Sunday, May 25, 2008

Blurring the Lines


What else? Lots.

The 10-foot experience is borrowing from the 2-ft and vice-versa. From your sofa, TiVo can now serve up Youtube videos. And now TiVo offers ads that give consumers choice -- so while they don't want to be interrupted during programing, they can select if and when they want to see ads that are of interest. These commercials often are, and should be, different than the interruptive type we're used to. The idea isn't to disrupt you enough to keep you from flipping the channel. Rather, these ads need to be relevant to the viewers' interests, allowing consumers to drill down to more detail and information as they choose, including long-format ads that don't have to conform to standard :15, :30 or :60 formats.

Back at the 2-ft screen, users can pick and choose their video experience as networks migrate away from the couch, leaving a lot of room for innovation in the way marketers communicate with their audience -- but never forgetting relevance, experience and context.

And most exciting is how all these experiences -- internet and TV screen, mobile and retail can build on each other right along with traditional media, to form a truly integrated experience. THAT is what will distinguish what we call interactive in the future.

The barn door has been opened.

In fact, it's a new brand world. Wanna play?

Blogs and Syndicated Content: Keep them engaged


Engaging consumers and making meaningful connections can’t be done without meaningful content. It just won’t happen. Consumers are hungry – for information, for connection, and for a chance to be heard and to talk back. Blogs along with syndicated content have become a significant tool in offering meaningful content to consumers and in establishing a dialogue.

Fifty-eight Fortune 500 companies now have blogs. From Dell to Walmart and from American Airlines to McDonalds, these companies (only a mere 12% of the Fortune 500) have taken the courageous step to open up the conversation. The benefits are significant.

It provides a way to get feedback from those who know a company’s products and services best – their customers. This includes criticism, providing a chance to improve both customer service and product development with a real-time lab. It also gives a chance for companies to share important information, not only about their products and services, but additional relevant information that can be meaningful to their customers, demonstrating the importance of the brand in their lives. Blogs can also help companies do damage control when facing negative circumstances. Swift response and dialogue is critical during such times. And unlike a company’s website, blogs allow for instantaneous publishing, keeping the dialogue always current, always meaningful.

One of the biggest challenges to the success of a blog is generating buzz and getting visitors to come back. RSS can do this quickly and easily by pushing your posts out to other sites, and to newsreader software automatically. RSS functions in a number of ways including:
  • Having content from your blog picked up by web sites that syndicate blog content
  • Having your content pulled in by other Weblogs or other Web site
  • Displayed by newsreader software
The key here is seeding, germination, sharing. In each of these cases, blog content is dissemtninated around the Internet, increasing the chances that people find and read your blog content.

Alongside RSS is having your blog posts shared by readers who can send it to aggregate sites such as Digg, Reddit, Del.icio.us. and Yahoo!Buzz.

As said earlier in this particular blog, if something is worth anything, it’s worth sharing. Providing instant links to these sites will provide the viral component essential to social media marketing. It will also help create the long tail that gives currency to things long past the time they first appeared.

Digital goes Retail

Forget the 1-ft, the 2-ft and the 10-ft (oh yeah, still haven’t talked about the 10-ft). What happens when you actually have consumers in the store where they’re going to buy? As consumers come to expect more engaging experiences with the other media in their lives, advertisers are well-advised to transform the retail experience as well. How do you capture the attention, engage, disrupt, and galvanize the consumer when they actually have intent to buy – and you want to close the deal or increase the place your brand has in the hearts of your customers?

Here are some examples that are already emerging.

Hallensteins Interactive Changing Room

To encourage shoppers to engage with merchandise and make choices without having to enter a change room, Hallensteins in New Zealand introduced an interactive change room. The user stands in front of a screen in which they see live video of themselves behind items of clothing. The user can change the clothes by waving their hand over the clothing racks. At the same time, the screen can instantly add up the price of the clothing, showing the user the cost of what they’re trying on. Engaging, interactive, and huge buzz factor.

