Showing posts with label trends. Show all posts
Showing posts with label trends. Show all posts

Thursday, 24 March 2011

Trainers As Art

Whilst flicking through magazines to find relevant adverts I noticed that trainers are often presented as works of art. This is probably because they are considered as Street Wear, and with the rise of Graffiti and Street Art in cities, the two seem to tie together harmoniously, especially when brightly coloured shoes are involved! Please see below for some good examples that competitors have currently released:

Gola: Classics With a Twist


DG


Sneaker Freaker Issue 1




Nike x Dizzee Rascal: Tongue In Cheek: Air Max 90's



Nike


Art & Sole Featuring Nike



Nike Burger by Olle Hemmendorf


Paper Nike



Onitsuka Tiger



Converse











Retro Is 'In' With a Passion, For Better or for Worse!

As flagged up by our Tier Two male consumer, ‘Retro is in with a passion, and the 1980’s and 1990’s are back.’ (Associated Content 2011: Online). Spring/Summer 2011 is seeing a return to the 80’s and 90’s retro trend for sneakers, and from bloggers images it is clear that the bolder the better. Hightops have been predicted to be hot this season, with Jimmy Choo and Christian Louboutin reintroducing this style on their Spring/Summer Fashion Week catwalks, and with the likes of Agyness Dean and Rihanna already endorsing thse. 






Natalie Hartley, senior editor at InStyle says that ‘with so much street style influences around, high tops give a nod to that [nineties grunge era] without feeling too try hard.’ (Telegraph.co.uk 2011: Online) Shoeblogger’s ‘Shorty Loves Shoes’ predicts that ‘sneakers in Spring are celebrating colourful funky 80’s and 90’s fashion- for better or for worse.’ (Shoeblogger 2011: Online)








‘Tier Two’ consumers are also beginning to recognize this as an appealing trend; ‘I get my inspiration from films. I have recently seen ‘The Firm’ which is set in the eighties. It reminded me how cool the chunky eighties look is.’ (Si Mason, Focus Group participant: 2011) This initial awareness of the trend marks the beginning of the ‘Trickle Down Theory’ from the ‘Tier One’ early adopter to the ‘Tier Two’ high street shopper.







When talking to Si our Opinion Former and his flat mates about their purchasing decisions, 19 year old Tobias came up with a very interesting answer. Tobias is our BIG Adidas fan. He said that he did not read magazines and did not feel that TV adverts made him go and buy something, although he would remember a cool advert for years.

Tobias said Adidas have started to focus more on their Trimm Trab style, and he currently loves the 80's chunky, colourful trainer vibe. Below are images of Adidas' Trimm Trabs, the soles are thicker, the colours more old school than fluroescent and have a definite nostalgia of when we were young.









"I love them because they are retro without being predictably retro. They are old but not old enough that everyone is wearing them as 'retro' is in. I don't like to be the same as everyone else with my shoes, I like to stand out. I get bored of things when everyone starts to get them, and I think that 80's retro is something that could really hit off."







WGSN reports that 1990’s sportswear inspired labeling is a key aspect of this trend. This involves block fonts, capitalized typography and ‘go faster’ stripes. (Farrar, C and Rutherford, K. in WGSN 2011: Online). 


For high impact designs a monotone colour palette is required, which can be seen in Adidas’ recent 2011 eighties inspired trainer. (Nike Tick 2011: Online) 

Researched by Caroline

New Balance 80's Retro: Nowhere to be seen in the UK!

NEW DISCOVERY: THE US HAVE LAUNCHED RETRO NEW BALANCE HI TOPS. NOWHERE TO BE SEEN IN THE UK MARKET.
This range shows how the brand is making it quite clear that it wants to embrace both genders and every athlete.New Balance launched the retro the BB790 high-top silhouette in 2009, which was worn by the likes of James Worthy. It released in four colorways, each which have a predominantly white base, with accenting colors that match New York Knicks, Los Angeles Lakers, Boston Celtics and what appears to be either the Chicago Bulls or Atlanta Haws team colours. How this has not already been translated into the UK market, I do not know!






Below is an image of an actual retro 80's New Balance trainer which is also very cool in terms of design, colour and softer texture.

Wednesday, 23 March 2011

Gaming Trends: Is It Game Over For The Virtual Ad? (The Independent Newspaper)

Is it game over for the virtual ad?

