Yesterday, Intel launched a new initiative in Second Life. They held a virtual "press conference" which was well attended, but which failed on a number of levels. In fact, it was so bad, that today's story isn't about the launch of a new Intel Island, but about how press and blogger relations are handled in virtual worlds.
The launch of Intel's new island was mishandled. There was no single factor that could have been corrected, but a series of small problems that in isolation may have made little difference, but in concert, produced an experience and impression for those involved that left a lot to be desired.
So what was the problem? Lets run through the main points as I see it, then conclude with some thoughts on how it could have worked better.
What News?
Firstly, the news of Intel's launch was reported last week. The fact that an invitation to the press event yesterday was sent out, with plenty of detail, was enough to run with. I heard nothing in the live conference that would make me want to cover it twice, and have not seen much mention of it on other sources. Blogs move fast, what was news on Friday has long since lost it's appeal on Tuesday, making the press conference somewhat stale.
The People Formerly Known as the Audience
There was a bad vibe in the press room. I IM'd with a couple of others in the room that also felt it. A "them and us" feel if you will. The people formerly known as the audience refers to a shift in the balance of media and public relations that many large organizations are still coming to terms with. The overriding feel I got from attending was one of "we will talk, you will listen". Indeed, one of Intel's inept handlers actually told the audience to shush, and show some respect, for daring to converse. More on that in a moment.
Though there was a very brief Q&A section at the end of the conference, the whole affair was decidedly broadcast, which in such a social medium seems somewhat to be missing the point. Just because there is a trend in Second Life to produce unreadable "virtual newspapers" that mimic all the worst qualities of old media, doesn't mean we should all regress ten years does it?
Pay Attention at the Back!
One of the amusing things about the way real life companies handle press and blogger relations in the virtual world is the protective hand holding and gatekeeping performed by the development company that built the Island. We're at what I've come to think of as the "rockstar designer" stage in Second Life, where development has yet to become a commodity, and a handful of companies that build Islands, and handle events are still regarded in awe by we, the common peasantry. Typically, press relations are handled by the builders. We learn about new builds on their blogs, are informed of events through subscribing to their inworld groups, and more traditional press releases put out on the standard wire are often done with the real life company proudly promoting the development firm as a "partner". Perhaps this is so, friends of mine familiar with web development companies have speculated that many of the better known builds are being built for peanuts by developers hungry to grab the publicity, and benefit from the association with large, well known brands.
Whatever the case, it's only amusing, until it becomes insulting. Remember I mentioned the "them and us", broadcast feel of this event? It was compounded by members of the development firm Millions of Us, inserting themselves between Intel and the assembled audience. The atmosphere took on a chilly, unfriendly feel when one of the Millions of Us (MOU) team actually told the entire room to be quiet and "show some respect", and to direct questions to the MOU staff, where they would be relayed to the Intel folks standing directly in front of us.
What?
So let me get this straight. We can come and listen to a dry monologue about a new Island opening that was news last week, provided we don't actually talk to each other, or the Intel guys, and that we "show some respect" and direct questions through people that clearly need to go back to PR 101?
Whatever were they thinking? That we'd all comply without even a bleat of complaint or squawk of indignation? One angry PR guy in the audience said to me in private "I thought this was supposed to be a conversation!". Quite right.
Rethinking Virtual Press Relations
There certainly seems to be a lot we could learn from this. The entire experience was poor for Intel, Press, Public and Developers alike, and I think companies would do well to rethink the way they launch new Islands or campaigns of any sort in virtual worlds.
I don't have all the answers, but I do have a few thoughts that I think worthy of discussion for companies, press, public and development teams as we move forward.
Lose the Shades
The "rockstar designer" era is coming to a close. Just last week I encountered my first real life company who refused to tell me who built their islands. They simply don't consider sharing the limelight with their development team an option, and why would they? We did this back when the world wide web was young, but nowadays you rarely see a big brand company bragging about who built their website. Development companies that are working on the public relations side of their client builds need to be aware that people will only tolerate so much arrogance, and that the novelty of new islands opening in Second Life is waning.
What does this mean? It means that you're going to have to work a lot harder to make these things interesting to journalists and bloggers, and that it's you that need to show some respect, not the other way around.
This actually applies equally to brands in Second Life, and professional PR firms. The honeymoon is over.
Play to Second Life's Strengths, Not Weaknesses
There were fifty three people at the Intel press conference. You simply can't get any more into a sim before it crashes, or lags so badly that it becomes impossible to do anything. On the surface this may seem like a great turn out, but in reality I wonder just how effective it really was. I brought at least ten people from the Things To Do group with me, and only two of them were likely to write about the event. Besides that, as I mentioned above, the news had already broken the previous week.
A better approach, one that I think would have gained Intel better coverage, greater opportunity for meaningful engagement with press and bloggers and, helped them form better relationships with key individuals would have been this:
Instead of spending all day preparing to broadcast to 50 people, of which only a handful would have been in the target group, why not divide the day up into smaller sections and invite individuals, and small groups to talk with you? Have the PR people hand pick the people you should be talking to and then allow them to sit down and chat with you. That's right, have a conversation with you about your new project! Hell, why not go the whole hog and give them a virtual tour of the Island? Invite them to IM you with any questions they may have, ask them their opinion?
Really, how hard can this stuff be?
Second Life is about people. It's a communications platform. Unfortunately it doesn't scale well, but then neither does attention. Bloggers and journalists are far more likely to write about you if you take the time to talk to them, and Second Life is ideal for this kind of more intimate conversation.
Drop the Barriers
Dont impose a layer between press and source. On the 2D web, PR firms that do blogger relations really well understand that we're not actually interested in them, we're interested in you. We don't want to talk to someone from MOU, or Sheep, or Rivers or heaven forfend, a real PR professional. We want a conversation with the company execs responsible for the story. A good PR firm will go to extraordinary lenghths to arrange face/phone time between bloggers and the source of the story, because they know that it will get results.
If you must employ either your development firm, or a professional PR company to handle blogger outreach, then have them set up individual meetings as mentioned above. Anything less simply isn't good enough.
Hire a Professional
What makes large companies coming into Second Life think that the people responsible for building the meeting rooms, and choosing the carpeting should also be responsible for such a skilled and delicate task as press and blogger outreach is quite beyond me. There's no doubt these guys are skilled craftsfolk, but this is not their field.
The general state of public relations in the virtual world is simply atrocious. This isn't necessarily the design companies faults. I think the onus is on brands to make sensible decisions regarding PR on all levels, including the virtual. Either appoint somebody inhouse to liaise with the press, or hire a company or individual with experience in talking to bloggers to manage this side of things for you.
Join the Discussion
In conclusion, I'd like to invite the development firms, including MOU, Intel, other large brands and indeed small ones as well as PR professionals operating in Second Life to join the discussion. Im sure there will be some that think I'm insane for suggesting such things, and others that agree wholeheartedly.
Whatever your opinion, do speak up. Tell us what you think.