Nike Women / Athelete Booth


After radio shock jock Don Imus made offensive comments against the Rutgers University women's basketball team, Nike Women seized the opportunity to strike back as a voice for all their customers. The resulting ad campaign, “Atheletes” included TV ads and outdoor. The TV featured female athletes speaking into a giant megaphone (unscripted), telling the world what being an athlete meant to them. But the campaign reached out with huge impact by including something that engaged their consumer and made it personal -- the Athelete Booth.

In the Athelete Booth at the women’s fitness boutique, participants at the 4th Annual Nike Women's Run in San Francisco were given a similar opportunity to record a video message about what being an athlete meant to them. Their stories were integrated into a wall of women’s stories about what it means to be an athlete. A great integration of all media including the retail level and deepening the connection between Nike Women and their customers. Downside? It seemed to stop after this campaign whereas it could have continued on to develop a real community.


AT&T/ Interactive Screens & Interactive Floor Ads

AT&T recently began piloting new technology in 12 stores across the U.S., featuring kiosks with screens that allow customers to pull up images of merchandise with a touch of the hand. For example, to find out about a phone's coverage area, a customer can pull up a map on the screen, put his fingers around the area he lives and works, and actually see the lines of service that will work in his plan. The customer can pull up different models of the merchandise on the screen, play with the features virtually and even compare two models side-by-side without the use of a mouse.

ATT is also experimenting with interactive ads on the floors of malls. One ad played off a 30-second TV spot airing now, which shows mobile phones popping out of flowers to the tune of "Daydream in Blue." The difference in the mall? If a customer steps on a flower, a phone pops out, and if he steps on the phone, he gets more information about it, such as price points and information about the nearest store to purchase the phone.

These kinds of experiences are paving the way for a more engaging, immersive retail experience.

Mobile Mall Promotions

Talking to the customer where and when they’re buying -- that's what a company called Nearby Now is doing. Nearby Now provides technology to drive traffic and sales to the malls. Mall-goers are invited to TXT to “nearby” with a 2-letter mall code. Shoppers then get a welcome message with a list of sales in progress and a request that users enter the brand or product they are seeking. In return, they get the list of stores with the said items including pricing and relevant sales information. For example, one could search for “Jeans’ or “Levis 509s” and get relevant results. User might get a second ad saying, “Shoe sale at Macy’s” which is a paid advertisement but the match is perfect for the user for the advertiser.

Response among younger mall-going demographics has been remarkable. The response to special offers such as ‘free movie tickets’ or $25 gift cards for the first 10 buyers’ can start a stampede indicating the power of mobile, interactivity and context.

More Social Media Forays


Rebranding an existing Facebook widget / Sony Pictures

Recognizing how difficult it is to get traction in one of the major social media networks by creating a new app or widget, Sony rebranded the hugely popular “Vampire” widget to promote the vampire horror film “30 Days of Night”, partnering with the widget’s developer, Rock You. Banner ads were placed on the rebranded vampire applications which promoted the movie and offered a sweepstakes. The campaign was live for only 3 weeks, and resulted in 59,100 sweepstakes entries. (600 % over the10k objective that defined success the advertiser.) However, the visits totaled 11,642,051 for the bite page, and 17,652,567 for the stats page, part of the interactive experience of the game – both with prominent promotion of the film and sweeps.

Creating a Facebook Group / The North Face

This is a brand that lends itself well to social media networking – and that’s my point. Many advertisers have gotten burned by slapping up a network page (which are now discontinued by the Facebook folks) or making other quick moves to hop on the social media bandwagon. Again, it’s about respecting why people gather at places like Facebook. It’s about connecting, it’s about experiences and it’s about sharing those experiences. Which is why North Face recognized the natural fit, respecting the core values of their consumers who are avid outdoor enthusiasts. Their North Face Facebook group delivers on the brand promise of “inspiring athletes to push their limits” and the members happily share their experiences with one another posting photographs and videos of their outdoor adventures, asking questions and getting advice – like a real community, huh? And there is absolutely no conflict with these members that the group is hosted by a corporation since the affection for the brand is genuine. 3,371 fans doesn’t make for a huge number, but very respectable in this niche category.

