March 11th, 2009

Twitter Is This Year’s Second Life

Twitter/Second Life

I know what you’re thinking: “Verdino has finally lost his mind.” While I’ll admit that, to the casual observer, Twitter and Second Life bear very little resemblance to one another, the truth is that there are more than a few points of comparison — both positive and negative, both trivial and significant.

Last night I made a list of nearly twenty similarities — and that was just off the top of my head, while multi-screening and talking on the phone.  Here are 10 of them. Give them a read and weigh in with your own thoughts…

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March 10th, 2009

Twitter is this year’s Second Life

Whales

I know what you're thinking: "Verdino has finally lost his mind." While I'll admit that, to the casual observer, Twitter and Second Life bear very little resemblance to one another, the truth is that there are more than a few points of comparison -- both positive and negative, both trivial and significant. 

Last night I made a list of nearly twenty similarities -- and that was just off the top of my head, while multi-screening and talking on the phone.  Here are 10 of them.  Give them a read and weigh in with your own thoughts...


1) Both Twitter and Second Life are built around the concept of virtual presence.  Sure, they approach presence from entirely different angles, but they are both presence-oriented applications and really only come to life when they are populated by people having real-time conversations.  Looking at this through a business lens, when H&R Block began dispensing tax advice on Twitter and offering people the opportunity to 'sit' with a tax advisor in Second Life (both programs were piloted in 2008), they were really just testing two variations on the same theme -- the ability of a company to use new technology to have real-time conversations with its customers.

2) Avatars, avatars, avatars.  If you're gonna maintain a virtual presence, then you've gotta represent.  Second Lifers agonized over whether their Shogun warrior or hot chick in leather avatar best reflected their mood on any given day.  Twitter users put similar emphasis on which itsy bitsy square image of their face makes them look smartest, most approachable, funniest, most attractive, weirdest or most like their SL avatar.

3) Twitter and Second Life were both hailed as the next big thing -- until someone pointed out that they weren't actually big.  Remember the heady days of 2006, when each morning brought a fresh report of just how big Second Life was getting?  SL-maker Linden Lab loved crowing about the millions and millions of residents living in the virtual world, with the overall number growing by tens of thousands per day.  The only problem was that a deep dive into the numbers revealed that the vast majority of those so-called residents were simply inactive accounts.  Similarly, public estimates put Twitter's total user base somewhere in the 4-6 million member range, leading to much conversation about the mainstreaming of microblogging.  But topline numbers only tell part of the story.  According to HubSpot's State of the Twittersphere, the number of active users is a mere fraction of the total. Which kinda leads me to my next point...

4) Twitter, like Second Life, is where the geeks are.  I know we think we're normal people, but we're not.  We're early adopters.  We're social media insiders.  We're so-called influencers.  We go to parties and, of course, we trade Twitter handles so we can keep in touch.  Normal people don't do this.  Normal people avert their eyes when we mention Twitter during otherwise polite conversation.  This isn't just coming from me -- recently, Twitter CEO Ev Williams stated that he doesn't expect 'real people' to be on the service for another several years.  And trust me: as soon as lots of so-called normal people flock to Twitter, the early adopters will be griping about how the service just isn't the same anymore. In fact, if you're looking to reconnect with some of your old Second Life buddies, I think I know where you might be able to find them (hint: on Twitter.) Speaking of geekiness...

5) Both services gave rise to 'secret languages' that are all but meaningless to people who don't use the service.  Second Life gave us sim, rez, HUD, grid and griefers, plus the concepts of the SLURL, Linden dollar and the SLT time zone.  Twitter gives us DM, tweet, tweeple, tweetup and an endless array of otherwise normal English words preceded by "tw-", while providing us with a clear distinction between friends and followers, giving us a new way to use the @ symbol, and fueling the popularity of the tiny URL. If you're an active social media dude or dudette, you probably understood this paragraph perfectly well.  If not, I may as well have written it in Klingon.

6) Both are built on buggy technology that hardcore users love to hate, but everyone else probably just plain ol' hates.  This was probably Second Life's longest running inside joke and also at the heart of its inability to scale. It lagged, it crashed, it acted as weird as a pink-spotted purple dragon avatar. Twitter eats tweets, drops adds and re-drops functionality willy nilly, and in its brightest shining moments serves up it's now infamous Fail Whale.  A casual user might give Twitter a try and walk away frustrated, while the most hardened Twitterati wear their beloved platform's foibles as a badge of honor.

