Johan
05-25-2006, 11:25 AM
Business Week Online (http://www.businessweek.com/) has an article (http://www.businessweek.com/technology/content/may2006/tc20060515_945235.htm?campaign_id=search) on a San Francisco based startup, Doppleganger, and its plans to tap the virtually unlimited possibilities for advertising aimed at teenagers within virtual worlds.
"Doppelganger has so far proven popular with venture capitalists, having last year raised $11 million from investors...(a) Doppelganger board member, says the site has the potential to make "relationships in the real world spill over to take on meaning or substance in the virtual world as well."
I wonder...with in-game advertising and product promotional tie-ins apparently limited only by the creativity of developers and advertisers, when does the gamer's participation become less a game and more like watching advertisements all day long? Does it really matter, if the gamer chooses to participate? And how will they actually keep the environment suitable for teens (i.e...clean...which they state is a goal) if they actually have teens in their virtual world ? ;)
"Doppelganger has so far proven popular with venture capitalists, having last year raised $11 million from investors...(a) Doppelganger board member, says the site has the potential to make "relationships in the real world spill over to take on meaning or substance in the virtual world as well."
I wonder...with in-game advertising and product promotional tie-ins apparently limited only by the creativity of developers and advertisers, when does the gamer's participation become less a game and more like watching advertisements all day long? Does it really matter, if the gamer chooses to participate? And how will they actually keep the environment suitable for teens (i.e...clean...which they state is a goal) if they actually have teens in their virtual world ? ;)