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2014 Hot List Finalists: Digital

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Hottest Digital Brand of the Year
Amazon
Apple
GoPro
Netflix
Snapchat
Vice

Hottest Startup
Imgur
Snapchat
Whisper

Hottest Digital Obsession
Netflix
Reddit
Twitch
YouTube

Hottest Digital Publication
Jezebel
TMZ
Vice

Hottest Sports Brand
Deadspin
ESPN
Grantland
Yahoo Sports

Hottest Digital Marketer
Dunkin’ Donuts
Newcastle Brown Ale
Oreo
Starbucks
Taco Bell

Hottest in Native Advertising
BuzzFeed
Vice
Vox
The New York Times

Hottest Gear, Gadgets and Gizmos
Beats by Dre
GoPro
Oculus Rift
Samsung Galaxy

Hottest Video Platform
Amazon
HBO GO
Netflix
Twitch
YouTube

Hottest Video Network/Studio
Collective Digital Studio
Defy Media
Fullscreen
Funny or Die

Hottest Web Series—Subscription
The Awesomes (Hulu)
House of Cards (Netflix)
Orange Is the New Black (Netflix)
Transparent (Amazon)

Hottest Web Series—Free
Between Two Ferns (Funny or Die)
Comedians in Cars Getting Coffee (Crackle)
Kids React (YouTube)

Hottest Video Star
TheFineBros
Jenna Marbles
Tyler Oakley
Michelle Phan
Smosh
VitalyzdTV

Hottest Vine Star
Nash Grier
Jerome Jarre
Logan Paul

Hottest Social Platform
Facebook
Instagram
Snapchat
Twitter
Vine

Hottest Celebrity on Social Media
Beyoncé
Miley Cyrus
Rihanna
Patrick Stewart
George Takei

Hottest Messaging App
Facebook
Kik
WhatsApp

Hottest Shopping Site
Alibaba
Amazon
Etsy

Hottest Hook-Up Site
Grindr
OkCupid
Tinder

Hottest Music App
iHeartRadio
Pandora
Spotify

Hottest Anonymous Social App
Secret
Viper
Whisper

Hottest Digital Utility
Airbnb
Uber
Seamless

Hottest Mobile Design
BuzzFeed
Foursquare
Uber

Hottest Game—Console
Call of Duty
Watch Dogs
Minecraft

Hottest Game—Mobile
Candy Crush
Swing Copters
Kim Kardashian: Hollywood
QuizUp

Vote for your favorite finalists here.


Ad of the Day: Two Friends Rampage Through Games in PlayStation's Salute to Friendly Competition

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The great thing about video games is you can do all kinds of cool, crazy, dangerous and impossible things without actually having to do them.

Instead, you just sit on your couch with your buddy pretending that NBA star Kevin Durant is on your basketball team, or that you're a capable rock climber and base jumper, or you are racing an all-terrain-vehicle past some kind of very angry elephant, or you are on some distant desert planet having a Star Wars style laser fight with a bunch of robots.

So continues PlayStation's "Greatness Awaits" campaign, which has previously shown a man in a purple suit waxing philosophical before diving into a battle royal; other men trying to kill each other with medieval weapons while singing Lou Reed's "Perfect Day"; and an oil painter recreating "Washington Crossing the Delaware" with a relatively famous gamer and in-game heroes as the characters.



Sony created the new ad, "Friendly Competition," with the help of creative crowd-sourcing company MOFILM (also behind such charming commercials as Chevy's low-budget Oscar flick). Hollywood producer Jon Landau, whose credits include Titanic and Avatar, executive produced the new spot, which certainly delivers plenty of epic special effects (created with L.A.-and-Vancouver-based Zoic Studios).

And that's important. Without the flashy explosions, you might realize you won't actually find yourself riding a land speeder a long time ago in a galaxy far far away, and that really would ruin all the fun.

CREDITS
Client: PlayStation
Agency: MOFILM
Executive Producer: Jon Landau
Executive Agency Producer: Kristen Roland
Executive Creative Director: Tim Roper
CEO: Jeffrey Merrihue
Senior Account Director: Gabriela Merrihue
Account Director: Carter Hahn
VFX Company: Zoic Studios
VFX CCO: Chris Jones
Head of Broadcast Production: Ian Unterreiner
Executive Producer: Matt Thunell
VFX Producer: Nate Occhipinti
Editor: Dmitri Gueer
Production Company: Don’t Panic Productions
Producer: Melissa Panzer
Director: Jonathan Barenboim
Writer: Michael Zunic
Audio House: Eleven Studios
Sound Design: Henry Boy
Color: Dave Hussey @ CO3
Media Buying Agency: Carat

Inside the Massive Campaign Behind Call of Duty: Advanced Warfare

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Disembodied, badly equalized and with no musical cues or ambient sound around it, the nonetheless recognizable voice of Kevin Spacey in sneering antihero mode fuzzes over the computer speakers. "You think that you can just march into these countries based on some fundamentalist religious principles, drop a few bombs, topple a dictator and start a democracy?" he asks. "Ha! Gimme a break." A strange humming noise follows.

That audio clip, with no context, surfaced in May. A new episode of House of Cards, perhaps? An Aaron Sorkin project? It took the Internet a few hours to figure it out. When you ran the clip through a spectrogram(!), the waveform made by the hum at the end resolved into a picture of a soldier carrying a gun into battle in a pose instantly familiar to players of Activision's decade-plus-old video game franchise, Call of Duty. Which is to say, everybody.

The wildly popular game has earned Activision some $10 billion over its lifetime, which began in 2003, making it one of the most lucrative gaming franchises in history--with corporate siblings World of Warcraft and Skylanders among the others. For its 2011 iteration, Call of Duty: Modern Warfare 3, the company says it hosted 1.5 million concurrent players on the first day of release.

The larger operating unit of Activision Blizzard, Activision is run by former Deutsch LA co-CEO Eric Hirshberg, who assumed the CEO job in 2010 and hasn't looked back. "It's been a huge learning experience and very satisfying to be working on a creative product further upstream," Hirshberg says. "In advertising, all you get to do is influence the message and the way a product is positioned and communicated. But as we know from the ad business, a lot of times there isn't something special or differentiating baked into the product itself. And this is a chance for me to influence that and make sure that the things that we were actually launching were created different before communication ever began."

In marketing terms, it's tempting to think of Call of Duty as basically a film franchise, but that's wrong. It is true that, much like a movie studio, Activision manages the campaigns leading up to the latest release of the game each November (this year, Nov. 4) with teasers starting six months out, the rollout of a big launch trailer, and integrations across everything from last year's Eminem album to this year's partnership with Vice Media (a documentary sponsored by Activision about the leaders of the mercenary industry upon whom Spacey's character is modeled). But it is a year-round enterprise, with new maps, add-ons and fun stuff made available for purchase every few weeks between game launches. For each marketing blowout--whose centerpiece is a flashy trailer from 72andSunny--there are four smaller, targeted campaigns.

It's a good year to talk about strategy with Hirshberg and Tim Ellis, the company's CMO, because Activision is pulling out all the stops on Call of Duty: Advanced Warfare. The latest game has a new lead developer for the first time since 2005 (Sledgehammer Games, joining the alternating teams of Treyarch and Infinity Ward after working with the latter on CoD: Modern Warfare 3), and is going in a slightly more science-fictional direction. The series' hallmark has always been realism down to the last detail (Activision likes to play up the Pentagon's input into the games), but the new guns and tanks look more like they're on loan from the R&D division than the armory. In all honesty, the ripped-from-the-headlines thing doesn't always pay off. CoD: Black Ops 2 created a certain amount of controversy when Activision brought on Iran-Contra planner Oliver North as a consultant, and Manuel Noriega was less than thrilled with his cameo in Ghosts and is now suing the company. (Activision's official line, from none other than Rudy Giuliani, who represented the firm: "Manuel Noriega had no more than an inconsequential appearance in Call of Duty and isn't entitled to anything for his role as a brutal dictator.")

