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Luxury Brands
and Marketing
in Virtual Worlds
                                                                                        A KZero Worldswide report

Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009                 Page 1
V   irtual worlds are becoming the latest
    marketing platform for luxury brand owners
to create engaging and dynamic relationships
with affluent target markets.
This KZero case study explains the rationale for
luxury brands to enter virtual worlds, examples of
brand activity already taking place, profile
analysis of the residents and strategic options for
marketers.
Brand and marketing
activities in these digital
interactive environments
are also rationalised and
assessed, along with
strategies for companies
looking to enter this
space.
Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009   Page 2
What is a virtual world?                                                                However, as the chart below left shows, other regions
                                                                                        and in particular Europe, have embraced Second Life.
The World Wide Web as we know it today consists of                                      In late 2006, Second Life resident numbers broke
static 2D pages. You visit a website and read/watch                                     through the 1m mark, helped by significant media
the information or media presented on it. Virtual                                       coverage. During 2007, resident numbers grew by 1m
worlds (metaverses) are different.                                                       per month and now (Jul 2009) the total number of
They are digital 3D environments accessed in real-                                      registered accounts is over 19m.
time that allow people to explore, examine and                                          However, even greater growth has been observed in
interact with the objects created within the world and                                  virtual worlds catered towards younger audiences.
importantly they allow people to interact together in a                                 Stardoll for example, has over 34m accounts, Barbie
shared collaborative space regardless of their                                          Girls over 10m and IMVU over 39m. Appendix one
geographical location.                                                                  shows the KZero universe graph, an illustration of the
Second Life was the first glimpse into the future of the                                 size and range of virtual worlds available.
Internet, a future of ‘Places, not Pages’. However, other
                                                                                        Using Second Life as an example, as explained in the
virtual worlds such as There, Kaneva, Stardoll and
                                                                                        following sections, the unique characteristics of a
many others are now available for marketers in this
                                                                                        typical resident has expedited the take-up, and the
emerging space.
                                                                                        range of different countries represented.
Why are virtual worlds growing?
                                                                                        Who is a typical resident?
The most popular commercial metaverse to date,
Second Life, is a global application, meaning that                                      Second Life is not a gaming application. There are no
anyone can become a resident. Initially, North America                                  scores, no ‘lives’ to protect, no objectives and no end-
drove take-up due largely to the fact that the                                          result.
company behind Second Life, Linden Lab is based in
                                                                                        Comparison has been drawn to World of Warcraft, an
San Francisco.
                                                                                        extremely popular MMOG (massive multiplayer online
                                                                                        game) but the only real similarity is the fact that they
                                                                                        are both virtual worlds.
             Rest of World
                 23%
                                                                                        Importantly, whereas the average age of a Warcraft
                                                              US                        player is 17, for Second Life, the average age is 32. It is
                                                             37%
                                                                                        this fact which stimulated the interest in major brands
                                                                                        to consider entering Second Life. Below (next page) is
                                                                                        the age range spread for residents.
                      Europe
                       37%                       Canada
                                                   3%



Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009                                         Page 3
The graph below shows the regional breakdown of
                                                                                        fashion-themed world Stardoll.


                                                                                               Rest of World
                                                                                                   16%


                                                                                                                                    US
                                                                                                                                   37%


Also of note and further interest to brand owners is
the fact that females account for 45% of users. A                                               Europe
surprising, yet valuable piece of information. So, a                                             43%
combination of the average age and gender ratio has                                                                    Canada
                                                                                                                         4%
made brands realise that there are benefits to be
reaped by developing metaverse marketing strategies.                                    KZero has in-depth data and research available for a
                                                                                        wide selection of virtual worlds and is best-placed
Further analysis of the demographic profile of
                                                                                        to make media planning and virtual world selection
residents reveals that these people reside heavily
                                                                                        decisions for marketers across the world.
within the Innovator and Early Adopter groups.
                                                                                        It will not be long before virtual world marketing
Pre-December 2006, Innovators were the main types
                                                                                        initiatives are promoted in TV, print and other
inside Second Life, but, as explained by the Rogers
                                                                                        mediums as promotion and then cross-promotion
Technology Adoption Curve, Innovators act as a
                                                                                        initiatives are used to attract as many visitors as
catalyst for Early Adopters. Whereas Innovators are
                                                                                        possible.
very keen to trial new technologies, they have local
social networks.                                                                        There are even newspapers and magazines available
                                                                                        now purely for virtual news stories and worlds. One
The media landscape                                                                     example is the Avastar - a metaverse red-top
                                                                                        newspaper available via website and in Second Life.
Second Life aside, marketers now have a wide range                                      The newspaper (published two to three times a week)
of options available to them. And, importantly,                                         has stories about the latest virtual developments and
traditional media planning techniques can now be                                        just like real media, offers advertising space.
used to select the most appropriate virtual world for
the marketing objectives.

Different worlds have widely different resident bases
from a geographical perspective as well as different
age ranges - as demonstrated by appendix one.

Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009                                     Page 4
Luxury brands in virtual worlds?                                                        However, referring back to the definition of luxury
                                                                                        brands being priced comparatively higher than
Firstly, let’s start with a definition of a luxury brand. A                              normal goods, this presents an interesting issue in
luxury brand is ‘a product, service or good that is                                     virtual worlds.
priced higher than similar items in the same category
typically due to a higher comparative quality’.                                         The price of an average ‘item’ in Second Life is approx.
                                                                                        $1 (USD) - in other words, low. And, many items
Product categories which are more likely to contain                                     deemed as being in the luxury category are within this
luxury brands include clothing and accessories,                                         price range. Couple to this the fact that in many
watches and jewelry, automobiles and electronic                                         instances, luxury is the norm in virtual worlds because
products.                                                                               of these pricing levels.
In the context of virtual worlds, the clothing and                                      So, an opportunity clearly exists to create uber-luxury
accessories category contains the widest scope for real                                 virtual goods by increasing the price of these items to
world luxury brand owners. This is a factor of several                                  position them as perceived luxury items.
related variables.
                                                                                        So what can brand owners of luxury goods do inside
There is an extremely high demand for clothing and                                      virtual worlds? These options can be broadly split into
accessories in virtual worlds. This is because when                                     two categories: brands with a physical product (for
people first create their avatars, they are given a                                      example, watch or jewelry brands) and those with
standard ‘outfit’.                                                                       more experience or emotive-based brands (such as
Very soon after avatar creation, people realise they                                    perfume).
want to change their appearance to better reflect their                                  The rationale for this split is based on the ability to
digital identity and create differentiation, just like the                               engage the resident with the brand.
real world. Because of this, there is already a high
number of retail outlets in Second Life, for example,                                   Brands with physical products such as watches or
selling clothing related items. So, there’s an incumbent                                clothing do have the ability to accurately re-create
demand and an already thriving marketplace. Stardoll                                    their products (explained in greater detail in
as another example has a thriving community of girls                                    subsequent sections) and in most respects this is a
(and women) interacting with clothing and                                               valuable opportunity to explore. After all, as explained
accessory-based virtual goods.                                                          in later sections, many luxury brands are already
                                                                                        unofficially represented in Second Life - brand owners
At this current stage of metabranding - creating                                        need to make the decision whether or not they want
products and services for virtual consumption, the                                      to own these representations themselves.
Second Life retailers selling the most products are not
real world brands. Instead they are virtual brand                                       However, the key for longer-term success in virtual
owners, everyday people running virtual stores from                                     worlds for physical (real world) luxury brands is
their homes. Real world luxury brand owners are yet                                     greater than re-creating their products - the
to penetrate this popular market to a significant level.                                 opportunity lies in solving virtual world problems

Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009                                       Page 5
with their brands of meeting a virtual consumption                                      As shown below (left), the Apparel and Avatar
need.                                                                                   Accessories categories are very well represented in
                                                                                        Second Life. Between them there over 100,000
Non-physical brands such as perfumery have a                                            different products available on SLExchange.
different challenge - how can a fragrance be created
virtually? Well, for now, it can’t! So the focus here has                               A question you may be asking yourself right now is:
to be one of brand extension - creating concepts                                                   ‘Why do people actually want to
which draw in residents with feelings towards the                                                   spend money on virtual goods?’
brand and creating experiences which leverage the
                                                                                        The answer to this question is the primary key to
values of the brand.
                                                                                        explaining the major opportunities presented by
Defining the marketplace                                                                 metaverses. A virtual world is full of different people,
                                                                                        different sexes, ages, genders and ethnicities .
Before we start looking at the options available to                                     Just like in the real world, people don’t want to all
marketers in virtual worlds, it’s important to identity                                 look the same - they want to create a digital identity
and size the marketplace to determine which types of                                    that reflects their real world person or demonstrates
products (and therefore brands) are actively sold in                                    how they choose to visualise their avatar.
metaverses and the size of this market.
                                                                                        Very shortly after an account (avatar) is created, the
In terms of total financial transactions in Second Life,                                 owner of the avatar wants to customise their
on a daily basis over $1m (real US dollars) is                                          appearance, hence the demand (and therefore supply)
exchanged between parties involving over 12m                                            of virtual items.
individual transactions.
                                                                                        Many avatars then go on to purchase land (if the
Focussing on the product category, the chart above                                      virtual world permits this). This then explains why
right shows data obtained from SLexchange.com, a                                        people also require items related to housing - their
website that allows Second Life sellers to promote                                      virtual house.
their creations.
                                                                                        Interestingly (and of interest to brand owners of
At the end of December 2008, over 200,000 different                                      female products), within the Apparel category, over
products were available on SLexchange - a sizable                                       70% of the products available are for women.
marketplace.




Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009                                      Page 6
So, clearly, females are more likely to be interested in                                Re-creating the brand experience
purchasing virtual clothes. The graph above shows the
breakdown of the over 51,000 Female Apparel                                             In terms of being able to present brands within virtual
products available in Second Life.So, the top three                                     worlds, as the imagery in this section shows, it is
categories of Women’s Apparel products available via                                    possible to re-create (and create) products extremely
SLexchange, are Dresses, Outfits and Footwear,                                           accurately.
accounting for almost 30,000 products.                                                  The images below are a selection of real- world luxury
                                                                                        brands recreated in Second Life, officially and
Looking at the Men’s Apparel segment, the graph                                         unofficially.
below shows the approx. 11,000 products available.                                      Necklace, earrings and bracelet priced L$750 at Shiny
                                                                                        Things, a virtual only retailer.




                                                                                        Luxury watches by Hublot on display at Hublot Island.


Within the Avatar Accessories category, there are also
over 30,000 individual products. Breaking down this
category a little further, over 47% of this product
group reside in the Jewelry and Watches category - a
key sector for luxury brands. Here is the breakdown of
this group.                                                                             Unofficial Gucci bags for sale at L$300.




Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009                                      Page 7
Unofficial Rayban Aviator sunglasses for sale at L$150.                                   Official L’Oreal Paris make-up looks available for free
                                                                                        across Second Life.




Official Mercedes Benz C-Class available for test drive
on Mercedes Island.
                                                                                        Understanding the retail environment
                                                                                        Real world brands wishing to enter virtual spaces
                                                                                        need to understand that the retail environment is
                                                                                        different to the real world.

