Devido ao crescimento da rejeição do público em relação aos anúncios publicitários, surge uma tendência de criar novos formatos de comunicação e novos modelos de distribuição que reduzam a imagem de “intruso” na vida do cidadão. Longe da pretensão de criticar, incentivar ou prever o futuro deste movimento, este blog é um arquivo de matérias publicadas na internet sobre esses programas, vídeos, jogos, curtas, sites, seriados, que também são conhecidos como: propaganda.

Sunday, February 26, 2006


CBS to Develop 'Micro-Series'
20/01/2006 - tvtechnology

CBS will conduct an experiment starting Jan. 24, when it launches "The Courier", a series of short episodes that will be broadcast during commercial breaks of its primetime programs.

Sponsored by Pontiac, "The Courier" follows a mystery man named "iiro" who races against time to uncover clues and perform a sequence of death-defying tasks in a desperate attempt to rescue his kidnapped wife. The premiere, a 60-second episode, will air on Jan. 24 and will be followed by six 40-second episodes to air over a nine-day period (excluding Saturday, Jan. 28 and Tuesday, Jan. 31), concluding Wednesday, Feb. 1. A 30-second commercial for the Pontiac Torrent will be featured at the end of every micro-episode and the Torrent will also be integrated into three of the seven "The Courier" broadcasts.

The targeted audience for the new series is not television broadcast, however, but cell phones and Web users; immediately following the network broadcasts, "The Courier" will be available for streaming on cell phones on Verizon's V Cast service, as well as on CBS.com. Additional details, including a second, interactive storyline with its own set of clues and an opportunity to enter a sweepstakes to win a Pontiac Torrent will be made available on CBS.com.

New rules for a new era?
February 18th, 2006 - by Baba - just a blip

Earlier today I had a chance to participate in a CMO Conference with Harvard Business Review at our New York office. Around the table were the marketing chiefs at Harley Davidson, Levi Strauss, Mini, Coca-Cola, and Discovery Channel. Nice company. Nice companies.
This was the topic set-up:

Have we learned anything yet?
It’s been five years since BMW Films launched. Two years since American Express teamed up with Seinfeld and Superman to create their “webisodes.” And eighteen months since Burger King taught us a chicken could be subservient.

So what have we learned? Do we know enough about innovative media and marketing programs to separate the one-off stunts from the ideas that actually engage audiences and trigger sales? Or is it still all marketing R&D — where we shoot first and review our ROI later?

Some may argue that we need more time to figure it all out and let the new media dust settle. Others will say that’s a cop-out — as a marketer, you need to make decisions today — which means you need principles to navigate by now. Who’s right?

Julia Kirby of HBR did a great job moderating and keeping all of us on our toes. We’ll blog about this discussion over the next few days here and here.


Volkswagen Ad Hits YouTube

The new and long anticipated campaign by CP+B for Volkswagen hit YouTube as one of the site's top downloads. Just A Blip: "From a quick scan of it, there’s not another ad in the top 100 YouTube videos. By my math, VW has gotten 712,229 non-paid views of their advertising this week. And because the impressions generated online are fully intentional, with consumers seeking out this stuff, the comparison to paid TV impressions has to go through a correction factor to account for DVRs, channel flipping, multi-tasking, and bathroom breaks. Not to mention the additional word-of-mouth and enthusiasm advantage that fully intentional content has over randomly encountered content."

Saturday, February 25, 2006

Your Ad Where?
February 25, 2006 - sci-tech today

Content creators and device makers may have to be thinking creatively about how to format TV for a mobile audience, but the group that likely has to do the most brainstorming is advertisers.

Already, the proliferation of cable channels and the rise of digital-video recorders (DVRs) have put traditional television advertisers at a disadvantage. With the exception of the Super Bowl, which is watched live -- often in its entirety -- advertisers have little hope of grabbing a mass audience the way they once did by just placing an ad on TV.

Even a few years ago, sponsors could nab a major demographic through shows like Friends, but times have changed. TV watchers have considerably less patience for advertising than in the past, and some have reported that they digitally record shows expressly to skip commercials.

When a show is formatted to be sold online, ads do not appear, much as they are left out of DVD versions sold in boxed sets.

The result could be a series of experiments to see what works best. Content, for example, could be sold according to advertising level. Much like the literary Web site Salon.com, which offers ad-free pages for an annual fee, online TV sites could offer free programs for those willing to have commercials, or sponsor listings attached to the download. Viewers who prefer no ads would simply pay more for each show.

Product placement also could figure prominently. In addition to celebrities quaffing a certain cola, placement also could be blended into other properties, tying a show to a particular product through instant messaging and start-up screens.

It is possible that as content changes, entirely new types of selling will occur. In some ways this has already begun, as technology companies and TV entities contemplate how to get revenue out of online-only shows.
Early last month, Amazon.com announced it was creating a weekly original series with TV personality Bill Maher, who would offer a 30-minute live program streaming from the Amazon homepage once a week.
Amazon Fishbowl with Bill Maher, due to launch in June, is a notable example of how TV can blend with e-commerce. The program will feature performances by musicians and interviews with authors, directors, and actors.

Amazon puts a nice spin on the creation, noting that it was developed to give customers "unique insight into the motivations and inspirations behind the books, films, and music they love." But it is unlikely that Amazon will object to viewers getting those books, movies, CDs, and song downloads right off the site as the show airs.
Although some advertisers might long for the days of putting a commercial on the air that is seen by millions, many will welcome the opportunity to reach niche viewers, Berman said. The old standard demographics, like "males ages 18 to 35," can be whittled down through tracking of online viewing habits to something like "males, ages 18 to 21 who like motocross and snowboarding."

"Advertising is at its beginning with this," Berman said. "There are so many directions it can go from here, and there are opportunities to sell more effectively through highly targeted ads. Advertisers should embrace this change."

"Storytelling will always be the most important aspect of a show," Burnett said. "It doesn't matter if it's online, if viewers are offering input or if it's bringing together different online properties. It will be the same online as it is around the campfire: if you can't tell a good story, nobody will listen."

Friday, February 24, 2006

Machinima Advertising
6.9.05 - adverlab.com

The school started today, and within the first five minutes I was shown an amazing last year's ad for Volvo done in machinima. It's an eight-minute story about a guy who is thrust into a computer game he plays in his spare time, done with the Unreal engine by Furnace Media (the ad is available there). "This allowed us the freedom to create custom animations for some scenes, then for others we could simply play the game level we created and record it in real time to HD using and Nvidia graphics card." Well, it's not technically an ad, it's a submission to a Volvo-sponsored machinima contest, but it shows the potential. Here's an interview with the creators.

"The term 'machinima' concerns the rendering of computer-generated imagery with ordinary PCs and the 3D engines of video games (typically first person shooters) in real-time (on the computer of either the creator or the viewer) rather than offline with huge render farms."--Wikipedia

Chrysler Sponsors Machinima Contest
22.2.06 - adverlab.com

Following Volvo's lead, Chrysler is sponsoring competition for fan-made clips made with The Movies game. "Shorts created as a CITM entry must include one of the Chrysler vehicles that already are part of the more than 7,000 scenes, 45 sets, hundreds of props and thousands of costume combinations available in The Movies."

James Cameron's Project 880 MMORPG to precede the movie
Feb 3rd 2006 - joystic.com

James Cameron's Project 880 is not a movie based on a game, but rather, a movie with a game tie-in that will launch before the movie. You dig? The idea is to get consumers hooked on Project 880's "completely crazy, balls-out sci-fi" universe using an MMORPG title, and then, before the excitement dies down, release a film that will give fans a story to relate to. But with Cameron still busy writing the screenplay, Project 880 is still years from fruition.

A Diamond Is Forever
Feb 24 2006 - strategy.com

Created by the ad agency N.W. Ayer, the tag line "A Diamond Is Forever" was written in 1948. But the campaign, designed to sell more expensive diamonds, started in earnest in 1939.

In his book The Diamond Invention (Arrow/Random House, 1982), Edward Jay Epstein exhaustively details the story of how the De Beers diamond cartel created demand in the United States for larger, more expensive diamonds through a carefully orchestrated advertising and publicity campaign. In 1939, diamond prices had collapsed in a Europe that was approaching war. In the United States, the diamond engagement ring was already an American tradition, but the size and quality of the diamonds being presented left much to be desired—at least in the opinion of De Beers.

