Saturday, September 20, 2008
Google Chrome Will Support Add-Ons, User Scripts [Google Chrome]
InformationWeek confirms that Google Chrome will have add-ons, a move that could have an enormous impact on Chrome's viability among the power users and early adopters in the Firefox camp. In addition to regular extensions, Chrome will also support scripts à la Greasemonkey:
"There's two different kinds of add-ons," [Google engineer Ojan] Vafai said. "The Firefox things extend your browser, so to speak, and then there are user scripts. We intend to do both of those in Google Chrome." Greasemonkey's founder, Aaron Boodman, actually works on the Google Chrome team.
Additionally, Vafai says Google will work to ensure its extensions are more stable than Firefox, where "there are problems with instability." That statement may sound like slap in the face to Mozilla, but Chrome will likely be a boon no matter which of two browsers you prefer.
Mozilla CTO Brendan Eich, joining the panel along with Vafai and Microsoft Internet Explorer platform architect Chris Wilson, said that Mozilla was looking at how Google treated tabs as a potential way to improve stability when dealing with browser add-ons. "There are good process-isolation tricks that Chrome does that we're looking into, so we're simply going to look at better isolation techniques for security and integrity," he said.
The upshot: No matter which browser you choose in the end, Chrome and Firefox will push each other into innovative, fast, and hopefully more stable territories with each release.
Posted by Augustine at 8:20 PM
Virtual World Marketing That Works: My Top 3 Tips
Source: http://feeds.feedburner.com/~r/OmMalik/~3/397267453/
So last year, most people decided that marketing real products in virtual worlds like Second Life doesn’t work. Since then, however, I’ve come across some avatar-driven advertising campaigns with very impressive numbers. In Gaia Online, for example, users grabbed over a million virtual copies of a Toyota Scion; in Second Life, a promotion for the IMAX screening of the latest “Harry Potter” movie was credited for boosting the movie’s ticket sales online.
Why do campaigns like these work where others have failed? I discussed that at a presentation I gave at the Web 2.0 Expo this week in New York. Here are my main reasons, packaged into three tips for future marketers:
Worlds With User-Created Content Are Good Marketing Venues:
Habbo Hotel from Finland-based Sulake Corp. reports strong results from its marketing of real-world products, primarily those associated with pop stars and TV/movies. Jeremy Monroe, Sulake’s North American director of marketing and business development, attributes this success to Habbo’s open-ended, creative game play. "At its core, Habbo is about social interaction, having fun building a world for self-expression and creative experiences,” Monroe told me. “Products…that exemplify these traits or can add to the existing sandbox of user-generated content game play are a great start." (While Second Life is entirely user-created, its most notoriously unsuccessful marketing campaigns failed to leverage this aspect of the culture.)
Market to the Web 2.0 Ecology Around The Virtual World:
Because virtual worlds are by their very nature dynamic and synchronous, a tremendous amount of activity related to them actually takes place elsewhere, in the Web 2.0 content-sharing ecology — screenshots sent to Flickr, machinima uploaded to YouTube, blogs and conferencing systems where users discuss their latest experiences. In Gaia Online, for instance, 30 percent of user activity occurs in the site’s messaging boards compared with 10 percent in the virtual world itself. To capitalize on this for the Scion campaign, Gaia VP Joe Hyrkin told me, they offered Scion-branded “driver’s licenses” that Gaia users could add to their forum signatures.
Serve Existing Community Needs:
With Second Life, new users enter a strange, overwhelming world without many objects in their inventory, and are usually too intimidated to talk with the locals. To serve this need, the agency behind a promotion for IMAX created “buzz agent” avatars who cheerfully engaged “noobs” in Second Life’s Welcome Area, offering them tips on using the interface — all while handing out “Harry Potter” memorabilia and directing them to IMAX’s retail site.
Of course, while these success stories might encourage marketers to take a second look at Second Life and other virtual worlds, the metrics of success still haven’t been agreed upon. That’s why many are eagerly awaiting a Forrester Research report that will try to define and standardize virtual marketing ROI. So am I. Stay tuned.
Disclosure: I gave a single paid speaking appearance at Gaia Online about my Second Life book.
Image: Gaiaonline.com
Posted by Augustine at 6:25 PM