                                                                                        Firstly, in Second Life, many brands already exist
                                                                                        unofficially. These in most cases have been created by
Unofficial Lamborghini for sale at L$1,950.                                               individuals who act as manufacturers and distributors.
                                                                                        This means that typically an individual with say an
                                                                                        interest in watches will recreate a real world watch
                                                                                        using basic building blocks known as prims. These
                                                                                        prims can be coloured (textured) and the assembled
                                                                                        with other prims to create shapes.

                                                                                        Once the overall watch shape has been created, the
                                                                                        owner of the watch assigns a monetary value to it and
Unofficial Apple Imac for sale at L$150.
                                                                                        makes it available for sale. This involves changing the
                                                                                        settings of the prim package to allow transfer from
                                                                                        one person to another.

                                                                                        Typically, these cottage industry creators will also have
                                                                                        a shop to present their goods. Rather than setting up
                                                                                        on private islands (which is the norm for real world
                                                                                        companies) these people locate on the mainland
                                                                                        areas in Second Life.

                                                                                        Now it’s time to market. The most used method of
                                                                                        promoting goods in Second Life is by assigning key
Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009                                        Page 8
words to the land hosting the virtual shop. These                                       This then results in a package containing the product
keywords are then referenced by the internal search                                     being inserted (again) instantly into the inventory file
engine.                                                                                 of the customer.

When an avatar is looking for, for example ‘watches’ a                                  And, here lies one of the biggest upsides of virtual
search for this term will list all the areas of land in                                 retailing - cost of sale and production. The packaged
Second Life which have been set to include the word                                     object (the product) can be purchased an infinite
‘watches’.                                                                              number of times simply by avatars clicking and
                                                                                        buying the display. There is a zero cost of sale involved.
Clicking on any of the search results then results in an
immediately teleport to that location. The avatar then                                  Real brands in virtual worlds
arrives in the shop and can travel around it looking for
products.                                                                               The following sections contain insight and assessment
                                                                                        into real world luxury brands that have entered virtual
Other virtual world platforms have other methods for                                    worlds and established presences.
attracting visitors to virtual worlds. Stardoll for
example has a dedicated area called Starplaza to                                        Product launches - Calvin Klein / Costa
promote real world brands. They also make heavy use                                     Cruises
of on-site banner ads to drive traffic.
                                                                                        Several companies have launched new products first
                                                                                        into Second Life. These product launches have
                                                                                        involved organised press and resident events
                                                                                        supported by live bands and been supported by
                                                                                        website and blogging based marketing
                                                                                        communications.
                                                                                        By way of demonstration, Calvin Klein was the “first
                                                                                        global fragrance brand to launch in the virtual world
                                                                                        of Second Life” with the virtual launch of IN2U. This
Interestingly in Second Life, although it is a 3D                                       fragrance was launched in the real world on March 21,
platform, most virtual goods are presented in 2D                                        2007.
format, as shown below.
                                                                                        To support the launch in Second Life, CK held a ‘What
                                                                                        are you in 2?” photography competition and gallery,
                                                                                        encouraging residents who purchased the virtual
                                                                                        perfume to participate. To answer the question posed
                                                                                        earlier, CK has created virtual bottles (shown below)
                                                                                        and residents can ‘spray’ themselves and generate a
                                                                                        visualisation of the concept of wearing the perfume
Clicking the image below right in the shop provides                                     via animated bubbles surrounding the resident.
the facility to instantly buy the owner of the object.

Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009                                        Page 9
Becoming increasingly popular are competitions in
                                                                                        virtual worlds and for brands with products which are
                                                                                        not easily transferrable, offer an excellent vehicle to
                                                                                        get residents talking about and engaging in them.

                                                                                        To illustrate, L’Oreal Paris ran a content to find the
                                                                                        virtual face of Second Life. The Miss Second Life
A sales mechanic was also integrated, with hyperlinks                                   competition culminated in a virtual beauty pageant
directly out of Second Life to a supporting e-                                          and in true Miss World style the contestants were also
commerce website (www. ckin2u.com).                                                     interviewed afterwards.

On a slightly different theme, this time related to
luxury travel , a great example of using Second Life on
a tactical product launch basis is a recent campaign by
Costa Cruises.




                                                                                        The competition was also supported with beauty
                                                                                        experts in-world offering real-world tips to interested
                                                                                        residents. The winner of the competition received a
The company re-created their latest                                                     one year supply of products.
luxury liner, the Costa Serena in Second Life to
coincide with the real world launch in France. The                                      In December 2007, there was even a ‘Miss Second Life
virtual effort allows visitors to explore the ship and get                               Universe’ competition. Representatives from 12
a feel for what it would be like to cruise on it, from                                  countries participated in the virtual beauty pageant.
anywhere in the world.                                                                  The winner? Miss Greece.




Competitions


Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009                                      Page 10
Metabranding - Armani and Aveda
Metabranding is the term used to describe taking real
world brand values and translating them into a virtual
context.

Here’s two examples of real world companies
deploying metabrand strategies in Second Life.                                          The virtual Armani store displays virtual versions of
                                                                                        real world clothing as well as a small selection of
Hair and beauty company Aveda in conjunction with                                       items made specifically for virtual consumption.
the Aveda Institute, created a range of coloured hair
styles in Second Life. The products, available in                                       Another benefit to this specific approach is in a way, a
packages are available to purchase from a dedicated                                     new type of customer experience. Avatars are able to
shop on the mainland.                                                                   explore a virtual version of real world place - visiting
                                                                                        the Milan Armani store without actually being there.
                                                                                        From a luxury brand goods and services , this may
                                                                                        well turn into a powerful branding tool. Another
                                                                                        example of this approach is explained in the next
                                                                                        section.

