Guns, Games, and Style

Over the past couple of days I’ve been in contact with a few consumer product marketing contacts I have, asking them how the Marketing community in general views advertising within videogames and virtual worlds. The answers were, in all honesty, both disappointing and a bit shocking. These are not junior level marketers, these are experienced and highly-placed individuals. Yet not one of them seems to “get it”; worse yet, they haven’t paid enough attention to even know there is something to “get”.

Well, if there are any marketers reading this, I’d like to suggest taking a peak at Kevin Werbach’s viewpoint article over on BusinessWeek online. Then I’d suggest a rethink of the general concept of advertising – and in particular advertising budgets in new media formats; it’s probably orders of magnitude less than what most believe. Having done a little research, many might then not casually dismiss in-game/virtual world advertising as something they could never afford. Unlike television ads where a company pays for each airing, in a virtual world they really only have to pay once… and then let the world propogate your brand all on its own. It can be as simple as selling one product with all your advertising magically bundled inside it along with links to real life sales sites, and then letting each person who comes in contact with it, buy a copy of all that for themselves for use within their virtual home (note the expectation that virtual commerce will shortly exceed $1B annually). Of course that won’t make sense to most people. Just as one representative for the American Cancer Society’s Futuring and Innovation Center said yesterday at a virtual meeting conducted within the vr sim Second Life, the biggest barrier to acceptance is the inability of most organizations to understand the concept. You’d think that with all the economic turmoil out there, they’d be looking for opportunities. I’m learning otherwise.

A “Golden Age” For VR

BusinessWeek online is carrying an article titled “Photography’s Golden Age“. It got me wondering if, or rather when, there would be a period viewed as “Virtual Sculpture’s Golden Age” (and I use the term “Sculpture” loosely). I haven’t really considered this. What with the current crop of game engines, some extremely compelling pieces could be made; and when real-time lighting enters both virtual worlds and MMORPGs there will then be commerce associated with these items in ways you don’t find in your average game. Food for thought.

[Edit: Tagged with #blockchain and #nft after the fact as their subsequent development was more-or-less what I was getting at with ideas surrounding “ownership” of digital goods and how supply-side economics might be reinforced through some means of ensuring artificial scarcity.]

Wasteful and Enchanting

Metropolis photo of exhibit

Metropolis is carrying an interesting piece on an exhibition titled: “Little Boy: The Arts of Japan’s Exploding Subculture”. When I went to Japan a few years back to work on a project, I was surprised to find the topic of conversation – during my initial meeting with my Japanese design partner and a company sales rep – to be World War II. From what I heard and observed, the war still has a hold on many Japanese. I attribute that to a culture where the family is more tightly knit than what I see in the U.S.; we increasingly put our elderly in nursing homes, the Japanese children apparently care for them in a… how to say this without taking a position… more intimate and perhaps respectful way. That proximity might explain my initial, bewildering conversation. And this exhibit.

(note: image above from Metropolis credited to Sheldan Collins)

“Game On”

Not exactly news, but worth checking out if you’ve not watched it. “Game On” is a machinima movie – a film made using videogame technology. In this case, it mixes live footage with videogame captured media. You can read about it and download it on the Machinima website here. Given my earlier post on the Boston festival, I thought this might make a nice companion piece. Enjoy.