Gladys Santiago

Ghost Whisperer’s Alt World 2: A Case Study on Product Displacement and Engagement

Posted in Media, Product Placements, Television by Gladys Santiago on August 22, 2009

The above image is one of the most viewed pictures in my Flickr photostream. The majority of viewers find the image by conducting keyword searches for “Alt World 2,” a fictionalized interpretation of the virtual world application, Second Life. In the “Ghost in the Machine” episode of Ghost Whisperer, Melinda is shown how to create an avatar and navigate through a virtual environment in order to catch a child predator. The Alt World 2 interface and its function closely resembles Second Life’s, but since the plot addressed the dangers of online worlds, it’s only natural that Second Life would want to avoid being mentioned or featured in the episode.

A behind-the-scenes clip, previously available on CBS.com, detailed Alt World 2’s creation process and featured the director and designers discussing their inspiration for the animation and graphics. What I find particularly interesting, are the viewer inquiries as to whether or not the Alt World 2 game exists in real life. Here, a Ghost Whisperer viewer identifies Second Life as an Alt World 2 substitute and reminds another fan about the dangers discussed on the show. At MIT’s Futures of Entertainment 3 conference, Ghost Whisperer Executive Producer, Kim Moses, touted the show’s transmedia storytelling ability as successfully connecting viewers to its content. Through the use of webisodes, books, message boards and fan fiction, Moses has laid the foundation to engage audiences. When I refer to engagement, I am referring to the resulting audience behavior, recall and participation after watching the program. It’s understandable for viewers to wonder if Alt World 2 is a real game given Ghost Whisperer’s presence across various media forms. Seeking out information regarding Alt World 2 is a form of engagement because it illustrates an interest in the show’s content that extends beyond the initial television airing.

I’m sure some Ghost Whisperer viewers are familiar with Second Life, but given all the outlets fans have to discuss the show, it’s completely plausible for them to believe that the Alt World 2 exits. Although an actual Alt World 2 gaming platform never came to a fruition, audience reaction to it demonstrates that product displacement can engage viewers and pique their curiosity. Fans that searched for Alt World 2 probably viewed it as another medium to connect with the Ghost Whisperer world. The episode featuring Alt World 2 originally aired October 2008, but searches for it appear on my Flickr stats almost everyday. Alt World 2 is a great example of a product displacement that really resonated with viewers. It’s a shame the game wasn’t developed into an actual social networking platform. I’m pretty sure Second Life was never approached to be included in the episode, but Alt World 2 presents the company with an opportunity to create virtual environments specifically for television shows.