Emerging Media Demystified. From Upshot Interactive.


Archive for the ‘Event Marketing’ Category


Emerge and Upshot launch BidMillerLite.com

For the 2009 football season, The Dallas Cowboys will be moving into a vastly improved new stadium. As the Cowboys exclusive beer partner, Miller Lite wanted to bring the excitement of this historic event to fans across Texas.

Enter BidMillerLite.com an unprecedented new website allowing Cowboys fans to obtain promo codes from Miller Lite packaging, stores and events, and then use points to “bid” on various items like VIP access to the season opener, tailgate parties, tickets, memorabilia and more. Each point qualifies as a sweepstakes entry—the more points used, the better chances of winning.

Working closely with Upshot, we developed BidMillerLite.com including a one of a kind, auction-style sweepstakes engine. On the site, players can create accounts, enter codes, manage points, and of course, use points to enter sweepstakes. In addition, we added features to build excitement around the Cowboys and Miller Lite, including games, interactive experiences and the ability to share with friends.

The promotion is limited to Texas resident only, so if you live in Texas, be sure to check it out. If not, you click on the thumbnails below to  view some screenshots:
ml_main_thumb ml_website_cheer-thumb ml_game_fieldgoal_thumb

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Visit our main site or check out our social & viral marketing services to learn more about Upshot Interactive. Also, feel free to drop us a line anytime.


Getting Your Message To Touch Home

msg_homeBy Seth Godin’s estimate, the average consumer is exposed to one million marketing messages a year-about 3,000 a day.  However, since all of us have gotten so good at tuning out these messages, the vast majority of them don’t ever get our attention and of those that do, most are not memorable.  The question is: how do you make your message touch home?

In this case you might want to think back to “home room.”  You remember, junior high?  Try as you might to suppress those memories, there are some things you can still learn from those horribly over-taxed teachers.   It was early adolescence, a time when your own body was sending you thousands of conflicting messages a day, to say nothing of all the messages from the rest of the world.  Anything the teacher had to say was not a very high priority, which is why middle school instructors had to come at you on multiple fronts.  The idea was to make connections in as many different ways as possible, which not only increased the likelihood that students actually understood the content, it also improved their recall ability.

The approach goes like this.  Educational theorists break the pathways, or modalities, by which people acquire information into three basic categories:  visual,auditory and kinesthetic (motor).  Visual learners gain understanding by watching-looking at pictures/diagrams.  Auditory learners learn by being told-responding to verbal instructions.  Kinesthetics tend to be more active and prefer learning via ‘hands on’ projects.  Yet, because most people are not purely one type or the other, a multi-pronged approach, utilizing all three learning styles, leads to the greatest level of student comprehension.  And, because students learned the content through a variety of different pathways, they have several different ways to  recall what they’ve learned.

It’s also one of the reasons why interactive marketing (particularly games and potentially mobile apps) is so effective.  It adds an extra contact point between your message and your audience, i.e. one more way they can access and retrieve your message.  In the case of games, what you’re adding, literally, is an extra touch point.  Pushing play devices across a screen, be it with a mouse or a touch pad, ties your audience to your message in an active kinesthetic way.

But there’s something more to touch than that, and it doesn’t just apply to middle schoolers.  A recent study by researchers from Ohio State University and Illinois State University showed that people who touched an item before buying were willing to pay substantially more for the item than those who did not.  The item in question, an ordinary drinking mug, was chosen for its insignificance, which makes the findings that much more powerful.  The results showed that holding the mug and touching it for a relatively short period of time (30 seconds) made the study participants feel that it was already theirs.  This feeling of ownership in turn led them to bid higher (often above the listed retail price) to make sure they did not lose the mug.

Many sales venues take advantage of this phenomenon.  It’s why car dealers let you test drive their cars.  It’s why the pet shop owners let you play with the puppies in the store.  In marketing, interactive is the area in which consumers’ physical connection with your brand is the most intrinsic to the medium.  It’s there in the controls of your online game promotions.  It’s there on the touch screens and keypads of your audiences’ smartphones. The physical, engagement of your audience with these marketing campaigns creates a kinesthetic pathway between your message and your audience along with the visual and auditory pathways common to more traditional campaigns.

Consider Down the Pipe, a game we built for NOBLE Chicago (for Kraft/Burger King).  The brand message was that Kraft/Burger King are fun and a little bit irreverent.  The game’s visual pathway reinforces this message with the images of a paper cup zipping around catching the rain of falling oreos and straws.  The auditory pathway speaks to the engrossing pleasure of the game through the swooshing cup sweeping across the game floor and the painful crunch of oreos crashing to the ground, not to mention the driving, high-energy soundtrack.  Kinesthetically, the game engages players’ whole bodies as they mouse the cup around fast enough to save every oreo and straw from destruction. The key word here is immersive. The game draws players completely into the branded environment via the pathways of sight, hearing and touch (we left the senses of taste and smell for the restaurant).

We then added a social aspect to the play (sharing high scores and competing with friends) which added an extra emotional charge to the game.  And as any educator/marketer will tell you, emotion is the most vital connection there is.  Ready to reach out and touch your audience?  Give us a call.

Image Credit:  Adam Fox

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Visit our main site or check out our social & viral marketing services to learn more about Upshot Interactive. Also, feel free to drop us a line anytime.


How to Get “Play” During the Downturn

gogo-game-42Want to know a good business to be in during the current, and predicted to be deep, recession?  Online video games.  And not just any games, free ones.

