Online PR and social media consultancy focusing on the technology and digital industries.RSS feed

from the blog

Rough Guide to Second Life

October 24th, 2006 by Wendy McAuliffe

This week’s Springwise newsletter, which is great for finding out about new business ideas, carries news of the first travel organisation to offer tours of virtual worlds such as Second Life, The Sims Online and Everquest.

Synthravels has been set-up by two Italian entrepreneurs, Mario Gerosa and Matteo Esposito, who are hoping to cash in on the popularity of online virtual worlds. As the worlds increase in complexity, the entry threshold for newbies rises, particularly for those who are new to online gaming.

To benefit from a tour, customers must register with Synthravels, pick a destination and preferred day and hour for the trip. Within a few days, he or she receives an itinerary by email. To prepare, a visitor has to download any software needed for the virtual world and create an avatar. Synthravels guides are experienced gamers and programmers, and claim to be able to train new users in the tricks of the trade.

The timing of Synthravel’s launch is perfect, and it will certainly be a company to watch over coming months. I’m not entirely sure of the revenue model as the tours appear to be free, but with brands such as Toyota, American Apparel and the BBC investing in Second Life alone, there is plenty of money to be made in this area. 

I hope they’ve patented the idea, as it’s a perfect bandwaggon for others to leap on!

del.icio.us:Rough Guide to Second Life  digg:Rough Guide to Second Life  spurl:Rough Guide to Second Life  wists:Rough Guide to Second Life  simpy:Rough Guide to Second Life  newsvine:Rough Guide to Second Life  blinklist:Rough Guide to Second Life  furl:Rough Guide to Second Life  reddit:Rough Guide to Second Life  fark:Rough Guide to Second Life  blogmarks:Rough Guide to Second Life  Y!:Rough Guide to Second Life  smarking:Rough Guide to Second Life  magnolia:Rough Guide to Second Life  segnalo:Rough Guide to Second Life  gifttagging:Rough Guide to Second Life

3 Responses to “Rough Guide to Second Life”

  1. Justin Pearse Says:

    Many brands may be launching on Second Life but questions need to start being asked, given the size of the virtual world and the actual user numbers, if they are getting anything more than PR?

  2. Wendy McAuliffe Says:

    It’s true that tangible business results are yet to be proven from having an office in Second Life. In many ways it’s hard to believe that this virtual world, which when it launched was the domain of hardcore gamers, is now such a mainstream marketing proposition. The Second Life audience is currently the size of a small city, and it remains to be seen whether it can stand the test of time from a revenue and marketing perspective.

  3. Antony Mayfield Says:

    Size of a small city, yes - but only has a population of a small village at any given moment. As a promotional space it probably has the same footfall as Oxford Street or a l;arge shopping centre, but spread otu across a very large virtual geography.

    Brands will get some positive PR from doing interestign things in the world - Aloft Hotels is aprime example - but they need to be in it for more than that to justify the effort: e.g. R&D, using it as a virtual meeting space or a creative space for their designers and key partners and customers.

Leave a Reply

“Liberate Media has an in-depth understanding of the online marketing industry and the implications of the latest developments in social media. The team is able to challenge our assumptions and ideas with authority, leading to better strategic thinking about our communications.

“To work well with a PR agency you need to be able to trust them. I trust Liberate Media to tell me how it is, to challenge me, to understand my industry and most importantly, to get the job done.”



Antony Mayfield, head of content and media, iCrossing