Ayer devised a strategy that was the forerunner of today's "advertainment"—using entertainment as a primary vehicle for product promotion. The agency suggested that diamond engagement rings become a featured attraction in motion pictures; in fact, Ayer said, they wanted to arrange for scenes to be written into movies being produced at the time. Because movie stars represented romantic figures, their fictional presentation of diamond rings as symbols of lasting love would undoubtedly influence mass audiences.

Ayer took the strategy further than movies, placing stories and society photographs about diamonds, creating extravagant ads in elite magazines, and even enlisting Queen Elizabeth to promote the royalty of diamonds.

By 1948, when the copy line "A Diamond Is Forever" appeared, Ayer's campaign had already helped increase the sale of diamonds in the US by 55%. The agency and De Beers continued to innovate. Ayer used the successful movie-placement strategy to again influence programming, this time in a new emerging medium—television. The agency also created a "Diamond Information Bureau" —in essence, a self-serving publicity arm distributing volumes of material about diamonds that wound up in newspapers and magazines.

Today, "A Diamond Is Forever" lives on as the official slogan of the Diamond Trading Company, the De Beers Group's marketing arm. De Beers calls its tag line the "forevermark" (www.forevermark.com). The slogan is still the basis for contemporary campaigns that extol the virtues of diamond engagement rings.

"A Diamond Is Forever" remains an enduring symbol of how an advertising message can have an extraordinary impact on the value people place on an object—and how that value can reflect society's values.

Connecting with consumers
A new advertising technology entices people to interact with the wave of a hand or swipe of a foot.

February 23, 2006 - Orlando Sentinel PR Web

Thanks to devices like TiVo and satellite radio, today's consumers are adept at avoiding conventional commercials.

But advertisers looking for other ways to get their message out can now try alternatives from a Lake Mary business that use interactive technology to engage people's hands and feet along with their eyeballs.

Monster Media, a 2-year-old company with a staff of about 20, lets advertisers connect with a mobile audience with two "new media" tools that invite or require touchy-feely intervention by consumers.

"We are reaching out to individuals on the go, not those in the home," said President John Payne, a former Orlando Magic executive. "People touch and engage with an ad at a game or movie. You can't edit us out.

"The two elements of its business are the Turnstile AdSleeve, a clear plastic cylinder holding a print ad, and GroundFX, a computerized display system that reacts when a person moves a hand or foot in front of a projected image.

The more innovative of the two systems, GroundFX allows a passer-by watching a fast-food commercial on a giant floor mat to "feed" burgers to a hungry customer by simply stepping on the mat. As if by magic, burgers fly across the vinyl mat into an open mouth.

"We think of our approach as 'advertainment,' " Chief Executive Officer Chris Beauchamp said. "People are engaged. They see the experience as fun and exciting. That's the pinnacle for an advertiser: engage the consumer.

"Monster Media didn't invent either system but acquired the patent rights and licensing arrangements to use them in mass-transit stations, airports, malls, sports arenas and entertainment venues in the U.S. and other countries, including the United Kingdom and Brazil.

Monster Media, teaming with media companies in New York, Chicago and other cities, negotiates ad sales with city transit officials or representatives of venues where Turnstile AdSleeve or GroundFX will be installed.

Ad rates vary. For a 30-second spot on GroundFX in the Bob Carr Performing Arts Centre, a monthlong ad run at all events costs $1,500 to $2,000. A 30-second spot on GroundFX in the TD Waterhouse Centre for all events for a month is $2,000 to $5,000.

For an ad at all of the Chicago Transit Authority's downtown Loop locations, the AdSleeve rate is $55,000 a month -- much higher because of the huge number of people who move through those stations each day.

Thousands more Turnstile AdSleeves are to be installed later this year in the U.K. and Brazil. Monster Media is also negotiating with transit officials in other U.S. cities, including New York, Philadelphia and San Francisco.


Ubisoft Talks In-Game Ads
23 February 2006 - Next Generation

The promise of in-game advertising revenues is exciting to agencies, investors and, of course, publishers. But for this last group, there is a balance to be found, between grabbing the revenues, and protecting their products from over-zealous commercialization.

We've all seen movies that were ruined by overt product placement. Games can live without that sort of treatment.

But unlike the movie business, games have a limited number of revenue streams (there is no sell-through DVD market) and in an environment squeezed by rising budgets, anything that promises funds straight to the bottom line has got to be a good thing.

Ubisoft's vice president of publishing Jay Cohen is just one in this business, balancing the pros and cons of in-game advertising. Next-Gen.Biz visited Ubi's San Francisco offices to chat about the in-game advertising scene, where it's come from and where it's going...

Next-Gen.Biz: Tell us about Ubisoft's background with in-game advertising...

Jay Cohen: It's really interesting, the way it’s come about. When we entered the 3D era in the mid-1990s, we found we could create much more detailed environments that imitated real world settings. So we would call up brands, be they clothing, or fast food, asking for permission to use their logo. We'd say it would be really cool to use the Coca Cola sign as part of this game world, they'd say, 'no way’ and then they'd put the phone down. That was just seven years ago.

Then, five years ago, we'd call and suddenly they'd be 'okay let's do a cross promotion'. They said, 'We’ll send you 40 cases of our soft drink and you go ahead and put that logo in there'. We thought it was a big win, but we also knew that one day they would realize that we were talking to the same guys who they were spending millions trying to reach.

Today, our desire to have the environment enriched in this realistic manner is still there. We still want to have that logo for realistic interaction. Now we are seeing that the brands are willing to invest. They see it as a viable marketing tactic so they ask us 'how much?'

That is very new for us. We’re not a traditional media company; we've always been a media buyer be that print or radio or TV. We know how to buy; now people want to buy from us.

So we have structured a team that has to figure it out, and that is happening on an industry-wide level. We're all trying to work out what this means for us as an industry and as creators of entertainment. Ultimately, is this where we want to go?

Where do the advertising agencies fit into this puzzle?
The agencies are telling their clients where to go in TV, radio, PR, promotions and so on. There's a campaign solution for every line item. But there was never a line item that says 'videogames'.

It was hard for us to go in there as Ubisoft and convince the clients directly because they just listen to their agency. We needed the agencies to go in there and say 'this needs to be a line item', and 'this is a good investment for you'.

The agencies are there to find creative solutions. A lot of these folks are on point as far as what-pop-culture-is, and they are playing games. They know what's popular and now they are making recommendations to their clients. They understand this business pretty well.

We have been working with the agencies on our campaigns, and that knowledge has fed through to big mainstream brands, which are now working games into their overall campaigns.

How is it working on a practical level?
It’s interesting to sell to those brand-holders because we have traditionally had a buying relationship with many of them. Let's say it's a car manufacturer. We may have previously decided that we really, really wanted a Ford Mustang in our game and were willing to pay. But now, they might want to feature the new Mustang in selected games. So we have different people from the two companies talking to one another and some of them are saying 'pay me', and some are saying 'I’ll pay you' for the exact same thing.

It’s all really evolving. There is no right or wrong way. We're trying to be opportunistic and come to grips with how this will work.

For example, take an environment like Splinter Cell; which prides itself on ultra-realism on every front. If the player goes from one place to another it needs to be in a car. Do you want an acme car? No. You want it to be a modified bullet-proof GMC truck. But it’s not a racing game so should I pay for that or should they pay me? Or should we just agree it’s good for both of us?

So how much is this business going to be worth?
The measurement and the valuation are evolving. However, if you look in on the focus groups and you take averages and impressions, you see some impressive results.

Say they were driving your brand of car for ten minutes. The length and quality of that impression is extremely powerful. That consumer can close his eyes afterwards and know where all the controls are. That is much better than any TV spot.

Working from the value of those impressions and coming up with a valuation is instructive. It's worth ten times an ad on Monday Night football, more than a commercial at the Super Bowl. TV has the reach but they don't have the quality of the message delivered.

So - holy cow - it starts to seem like we can earn more money potentially from ad revenue generation than from the price of the game. It really goes to that stratospheric level.

But that is not our core business and we are not really designed right now for that. It's not what we want to do editorially. So we have to take a step back and ask about what is right and appropriate.

However, if there is an interested party we're going to show them that there is a lot of value here and if it's available, it's going to the guy who is willing to come to closer terms.

So it's an emerging opportunity, meaning we may be looking at a period of chaos in the months ahead?
Yes. We are in that beginning, bubbling stage of chaos. But we fancy ourselves as entertainers, artists, and creators of entertainment. It’s a much more consistent way of running the business than going the other way and looking for something that is heavily ad assisted.

We ask ourselves, 'What does that do to the integrity of the creation and the perception of the market?' We don’t know the answer to that but we are definitely quite scared of what it might be so we stay on the side of caution and stay with the consumer and their needs rather than the advertisers running the content for us.

