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Back-to-School
Brands Cash In On Virtual Goods
Tameka Kee,
MediaPost
Sep 8, 2008
Real-world retailers like Kohl's and Sears went virtual
to help boost back-to-school sales this year, setting up
shop and shilling their wares in kid-friendly worlds
like Stardoll and Zwinky. Experts at the Virtual Worlds
Expo in Los Angeles last week shed some light on the
growing market for branded virtual goods and examples of
successful campaigns, as well as best practices for
advertisers interested in testing the space.
Kohl's set up shop in fashion-focused world Stardoll,
while Sears turned to the quirkier Zwinky--but both
companies saw a tremendous demand for their virtual
wares, according to eMarketer senior analyst Debra Aho
Williamson. "Stardoll members purchased 1.8 million
items from the Kohl's store within its first 16 days,"
Williamson said. The retailer honed in on Stardoll's
female tween users with Abbey Dawn, the clothing line
designed by pop star Avril Lavigne.
According to Jeremy Monroe, director of business
development, North America for Sulake, it's important to
craft branded merchandise with both the look and feel of
the world and the preferences of the user base in mind.
Finland-based Sulake is the parent company of Habbo, a
teen-focused world that boasts more than 106 million
registered users in 32 countries.
"We've worked with over 200 brands globally, including
Nokia, Burger King and Paramount," Monroe said. "And
it's important for us to make sure that their
merchandise or campaign is aligned with a particular
interest or activity in the user community. We do a lot
of research with our members, so we know which brands,
TV shows and celebrities they're interested in. That
list helps prioritize who we're engaging with."
Paramount Pictures established a grand presence in Habbo
Hotel (as Habbo's world is called) for its film, "The
Spiderwick Chronicles," complete with quests, contests
and a ton of virtual merchandise, including themed
furniture. "It was completely ingrained with the story
and characters," Monroe said.
Meanwhile, in August, Sears launched a two-story virtual
boutique in Zwinktopia, which sold more than 850,000
items in its first 16 days. The retailer also hosted a
fashion show, allowing the "Zwinkies" (as the members
are called) to get more involved with the brand and its
merchandise. "A cool new fashion event hosted by Sears
is going on NOW at Lexi Hall!" wrote Miss Cosmopolitan,
one of Zwinky's dedicated bloggers. "As an added twist,
you'll be able to let users know how you really feel as
they strut the catwalk."
Allowing for and expecting members to give their
feedback is another must for brands that want to
incorporate virtual merchandise into their interactive
or promotional media mix.
"Our users constantly ask for branded items," said
Lauren Bigelow, general manager and SVP marketing of
WeeWorld, the virtual property that evolved from an
IM-based avatar application to a full-fledged world in
early 2007. Since then, advertisers like Skittles, Cover
Girl and AT&T have introduced their own merchandise into
the world so that members can feed, clothe and style
their WeeMees to their liking.
"They say things like 'Bring back the Cover Girl makeup'
and 'Make a Halo 3 poster for my room'," Bigelow said.
But they also let you know if a movie bombed or if they
think a game or contest is stupid, and you have to be
ready to hear that."
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