Marketing Communications

(Ron) #1
THE SOCIAL MEDIA REVOLUTION 533

With 900 million users, and nearly 500 daily active users, Facebook takes the major part of
the online social media advertising budget. Th is is comprehensible seeing the opportunities
that Facebook gives to marketers to advertise:^222
z 900 million potential customers;
z targeting possibilities by location, age and interest;
z simple image, text-based and even video ads;
z ads to mobile devices (425 million users are using Facebook on their mobiles);
z larger ads on the side of the homepage that users see when they fi rst log in;
z ads that run inside the Facebook Newsfeed;
z ads that appear when a user logs out of Facebook.^223
Referring back to the Kaplan and Haenleins classifi cation^224 of social media, there are still two
boxes that need clarifi cation: virtual game worlds a n d virtual social worlds.

Virtual worlds
Virtual worlds are platforms that replicate a 3-D environment in which users can appear in the
form of personalised avatars and interact with each other as they would in real life. In this
sense, virtual worlds are probably the ultimate manifestation of social media, as they provide
the highest level of social presence and media richness. Virtual worlds come in two forms:
gaming and social.

Virtual game worlds
Th ese require their users to behave according to strict rules in the context of a massively
multiplayer online role-playing game (MMORPG). Since standard game consoles like
Microsoft ’s X-Box and Sony’s PlayStation allow simultaneous play among a multitude of users
around the globe, in recent years these virtual game worlds have gained popularity. Th e
world’s most subscribed MMORPG is the cod-medieval ‘World of Warcraft ’, which had
around 10.2 million subscribers in December 2011 but peaked around 12 million back in late

2010.^225 Th e rules of such games are very strict, which limits the degree of self-presentation
and self-disclosure. Similar to the idea of product placement in movies, brands can have
in-game advertising as well as leverage the high popularity of virtual game worlds in more
traditional communications campaigns. Japanese automotive giant Toyota used pictures
and mechanics from the ‘World of Warcraft ’ application in its Tundra commercial to reach
the 2.5 million players in the USA alone.^226


Virtual social worlds
Th is second group of virtual worlds allows inhabitants to choose their behaviour more freely
and essentially live a virtual life similar to their real life. Again, virtual social world users
appear in the form of avatars and interact in a 3-D virtual environment. A good example of
such a virtual world is the Second Life application, founded in 2003. Besides doing everything
that is possible in real life (speaking, walking, sunbathing, etc.) Second Life also allows users
to create content (such as design virtual clothing or furniture items) and to sell this content
to others in exchange for ‘local’ currencies. Since 2010 Second Life saw a drastic decline in
the number of concurrent active users and had to lay off a substantial number of its staff.
Other virtual social worlds like Th e Sims Online (owned by Electronic Arts) still seem to be
quite popular among teens with many opportunities for marketers to include branded items.
In the past H&M had a shop with a virtual 3-D clothes collection and, in May 2012, Diesel
announced the launch of Th e Sims 3 Diesel pack stuff full of Diesel-branded apparel,
accessories and furniture.

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