Description : In 2007-2008, many brands and companies flocked to Second Life to build a virtual presence, which spiked, peaked, and created somewhat of a backlash and ultimately a bit of a retreat in the process. By mid-2009, virtual worlds were realizing a comeback of sorts. In July 2009, virtual worlds consultancy kzero.co.ukreported that membership of virtual worlds grew by 39% in the second quarter of 2009 to an estimated 579 million. World of Warcraft, Entropia Universe, Habbo Hotel, Club Penguin and Second Life are respectively posting profits powered by those who were intent on getting a “second” life.
Tags: pr, pr+2.0, pr2.0, public+relations, Marketing, advertising, interactive, social+media, socialmedia, brian+solis, Social, media, media2.0, media+2.0, 2.0, smo, social+media+optimization, marcom, communication, publicity, Spin, brand, BRANDING, virtual+world, secondlife, neopets, clubpenguin, Facebook, myspace, twitter, kzero, habbo
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