SecondLife is an Internet-based virtual world developed by Linden Lab that seems to be taking the market research industry by storm. In the past year, the community grew from 100,000 to 2.8 million members.
Two market research firms Market Truths and Reperes, already have Second Life offices. In addition, Market Tools and Social Research Foundation are now teaming up to conduct online focus groups in the online virtual world.
Pros
Unlike other Internet-based games such as World of Warcraft, Second Life is an economy (based on the Linden Dollar). In a recent interview, François Abiven, Reperes’ CEO emphasizes the relevance of this economy for brands (many of them already opended stores in Second Life), hence the relevance of conducting research.
Data can be downloaded from the online environment, saving plenty of time and costs in transcription.
Incentives in second life are paid in Linden Dollars, a much cheaper currency than the US Dollars that have to be paid to real life focus groups participants. The cost for a 2 hours group in the US these days can be up to $200 per respondent! And this is for easy to reach, laundry soap users
In SecondLife, Fieldwork can be conducted on an ongoing basis, as the researcher does not really ever leave the field. This allows checking out the validity of the findings with members of the community at any time, even while the report is being written.
Cons
The respondent’s dual identity (one real and one virtual) is a methodological challenge for the researcher. Indeed, respondents may have several identities with a same community, or across multiple communities (Caterall and Maclaran, 2001)
The profile of the respondent is unknown beyond his (probable) age and gender.
Caterall and Maclaran (2001) bring to light limitations in
The lack of paralinguistic cues,
The lack of control of the moderator over the interview
Less spontaneity in respondent’s reactions
Top tip: the virtual community must be accepted for what it is, rather than trying fitting traditional research methods to the virtual world.
References:
See also the findings of an exploratory study from Reperes on how SecondLife is perceived by its residenthttp://www.reperes-secondlife.com/image/SL_perceived_residents.pdf
And an interview of F. Abiven (in French): http://marketingisdead.blogspirit.com/archive/2006/12/11/un-institut-d’etudes-sur…-second-life.html
Caterall, M. and Maclaran, P. (2001) Researching consumers in virtual odyssey, Journal of Consumer Behaviour, Vol. 1 (3), pp. 228-237.