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video killed the internet star…

11 Apr

the dea skinny on what’s happening:

if video killed the radio star, as the buggles 1979 song noted, it will also kill the free internet as we know it today. perhaps one of the most frustrating things we see is the telecom industry self-disparagingly blaming and flagellating itself for their “telco-head” slow innovation mentality. go easy on yourselves. we don’t even remember that stupid isdn idea from decades ago. we forgive you that. unlike 2-person-inked-hipster-social-video-internet startup types who can move quickly in their studio apartment virtual world-is-flat businesses, telcos have major constraints for good reasons. we all need to get that.

it is a simple fact that telecom companies are huge, their employees numbering in the many hundreds of thousands of people, who deploy billions of dollars of network infrastructure comprised of expensive switches, fibre-optics, cell towers, transmitters, microwave, and yes, miles of conduits and telephone poles. did we mention software?  read their balance sheets. these are BIG players. you try doing it. and try doing it quickly. plus they have to deal with pain-in-the-neck regulators in a million different jurisdictions who sometimes want pie-in-the-sky open everything for nothing. in the end, if you want a simpler business to run, buy a large international airline – it is child’s play by comparison. and telcos are the people who supply you your life’s blood: the internet.

to add insult to injury, we all expect it from them for free. like free video. facebook,  webex, youtube, netflix, hulu and The Content Which Cannot be Mentioned, porno, which some estimate already consumes almost 30% of the internet at any given time and is video-bandwidth intensive in nature.  video, unlike “bursty” interactive traffic which is more easily multiplexed for which the telco nets were originally designed (voice and now data), is long content, persistent in duration and session length and THE ultimate major bandwidth hog which multiplexing technologies cannot help as a “biggest loser” medium as easily. there is short and long form video and the long form is REALLY long.

on video traffic growth, ask the whizzes at cisco if you don’t believe us nor trust what the telco engineers have been saying for ages. the recent cisco visual networking index report  which tracks visual networking traffic stats that by 2015, video traffic on the internet will be 70% of all consumer traffic. sure, this is a self-serving vendor forecast (man, did they blow their e-learning traffic growth projects in the past!) but you catch the general drift so go with us on this. they are directionally dead-on. in the ballpark. no one is arguing against their general case.

for a telcom provider, the arithmetic for all this stuff adds up. adds up big. adds up huge. as in billions and trillions of dollars world-wide. by 2015, some projections say worldwide capital spending will reach $225 billion dollars per annum. but we are a spoiled “trophy” generation who expects its sushi and creme brûlée just so and we therefore naturally expect free bandwidth because we are “digitally entitled”, having grown up and actually gotten used to the freemium freakonomics of internet access. the era of over-investment and global crossing and worldcom and excess bandwidth is long over. video ate it up while you were grooving out on youtube videos of singing cats and your company’s mind-numbing webex meetings. but if you do the math kids, you will see the party is over and you need to grow up. video is here to kill it all for all of us.

the stakes:

trillions of dollars over decades in capital expenditures and at least $225 billion/year worldwide by 2015. we said that already. did it sink in? you don’t need a nobel prize in economics to figure out “free internet video” is over. but  who will pay? you. many telecom players will start taking it out of your pockets. they have to….it’s only business to quote michael corleone in the godfather. the recent att kerfuffle around “cramming” your cell bill with extra “value added network” charges is only the beginning. 

the dea takeaway:

if you are a telecom service provider, consider handling demand with special video rate schemes. yes, we know the natives will revolt and everyone will hate you but somebody has to pay for this. the airline seats are packed to the gills now and airfares are high, but at least, for now, they are temporally profitable. you are already working with the major bandwidth hogs for revenue shares, when they will take your calls, at youtube, hulu, netflix and the porno industry (we have no idea how to contact that last group) as well as the networks. so you have 5 simple alternatives: 1.) revenue sharing with the IP video providers (and that is chump change relative to your future build-out costs) unless you share rev with google, et al. 2.)  dampen video demand through new revenue streams a/k/a higher prices, a blunt instrument which works well (aka tariff play) at the access & service layers and then tango dance with regulators to do this as only your century-experienced clever rates & tariffs people and lobbyists know how to do so well, 3.) partner again or re-think cable franchise deals/acquisitions Justice Department be damned, 4.) develop new bundled services like att’s U-verse,to offload it and charge value-add as you are doing now, or 5.) and this is the least attractive, suck it up and build massive parallel new infrastructure and cross-charge and nickel-and-dime everybody else, within the letter of the law for offerings ala internet access and cross-charge and nickel-and-dime everybody else, within the letter of the law for offerings ala internet access.

if you are a video IP TV content provider or content-producer or anyone else creating services, applications and, most importantly content, get used to the idea that you will need to bake increased IP video network telco access, transport and costs into your models now. don’t act shocked or angry when the telcos start to tell you this stuff costs money and that you have been getting a free ride for years. them days is over.

if you are a network-centric hardware, firmware or software infrastructure or service player, start innovating faster. you can make a ton of money if you continue to find new ways to compress, compact, route and shrink down bandwidth-consuming fat into nothing. this will take decades.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

augmented reality: sell your cleverness and buy bewilderment.