User Generated Content meets Branded Entertainment/ Suave and Sprint

Okay, Doritos blew everyone away with their Crash the Bowl promotion, inviting users on Yahoo!Video to create their own commercials with a huge pay-off: the winner, voted on by the community, would be aired during the Superbowl. But that’s Doritos you say, with a target audience ripe for this type of social media marketing. Easy pickings.

Okay, what about Suave, Unilever’s lower-end line of hair and skin-care products. User-generated content? Absolutely.

It started with the insight that mothers were hungry for direct contact with other moms and wanted to have real conversations about real topics that affect their daily lives. It wasn’t about being a perfect mother, it was about what being a mother really was. Suave and Sprint developed “In the MotherHood”, a web-based series of comedic films -- or webisodes -- starring Leah Remini ("The King of Queens") that took consumer interactivity to a new level. Real life stories submitted by moms from across the country were married with professional screenwriters and top-name talent. Mothers were asked to submit their real-life stories of the trials, tribulations and triumphs of motherhood. These are then automatically transformed into a traditional Hollywood script. The online mothers' community then votes for the best entries, which are treated by professional Hollywood scriptwriters and turned into a new episode of 'In the Motherhood'.

Nearly 5.5 MILLION people have watched the content. Over 3000 submissions have been received; over 200,000 read the submissions; about 60-thousand voted on the submissions. The webisodes set MSN Homepage records. The websiodes became mobile appearing on Sprint phones. And clips were seen on the Ellen Degeneres show, garnering great earned media.

Best yet? This is entertainment that is distributed free on a website, and doesn’t cost millions in media buys to broadcast commercials on network TV (yes, there are the production dollars, but as we all know, production dollars are the least of the cost of any ad campaign). Plus you’re communicating with a committed audience, not one who is just as likely to zap their DVR at your commercial.

Establishing social networks and creating content / Proctor & Gamble/ beinggirl

Targeting girls 12 to 18 can be fraught with negative connotations which is why P&G, makers of Always and Tampax decided to stay out of public networks like Facebook and Piczo (a social network aimed at teens). Instead, they decided to establish their own community where they could control things and moderate participation, keeping an eye out for inappropriate behavior. That's expensive. But the creation of beinggirl.com has been so successful it’s been rolled out to 21 different countries and Forrester Research found that beinggirl.com is four times as effective as a similarly priced program using traditional media.

The site is aimed at encouraging young girls to talk about their problems and help each other out. P&G is very transparent on the site. Any person can tell that the site sponsor is Tampax and Always -- which avoids any charges of duping the audience. With a few product sections, one of which is free samples, they’ve struck a good balance. But the majority of the site focuses on content for girls - music, discussion, video...it's all here.

Wikis / Twentieth Century Fox

Engagement is the cornerstone of social media. Wikis are a tremendously effective way of not only connecting with your audience, but actually including them in the creation process and creating community by having them interact with one another -- as well as your brand.

Wikis allow users to contribute to and edit web pages, creating and modifying content, with users feeling a sense of ownership and attachment to the final product. (Many don’t know that Wikipedia, the master of all wikis is founded on this principal. Yes – you can edit and add content to any Wikipedia page, but prepared to be vetted of course.)

Back to Twentieth Centurey Fox. As part of the 2007 marketing campaign for the new release of Fantastic Four: Rise of the Silver, Fox created a wiki. The wiki site invited users to write the origins of the Silver Surfer, whose origins in comic book history have been a bit murky.

Branded Entertainment: VIDEO / Ray Bans/ Sunsilk / Levis/ Axe

In 2002, BMW and Mercedes both released branded entertainment in the way of short films, the first released in cinema, and the second released on the Internet. But in the context of social media, branded content has become not just about providing entertainment that stops with the viewing. It’s about sharing. (It's hard to share a cinema mock-trailer.)