                                                                                        Bringing the brand closer - Rixos
This approach shows that you haven’t always got to
think big when considering a virtual world project.                                     Rixos is a Turkish-based chain of luxury hotels. In
This idea is simply yet effective because real world                                     Second Life, they have created an island presenting a
brand values have crossed over into the metaverse.                                      typical layout of one of their hotels.

Armani was another luxury brand to enter Second
Life, launching in late September 2007.




                                                                                        This allowed avatars to explore the various parts of the
The company decided to recreate their flagship store                                     hotel and learn about the design values associated
in Milan on a dedicated island. The store is accurately                                 with the brand. Another benefit is global exposure
modeled on the real one and themed according to the                                     due to the worldwide population make-up of Second
different product ranges.                                                                Life.

                                                                                        Eyup Kaplan, Web Marketing Manager at Rixos said:
Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009                                       Page 11
“The inspiring new trends and ever-growing number of                                    Also, a large area of the island is dedicated to a super-
global residents in SL drew our attention as a promising                                sized gallery of Hublot watches. This is a good
   horizon. With developing consumer and marketing                                      example of using a virtual world platform to bring
  activity, SL will become an important world market.”                                  consumers closer to products.
Several other global hotel brands are now developing
similar virtual tourism marketing initiatives.                                          Limiting supply to create demand
Brand extension (and enlargement) -                                                     As explained at the start of this case study, the pricing
                                                                                        of virtual goods is very low. In fact, even (unofficial)
Hublot
                                                                                        goods carrying luxury brand logos and designs are
In Early September 2007, Swiss watch manufacturer                                       priced around the L$100 - L$500 level and
Hublot became the first official watch brand in Second                                     comparable to non-branded goods.
Life. Note the use of term ‘official’. In fact, almost all of
the popular real-world watch brands (Rolex, Omega,                                      This pricing policy contradicts the real world prices
Chanel, Breitling for example) are already available to                                 typically associated with luxury brands, where by
purchase in Second Life.                                                                definition they are more expensive than normal
                                                                                        goods. So, where does this leave real world brands
Hublot has a dedicated island in Second Life, designed                                  wishing to enter the metaverse?
to create a strongly branded customer experience.
                                                                                        One option is to raise prices for virtual goods created
                                                                                        by real world brands. Immediately this puts them in a
                                                                                        luxury category. This option is yet to be seen in Second
                                                                                        Life, however, a virtual operator has already deployed
                                                                                        such a scheme - with much media coverage.

                                                                                        Elexor Matador Jewelry , an in-world creator and store
                                                                                        owner caused a stir when an unofficial version of a
                                                                                        Cartier necklace set, the Himalia was created and
It is themed into zones and promotes various aspects                                    presented for sale in the shop.
of the brand and its marketing programmes, such as
sponsorships, product marketing and public relations.




                                                                                        This campaign created attention for three reasons.
                                                                                        Firstly, it was the first real example of virtual
                                                                                        trademark infringement covered by real world media.

Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009                                        Page 12
Secondly the set was priced far higher than any other                                   Johansson and Penelope Cruz. L’Oreal Paris promotes
product in its category - L$10,000 (over $35 / £17).                                    make-up looks associated with them and re-created
                                                                                        them in Second Life, making them available for
                                                                                        residents.

                                                                                        These make-up looks were then stocked not on a
                                                                                        dedicated island (like most real world brands chose)
                                                                                        but instead partnered with existing virtual retailers
                                                                                        (Metabrands) on the mainland areas of Second Life,
                                                                                        resulting in significantly higher engagement levels
                                                                                        with the brand. This technique maximised the existing
Thirdly, even though (as explained earlier), Elexor                                     distribution channels (retailers and therefore
Matador could quite easily replicate the set as many                                    consumers) in Second Life.
times as required, only ten limited edition packages
were made available.                                                                    Additional brand-led activity included the creation of
                                                                                        a gigantic handbag with supersized L’Oreal Paris
The result? They were all sold and everyone knew                                        products - another method of engaging residents in
about it. Food for thought for real world luxury brand                                  an interesting way.
owners.

Integrating and creating
Opportunities also exist for luxury brand owners to
take real world products/brands and integrate into a
virtual platform.

As a follow-up to the first L’Oreal Paris competition
campaign, the company then deployed a second                                            Focusing on virtual goods
initiative (created by KZero) focussing on celebrity
make-up looks.                                                                          Stardoll is ideal for luxury brand owners in the
                                                                                        clothing and accessories space. They have ready-made
                                                                                        virtual stores within their Starplaza which are
                                                                                        specifically designed to ease the integration of virtual
                                                                                        goods based on real world items.

                                                                                        DKNY and Sephora both offer virtual goods in Stardoll.
                                                                                        Their stores are shown below. The DKNY store allows
                                                                                        members to dress-up their avatars with the latest
                                                                                        collection ranges.
The company has a number of celebrity spokespeople
who endorse specific products. These include Scarlett
Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009                                      Page 13
The Sephora store (shown on the next page) allows
members to stylize their avatar appearance using a
range of cosmetic products.




A key benefit of marketing on Stardoll is the
moodbook. This is integrated into every store and
allows real-world imagery to be overlaid on top of the
store. This then allows members to click out from
Stardoll directly to the real-world website. K Zero has a
dedicated media pack outlining the benefits of
Stardoll and contains recent campaign metrics from
these two brands.

Another virtual world (newly launched) taking a
slightly different approach to virtual goods is Digital
Dollhouse (DDH).




