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M&M’s Blog goes behind the headlines to offer a running commentary on the business dynamics within the international media and marketing industry. The M&M editorial team joins forces with industry experts and local market heroes to balance a bird’s eye view of global trends with the importance of local insight.

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branded content

  • Branded content or product placement?

    03 April 2012

    The lack of branded content in the marketing mix can be attributed to a dated media planning process, according to Ogilvy & Mathers EAME chief digital officer Patou Nuytemans, who was speaking as a part of MIPTV's Branded Entertainment conference series.

    Patou, who was joined on stage by Nestlé, MEC Entertainment and Independent Film Channel, argued that the traditional media planning process is holding up the shift of dollars to branded content due to the fact that there is no new budget to allocate towards it and brands are still lacking the confidence to invest in the area. MEC Entertainment's US managing partner Chet Fenster concurred adding that they were still having a hard time moving brands into the space due to return-on-investment demands and the perception of brands that it is more expensive than other executions.

    However, perhaps the real issue here is a clear understanding of what branded content really is. The advertiser on the panel was prompted to offer insight on how it uses branded content and proceeded to talk about a fluffy bear it previously put on its packaging and it is thinking of reviving after 40 years. When she was asked what her thoughts were on using the bear in the future for branded content such as a cartoon or an online game her response was less than promising "not for another two years at least, creative people have lots of ideas and we have to think long term" - and that was the end of the discussion. Not very promising if this is suppose to be the platform for branded content to shine.

    Even less promising was when the panel started to talk about examples of "great branded content" and there were mentions of Dulux ‘Let’s Colour’ campaign, which saw the brand renovate and paint rundown buildings throughout the world and Europocar's 'Crush Hour'. However, there were also examples of product placement which were being incorrectly labelled as branded content. Such as, Steven Spielberg's E.T being hailed by one of the panelists as being the first piece of "really great branded content" due to the use of Reese's pieces in the film. Shame that this would be considered product placement and not branded content.

    If the industry folks who are suppose to champion spending in new ways are getting muddled on what it is how can they expect advertisers to be bold enough to spend money on branded content in a major way?

    Comments (0) | Permalink

    Posted by: Martina Lacey

    Tags: Advertising, branded content

  • Why are we talking about video?

    25 October 2011

    Adconian's Matt Hunt discusses the complex landscape of the online video marketplace, pull and push strategies, and concludes with the exciting topic of branded content.

    If you're eager to learn more about video advertising from industry leaders, don't miss next month's Video Advertising Summit!

    Comments (0) | Permalink

    Posted by: Juliet P. d'Arguesse

    Tags: Video, branded content

  • User-generated content: Prison Rules

    18 October 2011

    Ever entered a competition which included some form of content submission? Wondering what your rights are in that transaction? Read on...

    Just been sent what looks, on the surface, like an engaging brand promotion with a whizzy prize - $15k all expenses trip to a cool event on the West Coast. I took the time (because I'm a pedant like that) to cast a lazy glance over the Ts&Cs. Here's what I found. 

    "Entrants irrevocably undertake to grant The Promoter and its affiliates, licensees, promotional partners, developers, and third party marketing entities a royalty-free exclusive license to edit, modify, cut, rearrange, add to, delete from, copy, reproduce, translate, adapt, publish, exploit, and use Entries themselves and the content of and elements embodied in the Entries, in perpetuity in any and all media, including but not limited to  digital and electronic media,  (whether now existing or hereafter devised), in any language, throughout the world, and in any manner, for trade, advertising, promotional, commercial, or any other purposes without further review, notice, approval, consideration, or compensation."

    Ouch. It's pretty brutal, in no uncertain terms that once you submit you are participating in (whether you choose to acknowledge it or not) a rather asymmetric contractual relationship with a brand. What perhaps makes it worse is that your contract with that brand is being administered, as in so many of these types of promotion, by a third party. 

    These things of course are not uncommon, but this small paragraph is only a small fraction of what runs to 14 pages of small print terms and conditions, just for this one promotion. My degree in law gets me only so far and I'm guessing to those of you not blessed by an expensive law school education much of this might as well be in japanese. 

    There are too many of these one sided brand promotions out there, where it is very hard to see where the upside is for those people who have given up their time (that generous commodity that brands consistently abuse) to engage with a brand. I'm guessing you'd have to either be incredibly committed to the brand or the prize to take part. Or perhaps incredibly bored with zero sense of protecting your own ideas and personal data to be willing to give the time to make it worthwhile (I reckon this promotion needs at least a few hours to do the content justice and have a slight chance of winning). 

