MITX | One to One Interactive Engagement Series: "Player Engagement & In-Game Advertising"

Otoengagementseries

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On March 2th, 2008 One to One Interactive and MITX bowed the first presentation in its new Engagement Series.  Jeremi Karnell, President of One to One Interactive and Tyler Pace, Research Assistant Indiana University School of Informatics presented initial findings from their research titled "Player Engagement & In-Game Advertising".  Hosted by UK Trade & Investment at the British Consulate in Cambridge, MA. the presentation is an early insight to what will be a formal report that will be published in Q2 2008. 

Key  Findings:

  • High impact ads may be located at both frequent and terminal game play points such as finish lines, save screens, menus, etc.
  • If you know your brand is not familiar to the player base of the game/genre, highly visible placement will improve recognition and association.
  • If your brand is familiar to the player base for the game/genre, placement is less important to success.
  • Primary research to quantify player physiological engagement with specific game titles may help in media buying selection process and ensure higher brand recognition/recall.

OTOlabs Takes Widgets WAY Beyond the Browser

Polycake2In honor of this past Monday's official launch of PolyThink, the new cross-media messaging platform from OTOlabs, Technology Director Chris Pointon commissioned a set of very special widgets, developed for a decidedly non-traditional delivery system. Possibly the world's first Widget Cookies were unveiled at the company meeting today, with a delicious variety of functionalities to choose from.

Mypicture_bWhile bandwidth and download times are not an issue with this new platform, several members of the office "Biggest Loser" competition were overheard grumbling about beltwidth and off-load time, which could be significant for the product. However, on the whole the reception was warm, and the widgets were downloaded hungrily by the assembled crowd.

As OTOi marketing services tastemaker Mike Lodge observed, "It's a refreshing change from Facebook: a widget that doesn't leave a bad taste in my mouth!"

For a more serious look at the advanced PolyThink platform from OTOlabs, head on over to their official site at http://www.polythink.com/

Inspired Viral Video: Black Eyed Peas on Obama

Via Salon.com, I found a blurb about a viral video for the Obama campaign. I checked out the video, and I was quite impressed. The production qualities are high, which is what seemed to impress Salon. But that's not what got me excited enough to blog about it; what impressed me was how authentically YouTube this video was. This isn't some political hackery saying "me too!" to the Facebook generation. This video gets it.

One of the great, if not the greatest, creative strategies of online animations and videos is to take a work of mainstream culture and rework it, commenting on it, distorting it, and appropriating it. This is a dominant cultural logic of "hip" entertainment today.

The best examples of this strategy reveal and celebrate the voice of the remixer. In other words, the source voice is dominated by the viral video's producer/editor. It's not surprising that political campaigns, terrified of relinquishing control over their message, would be leery about fan-created videos. Certainly many inspiring online videos have been made about politicians, but they are commonly parodies (such as this one about Bush, or this one about John Edwards), or they are propaganda pieces.

But the Obama campaign has got to love how the Black Eyed Peas have reworked Obama's oratory into a video that can stand alongside their best work. This video neither parrots nor subverts Obama's message; it personalizes and extends it into the Black Eyed Peas own powerful idiom.

Jeffrey Bardzell, Ph.D.
Indiana University / Quantemo / t=zero

ANA 2007 B-to-B Conference: Harnessing the Power of New Media Platforms

Ana_b2b_2007 Last Thursday I had the honor of sitting on a panel titled ""HARNESSING THE POWER OF NEW MEDIA PLATFORMS" at the 2007 Association of National Advertiser's (ANA) B-to-B Conference in Chicago, IL.

Joining me on the panel were: Barbara Basney (Director, Global Advertising Xerox Corporation) and Ellis Booker (Editor B-to-B Magazine).  Frank Dudley (Vice President of Marketing Guideline Research) moderated.   Our talk centered around the results of a joint ANA/Guidlines/B-to-B Magazine study that explored the use of search, social networks, user-generated content, podcasts, blogging, etc. within B-to-B and B-to-C marketing efforts.