We want the freedom of creativity to guide the business. Having said that, we as a company cannot turn a blind eye to the opportunity. We have severe restrictions in the way the business is run as far as generating ancillary revenue streams goes.

We get three to six months on the shelf and then you’re done and by the way the platform just died. Books or film or TV keep repackaging and redelivering and they’re seeing a 30 to 50-year revenue stream and so do all the players - the actor, the composer, the publisher. For us there’s none of that.

Look at the guy who spends years making the game and then it’s out and then it’s done. Does he work less hard than the book author or filmmaker? They never see royalties ten years down the line.

We have to look at other ways to help support the bottom line because it’s very short relative to the rest of the entertainment world. We have to be opportunistic and figure out how we make it sustainable and possible.

Thursday, February 23, 2006


Save the HOODIE!
February 23, 2006 - adland

Lady Sovereign has launched a site and even started a petition in order to "Save the Hoodie" - that is prevent the hoodie item of clothing from being banned. Yes, that's right someone has had the absurd idea of banning an item of clothing. If we're gonna do that could we ban socks with sandals first, please?Interestingly, when you pop onto the site you'll hear our petite lady singing "Fling on an Adidas hoodie and just boogie woogie with me, or you can just put on your dancing shoes and get loose can you, get loose can you….". Score for Adidas, might just help them save face after their olympic sized blunder earlier this week. ;)On the website there's also a pac-man style game where Lady Soverign walks around the shop trying to avoid the guards. Addictive.

Games e "Jingle" de lado, será que esse movimento não é apenas uma forma da rapper Lady Sovereign promover sua música e sua imagem?

PUBLICIS GROUPE LAUNCHES DENUO
Feb. 22, 2006 - publicis.com

Publicis Groupe today announced the launch of Denuo, a major new strategic initiative designed to anticipate and exploit the rapidly changing digital, interactive and mobile communication environment. Denuo is a stand-alone business, not based on any pre-existing industry model. Denuo’s model rests on three pillars, functioning simultaneously as a strategic consultant, an inventor of solutions and as an investor in partnerships.

As a Groupe company it will function as a ‘plug-and-play’ unit working alongside Groupe networks and brands to enrich marketing and communication options for clients. Denuo will also be actively working with new clients and companies.

Denuo principals are already engaged in ongoing work with GM, Coca-Cola and others. The company is also venturing with a variety of start-ups including Brightcove, an open Internet TV service, and Groundhog TV, a streaming video service that provides all-digital access to live and archived television content via the web.

"There is huge market demand for expertise that can serve clients as sensors, editors and collaborators, and who can work in a plug and play world," said Rishad Tobaccowala. "I believe we are starting with the largest assembly of experienced, world class digital talent in the industry. Luckily, we invested early in mastering this space, and now with this new commitment from Publicis Groupe, we are resourced to be single-mindedly focused on getting to the future first."

Site para recuperar publicitários machistas

23/02/2006 BlueBus

Pig Anonymous é um grupo de ajuda para publicitários machistas e preconceituosos que têm dificuldades no relacionamento com as mulheres com as quais trabalham. Como os Alcoolicos Anonimos, oferece um programa de recuperaçao para quem enfrenta o problema - veja o site aqui. A entidade, na verdade, nao existe. É uma açao de marketing viral criada pela Lowe Nova Iorque, assinada pelos diretores executivos de criaçao John Hobbs, Peter Rosch e Fernanda Romano. É o 1o trabalho da Fernanda desde que assumiu o cargo há 2 meses.

Além do programa de recuperação, o Pig Anonymous oferece um teste com 11 perguntas para medir o grau do comportamento machista, um formulário para denunciar um machista e uma área de download de cartazes com mensagens de estímulo para os homens que participam do programa de recuperação - 'Olhe para os olhos, não para as coxas', diz uma das peças. O site tem ainda a coluna 'Dear Fernanda', onde a Fernanda responde emails e dá conselhos.

A brincadeira foi criada para promover o Good, Bad & Ugly Awards, concedido anualmente pela Advertising Women of New York e patrocinado este ano pela Lowe NY. O prêmio destaca, e critica, peças publicitárias que retratam a mulher de maneira preconceituosa e depreciativa.

Wednesday, February 22, 2006

Video Games to Sell... Books?
March 24, 2005 - businessweek.com

As video and PC gaming's popularity skyrocketed in the past few years, our favorite TV shows ("The Simpsons"), movies ("Catwoman") and comic books ("Batman") were turned into games. Now, we are on the brink of a new era, it seems: Games publisher Atari just released a game based on a book THAT HASN'T EVEN HIT THE BOOKSTORES YET. That's right.

The novel, called "Act of War," was written by Dale Brown, a former U.S. Air Force captain who'd previously penned action-packed best-sellers like "Fight of the Old Dog" and "Air Battle Force." The book, coming out in June, is full of video-gaming's mainstays like futuristic weapons, terrorists and battle scenes.

So is Atari's "Act of War: Direct Action" game, which launched on March 15. In the game, military veterans and young techies are recruited into a special high-tech task force, tracking terrorists and uncovering international conspiracies.

This dual release is, I think, a testament to the video-gaming industry's growing power. Already, video games like "Lara Croft" had made it onto the big screen. Young men increasingly play video games instead of watching TV.
I believe that this industry could, eventually, become as powerful as Hollywood, which has long ordered original stories for movies. Just imagine playing a character and then reading all about his or her adventures!

Considering that everyone's gaming experience is different, perhaps various players would write different books.
That would be a boon for writers, readers and gamers alike.

The GameKillers goes from show to ad campaign
February 20, 2006 - AdLand

The GameKillers, (trailer) a reality-based hour long special which first aired Feb 6th on MTV, was produced by advertising agency Bartle Bogle Hegarty and production company @radical.media for AXE Dry. It is a step into the realm of branded entertainment for Unilever's brand and thankfully a step away from the "pit" ad campaign. It was also used as the launching pad for the latest ad campaign which just began airing.

"This project grew organically from the combination of a trend-setting sponsor partner, a talented ad agency and a creative production company who all have a unique understanding of the MTV audience," said John Shea, Executive Vice President, Integrated Marketing/Brand Partnerships, The MTV Music Group. "'The Gamekillers' is another example of how MTV is partnering with clients to create new, innovative solutions that connect with viewersacross all of our platforms."The Gamekillers campaign and MTV special were built based on the real insight that every guy knows there are people out there who are working against him as he tries to get the girl. They come in different forms -- some friends, some rivals and some her friends -- but they all have one objective in common -- killing a guy's chance with the ladies. "We believe this initiative will be successful because it is a fresh approach ... part scripted and part reality ... that illustrates guys' real life experiences," said David Rubin, Brand Development Director, AXE. "We knew that MTV was the right partner to kick-off the idea of 'The Gamekillers' -- a real consumer insight -- for the entire campaign."

The show was a step into branded entertainment for Unilever, but did not feature the product. Instead they have taken the characters, look and typography from the show and worked them into the ad campaign.

BBH’s Kevin Roddy said, “The whole show is about making a brand statement without mentioning the brand.”

The advertising campaign will appear on television, national radio, college campuses, military bases and the Web and in national magazines, college newspapers and college bars.

Ad shops get into the game
Internet powers new biz: 'Dynamic advertising'
By Adrienne Sanders
Feb. 19, 2006 - San Francisco Business Times

Market Street is beating out Madison Avenue when it comes to advertising -- at least the kind placed in video games.

San Francisco, with its gaggle of game publishers, is becoming the epicenter of the growing in-game ad industry, as startups and established companies jump in the ring.

In-game marketing has been emerging for some time as a major new revenue source for the $10 billion online and video software industry.

Now it's taken off, and it's no longer just product placements "hard coded" into video games. The field is quickly centering around so-called dynamic ads, which can insert new ads anytime into games with online capability, such as PC games and newer console games that link to the Internet.

That means when Sam Fisher dashes through a subway in Ubisoft's "Tom Clancy: Splinter Cell Chaos Theory," movie posters may feature "Hustle & Flow" one week and "The Longest Yard" the next. (Soon in-game ads will include video, so Fisher could pass an electronics store with rotating commercials playing on TV sets.)

Behind the trend
Game publishers such as Ubisoft Entertainment welcome any additional revenue to offset soaring development costs, as newer console game budgets soar past $10 million. Some estimates say in-game ads can increase the profitability on a game by as much as 30 percent or $2 a game. And advertisers are scrambling to reach the elusive eyeballs of 18- to 34-year-old men, who are now more likely to play a King Kong video game than watch TV.