    In an age where brands are competing for attention online, it would be sensible for these promotions to contain more grace and less gas. 

    Failing that, I want to see some Ts&Cs that start "In this here Promotion, your name is Peaches..." 

    Comments (0) | Permalink

    Posted by: Tom Denford

    Tags: Social Media, Content, Privacy, branded content

  • Capturing the value

    13 October 2011

    Fremantle Media Latin America senior vice-president of sales and new business development Jack Alfandary shares his top tips for branded entertainment at the Festival of Media LatAm:

    Brand knowledge
    Think outside the box, working with content creators and producers
    Concept development

    Translate brand positioning into content

    For updates from the Festival of Media LatAm in Miami follow the hashtag #fomla11 on Twitter.

    Comments (0) | Permalink

    Posted by: Jenni Baker

    Tags: Emerging Markets, TV, Festival of Media LatAm, branded content

  • HOW TO: Gamify your marketing

    12 September 2011

    badgesThe scale of the audience accessible through gaming is simply staggering. In terms of potential reach, it rivals television as a medium. Yet, according to Forrester, 84% of marketers have no plans to use games in their marketing efforts.

    Is this a giant missed opportunity just waiting to be seized? Or is the notion of “gamification” just one more chance for marketers to fall prey to Shiny Object Syndrome?

    As with most shiny objects, the answer is “it depends.” Let’s examine the opportunities marketers have to gamify experiences.

     

    Who are gamers?

    Throw your stereotype about “gamers” out the window. In short, just about everyone is playing games. Gamers span virtually every demographic, according to a May report from Forrester: 65% of Xbox gamers are male, 59% of “social gamers” are women, and mobile gamers are split right down the middle.

    They are also spread evenly across generations, especially social gamers — 23% of whom are Boomers between ages 45 and 65. Gamers tend also to be more motivated than non-gamers to be connected to others, and they display a higher than average propensity to interact with brands on social networks.

     

    The what and why of gamification

    Of course, marketers are not playing games. They’ve got metrics to achieve, brands to build, ROI to measure. Why consider gamification? What kinds of behaviors can you expect to drive?

    Gamification can be leveraged to drive adoption, engagement, loyalty, sharing, even sales. While all of these are worthy business objectives, don’t get all worked up just yet — as you’ll see with any marketing plan, the devil is in the details.

    Before deciding if you should gamify your marketing, it’s important to understand some vocabulary. These terms tend to be inconsistent in the literature, but it’s important to understand the underlying concepts these terms represent.

    First and foremost, gamification is not equal to games. Gamfication is the application of gaming concepts to non-game experiences in order to drive desired behavior from an audience.

    What kind of concepts? A few definitions:

    1. A game is structured play, usually for fun.

    2. Gameplay is interaction inside of a game.

    3. Game Mechanics are constructs or tactics commonly used in games to encourage gameplay. These are things like badges, points, leader boards, levels, challenges, achievements and virtual sheep you can put on your virtual farm.

    4. Game Dynamics are strategies commonly used in game design based on psychological motivations. These include things like “Appointments,” in which someone does something to gain a reward, “Avoidance,” in which someone does something to avoid a punishment, or the “Free Lunch” dynamic, in which people feel they are getting something because of their behavior.

    5. Currencies are ways to give people incentives based on various motivations in a digital world: the need for financial reward, the need to do good, the need to help one’s community, the need for recognition and influence, the need for pleasure. We can assign currencies to each one of these motivations to reward people for desired behaviors.

     

    Why gamification works

    In a word, progress.

    In 2010, Harvard Business Review reported on the results of a study into what motivated people at their jobs. Hundreds of people kept daily diaries over several years to identify what really kept them motivated day-to-day. The answer, overwhelmingly, was a sense of progress.

    Game mechanics are essentially a collection of tools that measure and report statistics. Those statistics represent progress. Collect five more points to level up. Check in at two more locations to get a badge. If nine more people agree to purchase, they’ll all unlock a deal.

    Currencies are the rewards at the end of the rainbow — perhaps recognition on a leaderboard, a donation to a cause you care about, or a coupon. They measure your overall progress, as well.

    According to Forbes, Groupon is the fastest-growing company — ever. It’s also an example of a company that uses game mechanics (a progress bar showing how many people have bought and how many are needed to activate the deal), game dynamics (you get a great deal because others have unlocked it) and currencies (the deal itself).

