The Big Fat Marketing Blog Rockin’ with the O November 5, 2008
Posted by Mark Blei in : Uncategorized , add a commentSometimes you just have to dance. That’s the approach search marketing agency Oneupweb took when its Barack Obama yard signs kept disappearing from the company grounds, looted by an unseen enemy of the First Amendment.
The solution the Traverse City MI firm arrived at? A 30-foot projection of a dancing Obama thrown onto the walls of its building the night before Election Day.
Lisa Wehr, Oneupweb’s founder, president and CEO, says the neighborhood of the company’s headquarters was a hotbed of Jon McCain signs, but that when her company put out Obama markers, they were stolen—not once or twice, but several times in the last few months.
“Meanwhile, we had been looking at some of the interesting projection campaigns that had been done for Halloween, and the viral spread they’d gotten,” she says. “So one on our marketing guys got hold of a projector, and we decided to outdo the sign thief.”
“After all, ‘one up’ is in our name,” she says.
The projection video was a looped clip of Sen. Obama dancing on Ellen DeGeneres’ talk show. Oneupweb also produced a dramatized, Dragnet-ized version of the birth of the amazing 30-foot senator and posted it to YouTube.
Read The Rest—–>The Big Fat Marketing Blog � Rockin’ with the O
Real Advertising in 2008? February 13, 2008
Posted by Mark Blei in : Uncategorized , add a comment.
By Mark Blei
While looking at my Blogroll today I noticed that Giles Rhys Jones of Ogilvy London had been over taking a peak. Giles has a really excellent blog himself called Interactive Marketing Trends that I highly recommend. As bloggers are wont to do, I scanned over some of his content and found two great clips, one of them a funny little clip about WPP which I would post but won’t for fear my boss will steal my shoes when I’m wondering off for coffee, and then I caught this great video that was done by a group called Improv Everywhere.
Which Giles said and I agree was a great example of what he calls “real advertising” and compared it to the Sony Bravia Ad recently . It’s interactive clips like this that also bring the audience into the making of it, and by showing the crowd reaction from the perspective of the makers of the film, make it even more engaging to the viewer as they feel like they are part of the process of the creation of the art and less a passive viewer.
He also pointed out that 2008 could be the year that this new field of reality advertisement takes hold, which Giles postulates and I agree is a great way to spread both WOM and Viral advertising and shows how people can use sites like YouTube as a vehicle for their advertisement and both entertain and keep viewers engaged and looking for more.
Well done Giles! My curiosity however is peaked, and I must ask what Nick at Dartington meant when he commented on the WPP clip’s relevancy being due to the fact that he actually had an exotic dancer on stage recently.
Tell Nick to call me about any openings he might have in whatever department requires exotic dancers. I’m obviously in the wrong end of this industry .
This posting is a personal opinion article by Mark Blei who is in Business Development for Dynamic Logic Inc and the author of this blog. None of the content of this article is meant to be an opinion of Dynamic Logic, It’s parent company Millward Brown or anybody but the writer.
Newsflash- Second Life still sucks unless your a pervert, furry or a gambler. July 26, 2007
Posted by Mark Blei in : Uncategorized , add a commentHow Madison Avenue Is Wasting Millions on a Deserted Second Life
For months, Michael Donnelly had been hearing all about the fantastic opportunities in Second Life.
As worldwide head of interactive marketing at Coca-Cola, Donnelly was fascinated by its commercial potential, the way its users could wander through a computer-generated 3-D environment that mimics the mundane world of the flesh. So one day last fall, he downloaded the Second Life software, created an avatar, and set off in search of other brands like his own. American Apparel, Reebok, Scion — the big ones were easy to find, yet something felt wrong: “There was nobody else around.” He teleported over to the Aloft Hotel, a virtual prototype for a real-world chain being developed by the owners of the W. It was deserted, almost creepy. “I felt like I was in The Shining.”
Yet Donnelly decided to put money into Second Life anyway. He’s no digital naïf: When he joined Coke last summer, the company was being ridiculed for its huffy response to a spate of Web videos showing the soda geysers that erupt when you drop Mentos into Diet Coke. Within weeks, Donnelly had Coke and Mentos sponsoring a contest on Google Video that’s gotten more than 5.6 million views. But Second Life was different. “Many places you go, there’s still nobody there,” he concedes. That’s certainly the case with Coke’s Virtual Thirst pavilion, where you can long linger without encountering another avatar. “But my job is to invest in things that have never been done before. So Second Life was an obvious decision.”
