Advertising – Summer Silliness Brings a Pizza Field and a Giant Oreo – NYTimes.com
OUTDOOR advertising is a growing category — not just billboards, but increasingly, weird publicity stunts that often go awry.
“Advertisers are being pushed to creative extremes, partly because
it’s just so difficult to get consumers’ attention these days,” said
Pete Blackshaw, executive vice president of Nielsen Online Digital
Strategic Services, which advises clients on managing their online
reputations. “It may just be a flash of brilliance that everyone pays
attention to, and it gets that huge return, but it’s very difficult to
replicate on a regular basis.”
Advertisers spent $7.3 billion on
outdoor ads last year, a rise of 7 percent from 2006, according to the
Outdoor Advertising Association of America. About 16 percent of that
fell in the “alternative” category, which covers ads that were not on
billboards, bus shelters or the like.
Filed under: advertising, entertainment, experiential, interactive, Media, OOH, Promotions
are equipping billboards with tiny cameras that gather details about passers-by
— their gender, approximate age and how long they looked at a billboard. These
details are then transmitted to a central database.
The small start-ups behind the technology say they are not storing actual
images of the passers-by, so privacy should not be a concern. The cameras, they
say, use software to determine that a person is standing in front of a billboard,
then analyze facial features to judge the person’s gender and age. So far the
companies are not using race as a parameter, but they say that they can and
Billboards That Look Back – NYTimes.com
In advertising these days, the brass ring goes to those who can measure everything — how many people see a particular advertisement, when they see it, who they are. All of that is easy on the Internet, and getting easier in television and print.
Filed under: advertising, Consumer, experiential, interactive, OOH
Dove is launching its own channel on Dove.com. The initiative will feature experts discussing today’s beauty issues. The channel will also give viewers a chance to join the conversation.
MediaPost Publications – Unilever To Launch Dove Digital Channel – 04/11/2008
CALLING IT A MAJOR INITIATIVE in the digital space for a consumer brand, Dove says the channel will reside at dove.com. The innovative new interactive, multimedia channel launches first in the U.S. and will be rolled out to the UK and Canada in the next three months.
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Filed under: advertising, CPG, interactive, Promotions, UGM, Video, VOD, Women
January 7, 2008 • 10:40 am
1800-Flowers has partnered with several other big names for its Valentine’s Day promotion. The idea behind the contests is to grab consumers’ attention before the Valentine’s shopping season gets under way.
Saying ‘Will You’ for Prizes, on the Web – New York Times
“ENGAGING the consumer” is a popular phrase in marketing, particularly as the public shifts its attention from television to interactive media like the Internet. This Valentine’s Day, engaging consumers — or getting consumers engaged — is precisely what the online floral retailer 1-800-Flowers.com aims to do.
As the first component of a yearlong partnership with Google,
the company is holding a “Will You Marry Me?” contest to find the
season’s most intriguing marriage proposal. Love-smitten users can log
on to a special 1-800-Flowers.com YouTube channel starting on Monday
and submit a video of themselves proposing.
Filed under: Consumer, interactive, Internet, Promotions
December 27, 2007 • 9:49 am
A new study confirms that kids really do love playing games online. Close to 80% of kids age 6 to 11 play online games, the largest percentage performing any online activity.
Gaming Nearly Ubiquitous among Kids Online, One-Third Have Email Address – Marketing Charts
Nearly 8 in 10 children (78.1%) age 6-11 report they play online games – by far the largest percentage performing any online activity, according to (pdf) the “2007 American Kids Survey” from Mediamark Research and Intelligence (MRI).
The percentage of boys and girls who play online games was virtually the same, 77.7% vs. 78.5%, respectively. Boys are much more likely to report they go online to get tips or cheats* for their gaming: One-quarter of boys (25.8%) versus only 5.6% of girls.
Filed under: Consumer, digital, Games, Gaming, Gen Y, interactive, Internet, living target, technology, Teens, Tweens, websites