"We used to have to pay to use a car in a game," said Ubisoft spokeswoman Jaime Borasi. "The tables have turned and consumer brands are now realizing games are reaching audiences TV isn't."

Last year, advertisers paid a total of $50 million for in-game marketing in the United States. By 2009, the market is expected to reach $562 million, according to Michael Goodman, a senior analyst at research firm Yankee Group. San Francisco-based Engage Advertising, a five-person media buying firm, opened its doors last month to exclusively serve this exploding market.

The groundbreaking dynamic ad market is still tiny. Only 100 PC and console games have ads dynamically served to them, a fraction of the 300 games produced annually. But as more game consoles go online and as broadband penetration rises, Goodman expects that number to increase. Still, not all games are suited for ads. Football or car racing games with billboards and blimps as part of the natural scenery, for example, lend themselves well to built-in marketing.

"The second you make in-game advertising obtrusive," Goodman said, "The game is dead in the water."

Players emerge
Who's doing it? In-game ad firm Double Fusion has a small headstart. The company moved its headquarters from Israel to San Francisco this year.

"The games industry is the source of our business," said Double Fusion board member Jon Esptein. Local "companies like Sega, Eidos, and Ubisoft create our inventory."

The 2-year-old company began selling dynamic ads for PC and console games last year, placing Procter & Gamble and Unilever products in games such as Metro3D's "London Taxi." The company, which generates under $5 million in annual revenue, is about to announce a new dynamic ad deal with a top U.S. game publisher.
Geoff Graber, the former general manager of Yahoo Games, joined as CEO in November, the same month the company closed a $10 million funding round from Accel Partners and Jerusalem Venture Partners, bringing its total haul to $11 million. Double Fusion will soon move six of its 20 staffers into new downtown San Francisco digs, leaving its engineering team in Israel. The company is recruiting 20 more employees in the next six months, half in marketing, finance and operations jobs in San Francisco.

"Right now, they're No. 2 in a fairly fluid market," Goodman said, referring to No. 1 player Massive Inc., based in New York.

Atom Entertainment, which employs 85 in San Francisco and generates annual revenue between $20 and $30 million, is carving out a different segment of the dynamic in-game ad market. In November, Atom began selling dynamic ads for its own online games, all distributed on its web site ShockWave.com, which attracts 30 million people every month. Intel Corp., Microsoft Game Studios and Sony Pictures were among the first advertisers to sign up. Early ads appeared in "Switch Wakeboarding" and "H2Overdose Watercross" -- both popular among young men -- and will soon appear in its casual online games: simple, addictive games such as Solitaire, which are favored by older women.

"We're the first and only company doing this in casual, online games," said Atom's Chief Marketing Officer Dave Williams.

Brisbane-based IGN Entertainment announced it was entering the dynamic in-game ad market last April (five months before News Corp. acquired it for $650 million.) So far, the company hasn't announced any ad deals. But, given IGN's extensive network of video game-related web sites such as GameSpy and IGN.com which attract 28 million users a month, it could still end up a significant player. And IGN spokeswoman Sibel Sunar said in-game ads will appear soon on IGN's online games.

"Everybody is trying to figure out how to do it best."

Half-Hour 'News Expose' Sponsored by AXE Shower
Feb. 20 / 2006 - PRNewswire

Unilever/AXE Shower today announced that "Exposing The Order of The Serpentine" will air on Spike TV Thursday, February 23 at 9:30pm ET/PT. The 30-minute show reveals The Order of The Serpentine, a sacred brotherhood dedicated to helping guys move beyond the shame of questionable hook ups. This special "news expose," produced by MindShare Entertainment in association with Marobru Productions, is timed to coincide with a new AXE Shower offering called Snake Peel Shower Scrub.

"The idea for a show grew from the insight by Unilever ad agency Bartle Bogle Hegerty around the insight that guys want to shed their shame," said David Rubin, AXE brand development director. "We've produced another way for AXE to connect with our target -- in the entertainment space." Recently, AXE also produced a reality-based show on MTV called "The Gamekillers."

In the show, hard-hitting "journalist" Rex Masters investigates the existence and inner-workings of The Order of The Serpentine. The Order was founded centuries ago when the Order's creator "shed his shame" for the first time. Masters examines the guilt guys feel as a result of questionable hook ups, and shows how and why such shame ultimately drives members to join this underground society.

"We knew that to reach young guys we had to use humor, so the 'news expose' creative concept fit with our objective," said David Lang, senior partner and director of programming, MindShare Entertainment, who spearheaded the project. "Having the resources and experience allowed us to create compelling entertainment that speaks right to AXE Shower's target."

The show first premiered to young Hollywood VIPs at an exclusive party hosted by "distinguished member" Jeremy Piven. Grammy-nominated rapper Common, Jessica Biel, Bradley Cooper and Donald Faison were a few of the guests who caught the premiere.

Viewership of the show, "Exposing The Order of The Serpentine," is supported by print media, national radio, college campuses, the Web, and wall murals in select cities.

Unilever/AXE
While AXE is best known for its deodorant bodyspray, the Unilever- manufactured brand also is available in an anti-perspirant, deodorant and a shower gel. AXE currently is the No. 1 men's deodorant, and the shower gel, launched in 2005, reached No. 1 status five months after hitting shelves. The brand's mission is to help guys get the girl with fragrances that reflect individual personality and lifestyle. AXE products are sold in North America at food, drug and mass outlets with a suggested retail price of $3.99.

MindShare Entertainment
MindShare Entertainment, a unit of MindShare Worldwide, is a specialized entertainment development and production company that is part of the GroupM network of media agencies owned by WPP. MindShare Entertainment has produced a number of successful programs created specifically for clients including the highly-rated summer television series "The Days" and made-for-television movies. The unit also has helped clients maximize media investments with unique programming partnerships and product tie-ins.

Bartle Bogle Hegarty
Bartle Bogle Hegarty is an advertising agency located in New York City, with a global reputation for highly effective strategic and creative integrated brand communications. Clients include Levi's, Axe, Vaseline, Dyson, All, British Airways, EDS, Johnnie Walker, Gold Toe Socks, Smirnoff Ice and Sony Ericsson. More information is available at http://sev.prnewswire.com/entertainment/20060220/CGM00720022006-1.html# .

Spike TV
Spike TV is available in more than 89 million homes and is a division of MTV Networks. A unit of Viacom (NYSE: VIA) , MTV Networks is one of the world's leading creators of programming and content across all media platforms. MTV Networks, with more than 100 channels worldwide, owns and operates the following television programming services -- MTV: MUSIC TELEVISION, MTV2, VH1, mtvU, NICKELODEON, NICK at NITE, COMEDY CENTRAL, TV LAND, SPIKE TV, CMT, NOGGIN, VH1 CLASSIC, LOGO, MTVN INTERNATIONAL and THE DIGITAL SUITE FROM MTV NETWORKS, a package of 13 digital services, with all of these networks trademarks of MTV Networks. MTV Networks connects with its audiences through its robust consumer products businesses and its more than 95 interactive properties worldwide, including online, broadband, wireless and interactive television services and also has licensing agreements, joint ventures, and syndication deals whereby all of its programming services can be seen worldwide.

Freedom 3 to go after Osama bin Laden in May
February 21, 2006 - by Arune Singh, Staff Writer
www.comicbookresources.com

MOHAWK, NY- February 21, 2006- TightLip Entertainment is set to publish the most politically explosive comic book ever produced, Freedom 3 #1. Publisher Rick Olney today released the comic book cover for Freedom 3. The image depicts the super hero Globe, a member of the United States Marine Corp’s secret unit Freedom 3, punching Osama bin Laden in the face.

In fact, the cover of Freedom 3 pays homage to the most recognized Captain America cover. The Joe Simon and Jack Kirby Captain America #1 cover (March 1941, National Comics) shows the red, white and blue clad Captain America punching Adolf Hitler in the face.

The Freedom 3 cover drives home the parallel between World War II’s Adolf Hitler and today’s al-Qaida’s Osama bin Laden. “During this day, when times are just as turbulent as when 1940 led America into tough times; it becomes every American's responsibility to not lose sight of what makes freedom special”, Rick Olney, the writer and publisher of Freedom 3 said.

Freedom 3 is about three United States Marines that are injected with a serum identified as the "Freedom" serum, enabling each Marine to take on characteristics and abilities allowing for various changes in their efforts to serve under the United States Constitution.