It’s about creating and providing compelling content, content that engages, entertains and is relevant to the audience. The benefit? Buzz, viral currency and product placement. If it’s good and adds value to the user (and entertainment is value), it will be talked about, shared, and possibly end up on a lot of talk shows or morning news programs. And there are a lot of ways to do this.

  • Sometimes the user doesn’t know at first it’s branded content. Ray Ban hit a home run with their youtube video “Guy catches glasses with face.” It’s been viewed more than 3.5 million times. That’s a lot of product-placement viewing. (You know it was a success because the same agency copied their own creative for another client, Levis, with “Guys back flip into jeans” -- which has been seen almost as many times.)
  • Sunsilk created a huge sensation with its net seed “Bride Has Massive Hair Wig Out”. The seemingly homemade video showed a bride-to-be freaking out at her hairstyle and hacking it off hours before her wedding as her bridesmaids try to stop her. Over the course of two weeks, the video was watched millions of times and was featured on the Canadian and U.S. talk-show circuits, including The Today Show and Good Morning America – with speculation building on if it was real or not. The video indeed turned out to be a marketing tactic, intended to get the phrase ‘wig out’ into the marketplace in advance of the ‘real’ ad campaign which would feature the same phrase.
  • Levis has a newer branded entertainment video out on youtube, “Super chill monkey does Hollywood.” This time it’s pretty clear the jeans in question are Levis. The principle here is entertain me and I’m happy to watch your product in motion.
  • Axe in Argentina took a longer format approach. They’ve created the City Hunters campaign which is a 30-minute animated comic strip aired on Fox. Like the Suave example above (In the Motherhood), the Axe sponsorship is quite clear and the production uses top-notch talent. Drawings are made by Milo Manara, the famous adult comic strip designer, and direction was in the hands of Carlos Beaza, who has directed several episodes of The Simpsons.

Branded Entertainment/ AdverGames / Burger King
Rather than producing videos for distribution on the web, creating games for gaming platforms can reach the right demographic effectively – especially when you consider that the 30-year-old male is as likely a gamer as a teenage boy. Burger King last year released 3 games for X Box and X Box 360 and sold them through their retail outlets for $3.99 each. Within 2 weeks, the games had cumulatively sold more than 2 million copies. Again, a lot of brand impressions – and a lot of trips to Burger King.

In-game advertising

Advertising that is non-invasive to game-play and is contextually relevant to the environment can create a positive connection between the brand and the consumer. That’s the thinking behind in-game advertising which has been with us for several years and will continue. Mobile in-game ads will build on the established practice of ads in games for game consoles, PCs and hand-helds. But simply having ‘ad space for rent’ is now being replaced by creating more interactive and immersive experiences with gamers that are contexturally relevant. Having a Gibson guitar in Guitar Hero adds to the user’s experience – it doesn’t merely shout out buy-a-Gibson. And the market doesn’t stop at brands that cater to a youth audience. Last week, Ikea struck a deal with Electronic Arts for its furniture to be featured in “The Sims”. For about $20, players will be able to buy an Ikea “stuff pack” to bring the Ikea experience into their virtual world.


Advertising in virtual worlds

Second Life is only one of many virtual worlds where advertisers have been setting up camp since 2006. From the more explicit adult-themed Red-Light Centre to other adult places like Entropia Universe and kid-oriented virtual hang-outs Habbo Hotel, Webkinz and Zwinky’s, these worlds capture an enormous audience of users who are turning away from the media that provide traditional advertising. But as with in-game advertising, companies will need to become more engaging when entering this alternate reality hoping to influence its audience. Consider these examples:
  • Coca-Cola Coke Studios is a place where teens can mix music in a virtual studio and win "decibel" points by playing their mixes to other members. With these points, they can buy things such as furnishings for their studio. Points are also earned by participating in games and other activities, with the ever-present red and white wave (Coke's logo) adorning objects, wallpaper or surroundings.
  • Wells Fargo built Stagecoach Island in Second Life and touts it as the first virtual-reality financial literacy game. The topics covered include budgeting, saving, managing money and were derived from a Wells Fargo signature program called "Hands on Banking." By creating a hip and fun setting, Wells Fargo engages a younger demographic by interacting with their services (Wells Fargo's ATM machine) while associating their brand with banking services.
  • The American Cancer Society Even non-profits see the benefits of reaching this audience on their turf. The American Cancer Society recently held a "walk" through a virtual route to raise funds, raising $38,000. The walk involved thousands of participants who walked in a virtual setting. Particularly appealing to a non-profit, the beauty of using this environment is undoubtedly the wide reach at minimal financial burden.