10 Apr

the dea skinny on what’s happening:

reality is bad enough at times without bloody augmenting it, you say. agreed. now get over it. we get you don’t need more stuff to follow in this digitally cluttered world. but suddenly there is a rash of new augmented reality (AR) mobile applications on the street which actually work. these aren’t science experiments nor expensive either. most are offered on a lite/freemium software download biz model basis for mobile apps from the apps stores out there at apple and google as well as the vendor’s own sites. there’s an avalanche of them… with a zillion of cool to gimmicky potential ways to use it them all. it is early days yet on great uses for this but it’s here to stay so get with the program. we will only discuss a few here. that’s why god invented google… you can track the others… unless you are clever. if you are “clever”,  you probably also walked out on minority report.

mobile AR apps work by recognizing a pre-established pattern you design or select using your mobile, tablet or laptop camera and “trigger” what we have termed a rich media “overlay.” it can augment the image you are pointing your camera at in ‘real time’ through your mobile camera with a video clip, a 3d image, animation, or architectural model  etc. on the scene on which you are focusing  your mobile or tablet or laptop camera. point, click and augment it… snap! you have mobile AR!

the stakes:

the future of the human/machine interface is changing very quickly whether it’s apple’s siri voice app or microsoft’s kinect gesture metaphor. now comes mobile AR for mobile & tablet apps. this new mobile AR stuff lends itself to a wide range of mobile and geodetic advertising/marketing and business applications to entertainment, gaming, interactive, mobile-specific, education, and government and military mobile applications. one of the coolest entertainment apps is action movie from bad robot which allows you to overlay special effects from mission impossible onto your relatively boring life to blow things up, crash cars and helicopters and place tornados on, well, anything. on the geek front, you already know that Google’s project glass is playing with an AR glasses prototype so we can all possibly become uber-geeksters. (remember, “can’t hit a kid with glasses!”)  Googles goggles are not commercially  available however. sighs. 

one small company doing interesting AR overlays is total immersion who did rayban’s virtual mirror site where you can try on cool rayban shades with AR using your laptop, tablet or mobile phone camera. this is great for lots of cool game apps and marketing brand applications. we also like one of the newest yet most well-backed kids on the block for advertising applications – aurasma. they debuted at sxsw a few weeks ago and are owned by autonomy who, in turn, are owned by hewlett packard.  there is new york city-based goldrun which develop rich media overlays for marketing and other promotional campaigns. one of the coolest companies we have found is metaio, a german company who has built stuff for mercedes benz and others. metaio seems to be trying to position themselves as the apple of AR and have a wide range of applications from marketing to architecture and industrial applications which you need to see on their site where you can download the software SDK for free.

the dea takeaway:

in a mobile world of apps vying for attention, AR promises to provide a huge range of useful and fun applications across an entire spectrum of uses where a visual real world environment can be augmented with a rich media overlay. and isn’t that, in the end, all we are all really looking for in life? stay bewildered… it is early days on all this. if not excited by it, listen to france’s magician version of david copperfield, marco tempest at TED this last month.

full disclosure: we have no business or economic interests in any of these companies.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

check please…mobile electronic payments are the missing plumbing we need

8 Dec

(eyeball time: 2.2 minutes unless you fast-scrub the video)

the dea skinny on what’s happening:

www.google.com/wallet

by now you know we are not anybody’s lapdog (we tastefully forgo using the rap music alternative submissive relationship adjective here so please note our class).

look, you have lots of stuff to track and worry about out. so we bring this to your attention because it is one of the most non-glamourous but important things you need to track so pls listen up:  it’s how you get paid. we have discussed micro-payments and all the other plumbing needed to power games and all other forms of digital entertainment. but let’s get real. digital entertainment isn’t a big enough tail to wag an electronic commerce payment solution dog. even with facebook credits. but retail business-to-consumer sure as hell is…but you already knew that. besides amazon’s, apple’s, ebays’s and paypal’s legendary contributions in the digital payment space, google now makes it possible to purchase stuff on a mobile basis in physical retail outlets with their initial wallet offering.