DDH is an immersive online playspace ideal for brands                                   Advertising
in the home furnishings, lifestyle and interior design                                  Luxury brands in virtual worlds even have their own
categories.                                                                             media outlets, allowing advertising to take place for
Members are given near photo-realistic rooms and                                        metabrands just like the real world.
able to customise them with high quality assets based
                                                                                        A range of different magazines and websites exist
on real-world assets.
                                                                                        purely for the discussion and commentary (editorial)
                                                                                        and promotion (advertising) of             products
These include furniture, floors, wallpapers, kitchen and                                 (predominantly fashion-based) available for purchase
bath appliances and other objects. Here’s a selection....                               in virtual worlds such as Second Life.

Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009                                     Page 14
One of most popular magazines dedicated to virtual                                      So, as well as providing a platform for commentary
fashion is Second Style. This magazine has a dedicated                                  about luxury brands, there’s also an available
website and blog with the magazine itself available to                                  mechanic for virtual retailers to create adverts to
download via PDF and of course inside Second Life.                                      promote their creations. And, as seen below these
Here’s some recent covers.                                                              adverts carry luxury brand values.




                                                                                        Shown below is a print ad taken from the L’Oreal Paris
                                                                                        make-up looks campaign - a concept combining both
                                                                                        real world and virtual worlds.




Other media outlets include Linden Lifestyles, Aspire
and Ensembly Challenged.


Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009                                      Page 15
Leveraging the advocates
Parts of this case study has highlighted the prevalence
of unofficial brands in Second Life. Indeed, at present,
there are more unofficial real world brands in Second
Life than official ones.

So, what does this mean for the brand owners of these
infringed properties? The KZero case study ‘ The 5
Rules of Virtual Brand Management’ fully explores and
explains the options available to marketers in this
scenario.

Rather than seek to immediately remove unofficial
versions of real world brands, a more longer term and
potential valuable option is to actually work with and
collaborate with the creators of the clones. Why?
Because these people are much higher up the learning
curve than real world marketers and have a lot more
understanding of how best to position brands in a
virtual environment.

Shown in the graph below are the number of different
shops selling a selection of real world brands in
Second Life. None of these brands actually have
official presences in virtual worlds, yet (Puma is about
to be launched into Football Superstars).




Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009   Page 16

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Luxury Brands in Virtual Worlds