Globe (who is a creature of the earth), Eagle (a mute telepath with wings), and Anchor (has a fiery side that can burn and touch a person’s soul, and granite like viral touch that initially simply stalls people) makes up the Freedom 3 USMC special unit. “The recently awakened members of Freedom get handed an assignment no Marine would refuse; to hunt down and capture Osama bin Laden!” said Rick Olney.

Freedom 3 is penciled by Jim (One Shot Press, Trinity Comics) Taylor, didn’t know if he was up to the task. “First off, I was a bit daunted, I mean, taking on a cover of legends in the field like Kirby and Simon? But I totally understood where Rick (Olney) was coming from as far as the intent of the cover, and the relevance of it in today's world experience.”

While on the other hand, Freedom 3 colorist; Dash (Savage Dragon: GodWar, SuperPatriot: War on Terror, Outlaw Scorn 3030 AD) Martin was totally pumped about the book. “It's about time someone did it. No sense in modern stories STILL revolving around Hitler when we have a current real world baddie.”

TightLip Entertainment Creative Director and Freedom 3 inker, Jeff (Faust, Night Vision, Leatherface, Jack the Lantern, Big Bang Comics, FemForce) Austin realized that, “Patriotic covers have a long tradition in comics.” TightLip Entertainment will continue the tradition in the new millennium. Jeff Austin is excited about what is on the cover, but he’s also overjoyed about what isn’t on the cover. “No bar codes on covers,” he said. “Correcting 30 years of stupidity in the field... It was a mistake to slap a big bar code on the cover. It blunted the impact of the image.”

The three-issue hunt for Osama bin Laden starts in May, when the book will ship, with the story arc “What Price Freedom”. The 28-page full color comic book will retail for $2.95. Freedom 3 will be available for pre-orders for both consumers and retailers starting April 15, 2006, from TightLip Entertainment’s web site, www.TightLipentertainment.com, which will launch on the same date.

TightLip Entertainment is an independent publisher committed to creating and offering the general reading public a variety of genres and styles in our books and online adventures. We plan to include both new talent and longtime legends in the industry, as we seek to entertain.

Tuesday, February 21, 2006

Racy advergame overreaches, fails
Feb 10th 2006 - joystiq.com

Running Scared is an ultra-violent movie due out later this month. To promote the movie, New Line Cinema commissioned a short, five-level game that includes GTA-style driving missions, shooting gallery style handgun and shotgun battles, and--in a tribute to Grand Theft Auto: San Andreas's infamous "Hot Coffee" mission--a rhythm-based sex game in which the player must hit arrow keys at the right moment in order to prove that he's a cunning linguist, so to speak.

Most real gamers (that's you, Joystiq reader) would find the game to be incredibly low-quality, but as far as advergames go this is about as complex as they come. It's got multiple levels, cheat codes, load screens, multiple play mechanics, multiple weapons, a HUD, and both first-person and over-the-shoulder camera views. Still, it's clear that the marketers were too ambitious for their own good. Those simple, ground-breaking Orbitz ads were more fun to play. They were smaller in scope, unified in design, clever, bug-free, and rock-solid in terms of gameplay. Running Scared's advergame fails on all of these counts.

As game middleware becomes cheaper, we expect advergames to be built using off-the-shelf physics technology (such as the overused "ragdoll" effect). We'll probably see advergames that license some future version of the Unreal engine. These games will still fall flat, though, until advertisers begin to grok that elusive concept called "gameplay."

Before you click through, be warned: the movie is R-rated and the movie's microsite pushes the boundaries of that rating. Don't click through if it's going to get you into trouble.

My $150 Billion Economic Stimulus Package
February 1, 2006 - clickz.com

In 2002, Turner Broadcasting exec Jamie Kellner stated ad-skipping consumers violate an implied contract and should expect to pay "as much as $250 per year" in additional fees if they want ad-free TV. More recently, Forrester Research estimated ad-free TV would boost monthly fees by about $40, about double Kellner's estimate but still in the same range.

On the other hand, it's estimated removing some portion of the $150 billion spent on advertising each year could reduce consumer costs by about $400 annually per household. See where I'm going here?
Add to this a 2004 Yankelovich study in which a substantial share of consumers equated the present intensity of interruptive advertising with a degraded quality of living. Apparently, people are at the saturation point, a term I hadn't thought much about since Chemistry 101.

What If?
What if marketers cut ad budgets by 50 percent and lowered the price of their products in return? Maybe we'd actually buy more! Wouldn't that $200 household savings be kind of like the check we all got from the government intended to stimulate the economy? This check would keep showing up, year after year. I could even use some of it to pay for programming I'm really interested in. No more of this contract-violation stuff; just a straight-forward $3 per episode, thank you very much. Kellner would be pleased.

Preposterous? Amazon.com did exactly this. Rather than spend money on ads, it offers consumers free shipping. As a results, the business grew. Maybe there's something to this: spend less on ads, lower prices, improve the experience, and boost sales.

If only it were that simple for everyone. Advertising really is an important marketing element. Our economy depends on the intended outcome: consumers buying products. Lots of products. So the question isn't, "Can we chuck the ads?" but rather, "How do we connect consumers and businesses in a way that respects the desires of both?" Clearly, more ads are not the answer.

E-marketing and word of mouth come to mind. Combined with core brand advertising, whether delivered as traditional interruptive media or on-demand via TiVo's showcase, e-marketing allows you to put your message directly in the hands of consumers interested in learning more about you.

Word of mouth goes further by placing consumers, be they business-to-consumer (B2C) or business-to-business (B2B), in control of not only the message delivery but the message itself. This invites the remixing that makes e-marketing in general, and word of mouth in particular, so powerful.

I'll bet more than one major brand declares one of the following as a core pillar in its 2006 marketing strategy:
A reduction in traditional mass interruptive media, which sadly includes most online media, and a corresponding lowering of consumer costs for noticeably better stuff.

A leveraging of the resultant consumer's conversations, activated by participative campaigns, to drive the increase in purchases formerly pushed largely by ad frequency alone.

Cutting through clutter? Try nuclear weed-whacker. Amazon reduced its frequency to zero and gave consumers a specific benefit (free shipping) that perfectly addresses the number one objection to buying from it: shipping fees. According to Jeff Bezos, "More and more money will go into making a great customer experience, and less will go into shouting about the service. Word of mouth is becoming more powerful. If you offer a great service, people find out."

Your model may be more complex, and you may not be able to duplicate those results at the start. But ask around your office or agency: "If we could lower the cost of what we sell, and at the same time make it better, do you think our sales would go up, stay the same, or go down?" Choose the first answer, and you're off to the races. Choose the second, and maybe an experiment is needed. Choose the last answer, and you're either selling Prada handbags, whose high price is part of the allure and as close to perfection as a mere mortal is likely to encounter, or somewhere near you lies a vested interested in the current media model. Go back and ask the question again.

Ready to give it a go? Any of the following e-marketing techniques are available now and perfectly suited for those wanting to try something new. All will at least get you noticed for innovative marketing, so even if the campaign flops you'll get a nice PR bump or kudos from your boss. I've had worse days.

Advergames
Go beyond simply placing your message in the game landscape: build genuinely compelling games around your brand. Wild Tangent can help you with this. I worked with them to develop an advergame for a major consumer product's brand. The game worked and has been the subject of multiple case studies at ad:tech and other conferences.

Podcasts
I talked about marketer-generated versus ad-supported podcasts before. WOMMA used this technique to encourage people to attend its recent Basic Training conference. It, too, worked. Many attendees commented though they hadn't initially planned to go, after hearing the podcasts they ponied up $1,000 and jumped on planes bound for Orlando, FL.

Broadband Branded Entertainment
Twentieth Century Fox teamed up with Maven Networks to release full-screen, high-definition movie trailers and bonus content over the Internet. CTRs (define) for show-time information and ticket purchase was an amazing 24 percent along side a 26 percent CTR for the movie Web site. Sounds like a winner to me.

Educational Marketing
CNET worked with Powered to launch a series of technology classes: taking digital pictures, building game PCs, designing home theater systems, and similar fare. These online classes worked because the content was essentially neutral. Rather than boasting about themselves, the brands involved simply provided consumers with the background information to understand why products like theirs were good choices.

It's very similar to what Progressive does with its automobile insurance quote service. It presents itself along with competitors' quotes, helping consumers make informed choices. Informed choice plus satisfaction equals evangelical talk. What's the math for your brand?

