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Pedro Gonçalves

Don't Fall For Thighvertising and Other Japanese 'Trends' | Global News - Advertising Age - 0 views

  • I can't tell you how many people asked me in the last couple weeks about Japanese teenage girls renting their thighs as advertising space for everything from Green Day albums to local bookstores. Yes, there is a PR agency offering this service, and yes, some girls seem to have participated. But headlines like "Japanese Women Use Their Thighs as Advertising Space" create fake trend hype. "A Handful of Japanese Teenagers Got Paid to Wear Ads on Their Thighs" isn't so exciting, is it?
  • While I am a fan of supple thighs, I've not seen this fascinating new advertising medium in use. My vision is perfect, but I would have difficulty making out the ads in the real world, no matter how hard I stare. Despite being technically analog, these ads are 100% digital! The whole point of them is to get media outlets desperate for clicks (I'm looking at you Daily Mail) to write about them. There's a word for this: Gimmick.
  • The agency gets to promote itself (more than its clients), websites get clicks (to sell more ads), teenage girls get a few bucks to waste on panty-hats, and advertisers get exposure in the coverage of the ads themselves. That only works once!
Pedro Gonçalves

Eye Candy: 6 Trends Driving Digital Marketing - The Deutsch Blog - 0 views

  • Brands need to become curators of content—and conversation. We all know content is the buzzword of the week. But how do we curate the conversations that are happening around or brands?
  • The biggest question we must ask is: how do we become interesting to our consumer?
  • Big data leads to little decisions. Big data is all the rage, and rightfully so: with integrated data streams, you can know your customers as a whole. However, David argues that, when done right, it should be used to help consumers make personalized decisions.
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  • “Brands have moved away from being a curator of content to a curator of conversation.”
Pedro Gonçalves

Welcome to the Decade of Games - Seth Priebatsch - The Conversation - Harvard Business ... - 0 views

  • the decade of constructing the social layer is complete. The frameworks that we'll use to share socially are built, defined and controlled.
  • What's taking its place? The decade of games.
  • in this decade of games, these game dynamics will move far beyond your computer screen and into decidedly non-game like environments, like the way we court customers, engage with others at work, discover where to hang out on Saturday nights and what, when and how we choose to purchase.
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  • While the last decade was all about connections and integrating a social fabric to every facet of our digital and analog existence, this next decade is all about influence.
  • Game dynamics are fast becoming a critical currency of motivation. Their power lies not in connecting us to our friends, but in directly influencing our individual behavior.
  • Traditional forms of entertainment (movies, television... remember books?) are in a rapid decline. The demand for entertainment hasn't decreased, it's just shifted to a more interactive, pervasive form of entertainment. It's shifting to games.
  • We've seen simple game dynamics increase traffic to locations 4X over a matter of days. We've seen others extend the average amount of engaged time consumers spend at a business by upwards of 40%. This propagation of game dynamics into the real world via the social graph and mobile devices will have powerful business consequences for those who understand how to leverage them.
  • The appointment dynamic is a famous game mechanic in which to succeed a "player" must return at a predefined time to take a predetermined action. It's simple and immensely powerful. The appointment dynamic is powerful enough to alter the behavior of an entire generation — "happy hours" are appointment dynamics, as is the pervasive game "Farmville" by Zynga. But we've barely scratched the surface of what it can do. Imagine companies like Vitality leveraging this dynamic to improve the adherence rate to often less-than-pleasant medicinal regimens, or the government creating a large scale game (with financial incentives as rewards) to alter traffic patterns to decrease highway congestion in the mornings.
  • In the progression dynamic, a "player's" level of success is displayed in real-time and gradually improved through the completion of granular tasks. Somewhere deep-rooted in the human psyche we have this desire to complete any progression dynamic put in front of us as long as the steps to do so are itemized and clear. With this as a known dynamic, it's not hard to envision the ways that this can be leveraged even further in the real-world.
  • Communal discovery is a mechanic which involves an entire community working together to solve a problem. The reason I've saved the communal discovery dynamic for last is that it, perhaps more than all others, presents incredible opportunities to positively influence the world as we enter this decade of games.
  • DARPA launched a challenge late last year. They hid 10 red balloons at different locations all across the continental United States and offered $40,000 to the first team to correctly identify their locations. The winning team (a group from MIT) constructed a strategy that in many ways mirrored a pyramid scheme. It was a cleverly constructed waterfall of incentives that encouraged massive cooperation. Essentially everyone to give them data about any balloon's location won some portion of the prize money based on how many other people also submitted the location of that balloon. This created positive communal incentives across what rapidly became a large and self-propagating network. Their strategy managed to accurately identify all locations in less than 9 hours.
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