This is the biggest executive move by Linden Lab since Philip Rosedale returned as an advisor last January:
Second Life hired its first-ever CMO as the race for the metaverse heats up…
Linden Research, Inc., the developer of pioneering metaverse Second Life and parent company of the newly launched virtual economy payment processing platform Tilia, announced the expansion of its leadership team with two key C-suite hires. Steven Feuling, a more than 30 year senior marketing veteran, has joined as Linden's first Chief Marketing Officer (CMO) and Peter Capraro, who's held security and IT roles across his 25 year career, has joined as the company's first Chief Information Security Officer (CISO)…
Feuling has worked with and for some of the world's best known brands including Microsoft, Bloomberg LLC, The Walt Disney Company, 20th Century Fox, E*Trade and General Motors as well as several successful start-ups.
Business Insider story here (reg req.), full PR here. As that passage above and his own LinkedIn profile suggests, Feuling has quite a lot of experience in media and adtech firms…. but little or no direct experience working on metaverse platforms, games, virtual worlds, or other related technology.
Not necessarily a criticism! I'd weigh the pros and cons this way:
Pro: Second Life in particular needs a CMO with the ability to create partnerships with major media brands, and optimize its advertising. A CMO without any prior game/virtual world experience is more liable to propose unexpected projects and campaigns outside Linden Lab's core focus. David Fleck, Linden Lab's former VP Marketing and Business Development back in the day, also had no prior game/virtual world experience, but was instrumental (for good and ill) in accelerating Second Life's 2006-2008 hype period, mainly by pushing forward a single change to the product: Making SL user accounts free.
Con: Second Life's core problem — continued lack of sustained user growth — exists at the code and UX level. This will be difficult for an inexperienced CMO to recognize or change. Second Life to this day gets all kinds of free promotion via earned media (i.e. actual news coverage), and about 300,000+ people create an account every month. The challenge isn't lack of marketing, but rather, that 99.9% of those new users return to the platform for any extended amount of time. (A daunting high percentage of new "users", as one Linden vet told me, quit during the download process.)
All that said, let's see if Feuling can fuel Second Life. (See what I did there?)
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