Wednesday 2 January 2008

Virtual World Marketing Gets Reality Check in 2007

It was a year of ups and downs for virtual worlds, as well as the companies that jumped on the bandwagon of creating virtual advertising and branded worlds. As 2007 began, the virtual world environment Second Life was riding high on a wave of interest from users and advertisers, but as time went on, many marketers and agencies began to question the return on investment of their virtual projects. More from ClickZ here.

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I am director of the Media and Persuasive Communication (MPC) network at Bangor University where I also lecture on political-economy of the media. I am currently working on a book provisionally titled Deconstructing Privacy for Peter Lang and leading two empirical projects in connection with privacy perception and the use of new media for smoking cessation. I am author of Creativity and Advertising: Affect, Events and Process (Routledge, 2013); The Mood of Information: A Critique of Behavioural Advertising (Continuum, 2011); and Digital Advertising (Palgrave-MacMillan, 2009). Please contact me at mcstay@bangor.ac.uk if you are interested in Ph.D supervision or consultancy services.