Shareholder Meetings in Second Life?

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An article in the Wall Street Journal reported that ArcelorMittal, one of the world’s largest steel makers, hosted its shareholder meeting in the virtual world of Second Life this week.

The goal, according to the article, was to attract, “a younger generation of investors.” I suspect the actual goal was to generate media coverage around an event that traditionally receives little to no attention. And to that end, I guess it worked.

Or did it?

Participating in a virtual community, whether we’re talking about blogs, social networks or virtual worlds, requires that we ask many of the same questions we ask when developing a more traditional PR plan, such as determining the audience and objectives.

The results, though, can’t be measured with a print or broadcast story. They are seen over time, as new relationships are forged with online communities and conversations are ignited that would otherwise never happen.

My guess is that ArcelorMittal wanted to do something “totally unique,” and in this case, might have tried to run before they were walking.

The shareholder meeting was yesterday, and I haven’t found one reference to it in the blogosphere or anywhere else online. No mention on the virtual world or financial blogs. No Flickr photos from the event. No follow-up communications from the company. No Twitter references.

If I were evaluating the success of this event, here are some of the questions I would consider:

  • Did the participants learn something about our company or our culture that they couldn’t have found elsewhere?
  • Were we able to interact with our audience and discover things about them that we weren’t able to do by other means?
  • Are we now part of conversations that would otherwise have excluded us, and are these conversations that we want to be a part of?
  • Was the return appropriate to the size of our investment, both in time and budget?

This post isn’t intended to bash ArcelorMittal’s efforts, but to help other companies considering similar events to think strategically about how they approach peer media rather than just jumping on the bandwagon.

I hope someone from the company reads this post and responds - not to prove me wrong or to defend themselves -  but simply to participate in a conversation that they started.

- Aaron Uhrmacher, NYC

Students & Social Media: The Future is Bright

Doc_colloquium_20071_ptak1_2I was recently invited by the communication department at Rochester Institute of Technology to give a brief lecture on the for-profit public relations milieu. It's been so long since I was back at college that the students made me feel a bit like an old man. Nevertheless, I persevered through my presentation on what agency PR is, what corporate PR is, and what Text 100 has to offer. In particular, I pointed out how Text 100's peer media practice and Second Life expertise is a big differentiator for us. You could feel the interest level in the room perk right up.

Text 100 isn't new to the peer media landscape, especially not as the first PR firm to have a presence in Second Life. But these students have been utilizing all kinds of peer media for years now. When I was in school, AOL Instant Messenger was all the rage. But now with the advent of YouTube, MySpace, FaceBook, Friendster and a cadre of other tools and applications, the students sitting before me in the auditorium were no newbies (read: "n00bs") to online social environments.

But the interest they showed in Second Life was really astounding. While only a dozen raised their hands as actually active in-world, I think many more were able to grasp the scale of the SL economy and the opportunity for building brand awareness through PR. After my presentation, Dr. Susan Barnes from RIT told me they were offering a class in conjunction with RIT's Lab for Social Computing for winter quarter focusing solely on Second Life.

In the end, it was great to see so many young students so excited about PR and the future opportunities for the field. Based on the acumen demonstrated in post-presentation questions many of them brought to me, I'd say the future is in good hands.

Kevin Ptak

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The Role of Public Relations in Virtual Worlds

There was a post last week on the blog Metaversed about the role of press relations in Second Life, which was inspired by the author's experience at a virtual world press event. From the resulting discussion (in which I expressed some of my opinions), it's evident that there remains a lot of confusion about what role public relations practitioners can play in virtual worlds.

When we launched Text 100 Island in Second Life, many of us here imagined the different ways immersive environments could be used to foster communication between communities, employees, the media and brand enthusiasts, but it was largely hypothetical.

We maintained that the ultimate value of virtual worlds was not just the initial wave of coverage from establishing a presence, but rather from the sustained engagement of the community. My colleague, Dr. Georg Kolb, presented to a group called the Kuurian Expedition in Second Life earlier this year emphasizing the benefits of this strategy.

Now, 10 months on, we’ve learned a tremendous amount by being a part of the SL community. We’ve held internal company meetings with Texties worldwide, our employees have participated in over a hundred different SL community events, we’ve made virtual presentations to universities all over the world and we have facilitated trade shows and other events in partnership with our clients.

But unlike the development firms and the marketing companies that have laid claim to Second Life’s growth, the role that public relations companies can play remains more nebulous. So to learn more about public relations and communications in this space, it’s important to first explore the evolution of the corporate presence in Second Life:

Phase One: similar to the first days of the Internet when having a website was more important than whether it was used, it was more important to have land in Second Life than to actually develop it. So, many large corporations simply built an island with basic features and relied on their PR firms to leverage the general hype surrounding Second Life to generate mainstream media coverage. Most of these companies had a launch event to celebrate their arrival and then quietly disappeared, leaving their island untended and deserted. Not surprisingly, this approach often drew the ire of the existing SL community, resulting in a backlash against some of those companies, which took the form of in-world griefing and negative discussions in the blogosphere.