Activision CEO Eric Hirshberg (l.) and CMO Tim Ellis | Photo: Karl J. Kaul/Wonderful Machine

This time around, the most notable addition to the game is Spacey--a guy arguably more famous than either North or Noriega, and for much less scandalous reasons. Call of Duty's ads have a history of using Hollywood stars--Jonah Hill and Sam Worthington starred in a spot, directed by Peter Berg, for CoD: Modern Warfare 3. The developers also employ tinseltown production talent: screenwriters Stephen Gaghan (Syriana, Traffic) and David S. Goyer (The Dark Knight) have penned storylines for campaigns. Just last week, Los Angeles creative agency Ant Farm won a Grand Key Art Award in the audio/visual category from The Hollywood Reporter and the Clio Awards for its work on the Call of Duty campaign.

For Advanced Warfare, Hirshberg says, Activision wanted a face everyone would recognize. Spacey was at the top of the wish list. "He's a guy who's done some really enterprising things in terms of getting involved with different media," Hirshberg notes. "Doing a high-quality HBO-style show for Netflix is now a no-brainer; when he did it, it was a huge zag and unheard of."

The relationship is beneficial to both Activision and Spacey, according to Hirshberg. "We put him in front of a new audience who might not be familiar with some of his iconic films in another situation where he's trailblazing, being an actor on his level, a two-time Oscar winner in a completely new medium," he says.

Taylor Kitsch, best known for Friday Night Lights, stars in a trailer promoting the latest CoD. “I’m very proud of the way I can handle a gun now,” he says.

Part of the reason the series is changing is because, frankly, it needs to. Last year's installment, CoD: Ghosts, was not as well-received as other launches. And with next-generation gaming systems (Xbox One, Sony PlayStation 4) comes the next generation of play mechanics, and a much more open playing field. World of Warcraft is a major source of revenue for Activision Blizzard, but that income has declined along with its subscriber base. Activision is hedging its bets--a little. It commissioned a well-received multiplayer shooter game, Destiny, from Bungie, the studio that developed Microsoft's popular Halo franchise. But considering that the blockbuster game market caters primarily to people who buy two, maybe three games in a year, might Destiny eat into CoD's margins? Hirshberg insists that it won't. And as Cowen Group analyst Doug Creutz puts it: "If you're going to get eaten, you'd rather cannibalize yourself."

Creutz personally looks forward to playing the latest CoD. "It's futuristic and there's a greater emphasis on mobility in the player versus player, and Call of Duty lives and dies on the player versus player," he says. But the quality of the new title, he adds, might not matter. "It's hard to get people to come back even if you do a better job this time around. If my friends have moved on to something else, I'm going to play that," he says. The splashy Hollywood production values are there to attract new gamers, and that's always the balancing act for a game the size of Call of Duty: how to maintain both a massive fan base and manage churn by keeping the product appealing to a general audience.

Call of Duty is in a league by itself. Grand Theft Auto, BioShock Infinite, XCOM--all are great games, but their audiences remain limited because, even when they do incredible sales, they don't come out every year. Titles that do come out every year, like FIFA, don't change much. "Call of Duty is a little different because it's such a mass market product," Creutz says. "The rest of the industry is so niche-y, and it takes so long to launch."

As Ellis puts it, "We have to treat every launch as our comeback, and we can't just go in there trying to top ourselves. We have to go into it with the mind-set that we need a radical leap forward every year of the franchise launch."

Creutz estimates that Call of Duty costs $50 million to $100 million to launch and market each year. (Activision declined to comment.) It would be very hard to spend too much, he says. "They're doing over $1 billion a year on this game, so whether they spend $50 million or $100 million to make it, it's a rounding error. You spend what you need to spend to make it great," Creutz says.

Accordingly, for the game's big celebrity-driven trailer this time around, the company tapped Taylor Kitsch, best known for playing Tim Riggins on NBC's Friday Night Lights and star, with Colin Farrell and Vince Vaughn, of the coming season of HBO's True Detective. Kitsch was an obvious choice, not just because of his fan base but also his relationship with Berg, who created Friday Night Lights. And he recently worked on Lone Survivor, another project with a heavy military presence on set. "Having worked with Navy SEALs, I'm very proud of the way I can handle a gun now," says Kitsch. With respect to Call of Duty, he says, "I just hope to keep throwing curveballs." And there are more balls in the air than ever before. "The game has changed," says Kitsch. "And I haven't been in it forever, but it's definitely different, especially given how much that foreign box office means. Sometimes it's a good 75-25, if not 80-20."

Overseas concerns don't just affect the movie business. Activision relies on the international market, too. China, in particular, is vast and slippery territory for the gaming companies, with borderline nonexistent enforcement of piracy laws and supply chain problems companies that operate solely in the American market never have to deal with--even taking into account the digital nature of the product.

That's why Hirshberg has a well-regarded internal division, Raven, working on solutions. "We're making a specific game from the ground up for the Chinese market," he says. "The business model is a little bit different. You make the content that's right for the Chinese market--it's primarily free to play and microtransaction based, but we're doing it with our triple-A, Western studios."

The Chinese CoD, in other words, will probably be a freely downloadable game through Chinese media giant Tencent in which a user pays a few renminbi for perks--bigger guns, better bombs, emergency backup. It probably will be smaller in terms of file size than the multi-gigabyte edition that comes on Blu-ray discs for PS4 and Xbox One. In many ways, it is the industry's next challenge. To make it in the key Chinese market, Activision has to produce a high-quality game that can be downloaded and played over spotty connections via old cables and overloaded networks run by local monopolies.

Then there's the obligation to respond to any hiccups quickly and well. One of the ways CoD has remained popular in the U.S. is through customer relationship management. Ellis, who worked for Volkswagen and Volvo prior to Activision, understands the importance of customer relations. "We're constantly asking ourselves how best to keep players happy and engaged and just keep them coming back and wanting more," he says. "And then, of course, how do you encourage them to express themselves through creation of user-generated content and other sorts of ambassador activities?"

The answer can be found in virtually every meeting space at Activision. Throughout the building, Ellis says, one can find these wise words scrawled across whiteboards: "No Douche Moves."

Instagram's Video Ads Are Live With Big Brands on Board

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After six months of testing, Instagram's video ads are officially here.

Representing the Facebook-owned platform's next big step in generating revenue, it launched 15-second autoplay spots from Disney, Activision, Lancome, Banana Republic and CW during the wee hours of Thursday morning. For instance, Disney is promoting its film, Big Hero 6, with a video showing animated characters posing as if they are taking selfies.

"We felt like we wanted to step up in big way for Big Hero Six," said Anthony Price, svp of media at Disney. "And we're excited about video."

Instagram has been unusually hands-on with brands in regards to its static image ads, which launched last year. And the same is true with video. The social net is reviewing all clips to ensure that they contain mostly fresh content, fit the vibe of the platform and are not simply repurposed TV/Web commercials. 

Video has become an important part of mobile advertising, and Instagram rivals like Tumblr and Snapchat recently launched similar ad products. Snapchat, the mobile messaging app with a youthful audience, sold its first video ad this month to Universal Pictures, which promoted a trailer for the movie Ouija.

But it can be a delicate dance, introducing potentially intrusive ads to an app that had been commercial free. Some early Instagram advertisers that tried out the sponsored images heard negative comments from users who didn't enjoy the salesy activity in their feeds. Still, Instagram is sharing feedback that digs deeper than comment sentiment and looks at brand awareness and ad recall, which the company claims has been positive on all fronts. And the video advertisers going live this morning shared the opinion that it was best to be first, bolstering their brands' reputations as innovators.

"It wasn't a hard decision for us," said Brian Chang, assistant vp of media at Lancome USA. "We, as a brand, wanted to take advantage of being first to market."

Lancome is promoting a new fragrance and mascara. Its agency, DigitasLBi, was the go-between with Instagram, and Lancome's entry into the video ad deal wasn't finalized until this week. Therefore, the brand's team had to rush to complete video creative. Others, like Activision, which is promoting Call of Duty: Modern Warfare 3, had months to prepare.

Omnicom-Instagram Deal Bears Fruit

For its Instagram ad, Activision is sharing a 15-second clip from a longer live-action video that will debut today on its Facebook page, which has 23 million fans.

"Our audience is becoming increasingly mobile-centric, and Instagram is a mobile-centric platform," said Jonathan Anastas, head of digital and social media at Activision. "So it's an important part of the marketing mix."

Anastas said he expects the ad to initially reach 2 million users, and after a lift from likes and shares, millions more will see it and drive traffic to the video on Facebook.

