Tuesday, January 12, 2010
Friday, October 23, 2009
Coca-Cola Wants to Know What Makes People Happy
Coca-Cola announced that it is launching a new social media push that will send three bloggers to more than 200 countries in a year, with the goal of uncovering what makes people happy. The social media piece will be part of Coke’s broader “Open Happiness” campaign.Ambitiously, the around-the-world journey involves stays of just a day or two in each of 206 countries. The three people will be selected via an online vote starting today, Wednesday the 21st. They will spend the entire year traveling while Coke pays their travel expenses and a salary. The travelers will meet with locals, attend internationally-renowned events like the Winter Olympics in Vancouver, and ultimately blog about it on Coke’s “Open Happiness” campaign website.
The announcement of the social media campaign will doubtlessly generate publicity and consumer interest for Coke. Additionally, it will be interesting to see what Coke learns from the endeavor – will the bloggers truly deliver on the challenge of uncovering insights of what makes people happy around the world? And will these insights be useful to Coke in engaging with consumers and appealing to their emotions? Remains to be seen…but it just may be an Account Planner’s dream.
Source: http://www.expedition206.com/ and PSFK
Tuesday, May 26, 2009
Кто кого? Скайнет нас или мы его. Новая игра от создателей фильма "Терминатор"

Sony, in promoting the new Terminator film, has created a game built on the twitter platform. To play you must register at www.resistance2018.com and follow tweets from @resistance2018. Game play follows in a similar manner to @playtwivia in which you @reply solutions to simple puzzles—word scrabbles, fill in the blanks and trivia. As the game is billed as a means for humans to communicate with each other in the “resistance” participants also get to receive “skynet warnings” about ongoing events in the terminator world and, of course, updates about the movie.
The game makes for an interesting weaving of gaming, social media, and marketing that strikes a delicate balance between being engaging and fun without being tiresomely involving. With participants pinged with messages from @resistance2018 on the hour, and puzzles being delivered every other hour, messages are kept at a manageable rate. As of today there are close to 3000 participants to the game that has been live since April 17th.
Via PSFK
Friday, March 20, 2009
Newspapers Are Dead, Long Live the News

Monday, February 2, 2009
GAMES TRUMP SOCIAL NETWORKS AMONG US TEENS
The "Generations Online in 2009" report also found that the number of 12–17 year-olds using email fell from 89% in 2005 to 73% last year, a drop attributed to the rise of social networking.
Says Sydney Jones, research assistant at Pew: "Teens really gravitate to these instant forms of communication. They're not likely to be sitting around waiting for e-mail."
Overall, 97% of teenagers play video games of some kind, but just 10% of 12–17 year-olds use "virtual worlds" like Second Life, a figure falling to 2% of older web users aged 18–32.
Among the latter group, 50% of web users regularly play games online, and 67% are active users of social networking services.
Members of both age ranges are more likely to use the web for entertainment than practical purposes according to the survey, which was conducted late last year among 2,253 internet users.
Data sourced from AdWeek (USA); additional content by WARC staff, 02 February 2009