As with Donnelly and Coca-Cola, so with David Stern and the National Basketball Association. Stern, who’s been NBA commissioner since 1984, was introduced to Second Life in July 2006, at the annual media and technology retreat hosted by New York investment banker Herbert Allen in Sun Valley, Idaho. Second Life’s creator, Philip Rosedale, was one of the presenters, as was Chad Hurley, cofounder of YouTube, another company Stern had never heard of. “My initial impression was, ‘Don’t people have better things to do with their lives?’ Then I said, ‘Stupid! You’re not the audience.’”
Stern left Sun Valley convinced he’d seen the future, and he was about half right. YouTube has become a powerful tool for pro basketball. The site’s NBA channel, launched in February, has already garnered some 14,000 subscribers; users have posted more than 60,000 NBA videos, which have been viewed 23 million times. But over at Second Life, where an elaborate NBA island went up in May, the action has been a bit slower. “I think we’ve had 1,200 visitors,” Stern reports. “People tell us that’s very, very good. But I can’t say we have very precise expectations. We just want to be there.”
Coke and the NBA are hardly alone. Adrift in the uncharted sea that is Web 2.0 — YouTube, MySpace, social networking, user-generated content, virtual worlds — corporate marketers look at Second Life and see something to grab onto. At least 50 major companies have ventured into the virtual world to date, spending millions in the process. IBM has created a massive complex of adjoining islands dedicated to recruitment, employee training, and in-world business meetings. Coldwell Banker has opened a virtual real estate office. Brands like Adidas, H&R Block, and Sears have set up shop. CNET and Reuters have opened virtual bureaus there. It’s as if the moon suddenly had oxygen. Nobody wants to miss out.
Ever since BusinessWeek ran a breathless cover story titled “My Virtual Life” more than a year ago, reporters have been heralding Second Life as the here-and-now incarnation of the fictional Metaverse that Neal Stephenson conjured up 15 years ago in Snow Crash. (Wired created a 12-page “Travel Guide” last fall.) Unfortunately, the reality doesn’t justify the excitement.
Second Life partisans claim meteoric growth, with the number of “residents,” or avatars created, surpassing 7 million in June. There’s no question that more and more people are trying Second Life, but that figure turns out to be wildly misleading. For starters, many people make more than one avatar. According to Linden Lab, the company behind Second Life, the number of avatars created by distinct individuals was closer to 4 million. Of those, only about 1 million had logged on in the previous 30 days (the standard measure of Internet traffic), and barely a third of that total had bothered to drop by in the previous week. Most of those who did were from Europe or Asia, leaving a little more than 100,000 Americans per week to be targeted by US marketers.
Then there’s the question of what people do when they get there. Once you put in several hours flailing around learning how to function in Second Life, there isn’t much to do. That may explain why more than 85 percent of the avatars created have been abandoned. Linden’s in-world traffic tally, which factors in both the number of visitors and time spent, shows that the big draws for those who do return are free money and kinky sex. On a random day in June, the most popular location was Money Island (where Linden dollars, the official currency, are given away gratis), with a score of 136,000. Sexy Beach, one of several regions that offer virtual sex shops, dancing, and no-strings hookups, came in at 133,000. The Sears store on IBM’s Innovation Island had a traffic score of 281; Coke’s Virtual Thirst pavilion, a mere 27. And even when corporate destinations actually draw people, the PR can be less than ideal. Last winter, CNET’s in-world correspondent was conducting a live interview with Anshe Chung, an avatar said to have earned more than $1 million on virtual real estate deals, when Chung was assaulted by flying penises in a griefer attack.
One of the things you never see in Second Life is a genuine crowd — largely because the technology makes it impossible. In Stephenson’s Metaverse, corporations established their presence along a bustling, almost infinitely long street that residents could cruise at will. Second Life is different. Created by an underfunded startup using a physics engine that’s now years out of date, Second Life is made up of thousands of disconnected “regions” (read: processors), most of which remain invisible unless you explicitly search for them by name. Residents can reach these places only by teleporting into the void. And even the popular islands are never crowded, because each processor on Linden Lab’s servers can handle a maximum of only 70 avatars at a time; more than that and the service slows to a crawl, some avatars disappear, or the island simply vanishes. “It’s really the software’s fault,” says Andrew Meadows, Linden Lab’s senior developer. “Way back when, we used to say, ‘This is not going to scale.’”