Campaigns based in videogames were meant to be huge. But console capitalists are finding it hard to reach the next level.
By Ian Burrell Fri 18th February 2011



It seems like only yesterday that Barack Obama was using computerised billboard promotions for his election campaign in Burnout Paradise, every petrolhead's favourite video game. But within a few years of in-game advertising being touted as a potential $1bn-a-year industry, its star has waned even more dramatically than that of the new President.
Gaming presents myriad opportunities for advertisers, from billboards in urban landscapes for driving or shoot-'em-up games or pitchside signage for sports formats, to product placement and soundtracks. Microsoft thought it could capitalise on the potential in the sector when it acquired Massive Incorporated, a specialist provider of advertising in games, for around $300m (£186m) in 2006. Months later, Massive was predicting it could add up to $2 in advertising revenue for every game sold and its CEO, Mitch Davis, was predicting a market worth $2bn a year. Then a few weeks ago, the company was closed down. Microsoft will concentrate instead on applying that expertise on Xbox Live, its gamer-focused subscription service, which allows it to keep all ad revenue for itself, rather than share money with game publishers.
Meanwhile, Electronic Arts (EA), one of the biggest game publishers (with titles including The Sims, Battlefield and Rock Band), has cooled its enthusiasm for in-game advertising. EA had reacted positively to a Nielsen study last year that showed that Gatorade ads in sports games such as NBA Live had prompted increased sales of the drink. EA's Elizabeth Harz had said that the findings showed that "brands can feel confident adding gaming as a core media channel for their advertising".
But by October, her colleague Ben Cousins, EA's general manager, wasn't so sure. "We actually aren't getting much from ad revenue at all. The in-game advertising business hasn't grown as fast as people expected it to," he told Edge magazine at the launch of Battlefield Heroes. And Bobby Kotick, CEO of rival publisher Activision Blizzard (which makes Call of Duty and World of Warcraft), also signalled a move away from in-game advertising, acknowledging that gamers don't necessarily like being sold to when they're trying to enjoy themselves.
"There was a time when we thought advertising and sponsorship was a big opportunity," Kotick told a conference in New York.
"But what we realised is our customers are paying $60 for a game or paying a monthly subscription fee and they don't really want to be barraged with sponsorship or advertising."
British gamer Richard Lewis, of Heaven Media, says: "When gamers see in-game advertising, they know that it is a source of revenue for the people that have already sold them a product and in general it has been received poorly by most players exposed to it. This is especially true of those playing subscription games. They see themselves as paying for a premium service and the expectation is that they should be allowed to enjoy their game without interruption."
According to Lewis, the blame for the limited progress lies with the advertisers and a paucity of good creative work. "There were so many more possibilities than just simply having 'in-game' billboards or scrolling adverts, that were never really explored," he says. "Creative minds had talked about in-game storylines where the prizes would relate to real products or character cross-overs involving those from corporate brands. None of this materialised and the advertising in-game was generally as mundane as it is in real life."
But the opportunity has not been lost, says Jack Wallington, head of industry programming at the Internet Advertising Bureau.
"I think advertisers are significantly underusing in-game advertising in all its forms," he says. "I think there's still an issue with the perception of who is playing games. The advertisers I talk to think it's still a niche audience. They understand that it's a good way of reaching the young male demographic. But we know that 20.1 million people play games on consoles and that's a huge chunk of the UK population."
As the appeal of gaming spreads, so too does the range of games on offer and the opportunities for advertising clients to find environments that are suited to their brands. Although EA struggled to match in-game advertising to Battlefield Heroes, it has enjoyed success with other franchises. Renault has integrated its zero-emissions car into the real-life simulation game The Sims (which has a broad user demographic), enabling players to endorse a green lifestyle by "buying" the vehicle for free. "[Renault] were looking to drive awareness among a certain audience for their forthcoming range of electric vehicles and felt that The Sims was a very suitable avenue in which to engage with that audience and drive awareness for their product," says Josh Graff, who works on EA's global media sales. Coca-Cola has also struck up a groundbreaking deal with EA's social game Restaurant City, which has nine million fans on Facebook. Under the partnership, users are able to acquire a Coca-Cola vending machine for their "restaurants", enabling them to "generate more money in your virtual environment," Graff says.
If anyone knows the future for in-game advertising, it should be Alex Sood, CEO of California-based Double Fusion, one of the biggest specialist companies in the sector. He believes that the rapid improvements in gaming technology are making the medium increasingly active to advertisers, especially with many gamers playing on the internet. "Games today don't look anything like they did five years ago, [in terms of] how realistic they are, how much user interactivity there is, [and] online interaction between different users playing the same game," he says.
He argues that gaming remains an unrivalled means of gaining access to the "lost boys" generation of young males who have in many instances disengaged with traditional media. Sood also claims that in-game ads are far more likely to be noticed than those carried on other platforms. "The key issues of recall, brand favourability and positive response to the creative, are much, much higher in our space," he says. "The user is so alert and active during game play that whatever they see is consumed and retained at a much higher rate."
According to Sood, in-game advertising has been undermined at a crucial time in its evolution by the cut in spending that has hit all commercial media. "The advertising market has been challenging and has slowed the growth of this space, but now I think it is back on track and is experiencing a very tremendous growth rate."
He argues that it is still realistic to regard the sector as a $1bn market by 2014, but says it would benefit from wider recognition if it were seen as something distinct from online advertising. "Ultimately, in-game advertising needs to be recognised as its own media category. It should be seen as part of a larger mix [particularly] for people that are trying to solicit males aged 18-34."
Sood rejects the notion that gamers find ads intrusive and says this is a problem only when commercials are crowbarred into inappropriate spaces.
"I would never advocate putting an advertisement on the moon in a sci-fi game because it wouldn't look natural," he says. "A lot of it is down to respect for the user. If you are putting the ad in a location that's sensible, then the user will take notice of it."
To critics who say that in-game ads have so far lacked creative flair, he points to new initiatives where brands are offering prizes to gamers who interact with ads, possibly in the form of a treasure hunt that takes place during the game. "If you interact with five advertisements in quick succession, you could be offered a prize or reward. Treasure hunts are fairly new [but] it's something we will see a lot more of this year."
EA employed a reward-based ad in a partnership with Dr Pepper for Battlefield Heroes, with gamers obtaining a code when they bought a bottle of the soft drink and then using it to generate in-game rewards.
Unlike in the "real" world, clients have zero costs in manufacturing or distributing virtual prizes. Competing traditional media would be very complacent if they thought gaming will not be coming back for a bigger slice of the advertising cake. "I firmly believe that as we become more knowledgeable about this medium," Sood says, "you will see it take the lion's share."
Article available at:

