From the Telstra media release 9 March 2007
“BigPond enters “Second Life” virtual world – BigPond today launched Australia’s first major corporate presence in the online virtual world, Second Life, with the unveiling of ‘The Pond’. The Pond features islands with uniquely Australian themes and recreations of iconic Australian landmarks such as the Sydney Harbour Bridge, the Sydney Opera House, the Outback and Uluru. On the islands, ‘avatars’, the 3D virtual characters that people create to represent themselves in Second Life, can enjoy a range of activities including car racing, scuba diving and ice skating. At The Pond, avatars can socialise, join communities with shared interests, go shopping together at The Dome Shopping Mall, and even go dancing at the Illusion Club. They can take a boat trip or relax and have a drink in the Outback Billabong Bar. The 3D nature of Second Life enables full participation – so avatars won’t just look at the Sydney Harbour Bridge, they’ll climb it…This project was developed and produced by Gary Hayes…”
Built very quickly over 5 weeks in Jan/Feb 2007 and launched in March 2007, it was within months the most popular branded group sims in Second Life.
The 11 island build designed, produced and created wholey by Gary Hayes was notable for its rich organic design, functional builds and naturalistic places to socialise, shop, view media and explore. The Billabong Bar and Uluru sims were for the first year the most densely trafficâ€™d branded area in Second Life and with community input it has grown even more.
Gary facilitated BigPond only registration using 6 dedicated orientation islands and in July 07 set up the first 3 residential islands. Initial interest was sparked by the diversity on the main central islands with race tracks, boating, art installations, underwater zones and various Australian Icons. It reached the 40-50k per week traffic figure (where it has remained as an average) when Gary was the only developer up to Sep 2007.
ADDITION TWO YEARS LATER!: A recent article (printed below) in ITWire covers the success of this creation. This item appeared following my presentation at the Online Distribution and Business Collaboration conference from November 2008 in which I hurriedly went through some good inworld and game marketing case studies. Kathryn Small here picked up on why Australiaâ€™s BigPond is working really well – and no, it is not all about the broadband capping situation in Australia. Most of the regular inhabitants are on other ISPâ€™s – anyway the article covers my thoughts on this and I have a much longer analysis with stats for the nearly 2 years it has been active, in the pipeline. (Also worth mentioning something about the item at the start of this one – Tourism Victoria didnâ€™t withdraw its funding, Multimedia Victoria requested I take down a temporary â€˜trialâ€™ build of Melbourne Laneways – which had an original 3 month â€˜learn as we goâ€™ tenure on ABC Island. Otherwise a good item below.
Despite reports, Telstra and Second Life remain inseparable
By Kathryn Small 28 November 2008 02:20PM
Itâ€™s a match made in heaven: Telstra is Australiaâ€™s biggest telco and ISP, while Second Life is one of the worldâ€™s hottest social networking tools. So when the media reported that â€œthe game was almost overâ€ for Second Life, Telstra was quick to defend its investment.
Recently, Tourism Victoria withdrew its advertising funding from Second Lifeâ€™s ABC Island. This prompted Deacons technology and media partner Nick Abrahams to comment to The Australian that â€œthe drop in commercial interest in Second Life had been noticeable over the past nine monthsâ€.
Abrahams said that at any given time, fewer than a couple of hundred Australians might be in Second Life.
But virtual worlds expert Gary Hayes said that virtual world ratings should be measured in engagement and user hours, not just hits.
â€œImmersive online experiences need new metrics, and marketeers and academics are realising that social worlds do provide the potential for very high dwell figures,â€ said Hayes.
â€œFacebook has 65 million users on for just four hours per month. 132 Americans watch YouTube but they watch only about five minutes per day or 2.5 hours per month,â€ said Hayes.
â€œSecond Life (and other social virtual worlds) has the highest rates of loyalty and stickiness of any social network generation, more than 50 hours per month per user.â€
Hayes said that Telstraâ€™s islands, known as The Pond, had a steady stream of around 50-100 users at any given time.
Telstra spokesperson Peter Habib quoted figures compiled by The Project Factory which said that BigPondâ€™s islands were the most popular in Second Life.
The Ponds were founded in March 2007 with 11 islands (now 16) which have hosted virtual concerts, ANZAC Day commemorations and even New Year and Australia Day events.
BigPond recently hosted an AUSTAFE event which involved live streaming of the event from Adelaide into Second Life.
The Ponds also contains five residential islands for users to build themselves virtual real estate to live in, at near 100 per cent occupancy.
Telstra spokesperson Peter Habib told iTnews, â€œBigPondâ€™s commitment to innovation, interactivity and entertainment in Second Life is a key part of our success.â€
Habib said that BigPond has opened a virtual in-world service kiosk that allows Second Life users to interact with BigPond customer service staff in a virtual way.
Hayes said that The Pondâ€™s approach to customers differentiated it from many other brands.
â€œThe real success of The Pond is more about the regular events, the creativity of the builders who often come from the community, elements of nationalism, and many of the organic spaces that promote stickiness by their â€˜ambienceâ€™ rather than superficial interactivity. This has been a real differentiator.â€™
Habib dismissed the concerns of other providers with success on Second Life.
â€œWhile other companies may not share BigPondâ€™s successes, we are more than pleased with the popularity of our Second Life islands.â€
Hayes said that companies might not succeed in Second Life for two reasons. First, that many brands were brought into Second Life for the wrong reasons, and with misunderstandings about the social network. â€œYou cannot build into a social network and not be social,â€ said Hayes. â€œEarly entrants simply did not act human; they acted like a corporation, and built clones of the real world, and didnâ€™t think experientally.â€
Second, Hayes said that companies needed to change their offering to virtual customers.
â€œWe are seeing the natural exodus of â€˜showroom, build-it-big-and-boringâ€™ brands and the settling of second generation â€˜socialâ€™ and â€˜purposefulâ€™ brands. So The Pond, Accenture, Playboy, The L Word, and about five other key brands are really getting to grips with setting up a virtual base in a social world.â€
John Brand, research director at Hydrasight, agreed.
â€œOnly organisations who want to be perceived as â€˜bleeding edgeâ€™ should ever have been involved in Second Life in the first place,â€ said Brand.
â€œNow that Second Life is entering its relative teenage years (measured in Internet years at least), the early adopter bandwagon has well and truly been jumped on.â€
But Brand (edit: Hayes) noted that Second Life is not the only virtual world.
â€œThere are at least 50 other mainstream entities and the total audience (according to a trusted site on this topic, KZero) is well over 300 million. In the second quarter of 2008, $161 million was invested in 14 virtual worlds, in the first quarter $184 million put into 23 virtual worlds, so the total this year alone is $345 million across 37 new worlds.
â€œAustralia is a tiny market compared with Europe, Asia, South America and the USA, so fluctuations are highly likely. The fact that the user base of one virtual world fell by 23 per cent in a year is common with any service coming out of a hype phase into a stable mature phase.â€