Illustrations by Eddie Guy
And yet, so eager are corporate marketers to get in that a small industry has sprung up to help. Business appears to be good — very good. “We have basically not made any sales calls,” says Sibley Verbeck, founder and CEO of the Electric Sheep Company, which has built in-world presences for such clients as AOL, Major League Baseball, the NBA, Nissan, Pontiac, and Sony BMG Music. “We would like to. But we can hardly keep up with the Fortune 500 companies that are contacting us.”
From an obscure background in computational linguistics, Verbeck has emerged as perhaps the world’s leading evangelist for Second Life business opportunities. Dressed in blue jeans and a flannel shirt, his long, dark hair flowing from beneath a wide-brimmed black hat, he looks like a diminutive New Age lumberjack. But Verbeck is also oddly charismatic, with an almost messianic belief in the potential of virtual worlds.
Electric Sheep lau
nched with the mission of promoting Second Life by developing software to make the experience less clunky and off-putting. Bringing in big corporations was a way of generating money and adding new in-world attractions. Marketers weren’t interested at first, but that changed after the May 2006 BusinessWeek story and Rosedale’s appearance at Sun Valley a couple of months later. “By September, it was crazy,” says Giff Constable, an investment banker who joined Electric Sheep after falling in love with Second Life. “A lot of people who missed MySpace said, ‘You know what? We shouldn’t let that happen again.’”
What do marketers want when they call Electric Sheep? “They don’t know,” Verbeck says. “Mostly it’s ‘We’ve been reading about virtual worlds — is there anything there for us?’” Almost inevitably, the answer is yes. The cost varies greatly: A company can stage an in-world speaking event for as little as $10,000, but hiring Electric Sheep or one of its competitors to create a full-time presence, with a private island and a lot of virtual construction, could run several hundred thousand dollars a year. (Linden Lab leases virtual land to cover its server costs but doesn’t take a cut of what companies spend establishing their presence there.) Opt for a really elaborate build, hold frequent events to keep people coming back, and hire an employee or two to keep things running, and the budget could easily hit $500,000 a year.
Joseph Jaffe, the marketing consultant who advised Coke on its in-world presence, dismisses the notion that such efforts might not be worthwhile. “The learning is now,” Jaffe says. “You are a pioneer, and with that comes first-mover advantage” — that chestnut from the Web 1.0 boom. And the paltry numbers? “This is not about reach anymore. This is about connecting. It’s about establishing meaningful, impactful conversations. So when people ask, ‘Why Second Life?’ I ask ‘Why not?’”
Jaffe logs on to show off Coke’s Virtual Thirst pavilion, which was created by Millions of Us, a Bay Area company that does in-world builds. He’s a close match for his avatar, Divo Dapto, a trim little figure clad in roll-up jeans and a red-on-white Virtual Thirst T-shirt. “You never know who you’re going to meet,” Jaffe says as Dapto soars toward the Virtual Thirst pavilion.
The Coke build is expansive, elaborate, and of course empty. But Coca-Cola has a plan. It’s sponsoring a contest to create a Virtual Thirst vending machine that it hopes will become ubiquitous in Second Life, just as Coke machines are everywhere in real life. Jaffe professes to be overwhelmed by the number of entries, which he characterizes as “well north of 100.”
Suddenly, another avatar materializes. “Ah, there you go,” Jaffe exclaims. “Someone’s just arrived! I think she’s from Japan.” As he speaks, Dapto starts air-typing in the weird way that Second Life avatars do, trying to chat up the new Japanese girl. She looks around, then teleports someplace else.
You might wonder what Coke is doing in such a place. “It had a lot to do with hype,” admits Michael Donnelly.
Still, despite isolated reports of corporate dissatisfaction with Second Life, the influx continues. Electric Sheep claims to be turning away business. IBM has set up a virtual worlds business unit. Millions of Us, which has also built corporate presences for Intel, Microsoft, Sun, and — full disclosure — Wired, is constructing a virtual Hollywood Hills for show business companies.
