Over the past couple of weeks I participated in two AMA webinars that aimed to help marketers come to grips with life after analog and (not coincidentally) promote the AMA's upcoming M.Planet 2009, where I'll be delivering a Digital Marketing Lab session entitled "Gaming, Virtual Worlds & Life After Second Life."
I had 10 minutes to spit the truth (as my buddy Ludacris might say) so rather than try to boil the virtual ocean, I decided to focus specifically on three gaming and virtual world myths that I still hear bandied about by marketing executives -- and sometimes by the biz dev teams at the gaming companies themselves. If I did nothing more than help the 500 or so attendees see the realities behind the myths, then my work here is done. :-)
What myths did I tackle? Check out my slides below - for a change, I think they're actually somewhat self-explanatory although when I delivered my presentation I also talked through plenty of actual examples.
[Feed and email readers should click through to view the embedded slides.]
So what gaming and virtual world marketing myths would you like to dispel? What sage advice would you give marketers about getting in the (erm) game?