Phase Two: companies that launched as part of the second wave learned from their predecessors and the resulting media attention.  Many relied on their developers or hired greeters to staff the island and host events on an ongoing basis. It was more challenging to secure national media for the story, but companies that came up with innovative uses for virtual worlds still had a storyline that PR companies could use to pique the interest of reporters. The resulting press attention often focused more on industry trade and regional news sources, and the coverage was overwhelmingly positive.

Phase three: The hype of entering Second Life subsided, but that hasn’t stopped more companies, cities and even governments from entering with gusto. Today, cross-world publicity is still possible and still interesting. But the newcomers are held to a higher standard than the first entrants, as are the development firms with which they work.  The bar has been raised, and the story is about what these companies are doing as part of a sustained effort to engage the growing SL user base. To generate media interest, companies can't just replicate real life. They have to provide a unique new experience for individuals, allowing them to engage with the brands in a different way.

The other thing we're seeing in this third phase is the interest in using virtual worlds for internal collaboration, as evidenced by Fidelity Investments and IBM, a client of Text 100.

In real life (RL), public relations professionals facilitate the relationships between our clients and their core constituencies, including shareholders, customers, the media and other influencers. We hold press conferences, we help organize live events and we provide opportunities for clients to further engage the communities that matter most to them. This is what we excel at, and this is the same role we can play in virtual worlds.

What I’ve witnessed is that virtual worlds allow us to inject more creativity in to our work, and to infuse the mundane with the extraordinary. Imagine holding an event on your client’s island inside a gigantic replica of the product you’re announcing, inviting both the media and customers. For a moment, think about what would happen if you could literally walk someone through the inner workings of your company’s new consumer electronics device illustrating the unique properties of your offering. Much of this has already happened, and this is just the beginning. But what this does is give avatars a new experience with your company, which goes a long way in shaping its perception in a new way.

As virtual worlds mature and the features become more robust (for example, the much anticipated introduction of VOIP in SL), the tactics companies will employ to foster their communities using a place like Second Life becomes more plausible. Whether we’re talking about hosting events, international gatherings, virtual trade shows, user group meetings or product demonstrations, public relations will be key to that success.

This is a very exciting time to be in public relations, and with the dynamic growth of social networking and virtual worlds over the last year or so, burgeoning online communities are more vital than ever to a company’s communications strategy.

So what do you think: What role will public relations play in the development of virtual world communities?

- Aaron Uhrmacher, Text 100

A Virtual Presentation to a Virtual Class

Ithaca2 Today I had the pleasure of speaking to Kim Gregson’s Ithaca College class on audience research. We met up in Second Life, which saved me a trip upstate! There was quite an impressive turnout for a 9 AM class (about 20 students) and I was surprised how quickly everyone was able to get in and get situated.

It was by far the easiest meeting I’ve participated in lately. There were very few interruptions, the students asked thoughtful questions in a pretty orderly way and whenever a student's avatar went to sleep (i.e went “away”), the student was quick to show he or she was listening by activating it again.

After my overview of Text 100, I talked about businesses in Second Life. We discussed how some businesses are choosing to replicate their real world products/buildings while others are trying to imagine their businesses in new ways.  I took a couple of questions from students ranging from griefing to permission marketing. The whole thing lasted about half an hour, which I think is a good amount of time for a presentation where the audience is mostly just sitting and listening.

I tried to ask questions throughout to make it more interactive and took a picture at the end. These types of sessions are important on many levels. As an educational tool, I have to give huge kudos to Kim for getting her class involved and forcing them to create avatars and interact. The more time one spends actually participating in Second Life, the easier it gets.

I’m continually fascinated by the different ways that universities and other educational institutions are experimenting with Second Life. Thanks to Kim for inviting me!

The Impact of Voice Chat for Businesses in Second Life

Smiddy_screams This week, Linden Lab announced that Second Life residents will soon have the ability to communicate via voice chat in-world. Until now, using voice meant cobbling together makeshift systems, which often involved a combination of third party services. A few companies also offered limited voice chat capabilities in-world, including Second Talk (Skype based) and Vivox that were based on the avatar’s proximity to the client’s station and limited to a group of five. Linden Lab has partnered with Vivox and Diamondware to provide a new way for residents to interact with voice that promises to revolutionize virtual world communications. Congrats to Vivox on landing this deal. I would have thought a Telco (maybe Telus?) would have seized this opportunity, but I’m glad to see a start-up get in there and make this happen.

If you’re looking to try out the Vivox service, there are already several places in SL where their current offering is available. This is different from what was announced, but it gives you a sense of the voice capabilities that exist.

There are a lot of implications on how this new offering will affect the social landscape, but I’m going to focus for this post on the implications of chat for corporate business in Second Life.