You may download the results of the study here:

Guidelinebtob
DOWNLOAD PDF  | DOWNLOAD POWERPOINT

Overall findings include:

• For B-to-B marketers, a company’s website is the oldest and most often used new media platform that B-to-B companies are using.  Email marketing, online ads, search engine optimization, paid search engine marketing and webinars are also widely used.  Podcasts, blogs and video on demand look to grow over the next year, while little interest is shown in mobile and second life/social networking media platforms.
• B-to-C companies are also using their own website, as well as email marketing, and online ads. SEO-organic and SEM-paid have been in use for the past 3 years.  Blogs and video, both on-demand and viral, look to grow over the next year.  There are no plans to use webinars, Wiki or Second Life within the next year.
• Comparing B-to-B to B-to-C: significantly more B-to-B marketers have been using email,,SEO-organic and webinars for more than 3 years, and have begun to use blogs.  They are also significantly less likely to use mobile, social networks or viral video in the next year than B-to-C marketers. B-to-C marketers have begun to use these platforms in the past year and the trend will continue.
• Of the B-to-B marketers that use these new media platforms, Brand Building is most frequently accomplished through blogs, second life, social networks, viral videos, wiki and their own websites.  Demand Generation is accomplished through email, online, SEO, SEM, and video on demand– while companies use blogs, podcasts and webinars to generate Customer Loyalty.
• Of the B-to-C marketers that use these media, blogs, podcasts, second life, viral video and wiki are use to accomplish Brand Building.   SEO and SEM are used for Demand Generation. And Customer Loyalty is mostly accomplished through emails, RSS feeds, and blogs.  Cross Selling is an objective for emails and webinars.
• Comparing B-to-B to B-to-C, B-to-B marketers use email and webinars for demand generation significantly more than B-to-C.  Of the all marketers who use mobile and podcasts, significantly more B-to-C marketers use them for brand building.
• Effectiveness varies greatly when looking at B-to-B vs. B-to-C companies.  While both have seen success from their own website, B-to-C companies have seen significantly more success from paid key word searches, online ads, and social networks, B-to-B companies have seen success in webinars.
• B-to-C companies typically look at downloads and registrations to their website and specific events.  While B-to-B companies are more likely to measure effectiveness of new media platforms through purchase behavior, site visits and time spent.
• B-to-B Companies spend significantly less on media than B-to-C companies.  As a percent of revenue, they spend an average of .58%, while B-to-C companies spend an average of 1.18%.
• Currently, B-to-B companies are significantly more likely to allocate a higher percentage of their media budget (more than 20%) to new media platforms as compared to B-to-C companies.
• All marketers expect to spend more on new media platforms in 2007 compared to 2006, with significantly more B-to-C marketers trending towards an increase.
• Of the marketers that expect to spend more on 2007,  B-to-B marketers will spend it on their own websites, email and online ads.
• Typically the responsibility for managing new media platforms is added to an internal group.  New internal groups are formed about 15% of the time.
• Internal Marketing Departments and Interactive/Digital Media Agencies drive the use of new media platforms for B-to-B companies.  B-to-C companies new media strategies are also driven by Internal Media Departments, but also by Interactive/Digital Creative Agencies.
• All marketers are concerned about their lack of experience with new media platforms, followed by their inability to prove effectiveness/ROI.

Jeremi Karnell-President, One to One Interactive

Towards a Sociology of Massive Cultural Production

I've spent the last two days devoted to the work of French sociologist Pierre Bourdieu (1930-2002), who wrote extensively on what he calls the field of cultural production. I think "cultural production" is an important category for study, because I think a lot of recent work on Web 2.0 (such as Tapscott & Williams' Wikinomics book and Benkler's Wealth of Networks) focuses too narrowly on professional collaborations in the discovery, production, and dissemination of "knowledge" and "information." These are important contributions, but many of the big sites aren't about knowledge or information. They are fundamentally about experience: of culture (YouTube, Newgrounds), of friendship (Facebook, MySpace), of shared fantasy (Second Life, World of Warcraft), etc. The Web isn't an encyclopedia: along with the home and the workplace, it's a primary environment in which we live, play, love, learn, and express ourselves. Thus, the sociology of massive cultural production is as necessary to study as the economics of networked collaboration. Which brings us back to Bourdieu.

