A bit late, but I just had to comment on something I’ve read on Ad Age. The recent post of “Media Morph” covers the phenomena of Avatars, from marketing point of view. Yet it did that only to a very poorly extent, the concept was so reduced and badly presented…
First, Avatars are a visual mean of self representation in a limited environment, where we can’t use our physicality as our representation. The environments vary from virtual games, to chats, instant messengers, forums, different social softwares and they have even reached the mobile sphere.
Avatars can be used also for interacting with friends, like in more evolved instant messengers (IMVU for example), or like in virtual societies (“Second Life” for example). On these platforms, avatars can have all kinds of interactions with other people’s avatars: they can go on a date over a cup of coffee, shake hands, hug or kiss... Avatars can have formal interactions like buying or selling stuff too. Whatever comes to your mind – your avatar could interact for you!
And to the marketing perspective: Since avatars are our representation, we want them to be as close as possible to the way we are, as close as possible to what we wish to be. That is why from consumer’s perspective, there is no difference between branded content for avatars to other branded merchandise (clothes, gadgets, cars… you name it). Whatever brands we own in real life we’ll probably want to have for our avatars as well. Here lies the big benefit to marketers - make branded content to be used in the virtual sphere. This can advertise and promote the consumer brand in real life. But it could be another major route for revenues.
So, don't just go underestimating Avatras (or you'll get me writing another post about it! ;-))


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