Language: With more than 65% of Second Life accounts originating outside the US, language is an obvious hurdle to community building and business interactions. SL resident Max Case came up with a very effective tool to overcome that hurdle in text chat with the Babbler, a device that allowed avatars to easily chat by translating the text in to their respective languages in real time. I used it often to show non-English speaking/typing avatars around our island. But voice presents a new challenge. Initially, I think businesses will continue to use text for common interactions. Voice will likely also bring people speaking the same language closer together, creating new communities. This also presents opportunities for larger companies to showcase their global nature. Text 100 has 30 offices worldwide, and it will be fun to visit our Island and hear several different languages being spoken simultaneously. It will also allow us to change our presence and improve our assistance to clients and prospects.

Immediacy: Executives are strapped for time and many feel it’s too laborious to type out conversations in real time. With text, you can dip out of the conversation, take a call or reply to an email and then go back to Second Life and see what you’ve missed in the chat history. But you can’t do that with voice chat. It will dramatically affect the quality of the conversations. No more stilted text and no more playing catch-up. Rather than trying to express one’s self with the least amount of writing, one will be able to speak more naturally allowing a more fluid conversational dynamic. I imagine all this will enable business executives to participate in SL with a much lower pain threshold. It will hopefully increase their willingness to spend time immersed in the world, yielding more fruitful interactions with customers and partners.

Meetings: Thus far, we still use PowerPoint presentations to hold real-time meetings in SL. Often the leader will use Skype, but if there are more than five participants, the others can only listen and communicate via text chat. While Skype helped, the conversation was still largely one to many. There was no effective way to converse with the presenter. Chat will ease that burden and help to facilitate more effective team meetings. They will be faster. They will be more participatory. It will also improve communications among employees from different parts of the country in a way that even web conferencing was unable to do, which goes a long way towards making Second life a truly immersive environment.

Events: When I explain how the Second Life event experience differs from a web meeting or conference call to business executives, they are often perplexed. At the MacArthur Foundation launch event, we were able to bring people in to the discussion that would otherwise not have been able to participate because of geography. We could also facilitate an entirely separate discussion that served as an extension of what was happening in real life. I also talk about the visceral reaction you have to someone standing next to you, chatting. I try to describe the way that the same pressure you have in a social situations when someone approaches you at a party and begins talking to you apply to a virtual world event as well. But without voice, it’s not equivocal. The chat feature will serve to enhance the reality of the virtual world experience by truly putting you in the same room that so far can only be achieved in real life. Of course, the person standing next to you might still look like a cat wearing an army jacket and red skirt, but that’s awesome.

Training: We have close to 90 employees in Second Life from our offices around the world. In order to introduce SL and the business proposition that we offer, the peer media team has created scripts and other materials to facilitate a better understanding of virtual worlds. Now, with the ability to communicate via voice, the training sessions should be a lot easier and the adoption by employees even more natural. It’s easier to answer questions on the go without having to wait for people to type out their questions. Answers can be more thoughtful and detailed without extending the length of the training sessions. And for companies that want to use Second Life for training purposes, it will allow them to better simulate actual training scenarios.

Guided tours: Text 100 offers customized guided tours of Second Life for business prospects and clients. The difficulty in these tours is that most interested executives haven’t actually been in Second Life before. Because of the orientation process and learning curve, many opt to have me show them around while they watch via a web conferencing host. Although the analogy isn’t entirely accurate, I think it’s like playing video games vs. watching someone else play video games (though SL is not a game). Chat will make it easier for me to help guide new visitors around, make introductions and facilitate improved group interactions.

What are your thoughts? Am I off base here? How do you see voice chat affecting corporate business in SL?

Text 100 Launches Expo Space and New Game in Second Life

Getset_2 One of the fun parts about having a virtual office in Second Life is the ability to constantly remodel, reshape and rebuild the space as the platform evolves and as we find more ways to integrate it in to our work.

Today we launched a new wing to our Welcome Center in the form of an Exhibition Space. I have to say, it looks fantastic. To kick it off, we’ve invited some of Second Life’s game designers to showcase their creations.

Among other things, the Expo Space will be home to a rotating display of Second Life community talent, whether it’s scripters, builders, designers or entrepreneurs. Our goal is to help bring different parts of the SL community together on an ongoing basis. We will have some upcoming presentations and other events to round out the Expo, so stay tuned.

As part of this first effort, Text 100 is releasing a game of our own called Get Set: The Name Game. It’s easy to learn and a lot of fun. 

The goal is to meet new people and explore SL as you hunt for avatar names to get pairs and points.  Think of it as a worldwide icebreaker without the awkward goodbyes.

Please stop by to check out all these games and help spread the word!

Special thanks to Rez Menoptra, Digi Vox and the rest of the ESC team for their help in bringing this vision to life.

- Aaron Uhrmacher (Smiddy Smails in SL)