
Few agencies have such faith in their own creativity that they stake their own money in supporting their claims to attract attention.
Head First is one of the few.
Recently, we had an idea, not an unusual event in an agency which has dealt with a series of high profile campaigns in its ten year history.
The idea was, if not simple, certainly straightforward.
We decided to design, create, release and publicise an App for the iPhone with the express undertaking that it get noticed. The App had to fulfil two main criteria: firstly it had to be true to our strong roots in gaming and secondly that it prove gaming is the best choice for keeping consumers engaged with any kind of advertising message.
Why gaming?
People never grow up. Too often, games are derided as being “for children”. In terms of coverage they are rarely afforded the seriousness given to other forms of entertainment. Whilst films can be lauded as an acceptable pleasure for all ages (even for the films aimed mostly at a younger market) games are left to the special interest magazines. In place of respect, more often than not, we get disbelief. Whilst movie stars are interviewed on prime time TV, games developers are largely ignored.
And this despite the clear (and considerable) financial benefits the games industry brings to society.
As an advertising agency with experience in the games industry, Head First know this all too well. Rather than being courted by other industries for its ability to engage with a consumer base that starts at age 0 and goes all the way up 100, know we are often categorised as ‘niche’. Just like gaming is often categorised as ‘niche’. Of all the reasons why you should choose Head First, the most relevant stems from our understanding of unifying such diverse consumer groups.
Yet ignore it, fight or or puzzle over it as we may, people never grow up. The thrills we enjoy as children, as we play innocently and wholeheartedly, never go away. Even as adults, weighed down by responsibility, we take every opportunity to indulge in play.
This is nothing new of course, these ideas are no pearls of wisdom.
And therein lies the paradox and the surprise. For when a game like Angry Birds comes out, it’s a shock that everybody and her grandmother wants to play it at home, on the train, in the park. Angry Birds is a beautifully crafted game to be sure, but it’s nothing new. Such games are the rule in the games industry, not the exception.
It is, in short, through games that not only do we first learn to, well, learn, but also how we continue to soak up information. We are at our most receptive when we are playing.
For Head First, tapping into that process isn’t so much a question of why, as it is why not.
That’s not to say adding a game element to advertising needs to mean making it into a platform game or a 3D Doom-a-like. Gaming means anything that is interactive, engaging and rewarding and with these three elements the approach, like that of Blues music, is endless. Head First could have designed Super Twario in a hundred different ways; what was imperative, however, was that it be engaging and rewarding in ways that Twitter, marvellous as it is, is not.
Because of this, Super Twario’s design had to incorporate these key game ideals whilst balancing that other essential part of the jigsaw: the concept of social networking.
Why Twitter?
On the face of it the question might be: why not Twitter? After all, as markets go, tapping into one that has an estimated 190 million users* isn’t a bad market to head for.
But consider that out of that number, Super Twario must take only those owning an iPhone and the number drops. By how much nobody knows but given the strong early adopter presence and, shall we say, a more independent edge to many of the people using the service and we must allow for the possibility that a good chunk of the audience will prefer Android over iOS when it comes to smart phones, if they choose a smart phone at all that is.
Then too there is the nature of Twitter. As poster boys for social networking goes, it’s up there with the best of them and is undoubtedly the fastest moving of them all. If any product already fulfilled the criteria of “interactive, engaging and rewarding” it would be Twitter.
Twitter’s approach, however, fitted perfectly into the game plan. Head First views advertising as a social, not anti-social, medium. Whilst the answer for many agencies seems to be ever more invasive media placements, Head First champion the pillars of social marketing as a way to engage with consumers. The company sees more value in a conversation than a decree and, as everybody can plainly see, the days of advertising as authority are certainly diminished.
Brands across the world are waking up to this, some more successfully than others, and whilst promotion will never be a truly level playing field, the rise of social marketing has given voice to the more creative and inspired communicators out there.
And that voice must be creative, it must be inspired in order to stand a chance of communicating value and benefit to a world turned cynical at the very idea of marketing.
Head First has shown how impact is born from creating products that engage with consumers. With a strong concept and no marketing spend, Super Twario remained talked about every few minutes for over a week, sent over 50,000 viewers to the Super Twario YouTube channel, was written about by most major commentators across the world, stayed in the What’s Hot section for over a month and inspired Apple to feature it in the App Store.
But more than that, it created fans. A base of people who are interested in talking, in using Twitter for the first time, in finding people who share their interests or any of the many pursuits that draw people together. That’s what creating an online community is about. Imagine if Super Twario chose to take a specific theme and create a community around that. A community that talked about their love of horror or sport or films in which their character could jump around and search out other people to talk to. Such a Super Twario world could have brand spokespeople in who would engage with anybody interested. To talk with rather than preach to.
If we can have such success within such constraints and unify such a diverse consumer base, imagine what such an approach can do for you.
* source: http://en.wikipedia.org/wiki/Twitter”>http://en.wikipedia.org/wiki/Twitter