Essays on Interactive and Internet Marketing: Online Game Developed by Linden Lab Case Study

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The paper "Interactive and Internet Marketing: Online Game Developed by Linden Lab" is an outstanding example of a case study on marketing.   This report aims at marketing an online game that is second life which was developed by Linden Lab. This will be done through storyboards and pictures. It also aims at telling the developers of the website what elements the website should include (such as blogs, wiki, social networking activities, mashups, web-based videos, the navigation elements, content elements, and branding). The report also aims at outlining the objective of the website. Second life is an online virtual globe developed by Linden Lab.

It was commenced on 23rd June 2003. A numeral of free consumer programs, or spectators, allows Second Life users, who are referred to as Residents, to intermingle with one another through avatars. The Residents can discover the globe which is termed as the grid, congregate with other residents, socialize, chip in individual and cluster activities, and generate and sell virtual possessions and services with each other. The game mainly targets people aged from sixteen years and above and by the year 20001 it had approximately one million active subscribers. Built into the software is a three-dimensional modeling tool based around simple geometric shapes that allows residents to build virtual objects.

There is also a practical scripting language, Linden Scripting Language; both are used to with the aim of getting more interactivity with the users of the products. Sculpted prims (sculpties), mesh, textures for clothing or other objects, and animations and gestures can be created using external software and imported. The Second Life Terms of Service offer is that users hold on to copyright for any content they develop, and the server and client give uncomplicated digital rights administration functions. In 2001 there was a meeting with the investors and Rosedale noticed that the partakers were predominantly reactive to the joint, creative latent of Second Life.

As a result, the original objective-driven, gaming focal point of Second Life was changed into a more user-created and community-driven practice. There is a heated debate about Second Life's status as a virtual world, a computer game, or a talker. This is because unlike a traditional computer game, Second Life does not have a selected objective, and nor does it apply traditional gameplay technicalities or policies.

As it does not have any predetermined goals, it is inappropriate to talk about winning or losing in relation to Second Life. Similarly, unlike a traditional talker, Second Life encloses a widespread world that can be discovered and interrelated with, and it can be used solely as an inventive toolset if the user so chooses. When it was initially developed anyone would have been viewed it but with time age limits were put in place.  

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