Among Bourdieu's goals are disentangling and even modeling the incredibly complex inputs that lead to epochs of cultural production, such as late 19-century French literature. These inputs include things like the following:

  • The intentions and dispositions of the artist or author
  • Economic and political contexts, including material production, income, and influence of dominant class ideology
  • The artist's particular use of a generic "language," such as the visual and thematic conventions of a contemporary science fiction movie
  • The role of the critic in justifying, discovering, or downright creating the value of a work (think of Oprah's effect on a novel's sales and prestige)
  • The education, dispositions, and tastes of the audience and how they combine to create demand

The obvious strength of Bourdieu's approach is that it avoids reducing cultural production to an oversimplified account, such as "the author's intention," or "serving the needs of the dominant economic class," or "whatever happens in the cognition of the reader/viewer," etc. Reductiveness is particularly a problem in scientific sampling, which seeks through its "operational definitions" to place discrete boundaries around phenomena whose very essence is the struggle to create boundaries; in other words, for Bourdieu, sampling of phenomena relating to cultural production predetermines the data, rather than enabling its representation.

The obvious weakness of Bourdieu's theory is that this is not an easy model to go out and apply. Fortunately, Bourdieu does apply his model in analyses of French literature, which we can, in turn, at least try to emulate in a domain of cultural production that we all care about, say, Newgrounds animations, SecondLife builds, or MySpace mini-apps.

So, simplifying for clarity and brevity, Bourdieu characterizes the "field" of cultural production as a "space" in which actors (artists, critics, etc.) struggle. They struggle not only to promote their own ideas over others, but also to draw boundaries of inclusion and exclusion as to who has a voice, who belongs in the struggle. This field he represents as a two-dimensional graph. Different agents, through an interaction between their own predispositions and the objective world of options they have in front of them, position themselves in this space.

Bourdieu's graphic representation of the field of literature in 19th century France.

The X-axis maps the range of popularity, from no audience to a large audience. Related to that are economic matters: large audiences tend to mean lots of money but also lots of market interference on the artist's vision. Small or no audiences mean lots of autonomy for the artist--who can do whatever she or he wishes--but at the expense of economic profit.

The Y-axis maps the degree of consecration. High consecration refers to academic and institutionalized consecration: the work is recognized as "high art," "worthy," or "important"; it also correlates to the category of the "old." Low consecration is associated with youth, the merely popular, throwaway culture.

Now, here is my central question: Can Bordieu's model be used to represent massive cultural production in the era of Web 2.0? Here are some objections that have occurred to me:

  • Both French literature and contemporary mainstream film, books, and comics have high barriers to entry, that is, restricted access; that clearly is not the case (at least, not in the same way) for Web 2.0 creativity.
  • Institutionally, we know how to handle all aspects of 20th century mass media: production, distribution, and consumption. Thus, we have established protocols for "consecration." With massive cultural production, the relationships between the relevant institutions (such as the hierarchies of blogs and wikis on the one hand versus universities and journalism on the other) are anything but clear, and the protocols for consecration are likewise confused.

That's all pretty abstract. Let me make it more concrete. In April, Jeremi Karnell, Carl Marci, and I did a presentation for MITX on the Numa Numa dance viral video. It doesn't get any more establishment than the president of a digital marketing services firm, a corporate researcher, and a university researcher coming together to present under the auspices of something like MITX. In Bourdieu's model, that would be a consecration of high order. Did we consecrate Numa Numa in that presentation? Surely we did on some level, but what does "consecration" even mean in this context?

Another example. Earlier this year, YouTube held awards for its "best" videos of 2006, as divided into seven categories. Each category had 10 finalists. That's 70 finalists taken from around 24 million videos uploaded that year. What possible protocol could justifiably identify the best 0.0003% of YouTube videos, from a cultural standpoint? And once this task is complete, for better or worse, again we are faced with the question of what kind of consecration is it to be a finalist of a YouTube video award.

Returning to the original question: Can Bourdieu's model be used to expose and represent the field of massive cultural production? The answer is yes, but with a caveat. Many of the underlying characteristics and concepts of Bourdieu's model will apply (e.g., field, habitus, position-taking, cultural capital), but identifying the specific categories of the space of massive cultural production, that is, finding alternatives to, or at least redefinining "degree of consecration" and large versus small audience, will require deriving or defining the new categories empirically. And that's gonna be a bit of a job. And I've got six weeks to do it. Hrm.

Comcastic Island Videos

Below are video segments that represent just some of the activities made available to residents of Second Life who visit Comcastic Island.  This footage was shot prior to our final release, so some small things have changed (enhanced really).  However, this will give you a good idea of Comcastic Island if you do not have a Second Life Account and wish to check it out.

