Advertisers Bewildered in the Digital Age

Here’s an interesting article from Ad Age that summarizes the bewilderment of advertisers as digital media rises.  Most of the frustration seems to come from how to quantify the effectiveness of an advertising campaign because the traditional methods of measure no longer apply to digital mediums.  And if they can’t figure out how to measure the effectivenss of advertising, then how can the service of advertising be valued (in other words, who gets the money and how much money do they get?).  It’s a tough problem and this smells of “revolution” to me.  Just what things will become, though, is unclear because the Internet and digital methods of distribution and consumption are vast and fragmented.  Well, um, good luck with that guys  …  May I suggest letting go of the past and immersing yourselves in the digital trends as a first step?


Here’s a link to the article

4A’s Media: How Do We Measure Up?

Annual Confab Raised Questions About Digital That Many Media Owners and Agencies Are Far From Answering

Published: March 10, 2008

Trent Reznor's Online Album Experiment

In a short time this has become an interesting tale of how the future of the music industry could be.  I am in awe of how well Trent Reznor knows his fans and how he used that knowledge, for both the “Ghosts I-IV” and “Year Zero” albums to make some money for himself while giving his fans a uniquely NIN experience.

First of all I would like to make a link to an article that Will Hertling posted in a comment to “The Story of Trees” posting.  Here’s the link to the
Wired article on immersive ad campaigns .Within this article is the compelling story of how Trent Reznor in conjunction with a company called 42 Entertainment created an immersive game experience as advertising for NIN’s “Year Zero” album.

“Ghost I-IV” is a 36 track instrumental album that is being distributed online rather than through a tradition record label.  The first 9 tracks are free and there are several options to purchase the rest of the album, from a $5 album download to a $300 deluxe package.  The $300 deluxe package was offered only to the first 2500 customers who bought it.  It sold out in less than 2-days, bringing in $750K to NIN directly.  I have no idea what the material costs were, but I imagine there was some hefty margin built into that package.  This package offered CD’s, DVDs, Blue-Ray discs, vinyls, high quality digital files, and other goodies in a package that was signed by Trent Reznor — perfect for his most ardent fans (I wonder whether any of these have shown up on E-bay yet.   Wow!  This is a great example of how to work the Internet!  Offer goods for free or very little and subsidize with premium goodies to the fanatics.   Anime and manga have a similar base of ardent fans who will pay high prices and go through a lot of trouble with get exclusive goodies.  I think a similar strategy can be used with them too, if the exclusive goodies are designed by the artists themselves.  It seems the important thing with exclusive goodies is genuine love of the craft and love of the fans of the craft.

On a personal note, I purchased the $5 download via Amazon.  During the process I had to take a small detour to install an Amazon download widget (most likely a Bittorrent program).  The process was dropdead easy and the files were downloaded directly to my iTunes library.   It was an impressive customer experience.

Here are some blog entries with further details.  Enjoy!


From Techdirt:

Nine Inch Nails Sells Out Of $300 Deluxe Edition In Under Two Days


From Mike Linksvayer’s Blog

MIN US$750k for NIN


From Infomationweek
He also licensed Ghosts I-IV, a 36-song production, under a Creative Commons license that allows fans to copy and distribute the music they buy.

Mobile Coupons

I really like this!  A small company Cellfire is working with grocer, Kroger, to start offering coupons via cellphones.  This implementation sounds a little clunky, though, because searching and typing on cellphones is quite cumbersome.  Regardless, when this is implemented correctly, this will save paper while being very convenient.


Package-Goods Giants Roll Out Mobile Coupons

P&G, Clorox, Del Monte, K-C, General Mills Team With Kroger to Try to Make Promotions Relevant to Younger Consumers

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Published: March 10, 2008

Emotional Video Games in the Future?

Obviously this guy has not played Final Fantasy or any of the Sims Games.  I was bawling at the end of Final Fantasy X and I was terribly upset when one of my Sim families was killed by a stove fire — it was awful!

Anyhow, be entertained by Gore Verbinski’s incoherent rambling.  Given the Pirates’ movies, I don’t think he has the skill (yet) to pull off something emotional.  Regardless of his skill, he does have a point because games with strong story elements, character development, and deep emotional investment have very broad appeal, not only to the male core demographic, but also to females and folks over 35.


Here’s a link to the article

Gore Verbinski, director of the blockbuster Pirates movie trilogy, recently talked a bit about his own ambitions in the game space. He said he’s particularly interested in exploring emotional responses to games.

Posted by James Brightman on Monday, March 10, 2008

Hulu.com goes Live March 12th

Uh, yay … reuns of “Lou Grant” and “Hill Street Blues.”  Um, I have to question whether they have the right demographic in mind with those offerings.  Oh yeah, they tested with execs from other companies.  Silly me … too bad my 80-year grandmother does not have a broadband connection and a fast computer.  Well there’s always the shows from Fox (which I honestly know nothing about because I abandoned TV years ago.)

Well, it’s a start :).


Hulu.com to Go Live This Week

Online Video Venture From News Corp., NBC Universal Already Working With Marketers

Published: March 11, 2008

About Nothing in Particular