http://www.independent.co.uk/news/media/advertising/is-it-game-over-for-the-virtual-ad-2218305.html




From what I have highlighted in this text, it is clear that this article discusses different views on the success of gaming advertising, and if I am honest I am torn as to which argument I believe in. 


I can understand how gamers may find these adverts intrusive and annoying, irrelevant and may not notice them whilst absorbed in a game. But I also appreciate the fact that as the amount of different games is growing, the likelihood of finding a game suitable for your brand values is high, and if the male 18-34 year old is your target this could be perfect placing for certain campaigns. 


I think that it is easy however to simply place bill boards into games, and although this can help to remind the consumer about the brand, would it actually have a positive effect on sales? Probably not. The key time to reach a consumer is just before they make the purchasing decision. When boys are playing on games, they are likely to play for hours, therefore from the time they have been exposed to the advert to the time they are in the shop, the link between the brand they were exposed to through a virtual bill board and the purchasing decision is going to be weak. For this to have greater impact on the consumer, something more memorable and interactive should be creative. I therefore disagree with Sood who claims that "If you are putting the ad in a location that's sensible, then the user will take notice of it." It is true they may take notice of it, but is impact likely to be made? For virtual advertising to be a success, it has to be as clever, eye catching and exciting as real life marketing has to be today.


Caroline

Tuesday, 22 March 2011

Gaming Trends: Adidas Facebook Game

Adidas has just launched its new online social media marketing campaign on Facebook; The Trophy Raiders Facebook game.

The online Facebook marketing campaign Trophy Raiders game is part of the Adidas integrated marketing campaign strategy and targeted to the football fans around Southeast Asia for the UEFA Champions League.

To join the Trophy Raiders Facebook game, you need to login. Once started, you need to gain as many points as possible through collecting and keying in fan codes. Every 100 points earned entitles the participant to a chance of winning one of five stadium trips to see your favourite team play in Europe.









The use of gaming is starting to become a key micro-trend with WGSN reporting ‘why advertisers should head in-game.’

Below features a summary from this report:

“Jack Wallington, IAB’s head of industry programmes, said the inherent experience of gaming makes it an effective advertising medium. He clarified that gaming often involves socialising and creates memories, which enables advertisers to engage with consumers on a deeper level. ‘Brands are always looking to build an emotional connection with consumers and games allow them to do this,’ he explained. He also highlighted a study by Microsoft which found 72% of gamers recall ads they see during play, while 79% respond favourably to in-game advertising as it is makes the experience more realistic.” (WGSN 2010)

Perhaps New Balance could consider targeting the tier 2 consumers through gaming rather than TV advertising as it is the next big thing and would really reach their target audience?

Sunday, 20 March 2011

The Urban Playground

My team mate Hannah researched into 'The Urban Playground' as a trend, and this is what she discovered.



Brands today are expected to be innovative and creative as consumers become accustomed to surreal ideas. This has resulted in it becoming increasingly important for brands to “remain experimental and original, in contrast to more conventional or established ideas.” (Melius, L. in WGSN 2011: Online)

With a new trend in urban and outdoor entertainment brands are jumping on the band-wagon to “convert the unexpected into urban playgrounds” (Marshall-Johnson, R. in WGSN 2010: Online). In 2010 artist duo, FriendsWithYou turned the city of Toronto into a magical world of colour and fun with a series of interactive art installations for the Wish Come True Festival to create, what was called, the Rainbow City (see below).


