Archive for September 27th, 2007

The Halo effect, or how pent-up anticipation gives you a market boost

27
Sep
07

HaloI know, everyone is talking about it these day, but it’s just impossible not to comment on this giant marketing operation. The recent release of Halo 3 (the third and final title in the Halo series), the new Microsoft game explicity conceived to boost sagging Xbox 360 sales, is like a huge wave flooding the whole mediascape.

With thousands of shops that expressly opened at midnight to sell it (at not only game shops!), it’s no surprise that Halo 3 has earned more than $170m in its first 24 hours of commercial existence, more than was ever made at the box office by any movie in history.

What we’re talking here about is a $10 million five-stage publicity campaign that started 10 months ago.

The first public appearance of Halo 3 happened in 2006 when a trailer was aired during Monday Night Football on December 4, in front of 1.8 million in-target audience, subsequently furiously clicked on by over 4 million people on YouTube.

In May 2007, the secrets of Halo 3 were disclosed to a few thousands people who could enter a multiplayer beta version of the game. This was followed by a viral campaign, both online and offline, the latter taking the game on the streets of various cities around the world.

In July a second trailer, commonly nicknamed the “Vermin Trailer”, was released with cross-product promotions involving other brands like Pepsi, 7-Eleven and Burger King.

Here are some Halo factoids:

- There are 15 million hardcore Halo fans in the world
- 11 million people own Halo 1 or 2
- More than 1 million people pre-ordered Halo 3
- Developing Halo 3 took 3 years of work
- 600 everyday players were used to beta test Halo 3 at Bungies Studios
- 3000 hours of beta play were analyzed and used to fine-tune the game
- The day after the release several parts of Xbox Live collapsed due to massive traffic by Halo 3 players

Some of the gamers are getting upset about this seemingly never-ending promotional campaign, and although they love Halo, they consider this marketing effort to be overplayed to the point of being sickening.

But Microsoft’s successful marketing stunt shows the virtues of taking your time to develop the product to the point of perfection (unlike, say, what happened with Vista) while tingling the expectations of prospective users with multichannel promotional messages climaxing in the enormously anticipated final release. What Halo 3 is saying is that you don’t have to be fast to cater to consumers: take your time, slowly build anticipation, and they will come in droves.

The Link Gatherers Phenomenon

27
Sep
07

Link Gatherers

The Internet is vast. I’m not trying to state the obvious, but face it – you will probably never be able to see 50% of all websites and interesting pages that exist online. With an astronomic expanding rate, only comparable to the Universe itself, users are more and more realizing the undeniable truth – lack of time, lack of filter capacity and whole lot of places to go and see on the Net. It’s probably not as long as my neverending posts, but it is definitely more interesting!

This is actually something that has been happening for quite a while – it’s not as new as my introduction would lead you to believe. In fact – it is something that exists ever since the big Internet boom in the 90’s, way back in the Web 1.0 ages. Users don’t have that much time and, in that time, they want to get the most out of their internet time. That was also one of the prefaces to the growing influence of viral marketing, send-a-friend mechanics, the influence of peers in comparison to the brands influence in the purchase decision making process, and the emergence of websites focused on link gathering. That is the main focus of this article – the growing websites and tools that provide the user with interesting links and contents.

When approaching this subject it’s quite easy to get lost or mixed up – since the convergence of utilities in Mobile Hardware is passing on to the Websites, most websites are now Portals, providing not only a core functionality (for example, Myspace is primarily a Social Networking Website) but also a whole paraphernalia of utilities that are a “must” for a surviving website – rich media interaction, comments, information exchanging, feeds, subscription, e-mail accounts, amongst a whole lot of “basic website building starter package” nowadays. But we will focus on the primary function of the Link Gatherers – submission of interesting links, users voting on those links and comments that show how good or bad the reactions are. Pure Web 2.0 tools, they contain strong Social Networking characteristics, but their main focus and importance is not as a SN tools per se. Continue reading ‘The Link Gatherers Phenomenon’




The TrendWatch:


The TrendWatch is the collective postings of some of the FullSIX Group’s designers, strategists, and consultants on new media and marketing trends. It is meant to be an impromptu think-tank, and is a way for us to share theories and beliefs about how we think communication and connectivity is evolving.

We work for The FullSIX Group; a leading full service marketing agency with digital DNA. From our 15 international offices with over 600 employees, we constantly embrace and encourage innovation to make integrated marketing and communication campaigns that are more accountable and efficient for our clients.


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