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L’Oreal Paris: A Branded Virtual Goods campaign from KZero

L’Oreal Paris (UK) has launched their branded virtual goods campaign in Second Life with strategy, planning and implementation provided by KZero.

The campaign has been created to promote a range of real life and virtual world make-up looks across Second Life and is comprised of the following elements:


Four real world make-up looks have been created and made available to residents as branded virtual goods. These looks have been created as skins and shapes. Second Life was selected as the most appropriate metaverse for this campaign due to the presence of early adopters falling into their target market as well as the incumbent demand for avatar customisation.

The first two make-up looks are Vintage Glamour (featuring Penelope Cruz)and Some like it Scarlett (featuring Scarlett Johansson).

You can see all the make-up looks here.

Virtual retailing and distribution strategy

Rather than create an island-based venue and attempt to drive traffic out from the mainland, instead a selection of existing Second Life fashion metabrands have partnered with L’Oreal Paris to promote and stock the make-up looks.

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30 Sep

Supersize Me. Design values in virtual worlds.

Supersize Me. A post about design creativity in virtual worlds.

It’s interesting to assess how virtual worlds are built. Taking Second Life as an example, the vast majority of the landscape has design values based on the real world.

There’s houses, with windows and roofs. There’s roads with stop signs and road markings. And importantly, designed objects are in 99% of cases scaled in accordance to the height of an avatar.

And there’s nothing wrong with this. After all, virtual worlds need to be useable and functional, so the objects within them need to be fit for purpose in terms being designed for the user. But, let’s not forget that from a design perspective, virtual worlds are blank canvasses for creativity.
In some instances, creating objects at sizes far larger than normally expected can bring advantages. These include:

  • Interaction. Particularly applicable when recreated real world products, being able to examine and interact with them on a supersized scale brings consumers closer to the product
  • Uniqueness. With so much of the virtual landscape in normal size, creating objects on a larger scale means they stand-out.
  • Experience. There’s some great examples in Second Life and There of places containing objects at fantastically large scales. And, these places seem extremely successful at driving traffic and creating communities.
  • Product placement. For the time-being at least, placing supersized real world objects into virtual worlds acts as a simple yet effective method of product placement.

Here’s some examples of supersized objects and places in Second Life and There.

Over on Dell Island there’s a giant version of the XPS 710 desktop machine. The object is fully interactive, with moving fans and the ability to explore how the machine has been built.

Is this interesting?

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