Comcastic Island Video: Introduction

Comcastic Island Video: Island Entrance

Comcastic Island Video: Race Track

Comcastic Island Video: Jet Ski

Comcastic Island Video: Jet Pack

Comcastic Island Video: Parachute

Comcastic Island Video: Soda Fountain

Comcastic Island Video: Entertainment Complex

OTOi helps Comcast Launch "Comcastic Island" in Second Life

Yesterday, Comcast announced the opening of Comcastic Island in Second Life, officially becoming the first major North American communications company to establish a presence in a virtual world environment.  Comcast, a client of OTOi, started planning a Second Life initiative at the end of last year.  OTOi developed the strategy and outsourced the build to Million's of Us.  There was a concerted effort  to not do anything overtly marketing.  Instead, efforts were focused on creating value for the overall Second Life Community by developing a massive entertainment venue where in-world residents may go to play and have fun. 

Comcastic Island, which may be accessed by typing in the Keyword "Comcast" within Second Life's World Map search bar or by visiting the following SURL: http://slurl.com/secondlife/Comcast/128/128/0, contains a futuristic race track, jest ski course, jet pack course (where the jet packs may be acquired for free and used by residents as transportation  anywhere within Second Life), parachuting, an entertainment complex, cafe, and a secret lab (which you are going to have to try to find on your own).

This is the first of many initiatives planned by Comcast within Second Life.  Ultimately, this project will help inform them on how to engage with individuals in this and other up and coming virtual worlds (see Dr. Bardzell's post titled "Tourist vs. Resident Research").  This learning is vital for Comcast has they continue to transform themselves into one of the worlds leading entertainment companies.

Additional articles and posts about this launch may be found below:

Press:

Forbes.com
http://www.forbes.com/feeds/ap/2007/06/14/ap3822528.html

MediaPost
http://publications.mediapost.com/index.cfm?fuseaction=Articles.showArticleHomePage&art_aid=6239

Multichannel News
http://www.multichannel.com/article/CA6452096.html

GameDaily BIZ
http://biz.gamedaily.com/industry/news/?id=16508

 
Blog Posts:

3pointd
http://www.3pointd.com/20070605/comcast-parachutes-into-second-life/

MOU blog
http://www.millionsofus.com/blog/

SL Universe
http://www.sluniverse.com/pics/Default.aspx?Name=Kumi%20Kuhr

Blog Spot
http://slambling.blogspot.com/2007/06/comcast.html

ScottSecondLife
http://scottsecondlife.blogspot.com/2007/06/enter-comcastic-island.html

MindBlizzard
http://blog.mindblizzard.com/2007/06/comcast-plugged-in-sl.html

RipTen
http://www.ripten.com/2007/06/15/current-life-got-you-down-comcast-has-the-answer

mySecondLife.it (Italians are into it)
http://www.mysecondlife.it/comcast-apre-un-parco-a-tema/20070615.html

Slandreamedia (the French too, dammit)
http://slandreamedia.wordpress.com/2007/06/06/un-fai-dans-second-life/

Virtual Worlds News
http://www.virtualworldsnews.com/2007/06/whos_new_to_sec.html


Jeremi Karnell-President, One to One Interactive

Massively Amateur Culture

Last week I gave three different presentations at three very different venues. The venues were Internet2, which is the next generation network that runs 100 times faster than the present Internet; MITX (Massachusetts Innovation and Technology eXchange), which had a special panel on digital marketing; and finally the conference Media in Transition at MIT. My topics included amateur education online, viral videos, and fashion in Second Life.

Underlying all three topics is my primary research interest, which I'll call for lack of a better term, "massively amateur culture." I look at ways that massive numbers of amateurs--65,000 videos uploaded to YouTube everyday; half a million animations at NewGrounds; and Second Life, a 3D virtual world created by its user-players, having virtual acreage equivalent to the area of Singapore--produce works of culture. As my presentation titles suggest, these cover an enormous range, from virtual educational institutions; to compelling 90-second video serials; to a thriving, for-profit virtual fashion industry in massively multiplayer worlds.

One interesting result is that these cultures are robust enough that they begin to compete with mainstream culture. There are many implications of this, but here are two interesting ones.

