the internet is made of context.
I found the ad to the right looking at the latest iteration of This Magazine's website. It looks great, and I like the magazine, so I have less than no problem using my blog as ad space for them.
I found the ad to the right looking at the latest iteration of This Magazine's website. It looks great, and I like the magazine, so I have less than no problem using my blog as ad space for them.
posted by
jon crowley
at
11:23 AM
0
comments
tags: advertising, magazines, new media, print media, publishing
I've been hearing lately that crowdsourcing is a bad word.
posted by
jon crowley
at
11:15 AM
0
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tags: advertising, attention, crowdsourcing, ground war
I'm no longer sold on the concept of buying attention.
posted by
jon crowley
at
7:55 PM
0
comments
tags: advertising, arms race, attention, marketing, value
Walking to work today I saw a Tim Horton's billboard that got me thinking.
posted by
jon crowley
at
11:08 AM
2
comments
tags: advertising, mass media, message therapy, strategy
A great post from Clay Parker Jones, discussing the connection between advertising over social media and colonialism. I've touched on this a few times before, but not with the underlying theory, experience, or clarity that he does.
posted by
jon crowley
at
10:40 AM
0
comments
tags: advertising, colonialism, social media
I'm consistently baffled about why pirating TV online is an issue. Let's look at this logically:
posted by
jon crowley
at
3:35 PM
1 comments
tags: advertising, digital distribution, mass media, piracy, strategy, tv
Continuing on the subject of radio ads, the ads for a product called Evercleanse have been inescapable. They are also hilarious, but they make an interesting point when to comes to selling people products related to healt, wellness or fitness.
posted by
jon crowley
at
2:05 PM
0
comments
tags: advertising, marketing, perception, strategy
Yesterday morning I heard an ad for McDonald's yearly Monopoly contest. I found it a little odd that the young woman speaking in the ad referenced her losing games of Monopoly constantlydue to her brother hiding the money is his pocket.
posted by
jon crowley
at
1:57 PM
0
comments
tags: advertising, comedy, strategy
“First they ignore you, then they laugh at you, then they fight you, then you win.”
posted by
jon crowley
at
3:49 PM
0
comments
tags: advertising, marketing, mass media, message therapy
posted by
jon crowley
at
11:42 AM
3
comments
A short one for lunch:
posted by
jon crowley
at
11:53 AM
1 comments
tags: advertising, marketing, targeting
Talking about Bell's new ad campaign on the subway today, and I realised something. The entire thing, and therefore Bell's current identity for consumers, is predicated on 'er', a sound that is more or less used as a tentative delaying tactic.
Bell = 'errr...'
Maybe they know something I don't.
posted by
jon crowley
at
10:18 AM
0
comments
tags: advertising, bell
posted by
jon crowley
at
9:38 PM
1 comments
tags: advertising, ground war, marketing, nike, pr
A common mistake in attempts to make a strong political statement, is to drawing a parallel between a commonly held position, and a contradictory position that people will likely react strongly to.
In these two examples, the parallels are between torture as a government sanctioned activity, and torture as a Coney Island attraction, and between the brutal, disturbing murder of a young man on a bus, and the use of animals as food and test subjects.
All I’m going to say is that these ideas only work if the point made falls carefully between two extremes - either people need to generally agree that, despite exaggeration, the points are the same, or people need to be able to justify the comparison made as less directly offensive than the thing you are trying to argue against.
I understand that there is a notable segment of the population that thinks hurting animals is wrong. But arguing that human life is of the same value as animal life gets people to stop listening to appeals for the animals at all.
I understand that if people are offended by seeing torture, they should be offended by it being government sanctioned. But taking a day out with the kids and turning it into some thing mildly traumatizing doesn’t exactly cause a groundswell in support of civil liberties.
If the parallel you are drawing approaches the absurdity than the offensive action that inspired it, you are doing something wrong. You are doing your argument a disservice.
All attention is good attention, if the only thing you want is attention. If you want change, you’ll have to do better.
posted by
jon crowley
at
1:21 PM
0
comments
tags: advertising, dissent, ethics, marketing, strategy, subculture
Nike’s Human Race is probably the best promotion I’ve heard of this year. This is fairly unsurprising, considering it’s directly tied to Nike+, a joint product of Nike and Apple, the two greatest media machines in the corporate world.
