VIRTUAL WORLD SECOND LIFE PROVING A FLOP WITH CLOTHING BRANDS

BY KEITH NUTHALL BACK in 2006, the buzz in Internet marketing was about virtual worlds, and how clothing and other companies could use them to raise profile and generate additional sales. The dominant version of this technological platform was - and is - Second Life (SL), an interactive online world, which computer users explore online through the eyes of a digital representation of themselves (or indeed someone completely different) using simple cursor-based controls. Clothing companies were attracted to SL, because it has so many visitors: already more than ...


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