Measure Your Results
The critical elements of your e-marketing and word-of-mouth campaigns should be measured. Firms such as Intelliseek, BuzzMetrics, and Cymfony are recognized experts. Tap them. Hook up with PlanetFeedback or Bazaarvoice to get a solid handle on what people are saying about you and how you can improve what you offer. Close the feedback loop; link operations, marketing, and product design at the hip; and don't look back.
In the end, Kellner's on to something. Instead of paying for a format that consumers are rejecting, put your money into building better products that cost less. Your customers will be happier, and with the money they save they can uphold their end of the deal by simply buying Kellner's content. After all, he's got to eat, too.

“Paparazzi” Advergame Stalks the Pop Culture Obsessed
January 26th 2006 - Adotas.com

Though they’ve been the bane of every celebrity’s existence, the paparazzi still provides a service to the pop culture/entertainment-obsessed masses that read Star and Us Weekly like they were the New York Times.So as both a nod to these brazen shutterbugs and to promote a new P2P DVD trading site called Peerflix, Boston viral/branded entertainment agency Pod Design has created a new advergame called “Paparazzi: Adventures on the Red Carpet.” Pod Design creative chief Steve Curran tells ADOTAS, “We timed it appropriately for the red carpet season, knowing that there’s a lot of focus and attention on award show nominations, who’s showing up at what party, etc. So there’s a lot of buzz surrounding pop culture and celebrity-stalking.”

The advergame, which initially launched at the beginning of this month, essentially puts the camera in your hand. Your mission as assigned by your cigar-chomping tabloid editor: get snaps of celebs (whose names are subtly changed and faces cleverly manipulated) at various red-carpet events with a mouse over and click. The better the shot(s) of your intended target, the more money you rack up. “The idea towards launching [the game] at the beginning of this year was to kind of [serve] as a review of celebrities that have been in the news, are very topical, and it’s poking fun of them,” Curran explains.

Pod and Peerflix’s target demographic with this campaign – which required zero media spending - has skewed to the youth market of pop culture fans. According to this week’s stats, the send-to-a-friend game’s been a big hit thus far, garnering 800,000 unique visitors and 1,000,000 gamers overall in just a matter of weeks – 43% of that traffic arriving from the send-to-a-friend link. Obviously, it struck a nerve, so it’s been a great viral response for us,” says Curran.

In addition, the site’s been receiving critical reviews and linkage from hot gaming and entertainment sites. “[These are] sites that we know would be interested in [highlighting] that kind of thing for their audience,” Curran adds. “One of the sites that covers games, culture, movies and DVDs – Hecklerspray.com- sent us an email back and said ‘wow, there’s never been a game more perfectly targeted for our audience. So they pumped it up. We also got a lot of traffic from gaming sites like Addictinggames.com, which delivered an enormous amount of traffic for us. So that’s a perfect audience.”

Of course, Curran is not one to forget Peerflix, whose name is not only branded on the Flash-enabled game itself, but whose landing page is easily accessible from the game via click-throughs. “As a result of the campaign, thousands of visitors have clicked through from the game to Peerflix on a daily basis,” he says. The San Francisco-based company, which just received venture capital funding last fall, follows a slightly similar pattern to Netflix, except that it offers an easier way for budget-minded media consumers to build a massive DVD library. “You create an account of all the DVDs have in your inventory, and you create a list of DVDs that you want to have,” Curran explains.

“Their proprietary technology service arranges for those trades. So you can keep your DVD collection in flux. You’ll always be receiving things you want and getting rid of things that you don’t want anymore. So it’s basically a tool to create your dream DVD library and keep it up to date, but in a legal way (laughs).”
Though the advergaming market is just now exploding, Curran’s been a step ahead of the fray, having worked as in product development and branded marketing in the late 80s for videogames like Wheel of Fortune. “That was in the 8-bit Nintendo area (laughs),” he says. “My first job was creating prizes for The Price is Right out of a color palette of like 8 colors. So we’ve always taken that [early] videogame experience and built on that as kind of a hook for marketing and branding.”

The Peerflix promotion, which will run as long as the traffic is there, serves its purpose as both a unique branding effort and an entertaining experience for the red carpet gazer in us all.
And besides, no celebrities were harmed in the making of this game and we didn’t even have to deal with Joan Rivers in the process.

McDonald's Anti-Advergame
clickz.com
February 02, 2006
CGM meets gaming. Italian artist/activist collective Molleindustria has created an online game that demonstrates the effects of fast-food economics.

This is hardly the first time of Mickey D has been seriously challenged on the Web.

"Making money in a corporation like McDonald's is not simple at all. Behind every sandwich there is a complex process you must learn to manage: from the creation of pastures to the slaught, from the restaurant management to the branding. You'll discover all the dirty secrets that made us one of the biggest company of the world."

Cell phones, iPods, Internet? The future of television is here.
By Susan Young, STAFF WRITER
02/19/2006 insidebayarea.com

THE REALITY hit TV executive Nina Tassler when she saw her teen son carrying around his computer like it was an extension of his arm, with an iPod in one pocket and a cell phone in his hand.

"I realized that while we still think of these things as foreign objects, to my son and others of this generation, it's part of their bodies and their reality," CBS entertainment President Tassler said in an interview last month. "They move effortlessly through these technologies."

It was time to jump on the techno speed train: iPods, cell phones and the Internet are all becoming ways of luring more people to TV programs. Like CBS' Tassler, network executives know they need to use the new technologies to their advantage.

But what most TV people in charge don't want is for the technology to drive the network into completely changing the way it develops shows.

"It's about looking at consumer needs, looking at the consumer experience, going everywhere they are: iPod, VOD, Movie Pod," says ABC entertainment President Stephen McPherson. "There are all these platforms out there that are incredibly, incredibly exciting. But you have to be careful. I think there's a little of technology kind of wagging the dog."

The candid Tassler admits that just thinking about how to explore — and exploit — all these technologies is enough to make her brain explode.

"I don't think anybody knows anything just yet, honestly. This is all emerging so quickly," Tassler says. "My husband just learned how to e-mail, and yet my son has been communicating on his cell phone for the past two years. Itis imperative that we make our content available to audiences where they are and when they want to watch it. Their habits are changing, and we have to be there."

Right now there are three different platforms through which to watch TV: the Internet, which keeps the viewer connected but isn't as mobile; highly mobile devices like iPods and other MP3 players, which need computers to get their content; and cell phones, which allow viewers to connect while on the run.

How people use the technology depends on their situation, says media critic Mark Glaser, whose blog can be read on PBS' Web site, pbs.org/mediashift. He asked on his blog: "What would you watch on a small video screen, on like an iPod video screen?"

"People were saying, 'If I was stuck in a line somewhere, I would watch anything,'" Glaser says.
But size, says Cyriac Roeding, does matter.

"If you have the chance to see it on a hi-def television screen, why would you not?" asks Roeding, the vice president of wireless for CBS digital media. "But if you are on your way and you might otherwise not have access to it, it might be great to see it on that very small television screen."

The technology is still in its infancy. It takes almost as long to download a program onto your iPod as it does to actually watch the show. Streaming video on a computer works most of the time, but not always, depending on the computer, the modem speed and your firewalls.

Still, the opportunities seem as endless as the space that was once so restrictive.

"The idea is that in the past, movies, music, books, all those things depended on distribution into retail outlets where you had to pay a certain amount to get it into those," Glaser says. "But the Internet and new distribution avenues are basically opening it up so you can add an infinite amount of inventory."

The one thing that's constant is content, and most of that content will come from the television producers.

Ya gotta have content
Television producers such as Howard Gordon ("24") say they are finding themselves walking on a precarious ledge. While storytelling is still the key to a successful show, producers are being asked to make shows that work on various levels.

Can the show work on a tiny cell-phone screen? Does it lend itself to Web applications? And what about commercials? In a landscape where viewers want fewer commercials, can producers slip products into their series?

"There's obviously a big push to embed some of these companies' stuff on our shows," Gordon says. "You know, we've done deals. I know 'Lost' has done deals. It's nowhere near replacing the advertising revenue, but it certainly helps me argue when I'm going over budget."

Gordon shares his eye-opening moment, which occurred during breakfast with a friend, who is a CFO at Disney.
"I never heard myself referred to as a content provider," Gordon says. "But I learned that is, in fact, what I was. And now that I am, it really is a challenge."

Viewers like you
In the new ABC series "The Evidence," viewers try to suss out who did the crime from the evidence collected by the detectives. The show lends itself perfectly to a Web element.

"The idea of potentially showing next week's evidence for next week's episode and allowing viewers to write their own story on the Web site or imagine how it all fits together is very consistent with the heart of the show," says "The Evidence" producer Samuel Baum.

