Tag Archive for 'videogame'

How Youtube taught me how to repair my VCR.

16
May
08

Following my last article concerning the upcoming generation, I’ve decided to dedicate smaller insights into each of the items pointed out. I will start with no specific order. Let’s first approach New Media Entertainment and the educational process in the new generation.
When we mention NME, we mean the new culture vehicles and entertainment centers that are growing as a fundamental source of information and trend setters for the upcoming generation. More specifically, let’s talk about three examples – Youtube, Podcasts and Videogames. Continue reading ‘How Youtube taught me how to repair my VCR.’

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

07
Mar
08

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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

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.

Still think I’m defenseless?

04
Sep
07

Female Videogame characters don’t look that defenseless…

More and more studies are portraying women as a perfect target for Brands. Many reasons can be appointed towards this – more independence, a background on fighting against sexual discrimination, the ability to prove themselves again and again in the work place, etc… The reasons are endless and one thing we can be sure – women not only are shaping modern society as they are becoming one of the biggest and most attractive buyers a marketer must consider when developing the Brand’s positioning.
Truth be told, there are various websites addressing this fact. I could go on forever on an article that would turn into a small thesis describing all areas of society where women are creating a movement, a change in mentalities and on the symbolical universe we all share as common knowledge. But I’ll spare you the unbelievably long essay and focus on one point at a time. For starters, let’s start with a less common ground: videogames.

Why videogames? Because it’s always been a male dominant environment. And I’m not talking production-wise but story and character development-wise. Videogames started having the classical fairytale structure when addressing the roles of gender in society – the man assumes a protective brute force that saves the defenseless maiden from the evil monster. And the maiden would thank him ever so much with a kiss. While this might sound common to you, this is blatant discrimination of the genders – not because of one isolated case but because of the constant it has become. To prove it, just think to yourself – did you ever think twice about those fairytales you’ve always listened to and think about the actual symbolism inherent to it? Did you go “beyond good and evil” and actually question the innocence of a tale that is based on the conception of roles and duties in a society that was still light years away from the woman’s suffrage movement? OK, I sound like a feminist talking, but I actually believe that both genders have their strengths, and while the men’s strength has been shown through time, women’s has only recently started to actually shine. And guess what – videogames actually helped in that matter! Continue reading ‘Still think I’m defenseless?’

Games, games, games…

29
Aug
07

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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?

Never Ending Friending. Just not with a TV-set.

23
Aug
07

Not worth a news-flash since this seems so obvious, but PCs are becoming more and more a major entertainment device. Internet users from 12 to 64 years old declare an average of 14-hour weekly usage of their computer for entertainment, a number that’s even bigger in the younger population: more than 16 hours. While 42% say that the time spent watching videos online, playing games, chatting, participating in online social networks has increased compared to last year.

I don’t know for you, but i found myself so many times having dinner with friends and suddenly the laptop is moved ON the dinner table to share the funniest and meanest YouTube videos or Google up or Wikipedia a topic of disagreement among guests. Remember when the TV used to be on by default? Well, now, i don’t have a single friend with a TV-set…

So when you’ve been marketing your product for 20 years by almost exclusively buying TV space and spreads in magazine, you’re certainly a bit lost. That’s why sites like YouTube, Facebook and MySpace are all over Madison Avenue trying to explain to the marketers how to make the most of their tools. And why virtually no modern media plan targeting those under 45 is complete without at least some social networking component.

News Corp. for example, owner of MySpace, commissioned a report to convince advertisers about the efficiency of viral marketing campaigns in social networking sites. And this report is fascinating, I highly encourage you to read it. Of course, it’s all about glorifying MySpace and all the social online networks to sell more advertising space, but you’ll learn that, when you ask 14-29 y.o. social networks users what they’d rather do if they had 15 minutes to kill, the most answered activity was “Check out social networking sites” for 17%, as much as talk on your cellphone! While TV was only chosen by 14%.

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Still according to the report, 20% of users have decreased their video-game usage, 16% when it comes to TV. The weird thing is that 18% talk more on the cellphone. A proof that social networks actually strengthen “off-line” relationships?

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You don’t trust Rupert Murdoch? I can’t blame you. What about IBM? They’ve just released the results of their latest online survey about consumer digital media and entertainment habits and guess what they found out: time spent on the internet rivals TV time: among respondents, 19% stated spending at least 6 hours per day on personal Internet usage, versus 9% who reported the same levels of TV viewing.

Consumers are seeking consolidated, trustworthy content, recognition and community when it comes to mobile and Internet entertainment. Armed with PC, mobile and interactive content and tools, consumers are vying for control of attention, content and creativity. Despite natural lags among marketers, advertising revenues will follow consumers’ habits.To effectively respond to this power shift, IBM sees advertising agencies going beyond traditional creative roles to become brokers of consumer insights; cable companies evolving to home media portals; and broadcasters and publishers racing toward new media formats. Marketers in turn are being forced to experiment and make advertising more compelling, or risk being ignored.

No doubt then that Facebook gives tutorial on Online Social Networks to Account Planners from the advertising industry. It’s apparently all about ROI. No, no, not the ROI that you’re used to but the Return On Involvement!

According to Mike Murphy, VP-media sales at Facebook, users are willing to deal with ads to keep the service free, just not with bad ones. They want to get some benefits out of them, versus something that they have to undergo.

Don’t scream from the sidelines, be inclusive,” he advised in AdAge. The model that works in social media, he said is to create involvement, find passionate consumers, build a trusted referral network, go viral and discover. “Always build in a reason to share because that’s what they do here,” he added. “It becomes huge for you.

Take Walmart and Target for instance. They’ve both integrated Facebook as a major part of their Back-To-School campaign this year, the latter one even getting rid of the usual web address or toll-free number, listing instead its Facebook group!

With the newsfeed directly integrated into each profile, the viral part of the campaign is already there. One of your friend interacts in the Target group, and instantly, all of his/her friends know about it! A marketer’s dream… Especially when you take into account that most users login at least once a day.

Introducing Luis, our Video Game Addict a little something for Social Studies…

19
Jul
07
LUIS FREITAS, Lisbon

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Luis learned how to use a keyboard before he could ride a bike. He cries with videogames, writes poetry in his blog and is a certified proud Geek. After the long years inside his monitor-lit bedroom, he’s a Consultant at Sixandco for the Samsung, Reckitt Benckiser and Cetelem accounts. A weight and nutrition fanatic, he’s the Master of his very own Youniverse. You’ll always find him digging around or checking the newest Japanese RPGs on the Web.




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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