First, how does "mainstream culture" (e.g., large corporations, media conglomerates, political parties) make use of these new media as platforms to support their endeavors? This is a hot question in many circles, but it is not the only question we should be considering.

Second, and much more interesting to me, is to what extent do amateur cultures and mainstream cultures threaten each other, and what might their peaceful coexistence look like? Right now they have an uneasy coexistence in large part because whole populations still watch TV.


  • How will this balance play out as a generation of MMOG players and MySpace users stop watching cable TV?

  • Will the "corporate invasion" ruin, save, or barely affect a place like Second Life?

  • What happens to politics when some of the most careful research and analysis comes from explicitly one-sided sources, rather than professional journalists?

It will be interesting to see where these trains are really going, but without a doubt massive groups of collaborating amateurs are threatening the territory of smaller numbers of trained professionals ensconced in traditional media.

The Plusses Of GoogleClick

Dave Morgan of Tacoda just posted a rather decent optimism piece in MediaPost's OnlineSpin here, guy makes some pretty decent points, but essentially just points out the attention the deal brings to the online channel itself is pretty powerful, as alone the deal and resulting services could act as a catalyst for a larger share of the total marketing budget pie (sounds horribly unappetizing) being spent online.

The one major concern Dave misses in his piece is that to do everything GoogleClick is going to want to do -- and at first it's all going to sound pretty damn rosy when they start pushing their new features -- GoogleClick is going to just casually start asking to put tracking pixels on every client's landing and conversion pages, as they're already doing heavily with Google Analytics.

This step is going to have two very important consequences:

(1) The tagging will allow them to provide a wealth of new behavioral targeting information and optimization that is going to be hard for most companies to resist. "Triple the scope of my already-successful online marketing campaigns and only continue to gain efficiency? You had me at 'triple'."

(2) The information about customer behavior -- and, more importantly, the budget limits which GoogleClick's clients are willing to pay for each visit and/or action across the board -- is going to provide GooCli with an understanding of every product's highest acceptable market CPA in a way no third-party has ever had. The concern is that they do not continue to use this vast knowledge to simply offer better targeting and results, but instead begin sacrificing each client's individual profits to drive more overall demand for their services.

Should they start to use the acceptable maximum CPA data to inform every client of what every other client is paying down to the level of actual conversions and revenue, Google could very well destroy the competitive advantages any client has for simply advertising with better ideas and lower margins.

"Hey, ah, Lowe's? Yeah, it's Google calling, what's up. Hey, did you know that Home Depot is willing to pay a max of $98 for every John Deere hedge trimmer they sell? Yeah, maybe you might think about raising your bid to $100. Wouldn't want you to get lost in the shuffle. Go for it? Cool."

"Hey, ah Home Depot? Yeah, it's Google. Did you know Home Depot just told us they're willing to go up to $100? Yeah, maybe you should go to $102. Think it over."

Clearly Google is in it to grow the market and not destroy it. But until it's proven that this is a game everyone can win with perfect knowledge, at least a modicrum of distrust is probably not a bad thing.

Forrester Research Points to OTOinsights

Images Thank you Brian Haven, Senior Forrester Research Analyst, for pointing to OTOinsights  in a recent report titled "Interactive Marketing Channels to Watch in 2007" as an example of how marketers should leverage their email and RSS content to support their initial steps into the blogsphere. 

Brain writes:

" Make your first strides into social media with RSS and blogs:  Last year, we said holding off on social media was OK>  But rapid consumer adoption of these channels indicates that the time is now to enter this space.  How to dive in?  RSS is relatively simple first step for marketers with mature email marketing programs in that initial RSS feeds can consist of repurposed email content.  Likewise, email or RSS content can also create initial blog posts.  For example, interested users can find insights from interactive agency One to One Interactive from its blog, via RSS, or in email alerts."

In addition to leveraging existing e-mail/RSS content to support initial blog initiatives we would like to add to Brian's advice by recommending that marketers actively educate their internal constituents on their company's corporate blog strategy and, when appropriate, seek regular contributions from their staff as a way to begin generating new and more relevant content.  Additionally, marketers would be well served by incorporating social bookmarking (like De.licio.us) into their blog strategy as a way to augment their existing content with complimentary content on the Web authored by external sources.

One to One Interactive

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