Tassler says the new technology platforms are "somewhat" affecting the way new series are developed.
"We're thinking about different ways that we can sort of engage the audience," Tassler says. "Sort of tweak their curiosity, get them interested in the ancillary narratives that go along with your regular broadcast."

Television shows have already evolved so audience members can either sit passively in front of the set as they have done for generations, or they can interact with the programming.

Nothing demonstrates this as well as the top series on TV, "American Idol." Audiences can sit passively in front of their sets and watch the show from beginning to end. Most, however, choose to use their cell phones to call in their votes.

Interactive television has already landed. Viewers not only watch "American Idol," but they can change the course of the show by voting certain people in — or out.

If viewers want to know more about the show, they can go to the official Web site at http://www.idolonfox.com and read about the hosts, the contestants and join the message board to voice their opinions.

Viewers want to be more involved with their programs. They want to know all the little details. What was that book Sawyer was reading on "Lost"? And where can the viewer go to buy that book? Web sites offer every piece of minutia to cater to the fans.

And they want to make an impact. "American Idol" producers have latched on to this idea by linking their TV show Web site to "American Idol Underground," where visitors can listen to new bands who send in their work to be evaluated by the masses.

Yet Fox entertainment President Peter Liguori says it's foolish to go jumping headlong into technology before having something to back it up.
"To us, it's a content strategy. If we have the best content, we're going to be able to take advantage of all the other distribution sources," he says. "I just think right now it's at such a nascent stage no one knows (what will work and what won't)."

Forging new ground
ABC, part of the Disney company, which has long held a tight rein on the distribution of its movies and TV series, shook things up last fall by boldly deciding to put such top-rated series as "Lost" and "Desperate Housewives" out for iPod consumption.

"Why I look at the iPod deal and smile so brightly is that if you look at it, Steve Jobs had, without a doubt, the best cutting-edge piece of technology in the iPod," says ABC's McPherson. "It is the best consumer experience there is out there. Fifteen million sold over Christmas. Yet when (Jobs) went to launch that, he needed 'Lost' and 'Desperate Housewives.'"

McPherson said Jobs called up Disney chief Bob Eiger to get that content.
"He needed those shows. It all starts with the shows. So in development, we're still going to try to make the best shows possible, the best voices, the best point of view, and then we'll exploit them over those platforms."
Albert Cheng, executive vice president of digital media at Disney-ABC Television Group, says the Walt Disney Co. moved forward with an Apple iTunes deal because of piracy threats.

"We as a company had to take a mindshift and say, we cannot deny that this technology is changing the way that people are consuming media. And we need to be able to partner with someone who's trying to legitimize platforms," Cheng says. "So the company took a huge, bold step. It definitely sort of ignited the dynamics."
TV networks are still trying to figure out the best way of using these technologies to attract viewers.

Tassler points to its CBS' Comedy Bowl project, in which CBS comedies were streamed on Yahoo! during winter break, as an example of how there's a huge demand for broadening how TV is used.

When "Two and a Half Men" aired after the Yahoo! streaming video experiment, the TV show had the highest ratings ever among the hot ad demographic 18- to 49-year-olds. Another comedy that aired on Yahoo! scored the second-highest 18-to-49 rating on its next CBS airing.

Brad Adgate, senior vice president and director of research for Horizon Media, the nation's largest independent media services company, says that last summer, MTV's "Video Music Awards" generated 11 million downloads within two weeks of the airing. Also last summer, the AOL Music Live concert on ABC drew 3 million viewers — and 5 million people downloaded the concert online.

Making technology pay
WB executive Garth Ancier says that at some point there has to be a payoff for the networks.
"You have to look at each of these (technologies) and how many people are participating and what they're paying and what their pain tolerance for paying is," Ancier says. "Do they want it with commercials, without commercials, do they want to own it, do they want to lease it? I think everything now is basically in sort of a test stage."

Right now, it costs an average of $2 million to produce an hour of TV. Running that program once or twice on TV isn't enough to pay that bill, so networks are looking at other ways to foot the costs, including DVD sales and now iPod downloads, streaming video and other options.

Warner Bros. studio will begin selling old television shows through AOL in March. Shows like "Welcome Back, Kotter" will be streamed with 15-second commercial pods.

"Whether we get 5 billion downloads or not, I think the key message here is that we need to be forward-thinking about making something that consumers want and something they will pay for," Cheng says.
For consumers, it's simple: They just want to watch what they want, when they want it.

"You know, as a viewer, I don't really think about what the business model is," Glaser says. "I think, 'Hey, is it easy to do this? Can I buy it for 99 cents? Is that convenient for me?' And if it isn't convenient for me, if the networks don't offer to me something that is convenient, I'm going to go find it on a file-sharing network or somewhere else and go around it because I want to get what I want when I want it."

Police! Freeze! Do You Accept Visa?
By Kasia Gruszkowska
Newsweek International
Feb. 27, 2006 issue

You are the world's best undercover agent on a secret mission behind enemy lines. You've got your state-of-the-art weapon, body armor, night-vision goggles—and minty-fresh breath, thanks to Airwaves chewing gum. Wait a second—chewing gum?

Welcome to the world of high-profile videogame advertising. Videogame makers began putting real products in their games about a year ago, mostly as fixed advertisements—products featured on billboards or as props in the game—and advertisers have embraced the new medium. In Ubisoft's Splinter Cell: Pandora Tomorrow, agent Sam Fisher has to retrieve a message from a certain Sony Ericsson cell phone in order to move forward in the game. The firm's soon-to-be-released CSI: Three Dimensions of Murder has cops solving a crime by making use of Visa's fraud-protection services. Music also lends itself to video-game ads. Ubisoft has placed one advertisement for a band in Splinter Cell: Chaos Theory, and plans to do more.

The rise of online games means that game makers can change product-placement ads to cater to different consumers at different times—more like ads in that other video medium, television. For example, videogame advertising firm Massive, based in New York, coordinated a campaign for Warner Brothers in which online gamers playing Ubisoft's Splinter Cell saw ads for "Batman Begins" that were timed to when the movie was being released in local markets. Last summer, Funcom's game Anarchy Online featured audio ads triggered by the player's avatar. Walking past a billboard ad for a movie, for instance, triggers an audio promotion for the film. Similar ads will soon appear in Sony Online Entertainment games Matrix and PlanetSide.

Driving the trend is a change in the demographics of video-game players. The average gamer is not so much a teenager as a young investment banker with above-average education and income. Whereas men 18 to 34 watched 12 percent less TV last year than the year before, they spent 20 percent more time with the videogame console. "Games today are more mature and are catering to an older audience," says Deborah Coster, spokesperson for the Entertainment & Leisure Software Publishers Association. Industry executives are excited at the prospect of reaching these consumers. "You go where the eyeballs are," says analyst Michael Goodman of research firm the Yankee Group.

Massive has led the way in videogame advertisement since its founding in 2002. Mitch Davis, the company's founder and CEO, got the idea for tying ads into games while playing Grand Theft Auto: Vice City. He noticed that the game depicted fake advertising for a clothing firm called Goop, a play on Gap. "It struck me immediately that there was a way to change that advertising, in a way that would make it look better by adding realism and providing a new source of revenue for the industry," he says. Since then, Massive has signed contracts with high-profile game makers including Sony Online Entertainment, Ubisoft and THQ.

The key to the success of videogame ads is the ability to fold the product realistically into the game. Advertisers can place products and billboards only where the player might encounter them in real life. For instance, a movie billboard in the jungle just wouldn't do.

So far, gamers seem to accept the ads. And they tend to remember them. Independent tests by Nielsen Entertainment show that videogame ads are remembered two and a half times better than television ads. That's good news for advertisers, at least for now. As gamers get older, they may also grow more skeptical.

