e‐Marketing Ireland: cashing in on green dots
Abstract
Purpose
The purpose of this paper is to analyze an integrated marketing model that includes operations in the real and virtual worlds.
Design/methodology/approach
The authors selected a marketing campaign conducted by a real world enterprise (Tourism Dublin) and examined the virtual world business (Virtual Dublin) model through that lens.
Findings
At the “slope of enlightenment” stage of the Gartner technology hype cycle, it is found that Second Life offers value for its business clients who understand the use of an immersive virtual experience as part of a strategic marketing program.
Practical implications
The paper shows that strategic use of a simulation that provides an immersive experience, such as the virtual exploration of a tourist destination, as part of an integrated marketing program can deliver tangible results and add value to a marketing campaign.
Social implications
With a range of products and services that were previously inaccessible before purchase, consumers can “try before they buy” in a virtual environment such as Second Life.
Originality/value
To the authors’ knowledge, this is the first case study to examine the business model of a company operating in Second Life (a virtual world) that sells the value of an immersive customer experience as an important part of an integrated marketing communications program.
Keywords
Citation
Halvorson, W., Bal, A., Pitt, L. and Parent, M. (2012), "e‐Marketing Ireland: cashing in on green dots", Marketing Intelligence & Planning, Vol. 30 No. 6, pp. 625-633. https://doi.org/10.1108/02634501211262591
Publisher
:Emerald Group Publishing Limited
Copyright © 2012, Emerald Group Publishing Limited