Tag Archive for 'online-advertising'

The beginning of something new for advertising?

18
Sep
08

twd-facebook.jpg
Yep, it’s Facebook time… again! Facebook’s been getting a lot of coverage from us… even though I think they shouldn’t have messed with it – personally I liked the old one better.

But this short post isn’t about those changes; it’s about changes in advertising! Did you notice that now you can rate ads on Facebook? Thumbs up or thumbs down? And on top of that, you can choose the reasons why you liked/disliked that particular ad…

Well, this is a first timer for me and I think this is very fair. If you can rate just about anything on the web nowadays, why shouldn’t users be able to rate the ads that target them?

The question is: what will Facebook do with user feedback? Will it charge advertisers more for unappreciated ads? Or will it use this intelligence for upgrading its targeting capabilities, besides its demographic and interests segmentation criteria?

Your opinion is most welcome.

The “not so” Web2.0 anymore

21
Aug
08

rebelution
Is web 2.0 dead? Did it evolve to something else already, before we could find a buzz word for it? Whatever it is, I can’t say I like it. Are we prepared to loose all that was pure and that we loved and watch as corporations infiltrate and manipulate everything the long tail worked so hard to accomplish?

It seems to me that social networks are selling out and are opening their seams to company investment, making the participatory web more and more like the bad old days: monetization-oriented environments.

Facebook can’t resist product and brand pages, nor targeted ads. Flickr now accepts video, in an effort to seduce YouTubers into their platform. MySpace and YouTube wink at corporations, granting them access and tools.

Ok, making money is great, but in this case monetization leads to tyranny – which eventually will lead to a revolution caused by mass discontentment.

If things keep evolving this way at this pace, the chicken with the golden eggs will surely be slaughtered, and great achievements might be lost. Things should stay user focused, not company focused.

Magazines, alcohol and music videos

05
May
08

Like most designers i find my inspiration in a variety of different places. Art gallery’s, films, design portals, magazines, alcohol and every day experiences all feature heavily in my thought process. My biggest visual influence are music videos, i wake up to MTV every morning and if i had the choice would happy flick though music channels 24 hours of the day, stopping only to find out the football results. These are the three videos at the moment that make me want to open photoshop:

Justice – DVNO

Björk – Wanderlust

Justice – D.A.N.C.E

UGC experiences – or how i learned to stop worrying and love the bomb

14
Apr
08

dell regeneration campaign

In my last post, I talked about the dangers of user-generated content and asked you how you felt about UGC and how we should use it. Your replies allowed me to dig deeper into this subject.

There have been quite a few sucessfull UserGeneratedContent campaigns these last few years, and the first lesson I learned is that each UGC campaign is a different experience.

Continue reading ‘UGC experiences – or how i learned to stop worrying and love the bomb’

Pretty girls don’t ride the subway

02
Apr
08

SkullPhone

You know how much we love user generated content, and how much it is changing marketing.

UGC sets new problems for brands: how to control what consumers will say under my name? how to react to abuses?

In 2004, an unknown NYC traveler managed to change an electronic sign to read: Pretty girls don’t ride the subway. An early attempt to engage in conversation? It took a few hours before the sign was actually unplugged and this message lost.

South California saw a more obvious form of abuse when a “graffiti artist” somehow managed to set his own trademark imagery on huge digital highway billboards (see above).

Those offline examples, remind us that abuses are not new, and not specific to the web; but the growing importance of Internet and the fast spreading of information online can turn the work of a simple graffiti artist into a marketing crisis.

How many brands have really opened the door to UGC on their website? How do they control it?
How much risks is your brand ready to take in order to enjoy the benefits of user generated content?

I WISH I HAD DESIGNED IT: FOOTBALL AS IT SHOULD BE!

07
Mar
08

cokezero_01.jpg
Like most middle-aged men I like football, computer games, and scantily clad women. The new campaign site for Coke Zero manages to combine all three in a rich, immersive online gaming experience that’s as addictive as the drink itself.cokezero_02.jpgcokezero_03.jpg

By trying to tap into the Carlsberg/Lynx audience (guys like myself, and those a lot younger), Coke have developed ‘Football as it should be’. The aim of the game is to help some lucky guy get to the Coke Zero lounge before the big game starts. Based over four levels, all of which combine brilliant video execution, multiple interaction methods and a trio of beautiful women to aid you in your challenges. These include jumping bridges, breaking down walls with a dragon ball and kick-ups with a ball of fire.

The visual execution is a cross between Quentin Tarantino’s Bullet Proof and a Bruce Lee movie – dark and full of texture. Just like a good film, the site is well paced, well structured and rewards the user throughout. It demonstrates clearly how broadband is giving big brands the opportunity to engage with the gaming audience. Where once they were limited to in-game advertising, now they’re able to create and own the experience.

Richard Pittham
Sixandco Group Brand Experience Director, London

Daft Punk decided to promote their new live album ”Alive” with an embeddable widget containing a lot of information regarding the band, the tracks, as well as a photo gallery. This not only is an example of a cheap way to promote a product on the Web as well as it’s still proof that the music industry is still innovating in their promotion efforts.