google, with mastercard, is blazing a trail here with no help from our friends at the telcos. verizon just delayed allowing google’s electronic wallet solution on the samsung galaxy phones. we won’t waste your time or your pixels on a deep dive on this, the la times already did a brilliant job so check this if you need more.

the stakes:

think of it this way. basic trans-platform digital currency. digital currency which works the same in ALL worlds…on all devices and all services the same way: game worlds, movie worlds, tv worlds, music worlds, real world restaurants, stores and any point of sale. the same consolidated financial transaction records and interconnected devices. beyond paypal, ebay, second life world lindens or game coins, frequent flyer points,  way beyond amex, visa or mastercard or even square up. the ancient long-gone roman empire sorta pioneered this concept with the “coin of the realm” idea. the euro, which ain’t so hot these days, is a build on it since charlemagne.  the stakes are so huge it would be an insult to even try and convince you because you are already there.

we believe telcos are in a unique position to move the mobile payment world forward, despite the vision-impaired executives at verizon (who would now go work in the netflix marketing department where they belong). players like sprint already are leading as a small mighty mouse as usual in this area,  but asia, as with most things, is way ahead of the u.s.a. on this. so we don’t see them doing it in the u.s.a. we believe all new digital payment innovation will come from asia, driven by a.) smart innovators, b.) a mobile computing-based population of 4 billion people, c.) lots of great mobile device manufacturers who work well with infrastructure players like telcos.

the dea takeaway:

if your are a creative industry content creator or publisher, get educated fast in this area and built these digital payment solutions into everything you build at the service layer. bet on multiple tables and allow your customers multiple payments options. don’t worry about accepting diners club though. we think that is over. (as they say in japan, “we just told a joke to you [now laugh or I lose face]”

if you are a telco executive, try and forget that fact, “think differently” to quote our patron saint steve jobs, and do something your industry never does: innovate. no more excuses about massive capital deployments, security, etc. that is just too lame a set of luddite excuses. all cell phones now have security built in and players like google have baked it in already. wake up and answer the phone! hellooooo! you guys need to lead. you finally woke up to the net at the turn of the century, after pushing stupid failed isdn concepts for decades, don’t make us wait on this for pete’s sake! this is huge! what are we missing here? and revise your tariffs now to make it work and don’t be so greedy like you have been with sms fees which are so high they have completely stifled innovation.

if you are a credit card player like mastercard, visa, amex, etc. continue to make the smart moves you are making with micropayment and mobile payment companies. if you don’t, risk adjustment notwithstanding, you will lose. but the good news is that you guys get it. sorta. keep pushing and spending. this is the future and you know it.

if you are a retailer, check out new alternatives in the payment space. small businesses are loving square up despite some of its severe limitations. monitor google and the phone companies if the later ever start elephant-lumbering forward soon.

serious games…seriously ?*!? get out of here, really?

24 Aug

(eyeball time: 1.5 minutes but you might read much faster if you took evelyn woods’ speed reading course in 1961…)

the dea skinny on what’s happening:

www.seriousgames.org

when you think of video games you thing of…well, fun. entertainment! yeah, that’s the ticket!  but there is a whole other world of  “serious gaming” out there.  a “serious game” is one that intends more than entertainment for its players. “serious games” focus on simulating some part of a real world system. according to dr. jane mcgonical, author of  reality is broken (buy book), they include business training games, marketing/advertising (known as “advergaming”), disaster preparedness games, flight or driving simulations, games that help patients understand how their bodies work, and so on. they allow players to test and experiment with systems.

an “alternate realty game” (a/k/a an “ARG,” you buzzword aficionados) on the other hand, is an interactive, trans-media narrative that evolves in response to what its players do. an ARG is truly a trans-media game in that it often involves multiple media and game elements and game mechanics to tell a story which evolves based on participants’ responses and with characters designed by the games designers. ARGs are internet-based an interesting because they have been able to attract large numbers of players in collaborative efforts to solve very difficult puzzles and challenges. jane mcgonical built an interesting game at institute for the future almost 4 years ago called world without oil in which participants gamingly collaborate on solutions to live without oil. ARGs tend to have a pro-social “change the world” focus in many cases, although not always.

the  serious game initiative is focused on exploring how the public sector can forge productive links with the electronic games industry in projects involving training, health, education, and public policy. several members of the initiative produced an initial and highly useful taxonomy of serious games which mapped out the landscape as they see it in a presentation in 2008 [ their presentation may be downloaded here on the “connections” page of our site].