     

    How brands are gamifying the customer experience

    Brands across the spectrum are using gamification in clever and unexpected ways:

    1. Starbucks

    Starbucks has rewarded visitors who check into multiple locations on Foursquare with a Barista badge, and their most loyal customers with a $1 off mayors special.

    2. Nike

    Nike and Apple have teamed up to gamify your excercise regimen. Nike+ lets you save runs, set goals, and challenge friends. They even have public featured challenges in which to participate, like "Men versus women," to see which team can run the most in a year.

     

    3. Ribbon Hero

    Microsoft has launched gamified software training (giving Clippy, the annoying animated paperclip, a second chance at life) with Ribbon Hero. You can download the extension to Microsoft Office 2007 or 2010, which uses gamfication to help you learn the software. Microsoft calls Ribbon Hero a game, but I call it gamification because its primary purpose is a training tool. The "game" is a means to an end.

    4. CauseWorld

    Kraft put utility ahead of branding with its sponsorship of CauseWorld, an app that allows users to earn points or "Karmas" by checking in and scanning products at grocery stores. Users can then turn those points into donations to their favorite causes. CauseWorld leverages some game mechanics like team play, points, leaderboards and achievements, while rewarding users with multiple currencies -- donations to charities and mobile coupons for Kraft products.

     

     

    Considerations for successful gamification

    So, you’ve identified gamification as a strategy for your brand, app or landing page. What next?

     

    Follow these guidelines to achieve success:

    1. Have an objective. If your reason for considering gamification is “because everyone is doing it,” you might as well give up now. Start with real business goals. Figure out what you want to achieve. Then, you’ll be in position to assess which user behaviors will translate to success.

    2. Engineer a path to your goals. Many marketers have long used the “funnel” as a model for planning communications; it’s useful because it’s a behavioral-tactical model. You identify the behaviors you want to elicit (awareness, interest, consideration, purchase) and then you choose tactics that can provoke each of those behaviors.

    You should use a similar approach in designing a gamified brand experience. First, identify the behaviors or actions you want from participants, alongside their relative value. Then you can identify strategies and tactics — game dynamics and mechanics — to engineer a path toward your goals.

    3. Rewards, rewards, rewards. Incentives must mean something. Game mechanics are a means to an end. Buffalo Wild Wings recently conducted a program called “Home Court Advantage” using SCVNGR, a location-aware platform that allows you, or even your customers, to create challenges at specific places. In this instance, users racked up points to win free chicken wings or a grand prize trip to the NBA Finals.

     

    According to SCVNGR, over 180,000 participated in over one million challenges and posted nearly half of them to their Facebook walls.

    Don’t reinvent the wheel. Not every gamified experience requires a ton of back-end engineering. A number of companies like BunchBall, Badgeville and Gamify, have made implementing game mechanics as easy as customizing a WordPress site.

    Basic game mechanics like points, levels and leader boards are turn-key, but can be customized to your brand’s content.

     

    4. Take a holistic view. It is vital that you look at the big picture, especially if you’re applying gamification principles to a product.

    For instance, Klout is jockeying for position as the authoritative metric for social media influence scoring. They use an algorithm to make it simple for marketers: A Klout score of 15 = not so good. A Klout score of 99 = awesome!

    However, Klout is jeopardizing its core objective by applying gamification principles to its user experience. It added the game mechanic of “group play” to encourage viral spread. (Klout allows you to gift five “K” points to people who have influenced you to log in). But if a company wants to gauge the influence of a user, they don’t want it to be affected by a system that can be “gamed.” The second business objective (increasing membership) may undermine the first business objective (establishing credibility).

    While Klout has done some gamification exceptionally well — like getting brands to offer perks to those with high influence scores — their mission to become “The Standard for Influence” is being threatened by their lack of a holistic view.

     

    5. Make it fun. American Express Travel has gamified a new marketing program called NEXTPEDITION. Players answer a series of fun questions to earn a custom-made mystery trip based on their “travel sign.”

    The game cleverly disguises marketing as a diversion. For example, American Express asked me what I’d do during The Zombie Apocalypse (I’m going to build a flamethrower out of my old grill and car parts). The 15 questions I answer may serve to vaguely qualify me as a credit lead (their agenda), but are much more about entertaining me (my agenda).

     

    Ask why when you gamify

    Many brands are having tremendous success using gamification to provoke their customers toward action. You could too. Or you could totally flop.

