Monday, April 21, 2008

The Sky's the Limit...




This is the coolest invention of the week. A device that spits out foam and gas in the shape of type and artwork.

Flogos lets users publish their artwork and ideas to the sky. The gas blaster can send art into the sky at a rate of every 15 seconds. Who needs Twitter or Microsoft Word, when you can just type your message across the atmosphere?

They're affordable too - renting out at about $2500/day. Not a horrific expense to the right event budget. They come in versions that produce 24", 36" and 48" flying logos.

This has so many fun possibilities - from retail, event promotion and creative art installations to just plain old media placement...

from brandflakesforbreakfast

Wednesday, April 16, 2008

The Mobile Wallet

Anyone who knows me at work will know that I have been convinced for a long time that mobile phones and other similar devices have been playing a increasingly important role in our lives (even if we don't realise it) and as such should play an equally important role in our communication plans. We know that Asia is way ahead of North America in the way that people use their mobile devices and so is Europe, often led by Nokia. I've had a bunch of Nokia phones over the years and I love them. This snippet from PSFK highlights how much closer we are getting to the digital wallet. This my friends is only the tip of the iceberg. I encourage you to follow the links and find out a bit more.

nokia 6212




Nokia in Europe have launched a new phone that uses ‘Near Field Communication‘ to enable functions like mobile payment. With the right retail systems the phone can be used as a credit card or even a pass to use on the train or bus.

The phone can also share content like images and videos by touching it with another 6212 and the features section on the Nokia suggests that the ‘touch’ will give access to other location based services when available/developed.

Nokia 6212

Been a long time.....

Ok, so first one half of Ignition was on vacation in Argentina (very nice thank you) then the other half broke their collarbone. And we've been doing a bunch of new business stuff. All in all, not a whole lot of blogging going on recently.

However, did come across this recently on c-scout. I make no apologies for lifting this almost in its entirety because I like Josefine Koehn's commentary. Let's face it, we may choose a different word than "lure" because we think what we are trying to do is oh-so-much-more-sophisticated, but is it really???? This is US oriented information but doesn't mean it should be any less relevant in Canada, particularly where we have such strict laws and self-regulation regarding advertising to kids. It would be interesting to see some harder metrics regarding the effectiveness of this form of communication.

Marketers take advantage of children’s social networks to target younger age groups.

Trend Description:
First there was Webkinz, a special kind of stuffed animal that came with an access code to an online social network. Soon, other toy manufacturers followed the trend. More and more collectible figures with an online twist entered the market. Other companies established social networking sites where kids could socialize through their virtual pets. Now, even food manufacturers have entered the online world for children. Promising secret codes and virtual worlds, food companies lure kids and their parents into buying their products. Already established toy companies hope to regain their original market share by adding virtual components to their toys.

Cases:

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General Mills: Millsbury
With 1.3 million visitors per month, the General Mills website has become a hit with school-aged children. Users can design and name their own avatar and enter a world of games and learning. The educational aspect is mostly centered around nutrition and your body, as expected with a food company. But there is also a museum stuffed with facts and activities, an art class, online books and articles. By clicking on links to other companies, children can earn Millbucks, which they need to purchase outfits, furniture, clothes, toys, pets, and accessories for their virtual life. Playing at the arcade, where there are about 20 games to choose from, also earns Millbucks.

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Ty: Beanie Babies 2.0
Toy manufacturer Ty did not want to miss out on the online trend. So they added a tag to some of its iconic Beanie Babies, giving their young owners the access code to enter the virtual world. Although there are lots of cute animals hopping around on the colorful site, the games may seem boring and not very educational to many parents. Kids, however, may take interest in the history and imaginary world of Beanie Babies. They can also chat with other members and write their own chapter about their Beanie friend, and that personalization feature may appeal to many kids.

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Bandai: TamaTown.com and Tamagotchi connection
Bandai has also tried its hand at the 2.0 market with TamaTown.com, where users can have their Tamagotchis — the original digital pet — interact online. Now they can watch movies together, play games, and connect with a big, supercute Tamagotchi online world. The makers of the iconic keychain-pets surely don’t want to give in to all the new online competitors, but the fact that they originated the trend and have an established line of real-world products that can easily integrate with the internet surely works to their advantage.

Trend Impact:
Most children would love to have a pet, and most children like to play computer games. To connect these two kid-favorites is a win-win situation. So more and more websites offer ways for kids to raise a virtual pet, to care for it, and interact with it through it with others. There are Neopets, Superpets, Marapets — you name it. The user numbers are in the millions and in peak periods there are between 1,000 and 3,000 kids online at a time on each site. Many companies want to profit from this trend and develop their own version of a playful online world, where kids rule. Unfortunately, not all sites are smart and child friendly. It just is not enough to throw some colors, cute looking creatures, and a chat function online. Hopefully the kids and their parents are smart enough to weed out the ones that just want to market their products as fast and cheap as possible.