the stakes:

this newly-emerging niche in the game world is very powerful. today, for example, the u.s. department of defense spends $5 billion us annually on building “serious game” simulation games, according to the defense acquisition university. that includes everything from large u.s. air force flight simulators to warfare strategy  “kill” simulators developed by the u.s. army. “full spectrum warrior,” a commercialized “shooter” game was originally developed for the u.s. military. ea games’ medal of honor” and a whole genre of single and group shooter games like bungie studios’ epic  halo 3are part of that military simulation game genre tradition.

but there is a gentler, perhaps more peaceful set of serious games in the marketplace today in a large number of categories: heath and wellness, training, education, science & research, production and work used by a variety of organizations such as corporations, government, healthcare, industry and ngo’s trying the save the world. while the u.s. government is by far the largest spender on serious gaming ($ billions), the corporate business market is spending much less (under a $1 billion u.s.), this space will be expanding quickly in categories like “advergaming”. car companies like mini cooper and jeep have games on their sites to promote brand experience, as do insurance companies such as progressive. increasingly, serious gaming and ARGs will be woven into our lives everywhere with tie-ins to facebook, google and yahoo games and many other trans-media venues.

the dea takeaway:

“serious gaming” will continue to evolve in the government and defense community on a massive scale and probably set the pace for major large spending efforts on complex simulations. they have the seemingly unlimited fountain of government money to fuel it as well as an entire “beltway bandit” group of private sector companies clustered in washington, d.c. and government-sim biz city orlando, florida, sucking up billions of our tax dollars. we have, in effect, what we are calling a gaming industrial complex, to paraphrase dwight d. eisenhower, when he coined the term “military industrial complex” in the good old 1950s.

the ARG movement, which is very new and still being born, may take major steps over time to accomplish what dr. jane mcgonical is seeking….games to change the world.  after the arab awakening in spring of 2011, which lead to political change and turmoil in tunisia, libya, eygpt and syria as well as the english rioting and looting, which occurred  in the summer of 2011, new attention is being given to the power of crowd-sourcing tools like facebook and social media. maybe ARGs will become effective tools to change reality as well. why not gamers?

see our presentation,Transmedia Gamification Opportunities for Serious Gaming dea Presentation @ Serious Play Conference, Seattle 08-23-11 and under our “connections” page.

be clear about trans-media navigation… “the new yorker” magazine is… “wired” isn’t…

5 Jul

(eyeball time: 45 seconds but you might read evelyn woods wicked faster…but if you eyeball the funny great video add 2.2 minutes…)

full disclosure: we have no business or commercial interests with the new yorker magazine or conde nast. wish we did though! this is an independent assessment.

the dea skinny on what’s happening:

www.newyorker.com

when we think of trans-media we tend to overlook the amazing traditional magazine space moving onto tablets like the iPad and others. it is exploding. this is the quintessential new wild west for trans-media coming together with text, image, video and games. but the navigation user experience metaphor is up for grabs. many think that wired magazine made the first best new effort at designing the new tablet magazine. we find it as confusing as a rubik’s cube to navigate and read. and that tends to get average readers hostile to content and drives advertisers crazy as well. the iPad navigation experience design metaphor in wired is just too cool for school, convoluted as a table of periodic elements and well, a pain in the ass, although their web site is fine. on the iPad or other tablets, wired is tired in trans-media or at least, tiring and exhausting to experience.

comes the new yorker magazine iPad app.  they get it. well, why wouldn’t they? they have managed to port their content perfectly, giving it that classic new yorker magazine look and feel. it is easy to navigate and the ads and the editorial content all work together. just check out their  “department of explanations” video when you download your subscription. you will see what we mean.

the stakes:

one of the newest biggest spaces and places in trans-media for traditional magazine advertisers to place ads is on tablets. duh. we know you know that. the adoption rate is exploding and the venue is tailor made for a new style of “reader” experience. the wall street journal has gotten the user experience navigation mostly right (yes, it is also worth paying for!). so has the washington post.  the new york times is a rich site in terms of content and media assets, but still has a few miles to go in improving navigation, but they are close. and check out all your fav magazines. martha stewart living has totally nailed it, as usual. but we expected that. she is the queen of trans-media and was before anyone else. it is no accident her holding company is named martha stewart living omnimedia and was named that before anyone got trans-media.

the dea takeaway:

for content/tablet development people: get the navigation metaphor right. make it simple. the rules are similar when a traditional print reader transitions to your new tablet version. be gentle with them. don’t go crazy with vertical/horizontal sideways layouts just because you can. the conventional metaphor which seems to be winning now seems to be a simple left-to-right scrub pan with in-depth reading top-down scroll. ads should be nested throughout…and not left as an “add-on.” imitate the new yorker magazine if you want to keep life simple.

