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2008 - Marketing Educators' Association

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LEVERAGING NEW TECHNOLOGIES FOR MARKETING EDUCATION: STRATEGIES<br />

FOR USING VIRTUAL WORLDS FOR REAL-LIFE EDUCATION<br />

Wendy Bryce Wilhelm, Western Washington University, College of Business and Economics,<br />

Bellingham, WA 98225; wendy.wilhelm@wwu.edu<br />

OVERVIEW<br />

Online 3D virtual worlds provide new ways to create,<br />

socialize, and collaborate, as well as new ways to<br />

teach and learn online. Second Life is a virtual world<br />

and developing economy that has its own currency,<br />

residents, businesses, media, and educational<br />

institutions. Created in 2003 by Linden Labs, it has<br />

grown rapidly to as many as 6.7 million or more<br />

unique residents. Many real-world companies (e.g.,<br />

Toyota, Reebok) and universities (e.g., Harvard,<br />

INSEAD) have established a presence in SL. The<br />

purpose of this presentation is to provide marketing<br />

educators with a better understanding of what virtual<br />

worlds like Second Life are and how marketing<br />

educators can use them as a platform for business<br />

simulations, new media studies, and student/faculty<br />

collaboration.<br />

RELEVANCE TO MARKETING EDUCATION<br />

Many mainstream real-world marketers and IMC<br />

agencies have a presence in SL, engaging in<br />

traditional marketing activities such as test marketing<br />

new products prior to introducing them real-world<br />

(Starwood hotels), advertising (on SL television<br />

networks or newspapers), holding events to generate<br />

product buzz (Sears), and even introducing new<br />

products on SL prior to their real-world release. The<br />

Electric Sheep Company, a content development firm<br />

that builds SL homes, resorts, malls, etc., recently<br />

sponsored a business-plan contest whose winner<br />

was a plan for an SL marketing research company<br />

that would help real-world companies decide whether<br />

to invest in an in-world presence.<br />

Virtual worlds such as Second Life offer unique<br />

qualities for educators: immersion, shared presence,<br />

and shared experience. They are engaging for the<br />

Net Gen students who have grown up online and with<br />

video games and are accustomed to interacting via<br />

avatars in online 3D immersive environments. Net<br />

Gen students have become accustomed to, and will<br />

expect to be involved in, the creation of their own<br />

media content, thanks to the Web 2.0 revolution.<br />

ABSTRACT<br />

104<br />

While many universities have established virtual<br />

campuses in SL, very few business schools or<br />

marketing courses currently have an in-world<br />

location. As might be expected, disciplines such as<br />

computer science, engineering, and internet/new<br />

media studies dominate SL.<br />

SL provides a unique and flexible platform for<br />

marketing educators because students can move out<br />

into the world-at-large and engage in authentic<br />

projects in contexts that have relevance for them.<br />

For example, in SL students can:<br />

• build a retail space where they can design and<br />

sell clothes, furniture, real estate;<br />

• learn how to organize and run events;<br />

• design and test market new products/services;<br />

• do social and ethnographic research with any of<br />

the communities and subcultures within the<br />

virtual world;<br />

• study a new language and culture in an environ-<br />

ment that reflects the culture, interacting with<br />

native speakers; and<br />

• create integrated marketing communications<br />

(IMC) plans using in-world media, including SEM,<br />

billboards, television, and blogs.<br />

CHALLENGES<br />

Challenges associated with incorporating SL into<br />

marketing pedagogy include: high-end technical<br />

requirements, cost, accessibility issues, steep<br />

learning curves, closed proprietary systems, legal<br />

grey areas (e.g., intellectual property, virtual<br />

economies, avatar rights), and student validation and<br />

control (virtual worlds have a reputation for being<br />

addictive).<br />

Assuming these challenges can be overcome, now is<br />

the time for marketing educators to be “pioneers,” to<br />

actively incorporate virtual worlds into marketing<br />

pedagogy. <strong>Marketing</strong> practitioners are rapidly moving<br />

into this space, and to remain competitive, our<br />

marketing students need to learn how to apply their<br />

real-world skills in a virtual world such as Second<br />

Life.

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