In an extensive 2007 survey of several hundred SL users, conducted by Global Market InSite, not only evaluated the market potential for real-life brands and product advertisements, but also studied negative and positive social attributes as reported by the SL residents.
https://www.gmi-mr.com/gmipoll/release.php?p=20070423
Interestingly, some negative consequences were evident, but significantly paled in comparison to the positive.
http://simchronicity.wordpress.com/2007/04/23/second-lifes-potential-for-virtual-consumer-marketing/
Having recently researched the "Warcraft Widow" groups (http://kotaku.com/gaming/world-of-warcraft/warcraft-widows-an-internet-support-group-222201.php), I found it quite interesting that SL does not impose time commitments which are so present in other 'game structured' online worlds. One does not have to cut off real-life, to improve their online characters.
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