for advertisers: in seeking advertising venues with traditional print-going-to-tablet publisher offerings don’t rush into any magazine or newspaper ad space if you don’t feel the navigation makes sense. ask their team about views, placement and your fav metric, CPM. do what works best for your brand. also consider doing video for your ads. the view rates for video dwarf everything else.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

“the game layer” at sxsw and “leveling up” game mechanics you can use now…seth priebatsch

23 Mar

(eyeball time: 16 min minutes if you watch the TED video clip or check out the slide links…)

the dea skinny on what’s happening:

http://www.slideshare.net/chiefninja1/sxsw-keynote-the-game-layer-on-top-of-the-world

http://s3.amazonaws.com/data.tumblr.com/tumblr_lhzbgaBHYR1qgm1xxo1_1280.jpg?AWSAccessKeyId=AKIAJ6IHWSU3BX3X7X3Q&Expires=1300990171&Signature=CYR37wuUqYB0WakQBAQG6phCsF8%3D

there are always wiz kids around doing amazing things or bringing new ideas…comes seth priebatsch, current TED darling, and “chief ninja”, at scvngr.com, a location-based gaming advertising play, ala foursquare, gowalla and now mimicked on facebook. what makes seth interesting, who insists you “get” his  ivy league “drop out” profile (which he likes to drop more than a phd title to get you to associate him with gates, zuckerberg, bucky fuller and thoreau to pump scvngr’s market valuation), is that despite his careful self-image management program and youthful enthusiasm, he thoughtfully discusses “game mechanics” and how they can be applied to any business.

seth had recycled and added to memes developed by another wunderkind, who actually does have a phd,  dr. jane mcgonigal,  director of game r & d at institute of the future and author of a fab book entitled reality is broken (buy book) which you should get today.  seth gives you a playbook for how to build engaging experiences. we suggest watching the TED video first, then checking out his SXSW slides. then, if still interested, look at dr. jane’s TED video under our “networking” page under “gaming and immersive worlds” and get her book. (o.k., madoff  transparency moment: no, we don’t make money off her book! easier ways to get rich fast than that!). she is the source and mother lode of all seth’s great new ideas. together, they pretty much have it nailed and are part of that larger branch of pioneer experience designers like nathan schedroff and brenda laurel.

the stakes:

we believe, that the holy grail of everything, is simply knowing the rules of experience design. this, more than anything, is the core ingredient of trans-media and digital entertainment success. but it also applies to all organizations offering products, services, causes or missions.  today, it is cliche’d to say that customers own your brand, your product, your experience, your…everything. your job is to design experiences for them so they engage with you for their lifetime. seth describes some of the principals of what make up the “mechanics” of game design and how they can be applied to any business (e.g., “happy hour”). mentor dr. mcgonigal talks about the larger profound meaning all people want from life, as manifested in gaming experiences, which may be incorporated into any general experience design, as does nathan schedroff, in his very detail examination of the field of experience design. to overlook these principals, is simply to miss the core of what you and your experience are all about.

the dea takeaway:

for experience designers of all types: we don’t care if you design social networking, mobility, interactive, gaming, film, tv, music or other experiences, embrace seth’s and dr. jane’s experience design concepts in every experience design effort you undertake. as the old hippie bumper sticker says “question authority”….we suggest “question experience”…the one you currently provide and begin to re-imagnine how it could be improved, deepened and made more profound.

for general business people: maybe you don’t get it yet and still think the job title on your biz card says what you do. it is wrong. you are an experience designer. that is where all revenue comes from. think about it. but…

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

the trans-media convergence future and “pervasive experience”…from Corning

14 Mar

(eyeball time: 5.3 minutes for the cool video clip…)

you may not know it, but corning was a stagnant usa rust belt glass company until they pioneered the development of high impact glass for mobile devices, large flat screen tvs…and yes, even that “telestrator” blackboard wolf blitzer and everyone at cnn uses non-stop to show you election results to earthquake data…today, they own the world…look at your phone…your computer…your video screen…corning is in your face… with practically bullet proof glass… and wait till you see the new flat screens we saw at ces this january in las vegas which will hit the market by june, 2011 at a best buy store near you…

our transparency moment about our relationship with glass companies, with a nod to madoff’s folly: we have no economic or business interests or relationships with corning (they don’t even know we exist, much less care)…so we show you this blatantly wonderful visionary video made by corning that shows one of the many ways we believe that trans-media/convergence is entering our lives…sooner than you think…  we call this the world of “pervasive experience…” we remember the first apple visionary video from the 1990s…visioning an iPad-like device…and tablets…they are here now and the technology curves are much steeper…so you get things much faster…

so as the perfume ad for obsession perfume says…”share the fantasy”….