By luis FREITAS [FullSIX Portugal], Comments

Online TV killed the traditional TV star? Or not?

19
Sep
07

Blinkx

As you can see from the title this post will be about another hot topic (besides mobile marketing and social networking) – online TV. To start off, here’s a few stats that will convince you how big this online TV is becoming. A single, video sharing site, YouTube, currently claims around 65,000 new video uploads a day!!! In August 2006, 110m users in the US watched video online, streaming approximately 7bn videos a month. Some other interesting stats from the US market show that referral percentage is very high – 76% of users tell a friend about the video they have seen. And what is even better is that 66% of video viewers have watched online video ads and 44% have taken action on what they have seen.

The way online TV appears on the net is in various “distribution channels”. Some brands, i.e. Budweiser have integrated video players and their own content on their websites or microsites – good way of engaging consumers but not that easy to keep the content fresh and interesting.

Then, there are many links where consumers upload content and share it amongst each other. For example, you can even watch the latest Matt Deamon’s Bourne Ultimatum which is still in cinemas in the UK. The problem with these links is that the quality of video stream can be low, or with subtitles in another language. But hey, its FREE!

Before I move onto a brief overview of the three major players on the internet TV scene, I would also like to mention Youtube channels. Some brave brands such as Chelsea football club, have already dared to enter this very cluttered, but high reach platform. The FC fans are probably delighted, still, the question is how will they hear about it? The imperative for making this successful is to ensure that traffic drivers will bring enough visitors to your Youtube channel.

Finally, some of the major competitors such as Blinkx, Babelgum and Joost, are still far from becoming mainstream. How do they actually work?

Bubelgum collects internet television content in one place to make it easy for viewers to access. Has focused on independent production companies and niche content that does not get screened on normal television. It’s a free on-demand TV over the Internet that lets you watch whatever you want, whenever you want as often as you want. You can also create your own ’smart channels’ of programmes that reflect your interests and tastes.

babelgum

Blinkx allows users to search easily for film and TV clips on the internet, with so far some 7m hours of video indexed. Blinkx gets a share of advertising revenues, or a fee for directing traffic to the content site. Besides Blinkx, AOL Video and Yahoo! Video Search work on the similar principle. These video search engines implement various technologies, from traditional metadata indexing to more recent, advanced speech and & video analysis techniques.

Joost collects internet TV programmes into one place, with a focus on signing up mainstream content such as Viacom properties MTV and Comedy Central. It also shows more niche content. The cool thing about it is that viewers can interact amongst each other while watching the programmes, make comments, etc. Unfortunately, Joost is still in beta testing stages and not everyone is able to subscribe to it yet.

joost.jpg

Considering that the traditional TV is also changing its shape I don’t believe that online TV will overtake completely. For example, I doubt that watching big football matches on internet will replace good old telly in the local pub :-). But its definitely worth start talking about it with clients.

Games, games, games…

29
Aug
07

dhl.jpg

Some of us are more addicted to them than others, but the fact is we all play them. Whether we have an avatar in a virtual world (Second Life, Habbo Hotel, Gaia, World of Warcraft) or we just play solitaire out of boredom, we all play games.

Lately, there has been a lot buzz around in-game advertising and games in advertising. Recently I’ve visited an event organized by an in-game advertising company, and after seeing some good examples I was more convinced that it really does work. Also, the new measurement tools are being developed so there is a way of actually estimating how many people had a chance to see the advertised product even when the game was passed on to friends or played with friends.

Here are some stats that you will hopefully find useful in case you are considering games advertising.More than one in six (15%) European gamers spend in excess of 14 hours playing video games per week, which is less than the time spent surfing the internet, watching TV or listening to music, but accounts for a greater proportion of time when compared to watching DVDs, listening to the radio or reading books or magazines.

Of the 3,575 UK-based gamers surveyed, 52% said they had seen an in-game ad during the past 12 months. Of these, 33% said they would be either quite likely or very likely to buy a product they had seen advertised while playing, and 64% said that they felt positively towards the brand. It also revealed that the majority of gamers do not see in-game ads as intrusive, although 14% said that ads ruined the gaming experience.

So the notion I wanted to leave you with after reading this post is: are we integrating games in our media strategies just to make clients happy because there is a trend of keeping consumers engaged through games, or because game is a really relevant solution for the product and the target audience?

According to a report released Tuesday by Veronis Suhler Stevenson, a media investment firm, U.S. consumers are increasingly shifting their attention away from traditional, advertising-supported media in favor of entertainment such as the Internet, video games and cable TV, which consumers pay for. As a result, the boom in online advertising is expected to continue. In 2010, the overall U.S. online ad spending would reach $54 billion and become the largest advertising category, supplanting the $51.5 billion for print-only newspaper advertising. At the same time, newspapers would more than double their digital advertising revenues.

via Wired.

By olivier PEYRE [FullSIX USA], Comments



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.