What’s behind this stampede is not that hard to divine. “A terror has gripped corporate America,” says Joseph Plummer, chief research officer at the Advertising Research Foundation, an industry think tank. Plummer has been around Madison Avenue since the early ’60s, when modern advertising techniques materialized. “The simple model they all grew up with” — the 30-second spot, delivered through the mass reach of television — “is no longer working. And there are two types of people out there: a small group that’s experimenting thoughtfully, and a large group that’s trying the next thing to come through the door.” Second Life appeals to the latter — the ones who are afraid of missing out, who don’t consider half a million dollars to be a lot of money, and who haven’t figured out (or don’t want to admit) that Second Life is less than the bold new frontier it appears to be.
“For people who’ve grown up in analog, Second Life is not that hard to understand,” says Rishad Tobaccowala, CEO of Denuo, a consulting arm of the global ad giant Publicis Groupe. “I have a store in the real world; I have a store in the virtual world.” In contrast, the kind of digital marketing that actually works requires a conceptual leap. Successful online marketing is targeted and specific, like direct mail — but it’s direct mail in a fun house, where the recipients can easily seize control of what the mail says, where it goes next, and how it gets there. You need to know how to buy up keywords to maximize search returns, how to make the most of recommendation engines, how to use the viral potential of Web video, how to monitor what’s being said in blogs and message boards, how not to blow it by trying to be deceptive. Building a corporate pavilion in Second Life doesn’t require any of these things. It’s simple and it’s obvious.
Virtual worlds will evolve, of course. It’s easy to imagine targeted in-world advertising, for example, or a 3-D version of MySpace. Although it won’t comment officially, IBM is understood to be working to create a “virtual universe” by building software that will allow avatars to leap from Second Life to World of Warcraft as easily as we now move from Google to Yahoo. The Internet will eventually be full of such 3-D environments; Second Life might even be one of them. But in the meantime, it’s just slurping up corporate dollars and delivering little in return.
“Companies say, ‘It’s an experiment’ — but what are they learning?” Tobaccowala asks. “Basically, they’re learning how to create an avatar and walk around in Second Life.” Which is fine if that’s what you want to do. Just don’t expect to sell a lot of Coke.
What Happens When You Let Go May 22, 2007
Posted by Mark Blei in : Uncategorized , add a comment| What Happens When You Let Go |
| by Adam L. Penenberg, May 2007 issue |
No, they’re not mad scientists. They’re ordinary Joes, who for reasons best understood by themselves, began fooling around with packages of Mentos and bottles of Diet Coke.Mint-maker Mentos was in a rut. A unit of Italian confectioner Perfetti Van Melle, Mentos spent $20 million a year on marketing, most of it on its famously campy “freshmaker” TV commercials that had run for the past 15 years. Vice president of marketing Pete Healy believed Mentos needed to, as he put it, “reassess, redefine and reposition its brand.” This prompted him to sit down last year with other executives for a brainstorming session to personify what the product was all about. If Mentos were a car, they wondered, what kind would it be? A sporty convertible. If a recreational activity, rock climbing or beach volleyball. And what celebrity was most like Mentos? Adam Sandler, former Saturday Night Live cast member and star of such cinematic schtick as Happy Gilmore and The Waterboy. Then a Web video of two goofy guys creating a replica of the Bellagio Fountain in Las Vegas out of nothing more than Mentos and bottles of Diet Coke went viral last June, downloaded by millions, spawning thousands of imitators and attracting immense media coverage, and it hit Healy. “What could be a better fit than Adam Sandler and Mentos geysers?” he asked himself. “It reflected our personality.” What followed was a marketing coup that has become a textbook example of how a company can harness the power of viral video, where the standard 30-second TV ad, which is waning in influence, is replaced by the Web concept of collective curation. That’s when the audience decides what’s good and what should be watched and the traditional gatekeepers – television networks, movie studios and the news media – are pushed to the sidelines. This democratization of content is made possible by the advent of cheap video cameras, camcorders, even cell phones that capture user-generated infotainment, aided by powerful, affordable software like Final Cut Pro and iMovie to shape it, and then distributed via a massive digital infrastructure with ample bandwidth. The technological zeitgeist is equal parts human, however, as netizens blog about what interests them or disseminate links to everyone in their e-mail and IM address books. Meanwhile, user communities have sprouted up on people portals like MySpace, Flickr, YouTube and Digg. There, people share everything from blog posts to news articles, pictures, audio podcasts and videos in a quest for their own Wharholian 15 megabytes of fame. “It’s all about the combination of next-generation content creation and distribution coupled to instant access to your social network community,” says Adam Lavelle, vice president of strategy for iCrossing, a digital marketing agency. “Because distribution is so huge and fluid and easy, your community connects to other communities, which fosters this distribution. If I know you, then I know everyone you know.” Commerce as Conversation In the end, the audience chooses which messages to spread, and companies have little choice but to let go of their brand. As Procter & Gamble CEO A.G. Lafley said in a speech at the Association of National Advertisers, “The more in control we are, the more out of touch we become. But the more willing we are to let go a little, the more we’re finding we get in touch with consumers.” This, of course, frightens executives used to molding their brands to fit their own hackneyed scripts. If consumers start tarnishing their name, and that spreads, it could be disastrous. In the old days, if you had a problem with customer service, you wrote a nasty letter to a company’s complaint department – if you could find it. Nowadays, the Web enables the fluidity of information where consumers enjoy unprecedented power. In essence, commerce has become a conversation. Businesses either talk to us or face our wrath, which is amplified through the blogosphere and sites like Digg and Slashdot with their legions of snarky users, who tell others, and so on and so on, until millions are mocking a company. This is something AOL learned the hard way last year when an irritated customer, trying to cancel his membership, recorded the phone call with customer service and posted it on the Web. It became, as The New York Times characterized it, “the online equivalent of a top-of-the-charts single.” General Motors launched a Web site that allowed visitors to post their own Chevy Tahoe ads, with predictable results. A number of them blasted the carmaker for manufacturing gas-guzzling SUVs that contribute to global warming. What’s the solution? Companies could start by being proactive and engaging their critics instead of trying to gloss over perceived problems – because viral criticism loves a vacuum. Chain Reaction On the upside, a company willing to let go of its brand can find its way to great, untapped riches – as Mentos found. The Bellagio Fountain video was downloaded 20 million times and more than 10,000 copycat mint-soda videos were posted online, which created a multiplier effect: Mentos tallied a staggering 215 million mentions of its product in TV, print or radio stories over the past nine months, and estimates the free publicity was worth $10 million to the company – half its annual marketing budget. More to the point, Mentos, well, made a mint: Sales climbed 20 percent during the first viral tsunami, and even after the commotion died down, they remained 15 percent higher than they had been. Coca-Cola also reaped rewards. Before the video, Diet Coke’s sales had been flat, while the company as a whole was losing market share. But Michael Donnelly, the soft-drink maker’s interactive director, reports that after it went viral there was a “significant spike” in sales of two-liter bottles of Diet Coke – the ones used on camera. He wouldn’t give exact numbers but confirmed it was between 5 and 10 percent. A second video by the original instigators, employing 251 bottles of Diet Coke and 1,500 Mentos in a massive chain reaction, led to a 27 percent increase in traffic to Coke.com. All of this was a million miles away from the minds of Fritz Grobe, a professional juggler, and Stephen Voltz, a trial lawyer, who were the ones responsible for all of this. In fall 2005, the two heard from a friend that if you drop Mentos into a bottle of Diet Coke, it would explode. Performers at heart – Grobe and Voltz were members of a Buckfield, Maine, regional theater company – the two went out to the backyard to try it. After the pyrotechnics, their first thought was, How far could they take it? Naturally, they weren’t the first ones to do this. For decades, high school students had mixed vinegar and baking soda to make volcanoes erupt at science fairs, and science educators tossed Wint-O-Green Life Savers into diet soda to demonstrate chemical reactions. (Why diet soda? Cola’s brown color makes it easy to see, and diet cola’s lack of sugar makes it easier to clean up.) Since the early 1990s, Mentos had been aware of the geyser phenomenon, which would come and go in popularity. Then science educator Steve Spangler demonstrated the Mentos-Diet Coke effect on Denver, Colorado’s 9News, with anchor Kim Christiansen getting soaked in the process in September 2005. The video of this was posted online and became a minor hit. As for Grobe and Voltz, they spent the morning playing around with the idea. After corralling as many bottles of Diet Coke and tubes of Mentos as they could, they constructed a 10-bottle fountain with the aid of some cement blocks and “It felt like blowing up a building,” Grobe says. “We had one chance. We had never done more than 20 bottles at a time before that.” While a friend with a digital video camera recorded the action, the two, dressed in white lab coats, crossed their fingers and let it fly. Amazingly it all went off without a hitch. In fact, it went better than they had imagined because it was an unseasonably warm day, so the effects were even more spectacular, especially at the end when the grand crown shot out in different directions and spun. They got soaked, puddles of Diet Coke gathering in their goggles. They entered a Web video contest sponsored by the E-Channel but didn’t win, so the first Saturday in June they posted it to their Web site, EepyBird.com. Voltz told one person about it: his brother. Within hours, thousands of visitors were viewing “Experiment #137.” By the end of the first day, they counted 14,000 downloads. Two days later, “The Late Show With Dave Letterman” called. Grobe told producers they had only done the fountain once and would need a chance to rehearse. Over the course of the next few weeks, Grobe and Voltz grew sufficiently confident they could perform the Mentos geyser live. Meanwhile, the video had become a runaway hit. Over nine days, more than 2 million people logged on to their site. This had a downside, as enthusiastic viewers kept posting it on YouTube. But Grobe and Voltz had a deal with Revver.com, where they would split ad revenue. Voltz put his legal expertise to work and sent a flurry of letters to YouTube, which automatically stripped the Revver ad from the video, demanding that the site remove their copyrighted material. As soon as one video came down five would go up. Grobe and Voltz just couldn’t keep up. In the end, they earned about $35,000 in advertising revenue and estimate they could have made double that if YouTube and other video-sharing sites would have proactively blocked users from posting it. Pete Healy of Mentos heard about the Mentos geyser phenomenon after his marketing director tuned in to National Public Radio, which ran a segment about it. Healy told a Wall Street Journal reporter that Mentos was “tickled” by the video. Although he didn’t tell the journalist this, he did wonder about liability. “You hope people have common sense and won’t allow their three-year-old to stand over a bottle of exploding soda,” he said. (No one to date has threatened either Mentos or Coca-Cola with lawsuits over this.) Healy then called Grobe and asked if there was anything the company could do to help? “Send Mentos,” Grobe replied. Coke Gets Behind the “Domino Effect” Healy did more than that. Although he knew there would be risks to involving Mentos in this type of new-media campaign, in the end, Mentos was candy, not a cure for cancer. How much effort would people put in ridiculing it? “As long as we maintained a light touch and were authentic, we figured we would probably be okay,” Healy says. “We knew there were parodies of the old Mentos TV ads. It didn’t bother us; in fact it showed people were engaged with the personality of the brand.” When Grobe and Voltz appeared on the Letterman show at the end of June, Healy dispatched the Mentos-mobile – a Pontiac Solstice convertible wrapped in Mentos graphics – which was parked outside the theater, while street marketers in Mentos T-shirts and toting 6-foot rolls of Mentos gave out candy to passersby. At the same time, the Coca-Cola Company, slower on the uptake, didn’t know what to think. A Coke spokeswoman told the Wall Street Journal, “We would hope people want to drink [Diet Coke] more than try experiments with it.” She added that the “craziness with Mentos” didn’t “fit” Diet Coke’s “brand personality.” Michael Donnelly, the company’s interactive director, admits Coke wasn’t prepared for this. But in July the soft-drink maker relaunched Coke.com with a new focus: consumer-generated media that celebrates creativity and self-expression. Within days of starting his job at Coke in August, Donnelly contacted “the eepy.com guys,” as he called them. This led to a pow-wow among Coke, Mentos, Grobe, Voltz and Google, which wanted in on the action. The companies agreed to work together to support the performers in a second video, which Grobe and Voltz dubbed “The Domino Effect.” That, too, was a big success, attracting 5 million downloads on Google Video. At the end, there was an advertisement that linked to Coke.com or cocacola.com, announcing a con test. For three months, people could submit their own videos of ordinary objects doing extraordinary things, and Grobe and Voltz were the judges. “A great one involved balloons, Mentos, Diet Coke, and a series of chain reactions,” Grobe says. Coke supported the campaign by buying up hundreds of search keywords on Google, msn and Yahoo – anything relating to Coke, Mentos and explosions. Coke counted some 1.5 billion ad impressions from the campaign. Great Geysers Because the odds of benefiting from a phenomenon like the Mentos and Diet Coke geysers is less than the chances of winning “American Idol,” some companies have been trying to game the system – with decidedly mixed results. Samsung released a series of videos on YouTube featuring a St. Bernard named Sam on a plane. The few who actually watched characterized them as “lame,” “a stinker,” and “zzzzzz.” One user summed up: “I would really like to know which agency and production company came up with this uninspired piece of crap.” Dove has had hits and misses. It scored big with “Evolution,” a Web video that illustrates through makeup and software how an ordinary woman can