"One of the great advantages of working on the marketing team for Call of Duty is that gamers broadly—and our target audience specifically—just inhale content," Anastas said.

So, he's not worried about negative feedback from showing sponsored videos. Activision works with Omnicom Media Group, which inked an exclusive, $40 million deal with Instagram last spring that gives the media agency's clients first dibs on new ad products. 

Banana Republic's first video ad is a look behind the scenes at the company with sketches of holiday fashions. The video flips through the sketches in fast-motion, using a time-manipulation effect made popular by Hyperlapse, Instagram's first standalone app.

"We are targeting women because these are fashion illustrations and the focus is on women's products," said Marissa Webb, creative director and evp of design at Banana Republic.

The targeting of ads on Instagram is still rather basic, but it gives marketers the ability to reach people by age, gender and country.

Meanwhile, CW, also an Omnicom partner, is promoting its program The Flash, with a quick clip of passengers in a plane on the runway who see a burst of light out the window and then the hero of the show running by.

"We created it from scratch and were sort of wondering where to put it when the Instagram opportunity popped up, and it was like kismet," said Caty Burgess, head of digital marketing at CW. "We wanted to take full advantage of the Instagram opportunity and do something [memorable]."

Check out some of the Instagram ads debuting today below. 

Adweek responsive video player used on /video.

Adweek responsive video player used on /video.

Adweek responsive video player used on /video.

Adweek responsive video player used on /video.

Amazon Hoax Coupled With Walmart's Price Matching Leads to Ridiculously Cheap PS4s

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Update: Due to this tactic, Walmart has amended its policy to only match prices from Walmart.com and 30 selected retailers. Prices from third-party vendors, marketplace sellers, membership-only retailers and auction sites will not be honored.

Walmart probably thought it was making a smart marketing move with its Walmart Ad Match Guarantee, a policy where the retailer offers its products at the same price as its competitors. However, it didn't count on the ingenuity of the Internet to take advantage of its lax rule, which only requires the customer to show a copy of the ad that lists the low price—regardless of retailer. 

Kotaku reported that someone posted a listing for a brand new PlayStation 4 on Amazon for the low price of $89.99—and some people were able to print it out and get Walmart to match the deal. (The console typically retails for $399.99.) The listing in question seems to have been popularized by Norman Caruso, who tweeted the link out this morning. For the record, he claimed he did not take advantage of the scam because he already has a PS4. Anyone can list a product for sale as long as it exists in Amazon's marketplace, but usually the company promptly takes down questionable deals. However, some people were able to screenshot the listing before it was removed. Another two $89.99 consoles appeared around 3:45 p.m. EST on Amazon according to Heavy, but they were promptly removed as well. 

 

 

While Target didn't bite, according to Caruso, it seems that others were able to take advantage of Walmart's policy. Many people tweeted about scoring a cheap PS4 console, with a few offering photographic proof.

 

 

 

 

 

 

 

 

No word if Walmart is going to change their policy, but let this be a lesson: If it's too good to be true, then it's probably not real—unless a retailer offers to match it.

Ad of the Day: New York City Ballet Shows PlayStation Gamers a Proper Victory Dance

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It's been a breakthrough year for ballet in advertising.

It started off on the wrong foot with the notorious Free People ad, but it at least got people talking. Then the New York City Ballet did its remarkable 9/11 film via DDB New York. And of course, American Ballet Theatre soloist Misty Copeland did her amazing spot for Under Armour.

Now, the New York City Ballet is back in another fun and inspired project: a BBH New York campaign for PlayStation that shows gamers how to do a proper victory dance after crushing a friend/foe in sports, war, space and heist games.

Check out six spots below, in which NYCB dancers, in ballet-ified character dress, act out scenes from video games. Each ad begins with classical dance moves, but before long, after they vanquish their opponents, the dancers break out with moves that are way more down and dirty.

"Send them to your friends to remind them of that lead you stole, the last goal you made, the grenade that ended the match or the dunk you landed on their face. Don't let them forget it," the brand says on its blog.

There's a social element, too. Gamers who share their own victory dance on Instagram with the hashtag #PS4dancecontest could win a PS4 for themselves and one for a friend—which should ease the pain of any bruised egos.



CREDITS
Client: PlayStation
Senior Vice President, Brand Marketing: Guy Longworth
Vice President, Platform Marketing: John Koller
Senior Director, Home Consoles: Franco de Cesare
Senior Brand Manager, Home Consoles: Tyler Vaught
Brand Manager, Home Consoles: Cristian Cardona
Associate Brand Managers: Cody Morales, Mia Putrino

Agency: Bartle Bogle Hegarty, New York
Chief Creative Officer: John Patroulis
Executive Creative Director: Ari Weiss
Creative: Dave Brown, Ian Hart
Art Director: Joyce Kuan
Copywriter: Jamie Rome
Head of Integrated Production, Technology: Carey Head
Head of Content Production: Kate Morrison
Senior Content Producer: John Riddle
Content Producer: Christina Carter
Senior Producer: Douglas Stivers
User Experience Director: Kelly Bignell-Asedo
Creative Technologies: Anthony Terruso
Head of Art Production: Rebecca O'Neill
Head of Account Management: Armando Turco
Account Director: Melissa Hill
Account Manager: Mark Williams
Account Executive: Mike Mueller
Strategy Director: Kendra Salvatore
Head of Communications Planning: Julian Cole
Communications Planner: Ben Zoll
Head of Business Affairs: Sean McGee

New York City Ballet
Choreographer: Troy Schumacher:
Dancers: Olivia Boisson, Zachary Catazaro, Emilie Gerrity, Craig Hall, Brittany Pollack, Amar Ramasar
Senior Marketing Director: Karen Girty
Media Projects Director: Ellen Bar
Corporate Relations Director: Fredrick Wodin
Corporate Relations Manager: Galina Khitrova

Production: Skunk
Director: Jonathan Augustavo
Managing Partner, Executive Producer: Matt Factor
Executive Producer: Shelly Townsend
Head of Production: Jeanne Stawiarski
Producer: Annalise Rowane
Director of Photography: Sing Howe Yam
Production Designer: Michael Bednark
First Assistant Director: Arie Bordas
Second Assistant Director: John Scott Wilson
Production Supervisor: Rosanna Pandolfo
Assistant Production Supervisor: Ruth Martinez

Editing, Postproduction: Arcade Edit
Editor: Nick Rondeau
Assistant Editor: Dan Gutterman
Flame Artist: Tristian Wake
Executive Producer: Sila Soyer
Producer: Lauren Cancelosi

Telecine: The Mill
Colorist: Fergus McCall
Executive Producer: Dee Allen
Producer: Heath Raymond

Original Music, Composers: Beacon Street Studios
Executive Producer: Adrea Lavezzoli

Licensed Music: APM Music
Key Account Director: Deborah Fisher

Audio Mixing: Sound Lounge
Partner, Mixer: Tom Jucarone
Executive Producer: Vicky Ferraro
Producer: Toria Sheffield

Digital Design, Development: Domani Studios
Creative Director: Jon Lander
Senior Designer: Dan Ashley
Interactive Developers: Steve Matysik, Steve Young
Director of Front-End Technology: Matt Wilcox
Quality Assurance Lead: Taylor Hills
Interactive Producer: Nirmala Shome

Walmart Amends Price Matching Policy After Cheap PS4 Debacle

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For those looking to score a cheap PlayStation 4 at Walmart by using the devious tactic of showing a false Amazon listing for an underpriced console, the gig is up.

The retailer said Wednesday that it is limiting its generous Walmart Ad Match Guarantee to just selected retailers, none of which include marketplace vendors, third-party sellers, membership sites or auction sites.

"We launched online price matching because it’s the right thing for our customers," said a Walmart representative, in a statement. "It's making a meaningful difference for people who want to feel confident they're getting great prices, and we're committed to matching online prices going forward. At the same time, we can't tolerate fraud or attempts to trick our cashiers. This kind of activity is unfair to the millions of customers who count on us every day for honest value."

Yesterday, some individuals figured out that they could print out an $89.99 Amazon marketplace listing for a brand new PS4 and get the company to sell them the console for the bargain price, considering that it usually retails for $399.99. Price matching guarantees are a common marketing tactic, but Walmart's policy was especially lax, extending to any legitimate retailer including third-party companies. 

