Forrester Consulting Report on Consumer Engagement in Virtual Worlds

Since we started our company in July 2006, we have seen rapid growth in the virtual world market. Originally, the market was largely conflated with Second Life and many companies ran pilot marketing projects in that world. More recently, we’ve seen a shift in attention from projects in Second Life to marketing engagements in larger web-based worlds like Gaia Online and Habbo Hotel as well as a large-scale movement by entertainment companies to create their own virtual worlds.

In serving our clients through this growth and evolution, we have - unsurprisingly - observed a strong desire for improved metrics to inform ROI calculations. Earlier this year, with that in mind, Millions of Us assembled a unique consortium of companies operating consumer-facing virtual worlds. Our shared goal: to work with Forrester Consulting to produce a study that surveyed a broad array of brands that had conducted virtual world marketing projects. This was intended to gain an accurate view of the state of the market and define areas for improvement.

The study which we are making available today to interested clients, prospects, and journalists is a strong first step in moving towards a unified set of standards and measurement by which clients can gauge the effectiveness of their activities in virtual worlds. We think many people will be interested in the study’s conclusions about opportunities for cross-channel tracking and building brand recognition through the distribution of virtual goods and the use of avatar customization.

Forrester made several clear recommendations regarding campaign planning and measurement; while still just a start, these stand to help grow budgets for virtual world campaigns.

Forrester’s Key Findings on virtual worlds are as follows:

  • Unprecedented depth of engagement with consumers.
  • Access to an audience that is difficult to reach via other channels
  • Newer worlds offer better opportunities for cross-channel tracking and more targeted audiences.
  • Virtual merchandising resonates with youth — and can be very cost-effective.
  • This report highlights some key areas for improvement as well. With these in mind, I’d like to offer some thoughts of my own as a starting point for what I hope becomes an active and ongoing discussion:

  • Authenticity is of paramount importance in social media. In other media formats, users could be targeted and shown ads. In virtual worlds and social media, brands should try to create content that users love, play with and share willingly with their friends. This profound difference points to the inadequacy of reach and frequency as metrics for the industry.
  • Virtual world operators need to agree on common definitions of metrics. A suggested starting point would be common definitions for Unique Monthly Users, Unique User Visits to Brand, Length of Engagement with Brand and Incremental (or Viral) Reach.
  • Those interested in receiving a copy of the full study should contact Mat Small at mat@millionsofus.com .  Link to the press release here.

    2 Responses to “Forrester Consulting Report on Consumer Engagement in Virtual Worlds”

    1. Campaigning in Metaverses « Wir sprechen Online. Says:

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