    By the way, according to a recent article, the Second Life audience is mostly comprised of stay-at-home moms and young professionals, not teens as one might think. That explains why there are almost $6 million in user transactions over the course of a month in Second Life. And why banks, non-profits and uber-hip hotel chains like Starwood's W can co-exist.


Next Up -- Social Media Marketing

No question social media experienced a major shift, or rather exploded, in 2007. Social media marketing requires new ways of thinking about influencing consumers on their terms, on their turf. And it may have far longer-term impact for advertisers than either brand or direct marketing to date. Social networks, blogs, peer reviews, microblogs, virtual worlds, wikis, prediction markets, and social advertising all combine to make stand-alone websites seem like old-school thinking in a new brand world.

Let’s look first at social networks, particularly with one brand close to our hearts for the matter at hand.

Facebook App / SunChips

This is a great example of a brand playing on the turf of its users and staying true to the brand and its promise to its consumers. But does it really take advantage of the social network effectively?

The app doesn’t operate much differently than it would if it lived on the brand website alone. It takes the user through a series of questions asking what action the user is taking on a number of fronts to help the environment. At the end of the questions, the user can see the total responses tallied by gender, state and their friends (if they’ve been motivated to share the app). Mildly interesting maybe, but what’s the pay-off to the user? Is there enough here to keep someone engaged and bring a real viral component to this? The app seems to not have quite tipped the entertainment scales, and so will have a harder time seeding viral activity. But doing so is only a hair breadth’s away.

To become far more engaging, why not introduce some friendly competition that would dial up the motivation to share the app?

Why not have users actually rate their friends on environmental action?

Have users vote on how much those in their network really walk the environmental talk – similar to the wildly successful ‘Compare People’ app? (Who among your friends are going to save the planet, the polar bears and the babies still to be born and who is going to help drive it further into the waste heap of landfill, carbon-emitting, ozone-depleting, tsunami-raging death?)


Or have users put their friends to an eco-challenge? Messages could be sent to friends.
Natalie accuses you of environmental fraud -- looks like you’d rather hail a cab than walk 2 blocks to the club! Care to take her challenge?

Now maybe that’s a little harsh and could be toned down for the brand voice, but you get the idea. There are lots of ways this could play out given creative and development teams a week to brainstorm and hash it out. The idea is to dial up the motivation by combining the entertainment factor of competition or outing friends at a time when focus on environmental issues has reached critical mass - and when being environmentally aware has social currency.

A totally different approach would be stay on the pure altruism path and dial that up. Right now, the only motivation to share this app is a nice altruistic notion to have your friends look at their behavior. Like I said, it’s nice, but not compelling. So take the altruism further. Create an environmental fund like the Dove Self Esteem Fund, which has its own presence on Facebook with a DONATE button. SunChips could use their Facebook app to raise money that could be given to any number of environmental non-profits. SunChips could double any individual’s donation (and of course this could be insured as any promotion is to limit liability). But I think the entertainment factor may win out in the end for viral activity – sadly, altruism isn’t always our number-one motivator.

Great start SunChips and kudos for leaping into social media. Now perhaps there are more ways for the brand to truly leverage the inherent social premise of Facebook and become more actively engaged -- and experience far greater viral value.

Beyond TXT – WAP AND THE BRAND IN YOUR HAND

Earlier efforts to simply duplicate online websites in the mobile market are now realized for the mistakes they were. WAP now brings a scaled-down, mobile-friendly technology that works within the restraints of mobile devices and understands that consumers’ mobile behavior is different than it is in front of a computer monitor – it’s more fragmented and time-challenged and attention is usually given between doing other tasks or killing time. And 35 million U.S. consumers used mobile browsers with subscriber access to WAP in 2006 , growing 54 percent year over year in 2007. Now that’s a big traffic base, but advertisers have to be smart.

