Thursday, August 30, 2012


 DIGITAL MEDIA CONVERGENCE


An increase in technology over the past couple decades has resulted in an increase of accessibility of information from all corners of the globe. This access can be attributed to the effects of digital media convergence, which Jenkins (2006)  defines as the "flow of content across multiple media platforms, the cooperation between multiple media industries, and the migratory behaviour of audiences”. This phenomenon has forever changed the advertising landscape.  Due to the vast online population, the speed of viral videos, popularity of social networking sites, agencies can approach advertising in a much more imaginative and effective manner. The successfulness of advertising in new online media forms can be highlighted through the "Peugot: Take the Car Challenge" and "Barbie & Ken get Social" online campaigns.


 The internet has become the fastest growing media form in history which has opened up a wide range of prospects for the advertising community who want to reach "distracted, distrustful and disinterested consumers" (Spurgeon 2008).  As Jenkins (2006) describes in his definition, digital media convergence involves the "flow of content across multiple media platforms". Technological convergence has resulted in the connection of various media forms and devices which allows for content to move easily through computers, mobiles, iPads, TVs, cameras etc. Due to the magnitude of content flowing across these media forms, search engines like Google and Yahoo! are very popular in aiding people track down certain information.  These engines have taken advantage of the possible advertising opportunities in various ways.  Google uses an 'auction' system where companies can bid for their positions on the Google Website adjacent to specific key words that have been searched (Spurgeon 2008). Yahoo! has evolved from just a search engine to become a leading lifestyle and entertainment community portal. (Spurgeon 2008).  Both of these companies effectively managed to exploit the benefits that the digital media world has to offer, and has successfully generated significant profit through advertising online.

 Due to the "migratory behaviour of consumers"(Jenkins 2006) on the online world, advertisers have the chance to reach a much wider audience than ever before. Advertisers use a number of varying  techniques only appropriate for the digital world to promote products much more effectively. Two of these techniques include online behavioural advertising and branded content. Online behavioural advertising "consist of a first-party web-based behavioural advertising where a web publisher collects users' browsing data from its own web domain and serves advertisements accordingly across a site" (McStay 2011). By doing so companies can track and collate data about people's personal interests and present them with advertisements they are more likely to be interested in. Branded content involves the clever masking of advertising by entertainment to try snare consumer's interest in their products. This technique was created to avoid the "irritation and interruption" (Spurgeon 2008) of regular advertising, and generate  a more entertaining advertisement that consumers would want to seek out. This concept was utilized effectively through the "Peugot: Take a car Challenge" (http://www.youtube.com/watch?v=jHGjdGRK9PU) which was a take on the tradition " 'touch-a-car' endurance competitions". The idea was that challengers had to enter in a specific time, click on the car and hold that click for as long as possible. The winner would win a week with the car of their choice. During this entertaining game which ran for hours Peugot's website "spat out over 9,000 words of pure sales information to help brainwash contestants into wanting the car" (Hepburn 2011). The originality as well as interactivity and subtleness of Peugot's advertising further stresses the advertising capabilities which digital media convergence has opened.




Flow of content across media platforms is made easier by the increased opportunity  for cooperation between media industries. "Confluence... occurs when media industries are less task bound and merge together to allow content to flow freely between them, empowering technologies and practices that are adaptive and associative in nature" (Sheehan & Morrison 2009). This confluence further demonstrates the effectiveness of online advertising as companies work of each other to establish new creative ways to attract, inform and sell to consumers. As stated by Sheehan and Morrison (2009) "innovation occurs in ecosystems that overlap. Advertising’s innovation ecosystem is dependent on the mixing of digital, intellectual, and creative capital, which involves utilization of ideas from a range of people". This innovation can be exemplified through the successful online campaign entitled "Barbie & Ken get Social". In February 2011, to celebrate Ken's 50th anniversary and the unveiling of a new 'sweet-talking Ken' doll, Mattel inc begun a wide scaled digital campaign. 7 years after their controversial split, the campaign focuses on Ken's efforts to try win Barbie back. Firstly, the toy company Mattel Inc. created fake accounts for Barbie and Ken across three social platforms including Facebook, Twitter and Foursquare. This ensured the quick spread of Ken's hopes to woo Barbie and encouraged fans to follow their adventure as well as interact with the accounts and post their thoughts on the matter. During the campaign "Barbie’s Facebook Page experienced a 34% increase in fans and a 200% increase in engagement, through comments, likes and shares" (Swallow 2011). Mattel Inc. also utilized Youtube by creating a video of Ken visiting match.com only to find Barbie is his best match. A web series was later fashioned entitled "Genuine Ken" and the site BarbieandKen.com was launched where people could vote whether barbie should take Ken back (For more information check out this article at http://mashable.com/2011/05/05/barbie-ken-social-media/) This campaign ended with the reuniting of Barbie and Ken and as a huge success. Mattel Inc effectively utilized a majority of media platforms available on the net to ensure a balance of entertainment/interactivity and advertising.
 

 The digital world is forever expanding, opening up new ideas for thought and creativity. Digital media convergence is effectively linking the world bringing together different cultures, companies and offering an endless supply of information, content and entertainment. This has enhanced the advertising community's ability to promote products as they are presented with a medium with infinite opportunity for creativity, an audience that spreads the globe and the convenience of branching out and merging with other companies and industries. These qualities are highlighted in the below video which is ironically promoting print media. All in all, digital media convergence has consequently led to an efficient and effectual form of advertising.



BIBLIOGRAPHY

Hepburn, A 2011. "Peugot: Take the Car Challenge", DigitalBuzzblog, June 28. Viewed 23rd August, <http://www.digitalbuzzblog.com/peugeot-take-the-car-challenge/>

McStay, A 2011. The Mood Of Information: A Critique of Online Behavioural Advertising, The Continuum International Publishing Group, London.  pp. 3-7

Plummer, J & Rappaport, S & Hall, T & Barocci, R 2007. The Online Advertising Playbook: Proven Strategies and Tested Tactics from the Advertising Research Foundation, John Wiley & Sons, New Jersey

Sheehan, KB & Morrison, DK 2009. "Beyond Convergence: Confluence culture and the role of advertising agency in a changing world", First Monday, vol. 14, no. 3, viewed 23rd August 2012. <http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2239/2121>

Spurgeon, C 2008. Advertising and New Media, Oxon, Routledge. pp. 24-45

Swallow, E 2011. "How Ken and Barbie were reunited through Social Media", Mashable Social Media, May 5. Viewed 23rd August, <http://mashable.com/2011/05/05/barbie-ken-social-media/>

Image one <http://www.relationship-economy.com/2008/10/what-is-isoquantic-shifts/digital-convergence/>

Image two <http://winarco.com/ixtreamer-media-player-streaming-ios-devices-content-to-hdtv/>

Image three <http://www.rpmgo.com/peugeot-car-challenge>

Image four <http://mashable.com/2011/05/05/barbie-ken-social-media/>
 

No comments: