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    Death to Online!

    April 7th, 2010

    To my handful of readers: Rumours of my death have been exaggerated. Not quite as much as those of Gordon Lightfoot, but nonetheless. While there have been a lot of things happening in the world recently, there’s been little time for me to comment on them. I’ll attempt to remedy that in the future.

    This article caught my eye today: Online Advertising Revenues Climb Out Of The Trough, Boosted By Search, Display, And Video

    I found it interesting because I work in an industry closely tied to online advertising. But how close? Without going too far into the details, my employer is in the Digital Signage space. Thus every piece of media we produce either links to, or connects with advertising in some way shape or form. But is it online? What does that even mean anymore?

    Bathroom ads

    In my previous post, I suggested we do away with the term “Digital” as its meaning has become too convoluted and disconnected from reality to have any… well… meaning. I propose the same with “Online.” On the surface, it seems like a term with a fairly clean and simple meaning; you’re either online, or offline. Or are you?

    Smartphones, wifi, GPS, Satellite Radio, RFID, Web-enabled TV, …Web-enabled FRIDGES. All of these have rendered the idea of being “offline” almost meaningless. If you lose your network connection to your desk/laptops, its entirely possible that you have a completely separate connection available on your mobile devices. Even newspapers are becoming ever more available on eReaders and mobiles.

    Everything is online

    As far as advertising goes, what this means is that the distinction between “online” and “offline” also needs to change. “Offline” advertising then, is essentially anything on paper or slapped up on a wall. Everything else… EVERYTHING is online. So what this makes me think, is that if “online” ad revenue is starting to “climb out of a trough” (especially during the current climate), what on Earth is happening to ad dollars from other “traditional” or “offline” forms of media? Further, now that you can have circuitry embedded in the surface layer of a contact lens, how long will it be before display advertising can be targetted to specific eyeballs?

    Eye with lens

    Why would you even bother with paper or brick-and-mortar advertising at that point?


    Flotsam

    July 27th, 2009

    Here are some quick points to ponder that have me wondering about… well, just about everything.

    1) According to Nielsen, The Weather Network was the 4th most accessed site (in Canada) on mobile phones in Q1/2009. They beat out Yahoo Mail, Gmail, iTunes, Google Maps, MSN Games, and YouTube. Windows LiveMail, Google Search and Facebook took the top 3 spots.

    Think about this. 674,000 people were in a position where they needed to access information that is questionably accurate at the best of times. Further, it’s winter in Canada (Q1 2009). You do not need a network of trained meteorologists to tell you that it’s going to be COLD.

    Winter Storms are brrrr

    2) I’ve decided to use the Twitter account that I had abandoned 3 seconds after signing up for it upon its birth, to actually, genuinely see what the fuss is all about. I don’t know if I plan on updating it. I want to see if I can establish a really ecclectic list of people to follow for starters. My first reaction? Following Brent Spiner is equal parts amazing, creepy, and disturbingly addictive. I’d definitely suggest checking out his feed.

    Brent Spiner

    “ALARM! ALARM! Someone has breached the security system! “Ernst, Ernst, to me! (learned that from Picard) STAT! (learned that from ER)”

    3) The same could be said about any specialized industry, but I’ve always found the task of describing what I do to be a difficult task, especially when the person asking isn’t in the industry (specifically if said person is older and happens to be in my family). I usually start off explaining a particular project, stepping back to mention that it’s in the Digital Marketing space, stepping back once more to mention that it’s just marketing with a particular technology spin to it, and finally I resort to grunting “I do computers.” This is usually met with a lightbulb reaction and a remark similar to “Ah yes. My friend/your cousin Jane is a programmer too!” It’s usually at that point that my soul dies a little and I start fantasizing about violently dramatic ways to escape the conversation and/or the room.

    Granny and computer

    The problem with ads that make you think…

    July 21st, 2009

    …is that (unfortunately) they don’t resonate with the majority of the North American audience.

    Now, a few points I need to clarify here:

    1) I’m in North America.
    2) I’m not calling the general public a bunch of morons. … …
    3) I’m not under the impression that this is a ‘new’ idea.

    I’ve been going through the archives at http://www.ibelieveinadv.com/ and I just started to notice that whenever I’d smile and nod, savouring that “a-ha” moment that really good ads are known for inducing, it would be due to one of the non-North American teams at BBDO, Publicis, Oglivy etc etc etc… Seldom were those moments the result of an ad that was grown and cultivated here on this side of the pond.

    This post however, is not about the differences between the North American market and… pretty much the rest of the world. I just wanted to make a few observations about ads that make me wonder about them for a little while after I’ve seen them, and the effect that has on the brand the ad is trying to represent. It tends to be the rule rather than the exception, that advertisers want their customers to “get it” immediately after they consume one of their ads. Sometimes, that actually works:

    Sensodyne Ice Cream

    There’s an instant connection/spark/kick to the groin upon delivering their message. However if this fails, well then you can always resort to plan B; play the ad 10-15 times an hour, plaster it within view of any moving organism with a pair of eyes and shove it in every paper publication available on the news stand in order to beat your message over the heads of the public.

    Or… you can do something like this (click the image to go directly to the IBIA site):

    Clearasil Tie

    Now I’m completely open to the fact that I may just be obtuse and I didn’t “get it” instantly. But those of you that (like me) looked at it for a bit and went “…what?” will know what I mean. The internal monologue in my head switched on, and I started to wonder about what exactly was going on here.

    There’s a shirt, a tie… a rather extreme closeup of said things. Hmm… It’s for Clearasil. They’re an acne cream. There’s not much of the guys face in the ad. “Say hello to the mirror…” What does that mean? … That guy’s collar’s kinda weird. You’d think he would ha-…

    lightbulb

    Now here’s an ad that just got me to stare at it for about the same length of time as an average television spot, and all it had in it was a picture of a shirt and a tie (and some stubbly dude). Is this going to have the same effect on me as an ad that repeats… *ahem* ad nauseum (sorry), or one that appeals to my sense of kitsch like a cute ol’ grandma wondering about the location of misplaced beef? Perhaps, perhaps not. I suppose the real question is, what kind of brainpower does one need to apply towards perceiving an ad (active or passive) before that ad becomes ‘effective’? Further, if both types of perception result in increased sales, does it really matter?

    As usual, leaving you with more questions than answers,… cheers.


    Yet another innovative SmartPhone ad. …

    May 17th, 2009

    A friend of mine recently sent across a link to an ad for the new Pomegranate Phone.

    Now, you could be a party pooper and fire the appropriate term into Google, rendering the need to read the rest of this post null and void. But for the remaining 1 or 2 readers, play along if you will.

    The Pomegranate Phone

    The Pomegranate Phone

    I’ll keep this post relatively short, because there’s a fair amount of buzz out there about this particular ad. The usual camps have precipitated out, and the debate will rage on for a few days or so whether or not the ad accomplished its goal. I took the time to explore the ad, never having heard of the phone in the first place, and I think if you go into it with that mindset, you’ll be all the more entertained.

    I’ll post again shortly with some followup once the buzz has died down.


    The future of in-game advertising.

    May 3rd, 2009

    In the last post, I attempted to guess at the future of advertising with respect to the gaming experience. I suggested a scenario whereby you’d be able to order a pizza while playing a game, without ever having to leave the gamespace. Well, it turns out that this was in fact attempted (sort of) by Sony and Pizza Hut back in 2005. While playing EverQuest II, as a player you could enter a command into the system which would then bring up the Pizza Hut website.

    Pizza Hut / EverQuest II promotion

    This is not exactly what I had mind, as all this really does is launch a web browser which is outside the game world. But it was certainly a step in the right direction. Merging elements of real life into the game environment is something that’s evolved over the last few years, and it’s been met with equal amounts of positive and negative feedback from both consumers and game developers. The major concern amongst the gaming community is that the inclusion of marketing material into a game detracts from its creative value; if you put an ad for Coke or Pepsi into a game, the entire game essentially becomes one giant advertisement. On the other hand, the industry has to be open to different revenue models that will allow it to remain competitive. At the end of the day, someone has to get compensated. So where’s the middle ground?

    Well, there are some companies that have been trying to strike a balance. IBM, SonyBMG (there’s that name again), and Nike among others have all set up permanent residence within SecondLife, an online world which has been eluding a specific definition since its inception in 2003.

    IBM in SecondLife

    Once a brand makes a transition like this into a virtual world, it changes in a way that marketers and gamers don’t fully understand yet. If you walk into a store “in the real world”, you interact with a brand. It’s the goal of advertising to make this happen (in order to facilitate a transaction). If you “walk” into a store in SecondLife, the distinction between marketing and brand-interaction becomes blurred. If you end up making a transaction, the experience is really no different than if you walked into a physical store.

    The difference between SecondLife and other online worlds however, is that SecondLife has no inherent storyline. There’s no plot distract from, which makes advertising seem less intrusive. It’s almost part of the experience itself. The open ended nature of many modern online games allows for the same kind of “freedom” when it comes to in-game ads. As players find themselves in between a particular set of tasks within the game, they usually congregate in common areas, which provide prime opportunities for advertisers to engage them. At this point, it’s merely up to the advertisers to do what they’ve always been tasked with doing: Provide consumers with an engaging message that persuades them to [trans]act. This doesn’t mean billboards and banners, which seem to be the predominant form of IGA (in game ads) right now. This means being as immersed within the game world as the gamers are. This means understanding their behaviour, and responding to it in a way that is as engaging as the game itself.

    Typical IGA

    An example of such behaviour involves something as simple as traveling within the game world. One of the more tedious aspects of online gaming involves plodding/flying/otherwise moving from place to place. Such a thing can take several minutes, hours, or in some cases, days. So what if a company like RedBull offered an in-game service that would take the player to their desired destination (giving them wings as it were… sorry) for a nominal price (real or virtual)?

    Makes sense, no?


    The more things change… (part II)

    April 27th, 2009

    “The State of PC Gaming.”

    It’s one of the more recent debates that’s polarized both consumers and game developers. There’s been a sharp decline in the variety of titles on store shelves, which themselves have yielded floor space to console games. At the same time, subscriptions to popular titles like World of Warcraft and Lord of the Rings Online are quite high. Whether it’s dying, growing, stagnating, or recovering, there’s only one thing that most people can seem to agree upon; it’s changing. Scratch that… it’s changed. In fact, I can’t think of anything significant about PC gaming that’s remained the same in the last 3-5 years. But that’s actually a good thing, for those differences have allowed PC games to survive for as long as they have.

    The past:

    Walk into a retail outlet, buy a game off the shelf. Return home, begin the install process. Check the manufacturer website for the latest game patches. Check your PC component specs to ensure that they’re also up to date. Once you’re in the game, the usual single player vs multiplayer options present themselves, and then off you go. After an average 30-40 hours of play (single player), the title is essentially expired, and it’s off to the retail outlet once again. The only exception to this would have happened if you were involved with the still rather niche FPS genre (Counterstrike, Battlefield 1942, Unreal Tournament), or with MMORPGs which were in their adolescence at the time.

    PC Gamer

    The present:

    Download a full game from the manufacturer’s website, or though distribution channels like Steam and Stardock. Launch the game and wait for it to automatically update itself, verify compatibility with your system, and connect to a group of servers. Then decide if you want to pay for it. … That’s right. Lots of games are offered virtually free of charge, supported by in-game advertising, graduated subscriptions or other forms of user segmentation. Further, these same channels also allow you to centralize game/community settings, character configurations, and even hook into already established social networks in order to enrich the entire gaming experience.

    Steam Cloud Interface

    The future… is anyone’s guess, and here’s mine:

    As game platforms evolve, so will their content and their methods of distribution (regardless of genre), and the popularity of the MMO format will continue to inform this transformation. While this is happening, there will be a convergence between the offline and online identities of gamers themselves. The notion of a gamers “Profile” will carry more and more weight. You’ll no longer purchase “a game”. You’ll adopt a another brand which you can then apply to your profile. “John Doe the FPS player” becomes “John Doe the adventurer” with consistency in the way their online identity looks and [perhaps] performs in the new game environment. That environment will continue to integrate different (and hopefully engaging) forms of in-game advertising, in order to sustain the financial growth for the different franchises that choose to be a part of it. Imagine a scenario where you actually order a pizza from within a game environment like Grand Theft Auto, or the Sims, and it shows up to your front door. The advantages to this multiplicity favour both the gamer and the manufacturer (not to mention the marketer). If this model does indeed develop, the information associated with a player’s profile becomes that much more valuable. Granted, the requisite privacy issues will have to be ironed out, but those issues are omnipresent in any case.

    To say that “PC gaming is dying/ has died” is to fail to recognize that a PC is merely a manifestation of technology, which continues to change. Arcades have all but disappeared from the planet, but you can still find just about every single game they provided a home for with a quick search online.

    Pac Man FTW

    Communication and the Signal-to-Noise Ratio

    March 30th, 2009

    The stream of consciousness that led to the writing of this post was interesting, if not a little chaotic. I was responding to some instant messages from within Gmail when another one popped up on Windows Live Messenger. I started thinking about how many instant messaging/sharing services/social networks and platforms there are out there and how that diversity affects the way that we communicate with each other. Copying and pasting links into email/ims used to be the predominant way to show someone something of interest online. Today however, you’d be hard pressed to find any application or web-based product that didn’t have some sort of sharing/messaging component attached to it. Granted, many of the major players have worked in some form of interoperability. But there does seem to be a constant battle between merging forms of communication and yet remaining as distinct as possible. Nowhere is this more evident than in the world of social bookmarking. The need for this separation is obvious, if you consider that each method of communication represents the voice of a brand that’s trying to be as loud as possible in order to remain competitive. Enter aggregate sharing services like Share This, Add This, and the Sociable plugin for WordPress, which attempt to inject some order into the chaos.

    Communication Pathways and how they influence sharing viral content on the web

    Click the image to enlarge.

    So what does this mean in terms of how we communicate online? What does this mean to marketers?

    Well, there are a couple of things worth noting here. The tools that are germane to both of the communication pathways I mentioned will continue to get released. As they do, people will continue to have a myriad of options for spreading viral content. I think the key will be having an understanding of the longevity of the message that underlies that content. Viral videos for example, have a relatively short window to get people interested enough to execute a call to action and visit a website or submit an email address. If those destination websites are interesting in and of themselves, you might be lucky enough to score a conversion and/or get people to return. That being understood, the viral content that got them interested in the first place might be spread through focused bursts via”smaller” channels; IM, Twitter, Facebook, and so on. But if those users find a compelling reason to act afterward, that’s when they might choose to increase the size of the audience for that content and make use of the aggregate sharing services. It’s almost as if the focused pathways allow for a type of proving ground among smaller peer groups in order to decide if the content has the appropriate “A-ha” factor before it proliferates throughout the Cloud.

    Finally, I completely appreciate the fact that as of right now there is no easy way to spread the content of this post anywhere. That will change as I adapt to a theme that allows for extra widgets. :)