  • 1. Luxury Brands and Marketing in Virtual Worlds A KZero Worldswide report Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 1
  • 2. V irtual worlds are becoming the latest marketing platform for luxury brand owners to create engaging and dynamic relationships with affluent target markets. This KZero case study explains the rationale for luxury brands to enter virtual worlds, examples of brand activity already taking place, profile analysis of the residents and strategic options for marketers. Brand and marketing activities in these digital interactive environments are also rationalised and assessed, along with strategies for companies looking to enter this space. Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 2
  • 3. What is a virtual world? However, as the chart below left shows, other regions and in particular Europe, have embraced Second Life. The World Wide Web as we know it today consists of In late 2006, Second Life resident numbers broke static 2D pages. You visit a website and read/watch through the 1m mark, helped by significant media the information or media presented on it. Virtual coverage. During 2007, resident numbers grew by 1m worlds (metaverses) are different. per month and now (Jul 2009) the total number of They are digital 3D environments accessed in real- registered accounts is over 19m. time that allow people to explore, examine and However, even greater growth has been observed in interact with the objects created within the world and virtual worlds catered towards younger audiences. importantly they allow people to interact together in a Stardoll for example, has over 34m accounts, Barbie shared collaborative space regardless of their Girls over 10m and IMVU over 39m. Appendix one geographical location. shows the KZero universe graph, an illustration of the Second Life was the first glimpse into the future of the size and range of virtual worlds available. Internet, a future of ‘Places, not Pages’. However, other Using Second Life as an example, as explained in the virtual worlds such as There, Kaneva, Stardoll and following sections, the unique characteristics of a many others are now available for marketers in this typical resident has expedited the take-up, and the emerging space. range of different countries represented. Why are virtual worlds growing? Who is a typical resident? The most popular commercial metaverse to date, Second Life, is a global application, meaning that Second Life is not a gaming application. There are no anyone can become a resident. Initially, North America scores, no ‘lives’ to protect, no objectives and no end- drove take-up due largely to the fact that the result. company behind Second Life, Linden Lab is based in Comparison has been drawn to World of Warcraft, an San Francisco. extremely popular MMOG (massive multiplayer online game) but the only real similarity is the fact that they are both virtual worlds. Rest of World 23% Importantly, whereas the average age of a Warcraft US player is 17, for Second Life, the average age is 32. It is 37% this fact which stimulated the interest in major brands to consider entering Second Life. Below (next page) is the age range spread for residents. Europe 37% Canada 3% Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 3
  • 4. The graph below shows the regional breakdown of fashion-themed world Stardoll. Rest of World 16% US 37% Also of note and further interest to brand owners is the fact that females account for 45% of users. A Europe surprising, yet valuable piece of information. So, a 43% combination of the average age and gender ratio has Canada 4% made brands realise that there are benefits to be reaped by developing metaverse marketing strategies. KZero has in-depth data and research available for a wide selection of virtual worlds and is best-placed Further analysis of the demographic profile of to make media planning and virtual world selection residents reveals that these people reside heavily decisions for marketers across the world. within the Innovator and Early Adopter groups. It will not be long before virtual world marketing Pre-December 2006, Innovators were the main types initiatives are promoted in TV, print and other inside Second Life, but, as explained by the Rogers mediums as promotion and then cross-promotion Technology Adoption Curve, Innovators act as a initiatives are used to attract as many visitors as catalyst for Early Adopters. Whereas Innovators are possible. very keen to trial new technologies, they have local social networks. There are even newspapers and magazines available now purely for virtual news stories and worlds. One The media landscape example is the Avastar - a metaverse red-top newspaper available via website and in Second Life. Second Life aside, marketers now have a wide range The newspaper (published two to three times a week) of options available to them. And, importantly, has stories about the latest virtual developments and traditional media planning techniques can now be just like real media, offers advertising space. used to select the most appropriate virtual world for the marketing objectives. Different worlds have widely different resident bases from a geographical perspective as well as different age ranges - as demonstrated by appendix one. Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 4
  • 5. Luxury brands in virtual worlds? However, referring back to the definition of luxury brands being priced comparatively higher than Firstly, let’s start with a definition of a luxury brand. A normal goods, this presents an interesting issue in luxury brand is ‘a product, service or good that is virtual worlds. priced higher than similar items in the same category typically due to a higher comparative quality’. The price of an average ‘item’ in Second Life is approx. $1 (USD) - in other words, low. And, many items Product categories which are more likely to contain deemed as being in the luxury category are within this luxury brands include clothing and accessories, price range. Couple to this the fact that in many watches and jewelry, automobiles and electronic instances, luxury is the norm in virtual worlds because products. of these pricing levels. In the context of virtual worlds, the clothing and So, an opportunity clearly exists to create uber-luxury accessories category contains the widest scope for real virtual goods by increasing the price of these items to world luxury brand owners. This is a factor of several position them as perceived luxury items. related variables. So what can brand owners of luxury goods do inside There is an extremely high demand for clothing and virtual worlds? These options can be broadly split into accessories in virtual worlds. This is because when two categories: brands with a physical product (for people first create their avatars, they are given a example, watch or jewelry brands) and those with standard ‘outfit’. more experience or emotive-based brands (such as Very soon after avatar creation, people realise they perfume). want to change their appearance to better reflect their The rationale for this split is based on the ability to digital identity and create differentiation, just like the engage the resident with the brand. real world. Because of this, there is already a high number of retail outlets in Second Life, for example, Brands with physical products such as watches or selling clothing related items. So, there’s an incumbent clothing do have the ability to accurately re-create demand and an already thriving marketplace. Stardoll their products (explained in greater detail in as another example has a thriving community of girls subsequent sections) and in most respects this is a (and women) interacting with clothing and valuable opportunity to explore. After all, as explained accessory-based virtual goods. in later sections, many luxury brands are already unofficially represented in Second Life - brand owners At this current stage of metabranding - creating need to make the decision whether or not they want products and services for virtual consumption, the to own these representations themselves. Second Life retailers selling the most products are not real world brands. Instead they are virtual brand However, the key for longer-term success in virtual owners, everyday people running virtual stores from worlds for physical (real world) luxury brands is their homes. Real world luxury brand owners are yet greater than re-creating their products - the to penetrate this popular market to a significant level. opportunity lies in solving virtual world problems Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 5