Consumers love the simple but “innovative ideas that come from creating a personal space in the city” (Marshall-Johnson, R. in WGSN 2010: Online) and with an increase in aspects such as rooftop entertainment and events this is set to take off into the marketing world to give brands the opportunity to develop a relationship with their consumers in their own, personal space away from other competitors.



Saturday, 19 March 2011

Out of Your Box! Sneaker Box's Musical Trainer

'Sneaker Box, Out of Your Sneaker Box' claims that this 80's inspired trainer can actually play songs off of CD' that can be inserted into the soles! I have no idea how this works, but these could not get any more 80's if they tried!!



Tuesday, 15 March 2011

80's Retro Sneakers

After discovering that 80's retro was a trend in our Opinion Former's house, I thought it was appropriate to find images of some 80's sneakers, to see if any of these elements could be incorporated into a new New Balance shoe.



The pastel colours are very summery and 80's however this makes the shoe very feminine.
This is much more manly while the colours still have a dulled 80's retro vibe. The chunkiness is different to New Balance's current small and sleek Hi Tops, so could make an interesting range.


The Firm: Film


When talking to Si's flat mates about what makes them make purchasing decisions, 19 year old Tobi came up with a very interesting answer. Tobias is our BIG Adidas fan. He said that he did not read magazines and did not feel that TV adverts made him go and buy something, although he would remember a cool advert for years.


Tobias said that for trend information, he gets his inspiration from films. He has recently seen Warner Brother's "The Firm" set in the 1980's. He said that from this, he has noticed that Adidas has started to focus more on their Trimm Trab style, and he currently loves the 80's chunky, colourful trainer vibe. Below are images of Adidas' Trimm Trabs, the soles are thicker, the colours more old school than fluroescent and have a definite nostalgia of when we were young.




"I love them because they are retro without being predictably retro.  They are old but not old enough that everyone is wearing them as 'retro' is in. I don't like to be the same as everyone else with my shoes, I like to stand out. I get bored of things when everyone starts to get them, and I think that 80's retro is something that could really hit off."

The Cool Hunter Guerilla Marketing: You've been cool huntered


thecoolhunter.net has launched a guerilla marketing campaign which will be used to create a buzz. The campaign involves slapping these stickers on cars, magazines and people. The stickers say things like "You've been Cool Huntered" and "The contents of this magazine have already been blogged about 3 months ago, save your money and read thecoolhunter.net". 


At a time when magazines are seen to be struggling to win against digital media, magazine publishers are now joining together for a comeback campaign stating that "people aren't giving up swimming just because they also enjoy surfing". Even though I love blogs, magazines are in my mind, irreplaceable. 

What I like about this sticker campaign however is how intrusive the labels are: anything can literally be branded with the cool hunter as little or as much as possible, and the public are likely to notice these sticker high jacks, and even take part if provided with the stickers.






I love how the campaign has also translated into clothes- the label can be printed on tops to make a fashion statement, spreading the cool hunter awareness even further. I think that branding every day objects, and claiming them as your own is an interesting way to communicate brand identity, especially if great thought is to put into the exact locations so that these branded objects are part of the brand itself.



Conviviality Culture- Future Laboratory

‘As mindful consumption starts to unfold, and technology broadens expectations, far more personalised consumer desires emerge. With such an abundance of choice, consumers will continue to be drawn towards options that demonstrate a true sense of understanding such needs, while also still searching for value.’ (Cultural Shifts A-Z 2011, WGSN)


Drawing on the quote above, I have managed to locate a pdf/jpeg format of the Conviviality Culture trend from when I went to a lecture from Chris Sanderson at the Future Laboratory last year. It is about personalisation and could really fit in with our New Balance Campaign...




























‘LIVE AGE’: The most exciting thing today is being offline and engaging with people and brands in the real world.

In ‘Brand Sense’, Martin Lindstrom says that we’re experiencing emptiness – we lack the physical contact which we are hard-wired to desire.

Consumers are moving ‘beyond consumption’ – they are looking for happiness elsewhere.


VR Urban and their SMS Slingshot which can be used to ‘catapult’ texts onto the walls to reclaim the streets/their culture.



CONNOISSEUR TASTES: Consumers are increasingly interested in becoming experts in once-forgotten rituals, behaviours and products. We want to use our choices and expertise to show who we are and to tell someone about our personality. For example, there are 33,000 combinations of drink at Starbucks (e.g. different shots) – what we have says something about us.

‘We want to mark ourselves out. If we become an expert in something it becomes a facet of our personality and our brand identity.’ (Mark Tungate, trends expert + consultant)

We could use these quotes and trends for our campaign. Perhaps personlisation and making the New Balance trainers something unique to the consumer is a good way to take things?