Wagner James Au offers up some interesting reasons why the increasingly popular virtual world Second Life isn't yet proving a marketer's paradise. As some commenters on his post note, this may be something of a rerun of the early days of Web advertising, when people weren't sure what worked. (Not that they have it nailed yet, but at least they've found some things that work.) I do think he's especially spot-on in pointing out that doing traditional marketing inside Second Life only exposes how empty that marketing often is. But I don't doubt that if Second Life and other virtual worlds manage to sustain user interest--a big if--marketers will figure out how to approach people in the right way.
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