nothing else to say…

creating fun branded trans-media content for mobility: Tocquigny’s TripCast™by Jeep®

3 Nov

Tocquigny's TripCast™by Jeep®

(eyeball time: 2.5 minutes but you might read faster…or longer if you get into the cool video clip…)


the dea skinny on what’s happening:

http://www.tocquigny.com

check it out… it’s Jeep®’s first iPhone application: TripCast™, a trek-tracking, geo-social sharing utility which leverages iPhone as a mobility platform using all its bells as whistles for Jeep® branding purposes. Check the vid now… please…or else you won’t know what we are talking about below unless you are a savant or swami with powers none of the rest of us have… more below…

a lot of advertising or interactive agencies talk the trans-media talk but few know how to do it. Comes Tocquigny, an amazing austin-based full service interactive, social and mobile marketing firm. they get it on pretty much everything and are creating very innovative trans-media campaigns and solutions to enhance brands.

o.k., more on why we love this iPhone app…

1. this is what great product branding is all about

Tocquigny ‘s TripCast™by Jeep®  fully leverages apple’s iPhone as a mobile entertainment platform for the Jeep® brand… Jeeps® are about adventure. but you knew that. while it is true that you can make a social statement pulling up in a tuxedo or ball gown in a Jeep®  for valet parking at the next met ball in nyc, Jeeps® are more about, well, like taking an adventure trek someplace. to swipe another product’s motto: “share the fantasy!” mobility can also be about adventure, travel, maps, social networking, personal videos and photos…they all are fun and…you got this by now…so are Jeeps®!

that appears to be the general logic behind Jeep’s® TripCast™, which enables you to share and broadcast your trip, via twitter and twitpic to friends and family as a well as map your trip data in real time and listen to iTunes music. you can also store your trip for all kinds of Jeep®-like adventures which are part of the Jeep® “adventure experience” brand: kayaking, biking, and hiking. TripCast™ by Jeep® is a part of a new form of socially branded entertainment emerging in the marketplace. you don’t need a Jeep® to use TripCast™  so it is subversive the way the best advertising always is…it gets you thinking life might be more fun owning a Jeep® having an “adventure experience” parked in your driveway, available on demand . [note to don draper: that is great creative branding.] the trans-media entertainment experience is synonymous with the brand. the iPhone application features leverage the brand and the mobility concept wonderfully in an integrated way.

2. leveraging trans-media content with the mobile platform’s features

most iPhone applications are “hi! I am an application. I happen to be running on your iPhone. but that is just because i can.” true, there are thousands that leverage one or more aspects of the iPhone’s features but most don’t. Jeep’s® TripCast™ goes the extra mile using features built into the iPhone in a broad and deep way most others don’t: real time mapping, the iPhone camera, video, connectivity to facebook and twitter/twitpic, music from the iTunes store and mash ups with gowalla and foursquare’s technologies which run on the mobile platform as well.

3. showing how powerfully trans-media can work for mobile

it is sad but true that most brands simply “get on facebook” and think they are done. they don’t think about how they can leverage their brand  features with the features of the platform with which they are working. the core qualities of what their brand is about…in Jeep®’s case, a mobility metaphor. obviously, Jeep® is a synergistic [sorry, bucky, we had to use that word] brand for mobility. that is what a car/truck/SUV does. it moves around places. like a mobile phone, it is the essence of mobility. Tocquigny’s creative genius was putting these concepts together and expanding the Jeep® adventure experience metaphor into “adventure entertainment tools” linking the brand with the application they built and on the technology platform where they placed it.

the stakes:

according to the latest pricewaterhousecooper’s “2010 global entertainment and media outlook,” the wired and mobile global advertising market will be $66 bb in 2010 and grow at a compound annual growth rate of 11.4% over five years to $103 bb US in 2014. While not the size of exxon’s annual revenues these days, when viewed as a single segment of the worldwide advertising business, it is impressive growth, second only to video games. Anyway, nothing to sneeze at in the world of digital entertainment.

the dea takeaway:

1. brand managers and agencies

get with the trans-media program even more than you are. but don’t get all gimmicky on us with all kinds of gizmos and silly ideas. a good place to start is to think about trans-media venues, platforms and features which would lend themselves well to your advertising brand. then carefully and deliberately map your brand’s core qualities to the target market experiences you can provide and then pick the appropriate content and platforms for them the way Tocquigny did for TripCast™ by Jeep® by selecting the iPhone for a mobile application. make sure they are compelling, aligned with the brand and useful.

