Showing posts with label integrated marketing. Show all posts
Showing posts with label integrated marketing. Show all posts

Monday, May 31, 2010

Three things they ought to teach in marketing 101

Back in the 60's, marketers in undergraduate programs learned all about the four P's--pricing, promotion, product and...positioning. Then, in the early 1990s Integrated Marketing added the four C's to frame how marketing was supposed to work in niche markets.



With the emergence of 'teh webz', everything about marketing's control and role changed. Making good on 'customer insight' suddenly meant that the cool kidz in marketing had to add the obvious if long-neglected P to their marketing mix: People.

And not just implicitly, via concepts like SIVA or persona's or other behavioral generalizations that describe people more like cattle than as self-determined actors.


The challenge with understanding people as people, of course, is that you often have to use behavior as a proxy for psychology. And unfortunately, people misbehave consistently. Which makes group think about people's intentions based on observable behavior a, shall we say, incomplete errand.

So what's a marketer to do with people who refuse to follow the rules we'd like to believe they live by?

Here's three concepts that might help marketing graduates in the class of 2011:

The Long Tail: Hard to believe this already seems old school to some, but the reality of most brands (i.e., you won't be adored by millions) makes this look into niches and the marketing potential worth the (re) read. Where we are different is where we are often most engaged...Long Tail looks at how our differences can provide marketers with insights into where the real opportunities lie.


At worst, incorporating long-tail thinking reminds us to push back on the grossest generalizations about segments and audiences. At best, it helps define more relevant customization of the four P's based on the relationship that the long tail helps us define.

Systems thinking: When marketers talk about brand experience, of course we know that encompasses more than the product. But the reality of marketing's influence in most situations is that it ends where sales takes over, where customer support begins, or at the point that customer experimentation drives product development and innovation. Understanding how marketing is part of the system of an enterprise and its relationship to customers can help marketers fill a more meaningful role for the individual that is the customer.

Networking.  Not computer systems, per se, but rather the way that people join with one another for a task, for a time, for a life. How we network with others--in spheres as disparate as entertainment and finance (or as Jim Cramer would say, as financial entertainment)--is the subject of study by physicists, psychologists and politicians as the emergent behavior of individuals sums to a value greater than its parts...think open source software...or YouTube memes like dramatic chipmunk or...pants on the ground.

A network map showing the influence of 5 social relationships among 14 runaways living in 4 cottages. The four largest circles (C12, C10, C5, C3) represent cottages in which the girls lived. Each of the circles within the cottages represents an individual girl. The 14 runaways are identified by initials (e.g., SR). 

Pants on the ground you say? Lest you were one of the 300 million Americans who did not see it, here you go:




Thursday, July 24, 2008

Rock and Roll is Dead: Long live Rockband!

For those with an abiding interest in music, videogames and the face of Comedy Network News, check out...real rock stars trying to play their own songs on the video game Rockband!

For context, last week saw the Canadian band RUSH make an appearance on the Comedy Network's satiric (?) news show The Colbert Report. RUSH, which recently released a new version of a classic song for use with the Rockband game, is shown prior to their appearance on Colbert's show attempting to play their own tune, Tom Sawyer, on Rockband. Let's just say, video games aren't the same as playing instruments!

It's also a nice bit of integrated marketing with an online extension to Cable programming for both Comedy Central, Colbert, RUSH, Harmonix Games (makers of the game), iTunes (where game singles can also be purchased) and...for fans of the game, the show and the band.

But it's also a look at what some see as the future of music distribution...for one, the Guitar Hero and Rockband games have sold more than 6 million units. That means each of the licensed songs is a multiplatinum single! Rockband alone has also had more than 10 millions songs downloaded for the game. But what else generates such demand?

For one, the linkage of the music to an even richer experience than the ears alone enable. The gaming environment may provide a perfect platform for music releases because it melds three aspects of engaging experiences in teh gaming/music domains: the ability to play along as the air drummer/guitarist/shower singer in all of us; a challenge (competition/teamwork, scoring and progressive levels of difficulty); and a payoff (the ability to unlock additional tunes and add new ones).

Some might decry the games as a distraction from learning to play real musical instruments. I don;t think that's an issue. My own son, upon serendipitously hearing the Kansas tune "Carry on my wayward son" on the radio commented "oh, that's that song that is way too easy to play on Guitar Hero II even at the hard level." I thought about telling him how impressionable teens decades ago had seen it as a challenge piece for their progressive-rock leaning garage bands...but then thought better of that and just said "uh huh".

For those of us who may have spent the better part of two decades trying to master various musical faves on drums and bass...these games can enable you to play like a star in a couple of days...plus, you do get a sense of what real musicians have to do. How fun is that?! Recent releases of 'direct to Rockband' songs by Motley Crue and an entire edition of Guitar Hero built around Aerosmith are additional examples of musicians, fans (their kids!) and game companies crossing the traditional generational boundaries around an enhanced, shared experience with music.

video of RUSH' humorous attempt to play their own song--and failing--here



video of anonymous players mastering the same Tom Sawyer song in Rockband here