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Spotlight
A parallel life
Hotel chains are stepping into the virtual world as a part
of their development strategy. Is it for real? By Neeti Mehra
Brick
and mortar hotels cannot get more tangible than this. They have already gone
beyond merely being accommodation providers with a singular purpose of bed nights.
Today, they are creative, thriving entities with a life of their own - a life
given by the people who inhabit them.
How then does a hotel brand reach out to its potential customers, en masse,
to understand what each one demands from the property? What is trendy today?
How will it differentiate its brand from countless others? Most brand developers
would give an arm and a leg to unlock the secret of a perfect hotel.
The solution to this dilemma today is simple. To understand the mind of the
traveller, all a hotelier needs to do is log on, and do away with reams of CRM
programmes and feedback forms. It is time to confront the guest, one-on-one.
With the click of the mouse, millions of travellers worldwide clock hours in
cyberspace. Leading a dual life in many instances, blogs, gaming sites, forums
and user groups, and instant messaging services are the usual haunts. These
alternate existences are not isolated from real life; they have a direct and
real impact on it, and vice versa. In this very metaverse, or a virtual universe,
companies have realised the importance of the usage of interactive, social and
emerging media to maximise business opportunities. This is the attempt of the
shrewd marketer to sell a product to a wired customer. At the end of it all,
these efforts boil down to cranking up sales.
How would they get the message across in a medium that works on bits and bytes?
Intrinsically, online marketing is not very different from its offline sibling,
except things move at the speed of light, be it the message or the attention
span. If the product were a generic, off-the-shelf product, then any listing
would do. But given the limitation of the one-dimensional online models, there
is nothing that can simulate an experience like a holiday or a hotel. But perhaps
there is a possibility - a prototype - that could be developed online for people
to see, feel and experience.
There are two interesting case studies. One is Starwood's yet-to-be-launched
brand aloft Hotels and the second is The InterContinental Hotels group's Crowne
Plaza Hotels & Resorts. Their coquetry with a virtual universe - Second
Life - is far ahead of the times. The modus operandi: adopting Everett Rogers'
diffusion of innovations theory to the T by tapping the first category of adopters
- the innovators or the early adopters - and then having the rest of the herd
follow these technophiles down the road of innovation, right into their real-life
hotels.
First mover advantage
aloft Hotels In September 2006, Starwood's aloft Hotels made a virtual debut
with its doppelganger on Second Life. While this might mean very little to very
many people, in the bigger scheme of things, it is a set of firsts in many categories.
But what is the need of a hotel in a virtual world? Described as a 'Vision of
W Hotels', aloft's USP goes beyond the cookie-cutter approach to its urban design,
accessible technology, stylishness and social ambience. The first property will
open in the first quarter of 2008 and by 2012, there will be 500 properties
globally. All will be similar and developed through a prototype throughout the
world. Says Brian McGuiness, vice president of aloft Hotels, "aloft is
next-generation thinking. We are really about tomorrow, today. That said, we
liked the concept of the virtual world and our target audience included early
adopter, tech-savvy individuals who are always looking for what is next."
The brand finally withdrew from Second Life earlier this year. "Our initiatives
were met and we achieved our goals. We launched the brand, we gained great customer
insight, we generated significant brand awareness and now it was time to focus
on opening real hotels," says McGuinness of the aloft experiment.
aloft was the first hotel brand that placed a three dimensional version of its
prototype on Second Life, where it acquired an island to develop a prototype.
Inhabitants of this parallel universe could enter the hotel and entertain guests,
get a peek into the vibrancy of the hotel, its landscaped outdoor space and
loft-like guestrooms. aloft simultaneously launched a blog (www.virtualaloft.com),
which was a log to record the entire development process from start to finish
- something which would make visitors feel involved.
The primary aim was to reach out to thousands of potential customers. The development
was parallel to its physical prototype; it received and ingested feedback from
residents through its virtual kin. It carefully noted each visitor to the property,
how they interacted with the space, what areas and what furniture they preferred,
and what they overlooked. Based on these responses, the company altered the
design in the work-in-progress prototype. Says McGuinness of the result, "Our
key learnings were around design and concept. Having future customers tour an
aloft hotel before it is built allowed us to gain insight into their requirements.
This allowed us to refine the design and concept before we actually opened the
hotel."
With aloft, Starwood hopes to reinvent the travel experience, flouting set norms
and bringing in innovation. The hotel uses natural materials such as cork and
has nine feet of space between its floor and ceiling to create a 'lofty' feeling.