7) Google came along to validate both models -- but then failed to make an impact.  And nobody cares.  When Google launched Lively last year, many saw it as a sure sign that virtual worlds were picking up steam.  But then Google shuttered Lively without much fanfare.  When Google acquired Twitter-competitor Jaiku, many took this as a sign that microblogging was mainstreaming.  But since it's Googlification, Jaiku has been more or less stagnant.  This certainly challenges the popular notion that Google is going to own the entire Internet one of these days, but there's still a shot that they'll just acquire Twitter and get on with it. OK - so now that we have 7 points under our belts, I think it's time to brace for the real hits. :-)

8) Both are magnets for lazy marketers.  I'm not going to argue that marketers shouldn't be thinking about how to use Twitter to connect with consumers.  I never argued that marketers shouldn't take a serious look at Second Life either.  But I kinda wonder how expending resources (if not money) to have someone on your team deliver priority customer support to a mere 10,000 or so Twitter followers without first fixing the traditional customer support infrastructure that frustrates your millions and millions of other customers makes business sense.  In fact, is it any different than spending resources (and money) to allow a few hundred or thousand Second Lifers to wander around your virtual hotel or test drive your virtual concept car?  Both reek of "shiny object syndrome" and a shallow attempt to check off a box on a list of innovation tactics.  What I'm saying is: if you're a company planning to do Twitter, you need to plan on doing it right.  And you need to understand where it fits into the bigger picture.  Otherwise, you should be prepared for this year's pat on the back ("great job, you're an innovator") to earn you a prime position in next year's negative case study. But while we're on the subject of next year...

9) Nobody will be talking about Twitter next year.  Maybe that's a bit extreme, but it certainly seems like Twitter is riding a massive wave of hype right now.  Put another way, Twitter is mainstream media's current "social media it girl" -- just like Second Life was a few years ago.  And we all know how that story ended; the wave crashed against the rocks, and the tone of the coverage changed considerably.  Second Life went from "you've gotta try it" to "you'd be foolish to waste your effort," and it seemingly happened between the June and July 2007 issues of Wired.  It doesn't take much to turn today's media darling into tomorrow's media target.  So maybe people will still be talking about Twitter, but mark my words -- the tone of the media coverage will be a lot less "gee whiz" and a lot more "what were we thinking."  But that's OK...

10) Much like Second Life, Twitter isn't the real story anyway...  If your social media consultant is telling you that you absolutely must have a Twitter strategy, you need to have security escort them out of your building.  Immediately.  You don't need a Twitter strategy.  You didn't need a Second Life strategy.  In fact, there is no such thing as a Twitter or Second Life strategy.  Both of these things -- along with the dozens of other emergent media options marketers can choose from -- are at best tactics.  At worst, they're just enabling technology platforms.  They might have a place in your marketing strategy, but none of these things are the strategy in and of themselves. 

As marketers, business people and just plain old people, we need to look beyond the story ("hey everyone, shiny new thing here") to find the story behind the story ("we are staring into the eye of a significant new truth.")  In the case of Second Life, the real story focused on SL as a peek into the 3D future of the web or a hint at the next wave of human-to-human interaction (don't think so?  watch your kids in Webkinz or Club Penguin.)  In the same vein, Twitter itself doesn't matter (at least it doesn't matter much.)  What matters is the rising propensity of people to publicly share even the most minute details of their daily lives, the shift from the asynchonous connectivity of traditional social networking to the real time connectivity of presence, and the rising expectations among even a relatively small subset of consumers that everything from information to service to support to access can (and should) be delivered instantaneously.  The real story lies somewhere in that rambling sentence, I think.  Try not to miss the tworest for the twees (sorry - see point #5.)

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June 18th, 2008

Work styles in the virtual age

Eciffo_51_2

A lot of people ask me what it’s like to work at crayon, keying in on the fact that we’re a virtual company. They’re generally curious about how we keep in touch and the technologies we use to collaborate. They want to know what it’s like to operate out of Second Life (we don’t, although we do use it as a meeting place) and if we really do use ooVoo as much as we say we do (yes, and we would even if they weren’t a client.)

But curious or not, very few people actually fly halfway across the globe to get a peek under the covers. Distance didn’t stop the team at ECIFFO, a Japanese magazine that focuses specifically on the contemporary workplace and how business (and the spaces we use to conduct it) are changing, from sending a team of reporters from Tokyo to visit me on Long Island. So they got a firsthand look at how we crayonistas roll.

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November 8th, 2007

Virtual Thirst winner unveiled

Today Coca-Cola, crayon and Millions of Us held a mixed-reality event in Atlanta and on crayonville Island to unveil the winner of Virtual Thirst, our competition that invited Second Life residents to design virtual vending machines that dispense not cans of Coke but the “essence of Coca-Cola.”  The winning entry  — designed by Ann Marie Mathis / Emerie May — is a series of “Puzzle Bottles” that dispense cool interactive experiences and Coke-branded virtual gifts.

Vt_beforeunveil

We had a great crowd (in both the real world and the virtual one) who were psyched to see what we had in store.  If you missed the event but want to hear the presentation, you can download an MP3 here (right click and save to your hard drive), watch the promo video on YouTube or check out my pictures from the event here.

Now that the Coca-Cola Puzzle Bottles have been unveiled, the program enters a new phase — one powered entirely by the Second Life community.