  • 6. with their brands of meeting a virtual consumption As shown below (left), the Apparel and Avatar need. Accessories categories are very well represented in Second Life. Between them there over 100,000 Non-physical brands such as perfumery have a different products available on SLExchange. different challenge - how can a fragrance be created virtually? Well, for now, it can’t! So the focus here has A question you may be asking yourself right now is: to be one of brand extension - creating concepts ‘Why do people actually want to which draw in residents with feelings towards the spend money on virtual goods?’ brand and creating experiences which leverage the The answer to this question is the primary key to values of the brand. explaining the major opportunities presented by Defining the marketplace metaverses. A virtual world is full of different people, different sexes, ages, genders and ethnicities . Before we start looking at the options available to Just like in the real world, people don’t want to all marketers in virtual worlds, it’s important to identity look the same - they want to create a digital identity and size the marketplace to determine which types of that reflects their real world person or demonstrates products (and therefore brands) are actively sold in how they choose to visualise their avatar. metaverses and the size of this market. Very shortly after an account (avatar) is created, the In terms of total financial transactions in Second Life, owner of the avatar wants to customise their on a daily basis over $1m (real US dollars) is appearance, hence the demand (and therefore supply) exchanged between parties involving over 12m of virtual items. individual transactions. Many avatars then go on to purchase land (if the Focussing on the product category, the chart above virtual world permits this). This then explains why right shows data obtained from SLexchange.com, a people also require items related to housing - their website that allows Second Life sellers to promote virtual house. their creations. Interestingly (and of interest to brand owners of At the end of December 2008, over 200,000 different female products), within the Apparel category, over products were available on SLexchange - a sizable 70% of the products available are for women. marketplace. Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 6
  • 7. So, clearly, females are more likely to be interested in Re-creating the brand experience purchasing virtual clothes. The graph above shows the breakdown of the over 51,000 Female Apparel In terms of being able to present brands within virtual products available in Second Life.So, the top three worlds, as the imagery in this section shows, it is categories of Women’s Apparel products available via possible to re-create (and create) products extremely SLexchange, are Dresses, Outfits and Footwear, accurately. accounting for almost 30,000 products. The images below are a selection of real- world luxury brands recreated in Second Life, officially and Looking at the Men’s Apparel segment, the graph unofficially. below shows the approx. 11,000 products available. Necklace, earrings and bracelet priced L$750 at Shiny Things, a virtual only retailer. Luxury watches by Hublot on display at Hublot Island. Within the Avatar Accessories category, there are also over 30,000 individual products. Breaking down this category a little further, over 47% of this product group reside in the Jewelry and Watches category - a key sector for luxury brands. Here is the breakdown of this group. Unofficial Gucci bags for sale at L$300. Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 7
  • 8. Unofficial Rayban Aviator sunglasses for sale at L$150. Official L’Oreal Paris make-up looks available for free across Second Life. Official Mercedes Benz C-Class available for test drive on Mercedes Island. Understanding the retail environment Real world brands wishing to enter virtual spaces need to understand that the retail environment is different to the real world. Firstly, in Second Life, many brands already exist unofficially. These in most cases have been created by Unofficial Lamborghini for sale at L$1,950. individuals who act as manufacturers and distributors. This means that typically an individual with say an interest in watches will recreate a real world watch using basic building blocks known as prims. These prims can be coloured (textured) and the assembled with other prims to create shapes. Once the overall watch shape has been created, the owner of the watch assigns a monetary value to it and Unofficial Apple Imac for sale at L$150. makes it available for sale. This involves changing the settings of the prim package to allow transfer from one person to another. Typically, these cottage industry creators will also have a shop to present their goods. Rather than setting up on private islands (which is the norm for real world companies) these people locate on the mainland areas in Second Life. Now it’s time to market. The most used method of promoting goods in Second Life is by assigning key Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 8
  • 9. words to the land hosting the virtual shop. These This then results in a package containing the product keywords are then referenced by the internal search being inserted (again) instantly into the inventory file engine. of the customer. When an avatar is looking for, for example ‘watches’ a And, here lies one of the biggest upsides of virtual search for this term will list all the areas of land in retailing - cost of sale and production. The packaged Second Life which have been set to include the word object (the product) can be purchased an infinite ‘watches’. number of times simply by avatars clicking and buying the display. There is a zero cost of sale involved. Clicking on any of the search results then results in an immediately teleport to that location. The avatar then Real brands in virtual worlds arrives in the shop and can travel around it looking for products. The following sections contain insight and assessment into real world luxury brands that have entered virtual Other virtual world platforms have other methods for worlds and established presences. attracting visitors to virtual worlds. Stardoll for example has a dedicated area called Starplaza to Product launches - Calvin Klein / Costa promote real world brands. They also make heavy use Cruises of on-site banner ads to drive traffic. Several companies have launched new products first into Second Life. These product launches have involved organised press and resident events supported by live bands and been supported by website and blogging based marketing communications. By way of demonstration, Calvin Klein was the “first global fragrance brand to launch in the virtual world of Second Life” with the virtual launch of IN2U. This Interestingly in Second Life, although it is a 3D fragrance was launched in the real world on March 21, platform, most virtual goods are presented in 2D 2007. format, as shown below. To support the launch in Second Life, CK held a ‘What are you in 2?” photography competition and gallery, encouraging residents who purchased the virtual perfume to participate. To answer the question posed earlier, CK has created virtual bottles (shown below) and residents can ‘spray’ themselves and generate a visualisation of the concept of wearing the perfume Clicking the image below right in the shop provides via animated bubbles surrounding the resident. the facility to instantly buy the owner of the object. Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 9
  • 10. Becoming increasingly popular are competitions in virtual worlds and for brands with products which are not easily transferrable, offer an excellent vehicle to get residents talking about and engaging in them. To illustrate, L’Oreal Paris ran a content to find the virtual face of Second Life. The Miss Second Life A sales mechanic was also integrated, with hyperlinks competition culminated in a virtual beauty pageant directly out of Second Life to a supporting e- and in true Miss World style the contestants were also commerce website (www. ckin2u.com). interviewed afterwards. On a slightly different theme, this time related to luxury travel , a great example of using Second Life on a tactical product launch basis is a recent campaign by Costa Cruises. The competition was also supported with beauty experts in-world offering real-world tips to interested residents. The winner of the competition received a The company re-created their latest one year supply of products. luxury liner, the Costa Serena in Second Life to coincide with the real world launch in France. The In December 2007, there was even a ‘Miss Second Life virtual effort allows visitors to explore the ship and get Universe’ competition. Representatives from 12 a feel for what it would be like to cruise on it, from countries participated in the virtual beauty pageant. anywhere in the world. The winner? Miss Greece. Competitions Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 10