Walmart will continue to match the lowest price on Walmart.com and 30 selected retailers, including Amazon.com. However, for an Amazon product to qualify, it must be sold and fulfilled by the online retailer. More details on the updated policy can be found on Walmart's corporate site.

More Top Media Publications Trust Programmatic For Premium Ad Inventory

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More top publishers are opting into programmatic ad networks to sell premium advertising.

Varick Media Management recently signed deals with Time Inc., News Corp., American Media Inc. and Wenner Media and will help them sell ad units that feature photography, videos and other types of media for their websites.

"There still is a large segment of the market that views programmatic as the remnant stuff," said VMM vp of product strategy Jim Caruso. "But it can be used as a holistic part of your strategy."

Currently, real-time bidding programmatic rules the market, making up $9.25 billion out of the $10 billion industry. But, direct programmatic buying is taking over more of the space, growing 850 percent in 2014 to make up $800 million of the pie.

One of the benefits of going programmatic is that publishers can access data that they wouldn't get via traditional ad buying, Caruso explained. VMM can combine its data with publisher first-party data to guarantee better hit rates for key audiences. Not only do people get the right ad at the right time, they see high impact creative that can be targeted across a media company's family of sites.

"I think that everyone should move to automation because it's more efficient," Caruso said.

Patrick Dolan, evp and COO of the IAB, added that programmatic marketplaces aren't really about what type of ad content is being sold, but about the process. He isn't surprised by the growing number of media companies shifting to automated buying.

"Adoption of these transactions and strategies will continue to grow in the coming year and the (IAB) Programmatic Council will continue its focus in these areas," he said.

Altimeter analyst Rebecca Lieb said that it was natural that publishers would want scalable and more efficient ways to purchase premium inventory, but cautioned that not everyone views programmatic as favorably as VMM does.

"As in the physical world, terming something premium implies there's a level of thought and manual attention that's almost antithetical to the concept of 'programmatic,'" she said. "Definitions of these terms vary, of course, but there's no doubt that 'premium programmatic' is a trend still in its very early stages of development."


As Women's Interest in Gaming Grows, Marketers Are Paying Closer Attention

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Gamers are no longer just guys hanging out in their parents' basements. YouTube research unveiled today indicates a much broader audience, with two-thirds of U.S. consumers playing video games. Six of the site's 10 most viewed channels revolve around gaming content, and more than 20 of the top 100 YouTube channels with the most subscribers are video game themed.

In addition, adult women are now the largest video-game playing demographic, taking over from teen boys, per the Entertainment Software Association. YouTube discovered that female viewership of gaming content has doubled year over year, and women over age 25 are the fastest-growing demographic for video game-themed clips on its network. 

Research firm IDC seems to support YouTube's data, reporting that 45 percent of eSports fans (who either watched an event online, attended in person or competed in one) were women.

"Ten years from now, the next great global sports leagues will not be played on soccer pitches—it will be online," said Lewis Ward, IDC gaming research director.

No wonder more brands are investing in the video game sector. In December, Coca-Cola invited top competitive gamers to livestream Mario Kart 8 on Twitch for charity. Coke has also sponsored content on mobile game QuizUp. In October, Pizza Hut was a principal sponsor of the eSports Defense of the Ancients 2 competition at Madison Square Garden, broadcast on Twitch. The gaming platform, owned by Amazon, has also landed event sponsorships with Foot Locker and Axe.

"With so many eyeballs and so much time spent, it's making gaming as an entertainment expression a very attractive media platform," said Matt Wolf, Coca-Cola's global head of gaming. Wolf, who has worked in gaming product development, did not rule out the possibility of the soda brand experimenting with bespoke gaming content.

"As a game maker myself," he said, "I would certainly like to explore those waters."

Ad of the Day: Meet the Crazy Cameraman Who Films Every Kill in Call of Duty

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One of the great mean-spirited pleasures of multiplayer gaming is knowing that whenever you finally seize the day and blow your enemy to smithereens, he or she has to watch it on instant replay.

But who does the difficult work of chronicling that demise and then shoving it in the person's face? Have you ever thought about that?

No, you haven't. Because you're selfish.

But Call of Duty has. Randall Higgins (played in 72andSunny's ad below by Rob Huebel, late of both Amazon's Golden Globe-winning Transparent and, of course, Adult Swim's offbeat drama TV parody Children's Hospital) is just such a "killcameraman." And he has a lot to say about his difficult, underappreciated (again: we blame you) job, taking time out of his busy schedule to walk us through the new DLC pack, Havoc, that's coming out for Activision's new Call of Duty game, Advanced Warfare.



We broke down the way the DLC rollouts work back in October—it's a great way to keep consumer dollars coming in without requiring them to sign up for a service (which is a hard sell to the generation that loves CoD). And this one sounds fun: exo-suited zombies, murderous clowns and a nuclear reactor are just a few of the attractions.

Also there's a gun called the Widowmaker ("They don't call it the Friendmaker for a reason," Higgins observes). And there's that cool Raconteurs song, too.

Anyway, think of somebody besides yourself for once. Like Randall.

CREDITS
Client: Activision

Project: "Randall Higgins: KillCameraman"
Agency: 72andSunny

Activision
CEO Activision Publishing: Eric Hirshberg
EVP, Chief Marketing Officer: Tim Ellis
SVP, Consumer Marketing: Todd Harvey
VP, Consumer Marketing: Matt Small
Director, Consumer Marketing: Mike Pelletier
Manager, Consumer Marketing: David Cushman

72andSunny Team
Chief Executive Officer: John Boiler
Chief Strategy Officer: Matt Jarvis
Chief Creative Officer: Glenn Cole
Group Creative Director: Frank Hahn
Creative Director/Designer: Rey Andrade
Creative Director/Writer: Josh Fell
Lead Designer: Jeremy Wirth
Lead Writer: Jed Cohen
Designer: Sean Matthews
Writer: Kako Mendez
Chief Production Officer: Tom Dunlap
Director of Film Production: Sam Baerwald
Executive Film Producer: Dan Ruth
Film Production Assistant: Alissa Stevens
Group Brand Director: Mike Parseghian
Brand Director: Simon Hall
Brand Manager: Justin Gonzaga
Brand Coordinator: Brian Kim
Director of Business Affairs: Michelle Mckinney
Group Business Affairs Director: Amy Jacobsen
Business Affairs Manager: Kelly Ventrelli
Business Affairs Coordinator: Amy Shah
Co-Director of Strategy: Bryan Smith
Strategy Director: John Graham
Sr. Strategist: Daniel Teng

Production Partners

Production Company: Hungry Man
Director: Wayne McClammy
Director of Photography: Bryan Newman
Executive Producer: Dan Duffy
Executive Producer: Mino Jarjoura
Producer: Dave Bernstein

Editorial: Final Cut
Editor: Crispin Struthers
Editor: Christopher Amos
Executive Producer: Saima Awan
Sr. Producer: Suzy Ramirez

VFX: MPC
LA OFFICE
Head of Production: Andrew Bell
Executive Producer: Karen Anderson
Sr. VFX Producer: Carla Attanasio
Creative Director/VFX Supervisor: Paul O'Shea
3D Lead: Corinne DeOrsay
2D Lead: Paul O'Shea

2D Artists:
Flame: Vincent Blin
Robert Moggach
Nuke: Brinton Jaecks
Toma Bowen
James Stellar
Syam Karumathil
Matte Painting: Eric Mattson
Roger Kupelian
Ivo Horvat

3D Artists:
Modeling: Steven Browning
Toshi Sakamaki
Texture: Joseph Langmuir
Toshi Sakamaki
Animation: Jeffrey Lee
Rigging: Steward Burris
Ian Wilson
Lighting: Kristen Eggleston
Huisoo Lee
Corinne DeOrsay
FX: Nate Usiak
Nate Lapinski
Janina Overlay
Integration Supervisor: Michael Lori

BANGALORE OFFICE
Match-move/Tracking:: Dheeraj Hebbar
Earnest Victor
Jacob T. Oommen
Rajendra Malla
Sindhuja B
Yashaswi Salandri
Ravindra Burla
Roto: Alex J.
Gaytree Dhangar
Lokanath Sahu
Mithilesh. G
Monalisa Xess
Roy Nukala Srikrishna
Shaikh Abdul Adil
Shalwin Shaiju

Cleanup/Prep: Amresh Kumar
Karthick Muthu kumar
Rajkumar C.

