pokemon go

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I’ve been thinking about the difference between apps and experiences.  It seems experiences are the topic of the day when listening to the purveyors of new social media applications. Facebook is buying experience companies, copying others and introducing then to the platform at record speed. And it’s working.

Some rue that Facebook isn’t innovating any more, too slow to develop its own experiences, but that’s not the point. The point is, “What do people care about and use?”  And experience based software is key.  The hot bed now is mobile phones. Pokemon Go was an augmented reality experience and it spread like a good plague. Sure it was an app, but it wasn’t just a database tapping info sources and serving it up as newer data, e.g., weather, ratings, geography, (well it was kinda), but it was much more experiential in nature. Not a static, paused moment, but an ongoing, live moment.  Think of it as a real life versus a screen grab.   

In brand strategy, many planners overlook the experiential side of things. They focus on the static. Is this “thing” on strategy?  Is this “communication” on strategy. This “visual?”  Brand planning and brand strategy are best when they also deal in the experience. The Megan Kent Branding Group. And Starfish Brand Experience get this.

So just as billions are now being made by focusing on experience software, so must billions be made doing the same in brand planning.

Peace.

 

 

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I write a good deal about pent up demand. When you develop a product or service for which there is pent up demand you tend to ride a nice wave of sales and market share gain. It’s a supply and demand thing. But what happens when you are a “beyond the dashboard” marketer and create a product with no demand at all. I’ve been there. It’s exciting. And nerve-wracking.

Pokemon Go is a product for which there was pent up demand. Maybe. Ish. I spoke to a couple of kids who thought the idea silly – of an age where they tho0ugh tis was not cool. But there are gazillions of kids playing and enjoying it. Not looking over their shoulders, not over-analyzing it; just walking around with a heritage game evolved to use new VR technology.

It’s genius. And transformational. It’s a social computing breakthrough that will change the world.

Stay tuned. The world just got flatter.

Peace.
 

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pokemon go

I talk about the branding and marketing value of a category or incipient category in which there is “pent up demand.”  The flash boom growth of Pokemon Go is one such example. I know because I live near a park that is a waypoint (gym?) in the VR world that is the game Pokemon Go.  Cops have closed the park entrance, overflow teens and mills walk the streets after dark near the park in hopes of a glimpse of a creature. They break the law, entering the park, after hours just to play. Kids (may I call them kids?), who grew up on sedentary video games, Gameboys, and consoles have been waiting a long time to be unleased. Rather than shoot up bad guys with and against global acquaintances (guns games are becoming passe for kids), they’re actually out and about, meeting people. Virtual world fun in the real world.

In 10 years, many of these kids will be saying about their spouses “Remember meeting while playing Pokemon Go in the East Village?”

Many thought porn would be the first virtual reality (VR) breakthrough. Wrong. It’s promotional gaming.  And we’ve only seen the beginning. Marketers will figure this one out in ways that will reinvent promotion. Imagine developing a game in which you can knock 50% off the price of a TV for a little walking around time investment? This ain’t no “treasure hunt” walk about my friends, it’s a VR learn and share experience that’s going to be a woosh for marketing development companies.

Yesterday my dentist asked me to suggest a good marketing job for an intern. My answer today?  Get a marketing-development job that lets you dabble in VR. Bam!

Peace.

 

 

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