Ears to the Ground
June 29th, 2008In his fine book The Tipping Point (which everyone either has read, or should), Malcolm Gladwell tells us the story of 1960’s television producer Joan Ganz Cooney. Her self-imposed mission was to start an “epidemic of literacy” through the medium of television. Her concept was a show that would spread the value of reading and education to both children and their parents, particularly those who live in less affluent neighborhoods. She came up with the name Sesame Street and began the long, difficult task of achieving corporate adoption:
By any measure, this was an audacious idea. Television is a great way to reach lots of people, very easily and cheaply. It entertains and dazzles. But it isn’t a particularly educational medium. … Good teaching is interactive. It engages the child individually. It uses all the senses. It responds to the child. But a television is just a talking box. … Educational experts describe television as “low involvement.” Television is like a strain of the common cold that can spread like lightning through a population, but only causes a few sniffles and is gone in a day.
As we all know, Sesame Street is not only one of the longest running television shows in history, but a pioneering example of educational media. It passed excruciating rounds of scrutiny comprising every measurable benchmark in education - from reading and math skills to social behavior - and came out on top every time.
Now, I’d like you to try something. Take the quoted paragraph above and replace the word “television” with “virtual worlds.” How does that resonate? You may be thinking that the adjusted statement doesn’t directly apply to virtual world technology. You may be thinking that the two paradigms are far from analogous. One might argue that the advanced interactivity of virtual worlds provides a rich, immersive context absolutely ideal for learning. Agreed, no argument there from me.
Keeping with the virtual world theme, however, what I’d like you to do now is substitute the word “child” for “consumer” and the word “marketing” for “education.” When you swap everything over the present tense and read everything back, it appears as if we have two competing viewpoints in the same paragraph. Here’s one statement:
By any measure, this is an audacious idea. Virtual worlds entertain and dazzle. But they aren’t a particularly marketable medium. Virtual worlds are like a strain of the common cold that can spread like lightning through a population, but only causes a few sniffles and is gone in a day.
And here is the contradictory rebuttal:
Good marketing is interactive. It engages the consumer individually. It uses all the senses. It responds to the consumer.
Okay, here’s my point (and I do have one). Having heard a form of both these arguments within the past week, I’m convinced that the tipping point of integration is about to arrive. The time will come where marketing agencies must take into account the power of such emerging technologies as Web 2.0 and virtual worlds, not only for themselves, but also on behalf of their clients. This should not be viewed not as a threat, but rather an opportunity to deploy brands to an increasingly younger demographic of digital natives.
While I don’t necessarily lump virtual worlds into such forms of Web 2.0 as blogs, wikis and the like, I do believe there are similarities in execution. Both operate in terms of building community and establishing context within a focused, organically changing environment. They are also strongly aligned to the idea of the user as a highly identifiable self, which provides opportunities for more impactful messaging.
For a possible example, take a look at what Slim Jim has done. All the elements of good user experience apply: easy to access, a personalized approach, interesting things to do and reasons to return. Businesses seeking to leverage their online conversations with greater insight should think of Web 2.0 beyond the constraints of mere content syndication. They should recognize that true engagement includes elements of surprise, juxtaposition and excitement.
In the coming months, we’ll have more data than ever about what social media vehicles drive consumers’ spending habits. I suspect that these trends will provide a deeper, more cognitive understanding of our audience, and that increasingly innovative forms of marketing strategy will yet emerge.
