Idee da Toccare.com

giovedì 20 settembre 2007

Parliamo di web community

Ciao a tutti, per chi mi conosce bene può sembrare fin troppo facile parlare di marketing e adv sulle community perché nella mio attuale job mi occupo di questo però vorrei fare alcune considerazioni.

Second Life




Un po' di dati del mondo virtuale 3D inventato nel 2003 dalla società americana Linden Lab: i dati ufficiali parlano di 9 milioni di utenti residenti, in realtà gli utenti attivi sono molto di meno (circa 400 mila)

I dati sono abbastanza insignificanti come utenti registrati ed utenti unici in termini di ADV, ci sono molti siti che fanno molto di più.

A questo proposito vi allego una classifica ufficiale from http://gigaom.com/2007/06/13/top-ten-most-popular-mmos/

"he attention surrounding MMOs (massively multiplayer online worlds) has never been greater. But it’s not just role playing games along for the ride; non-game, avatar-driven virtual communities are just as popular, if not by more, and we’re not just talking Second Life here.

So in an effort to cut through the hype and glean some context, here are the most popular MMOs in terms of active users or subscribers, based on publicly available data. These titles may or may not be games, but the medium has expanded far beyond Tolkienesque fantasy worlds. They all are Mac-friendly/Web-based with exception of Guild Wars.

1. World of Warcraft, released 2004 - 8.5 million subscribers. While Habbo is giving Blizzard a run, the numbers generally support WoW as the biggest MMO in the world. Important qualification, though: only 4 million are based in the West and monthly subscribers, while its 4 million Chinese players only pay roughly 4 cents an hour to play it in Internet cafes.

2. Habbo Hotel, released 2000 - 7.5 million active users. The Finland-based “social game” MMO popular with teens and growing fast. Look out, Horde!

3. RuneScape, released 2001 - 5 million active users. A Java-based MMORPG operated by Jagex Ltd. with over nine million active free accounts. Boasts one million paying customers. Fancy that.

4. Club Penguin, released 2006 - 4 million active users. MMO for the kiddies developed by New Horizon Interactive. The game shares similarities with other social environments like Habbo Hotel.

5. Webkinz, released 2005 - 3.8 million active users. Here’s a novel idea: create beanie baby like stuffed animals, assign them a unique ID, then create an MMO portal in which kids can spend even more time using your product. When kids graduate from Club Penguin, they go to Webkinz (or so I’m told.)

6. Gaia Online, released 2003 - 2 million active users. Not quite an MMO, not quite a social site, but founder Derek Liu has openly stated the networks desire to focus on social gaming. Forums make up 30% of the current site activity.

7. Guild Wars, released 2005 - 2 million active users. Another MMORPG made by the popular NCsoft out of South Korea. No Mac love here, but a lot of active users.

8. Puzzle Pirates, released 2003 - 1.5 million active users**. Published by Ubisoft and developed by indy king Three Rings, Puzzle Pirates merges casual games with a rising interest in pirate culture. Puffy shirt aside, it’s working like a charm.

9. Lineage I/II, released 1998 - 1 million subscribers. Published by South Koreas NCsoft, Lineage was once the most popular MMO of its day. At one point total active users peaked at 3 million. A Western release in 2002 mostly fizzled.

10. Second Life, released 2003 - 500,000 active users. No introduction needed here. Created by Linden Lab, this virtual world features a rabid fan base, inflated numbers, a high influx of corporate doppelgangers, and lots of digital genitals. First life optional.



Second Life è solo decima!!!

L'idea di partenza non è male: un mondo parallelo dove gli utenti possono esercitare una nuova vita con nuove amicizie, case, lavoro e amori.

In realtà nascono dei problemi perché:

* $$$ comprare terreni per fare ---> primo limite
* guadagna chi sviluppa gli script e non le aziende che investono
* problemi di sicurezza: pedofilia, terrorismo, pedopornografia
* esportiamo nella vita reale il peggio della ns società

Ho evidenziato solo alcuni aspetti ovviamente resta un luogo in cui sperimentare.

Oggi le aziende devono continuare a considerare la comunicazione come fattore permanente e strategico di successo, questo vale anche nel web.

Dovete coinvolgere i vostri brands nella vita degli utenti, divertire e giocare, renderli unici e affidabili, investire sul web non vuol dire "spalmare il budget su più siti"

Rendersi unici anche nel web è un fattore di successo!!!

Differenziarsi e coinvolgere.

Franco