The premise is dead simple. You’ve got an army of people, running all over the world, using the Nike+ product to track their progress, training against themselves day after day. You use the product, and the behaviour they’ve integrated into their daily lives, and you make it a marathon, run individually, tracked over the software. A global event that has no costs tied directly to the physical event. Just aggregating the data that’s already being tracked and stored, creating a central side for participants to visit, and donating some of the massive advertising budget to publicize the event.
I personally have only heard about it through local radio, but I don’t see why it would need to be a huge media blitz, considering the only participants are those who already use the Nike+ system, and are therefore accessible through that channel.
This is what the internet is for: taking people from different areas, with different experiences, and reminding them that they are indeed connected. Attaching that feeling of connectedness with your product, which the consumer has already connected to a physical pursuit, and achievements related to that pursuit, furthers the long, impressive history of Nike crafting itself as something people want to be associated with for competitive, social, and quality reasons.
That, and really, a global crowd-sourced marathon called the Human Race is more or less guaranteed to get my attention.
posted by
jon crowley
at
6:36 PM
0
comments
tags: advertising, apple, crowdsourcing, nike, pr
I caught a midnight showing of The Dark Knight, and was far more than impressed.
However, I don’t do movie reviews here. So instead I’d like to ramble about something I’ve noticed in myself repeatedly – ARG (alternate reality game) regret.
A short list of creative products I’ve enjoyed, but not participated in the ARG for, include NIN’s Year Zero, Cloverfield, and now The Dark Knight. Inevitably, the film or album ends, I become enamoured with it, and then I research the ARG, and the world-extension content that was a part of it.
Now, the design of these campaigns is for this to happen in the opposite order. We’re supposed to build anticipation through the ARG, and therefore share that anticipation and interest with our friends. But here’s the core problem with that:
I don’t have the time.
I’m not assuming I’m busier than anyone else, or my work is more urgent or important. I waste a lot of my time on less than intellectual pursuits. But I can’t imagine how I’d be able to schedule my work and social commitments around random automated phone calls from fictional characters, or scavenger hunts.
But my lack of participation doesn’t matter, because I can read about it online, and think to myself ‘oh, isn’t that cunning.’
I guess my point is, the advertising value of an ARG is likely split along an 80/20 rule: 80% of interest generated by an ARG is in non-participants, through coverage of the campaign or by catching up after the fact online, and 20% is active participants who move the game forward, and aspiring active participants who follow, but don’t actually get to participate for whatever reason.
This is another case of the product being less important that the wider influence the product has on behaviour. The Dark Knight ARG gets people thinking about the wider world of Batman, even if they aren’t interacting with it. That’s what matters.
posted by
jon crowley
at
12:28 PM
0
comments
tags: advertising, ARG, comics, movies, viral marketing
Not too long ago, I read an article in Fast Company about Crispin, Porter and Bogusky being hired to more or less make Microsoft cool. This is a reasonable task, from the outside – one of the most prevalent, powerful, successful companies in the world. The problem is that Microsoft is inherently the antithesis of cool. As evidenced by the recent unveiling of their new Xbox 360 Dashboard project at E3.
This is an important moment in Microsoft history. They’ve finally stopped copying Apple, and started copying Nintendo.
Microsoft wants to be cool, that’s easy to understand. Cool equals new customers. But Microsoft, to me, seems based on a simple premise that’s very hard to pull off. They wait to see what resonates with consumers, and then they remake it, with the benefit of having the most money, the best people, and the largest built in market of users.
This isn’t cool. This is the opposite of cool. And despite the model working in every other aspect of the business, you can't copy someone else's ideas and become cool. No matter how much money, time and talent you invest.
Microsoft buys success by operating on a level above, strategy-wise, from their competitors. But not as a leader or a puppet master. As a very rich, very talented follower.
I feel for CP+B. This is an impossible, endless task.
posted by
jon crowley
at
1:35 PM
0
comments
tags: advertising, branding, coolhunting, innovation, microsoft, video games
In a recent post I mentioned the type of response that corporate invasions of a digital public space can expect. While pre-corporatized spaces (such as paid-subscription video games) are usually tolerant of colonization, free and anarchic spaces aren’t.
What’s interesting about this to me is the comparatively nonexistent backlash when a company invades a real-world public space, in blatant contravention of law. This is what illegalsigns.ca does, draw attention to how often, and how shamelessly the laws protecting public space are ignored for profit and marketing purposes.
This is only a good idea for companies as long as no one cares. Sadly, the kind of public outcry that makes such practices a bad idea is thousands of times more intense in Second Life than it would be in my home city of Toronto, where IllegalSigns operates.
