I cobbled together some rough notes for today's Beyond Broadcast workshop
on marketing and politics in virtual worlds, and I thought I might as
well go ahead and post 'em here:
Beyond Broadcast: Marketing and Politics in Virtual Worlds
Two great minds on cyberlife, Clay
Shirky and MIT's Henry Jenkins
have been engaged in online debate over Second Life, the hot participatory
medium of the moment. Clay started it with a Valleywag post called "A
Story Too Good to Check." Henry responded with "Get
a (Second Life)!. Clay came back with Second
Life, Games, and Virtual Worlds, Henry with More
Second Thoughts on Second Life and then Clay again with Second
Life: A response to Henry Jenkins. Got all that?
(There's a big question that I'm largely going to punt on -- which
"virtual worlds" beyond Second Life, exactly, are we're talking
about here? World of Warcraft is usually thrown into discussions at
this point, but it seems to me that that's a pretty different beast
-- a multi-player game more than a virtual world. Shirky makes an interesting
point on this in one of those posts. The gist of is this: SL is a fairly
challenging environment with a pretty steep learning curve, but as it's
not really a "game," it doesn't train you to do anything difficult
or productive. One can be a quite happy SL avatar flying through the
air, which is one of the first skills taught on Orientation Island.
But are we learning things in Second Life that we can port over to any
possible future virtual worlds, whether that's SL v2 or some app still
a glimmer in someone's eye?)
Clay's main concerns with SL are "demographic" -- in short:
"the logic behind this belief is simple: most people who try Second
Life don’t like it." On this point, Jenkins ask, if the real-time
interactions suggested by virtual worlds like SL will "always represent
a special class of uses which competes not with the web but with other
teleconferencing technologies." But no matter, says Jenkins, "my
interest in Second Life has little to nothing to do with the statistical
dimensions of this argument. I've never been one who felt that arguments
about cultural change could be reduced to counting things -- Second
Life interests me as a particular model of participatory culture."
But when it comes to selling widgets via Second Life or using it as
a political communications tool, it's understandable to get caught up
on the the question of numbers -- how many people actually actively
use the medium?
Shirky talks about Second Life as the next in a line of somewhat failed
immersive technologies like "LambdaMOO or Cyberion City."
It's a certain cynicism (or maybe just healthy skepticism) that you
see sometimes in people who have been around the tech world for a while
and lived through the enormous hype and over promotion around virtual
worlds. And there sure has been a flurry
of press around Second Life over the last six months or so -- much
of it overheated. Following a lot of that hype, a good number of big
big corporations -- Toyota, American Apparel, Reebok, Dell, Nike, and
more -- entered into Second Life and set up shop. Then there's the buzz
in political circles. My old boss Governor Warner was the first
major American politician to enter into Second Life back when he
was considering making a run for the presidency. Then we saw the U.S.
House of Representatives that set
up shop in Second Life on the very day that Nancy Pelosi
was named Speaker and the new Congress kicked off. There's an unofficial
John Edwards for President
Second Life HQ. On the non-profit political side, there are things
like the Yak
Shack, a project of the UK branch of Save the Child, and Camp
Darfur.
Jenkins points to all this activity as a flaw in Shirky's thinking
on SL. "To some degree, all of the corporate, academic, nonprofit,
and foundation interest in SL is part of the hype which Shirky is dismissing
here." This part is important, I think. What we have in Second
Life is a shared space where organizations/individuals of differing
levels of power and resources are interacting on the same grounds. It's
like the New York City Marathon, where an amateur runner like myself
can compete on the same course at the same time as some of the best
athletes in the world. (Only they have fancier shoes.)
Jenkins (and others, for that matter) have delved into the costume
or carnival-like aspects to Second Life, where identities can be swapped
and hierarchies reordered. It's easy to get excited about these upendings,
but they raise real questions when it comes to marketing and politics
-- which, it can be argued, at some point rely upon interacting with
the outside world (though less so for marketing than for politics, I
think.) Jenkins admits that "I care only a little bit about the
future of virtual worlds. I care a great deal about the future of participatory
culture." But there are real questions about whether it's an amenable
environment in which to executive the very serious tasks of marketing
and politics. There are probably a few marketers and politicos questioning
their SL plans after a recent incident where Anshe Chung, the supposed
first Second Life millionaire, was attacked by giant
flying penises during a press conference. And then there's the virtual
world's first "terrorist" organization -- the Second
Life Liberation Army.
All this discussion is all well and good, but there's a practical aspect
to this -- what real applications of virtual marketing and politics
are we seeing now? Moreover, is Second Life significantly different
than other medium for marketing and politics than the ones we already
are used to?
(I'd be remiss if I didn't take this change to make a personal plug.
I wrote a paper on politics
and Second Life for George Washington University's Institute for
Politics, Democracy, & the Internet. It's aimed at political practitioners
and is fairly basic, but I hope that you might give it a read.)
-Nancy Scola