    The critical difference will be if you’ve asked yourself “Why?” at every step in your process.

    “Why am I doing this?”

    “Why will people care about this reward?”

    “Why will this strategy work?”

    If find you’ve got good answers to these questions, it just might be time to inject a little play into your work. If not…

    Game over.

     

    This post was written by Adam Kleinberg, co-founder and CEO at Traction, the original post can be found here.

    Follow Adam on Twitter @adamkleinberg

    To learn more about how to gamify your marketing, don't miss Extra Life, a gaming event for brands! 

    Comments (0) | Permalink

    Posted by: Adam Kleinberg

    Tags: branded content, Gamification, Gaming

  • The new advertising beast

    01 August 2011

    Last week IAB and GfK research revealed that online advertising delivers far greater brand awareness than TV, and at a fraction of the cost. Imagine the possibilities when combining the two channels into one; the internet-connected TV. The IAB research showed that when combined, both TV and online media generated a 17.1% uplift in brand awareness. It would be fair to point out that the survey was focused on FMCG brands only, but its significance is no way diminished.

    There have been a number of reports citing the growing uptake of internet-connected TV sales and that they will soon surpass games consoles in particular. By 2016 there will be 1.8 billion connected devices in the home, the majority of which will be smart TVs. It’s time the industry stops comparing and contrasting the multiple channels of communication available to brands to reach consumers, and start to think of the one all-mighty beast of a platform that is internet-connected TVs.

    The online video market has grown substantially over the last few years; supported by social media, better broadband connection and more cost-effective methods of digital production, but so far it hasn’t yet made a real dent in TV advertising. While the TV ad market continues to grow more slowly than the growth of online, it does contribute billions every year. However, for those that predicted online video would soon steal budget away from TV, they’re not far from the truth.

    The car insurance brand, Swiftcover, is moving its focus toward online video ads after finding they outperformed repurposed TV content in regard to click through rates and brand favorability. The research for Swiftcover found that 73% of users responded better to bespoke online video than TV ad slots repurposed for online.  The same level of brand awareness is also found via content that is chosen by the consumer, over pre-roll ads. Volkswagen’s Darth Vader online commercial received 41 million views, a far more striking figure than the number of impressions for the same piece of content on a television network.

     

    Video covers all connected devices from computers to mobiles, from the TV to tablets. With a plethora of connected devices, TV as we know it (the black box in prime position in most living rooms), is merging with the online world to form a very powerful medium. There shouldn’t be a battle between online and TV viewing; the fact is if there was one, the internet-connected TV would prevail.

    By Chris Gorell Barnes, CEO of Adjust Your Set

    This post was spotted on Right Brain, Left Brain on Cream.

    Comments (0) | Permalink

    Posted by: Juliet P. d'Arguesse

    Tags: branded content

  • Is curated content king?

    25 May 2011

    The other night, while coming home from work, I picked up the London Evening Standard and stumbled upon Gideon Spanier's wonderfully comprehensive article entitled "Advertising and content collide as digital blurs rules." As the digital content curator of M&M, I could not have come across a more pertinent article to what I do. Although everything Spanier discusses in the article was deeply analysed at the Festival of Media in spectacular Montreux this year, this read honed it all in for me.

    Today's digitally savvy audience see right through traditional advertising. So how can brands cut through the clutter and still touch their audiences? Spanier says that in today's world "[it's] not just advertising around the content but being part of it." Shane Smith, founder of Vice, says "We say every brand has to think of itself as a media brand." And so editorial becomes marketing and marketing becomes editorial. The lines are indeed blurred.

    Vice magazine 

    The next day, as I sifted through the news to tweet about, I discovered that BBH's Mark Boyd and Drum's PHD's Mark Eaves are launching a new creative company, Gravity Road. Boyd appropriately says, "We launched Gravity Road as a reaction to clients who wanted bigger, longer term ideas built around quality content that has a clear purpose." Curated content is definitely king, as Shane Smith has said. People love a good story, and if they can truly engage with it, they don't seem to care if it's an advert or not. "Is it an ad? Is it content? It doesn't really matter," says Clive Dickens, Absolute COO. 

    As a recent hire, part of the discussion has been about where exactly my role sits within the company. Should the girl in charge of social media be a part of the marketing department? the editorial? Perhaps, if curated content truly is king, a bit of both!

    Comments (0) | Permalink

    Posted by: Juliet P. d'Arguesse

    Tags: Content, Digital Content Curator, branded content