Como promover y vender productos en second life

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POST MODULE ASSIGNMENT

I have read and understood the rules on cheating, plagiarism and appropriate refereeing as outlined in my handbook and I declare that the work contained in this assignment is my own, unless otherwise acknowledge.

RAYMOND III GARCIA PARRADO
UNIVERSITY NUMBER: 0959324
GROUP G
MODULE CODE: UKFM-EC 09-01

THE UNIVERSITY OF WARWICK
SCHOOL OF ENGINEERINGWARWICK MANUFACTORING GROUP
MSc. PROGRAMME AND PROJECT MANAGEMENT
COVENTRY – UK
FEBRUARY 2010

* CONTENT TABLE

Pag
1 FIRST QUESTION 3
1.1 Objective 3
1.2 Introduction 3
1.3 What is Second Life 31.4 Current situation of SL 4
1.5 Current companies in SL 5
1.6 Key issues in SL 6
1.7 Investing in SL 7
1.8 Suggestion 8
1.9 Benefits 9
1.10 Conclusions 10
1.11 Recommendations 10
2 SECOND QUESTION 11
2.1 Cardboard box Manufacture 11
2.2 Drawbacks for single delivery charge 12
2.3 Google Adwords 13
2.4 Different ways to build customer trust in a e-commerce 142.5 Frictionless Infosphere 15
3 REFERENCE LIST 16

FIRST QUESTION

REPORT TO HMV

To: Marketing Director

Objective

To persuade the Marketing Director of HMV to authorise the development, promote and sell of HMV’s products through the Second Life platform.

Introduction

This report shows reasons to the HMV’s Marketing Director to develop a presence and promote HMV’sproducts within Second life platform. It will also describe the way in which this presence should be made. As SL is a virtual world, the music business, should be approach in different way.

What is Second Life

Is a virtual place, where avatars (which is visual representation of somebody from the real life in the cyberspace). Can communicate to each other, can work, can shop, have a lot fun, candevelop their imagination and creativity building objects and creating ingenious industries, can explore new cultures, a place where people (avatars) can be themselves, a place where does not exists any disease or incapacities. (Linden Lab, 2010a)
This dream place is called Second Life (SL), the largest 3D virtual world developed by Linden Lab Company in 2003.
Unlike most other games, or virtualworlds, where the players are limited to the developers’ imagination or restrictions. Linden Lab has developed SL thinking in not limitations at all for its users, giving them the freedom of being creative, innovators, unique and free mind allowing them to build and customize not only its avatar but also objects, business, groups and communities that they had never envisioned, in other words, tobuild the world itself.
Everything that you or your avatar create has a copyright and belong to you, Linden Lab has allow their users to decide whatever they want to build, make, sell and purchase just as the real world, additionally they have also allowed their users to decide how they want to interact each other, however, this last ‘rule’ has been strictly revised.

Current situation of SLDespite SL is a virtual world and this virtual world is based on 3D technology, it does not necessary means that to be able to understand its nature, you have to be a technical or engineer person, as its whole economic system works exactly in the same way as the real world.
Having said that, the world in SL has a total economic system itself, where its users have discovered the way to create,merchandise, and sell virtual goods through this virtual business. (Linden Lab, 2010b)
According to Linden Lab annual report of SL, the virtual business transactions between the users of SL platform was US$567 million in 2009, bearing in mind the currency in SL is Linden dollars and every 260 Linden dollars is one US dollar. Therefore, the total amount of the virtual currency reached in 2009 was...
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