  • 11. Metabranding - Armani and Aveda Metabranding is the term used to describe taking real world brand values and translating them into a virtual context. Here’s two examples of real world companies deploying metabrand strategies in Second Life. The virtual Armani store displays virtual versions of real world clothing as well as a small selection of Hair and beauty company Aveda in conjunction with items made specifically for virtual consumption. the Aveda Institute, created a range of coloured hair styles in Second Life. The products, available in Another benefit to this specific approach is in a way, a packages are available to purchase from a dedicated new type of customer experience. Avatars are able to shop on the mainland. explore a virtual version of real world place - visiting the Milan Armani store without actually being there. From a luxury brand goods and services , this may well turn into a powerful branding tool. Another example of this approach is explained in the next section. Bringing the brand closer - Rixos This approach shows that you haven’t always got to think big when considering a virtual world project. Rixos is a Turkish-based chain of luxury hotels. In This idea is simply yet effective because real world Second Life, they have created an island presenting a brand values have crossed over into the metaverse. typical layout of one of their hotels. Armani was another luxury brand to enter Second Life, launching in late September 2007. This allowed avatars to explore the various parts of the The company decided to recreate their flagship store hotel and learn about the design values associated in Milan on a dedicated island. The store is accurately with the brand. Another benefit is global exposure modeled on the real one and themed according to the due to the worldwide population make-up of Second different product ranges. Life. Eyup Kaplan, Web Marketing Manager at Rixos said: Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 11
  • 12. “The inspiring new trends and ever-growing number of Also, a large area of the island is dedicated to a super- global residents in SL drew our attention as a promising sized gallery of Hublot watches. This is a good horizon. With developing consumer and marketing example of using a virtual world platform to bring activity, SL will become an important world market.” consumers closer to products. Several other global hotel brands are now developing similar virtual tourism marketing initiatives. Limiting supply to create demand Brand extension (and enlargement) - As explained at the start of this case study, the pricing of virtual goods is very low. In fact, even (unofficial) Hublot goods carrying luxury brand logos and designs are In Early September 2007, Swiss watch manufacturer priced around the L$100 - L$500 level and Hublot became the first official watch brand in Second comparable to non-branded goods. Life. Note the use of term ‘official’. In fact, almost all of the popular real-world watch brands (Rolex, Omega, This pricing policy contradicts the real world prices Chanel, Breitling for example) are already available to typically associated with luxury brands, where by purchase in Second Life. definition they are more expensive than normal goods. So, where does this leave real world brands Hublot has a dedicated island in Second Life, designed wishing to enter the metaverse? to create a strongly branded customer experience. One option is to raise prices for virtual goods created by real world brands. Immediately this puts them in a luxury category. This option is yet to be seen in Second Life, however, a virtual operator has already deployed such a scheme - with much media coverage. Elexor Matador Jewelry , an in-world creator and store owner caused a stir when an unofficial version of a Cartier necklace set, the Himalia was created and It is themed into zones and promotes various aspects presented for sale in the shop. of the brand and its marketing programmes, such as sponsorships, product marketing and public relations. This campaign created attention for three reasons. Firstly, it was the first real example of virtual trademark infringement covered by real world media. Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 12
  • 13. Secondly the set was priced far higher than any other Johansson and Penelope Cruz. L’Oreal Paris promotes product in its category - L$10,000 (over $35 / £17). make-up looks associated with them and re-created them in Second Life, making them available for residents. These make-up looks were then stocked not on a dedicated island (like most real world brands chose) but instead partnered with existing virtual retailers (Metabrands) on the mainland areas of Second Life, resulting in significantly higher engagement levels with the brand. This technique maximised the existing Thirdly, even though (as explained earlier), Elexor distribution channels (retailers and therefore Matador could quite easily replicate the set as many consumers) in Second Life. times as required, only ten limited edition packages were made available. Additional brand-led activity included the creation of a gigantic handbag with supersized L’Oreal Paris The result? They were all sold and everyone knew products - another method of engaging residents in about it. Food for thought for real world luxury brand an interesting way. owners. Integrating and creating Opportunities also exist for luxury brand owners to take real world products/brands and integrate into a virtual platform. As a follow-up to the first L’Oreal Paris competition campaign, the company then deployed a second Focusing on virtual goods initiative (created by KZero) focussing on celebrity make-up looks. Stardoll is ideal for luxury brand owners in the clothing and accessories space. They have ready-made virtual stores within their Starplaza which are specifically designed to ease the integration of virtual goods based on real world items. DKNY and Sephora both offer virtual goods in Stardoll. Their stores are shown below. The DKNY store allows members to dress-up their avatars with the latest collection ranges. The company has a number of celebrity spokespeople who endorse specific products. These include Scarlett Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 13
  • 14. The Sephora store (shown on the next page) allows members to stylize their avatar appearance using a range of cosmetic products. A key benefit of marketing on Stardoll is the moodbook. This is integrated into every store and allows real-world imagery to be overlaid on top of the store. This then allows members to click out from Stardoll directly to the real-world website. K Zero has a dedicated media pack outlining the benefits of Stardoll and contains recent campaign metrics from these two brands. Another virtual world (newly launched) taking a slightly different approach to virtual goods is Digital Dollhouse (DDH). DDH is an immersive online playspace ideal for brands Advertising in the home furnishings, lifestyle and interior design Luxury brands in virtual worlds even have their own categories. media outlets, allowing advertising to take place for Members are given near photo-realistic rooms and metabrands just like the real world. able to customise them with high quality assets based A range of different magazines and websites exist on real-world assets. purely for the discussion and commentary (editorial) and promotion (advertising) of products These include furniture, floors, wallpapers, kitchen and (predominantly fashion-based) available for purchase bath appliances and other objects. Here’s a selection.... in virtual worlds such as Second Life. Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 14
  • 15. One of most popular magazines dedicated to virtual So, as well as providing a platform for commentary fashion is Second Style. This magazine has a dedicated about luxury brands, there’s also an available website and blog with the magazine itself available to mechanic for virtual retailers to create adverts to download via PDF and of course inside Second Life. promote their creations. And, as seen below these Here’s some recent covers. adverts carry luxury brand values. Shown below is a print ad taken from the L’Oreal Paris make-up looks campaign - a concept combining both real world and virtual worlds. Other media outlets include Linden Lifestyles, Aspire and Ensembly Challenged. Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 15
  • 16. Leveraging the advocates Parts of this case study has highlighted the prevalence of unofficial brands in Second Life. Indeed, at present, there are more unofficial real world brands in Second Life than official ones. So, what does this mean for the brand owners of these infringed properties? The KZero case study ‘ The 5 Rules of Virtual Brand Management’ fully explores and explains the options available to marketers in this scenario. Rather than seek to immediately remove unofficial versions of real world brands, a more longer term and potential valuable option is to actually work with and collaborate with the creators of the clones. Why? Because these people are much higher up the learning curve than real world marketers and have a lot more understanding of how best to position brands in a virtual environment. Shown in the graph below are the number of different shops selling a selection of real world brands in Second Life. None of these brands actually have official presences in virtual worlds, yet (Puma is about to be launched into Football Superstars). Luxury Brands in Virtual Worlds: A KZero Worldswide Case Study. Copyright 2006 - 2009 Page 16