Emerging Media Demystified. From Upshot Interactive.


Archive for the ‘Widgets’ Category


The Social Media Marketer’s Glossary. Part 1: A – D

Doing some sort of Web 2.0, social media glossary for marketers is an idea we’ve been kicking around for sometime. With so many terms getting tossed around and created almost daily, tracking social media can be dizzying. While there are tons of glossaries out there for social media (Google it, or better yet, Bing it), we thought one dedicated to marketers would be a welcome addition.

Obviously, it would be easy to go overboard with something like this, so before we began we created some ground rules:

  1. Avoid defining ridiculously well known terms like “Blogs” or “Social Networks.” Forgive us if some of our choices are still a little obvious.
  2. Don’t define companies directly. Defining a service within a company, like “Facebook Fan Pages” for example is OK. Specific software is OK too.
  3. Add a  “Benefit to Marketers” statement with each listing, where applicable. It’s all about you guys right?

Over the next week or two, we’ll publish the full glossary, culminating in offering it as a PDF for download, or maybe a Wiki. So with that…

A

AIR: stands for Adobe Integrated Runtime, a technology that allows people to take web code (think Flash, Flex, HTML/Javascript/CSS) and deploy it as a desktop application. Tweetdeck, a popular desktop Twitter client was built using Adobe AIR.
Benefit to Marketers: an effective way to get your content portable and out of the competition of a web browser into a dedicated application that can stay top of mind with its users.

Advergame: see “Branded Games/Entertainment” below.

Avatar: the picture or icon one uses to represent themselves online, predominantly on social networking sites.
Benefit to Marketers: think avatars, think branding. As you represent your brand(s) through social networks, your avatar is an important brand element. Think about how it appears to others. Is it legible? Is it recognizable?

Authenticity: being true to yourself (i.e. your brand) and your customers when using social media. Some of the biggest social media marketing train wrecks have occurred when marketers weren’t completely transparent and authentic.
Benefit to Marketers: isn’t it obvious?

B

Blidget: “WTF is a Blidget?” That’s exactly what we said too when we first heard the term. Quite simply a Blidget is a widget that displays your blog. Blidgets use your blog’s RSS feed to populate into a portable widget that can placed anywhere widgets live. As far as we know, the term was created and popularized by Widgetbox.
Benefit to Marketers: you’ve got a blog, why not a Blidget? Get your content portable and sharable. Services abound to create a Blidget in minutes.

Blogroll: a list of sites displayed in the sidebar of blog, generally for the purposes of advertising who the blogger reads regularly.
Benefit to Marketers: give a shout out, get a shout back.

Branded Games/Entertainment: an online game or entertaining content that is based on, or features your products or brands.  With social media the potential to share games, play on social networks in multi-player environments, share images created from entertainment apps, and create status updates based on game activity abound.
Benefit to Marketers: where do we begin? There’s a massive shift in online marketing to create content to keep brands top of mind. What better way than by entertaining your audience? Some of the most fun casual games and apps have been created by brands, and with the introduction of social media, have much more potential to go viral.

C

Community Building: the process of forming an online community around a common goal, passion or interest utilizing social media’s capacity for sharing text, images, audio and video.
Benefits to Marketers: marketers who create forums for people to connect around their brand while helping facilitate—not control—the conversation will only continue to build brand followers.

Conversation: the threads of exchanges through social network posts, tweets, and blog comments are often referred to as conversations in the context of social media.
Benefits to Marketers: start one, be part of one, have them often.

Crowdsourcing: essentially tapping into a collective of like-minded people to solve a problem or generate content. Popular example: Wikipedia.
Benefit to Marketers: what a great way to inspire conversation around your brand or sponsor a promotion where people are invited to solve a problem.

D

DM: short for “Direct Message” a term used to send a private Tweet from Twitter.
Benefits to Marketers: what, you’re not using the Twitter?

Dave Albert: the president of Emerge Digital, a social media agency that writes this blog. Dave loves feeling smart by helping write glossaries.
Benefits to Marketers: have you seen some of the campaigns Dave’s devised?

Stay tuned for Part II, E-J coming soon…did we miss a term? Leave us a comment below.

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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.


Web-based Apps or I ♥ Lando Calrissian

cloud_cityIf you’re a Star Wars nerd (guilty), what probably came to mind when the phrase “cloud computing” came into public use this past year was an image of Cloud City, the floating metropolis governed by Billy Dee Williams (nee Lando Calrissian) in the The Empire Strikes Back (you know, episode two, er, five, of the series). What could be bad about that?

Well, cloud computing isn’t about living in the clouds. It’s about web-based applications—having your computer applications and ultimately your data on somebody’s server out there in (cliché alert) cyberspace so you can access it anywhere you want. And when you put it like that with private companies holding on to your data, the “new hope” people love about Star Wars seems to morph into the darkness of The Matrix or The Terminator. It’s how so many internet-related issues get presented in the media—a battle between access and privacy.

Yet, as the mainstream media fans the flames of that debate to bump up circulation/ratings, the online community, both public and private has moved toward demanding (and providing) greater and greater access, although what they’re willing to give up to get that access remains unclear.

The “cloud” was, of course, there at the birth of the Internet where businesses and individuals agreed to offer up their information to hosting facilities and internet service providers. And it has only gotten bigger since then. More and more people use webmail apps as their only email service. Most users have no qualms about loading vast amounts of personal information onto Facebook, Flickr, Twitter, or whatever social networking platform they use. And the granddaddy of them all, Google, offers all of the above: Google Docs (word processing, spreadsheets, presentations and more), Google Calendar (just what you think it is), Gmail (ditto), Picassa (photo sharing/editing), etc., etc., etc.