be transformed into Mischa Barton hot. On YouTube alone, several parodies have been viewed for a combined total of 5 million times. (Personal favorite: “Slob Evolution,” in which a male model eats, drinks and smokes himself into someone who resembles Christopher Hitchens.) Dove also posted a flop when it tried to foist a promo for “Dove Cream Body Oil” on to the YouTube community. The video received more than 10,000 comments-almost universally negative. FedEx, on the other hand, squelched any viral-marketing potential by threatening legal action against a loyal customer who had created furniture out of the air shipper’s boxes, then posted the pictures on his Web site. “The worst thing you can do is act like a grumpy old brand and send out cease-and-desist letters,” says Michael Maslansky, president of Luntz, Maslansky Strategic Research. “It makes you look bad.” Adds Mentos’ Healy: “If I had been FedEx, I would have gone online and created a ‘Design Your Own Dining Set Out of FedEx Cartons’ contest.” There have been some modest corporate-inspired Web video successes too. More than three million YouTube users have watched Tom Dickson, the earnest founder of Blendtec, a blender manufacturer, pulverize an iPod. He also stars in several other must-see “Will It Blend?” videos released on YouTube and Blendtec’s own Web site, where he destroys baseballs, rake handles, lightbulbs, magnets, marbles, half a rotisserie chicken, and a 12 oz. can of Coke. The month after the videos hit the Web, Blendtec sold four times as many blenders online as it had over the previous monthly record. Mentos continues to sponsor Grobe and Voltz, helping them perform with the Blue Man Group Theater in Boston. The two say they are talking to TV networks about potential shows, and recentl Now Mentos has begun to partner with Steve Spangler, a highly caffeinated educator who has made a career teaching teachers how to teach science. A staple at conferences, Spangler, whose father was both a magician and scientist, speaks to roughly 150,000 teachers a year. And at each conference he can’t resist but demonstrate the power of Mentos and Diet Coke. At the end of this year, he is scheduled for “The Momentum Tour,” where he plans to visit dozens of schools where teachers are doing creative experiments with Mentos and Diet Coke. Mentos will send the car and supply the mints. Spangler, who claims he has set off perhaps 5,000 Mentos-Coke geysers over the past seven years, has also begun selling toys based on this theme. The first to hit the market is the Steve Spangler Geyser Tube, which sells for $4.95 and says on the label “powered by Mentos.” He also expects to release the Great Geysers Kit for $19.95, which would contain a geyser tube, test tubes, chemicals like citric acid and baking soda, macaroni, string, a basic science kit, an instruction book explaining carbonation, and, of course, Mentos. Spangler has filed for patents and will get all the money, since Mentos agreed not to share in any of the revenue. In fact, Spangler is even paying for the Mentos. What’s the secret of a campaign like this? “You have to have a light touch and be careful not to act like a guy in his mid-40s trying to be a hipster,” says the 54-year-old Healy. “It doesn’t smell right.”
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Second Life Gains Traction In Europe May 7, 2007
Posted by Mark Blei in : Uncategorized , add a comment| Second Life Gains Traction In Europe | |
| by Tameka Kee, Monday, May 7, 2007 6:00 AM ET | |
| ACCORDING TO A NEW COMSCORE analysis, Second Life’s base of active residents grew by 46% to 1.3 million in the first quarter of 07. So even as brands grapple with how best or whether to use it, the virtual world’s popularity is increasing–especially in Europe. In March, 61% of active residents–which comScore loosely defines as users who downloaded the software and “participated in some Second Life activity”–came from Europe. So while a majority of the in-world brand initiatives have originated from the U.S., the messages are increasingly reaching an audience on the other side of the Atlantic. But according to emerging media guru and blogger Greg Verdino, the numbers don’t tell advertisers the whole story. “We can’t measure virtual world engagement using traditional marketing metrics like scale and millions of impressions.” Advertisers need analysis that reveals the depth of in-world interaction to help make decisions about Second Life’s viability as an advertising channel. “We need to measure things like whether users are returning after their first visit, to whether they’re forging friendships and buying in-world products,” said Verdino, “much more than we need to know the numbers of people that are registered.” Still, as Second Life’s user base continues to grow, global brands such as Coca-Cola are including it as a component of an overall social media strategy. Coke’s Virtual Thirst, program, for example, uses Flickr, YouTube and Del.ici.ous in addition to Second Life as a way of hitting consumers across a number of different touchpoints. “It’s more than just throwing up a Sim and getting a lot of residents to come. A new marketing paradigm is starting to emerge,” said Verdino. “We just need more industry-level research on how well users are being engaged across all of the channels.”