2. partner up

you know a lot but not everything. depending on who you are, figure out your ecosystem and do what you do best. if you are a brand manager, find a great agency who understands branding, trans-media, content and technology. if you’re an agency, find people and companies that know how to integrate facebook, foursquare, gowalla and iPhone apps together with content, video, phone and photo assets. if you’re area a content management company, find ways to create, manage and publish content easily across platforms with easy-to-use content management templates (like multiple mobile phone types from different companies, in this case). if you’re a network player, built a value-added services layer into your service architecture to allow closer integration with your mobile partners be they phone manufacturers or content providers… but nobody can do the whole mash up themselves. although it’s getting much easier…

3. the mobility opportunity and its core characteristics

think about all the ways you can leverage the fundamental qualities of the mobility experience…ask yourself some of these key zen mobility questions to get started, add to the list, then work yourself back to the pieces of your puzzle… your brand, your digital venues, your content, and the platform features you can leverage, etc. once you have locked onto some initial creative concepts…you are on your way…

mobility questions

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

the kids are all right… the new trans-media audience

21 Oct

(eyeball time: 2.5 minutes but you might read faster…)

the dea skinny on what’s happening:

trans-media is a trendy word destined for the dust bin of history like convergence and new media… unless content producers, advertisers, brand managers, ratings and survey companies, services and hardware and infrastructure players….basically everybody… start to get it and embrace the new nature of audience experience. something is going on and you don’t know what it is…do mr. jones? traditional media audiences have left the building for several years now and are having radically different digital entertainment experiences. brand managers, media buyers and advertisers, who are spending billions on shrinking audiences, can’t measure the new audience behaviors so they continue to spend on traditional media like television. but audiences are watching across media…in different locations (thanks to mobility and smart phones) and multi-viewing and interacting on a simultaneous basis…ah hem… it is a trans-media audience experience. and nobody really understands what is happening and operating on old business models. at least that is what our new research shows at the digital entertainment alliance.

youth audiences, in particular, are not watching television on set top boxes anymore mr. nielsen, so watermarks which you hoped would streamline the old audience logs won’t help much in measuring anything but old fashioned tv. sell that idea to mad men’s don draper at his new agency…if you can.

the stakes:

billions of dollars. again. simple. in the 1960s, audiences had pretty basic experiences. not many tv channels, no cable, no internet…blah blah blah. don draper woke up each morning in the good old days when still married to betty draper (and when he was home) read newspapers, listened to the radio and watched films or tv for a few hours a day. that was pretty much his “entertainment day.” here’s don draper’s audience consumption experience on a 24 hour basis…

Don Draper's Audience Experience in the 1960s (c) the digital entertainment alliance llc

sometime in the early part of this decade, traditional broadcaster and other media content providers, a well as advertisers and brand managers, started seeing their traditional audiences shrink, fragment and, in some cases, disappear. one of the dominant theories at the time was that they were simply spending more time on the internet. many agencies conducted studies to understand what was happening on the digital side of their businesses but television media sales and the audience assessment and measurement parts of their business could not track anything more than interactive statistics (e.g., click though rates, etc.). all assumed it was simply internet interaction experience and walls of data was produced. but the audiences still shrank and shifted.

the digital entertainment alliance has conducted research in this space and discovered that something entirely different is occurring. we have looked at what college kids are doing, run 24 hour time logs and found a number of things.

  • typical college kids have 3-5 multiple and simultaneous concurrent audience experiences throughout their 24 hr. days
  • their experiences vary widely by content type, technology platform, and location
  • based on the activity, each media experience has both extremely long (3-8 hrs.) and short duration across a 24 hour clock.
  • they “mash-up” their entertainment experiences and are quite comfortable leveraging disparate and fragmented experiences together
  • their current, almost a.d.d./a.d.h.d. audience experience patterns which may well persist into later adulthood. audience experience may have morphed and mutated forever.

The Kids Are All Right - Audience Experience in 2010 (c) the digital entertainment alliance llc

the dea takeaway:

there are too many implications and takeaways.

for content producers, you should develop content for an audience that is multi-tasking as they watch. think about strategic partnerships with players in adjacent spaces and look for trans-media ways to share your content or story across media.

for brand managers, you should insist that your large media spends are accounted for by your agencies and make sure they don’t simply stovepipe you into television spends, for example, principally because that is all they can measure (or web interactive.) insist that they address the problem holistically. acknowledge that even though we are in cost-cutting times and nobody wants to do risky things, work to develop viable performance metrics. this is a huge opportunity area of epic proportions.

for advertisers, start breaking down your organizational stovepipes and listen to some of your more visionary digital people….but only if they are talking about the whole picture. spend money researching new audience behaviors and develop case studies.

