Your Network:

You are hereCollege Students

College Students


Keith Bourne's picture

Higher Education Marketing and Second Life - Part 5 of 6: Branding

Your rating: None Average: 5 (1 vote)

Second Life Image - University of Michigan Second Life Campus CannonAll institutions have a brand, whether they tend to it or not.  Different institutions have different approaches to brand building, others don’t have any at all.  Brand building at a strategic level is gaining traction in higher education though, as noted in this recent Newsweek article.  There is not a lot of data out there on universities using Second Life for brand building, but given that it offers a more engaging user experience than the web and the growth it has experienced, I would not be surprised if we see more institutions turning to Second Life as at least a small part of their branding strategy.  One indicator of this is that universities with well known brands, such as Harvard and Princeton (http://etc.princeton.edu/sl/), were quick to utilize this medium.  An instantly recognizable brand in the real world is likely going to be an instantly recognizable brand in the Second Life world.  What intrigues me though is the potential for some of the institutions that may only have a regional brand or smaller to extend their brand in a whole new way.  If this branding concept is extended into the classroom and the institution fully embraces Second Life, the Second Life community may very well embrace that institution.  It is possible that an institution could become a dominant brand in Second Life, even when they are only a regional or local player in the real world.  The fact that it is still relatively small in terms of traffic and student enrollment potential actually provides you with the opportunity to get in on the ground floor.

Keith Bourne's picture

Higher Education Marketing and Second Life - Part 4 of 6: Challenges

Your rating: None Average: 5 (1 vote)

Second Life Image - University of Michigan Second Life Campus CannonTraffic to any one place has been and continues to be one of the most limiting factors to marketers in Second Life. Marketers in Second Life from a variety of fields are finding it difficult in general to generate traffic at all, but even if you were able to generate a lot of traffic, you run out of “user space” because of the user maximums. Those are officially around 30-35, meaning you can only have 30-35 people in a certain area before experiencing server issues, but we’ve seen traffic as high as 80-90 with no issues. Much of that depends on the activities of the users. But even 80-90 isn’t a very large group and isn’t scalable. Anyone that is in marketing or that has experience with Internet marketing or social network marketing knows that you can’t expect to have a steady stream of 80 users. You are much more likely to have extreme peaks and valleys in traffic. So for Second Life, a peak means a bunch of people getting frustrated that they can’t get into your space to see whatever it was that attracted so many people, and the more typical valley means a lot of wasted resources and time.  Things may change in the future as they improve the technology to allow larger crowds to gather, but for now, I would recommend that your marketing strategy in Second Life be more about something other than reaching out to the masses for large one-time events. Perhaps a set of smaller meetings or self-paced activities that engage individuals longer and use an educational approach to teach them the message you are trying to deliver about your institution. As an example, a business school could create an Alumni hall featuring inspiring Alumni stories that could strike a chord with both prospective students and Alumni. One part of the University of Michigan island had a giant ball that you can get into and that rolls down a path through woods and into the valley and a cannon that you could climb in and shoot yourself across the campus. These things may seem trivial and you may find an application that works better for your particular purpose, but I see them as useful ways to engage your user, to keep your Second Life space fresh in their minds, and to give them something to talk about when they talk to other prospective students and alumni.

Keith Bourne's picture

Higher Education Marketing and Second Life - Part 2 of 6: Demographics

Your rating: None Average: 5 (2 votes)

Second Life Image - University of Michigan Alumni Association FlagBecause of the medium I am discussing, I should probably note that I am providing real world demographics of users in Second Life, rather than their Second Life demographics.  Of course, the latter would be interesting to collect, since you would end up with categories probably not recorded in the real world, such as how many people with animal heads or spaceships.  Perhaps we would find that the virtual versions of people are actually better predictors of activity than their real world demographics, since the latter is more a product of nature, while the former is a product of choice.  I’ll work on that one for a future blog!  In the meantime, here are some highlights from the real world demographics (you can download a spreadsheet with more in depth statistics that we’ve gathered from various sources, you can find it at the bottom of this article when logged in):

Keith Bourne's picture

Higher Education Marketing and Second Life - Part 1 of 6

Your rating: None Average: 5 (4 votes)

Second Life Image - University of Michigan Alumni Association FlagOn Thursday of last week, I visited the real world campus of the University of Michigan to learn more about their virtual world efforts.  The University of Michigan is pursuing a variety of efforts in several fields in the virtual world called Second Life.  Second Life is one of many virtual world applications, but it also happens to be one of the most popular from a user and activity standpoint.  As of the last quarter, ending in July, 1.5 Billion square acres of virtual land had been purchased, users logged 95 million hours of use, and $84 Million (USD) exchanged hands.  Second Life offers a lot to blog about, much of it tied to the many parallels that can be drawn between Second Life and real life.  People purchase real estate and tend to pay more for real estate in areas with higher traffic, similar to commercial real estate in the real world.  Second life has a financial system with a governing body, a currency exchange which fluctuates in relation to U.S. currency, and from time to time even inflation.  Although unlike the real world it may be one of the few financial markets not experiencing severe pain from the deleveraging of financial products we are seeing around the globe.  For those entrepreneurs out there, according to the Second Life website, as of July 2008, there were over 59,000 profitable businesses in this virtual world.  The GDP in Second Life grew to $402 million annualized in August 2008, which based on the CIA World Factbook, makes it the 179th largest economy.  This makes it larger than 15 other economies listed, such as Samoa, Solomon Islands, Dominica, and several others. Furthermore, Second Life’s GDP is growing at 62% per year, more than three times faster than any other economy on the planet.  According to 2007 estimates, which are likely higher than the current conditions, Azerbaijan would be a distant second with a 23.4% growth rate.  But, considering the name and topic of this blog, lets look at this from a marketing perspective for education.



Keith Bourne's picture

5 Quick Website Tips for Increasing Student Enrollments

Your rating: None Average: 5 (8 votes)

Having looked at many institution websites with an eye for marketing effectiveness, I have come across a few things that most sites could add relatively quickly that could significantly improve the