Many of these applications are incredibly popular and continue to grow at breakneck speed because people enjoy the access. Still, every couple of news cycles, there is a big media storm about some issue of personal privacy or more specifically personal primacy, that is to say “whose rights come first?”, the application’s or the individual’s.

The most recent example of this was Facebook’s rather dismal handling of its revision of their Terms of Service (TOS). Facebook stated that users who used the social networking platform and uploaded pictures, messages, etc. were essentially giving Facebook ownership of that content in perpetuity (even if users cancelled their accounts). When users heard the word “ownership,” thousands of them balked (okay, maybe it was a little stronger than that). Yet Robert Scoble among others didn’t see what the fuss was about. As he blogged on Scobleizer, “If you are uploading your content to, and participating online with, you are giving a HUGE amount of ownership to services that, well, you really don’t control.” Facebook, of course, quickly backed off the new TOS language. Sure they still have tremendous control of everything we upload to the site, but they’re no longer claiming to “own” us and they’re giving us the great platform we want, so we forgive them.

Google, however, hasn’t made that same mistake. They just keep on coming up with services we want. And they keep compiling our information and using it to generate big piles of ad revenue. (Imagine what it will be like when they launch gDrive, an online virtual hard drive where we can store anything and everything we want.) Wisely, Google never explicitly claims “ownership” of our data, which is why we’re still boyfriend/girlfriend. Sure they get to hear all our secrets, but we’re getting what we want out of the deal too. Will Google stay true to their “Don’t Be Evil” mission statement? Who knows?

What we do know is that web-based apps will continue to grow because people want the access. Furthermore, as we become more reliant on mobile apps, we’ll extend our dependence on the distributed web even more. Is there a downside? If there is, it’s listed on those TOS documents so many of us click on without reading when we add an app. For now we’re on cloud nine with Google and most of the other web-based applications. And aside from the occasional hostile takeover by the Empire, what could be better than living among the clouds?

(Disclosure: Emerge creates web-based apps and offers web-hosting services to our clients.)

Hat-tip to Adam Fox for today’s theme. Image from Wookiepedia.

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Can I Get This Corporate Jet In a Generic?

jetSeveral economic bubbles ago (or economic downturns, for the glass-half-empty set) there was a huge “no-frills” movement in grocery stores. It featured products called “generics” that were often packaged in plain yellow cans with black lettering or white cans with blue lettering for staples like beer, soda, detergent, rice, etc. The biggest differentiator for all of these products was, of course, price. Packaging was stripped down and stark. There was no expectation that the products inside were any better than the comparable branded goods. They were just cheaper, often a lot cheaper.

Since then, we’ve entered (passed through?) what Daniel Pink in A Whole New Mind calls an era of abundance. The vast availability of goods has made the concept of scarcity unheard of and created a middle-class obsessed with design. It’s why we see Todd Oldham trash cans at Target, Martha Stewart linen sets at K-Mart, and Norma Kamali fashions at Walmart? (Okay, we didn’t know who she was either, 76.5% of us anyway, here’s her bio.) The question now is, will this obsession hold up as the economy continues to contract?

As consumers, we’re cutting back on nonessential spending (sorry Starbucks, we’re brewing our own now). Many of us are also switching from name brand foods to comparable store brands. FYI: store brands are not the same as generics, which you can still find out there (if not, check out the cult classic “Repo Man” and you’ll see tons of them). The quality of store brands is comparable to that of name brands, the big difference being price point. This indicates consumers’ reluctance to retreat from the design-infused lifestyle and self-image they have come to embrace over the past decades. But, as the job cuts come, the choice may no longer be there.

So where does that leave businesses? In a word: jittery. And, no, that’s not the best way to lead a commercial operation. The organizations and brands that will thrive in this economy will be the ones that are bold and creative, the ones that present themselves as invaluable to their audience.

Want to take the bold approach? Consider Cessna, the private/corporate plane company. Their current campaign touts the line “Timidity didn’t get you this far. Why put it in your business plan now?” It’s a great take-the-bull-by-the-horns pitch for executives, Cessna’s target audience. What it doesn’t take into account is the perceptions of the target audience of the executives’ businesses. Conspicuous consumption does not play very well right now, because businesses don’t want to seem insensitive to the many people out there who are hurting.

(Quick note: Please, please, cancel that luxury corporate junket, especially if you’re asking the Feds for a handout.)

However, cutting out the extravagance doesn’t mean you can’t put an emphasis on creativity and style in your brand message. When times get hard, you cut back where you can, but you don’t change who you are. The era of abundance has led consumers to learn to appreciate design to a much greater extent (it’s one of the big allures of Apple: sleek, simple, stylish), and people are not ready to give that up. As a business/brand, you’ve got to ask yourself what your audience is looking for. It may not be all about the bottom line, and even if it is, creativity and design may need to be a part of that bottom line. As your competitors drop their emphasis on creativity, they become ever more generic. The creativity in your campaign will help you stand out from the rest and remain top of mind once the economy turns around. Because it will turn around.

How you emphasize creativity? Check out some of these projects to see how we work design into the mix to enhance client message: Smart Carton (educational and kid friendly), Amerigas (Clean, green and easy to use), Luxor (sexy, exotic, in reach), University of Illinois Chicago Athletics (collegiate, exciting, fun). It’s not plain-wrap, but then most businesses aren’t either.

Disclosure: We are a creative agency, with the emphasis on creative. So what we’re saying here also serves our corporate interests. But it’s something we believe in, deeply.

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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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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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