It’s easy to understand why companies think injecting themselves into social networks, and virtual worlds, where they don’t offer anything useful, is a good idea. They’ve been conditioned by the real world to expect that such invasions will be met first by silence, and then by increased sales.
This happens in the real world because we’ve already accepted that marketing messages are unavoidable in public space, regardless of the law. This has already been accepted in the majority of online life, but not in free, immersive virtual worlds.
This is a battleground worth watching, because it’s the best indicator of how tolerant of marketing online identities are – these are the extremes of those who stand against it. If they surrender, we’ve all lost something. In real life, it’s easier to take a different route to avoid a sign, legal or no.
posted by
jon crowley
at
11:50 AM
0
comments
tags: advertising, colonialism, public space, second life

This slideshow is a great introduction to social media, why there is no option but to care, and what the basic rules are. I’m not posting it for this reason, however. I’m posting it because it brings up what so, so many slideshows, articles, and blog posts reference.
Second Life.There’s nothing wrong with Second Life. It’s a playground, an interesting way for people to test out ideas, and a virtual world where people get to decide their own identity, own actions, and own morality.
My only problem with Second Life is that I think it’s become more important as something to be trotted out by specialists, journalists, and scared executives, when they want to demonstrate an understanding of the new world media order, than it is as a world or platform.
Social media is normally about projected selves. There are varying degrees of anonymity and realism, but the general outcome is a projected identity that reflects how the creator wants to be perceived. When you read a blog, you are reading a blog written both by John Smith, and the guy John Smith wants you to think he is.
This is important, because the guy John Smith wants you to think he is is the guy who buys non-essential products. Possessions are often social signifiers, and social media puts on display what kind of projected persona, and therefore what signifiers would interest the person making the content.
Second Life is, by and large, different.
Second Life is a fantastical wish fulfillment and exploration tool. This is probably demonstrated best by the fact that off the bat, everyone can fly. Wish fulfillment is useful, except when you consider that only realistic wishes get fulfilled. And while someone might be able to find a servable niche in a virtual society where a hail of digital genitalia greets uninvited corporate presences, no one who operates mostly out of meatspace has yet.
And they keep trying.
People resist the comparison between World of Warcraft and Second Life, saying that SL isn’t about fantasy, or quests, or winning, it’s to explore. But, other than a massively larger subscriber base, I’d argue from a business standpoint that there are a total of two differences that matter between WoW and SL.
WoW doesn’t let a corporation try to invade a realm that has no use for it, and WoW subscribers all demonstrably have disposable income that they use for entertainment.
Second Life just manages to keep the buzz going by being less easy to categorize.
posted by
jon crowley
at
11:27 AM
0
comments
tags: advertising, coolhunting, second life, social media, social networking
Fashion is a way of communicating. When you get your message wrong, it’s good that the people around you let you know. - Dries Van Noten.
Branding practices, in general, have a lot to learn from fashion.
Over the last several months, I've developed a more than passing interest in fashion. This has, for some people, come across as more of a vanity issue than anything else. I'll freely admit that vanity has something to do with it, as I care what I look like. But I also care what the way I look says. I care about the role clothing plays in my projected persona, and the interpretations of my identity that others make.
I recently referred to branding as a transferable signifier, something that consumers can take onto themselves as an element of a constructed, projected identity. The connection between clothing and branding is one that transcends logos. A specific cut, style or fit, is potentially as heavy with meaning as the brand of any global corporation.
A lot of my ideas about this stem from issues and questions I have related to racial identifiers and stereotypes. As a mixed-race (Jamaican / Irish) individual, I find myself asking questions about how certain clothing makes me look. I'll be the first to admit that this is a stupid thing to have to ask, but I'm in no way blind to the fact that if you put me in certain clothing, a percentage of the population will immediately make negative assumptions about me. There is a smaller-still percentage that will make negative assumptions about me regardless, but I'm still fascinated by the potential of having an immediate visual signifier that I can control - in contrast to my facial features and skin tone, an immediate visual signifier that I cannot (and have no desire to) alter.
If fashion is a method of communication, then I would argue branding with logos is the crudest form of yelling in comparison. Brands should aspire to be like clothes - something that adds to the consumer identity without usurping it. Something that takes first impressions into account, and manipulates them to the consumers advantage. Something that intends to speak louder than words.
posted by
jon crowley
at
2:54 PM
0
comments
tags: advertising, branding, clothes, fashion, persona, the artificials