If what you want to do is have a web presence go mobile, here’s who’s doing it well:

The first five major sites to cross the threshold include Accuweather, ESPN, Weather Channel, Yahoo Weather, and G-Mail. Major League Baseball (wap.mlb.com), Facebook (m.facebook.com) and YELP Mobile (mobile.yelp.com) are great examples of successful platform migration with huge usage.

Okay, but how about advertising?

WAP opens up a huge range of advertising opportunities, from banner ads to branded content to mobisodes to Bluecasting. It’s a brave new world for those advertisers wanting to engage consumers where they live, walk, work and play. Consider these examples:

Brand Campaigns: Coca-cola Happiness Factory

In France in 2006, Coca-Cola decided to precede the launch of the mainstream advertising campaign with a mobile campaign, building a dedicated web and WAP site from which mobile users could download a video clip of the ad. The site also offered other mobile content based on the ad, including wallpaper and a dedicated game. The three-week prelaunch mobile campaign attracted about 60,000 downloads.









Free for the watching: Virgin Mobile’s Sugar Mama campaign


Virgin gave away airtime for time spent watching ads online – this was the first such campaign by an operator in North America. Consumers can watch ads from prominent brands like Microsoft, P&G, Apple, Pepsi, Sony, Nintendo and others. In the first year, an average of 1,000 new customers signed on to participate each day, earning over 9 million minutes of free airtime.










Mobisodes

Mobisodes are broadcast television episodes written and specifically filmed for viewing on a mobile telephone screen and usually of short duration (from one to three minutes). They are short video snacks full of bright colors and built for small image screens. They are often written by different people from those who create the regular TV version, and they have mobile product placements as part of the video – AND THEY OFFER CONSUMERS SOMETHING OF VALUE, OF INTEREST, AND SOMETHING THEY WOULDN’T GET ANY TOHER WAY. Viral forwarding is a natural of this media. Media has become social currency. If it is worth anything, it is worth sending on.
  • Toyota: In 2006, the launch of the Yaris was supported by a mobisode of the show Prison Break. Toyota and Fox cut an extensive deal for Toyota to sponsor and be featured in the series. Each 2-minute episode began with a 10-second commercial for the Yaris.
  • MasterCard: Later in 2006, MasterCard did mobisodes with Bones: Skeleton Crew including product placements and sponsorships.

Mobile Pre-Rolls

As in the online space, these are short ads preceding other media. But to avoid becoming the new spam, some simple guidelines may increase effectiveness. Timing could be limited to 5 or 10 seconds. Exposure frequency could be limited, perhaps one pre-roll for every third or fourth mobile video a user sees. 2-3 second tags “brought to you by” in advance of videos and combined with full-length ad units later on.

The Idle Screen

The idle screen (or home screen or phone top) has been media-blind till now. But the Japanese market is showing the way. Consumers can download their chosen ‘brand skin’ and radically alter their user interface, for example, going from a BMW branded UI to a Barbie branded UI. Not only the brand changes, but entire functionality from keys to applications can also be changed by the brand. These approaches are turning push-based interruption approaches into engagement models.
  • Zumobi – a new and free mobile widget application that lets consumers navigate entertainment and information content simply and is fun to use. The application is FREE, and each tile has some advertisements interlaced with the content, based on the user’s profile and tile history. These ads are downloaded in advance, and since users get value out of the experience, they don’t mind ads. And Zumobi will soon be preloaded on a number of Windows Mobile smartphones.

Load-time Interstitials

Interstitials are ads that play during the dead time of WAP page loads or application downloads. Or they can be in the footers of every SMS message, as is the case in India and China today. From a consumer perspective, watching an ad inserted during a WAP page load or a mobile application start-up is almost unobtrusive. No worse than watching a progress bar move ever so slowly.