Telecine: MPC LA
Executive Producer: Amanda Ornelas
Producer: Summer McCloskey
Colorist: Ricky Gausis

Mix: Lime Studios
Mixer: Rohan Young
Assistant Mixer: Jeff Malen
Producer: Susie Boyajan

Sound Design: The Formosa Group
Supervising Sound Editor: Per Hallberg, M.P.S.E.
1st Assistant Sound Editor: Philip D. Morrill

Specialty Costumes and Weapons: Legacy Effects
Supervisor: John Rosengrant
On Set Technicians: Michael Manzel
Tracey Roberts
Trevor Hensley
Zombie Make Up Effects: Bruce Spaulding Fuller
Production Coordinator: Damon Weathers

Finishing: Method Studios
Producer: Karena Ajamian
Online Artist: Jason Franks
Graphics Assistant: Marina Mozée
Graphics Assistant: Mikhail Chechelnitskiy

The Story Behind Kim Kardashian's Multi-Million Dollar Hit Mobile Game

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In 2013, Glu Mobile's CEO Niccolo de Masi wanted to rebrand one of his company's games, then called Stardom: Hollywood. He needed a major Hollywood name who could get people excited about the app's simple premise of players working to become A-list celebrities by starring in photo shoots and appearing at high-profile events.

Enter Kim Kardashian West. Since the revived game launched last year on June 22, Kim Kardashian: Hollywood netted $74.3 million in 2014, with 80 percent to 85 percent coming from players who buy virtual power-ups to speed through the game.

According to de Masi, the game's namesake approves all images and narratives, which are pushed out as updates every two weeks or so by a group of 30 Glu employees.

The game mimics the star's life as much as possible. For example, the app added scenes in London and Australia based on her travels. "I'd say that almost everything in this has a parallel with her life," says de Masi. "Whether it's exactly contemporaneous or whether it's something that's occurred already, it rhymes with reality."

De Masi would like the game to become the go-to venue for Kim to connect with her fan base. "My goal is very much how do you turn the game into a next-generation platform for her to be able to communicate to her fans in a way where she builds brand equity for herself," he says.

Glu also hopes lightning will strike twice, recently signing a five-year deal with Katy Perry to build a mobile game set to launch later this year.

Kim works with Glu Mobile on the game.

Social media is a big part of Kim's life.

Photo: Juco for Adweek

Old Spice Will Drop a Man in the Woods and Let Twitch Viewers Control Him for 3 Days

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Old Spice is tapping into the gamer community, which clearly overlaps with its own target, with an interesting campaign on Twitch—the live social video platform for gamers—in which viewers get to control a real human being dropping in a forest for three days.

Beginning Thursday at 10 a.m. PT, visitors to twitch.tv/oldspice will use the site's chat feature to send commands to the man to perform. Users will work together to unlock achievements or activities for Nature Man. ("Arm wrestle an obviously fake bear? Hear stories from a wise tree? Stumble across interesting and good smelling characters? The scenarios are endless—and completely up to the participating gamers," says Wieden + Kennedy, which built the experience.)

Beyond that, well, we'll just have to see how it unfolds.



"Old Spice is thrilled to bring an outdoor gaming experience like no other to our fans and the Twitch community," Kate DiCarlo, communications manager for P&G beauty care, tells AdFreak. "We're always looking for new ways to entertain and build brand loyalty with our fans, and Twitch is the perfect partner to help us reach the gaming and livestreaming culture in an authentic way. Plus, with scent names like Timber, Amber and Citron, we couldn't think of a better way to celebrate our new nature-inspired Fresher Collection."

The stream will run from 10 a.m. to sundown PT on Thursday, Friday and Saturday.

Ad of the Day: Guitar Hero Live's Crazy Trailer Puts You on Stage in Front of a Real Crowd

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Guitar Hero Live isn't a virtual reality experience, but in terms of immersion, it's the next best thing, according to the just-released game trailer from 72andSunny.

The game and the trailer were both created with live-action film. You perform in a real band, in front of real crowds who react in real time to your playing. (As lead guitarist, you play in a variety of venues, from the smallest clubs to the main stage of an outdoor festival.) And you'd better play well—or as you can see in the ad, you might catch some grief from bandmates and fans.

The trailer is amusingly Spinal Tap-y at the beginning, indulging in the clichés of the backstage rock 'n' roll experience. Soon, though, you're led to the stage, where you'll either triumph or fail in front of a giant crowd.



"The creative center of both Guitar Hero Live and the trailer for the game is about bringing to life the visceral thrill and terror of being up there in front of thousands of people," says Tim Ellis, chief marketing officer of Activision Publishing.

Indeed, the trailer was made from the same building blocks as the game. 72andSunny, along with director Giorgio Testi and co-director/game developer Jamie Jackson, shot additional footage from the live-action shoots for the game—and used them for the trailer.

In addition to GH Live, in front of crowds, the game also introduces GHTV, a mode that lets you play along to a continually updated collection of official music videos across various genres. In all, it's quite a leap forward for a console franchise that was the quickest in gaming history to reach $1 billion dollars in sales in North America and Europe, and was played by over 40 million people.

"Guitar Hero is a franchise that so many people love. Figuring out how to bring it back with true breakthrough innovation has been years in the making, and a labor of love," says Eric Hirshberg, CEO of Activision Publishing.

"Guitar Hero Live lets people rock real crowds with real reactions. Our goal was literally to give people stage fright. And with GHTV, we have created the world's first playable music video network. All of it is playable on consoles, or mobile devices. Guitar Hero is back and better than ever."

CREDITS
Film Credits
Client: Activision Publishing
Product: Guitar Hero Reveal Trailer
Title: It's About to Get Real

Activision
Chief Executive Officer Activision Publishing:  Eric Hirshberg
Chief Marketing Officer Activision Publishing:  Tim Ellis
VP of Global Brand Marketing, Head of Digital:  Jonathan Anastas
Consumer Marketing Manager: Orlando Baeza
Consumer Marketing Manager: Karen Starr

72andSunny
Partner, Chief Creative Officer: Glenn Cole
Partner, Chief Strategy Officer: Matt Jarvis
Group Creative Director: Frank Hahn
Creative Director/Writer: Tim Wolfe
Creative Director/Designer: Peter Vattanatham,
Lead Designer: Garret Jones
Lead Writer: Evan Brown
Designer: Ryan Dols
Writer: Jack Lagomarsino
Director of Film Production: Sam Baerwald
Film Producer: Kara Fromhart
Business Affairs Director: Amy Jacobsen
Business Affairs Manager: Kelly Ventrelli
Junior Business Affairs Manager: Amy Shah
Group Brand Director: Mike Parseghian
Brand Director: Torie Gleicher
Brand Coordinator: Laura Black
Group Strategy Director: Bryan Smith
Group Strategy Director: John Graham

Production Company - Pulse Films UK
Director: Giorgio Testi
Co-Director: Jamie Jackson of Freestyle Games
Director of Production: Claire Wingate
Line Producers: John Bannister & Isabel Davis

Game Developer – Freestyle Games
Jamie Jackson – Co-Director (co-director under Production and Creative Director under FSG)
Jonathan Napier – Projects Director
Mike Rutter – Art Manager
Joel Davey – Producer
Gareth Morrison – Assistant Art Director
Andy Grier – Lead Audio Designer
Jon Newman – Senior Audio Designer
Mike McLafferty – Audio Designer / Licensed Equipment Liaisons
Neil Watts – Lead Animator
Jason Pickthall – Lead Concept Artist
Phil Bale – Lead Environment Artist
Pete Nicholson – Lead Character Artist
David Moulder – Lead Technical Artist
Neil Dodd – Lead UI Artist

Editorial - Spotwelders
Editor: Robert Duffy
Assistant Editor: Sophie Kornberg
Executive Producer: Carolina Sanborn
Producer: Lisa English

