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Second Life users (also called residents) create virtual representations of themselves, called avatars, and are able to interact with places, objects, and other avatars.They can explore the world (known as the grid), meet other residents, socialize, participate in individual and group activities, build, create, shop, and trade virtual property and services with one another. This natural bust beauty has been one of your favorite girls on NNC for a while.

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And they represent a huge population of “shadow” customers who can be analyzed, segmented, and targeted.In this article, which expands upon an item in “The HBR List: Breakthrough Ideas for 2006” (HBR February 2006), the author examines early efforts to market real-world products in virtual worlds.He argues that companies need to quickly look beyond the market itself and think about the potential customer, which may be the avatar rather than its creator.The experience of living through another self is most powerful in so-called massively multiplayer online role-playing games, which enable thousands of people to interact simultaneously within the same three-dimensional virtual world.In such settings, participants effectively become the avatars they’ve created, looking out through their eyes and engaging with other such beings.

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