China’s Virtual Worlds: Good bet in spite of inauspicious beginnings
Business Week has a couple of articles out about virtual worlds — one on the pioneering, once-feted and now oft-maligned Second Life, written by virtual world evangelist Wagner James Au, and the other by Beijing-based Chi-Chu Tschang about China’s SL “clones,” HiPiHi, Novoking, and UOneNet. I’ve written about the first two here and here. UOneNet’s still unfamiliar to me but I’ll certainly check it out.
So far, despite some publicity, HiPiHi doesn’t seem to have gained a whole lot of traction. One San Francisco based virtual world enthusiast named Suezanne C. Baskerville, whose blog is rich in expert advice on how non-Chinese-speakers can “immigrate” to HiPiHi, commented in late April on Twitter that the current population on HiPiHi was 65 - the highest she’d seen to date. In his Business Week article, Tschang quotes a lonely avatar saying, “This world feels like it has been destroyed before.”
But Don’t count Chinese virtual worlds out. There’s still a lot that suggests to me that they’re really going to flourish — at least in users if not as profitable businesses.
For one, there’s China’s deep-rooted MMORPG culture. Couple that with the amply demonstrable willingness of Chinese to strike up online friendships with strangers — the whole culture of QQ really got started this way, and I’ll bet you anything the proportion of “real” to “we only know each other online” friends on IM buddy lists in China is far, far lower than among U.S. users. Of course, it may prove to be that the actual gaming elements of the experience — fighting monsters, gearing up with spells or armor or weapons, gaining gold and experience points — might prove more compelling than flying around, trading real estate, blinging out their avatars and chatting up strangers. I’m curious to see whether some teleological elements might end up entering China’s virtual worlds.
Chinese operators of these worlds, to repeat something I’ve said before, have had the second mover advantage of being able to watch what Linden Labs has done wrong with SL. The far lower barriers to entry in Novoking and HiPiHi — you don’t need to be a skilled coder to actually make things in the world and participate in economic life there, and there are lots of prefabricated public spaces to visit — are a smart approach by my lights.
Micropayments, as we’ve seen with the success of many online game companies and of course Tencent, are a well-established means of collecting revenue. The ubiquity of the free-to-play, pay-for-item model in gaming could easily be applied to the Chinese virtual worlds, sustaining them long enough to build large enough user bases to attract brand advertisers.
As for what advertisers should be thinking, Wagner James Au’s piece includes what, to me at least, seem like very sensible suggestions for the dos and don’ts.
The worst mistake that would-be virtual world marketers make is assuming their Second Life presence should mirror the real world—in other words, making their branded location look like a shopping mall. Some of the most successful grassroots locales play in the full spectrum of possibility: dystopian, Blade Runner-esque cities of the future, for example, or interactive art installations that seem like 3D dreamscapes. This is the essential eclecticism of the Second Life experience—what I call “bebop reality.”
Smart marketers will imagine their brands not as they are in the real world, but as they fit within this free-form play space. Among Second Life’s most popular locales is “Greenies,” a giant living room that makes avatars seem as small as ants. It’s here that a British agency launched a campaign for its client, L’Oréal Paris, not as a traditional billboard, but as custom-made virtual products discretely placed inside a lady’s SUV-size purse. After the first three months, Second Life residents had snatched up 34,000 copies of L’Oréal-branded objects—an amazing virtual item click-through rate of about 3% of the active user base (assuming some individuals took more than one).
With China, as with SL and its ilk on the Anglophone Internet, I tend to take a long view of this, and my sense is that there are enough investors who are sanguine about this area’s long-term prospects to sustain it. I would caution against being prematurely dismissive of virtual worlds however slow adoption looks today. I do see a trend toward avatar-based online interaction becoming commonplace — that prospect may chill you, as it sort of chills me — in education, job training, collaboration, meetings, and in many other aspects of work and leisure life.
6 comments thus far
An excellent post that has got me thinking. 1. Anonymity on SL works brilliantly and 2. Porting from VR worlds to gaming worlds such as WOW.
Posted by Charles Frith on May 6, 2008 at 11:12 am
Interesting post, and indeed, dont give up on Virtual Worlds just yet!
I just visited NOVOking this morning and spoke to CEO Patric Zha. We talked about some interesting positioning and strategy choices.
His focuss seems to be less on creating stuff, since his experience is that Chinese users are not really into this (yet?). NOVOking is focussing on entertainment and a more social aspect with relatively low barriers compared to SL and Hipihi. Patric thinks there are users to gain here.
Furthermore instead of socialising through aggression and wars as in most MMORPG’s there will be plenty of users more interested in a peacefull social environment. I think it could help them to target female users, then the males will follow as usual! The userbase he is aiming for are people with little or no gaming experience.
NOVOking will probably be launched within 6 months, but they still seem to have a lot of work to do on fine-tuning their positioning in an already crowded MMORPG, SN, and casual gaming market!
Posted by Pieter-Paul Walraven on May 6, 2008 at 12:54 pm
I wonder if you have already answered the question to a certain extent in your post. Seems to me QQ and the MMORPGs are already delivering a reasonable user experience for virtual persona socializing in China. Granted they each are doing this differently. Is the extra appeal of a rich 3D world, but without any real intent or functionality like these others offer, really strong enough to attract a large market in China? Perhaps… I dont understand enough about Chinese culture to offer an educated opinion. I do find the comparisons to US interesting and think maybe services like Gaia Online and now IMVU (a nice Copy2America
are much more mainstream with faster growth than SL because they deliver a basic virtual persona capability with services people want to use.. forums, chat, gaming etc
Posted by John Gorman on May 6, 2008 at 5:53 pm
China market has good momentum to leverage virtual world services, but 3 is more than enough for this section.
Posted by Jason on May 7, 2008 at 6:34 pm
[...] media, it is still struggling in attracting more users to reside. Kaiser is more optimistic on it, he thought “deep-rooted MMORPG culture” in China and “willingness of Chinese to strike up [...]
Posted by Virtual World Roundup: Hipihi, Novoking, uWorld and Yaolan : China Web2.0 Review on May 7, 2008 at 11:55 pm
I think one of the potential growth areas for HiPiHi and Novoking will be foreign language learning. I have spent quite a lot of time in HiPiHi recently, translating and explaining on my website the interface for English users, and have been interested in the number of residents who have wanted to practice their English when they discovered I am a foreigner.
As to the question of whether creating things in HiPiHi will gain traction, I suspect that will happen the moment HiPiHi introduces an in-world system of commerce. Give users a profit motive and I expect there will be a lot of creativity and creation very quickly!
Posted by Alto on September 3, 2008 at 3:22 pm
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