From: Jeffrey Gomez
The difference is a resident can only go so far trying to bring their product or service to market. By comparison, a big budget company looking at Second Life as a major income stream could bring advertising the likes of which we've never seen to our little world, effectively blasting it the way most major websites have been.
The flip side of your point is that a resident only has so much to lose and is more likely to be aware of the real possibilities. There's nothing stopping an SL resident - including fear of affecting RW sales revenues - from doing
all the things a company might do in SL... and much more. It's that power that makes the internet such a powerful leveling force. Of course large companies can throw more money at something, but that doesn't mean their solution is better or more effective. Taken at it's
worst, the solution of an SL resident might be much more "creative" and hence more intrusive. For example, an SL resident might be less hesitant to employ the services of a grid bomber or hacker. I don't know of any RW companies who would risk being associated with that kind of activity.
If there's anything I've noticed, it's that RW companies and their advertising agencies still mostly think of virtual world ads as doppelgangers to RW mediums. It's what they know. The latest
article over on Media Life on "connecting" with gamers is an interview with someone who laughs when asked if they're a gamer (the answer is, of course, "No"

.
These are the professionals out there now directing these efforts and handing out advice.
Given these things, who's more likely to cause real grief to SL: the hungry, go-for-broke resident (with multiple CC's, logins, and proxies) or the protective, publically-traded RW company?
From: Jeffrey Gomez
The "lack of regard" stems from their want, primarily, to market their product to a target audience. I honestly doubt the marketeers care about the good of the system itself, so long as it provides them a sufficient enough income stream.
Of course. But concern for preserving that income stream will control their behavior. They need to ensure they
have an "audience".
If putting advertising content on user PC's threatens their brand more than it helps and costs them money, they won't do it. It's that simple. Good example actually is Sony's complete blunder on DRM. I've already seen people openly claiming they'll never buy another Sony product. They've damaged their brand in ways that I suspect hurts them far more than their DRM protected their product. And now I have little doubt there are other companies out there sitting in board rooms today wondering if the risk to their brand is worth taking such action. And that's what it always boils down to: risk vs reward. It's also at the heart of my comment above. An SL resident likely has far more motive to push offending limits.
From: Jeffrey Gomez
I think they have little, or no, regard for what makes the internet and a world like Second Life great. As long as it's an effective market for their goods, why should they care, really?
Two things here. First is that what makes SL "great" to some people is different than what makes it great to others. Even within SL. And for some people I've no doubt that what makes "Second Life great" is the ability to start a business, learn the mechanics, and try all sorts of crazy advertising stuff. We already have that and I've little doubt there will be more. So personally, I'm not comfortable being the judge of whether or not someone's idea of "great" is proper. Let's remember, advertising is what pays for the things "Don't Be Evil" Google is doing now which everyone is talking about (e.g. free wireless in SF), and has paid for free television programming for decades. Advertising is not eViL.
The second point as to why a company should care is simple, they only care if it's an "effective market". And that gets to something I always raise with people wanting to fight the "man" by downloading pirated stuff: vote with your wallet AND your attention. If people are angry at Sony, the worst thing the market can do
isn't pirate their movies and music; it's ignore them. We need to take our money AND our attention and direct it elsewhere. This applies to any company that wants to make SL an "effective market". If they get a reaction - any reaction - then that's good (it's like those calls you get that say "If you want to be taken off our list, please press 9"; and of course pressing any number is an indication they got what they wanted: our attention). Consumers need to remember that the power is theirs. They just have to muster some restraint and self-discipline to harness it.
I guarantee that if a company came into SL and pissed off all the residents, resulting in a surge of private island sales so that residents could escape that influence, they'd view that as a failure. And not just an SL failure, but as one that extends into the RW.
From: Jeffrey Gomez
In my research of the marketing assumption, above, first party market squads typically do have regard for the worlds in which they work. The problem is companies like Massive, Inc., and adware vendors are primarily third parties, relying instead on the income streams of their host entities.
As a result, there is a particular disconnect between the advertising and the content itself. Furthermore, their end goal is the purchase of real-world products, not the sales of Second Life.
See my point on the Media Life article.
From: Jeffrey Gomez
Should they care that they ruin portions of Second Life if it means higher profit margins in the real world?
No. But then someone needs to explain to me how a company ruining my experience in SL profits from me in RL.
They may do a risk assessment, "ruin" SL for
some residents, and determine after-the-fact that their activity benefitted them. So what? I learned long ago that life isn't always fair. And again, who determines what is and isn't appropriate? Who determines what is or is not "great" about SL? We already have RL brands in SL. We've had "artists" and "designers" make all sorts of claims about respecting(!) the work and appropriating it for the benefit(!) of SL residents. We've had residents come out and say things along the lines of "Well, I can't afford it in RL so I'm happy that I can at least own it in SL". Who is going to draw the line at what is and is not appropriate? Personally, I'd rather the power be left to the consumer instead of handed off to some dictatorial policymaker.