Game CG & VFX- Framestore UK
Pedro Sabrosa - VFX supervisor
Alan Woods - CG supervisor
Russell - Horth - Compositing supervisor
Kate Windibank - Compositing supervisor
Robin Reyer - Lead Technical Director
Liz Oliver - Senior Producer
Helen Kok - Line Producer

Color Grade - Framestore UK
Colorist: Edwin Metternich

VFX & Online Finishing - Framestore LA
Executive Producer: James Razzall
Senior Producer: James Alexander
Production Manager: Eric Kimelton
Flame Artist US: Bruno De la Calva

Sound Design - Human
Sound designer: Gareth Williams
Producer: Jonathan Sanford

Audio Mix - Lime Studios
Executive Producer: Susie Boyajan & Jessica Locke
Engineer: Zac Fisher
Assistant engineer: Kevin McAlpine

Logo Mnemonic Animation - Blind
Tobin Kirk - Executive Producer
Amy Knerl - Head of Production
Greg Gunn - Creative Director
Scott Rothstein - Producer
Daniel Zhang - Animator
Shawn Kim - Animator
Henry Pak - Animator
Ash Wagers - Compositor
Lawrence Wyatt - Designer
Ayla Kim - Designer

Logo Mnemonic Sound Design - Barking Owl
Sound Designer: Michael Anastasi
Head of Production: Whitney Fromholtz
Creative Director: Kelly Bayett

How Snapchats Hidden in Black Ops 2 Led to Today's Big Live-Action Trailer for Black Ops 3

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Activision unleashed its live-action trailer for Call of Duty: Black Ops 3 today. And it's a typically impressive production from 72andSunny—a documentary-style look at a world decades from now in which humans have used technology to fully optimize our physical selves (including weaponizing our very bodies) but are starting to lose our souls in the process.

There are some notable differences, though, from past Call of Duty campaigns.

First off, there's no celebrity anchoring the proceedings. This is somewhat rare. Past Black Ops ads have featured Jimmy Kimmel,Kobe Bryant and Oliver North. And the larger Call of Duty advertising canon has starred everyone from Megan Fox and Jonah Hill to Robert Downey Jr. and, last year, Kevin Spacey.

But perhaps even more notably, Activision fell in love this time with a new platform—Snapchat—to rile up Black Ops fans and get them to contribute to the marketing of the game they love, leading up to this new trailer.

First, have a look at the live-action trailer, released today. It follows the ever-escalating technological improvements to human performance. And it asks how far is too far—and if we will lose our humanity along the way:



Now, let's step back and look at the Snapchat campaign from early April, developed by Edelman Digital and AKQA along with game developer Treyarch. The campaign involved going into the software and updating the maps for Black Ops 2, which was released two years ago, to hide the Snapchat ghost symbol in various places in those worlds.

Black Ops 2 players immediately noticed the software update, of course, and within a matter of hours they began to find the Snapcodes—which opened short, distressing video clips. The meaning of the clips was never explained, and they didn't mention Black Ops 3—but the gamers quickly began speculating about whether they were indeed a teaser for just that.

Here's video of the first major YouTuber to discover the in-game Snapchat tags:



This is the first time Activision has planted Easter eggs in an existing game to tease an upcoming game. And Tim Ellis, chief marketing officer at Activision, tells Adweek that Snapchat was an almost perfect vehicle through which to do that, particularly for this title.

"It's a game that is all about being cryptic, secretive and morally ambiguous. And the way in which we revealed this speaks to those qualities," he said. "We all know Snapchat is the fastest-growing app in the social space. It's also one of the dark socials. For a game that's all about covert, dark, non-traceable, cryptic messages, Snapchat was a great fit tonally. It's a great marriage of media and message."

Here's a YouTuber who grabbed the Snapchat videos and cut them into a Call of Duty video:



It didn't hurt, of course, that Snapchat's main demo—like Call of Duty's—is young males, and that Snapchat delivers roughly 200 million monthly average users.

No money changed hands. Unlike some paid Snapchat campaigns, this one was completely organic. And the results were impressive. Activision has increased its Snapchat follower count by more than 300,000 since the teaser campaign kicked off.

"We were gaining two followers per second on day one," says Ellis.

A few days after the Snapchat campaign broke, Activision confirmed Black Ops 3 with the official teaser trailer (see below), all of which set the stage for the live-action piece.



The campaign continues this Sunday with the big unveiling of the gameplay trailer, created by Ant Farm.

As a whole, the campaign clearly turns the marketing process into a game itself for the audience, serving as an homage to hard-core fans while also using them to keep the franchise growing. "With a young male player base, it's always important for us to be progressive and use surprise and delight tactics whenever possible, says Ellis.

As for the lack of celebrities, well, maybe that will change as the expected late-2015 release date for the game gets closer. Says Ellis: "You can be sure there will be lots more surprises along the way."

UPDATE: And here is the gameplay trailer.



CREDITS
Client: Activision
Project: "The Ember"

Activision
CEO Activision Publishing – Eric Hirshberg
EVP, Chief Marketing Officer – Tim Ellis
SVP, Consumer Marketing – Todd Harvey
VP, Consumer Marketing – Ryan Crosby
Director, Consumer Marketing – Carolyn Wang
Manager, Consumer Marketing – Andrew Drake

72andSunny
Chief Executive Officer – John Boiler
Chief Creative Officer – Glenn Cole
Chief Strategy Officer – Matt Jarvis
Group Creative Director – Frank Hahn
Creative Director, Writer – Josh Fell
Creative Director, Designer – Rey Andrade
Lead Writer – Jed Cohen
Senior Writer – Kako Mendez
Senior Designer – Robbin Ingvarsson
Co-Head of Strategy – Bryan Smith
Group Strategy Director – John Graham
Senior Strategist – Daniel Teng
Chief Production Officer – Tom Dunlap
Director of Film Production – Sam Baerwald
Executive Film Producer – Dan Ruth
Film Producer – Shannon Worley
Film Production Coordinator – Alissa Stevens
Group Brand Director – Mike Parseghian
Brand Director – Simon Hall
Brand Manager – Brian Kim
Brand Coordinator – Jack Young
Business Affairs Director – Amy Jacobsen
Business Affairs Director – Alex Lebosq
Business Affairs Manager – Kelly Ventrelli
Business Affairs Manager – Beau Thomason
Business Affairs Manager – Casey Brown

Production Company: Pecubu Productions
Director – Patrick Clair
DP – Magni Agustsson
Executive Producer – Jennifer Sofio Hall
Producer – Kelly Christensen

Editorial: Rock Paper Scissors
Editor – David Brodie
Assistant Editor – Niles Howard
Assistant Editor – Josh Hayes
Executive Producer – Angela Dorian
Producer – Dina Ciccotello

Postproduction:
Design Studio: Elastic
Creative Director – Patrick Clair
Executive Producer – Jennifer Sofio Hall
Producer – Carol Salek
Production Coordinator – Cudjo Collins
Designers – Paul Kim, Kevin Heo, Jeff Han
2D Animators – Yongsub Song, Steve Do
Head of 3D – Kirk Shintani
CG Supervisor – Andrew Romatz
3D Artists – Cody Woodward, Andy Byrne, Ian Ruhfass, Josephine Kahng, Christian Sanchez, Adam Carter, Alyssa Diaz, Erin Clarke, Joe C, Joe Paniagua, Samuel Ortiz, Wendy Klein, Miguel Salek, Joe Chiechi
Lead Compositor – Andy McKenna
Additional Compositors – Matt Sousa, Steve Wolf, Andres Barrios, Richard Hirst, Stefan Gaillot, Christel Hazard
Finishing – Gabe Sanchez, Kevin Stokes, Erik Rojas, David Tregde

Telecine: A52
Colorist – Paul Yacono
Color Assistant – Chris Riley

Sound Design & Mix: Lime Studios
Sound Editor, Mixer – Rohan Young
Assistant Sound Editor, Assistant Mixer – Jeff Malen
Producer – Susie Boyajan

Music: Original Score by Human

————

 

Client: Activision
Game: Call of Duty: Black Ops 3
Spot: "Call of Duty: Black Ops III Reveal Trailer"
Agency: Ant Farm
Concept: Ant Farm
Chief Creative Officer: Rob Troy
Creative Director: Ryan Vickers
Editor: Joe Lindquist
Cinematography: Jay Trumbull & Jason Norrid
Producer: Shane Needham & Marquis Cannon
Associate Producer: Connor Callaghan
Finishing: Mark Futa & Jen Levine
Finishing/Colorist: Ant Farm and Therapy Studios 
Graphics and Mnemonic Design: Mike Pendola (Creative Director), Topher Hendricks (Producer)
Sound Mix: Pat Bird, SonicPool

These Are the Digital Trends Everyone in Tech and Advertising Needs to Know

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One of the most-watched digital reports of the year is out—Mary Meeker's Internet Trends—and it shows just how much room mobile advertising has to grow. Meeker runs digital investments for top Silicon Valley venture capital firm, Kleiner Perkins Caufield and Byers, and every year she releases a comprehensive breakdown of the entire Web landscape.

