As conversation turned to science in 3D worlds I had to bow out and leave the group to it, as it was near 2am in Denmark, but I'd judge their first event a success, and I'd recommend checking in with Peretz Stine for a full schedule if you fancy popping along one evening.