Alcone Marketing Group – Consumer Lab

The Consumer Lab is the consumer insights and brand strategy group at Alcone Marketing Group, a consumer activation company.

The kids are taking over virtual worlds

The kids are taking over virtual worlds

Although digital realms haven’t caught on among adults, future is paved with child-centric fare.


Filed under: digital, kids, Virtual Worlds

Marketers’ Top 10 Wish List for Agencies of the Future

Marketers’ Top 10 Wish List for Agencies of the Future – MarketingVOX

Greater knowledge of the digital space is at the top of marketers’ list of what they want from their advertising and marketing agencies in the next 12 months

Filed under: digital, Media, social networking, Virtual Worlds

‘Generation V’ Defies Traditional Demographics

‘Generation V’ Defies Traditional Demographics – MarketingVOX

The online behavior, attitudes and interests of people from all walks
of life are blending together online, cutting across generations and
traditional demographics, and giving rise to a new group called
“Generation Virtual” (Generation V), according to Gartner, which coined the term

Filed under: Virtual Worlds

Storming the Campuses

GXC – a strategy game played by hundreds and thousands of Ivy League college students at once – is a game that is enhancing online interactions between these highly intelligent young adults.

Storming the Campuses – New York Times

Eleven thousand Ivy League students and alumni have played out these scenarios as part of an online computer game called GoCrossCampus, or GXC. The game, a riff on classic territorial-conquest board games like Risk, may be the next Internet phenomenon to emerge from the computers of college students.

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Filed under: college students, Games, Gaming, Gen Y, Internet, Virtual Worlds, Young Adults

WWE Paves Virtual ‘Road to Wrestlemania’

WWE is getting in on the social networking phenomenon on the virtual world Habbo. This is a big step for WWE in developing its digital footprint. They know that the only way to remain a relevant brand in today’s highly technological world, they must  expand beyond live shows and TV.

WWE Paves Virtual ‘Road to Wrestlemania’

NEW YORK In an effort to generate excitement among teens and tweens, World Wrestling Entertainment is taking its Road to Wrestlemania XXIV to the virtual world of Habbo, a social networking site aimed at teenagers.

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Filed under: content, Internet, kids, social networking, Teens, TV, Tweens, Virtual Worlds

Build-A-Bear Workshop(R) Successfully Launches

Virtual worlds for kids have been exploding since the introduction of Webkinz and Club Penguin. These sites have reached beyond online and put something in the kid’s hand so that are thinking about the virtual world even if they are away from the computer. Now, Build-A-Bear, a retail store that lets customers design and personalize their own teddy bears, has launched it’s own virtual world. In, kids can bring their bears to life and give it a unique personality. Interesting stuff. As a kid, I always had a fear of my stuffed animals coming to life.


Build-A-Bear Workshop(R) Successfully Launches

Build-A-Bear Workshop® Guests are bringing their furry best friends to life in™. The new virtual world, which launched on December 11, is on track to reach one million unique monthly visitors by the end of January.

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Filed under: kids, Virtual Worlds

Marketers Explore New Virtual Worlds

The evolution of online marketing is an interesting phenomenon to be living through. Marketers are trying to navigate through a new world where best practices have not necessarily been established. They are trying to latch on to the next big thing or create the most engaging content while at the same time trying to be cautious.

We know that more and more consumers are entering virtual worlds and social networks, but the consumer composition and constructs of these sites are in constant flux in an ever changing world. Digital worlds are definitely here to stay, and it will be interesting to watch where the best successes are found.

Marketers Explore New Virtual Worlds –

A year ago, online virtual world Second Life was being hailed as the next big digital-marketing phenomenon. But it has begun to lose some of its luster. Put off by high costs and uncertain returns, marketers who had rushed to establish a presence in the three-dimensional online computer game are beginning to look elsewhere. Some are trying other virtual worlds with names like Gaia Online, Zwinktopia, Stardoll and Habbo. Others, particularly in the entertainment industry, are creating their own virtual worlds that fans visit via a brand’s Web site.

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Filed under: Consumer, Internet, social networking, Virtual Worlds

Even in a Virtual World, ‘Stuff’ Matters

The stuff you have in Second Life matters as much as it does in real life. But, despite marketers best efforts to be cutting edge, its the more mundane stuff that really drives Second Life’s economy; stuff like clothes, gadgetry, night life and real estate.

Big corporations like Toyota have set up islands in Second Life for marketing. Calvin Klein came up with a virtual perfume. Kraft set up a grocery store featuring
its new products. But those destinations are not popular.

brands that have this real-world cachet are meaningless in Second Life,
so most are ignored,” said Wagner James Au, who blogs and writes books
about Second Life. “Just showing up and announcing ‘We’re Calvin Klein’
isn’t going to get you anywhere.” American Apparel closed its virtual
clothing shop, and Wells Fargo abandoned the island it had set up to teach about personal finance.


Even in a Virtual World, ‘Stuff’ Matters – New York Times
IT’S payday for Janine Hawkins. Not in the real world, where she is a student at Nipissing University in Ontario, but in the online world of Second Life, where she is managing editor of the fashion magazine Second Style.

Ms. Hawkins, who in Second Life takes on the persona of Iris Ophelia, a
beauty with flowing hair and flawless skin, keeps a list of things she
wants to buy: the latest outfits from the virtual fashion mecca Last
Call, a new hairstyle from a Japanese designer, slouchy boots. When she
receives her monthly salary in Linden dollars, the currency of Second
Life, she spends up to four hours shopping, clicking and buying. After
a year and a half, she owns 31,540 items.

Filed under: advertising, Second Life, shopping, Virtual Worlds, websites

Toyota’s Club Scion Gives Socializers A Lift At

Social network marketing has become a feared interest to many marketers, but the Toyota Scion marketing division has proven fearless in the internet marketing age. Scion has presence on a number of social networking sites including Second Life and they have now just announced Club Scion on Club Scion allows users to enter Club Scion and be transported into a hot nightclub atmosphere where they can interact with the features of the car.

MediaPost Publications – Toyota’s Club Scion Gives Socializers A Lift At – 08/14/2007

TOYOTA’S SCION DIVISION HAS ENTERED a second Second Life. Actually, a fourth. Toyota’s Gen Y car division has this year created a presence on,, Second Life, and now, For the latter, the company–with help from Makena Technologies, which hosts–has just launched Club Scion, a social club doubling as vehicle exploration.

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Filed under: Branded Entertainment, Internet, Second Life, social networking, technology, Virtual Worlds, Young Adults

Online Popularity Contest Next in Barbie-Bratz Brawl

Barbie vs. Bratz – first it was just the dolls and their fashion, but now its a battle of the tween girl social networking sites. Both doll companies are using technology to stay relevant to the highly tech savvy young girls – with USB MP3 players.

Online Popularity Contest Next in Barbie-Bratz Brawl –

Barbie and her rivals, the Bratz, have taken their long-running fight for playground supremacy off to an important new venue: MySpace-like social-networking sites.

Mattel Inc.’s Barbie has been under attack for six years from MGA Entertainment Inc.’s Bratz line, which dazzled fashion-savvy youngsters with splashy multi-ethnic dolls sporting oversized features and undersized clothes — and made Barbie suddenly look dated. But now Mattel has struck back in cyberspace — and this time, it’s MGA that’s playing catch-up.

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Filed under: Branded Entertainment, Consumer, Internet, social networking, Tweens, Virtual Worlds

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