Puzzle solvers can copy the prizes they receive and gift them to their friends, land owners can place bottles on their property and the interactive experiences can be shared by anyone that happens to be nearby when a resident solves a puzzle.  In other words, rather than taking the standard marketer approach of sinking money into an island and hoping to attract residents to visit the brand, Coke is giving residents the power to distribute the Coca-Cola brand essence throughout Second Life, wherever and however they see fit.  Ah – virtual world marketing the way it was meant to be… 

But enough talk — why not check out the Coca-Cola Puzzle Bottles for yourself.  You can find the first three at the following locations:

Puzzle Bottle Type 1:
http://slurl.com/secondlife/Style/171/79/30

Puzzle Bottle Type 2:
http://slurl.com/secondlife/crayonville/197/75/541

Puzzle Bottle Type 3:
http://slurl.com/secondlife/Heathrow/61/203/22

As the bottles roll out, Millions of Us will maintain a complete location list here and land owners can request bottles by emailing Lauren Millionsofus.

November 7th, 2007

Virtually Complete

You may recall the launch of the the Coca-Cola Virtual Thirst promotion in Second Life that crayon sponsored. It began with a call for submissions from the community and the challenge was met with lots of great ideas to design a machine that will dispense “the essence of Coca-Cola” to residents of Second Life.

Well, this Thursday, November 8th, at 1pm Eastern/10am Second Life Time, it’s all going to culminate as Coke, crayon, The Advance Guard and Millions of Us will unveil the winning entry.  And you are cordially invited.

If you’d like to attend the ‘unveiling’ and be among the first to see the winning entry, just send your avatar name to celebrity@millionsofus.com and request access. The event takes place in-world on crayonville Island and you need to be on the guest list to during the unveiling, so reserve your spot right away.

August 27th, 2007

ABC’s “The Future of Work”

We were part of a segment called “The Future of Work” on ABC World News Tonight.

You can read the story or watch it here. (upper right hand corner)

August 24th, 2007

On The Way to SLCC

The 2007 Second Life Community Conference kicks off tomorrow in Chicago. I’m currently stuck in Boston due to the storms in Chicago and thus a canceled flight to get there. I’m now booked on an EARLY morning flight tomorrow. Steve is scheduled to head out this afternoon to get there. I’m hoping that everyone traveling around the country/world gets to Chicago safely.

SLCC Business TrackOn Sunday, we are presenting (along with Michael Donnelly from The Coca-Cola Company) on Virtual Thirst. We are going to talk about some of the myths that we’ve seen as well as lessons we learned throughout the process. It was a great experiment in our mind and we are still learning from it as I type this.

I’m really looking forward to the event to see some old friends, but also to meet a lot of people that I only know as avatars. As much as I love virtual worlds and new media in general there is NOTHING like meeting someone face-to-face and having and hanging out. It will be a nice mix of business and fun all wrapped into a packed weekend.

The trend with most conferences lately is that those that can’t be there can follow along at home via Twitter and I know this one won’t be any difference. My thumbs are warmed up and ready to be tweeting away throughout everything.

If you are going to be there please come up and say hello.

August 2nd, 2007

Social media for small business

Yesterday, I had the opportunity to chat with Nick Leiber, small business editor at BusinessWeek, about how small businesses can tap into the power of social media and other new tools to market their companies more effectively.  I posted about this at my personal blog, but wanted to share it here too for anyone who is interested.

If you’re a small business looking for tips on how to market and service your customers better through blogs, podcasts, virtual worlds, social networks and even paid search, you can check out the video interview at BusinessWeek’s video portal here.  Hope you enjoy the video – we’d love to hear your comments.

July 2nd, 2007

Police Invade Second Life

Another interesting Second Life update.

Vancouver Police are using SL to engage tech-saavy potential recruits.

Brands in SL should do the same and reach out to their ingame brand evangelists by involving them in the development of the brand’s ingame entity as well as through real world interaction. Align your interests with those of your consumers and give them a stake in the future of the brand.

The brand is as much theirs as it is yours.

Once given a voice and empowered they will become even more powerful evangelists.

Many times brands try to leap over the chasm too fast and fail to foster and maintain the relationship with the people that gave them their start. Without a core group of hardcore loyalists a brand is worthless; however, one barrier to strengthening the relationship is finding the right people. Thus, similar to how the police are using platforms like SL to find a certain kind of recruit, brands can use the same platforms to find/recruit their most valuable assets: People that already love their brands.

June 26th, 2007

Virtual Branding Session a Success!

Virtual Branding Panel

The first of the crayon speakers series took place today and the topic was “virtual branding.”

We had such a great turn out that the sim was full and we had to turn some people away who asked to attend at the last minute. As discussed at the event we will have audio and and a transcript from the event shortly. If you’d like to be one of the first people to hear the audio I suggest subscribing to crayonCast as that is where you’ll be able to hear it before anywhere else.