Please tread on the ads
EyeClick’s ads lie quietly in the floor, waiting for someone to step on them, when they transform themselves into an interactive show.
Gali Weinreb 15 Feb 06
Globes online - Israels Business Arena

We zapped television ads, so we got billboards back. We learned to ignore billboards, so they gave us telemarketing. We slammed down the telephone, so we got pop-up ads on our computer screens, until we learned how to block them. Advertisers have almost despaired of finding new ways to grab out attention, but EyeClick Ltd. wants to restore their hopes.
On the face of it, EyeClick’s product seems to be friendly for both advertisers and consumers. The company projects light beams onto a platform, and when a person steps on it, the technology senses the movement and a picture responds accordingly. “We basically know how to take a computer’s multimedia content and display it in an open space, on the street, at an airport, or at a train station,” says EyeClick founder and CEO Ariel Almos.
“We have three main types of solutions, to which we add innovations. The first type is products that react to motion, like huge corn kernels that explode when stepped on, or a picture of a piano that can be played with the feet. The second type is solutions for stores, such as a computerized product catalogue in a display window, on which the different items react to touch to display additional information, in the same way as a computer. The third type includes fast-moving interactive games, which are mainly designed for sales promotions when the target audience only has time to interact with the product by way of entertainment.”
The most advanced versions of the technology can be used to play virtual football with a non-existent ball on a field of light. A game like this requires the system to analyze every detail of a player’s movement and understand whether the object approaching the “ball” is the player’s foot, hand, or knee, and from what angle. The system then has to respond in real time to that movement. It’s complicated.
How does this work? “EyeClick has developed a very sophisticated motion detection system,” says Almos. “The location from which light beams are emitted has a sensor taking a video picture of the platform. The sensor identifies movement on the picture displayed, and derives from it exactly what the person standing on it, or in front of it, is about to do.
“Our patent is on the software’s ability to identify movement, and distinguish between images and background; in other words, between the movement of a person and the movement of the picture itself, which always moves in tandem with the person. The system works in conditions of poor visibility, stormy weather, or variable lighting. We can also supplement missing details. In football, for example, we can predict what a player momentarily hidden behind another player is doing, from the way he was moving when he was still visible.”
Você pode ver o resto da matéria e uma entrevista com o CEO Ariel Almos aqui

ADVERGAME.COM
por Rafael Carneiro
Tudo que você sempre quis saber sobre advergaming, mais alguns try out's.

Adidas mobile portal to feature Microsoft presence
by Paul Loughrey 05/10/2005
Strategic partnership created for sponsorship of FIFA 2006 World Cup
Microsoft has signed a new deal with adidas which will see the two companies forming a strategic partnership and secure an Xbox presence on adidas' planned FIFA 2006 World Cup mobile portal.

The alliance with Microsoft encompasses a range of collaborative marketing activities leading up to next year's World Cup in Germany, including the deployment of Xbox 360 kiosks appearing in adidas stores worldwide.
Both companies will jointly sponsor MTV's 'Goal - Germany 2006' television series, in addition to cross promotional activities for the launch of Goal: The Movie. The new partnership is expected to extend throughout grass roots football events and all additional media activity. More specifically, for the planned FIFA 2006 World Cup mobile portal which Adidas is currently finalising content for.

"The alliance between adidas and Xbox reflects the fact that sports, lifestyle and video games are inextricably linked," said Xbox corporate VP Peter Moore.

A spokesperson for adidas commented: "Mobile gaming is a spear point for adidas' worldwide communication. Next to mass market advertising where reach and frequency are of key importance, advergaming creates true involvement in the product and brand."

Although little is known about the content of the soccer mobile portal at present, further details regarding Microsoft's involvement are expected to be revealed in the run up to the FIFA World Cup event next summer.
Adidas has created several mobile portals for specific event sponsorship or commercial brand awareness in the past, including a dedicated 'advergame' which was released to promote the launch of the company's first intelligent shoe in April 2005. The adidas_1 game was made available in stores worldwide, and distributed through WAP, Internet and interactive television channels.

The company also partnered with hip-hop star Missy Elliot to create a new product line and developed a mobile portal to promote the range, including adverts, text messaging service and a store location system. The scheduled FIFA World Cup portal is expected to feature a number of partnerships in addition to the Microsoft deal.

The Subservient Chicken
From Wikipedia, the free encyclopedia
The Subservient Chicken is a viral marketing promotion of Burger King's line of chicken sandwiches, created for Miami advertising agency Crispin Porter + Bogusky by The Barbarian Group.
The campaign is based on a web site that features a person in a chicken costume. The actor performs a wide range of actions based on a user's input, showing pre-recorded footage and appearing like an interactive webcam. The site takes literally the advertising slogan "Get chicken just the way you like it".
There are more than three hundred commands that the Subservient Chicken will respond to, including:

Michael Jackson dance moves such as "moonwalk"; Riverdance; The "elephant"; Lay egg;
Walk Like an Egyptian; Yoga; Rage; Spank; Taco Bell; Fight; i like tacos (girl comes out to dance with the chicken).


When told to perform sex acts, take off his mask, or do anything the Subservient Chicken considers offensive, the chicken walks up to the camera and shakes a scolding chicken finger in disappointment. When told to eat food from rival fast food chain McDonald's, he approaches the camera and places his finger down his throat, while when told to eat Burger King he has a more positive response. The chicken responds to the command "smoke crack" by smoking, but when told to "smoke a bong" he waggles his finger scoldingly.
Recently Burger King introduced its Chicken Fights campaign, the two "cockfighting chicken" advertising characters it is using in its chicken meat marketing campaign are modeled off this chicken.


Burger King to send extended ad to customers of Sprint phone video

By Theresa Howard, USA TODAY

NEW YORK — TV is just one way viewers can have Burger King's first Super Bowl ad in a decade.
Shortly after Burger King's 60-second ad airs before an expected 90 million Super Bowl viewers on Feb. 5, it will go out over one of the newest ad media. Millions of Sprint wireless phone subscribers with video service will have the chance to watch a longer version that includes outtakes and behind-the-scenes footage.
The ad is an over-the-top production in the spirit of MGM's 1930s musicals: 92 "Whopperettes" dressed as burgers, flames, pickles, lettuce and tomatoes will sing and dance to new lyrics for the famous "Have it Your Way" jingle.
The Sprint deal is one way Burger King will try to extend the reach and shelf life of its Super Bowl ad investment — about $1 million to produce the ad and about $5 million for the minute during the game.
The ad will kick off a campaign of Whopper-focused advertising (including two more Whopperette TV ads) to general and targeted audiences.
Also rolling out for Super Sunday will be a link on burgerking.com to a special interactive Whopperettes area. The ad will be downloadable to iPods and within days will be shown in movie theaters. Whopperette posters also will go up in Burger King's 7,600 U.S. restaurants.
"Instead of having the ad stand alone, they are surrounding it with other platforms where people are migrating," says Andy Donchin, director of national broadcast for media buying company Carat. "You want to get the biggest bang for your buck by putting the commercial in other venues."
But the whole multimedia effort still kicks off with the big bang of a big-event TV ad.
"As much as people want to write the TV network obituaries, alternative media becomes a way of extending what is still the No. 1 form of viewership in the world," says Russ Klein, Burger King's top marketer.
The blending of old and new media and promotion — from TV ads to restaurant tray liners — into an integrated campaign with every detail reinforcing the message is the signature of BK's ad agency, the hot Crispin Porter & Bogusky.
"We're trying to ricochet everything we have against everything we're in," Klein says.
Phone screen video is a new ad frontier but is already a $45 million annual business.
How it will work for Sprint video subscribers: Within 30 minutes of the ad airing, those who've opted to receive text messages from Sprint will get a note saying the extended ad is available on a dedicated Sprint TV channel on their handset. Sprint has 45 million subscribers but would not say how many buy video services.
"If they want to see this commercial, they can get it," says Sprint spokeswoman Angela Read. "People are looking online for commercials. This is another way to do it."
The phone version will be limited to about two minutes. "We're going to be respectful of how much it burns up on run time," Klein says.
"The Sprint partnership is one key ingredient to this overall megaplatform to deliver the Whopperettes message."

Naomi Campbell, John Malkovich Star in Pirelli Long-Form Ad
Adrants 30/01/06

In the works since last year, tire maker Pirelli will, in March. release The Call, a 10-minute video, created by Leo Burnett and set in the Vatican, starring John Malkovich who plays a priest and Naomi Campbell who plays the devil. Using the power stuggle between good and evil, Pirelli claims the film, directed by Antoine Fuqua, will be a metaphor for the company's "power is nothing without control" tagline. The film will be released exclusively online and receive promotion through online, print and television.

This is Hollywood-style, celebrity-powered ad is sure to give Russell Crowe plenty of ammunition to further castigate celebrities for selling out. That said, if we, as an industry want better ads, we have to tap better talent. Big names bring a sea of eyeballs and getting noticed in today's media environment is becoming an impossible task. Granted, Malkovick, though a superb actor, isn't A-list in terms of popularity and Campbell, while very popular, is no Malkovich in the acting department but together, they just might bring some notoriety and sales to Pirelli and its sleepy, commodity-like category of automotive tires. http://www.pirellifilm.com/pirellifilm/home.html