Gartner: five reasons why business should avoid Second Life
By John Pospisil
Businesses that rush blindly to set up shop on online virtual worlds are opening themselves up to significant risk, according to a warning issued by Gartner.
Gartner singled out Second Life as an “uncontrolled virtual world” where there is significant risk to brands that are sensitive to social and ethical positioning. Gartner analysts have even gone as far as to suggest that companies should consider tamer (highly moderated) alternatives such as There, Kaneva and Activeworlds.
“The risks enterprises face as a result of their involvement in virtual worlds are real and can be significant. They shouldn’t be ignored – but neither should the potential opportunities and benefits that arise from using these new environments for corporate collaboration and communications,” said Steve Prentice, vice president and analyst at Gartner.
Gartner – five reasons why Second Life is high risk
“When planning enterprise activities in virtual worlds, an enterprise’s awareness of the risks, as well as a reasoned and objective analysis of them, will enable it to objectively evaluate the overall situation and offset risks against often-nebulous benefits.”
Prentice outlines five major risks facing corporations considering an online virtual world presence:
1. IT security risks - Gartner is concerned about the downloading of unverified applications to managed desktop systems in corporate environments. While Gartner has no evidence that these downloads are more risky than similar downloads, it says that the frequency of updates makes control more difficult.
2. Identity fraud – because new accounts can be opened with ease, and at no cost, many individuals have multiple avatars. Thus, Gartner says, it’s difficult, if not impossible, to ensure that any specific avatar actually represents the person with whom it’s associated. Gartner says that this makes it difficult to use virtual worlds for online collaboration, and that corporations should consider “private” virtual-world environments, which are hosted internally and exist entirely inside the enterprise firewall
3. Confidentiality – Gartner believes that discussions involving confidential and commercially sensitive information shouldn’t take place inside Second Life or any other virtual world – or in an open, internet-supported social-networking site. Worldwide legal systems, especially in the US, have become increasingly aggressive in demanding access to electronically stored records.
4. Brand and Reputation Risk Management – Uncontrolled virtual worlds represent an environment fraught with danger for enterprises that are sensitive to brand and reputation issues. Enterprises should exercise extreme caution in their virtual-world activities. Enterprises that are sensitive to brand and reputation issues should consider confining their activities to controlled virtual environments to minimize, but not eliminate, their potential exposure.
5. Productivity - Considerable skepticism remains regarding the practical benefits of virtual worlds to enterprise activities, with many senior executives viewing them as time consuming diversions that lead to significant amounts of wasted time as well as computing and bandwidth resources. Gartner’s take is that productivity may decline during the extensive learning and adoption phases of virtual worlds, but this shouldn’t prevent enterprises from looking beyond the initial phases toward the productivity benefits that may ensue.
As someone who’s been extremely skeptical about the corporate rush to set up shop on Second Life, it’s good to see Gartner issuing some sensible advice. I can only imagine that executives at the corporations that jumped onto the Second Life bandwagon thought that they were latching onto the next big thing.
There’s now evidence that Second Life has been a big disappointment for business. A recent visit into Second Life by Los Angeles Times journalist Alana Semuels found that many Second Life sites set up by corporations were empty.
“Best Buy’s Geek Squad Island was devoid of visitors and the virtual staff that was supposed to be online,” she wrote.
“The schedule of events on Sun Microsystems Inc’s site was blank, and the green landscape of Dell Island was deserted. Signs posted on the window of the empty American Apparel store said it had closed up shop.”
“There’s not a compelling reason to stay,” said Brian McGuinness of Starwood Hotels & Resorts Worldwide told Semuels.
I think that just about sums it up.
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Stumble It!

August 10th, 2007
I agree completely…if the advertisement firm that works with anyone’s firm is completely dumb and they think they are on the web or in RL …do not open up shop in SL…absolutely agree! :)
August 11th, 2007
I think that the article makes some good points, but I also thing that there are excellent reasons to be in Second Life. I admit to being biased, as my company, Riel Life Productions, recently launched a sim for London based etailer, IWOOT. At this build we have tried to learn from the comments of people such as yourself, and we are focusing on making the sim an inviting place. The IWOOT sims sells real world products, for Lindens, and they are shipped to the customer’s home. IWOOT Island also has a group of SL gadget makers who have set up booths in one of our buildings. The idea of merging the RL company with SL content creators was done with great success at the Pontiac build. This build, is always teaming with people. Another corporate build that has been very successful, is the Nissan Altima and Nissan Sentra sims. I have been to these three dozens of times, at all hours of the day, and there are always people there. The Nissan sims offer a number of great free SL items, and people seem to like to hang out there.
So while I think that the author (and Gartner) has made many good points, each of which should be considered when talking with clients about setting up shop in SL, I must disagree about there not being a compelling reason to stay. The one’s who are successful will want to stay, because they are figuring out how to make it work.
I also believe, that like the internet of 15 years ago, the 3D internet will continue to evolve and improve.
Ecocandle Riel
Riel Life Productions
August 11th, 2007
Another example of selective reporting – I swear… if the yellow journalist of the 40’s and 50’s were alive today, they would see you doing them proud.
What the Gartner report went on to say that you left out was a recommendation to continue on in a SL effort anyway, albeit with eyes open and cautiously, keeping a lookout for all the problems they cited.
Ecocandle is right; the 3D environment is an evolving interface that will improve. I remember similar whining as the 2D Internet was evolving and look where it is today.
August 11th, 2007
This really should be titled “Five Reasons Why Corporations Are Lousy Advertisers.”
Expecting people to flock to your corporate offices in Second Life is as reasonable as expecting people to flock to your corporate offices in real life.
Advertising takes skill, and good advertisers learn about the medium before jumping in and making fools of themselves. Consider the excellent in-world promotion This Second Marketing did for the new Harry Potter movie. Rather than putting up a display and hoping people would (a) find it, and (b) come to it, they created a viral marketing ploy that reached over 15,000 unique avatars.
The difference? It wasn’t IMax that designed the strategy, it was a PR company familiar with the world of Second Life.
Advertising is very simple in one sense: you put the product, or an image of your product, in front of people’s eyes. That works equally well whether the image is in a magazine, website, or a virtual world.
The real problem is allowing corporations to do their own promotions — especially in new areas.
As for doing business, holding meetings and such in SL, it’s really a matter of what works and what doesn’t. Second Life isn’t always the answer, anymore than e-mail or phones, or face-to-face contact is always the answer. It takes brains and a bit of technological savvy to figure out what route to follow for any individual situation — something many corporations seem to lack when it comes to new media.
Christopher Simpson
Holman Tibbett (in SL)
November 8th, 2007
Funny, all the concerns you have today about Second Life, strangely echo those years ago when another curiosity was launched: the World Wide Web.
Have a nice day.