Warner Bros. | Entropia Universe | chief information officer of MindArk | New York
A Different World
by
Chris WarrenWhile it's certainly a pioneer,
American Apparel is far from the only company exploring the
potential of virtual worlds. When Warner Bros. Records was
getting set to release a new CD by one of its artists, Regina
Spektor, they set up a listening lounge so avatars could sit
around and hear some of her new songs. The room was designed
to look like a New York loft and had a coffee table with a
book on it that people could leaf through to learn more about
the artist. "Their goal was to create awareness and to create
a fan base and, just as importantly, to generate sales for
her music," says Linden Lab's Fleck.
There are plenty of other examples of companies trying to harness
the power of virtual worlds. Vexed Generation, a British clothing
company, tapped the opinions of the members of Entropia Universe,
which was created by the Swedish company MindArk, about new
clothing styles and inventory in its actual brick-and-mortar
stores. "Never before had they had such immediate feedback from the
end customer," says Marco Behrmann, chief information officer of
MindArk. "They were thrilled and even got a new computer in order
to more efficiently talk to the Entropia participants."
Massive Incorporated, an
advertising agency recently purchased by
Microsoft, supplies ads that appear on billboards inside Entropia.
In Second Life, Warner Bros. held a premiere for X-Men 3, complete
with avatars who represented Hugh Jackman and
Halle Berry and
walked down the red carpet.
Major League Baseball built a replica
of
Pittsburgh's PNC Park, the host of this year's All-Star Game,
and ESPN did a simulcast of the home-run derby into the virtual
world, with avatars who represented sluggers like
Boston's David
Ortiz and the eventual winner,
Philadelphia's Ryan Howard.
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