AdMob

Founded in 2006, AdMob allows advertisers to reach their customers on the mobile Web and publishers to increase the value of their mobile sites. Using AdMob, Coca- Coca-Cola launched a new click-to-video mobile campaign. Ads deliver mobile web browsers to a Coca-Cola landing page where they can view a "Bottle Films" short. "Bottle Films" shorts are consumer-created videos that personally interpret "The Coke Side of Life."

Music-Via-Mobile

Sprite China launched a music-via-mobile initiative that included joint promotion with McDonald’s. The “Music in Every Sprite Bottle” campaign offered consumers free music content and other virtual products via the Sprite WAP site. Pin codes printed on the underside of Sprite bottle caps can be keyed into the WAP site to allow consumers access to MP3s, ring tones, photos of celebrities, entertainment news, blogs, forums, and updates on the Sprite My Show talent show.

Bluecasting

With Bluetooth advertising, instead of the user noticing the ad, the ad notices the user, encouraging more interaction with branded content. CBS used a billboard campaign in Grand Central Terminal train station in New York to promote several new shows in their fall lineup: "Shark," "Smith," "Jericho" and "The Class" -- and their top hit "CSI: Crime Scene Investigation" as well. Passers-by are asked to opt-in as they walk past the billboard to download video trailers for the programs during their daily commutes. A Bluetooth billboard also made an appearance recently in Toronto subways as part of a promotion for the Lord of the Rings musical offering consumers the chance to download ringtones of tunes from the show.

QR Code advertising

Again, Japan is leading the way here with technology still to hit North America. Printed QR codes provide a fast way to find and connect to an internet address with instant connectivity, wherever you are. The QR codes – in a newspaper or on a billboard -- are snapped with a cell phone camera equipped with a QR reader (more than 30 million mobile phone users in Japan already have phones with this as a standard feature). The reader decodes the information and automatically links the user to a mobile-site. Once at the site, customers register and give permission to be sent promotional messages, information, games and quizzes, which can be "pushed" out to them.
  • Northwest Airlines: NWA was already experimenting with using QR codes on small print ads. They then decided to try it on outdoor. Could a giant QR code be recognized by phone software? What if the code was the size of a billboard and placed on the outside of a building, or on large subway boards? Headlines on the mammoth QR code billboards enticed consumers to engage in an interactive "Guess the name of the city" quiz written in the style of Japanese senryu poems. The answers are all cities in the U.S. and Asia that NWA flies to, America being the biggest market for Japanese travelers. Prizes included e-coupons that count toward discounted fares and WorldPerks Bonus Miles.

Branded entertainment: Mobile advergames

Games are golden apps in the mobile universe, as subscribers use them in huge numbers during down-time while commuting, waiting in doctor’s offices, etc.
  • DHL: DHL issued completely branded games and content by offering users the chance to download the Tetris-like game “Stack-it”. Users shift DHL labeled boxes to fill empty spaces. This was part of DHL’s “Customer Service Is Back In Shipping” branding campaign.
  • Mountain Dew: commissioned a mobile game based on the Willy the Hillbilly character that appeared in its 1950s adverts. However, it's not a downloadable game in the traditional sense. Instead, it's a branded widget that's part of the Zumobi platform for smartphones.
  • Suzuki: Suzuki came out with its Motocross Challenge, which places players at the center of a championship motocross race featuring jumps, obstacles, and bonus points for aerial stunts.

Modiv Media: Talking to grocery store customers

Using Modiv Media, as shoppers walk through the aisles, they receive targeted offers and advertisements in real time based on their past, present and anticipated buying choices. How? Shoppers scan or swipe their loyalty card at the self-service kiosk that includes a large display rack with handheld scanners. Alternatively, Modiv also provides consumers with opt-in to a mobile promotions program by submitting their mobile phone number via text message, email or web site to receive highly relevant messages from the brand marketer or retailer. The messages are delivered via SMS, MMS or WAP, depending on the channel campaign objectives and customer preferences.