Meeker looks at how people around the world use the Internet, how many are on mobile, how they spend their time online, and which companies and industries stand to gain the most.

Here's what you should be focused on this year in digital and on mobile:

  1. Mobile Internet use is growing faster than Internet usage in general: There are 2.8 billion Internet users, up 8 percent from 2014, and 2.1 billion mobile Internet users, an increase of 23 percent.
  2. Mobile data usage rose 69 percent last year, and 55 percent of mobile data traffic is from video.
  3. In 2008, Americans spent 20 minutes a day on average with the mobile Web. This year, they spend close to three hours, more time than they spend on laptops.
  4. The mobile ad industry is still short $25 billion. Mobile commands 24 percent of time spent with media but accounts for only 8 percent of ad dollars spent.
  5. Facebook and Twitter are growing but not like they used to. Revenue per user and monthly user growth is slowing. Facebook revenue per user is at $9.36, up 29 percent over last year, but growth neared 60 percent last year. Year-over-year user growth was 13 percent last quarter, the slowest growth ever.
  6. Twitter revenue per user was $5.14, an increase of 45 percent over last year, whereas growth was 80 percent last year at this time. User growth was 18 percent, down from 25 percent a year ago.
  7. The mobile ad industry as a whole grew 34 percent year over year, while desktop digital advertising only grew 11 percent.
  8. Mobile ads are getting more motion but in short bursts. There are four new styles of ad: Pinterest's Cinematic Pins, Vessel 5-second video ads, Facebook Carousel ads, Google Local Inventory Ads.
  9. Buy buttons equal optimized for mobile, and they have popped up across Google, Facebook and Twitter.
  10. Vertical screens and vertical content are a big deal now with 29 percent of people's daily screen time spent looking at smartphones. Five years ago, time spent in front of such vertical-oriented screens was only 5 percent of overall viewing time.
  11. Snapchat is all about vertical ads and says users watch them until the end nine times more frequently than they watch horizontal ads in its app.
  12. Snapchat now has 100 million daily active users, and the app generates 2 billion video views a day. One event like Coachella can draw 40 million video views to Snapchat Live Stories.
  13. Facebook gets 4 billion video views a day, 75 percent of which are from phones.
  14. Pinterest is getting manlier with the number of men's fashion pins up almost 100 percent over a year ago—car and motorcycle pins were up 120 percent.
  15. Watching video games like it's TV is becoming a top entertainment choice. Video game streaming site Twitch has 100 million monthly users now, an increase of or 122 percent.
  16. Twitch can draw 1 million viewers at the same time.
  17. Teens continue to be trendsetters. The five most important social networks for U.S. teens, in order, are Instagram, Twitter, Facebook, Snapchat and Tumblr.
  18. E-commerce is starting to pick up, with $300 billion in spending last year representing 9 percent of retail sales. E-sales accounted for less than 1 percent of retail revenue in 1998.
  19. Alibaba, China's e-commerce giant, has more than $350 billion worth of merchandise on its platform. Amazon has closer to $100 billion worth.
  20. Online, on-demand platforms are growing. Airbnb, for instance, has booked 35 million guests—25 million of those were in the last year. Uber drivers are up sixfold to more than 1 million. Etsy has 1.4 million sellers, up 26 percent.
  21. The average Etsy seller makes $1,400 a year. The average Airbnb host makes $7,700 a year in New York.
  22. China is huge and can be big for content. A documentary about smog, Under the Dome, got 200 million views in three days, and 41 percent came from the messaging app WeChat.
  23. WeChat can be used for government services, too, in China, where it has 550 million users.
  24. India will be the next frontier, opening opportunities for Facebook, YouTube, Twitter, LinkedIn and Amazon.

Kim Kardashian Reveals Her Instagram No-Promo Policy

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CANNES, France—Kim Kardashian West does Instagram her way, and that means no paid promotions and admittedly too many bikini shots.

"But it's what I want and what I put out," Kardashian said of how she curates her photo stream. She was speaking in front of an intimate audience today at the Cannes International Festival of Creativity.

This was Kardashian's first time at the annual creative gathering in the south of France, and she spoke about her autobiographical mobile game (the focus of our March 2 cover story), social media habits and how to cultivate a brand, about which the self-made celebrity is an expert.

 

Kardashian's talk came on the same day her mobile game scored a sponsorship deal with Karl Lagerfeld, which her gaming partner Glu Mobile announced. But she was openly pitching more fashion and beauty brands to get in on the action.

The game, Kim Kardashian: Hollywood, was a surprise hit this year, and now has a million daily players with tie-ins to her reality show and real life. (Adweek selected Kim Kardashian: Hollywood as Hottest Game on our annual Hot List.) Her husband, musical artist Kayne West, nudged her toward the initiative with video game maker Glu Mobile.

"I thank Kanye every day for making me do that deal," Kardashian said.

The game is an obsession for some, and she envisions more chances for brands to promote to girl gamers, for whom Kardashian is now an unlikely role model and a rare feminist voice in the male-dominated genre.

The game, which simulates rising through the ranks of stardom, keeps pushing out updates. Soon, her glam team will make a virtual appearance, opening new branding potential, Kardashian said.

"It helps with great opportunities for brands, hair care lines or makeup lines, that want some involvement, because that's something the player really enjoys learning about," she said.

Kardashian also talked about her social media obsession and admitted occasionally reaching out to Twitter or Instagram to offer advice. She even pushed Instagram CEO Kevin Systrom to allow editing on posts because she kept making typos.

"I'm not saying it's because of me, but it happened," she said, recalling the app change that eventually rolled out.

Kardashian also said that these days, "I'm really into Twitter," talking about her evolving tastes.

She used to just repurpose Instagram photos for Twitter, but the micro-messaging company approached her with a lesson in best practices. Twitter told her, "People don't really click on your links as much" as they do photos taken directly in Twitter.

She said her Instagram feed is off limits, a no-promo zone. If she does take photos with a product it's not because she gets paid, she said.

"I know a lot of my brands might get frustrated that I don't promote maybe as much as they would like, but I only do it if it's authentic," she said.

Kardashian opened her talk with a personal experience at Cannes. She was awoken in the middle of the night by a naked woman trying to get into her room using a credit card as a key.

It seemed to be an honest if not drunken mistake, and yes Kardashian got it on video but said she would not be posting that one to Twitter.

Mcgarrybowen Creates a Mobile Game That Can Defend the Earth Against Real Asteroids

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CANNES, France—It's just advertising. It's not like we're trying to save the world.

Tom Sewell, chief innovation officer at mcgarrybowen, remarked Friday here at the Cannes Lions festival on how many times he's repeated that old cliché in his career. And then he introduced a project for Verizon that could conceivably do just that—keep the human race from being wiped from the face of the Earth.

It's called Apophis 2029. The Verizon-branded mobile app, coming this fall, gamifies the process of "characterizing" real individual asteroids. This process determines what they're made of, which helps NASA know how to deflect any that pose an actual threat to Earth as so-called "city killers" or worse.

Friday's presentation on the Innovation Lions stage featured Sewell and three others—Tyler DeAngelo, the agency's executive creative director, who initially envisioned the project; Francesca DeMeo, an asteroid researcher at MIT who needs help crunching massive amounts of data she already has on specific asteroids; and Jason Kessler, an executive at the NASA Asteroid Grand Challenge, the 2-year-old program focused on finding asteroid threats to human populations and figuring out what to do about them.