According to Edward Hunter of internet research firm comScore, “Not only have consumers turned to outlets such as gaming to take their minds off the economy, but as they curtail their discretionary gaming-related purchases they are turning to free alternatives.”   Now, just to clarify, these games are free but they’re not cheap or cheesy.  Many of them are not only highly polished, they’re easy to pick up, immersive, and have a broad appeal (especially Emerge’s games).  Free just means users get to play the games, often for hours at a time, for the price of being exposed to sponsoring brands and their messages.   In short, the games are supported by ads.

This means you don’t have to be part of the gaming industry to make online games part of your marketing strategy.  These so-called advergames can gather valuable user information while creating positive brand associations and reinforcing corporate identity.  They’re fun too, which is another nice brand association to have.

Among the goals (and results) for web gaming applications are:  spotlighting specific brand events or online promotions, heightening brand awareness, and fostering customer loyalty.  In addition, play can be incentivized through peer sharing links and product rewards (e.g. Jelly Jumper, which promises a 20% Logitech coupon for players who reach a particular level).

The social aspect of these games can also help you stretch your marketing dollars.  Widgetized versions allow users to pass-along the games to their friends or invite them to play, which kicks the games into social media’s coveted viral marketing realm, to say nothing of earning your brand a prime piece of real estate on users’ desktops or social networking pages.  Factor in the friendly competition brought about by posting high scores on Facebook or Twitter and you get even more gaming traffic, i.e. more exposure, at no additional cost.

Moreover, online games can promote a broad range of industries and products and can be targeted to any online audience.  Nor does a user’s operating system or web browser limit his/her participation.  Since these games are typically designed using Adobe’s Flash multimedia platform, they can be played on almost all internet-ready devices, including an increasing number of mobile phones.

Of course, this type of entertainment is most effective when there are product messages and marketing themes incorporated into the games.  For example, when Aircell was getting ready to launch Gogo, its inflight WiFi internet service, Emerge Digital (together with Upshot) developed and embedded a widgetized game into their pre-launch site.   The game had users hooking Wi-Fi up to passing flights via a cell tower (exactly what the Gogo sevice does).  Each time users connected a plane, they saw a message showing what the service could do, e.g. send an email, attend a meeting, book a rental car, etc.  With an average of 80 such messages per play, the Gogo game both engaged and informed users, thus priming the pump for the ensuing launch of the Aircell service.   The game also generated a lot of traffic and the game’s built-in pass-along function only increased those numbers.   Other examples of Emerge’s online and widget games include:  Down the Pipe (for NOBLE Chicago for Kraft/Burger King), the Dark Hunter Trivia Game (for St. Martin’s Press), the University Challenge Game (for Knovel).

People always want to be entertained, especially during hard times.  Witness the dependence of people on radio programming (also free) during the Great Depression or the 43% growth in the U.S. video game industry during the 2001 recession.  Furthermore, as an article in Fortune magazine in December 2008 suggests, consumers are more likely to give up their cable TV subscriptions and mobile phones than their high-speed internet connections.  This means broadband access is, as Accenture’s Kumu Puri says, “absolutely recession proof.”

ComScore’s Hunter states it with perfect clarity. “Online, ad-supported gaming is one of the activities that has benefited during this economic downturn.”   If you want in on the fun, give us a call.

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Visit our main site or check out our social & viral marketing services to learn more about Upshot Interactive. Also, feel free to drop us a line anytime.


TS2: The Reviews Are In

Qi Fan was nice enough to send back the attendee reactions from TS2. Why keep them all to myself? Here are the written comments people chose to anonymously submit after my presentation (above) — along with a comment or two back, in case any of those kind folks find their way back here.

Read the rest of this entry »

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Visit our main site or check out our social & viral marketing services to learn more about Upshot Interactive. Also, feel free to drop us a line anytime.


Game Your Way to 400% More Tradeshow Traffic and Lower Costs

On Thursday, I had the sincere pleasure of speaking at TS2 2008: The national conference for exhibition and event marketers.

The biggest problem in tradeshows today for attendees is that they’re really not a lot of fun.

Trolling the floor of a tradeshow feels somewhere between wandering Costco with no shopping list and being the only woman at a dance club; A miasma of lonely reps eager to cast you in their case study starring role to justify the cost of the trip upon return.

It’s not much more fun for exhibitors either. Representatives often have to start from square one with everyone who crosses the threshold for more information. If an exhibitor is lucky enough to scan an attendee, that information is basically piled up in a one-size-fits-all database.

Dragged back to the home office, the resulting spreadsheet meeting the minimum requirements of information gathering; presenting the daunting tasks of sifting, sorting, and following-up: These leads are barely warm at all. Probably why many attendees at TS2 admitted that the vast majority of tradeshow leads never get followed up on at all.

Luckily, games, some programming and solid strategy go a long way towards solving everyone’s problems…. In the slideshow above, you’ll see our proposed solution to bring fun, viral marketing, and education together into something you can easily build around for a far more valuable tradeshow presence: before, during, and after your event.

Thank you very much to all the folks who worked so hard to make the presentation and the conference such a success:

Trent Oliver, from Blue Telescope for providing some incredible case studies, they do some astounding interactive event work over there. Marc L Goldberg from Marketreach Inc., who was my track chair and provided excellent insights to revise the original draft.

Joan Schuldenfrei, the Education and Conference Manager at TSEA, and Qi Fan, TSEA Conference & Event Planning Coordinator. We spent a lot of time together in the speaker room, where she commanded the hectic in and out of so many speakers with nothing less than style and grace.

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