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Capstone Project Example: Virtual Brands

Virtual worlds allow for new forms of online marketing and brand engagement through the use of avatars. Many major companies have adopted virtual branding strategies, creating their own virtual worlds or partnering with companies like Multiverse that specialize in virtual world development and branding. While some early virtual world projects faded after initial hype, virtual branding could be a significant new marketing channel if companies refine their approaches and focus on creating engaging customer experiences within these virtual spaces.

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0% found this document useful (0 votes)
226 views2 pages

Capstone Project Example: Virtual Brands

Virtual worlds allow for new forms of online marketing and brand engagement through the use of avatars. Many major companies have adopted virtual branding strategies, creating their own virtual worlds or partnering with companies like Multiverse that specialize in virtual world development and branding. While some early virtual world projects faded after initial hype, virtual branding could be a significant new marketing channel if companies refine their approaches and focus on creating engaging customer experiences within these virtual spaces.

Uploaded by

Falcon City
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd

Capstone Project Example: Virtual

Brands
Introduction

A virtual world can be defined as a three-dimensional and computer generated environment,


which seems to be similar to the real world. It is multiuse and is usually connected to the
internet. The virtual world is developed to offer entertainment online, and as a platform used for
social networking by users. Experts have considered online virtual brands as a technology that
has substantial future importance for online marketers. Most big firms in the world today are
using virtual brands to advertise their products.

After James Cameron released the epic movie “Avatar”, he put virtual marketing square in the
sights of big companies like McDonalds. This has led to other brands such as Coca-ola, Major
League Baseball, Well Fargo and American Cancer Society to use the virtual realm to get to
potential support and customers in novel ways. This has caused traditional media to capture less
attention from the younger generation (Tuten 2008).

Background on virtual worlds and their implications for brand and marketing

There is a small, but growing literature that examines the use of online avatars marketing. The
term avatar means descent. The word usually implies a deliberate descent into the mortal realms
for special purposes. Avatars, on the Web, can be described as graphical representation of
characters. Avatars are used in various applications that include chat, blogs, instant messaging,
virtual communities and games (Dasgupta 2010).

Virtual world avatars is defined as a three dimensional anthropomorphic presentation of people


that include paraphernalia and in-world behavior, which is used for the purposes of interacting
within virtual worlds. There is enough evidence that virtual presentations and avatars have a very
important role to play in the marketing world.

Virtual worlds can be said to be a phenomena because they provide different kinds of marketing
experience in a single channel. Virtual worlds are designed to entertain customers, and to ensure
that they are engaged in a wonderful experience. If a number of senses are used in this
experience, it makes it to be more effective (Castronova 2005).

Current situation of virtual branding

The previous model of virtual marketing put companies at risk of getting lost in a landscape that
expanded rapidly. However, that is not the case today as companies are coming up with their
own virtual worlds. This will make their product be the centre of attraction in the virtual world.
Virtual brands have gained a lot of hype due to the huge commercial success that “Avatar”
experienced. However, a few companies will try to hold on and refine the virtual technology.
This is despite the companies having a hype driven enterprise after the great enthusiasm for a
product-centric virtual world goes down (Dasgupta 2010).
One of the sole survivors of this will be the Multiverse. This is because the company’s
management tapped to work directly with the Avatar digital plan of marketing directed by James
Cameron. Multiverse usually develops online worlds for private clients. The company also takes
on a client’s full branding. If the company’s laudatory write up in everything as planned is any
indication, Multiverse will be considered one of the giant names when the second wave of new
enthusiastic companies come to the fore. Most major brands are using virtual world marketing.
These include Calvin Klein, CNET, Coca-Cola, Mercedes Benz, Nissan, Philips and Sony (Tuten
2008).

Conclusion

Virtual branding could be the next channel for advertising. This is because when blogging came
on the scene, most people dismissed it as a fad. However, many companies closely monitor
blogging. Virtual worlds could be the next medium for advertising.

References

Castronova, E. (2005). Synthetic worlds: The business and culture of online games. Chicago:
University of Chicago Press.
Dasgupta, S. (2010). Social computing: Concepts, methodologies, tools and applications.
Hershey, PA: Information Science Reference.
Top of Form
De, M. A., & Palgrave Connect (Online service). (2008). Brand avatar: Translating virtual
world branding into real world success. Basingstoke: Palgrave Macmillan.
Bottom of Form
Tuten, T. L. (2008). Advertising 2.0: Social media marketing in a Web 2.0 world. Westport,
Conn: Praeger.

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