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	<title>Nimbology &#187; advertising</title>
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		<title>Why did Lively fail? Where do I start?</title>
		<link>http://nimbology.com/2008/11/23/why-did-lively-fail-where-do-i-start/</link>
		<comments>http://nimbology.com/2008/11/23/why-did-lively-fail-where-do-i-start/#comments</comments>
		<pubDate>Sun, 23 Nov 2008 19:30:31 +0000</pubDate>
		<dc:creator>nimbusagency</dc:creator>
				<category><![CDATA[Google]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[second life]]></category>

		<guid isPermaLink="false">http://nimbology.com/?p=36</guid>
		<description><![CDATA[The NYT has reported on the demise on Google&#8217;s 3D metaverse product, Lively.
In my work as creative director, I do a fair amount of projects in Second Life, so I know where the hype ends and ROI begins. It took only a few minutes to determine that Lively had a very limited shelf life. Their [...]]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://bits.blogs.nytimes.com/2008/11/21/google-unplugs-lively-as-hype-fades-over-virtual-worlds/">NYT</a> has reported on the demise on Google&#8217;s 3D metaverse product, Lively.</p>
<p>In my work as creative director, I do a fair amount of projects in Second Life, so I know where the hype ends and ROI begins. It took only a few minutes to determine that Lively had a very limited shelf life. Their first crime was that Lively only worked on Windows platforms &#8211; this is a multiplatform world, keeping spiritual resonance with Redmond these days is the kiss of death. If some under-funded start-up was bringing us Lively, I could understand the Windows Only mentality, but this was a Google product. So the thousands of art directors in the ad agencies of America, who were slaving away on the next big campaign, were ignored by the Lively roll-out because most of them are on Macs.</p>
<p>To say that Second Life is a failure is to say the web was a failure in 1996. Remember back then when every company knew they needed a website but had no clue what to do with it? Just how many of those horrible 90s era websites have we blocked out? Oodles probably. But the web didn&#8217;t fail, the web sites failed because the developers didn&#8217;t know how to make the sites generate ROI.</p>
<p>Virtual worlds are in the same boat. Very few companies out there have a clue about how to generate ROI for their clients with virtual world campaigns. I recently met with a San Francisco Bay Area ad agency who had a client who wanted to invest in Second Life and the ad agency talked them out of it, mostly because they didn&#8217;t know how to generate ROI for that medium. Inexcusable. There are plenty of ways to get your clients product into Second Life and have it be a success. It is done everyday.</p>
<p>But there is another reason why Lively failed and it is a problem through out their product line. Google became number one without advertising. Not one ad campaign was ever developed or deployed for Google. Last week, ClickStream <a href="http://www.marketwatch.com/news/story/Study-Finds-Google-Docs-Struggles/story.aspx?guid={4878944D-8DB4-43EB-9ABA-ABB9756A44BB}">published the results of a study</a> showing Google Docs having difficulty finding a foothold against Microsoft products. Well, duh. Guess who has an ad budget?</p>
<p>If no one knows about your product, it is impossible for them to buy it. The process of buying denotes a previous familiarity, even if it is just brand recognition, that is sometimes enough to make the sale. But if you choose to keep quiet about a product, there is not going to be a lot of urgency to buy.</p>
<p>So why did Lively fail? Plenty of reasons, none of which are related to virtual worlds or the marketability of virtual worlds. </p>
<p>And if you still think virtual worlds are never going to take off, check out this little <a href="http://www.worldofwarcraft.com">product</a>.</p>
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