How sad, on Maundy Thursday, too—all manner of failures: Second Life marketing = failure: GigaOM outlines 3 Reasons Why Marketing in Second Life Doesn’t Work. Oh, good. Now that he’s taken care of that fad, I can go back to bashing covering mobile marketing. Johnson & Johnson’s Ortho Evra: The patch itself has been quite effective at preventing pregnancy, but the company is embroiled with lawsuits over the accompanying
War Games, as it turns out, is more than just an early Matthew Broderick movie. They’re a series of events involving prominent business schools, including Harvard, MIT and the London Business School. In the past, these war games have accurately predicted events like the AOL/Google search deal, “the game of digital entertainment supremacy last year, which was iPod versus News Corp. versus Microsoft versus Vodafone or Verizon, that Ap
Forget what your mother told you: start giving away the milk for free, and some people will still buy the cow. (If this were about video, I’d say, “Give the milk away, and make tons more money than you could from selling the milk by slapping some ads on the cow.” Anyway…) Everyone’s sweetheart, Linden Lab, creators of Second Life, is the featured case study for MarketingSherpa (free access until Wednesday, so hurry if you want to read it!). The study details how Linden Lab’s use of a hybrid “freemium” content model actually improved their paid subscription rate. Did you sign up for Second Life before September 2005? Way back then, a basic lifetime membership was $9.95. Premium memberships, which enable you to own land in the virtual world, started at $10/month. Linden experimented with their sign up procedure to see what would happen if they eliminated the $9.95 basic membership fee.