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OTOinsight's "Corporate vs. Amateur Efforts in Second Life" Study Timely in Relation to Google's Launch of "Lively"

 
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OTOinsights has  just released the first t=zero report entitled “Serious Games for Marketing: Learnings from Corporate and Amateur Efforts in Second Life.”


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You can download the full report free of charge here

The team of Indiana University School of Informatic's researchers led by Shaowen Bardzell, Ph.D., Jeffrey Bardzell, PH.D., and Tyler Pace,released findings that compare player engagement in some of Second Life's most successful user-generated areas compared to some of the more ambitious corporate-sponsored efforts in Second Life.

Jeremi Karnell, Co-Founder and President of One to One Interactive, t=zero's parent company states:

"Our first publication, focused on Serious Games for Marketing, is meant to take a step back and objectively evaluate what worked and did not work in the rush to establish early footholds in Virtual World spaces. Our hope is that these findings will help guide future efforts as we see new entrants and innovations in that space, such as what we are seeing with Google's Lively and others."

ClickZ has picked it up here.

AdverLab picked it up here.

Future reports will focus on Online Games, Social Networks, and Amateur Multimedia.  Included will be insights gleaned from our Neuromarketing research group, Quantemo.

 

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