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Read the latest thinking from Millward Brown Chief Global Analyst, Nigel Hollis – To Pass Or To Pass It On: That Is The Viral Question May 3, 2007
Posted by Mark Blei in : Uncategorized , add a commentRead the latest thinking from Millward Brown Chief Global Analyst, Nigel Hollis – To Pass Or To Pass It On: That Is The Viral Question
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Future of Advertising Lies In Relevance, Utility, Value April 18, 2007
Posted by Mark Blei in : Uncategorized , add a comment| Future of Advertising Lies In Relevance, Utility, Value |
| by Gavin O’Malley, Wednesday, Apr 18, 2007 5:00 AM ET |
| AMUSING BUT PERHAPS TRIVIAL ONLINE ad campaigns like Burger King’s “Subservient Chicken” are a flash in the frying pan, according to “Ad Agency of the Future” panelists at ARF’s “Re:think” conference on Tuesday. In their places will increasingly be campaigns that offer value and branded services, said Clark Kokich, worldwide president of aQuantive’s Avenue A|Razorfish. “Entertainment will always play a role, but user relevance, utility and value are what attract consumers to brands in a lasting way,” Kokich said. No one is saying the “Chicken” was not a success. The viral campaign, created by Crispin, Porter + Bogusky, generated roughly 500 million hits. But rather than a cheap laugh, brands hoping to leave a lasting impact on consumers have to start thinking of their brands as product offerings, explained Nick Law, R/GA’s chief creative officer, North America. Of certain brands, Law said, “They’re far more interested in telling jokes than engaging people in a meaningful way.” What sort of services or products can a brand offer? “Content can be a product,” said Torrence Boone, president of Digitas, Boston. “We’re thinking less about messaging today and more about content. “I think the market is moving towards consumer advocacy, but the key is giving consumers a broad range of options through digital so they can get exactly what they want from a brand,” Boone added. Offering an example of his own doing, R/GA’s Law pointed to the Nike Plus campaign, which he spearheaded last year. To build a closer relationship with the runners, Nike Plus gives them the ability to record workouts on their Apple iPod Nano using a chip in their Nike running shoes. Users can then instantly upload and view their workouts on an illustrated graph online. “That is not an advertising idea, it’s a technology idea,” Law said of Nike Plus. “We are delivering a product, an application.” Going even further, Steven Marrs, vice chairman and global head of digital and branded content at Nitro, said agencies need to become part of the product development process for clients. “Coming up with product innovations,” Marrs said. “That’s what we’re setting out to do.” Another issue raised during the panel was the “weirdness” level of brand campaigns and its effectiveness as a marketing tool. “Weirdness gets in the way of clarity,” said Law. “Sometimes you just need to tell people in a simple and elegant way what something is.” |
NEWS CORP AND NBC TO CREATE YOUTUBE RIVAL ( Dynamic Logic Study) March 23, 2007
Posted by Mark Blei in : Uncategorized , add a commentNEWS CORP AND NBC TO CREATE YOUTUBE RIVAL
News Corporation and NBC have announced that they will team up to launch a new online video site this summer, in an attempt to challenge the market dominance of YouTube.
Clips and full episodes from television shows such as 24 and House will be aired on the online portal for free, with films also available to viewers.
The news comes as a further blow to YouTube and parent company Google just one week after it was revealed that Viacom is to sue YouTube for alleged loss of revenues sustained by its clips being illegally shared on the video website.
News Corporation and NBC say that their new video network will carry advertising as a means of recouping revenue, backing recent trends.
A survey by DoubleClick this week revealed that video adverts are achieving far higher interaction rates with consumers, with web users found to be twice as likely to play a video ad as they were to click on a text advert. The study also noted that users frequently viewed such adverts more than once.
By contrast, a poll of readers of industry website MediaPost conducted by research firm Dynamic Logic noted that half of all marketers viewed viral marketing, frequently associated with forms of video advertising, as nothing more than a fad.