"If what you want to do in the virtual world can be done on the web, it can probably be done better on the web." - Reuben Steiger, Millions of Us. In other words, if you are setting out to deliver the same type of flat, linear experience you are most likely delivering through your website, don't bother. It will not work in the metaverse. Several times during the conference, Reuben also spoke out about his believe that virtual worlds do not (and likely never will) allow for as good an e-commerce experience as the traditional 2D web store -- so engage consumers, build and harness the power of community, drive brand awareness among virtual world residents, but don't burden them with clunky 3D commerce; link them to your web storefront if they really want to follow through and make a purchase.
"If your sim is empty after three or four weeks, it is because you haven't thought about your consumer." - Ben James, Rivers Run Red, said to emphasize the point that a virtual world presence needs to be viewed as a long term commitment rather than as a short term buzz-worthy tactic.
"The avatars are the content." - Adrienne Meisels, formerly AOL, highlighting the fact that without the people to interact with what you've built and (more importantly) with each other, your virtual world experience actually isn't an experience at all.
"What return does the consumer get on the investment they're making in time and attention." - Adam Pasick, Reuters Second Life bureau, in response to the debate over how to measure Second Life ROI. With so much focus on return on the corporation's investment in virtual worlds, there seems to be little focus on the reality that, as in other forms of social media, it is first and foremost incumbent on the corporation to deliver value to the consumer. Do that, and your investment in Second Life or any other virtual world will ultimately deliver value in return.
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