Yes, I can announce that the Anomaly avatars have left the building … their “Company HQ” in the Tenjin sim has been vacated. Unbeknownst to many (they didn’t talk about it much) Anomaly were actually fairly early adopters of Second Life. They bought a plot (near to PSFK Island, as it ‘appens) back in 2005 I think. If they called themselves an Ad Agency, they could probably claim to be the first to have built an office in this part of the metaverse. I discussed it briefly with Anomaly partner Johnny Vulkan, who by that stage was fairly dismissive of the opportunities the virtual world offered marketers. Their only client to venture in to Second Life was Enviga (against Anomaly’s advice). Enviga eventually built a large green Enviga-drinking robot in Anomaly HQ and left it at that.
Purple pundit Piers Fawkes of PSFK (indulge me in my aliteration) was also eventually underwhelmed by Second Life. Anomaly neighbour and virtual pioneer Piers at one stage referred to himself as a “big time property developer” and “marketing consultant” in Second Life. He was quoted some time later as saying that “Second Life [wasn’t] much good for marketers“, presumably something he had learnt from experience. That said, his (rather ramshackle looking, slightly vandalised) virtual island HQ remains.
Who else is left? Crayon’s slightly stalinist-looking and underpopulated sim (traffic count: 32) remains. Crayon claimed to be the first agency to launch in Second Life (and indeed, the launch itself was actually held there). To my knowledge Crayon’s only Second Life client engagement was Coke’s Virtual Thirst, an effort which received mixed reviews at best.
BBH built a (rather bland looking) office back in 2006 – also claiming to be the “first” – and said office for the moment is still there. It actually looks fairly well maintained, if unevolved and sterile. The only evidence of client involvement is a rather large Levi’s poster.
My views on marketing through Second Life? Well, I’d start by saying “don’t knock it until you’ve tried it”. There seems to be a dichotomy between those who piled in to Second Life without thinking it through particularly well (net result: lots of money spent and little to show) and those who rejected it out of hand (net result: nothing spent and nothing learned).
As with any marketing experience, success depends on objectives. Want to reach a lot of people quickly? Second Life probably isn’t for you. Want to reach and connect with tech-savvy 30-something virtual world enthusiasts (hey, someone might) then it might make sense.