At its core, Apophis 2029 isn't just a game but a giant crowdsourcing initiative that rests on one important insight—that humans are still better than computers at characterizing asteroids, largely because that process relies on pattern recognition, at which the human eye is adept. Getting people in large numbers to help with that pattern recognition can help NASA understand certain asteroids, and reduce the threat they pose.

To get people involved in large numbers, then, mcgarrybowen decided to make a game—which it wanted to be fun, addictive and playable in short bursts. And over a period of about two year, Apophis 2029 was born.



For NASA and MIT's DeMeo, the project seemed like a promising way to enlist so-called "citizen science" to address a real problem.

"Crowdsourcing, of course, has been done before in science," DeMeo said. "What's unique about what we're trying to do here is use the science aspect—the crowdsourcing and public input—and combine that with a game. So, it becomes more than just a homework assignment. This is play with an exciting scientific twist to it."

The gameplay was introduced Friday. It features one screen with a "match three" type challenge on the bottom (similar to Candy Crush), where eliminating tiles allows you to shoot or deflect asteroids above. Then, when you match special NASA tiles, the game flips to a second screen, where you're asked to match a pattern from an actual asteroid (visualized as squiggly lines in a taxonomy DeMeo invented) to known asteroid patterns.

Thanks to the central limit theorem, if enough users match one asteroid with one particular pattern, it's guaranteed to be the correct one. And bingo—that asteroid is characterized, and the data filed away that can be called on if it becomes a threat.



While any smartphone user on any carrier will be able to play the game, the data will be delivered to NASA through Verizon cloud servers. Sewell said the project is a great fit for Verizon because it allows the client to be involved in—and embody—technological advancement, not just talk about it in its advertising.

"We're bringing consumers in and letting them be participants in what this brand can stand for in fundamental ways," he said. "I don't know of a better way to participate emotionally with the brand than in solving some of the world's biggest challenges."

As with anything grandiose at Cannes, it's natural to be suspicious about the hype around Apophis 2029—even to wonder if it's just a gimmick. But Kessler's involvement helps give it credibility. And at the session, the agency also played a video of U.S. astronaut Cady Coleman endorsing the game.

"The actual data that NASA gets is so important," she said. "Understanding what kinds of asteroids are out there is a problem NASA can't solve alone. And right now our computers are not smart enough to able to characterize these things quickly enough for us. So we need the citizen science crowdsourcing aspect of putting this on a game platform that everyone can play. … I will play this game, even if I have to have my 14-year-old son teach it to me."



The game will go into testing this summer and should launch this fall. It remains to be seen whether it will become popular enough to be useful to NASA. But the potential upside is clear. (Paging the Titanium jury.)

"We're going to be training, essentially, an army of people," said DeMeo. "Imagine the day when we do discover an asteroid in our path, and we have thousands of people out there who know how to interpret the data. I just think that's incredible."

Twitter Is Now Letting Apps Advertise With Video

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Twitter's video ads are looking for a little more action. For the first time, the microblogging platform is allowing advertisers to drive app installs directly from promoted videos, the company announced today.

The new video capabilities were part of an announcement that comes more than a year after Twitter first started selling app-install ads, a key driver of revenue across the mobile-advertising landscape. Twitter works with companies like Comedy Central, Lyft and Postmates to promote their apps on the service and through its network of partner apps on its MoPub mobile-ad network.

"The union of video and a call to action—driving app installs—that's new," said Richard Alfonsi, Twitter's vp of global business development and platforms. "It's an immersive experience to have video directly in the tweet. It creates great performance and lets marketers convey a lot more about what the app does."

Twitter has been building up its video offerings much like the rest of the social-media world, with rivals like Facebook introducing new video ad units on the social network and Instagram. Twitter also recently introduced autoplay videos that start instantly without the need for a click.

Video ads are becoming standard in the app-install category. On Facebook, marketing partner Nanigans said video leads to more app installs and a lower cost per install.

"Mobile app-install ads are often one of the most effective ad unit options for mobile gaming companies advertising on Facebook," the company said in a newly released report. Two-thirds of app installs for gaming companies come from video ads as opposed to ones with still images, the report said.

Twitter's mobile-app evolution includes new ways to bid on the ad inventory as well, allowing marketers more flexibility to set prices. Twitter is offering what it calls "optimized action bidding."

"This new bidding type allows app install advertisers to optimize their bids according to install, while still paying by app click—offering another way to lower cost-per-installs and yield the highest possible ROI," the company said in it announcement today.

Ride-sharing company Lyft claimed Twitter app-install ads outperform its marketing elsewhere. "Twitter has become our go-to channel for social media marketing. We've seen tremendous results with up to three times better performance than other social media channels," the company said in Twitter's announcement.

Twitter does not reveal what percentage of its ad revenue comes from app-install ads, but Alfonsi did say, "I can tell you it is a major focus for us."

Arnold Schwarzenegger Re-creates Terminator 2's Bar Fight Scene for Video Game Ad

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"I need your clothes. Your boots. And your motorcycle."

Arnold Schwarzenegger really needs some new material. A quarter century after walking naked into a seedy bar and uttering that famous line in Terminator 2: Judgment Day, Arnie's still sizing up biker-dive patrons with his robo-vision and ordering folks to strip down and surrender their modes of transportation.

Here, the action-movie icon reenacts that memorable scene in a fun spot for game maker 2K promoting its upcoming WWE 2K16 title, in which Schwarzenegger's Terminator is a playable character for fans who pre-order.



"It's a nerd's dream: a painstaking re-creation of a classic film with a relevant twist to the cast," says Pete Harvey, creative director at barrettSF, which made the spot. "Our hope is that people pull up this scene with the original to compare what stayed absolutely consistent and what subtly changed."

The most obvious change is the supporting cast, with real-life WWE stars such as Eva Marie, Daniel Bryan and Finn Bálor playing barflies and waitstaff. (Dean Ambrose is so going to wish he'd used an ashtray to put out that cigar.) There is no sign of Hulk Hogan—and I have a feeling he won't be baaack anytime soon.

Also, in the cinematic original, Schwarzenegger was a sculpted god whose body epitomized muscly manhood, even if he was all transistors underneath. Today, though still in good shape, Arnie looks more like an aging, confused ex-governor of California, searching in vain for a bill he can veto.

CREDITS
Client: 2K
Campaign: "Biker Bar," "Raise Some Hell"

Agency: barrettSF
Creative Director: Pete Harvey
Senior Art Director: Brad Kayal
Senior Copywriter: Brad Phifer
Integrated Producer: Nicole Van Dawark
Assistant Producer: Heather Bernard
Managing Director: Patrick Kelly
Account Director: Brittni Hutchins
Account Manager: Jillian Gamboa

Production Company: Acne
Director, Director of Photography: Anders Jedenfors
Executive Producer: Rania Hattar
Chief Executive Officer, Executive Producer: Line Postmyr
Line Producer: Taylor Pinson
Production Designer: Joshua Strickland

Editing Company: The Vault
Editor: Kevin Bagley
Assistant Editor: Dustin Leary

Recording Studio: One Union Recording
Engineers: Eben Carr, Matthew Zipkin
Executive Producer: Lauren Mask

Sound Designer: Joel Raabe

Animation Company: Oddfellows
Creative Director: Chris Kelly
Animators: Cosmo Ray, Stan Cameron
Executive Producer: T.J. Kearney
Producer: Erica Kelly

Color Correction: Apache
Colorist: Shane Reed
Executive Producer: LaRue Anderson
Producer: Caitlin Forrest

Finshing: Everson Digital
Smoke Artist: Mark Everson

Here's an 8-Bit Video Game That Every Ad Agency Intern Should Be Playing

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Ad agency interns love to get real-world experience. Sometimes that means actually working for real clients. Other times it means sitting around playing 8-bit video games.

The interns at Ottawa, Ontario, agency McMillan get to do a bit of the latter—thanks to a game called Interns, which is a bit of goofy 8-bit fun that simulates the intern experience.

"We didn't want our interns here at McMillan to feel unprepared or unappreciated, so we created an 8-bit video game that featured them as playable characters," the agency tells us.

The object of the game: Walk around the office collecting 10 ideas for an upcoming client presentation. It's a bit ridiculous, but also amusing enough, and more edifying than getting coffee for everyone. Props, too, for the AdFreak mention.

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