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Creative Technologists: Not An Oxymoron
The AdAge.com March 22, 2004 article "Video Games:
The New Reality Of Youth Marketing" by T.L. Stanley
opens a welcome conversation on the influence of video
games in marketing to U.S. audiences. Simply reading
AdAge.com every month allows one to see how interactive
markets are expanding extremely fast.
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Adding a helmet
isn't going to make gamers think fashion shows
are suddenly cool.
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The article, however, falls far short of the true "writing
on the wall" for interactive markets. Stanley joins
just about every major agency in missing the whole point
of what doors have been opened by these markets. Instead
of using the fertile grounds these new markets have
created, agencies are trying to tailor older, less influential
media to cater to these groups.
If studies show that men ages 16-30 are spending more
time playing online games and using Internet-related
technologies than most anything else, why create television
shows, and use game-related themes at fashion shows?
We know where this audience is - they're playing video
games. Don't try to make them go somewhere else, rather,
go to where they already are.
Hello? Fashion shows?!?
As my good friend and interactive creative genius Jim
Marcus once told me, "With interactive, content is everything."
Email blasts and pop-up Flash banners aren't content,
and they surely aren't going to attract the attention
of this audience - many of which already have pop-up
blockers and spam filters. Content is when you give
them what they want, and tie your message around it,
or better, in it.
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If Volkswagen
can't make the spaceship that kills Bugs best,
nobody can.
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Forget placing virtual ads around the track in a NASCAR
game. Have your automobile manufacturing client sponsor
or even build a new car that can be "unlocked" only
by completing certain game levels, visiting the client's
web site, or some other traffic-building exercise. Who
better to sponsor a new "Bug Killing" starship for "Earth
& Beyond" (Electronic Arts) than Volkswagen?
How cool would it be if you could visit the Sprint
web site to set up your fantasy baseball team's information
for your cell phone? Better yet, what if you could then
download your team's current statistics into your X-Box?
What the gamers will respond to in droves is the content
they appreciate. This requires synergies and new skill
sets inside creative departments that are unfortunately,
in many large agencies, shunned. The traditional Bernbach
pairing of an art director and copywriter lacks the
partnership of key creative interactive insights, such
as those from programmers, game designers, and other
technologists.
Google and MapQuest aren't popular because they're
pretty or eloquent. The back-end creativity that is
misunderstood by many agencies is proving to be the
catalyst and lifeblood for many others. The first agencies
to hire creative technolgists as part of their creative
departments are going to be the ones that gather the
lion's share of these new markets.
I can understand why many agencies cannot see this.
After all, the writing isn't on the wall for interactive
markets. These audiences don't write on walls. They
share their messages and desires in chat groups, instant
messaging, online gaming environments, and other places
traditionally-focused agencies continue to not look.
Print and television won't completely go away, but then
again, neither did horse-drawn carriages. You just don't
see them on the highways as much as you used to.
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