I guess I was called a “Second Life booster” back in the day -- and guess what, I was OK with that. I still am. As an early adopter (professionally) in the virtual world of Second Life,
I witnessed firsthand the highs and lows; how the press initially went gaga over it, and then turned their back, to the point of making it their personal vindictive mission to destroy evidence of any
self-created hype.
Perhaps my former company’s island of crayonville was a utopian oasis that existed in the eye of
the storm. Perhaps our “Virtual Thirst” foray for our client, Coca-Cola, was the exception to the norm, since the brand did not
(like many others in the early days of Second Life) get pelted with flying penises for its troubles.
In many respects, we were witnessing a mini-bubble being artificially pumped up and then
burst in spectacular fashion. And all the while, real people were making real money -- admittedly, doing unreal things.
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Virtual worlds, gaming environments, augmented reality, avatars
and 3D simulation should not be alien terms to you. It should not come as a surprise that these items once coexisted in perfect harmony with each other, along with red dragons and drag queens. What
might surprise you is my assertion that brands were to blame for the demise of Second Life.
Can you imagine if Christopher Columbus had looked out his telescope at the “New World”
only to see angry, strange-looking people with painted faces and ornate head dressings waving native weapons -- and subsequently turned around to head back to Europe?
Sound familiar? It should
be, because it’s the same scenario that happened in Second Life. And I hope it doesn’t happen again with respect to collaborating with startups.
These days, brands have become
enamored with the next bright and shiny object, namely conducting tests or experiments with startups. Only startups aren’t some passing fad, gimmick, flavor of the month or test tube guinea pig.
Collectively, they represent value propositions or utilities that disrupt norms, challenge conventions and move markets. Only they won’t get to realize their vision -- their proof of concept --
if brands continue to hold them at arm’s length, dispatching their agency minions to negotiate the impossible “big ideas at scale.”
Innovative and unprecedented executions
are absolutely doable. It falls apart when brands turn away because the reach isn’t there -- or, put differently, they can’t measure or compare these “startlings” to incumbent
blunt instruments like TV, radio, print or even online.
My message to brands is very simple: don’t be turned off startups’ lack of reach. In fact, this should turn you on!
You’re dealing with the most fertile real estate, untouched and unspoiled by the “masses” (even your competitors). You have the incredible opportunity to help them achieve their path
to reach with your brand dollars, talent, resources and media.
You have the unique chance to join forces with them at the earliest possible stage to co-create and own that big idea.
And, irony of ironies, you have Second Life to thank.
“You’re welcome!” – Divo Dapto