The hotel will also be fitted with state-of-the-art amenities. Interestingly,
the company pointed out that with such a dual model, avoiding development costs
in the real world saved money. "What the virtual world allows one to do
is introduce a new concept without having to physically build the plant. We
can tour developers and share our insights with consumers without having to
incur the expense of building a model hotel," he explains. The very fact
that a certain colour or certain design could be avoided in the physical world
because it repelled a significant number of guests in the virtual world was
reason compelling enough. Speaking on customer feedback, McGuinness says, "It
was very helpful. Whether it is used for the actual development of the product
or validation of what you are delivering, it is critical data that any brand
should be reviewing on an on-going basis." What's next? He feels that the
virtual world will continue to remain a very valid and a relevant marketing
tool. "Hotels should only enter the virtual world as a sales tool, market
introduction or awareness and to provide the consumer with a sense of the culture
of the hotel," he says.
| Second Life is a 3D virtual world entirely built
and owned by its residents. Linden Labs created it in 2003. The world has
its own currency, the Linden dollar, which has value in the real world and
can be converted to US dollars, courtesy thriving online Linden dollar exchanges.
Real estate sells. Avatars (digital versions of people)
procreate and thrive for generations, digitally of course. The website
claims that it has over nine million residents, which is almost the number
of inhabitants of Los Angeles. But not all of them are active residents,
meaning that there might be people who made an avatar and never logged
on after. This metaverse reflects the real-life universe in a fantastic
way. You can take photographs in Second Life, attend music concerts by
bands such as Duran Duran, make videos of the place and attend fashion
shows by brands like Lacoste. And yes, you can check into hotels too.
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The Crowne Plaza Hotels & Resorts
Let's suppose that the members of an environmental group registered on Second
Life are concerned about the quality of life in this virtual world and decide
to have a closed-door discussion. Given the physical distance, they log on to
the Crowne Plaza Second Life website and choose between meeting facilities that
include a lounge, an executive room and a large theater that can accommodate
up to 30 people.
A press note sent by the InterContinental Hotel Group earlier this year cited
the group's 'responsibility to explore emerging media and stay ahead of the
innovation curve and to understand what Second Life and other emerging platforms
mean for its guests and its business. With the brand's philosophy dedicated
to becoming an upscale hotel of choice for small and mid-sized business meetings,
it saw that companies were interested in utilising virtual spaces to meet business
needs. Thus, it created a private, independent, purpose-built meeting space
in Second Life - this brand's forte.
With the hotel's The Place to Meet Island in Second Life, organisations can
experiment without having to commit a significant amount of their own resources.
With this, the company was tapping a need for organised meeting space in the
virtual world. A meeting can be scheduled or reserved online and is secure and
private. Streaming videos and presentations too are possible to upload. In fact,
the company has a dedicated in-world Crowne Meetings Director for its virtual
meeting place, whose avatar is modeled after Maggie Browning, the meeting's
director at the Crowne Plaza Atlanta Airport hotel. Moreover, the use of meeting
facilities will be free of charge and can be rented for up to eight hours. To
promote this concept, the Crowne Plaza held a roundtable discussion about how
interactive, social and emerging media is changing the way companies do business
in there virtual meeting room. The speakers? Experts in new media and marketing
from top consumer brands.
Steve McGookin of Forbes.com, the moderator, pointed out that metaverses such
as Second Life had economic indicators that replicated real life countries.
Metaverses were indicators of customer behaviour and spending activity. In fact,
he points out that US$ 1.5 billion of real money was spent in all virtual worlds
last year. The key for success of a real product in this world is brand building
and extending the product to attract niche audiences.
One of the speakers at this discussion was Del Ross, vice president (Distribution
Marketing) at InterContinental Hotels Group. Ross pointed out that this model
gave them an insight on how customers use the product. It gave perspective into
how prospective customers would use it. The crux of a brick-and-mortar company
plunging into these worlds was summed up succinctly by a speaker who said, "The
ground reality is, this is where the audience is, thus this is where the marketers
need to be."
The wired world tomorrow
How will this phenomenon evolve eventually? Traditionally, a virtual world is
said to be an alternate reality, perhaps a euphemism for escapists. It is within
these fantasy worlds created by the online customer that companies want to thrust
in a piece of tangible reality. As marketing tools, organisations think it fit
to break through the clutter of conventional advertising, because the advertising
marketplace is saturated and there needs to be something different to remember
a brand by.
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