for service and infrastructure players, make sure you build out comprehensive services across platforms. yes, an open architecture is a beautiful thing (but most television sets and dvrs have 3 controllers) so don’t hold your breath. work supporting disparate standards will be a reality while you attend endless meetings to discuss open standards and solve world peace. be realistic and focus on solving your part in the overall puzzle…deal with what you can control. that’s was steve job’s approach and it worked for apple!

for more information, please contact us at 512.825.6866 (voice o text) or email us at bhollyman@digitalentertainmentalliance.com to discuss the issues more fully and the specific impact & implications to your business. it’s free!

why the“flower” user experience changes everything for everybody…

10 Jul

(eyeball time: 2.0 minutes but you might read faster…)

the dea skinny on what’s happening:

while the mainstream anemic usa game industry plugs along trying to woo new viewers with hd, wireless, 3d technology and interactive gizmos like wii and microsoft’s kinect, a quiet but potentially seismic revolution has been taking place elsewhere. it is a “game,” rather, an experience called flower, and it is not about gamingit is about user experience. ask your local hipster about it. they will know.  thank the people at sony playstation for trying to take the whole industry in another direction with this innovative move. this affects all user experience design because it implies an entirely new design paradigm: human emotions. and that is powerful stuff to be messing with.

comes a company started by 2 people out of university of southern california’s usc games institute… thatgamecompany led by two geniuses, kellee santiago and jenova chen, who we visited and interviewed in their santa monica studio. their idea? make user experiences based on human emotions. whadda concept. forget stupid categories like “casual gamer,” “hard core gamer” and “gamer.” their games (ahem, experiences)  are designed around a single emotion, amazing images, music and free exploration with mind-blowingly simple interaction. there is no “objective” except an amazing experience of chasing flowers across a landscape. you need to see the two video clips on our site to see what this is about. the first is an interview with kellee santiago, ceo of thatgamecompany which created it, and the second is a clip of flower. you need to do this now to get it.

several years back, kellee and jenova went to sundance and showed cloud, their first graduate-level “student” game done while at usc. next thing you know, enlightened executives at sony playstation sign them and cut a 3 game deal and place them on the sony playstation network. now you can download flower from the sony playstation network for just under $10us, making the purchase of a playstation3 worth the entire purchase just to get the ability to play this game alone. it is ground-breaking and will make you experience intense happy emotions. whadda concept, but we said that before! some users have reported literally tearing-up emotionally, it made them so happy.

as kellee says, flower is a video game poem that asks something different of the “player” with “no score, no time limit, no death.” their company tag line is “life in balance”  and they have another game under development for sony called journey to augment their other titles flOw and flower. hopefully sony and others will sign them to keep things flowing out of that game company in the future.

the stakes:

the future of user experience. what they are doing has much wider implications for anyone and everyone in trans-media. think about it: if you can deeply touch feelings, emotions in a user experience, this has many touch points way beyond gaming. it is about experience design.

kellee, jenova and their crew of ten+ others at thatgamecompany in santa monica are trying to push the boundaries of what games can do. but they are pioneers in developing new ideas about what a user experience can be: there is a simple interface which makes the experience immediately accessible (apple kind of made some hay with this concept, ‘ya think?), a user navigational experience that feels explorational without boundaries, a use of images and music that provide an intense emotional experience that alters your state.

besides altering user experience, thatgamecompany represents the game-changer almost-a-do-it-yourself-production small company which can make games at a fraction of what the big boys and girls like our friends at ea or lucas games spend. no mocap, hd or expensive cgi. but highly competitive with around 10 employees right now… as such, they represent the shift to network-based game delivery which traditional game companies are only starting to explore with sony, xbox and wii.

the dea takeway:

if you are a game company, think about exploring this space or acquiring a company that can do these things. it will improve your legacy product lines on a go-forward basis. it may push your offerings in entirely new directions.

for everyone else, including chief marketing officers at fortune 500 institutions or any company providing user experiences on the web, look at how you can re-position your current offerings and make them more emotional. much more.

application designers of every type should look at flower, cloud, and journey and determine how they can simply their user experience design and make it emotionally pleasurable. there are a million ways to do this.

for advertisers and brand managers in all walks of life…well, this is what you do…manipulate emotions to get people to buy your stuff. look at how you can leverage emotions on the web around your brands. this is the key to brand management. strong powerful emotions. (btw, we have already seen a tv ad done which literally ripped off flower to sell some financial services product…come on people…let’s have some original thinking here!

may all your user experiences flower. to everyone at thatgamecompany we say: BRAVO!, BRAVO!, BRAVO! and THANK YOU! you move us emotionally  bigtime.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!