The Importance of CES 2015 For Marketers

You might be thinking that the Consumer Electronics Show is all about, well, consumer electronics. You’d only be partly right, because the CES is show is of great importance to marketers — both directly and indirectly. The show provides a wealth of data about consumers and the latest technologies that are aiming at them, the hot trends in devices and software, as well as the latest marketing techniques, PR strategies, booth designs, and advertising. Not only that, the CES show provides an amazing opportunity to reach a huge audience, if you have the right announcement or event planned.

A perfect example of the confluence between making use of CES as a media opportunity, and the latest trends in consumer electronics and media, is the joint announcement by Havas and Universal Music. The pair are launching the Global Music Data Alliance, which they hope will create new revenue streams by mining the data provided by consumer behavior around Universal’s artists.

Yannick Bolloré, chairman of Universal Music’s parent company Vivendi, said in a statement that “This Global Music Data Alliance will allow our clients and other brands to further expand their common passion for music with fans, and create deeper experiences for them.” It’s an important announcement because Universal is the world’s biggest music producer, with artists such as Taylor Swift, Lady Gaga, Adele, Elton John, Katy Perry, Pearl Jam and U2.

“We want to continue to find new revenue and marketing opportunities for all of our artists by . . . supercharging our efforts to realize previously untapped revenues from consumer brands and other new business partners,” said Universal Music CEO Lucian Grainge. Universal already has the Artist Portal, which tracks music and video sales, streaming, social media, airplay, merchandising and tcket sales. The new alliance will use Havas’ behavioral data to find new marketing opportunities for brands and artists.

Of course, this is being launched at CES with a cocktail party where Universal artist Nick Jonas will perform live. This will, of course, ensure plenty of media coverage . . . who wouldn’t want to use footage like that to illustrate a piece on CES It’s a great example of using the marketing opportunities the show affords.

The marketing opportunities aren’t lost on other companies, as the Wall Street Journal notes. “It’s also about marketing and media,” notes Jack Marshall. “Brands, agencies, advertisers, communications firms, Internet services and even publishers increasingly regard the confab as a must-attend event. It’s a place to learn more about technologies that might alter how they interact with and market to consumers.”

The show is an important place for advertising and marketing agencies to see the latest in the digital landscape — which is why the Ayzenberg Group is attending, among others. Brands and marketers need to be using the latest technologies and media to reach customers, or risk being left behind, and savvy agencies need to be there as well — if not a little bit ahead.

As an example, writes Marshall, Kraft is sending some 50 of its marketers to CES, according to Bob Rupczynski, the company’s vice president of media, data, and customer relationship management. “Other major brands in attendance will include Subway, Coca-Cola, Mondelez, Unilever, Jaguar, Land Rover and Bacardi,” notes Marshall.

The show atrracts some 160,000 attendees overall from around the world, and over the last three years CES has drawn in excess of 30,000 attendees each year from advertising, content, and entertainment communities. “It’s become a tent pole event for those in marketing, advertising and media, and this is the biggest year yet,” said Michael Kassan, CEO of consultancy Medialink, which will spend the week giving tours of the show to marketers and arranging meetings between marketers and media and technology companies. According to Mr. Kassan, it’s becoming increasingly important for marketers and brands to develop relationships with technology companies in order to understand how new innovations might impact their businesses, and CES is the perfect place to start.

CES itself is not unaware of its utility for marketers, and is working to take advantage of it by providing a space dedicated to marketers and digital media companies. The “C Space” portion of the exhibition is designed to “tell the story of how content, creativity, technology, brand marketing, influencers and the consumer come together as part of the CES universe,” CES said in a statement. “Over the course of the week it will feature presentations from executives at major media and marketing companies including Google, Twitter, Yahoo, Havas, Amazon Media Group, NBC Universal, and others,” writes Marshall.

Marketers who are at CES should be taking note of the hottest technologies that are appearing all over the show — that’s how you know what’s likely to be important in the coming year. It’s pretty obvious that 4K TV is the next big thing in consumer displays, and the only questions how fast it is adopted. Another major trend is the continuing adoption of Android TV as the driving force behind major brand TVs, as it’s being built right in to Sony and LG TVs, while Samsung is building in its Tizen operating system. This will lead to even more gaming as games appear directly on TVs without the need for a console. It will be more and more difficult to buy a TV without smarts, as it becomes cheaper than ever to build in an operating system and some processors — and app stores and streaming functions, providing new revenue opportunities for TV makers and game companies.

Of course, often what’s important to note at CES (as at other major shows) is what’s not at the show. This year, one interesting omission is the Steam Box, which was all over CES last year but seems to have cooled down considerably this year. Where’s 3D TV, the favored technology for several years at CES has run its course, with no interest from consumers and a decreasing amount of new content.

The area that’s really heating up is the really mobile market — cars. Several companies are working to bring the latest in mobile tech into cars, without having to wait for consumers to buy a new vehicle or carmakers to slowly improve the available electronics. Apple and Google are both working with carmakers to make it easy to upgrade your electronics in a car from year to year, as you upgrade the rest of your mobile devices. We’ll be seeing more screens in cars, more connectivity — and more opportunities for marketers to be there, too. Inside the vehicle is a place where Americans spend a good deal of time, and there’s plenty of opportunities cropping up in that space for advertising and marketing.

‘Minecraft’ Is The 2nd Most-Used Search Term On YouTube

Gaming content isn’t niche at all on YouTube. “Gaming has woven its way into all areas of pop culture — sports, music, television, and more,” says Google in their latest report on the matter.

“Gaming content on YouTube is some of the stickiest. More than 20 of the top 100 YouTube channels with the most subscribers worldwide are gaming related,” the report goes on to say, pointing out that the most subscribed YouTuber is in fact the most ubiquitous gamer of all, Pewdiepie.

Of top gaming channels on the platform, 3 of them focus almost exclusively on one game: Minecraft. Minecraft is so big on YouTube, that it is actually the 2nd most-searched term on the video platform. It is second only to “music.” That’s pretty big.

With such a wide audience, consumers who are viewing this content don’t necessarily identify with the “gamer” title. According to a Google Consumer Survey, on 37 percent of users who watch gaming content would call themselves gamers and cite “reactions” and “commentary” as the appealing aspects of walkthrough videos.

 

 

Razer’s New Android/PC Gaming Console

A lot of manufacturers are trying to redefine the way that people play video games in the comfort of their living room, between consoles like the Xbox One and PlayStation 4, and new machines like the forthcoming Steam Boxes and the OUYA. However, Razer may have taken the cake with the announcement of its newest device, the Forge TV.

Available later this quarter for the price of $99.99 (or $149 with the Serval controller and Cortex: Stream software bundled in), the Forge TV is a high-performance Android TV micro-console that will be able to provide both mobile and PC gaming experiences for the living room. The console utilizes Cortex: Stream software put together by the company to allow PC games to stream to your living room, as well as support for Bluetooth-enabled peripherals, such as Razer’s own Serval game controller and Turret keyboard and mouse devices.

While other companies, like Alienware and other manufacturers, have previously attempted to optimize PC game experiences for the living room, Razer hopes to break the mold with its Cortex: Stream software ($40). Using this, players will be able to take part in ultra-low latency PC gaming with full-HD resolution, across either a Wi-Fi or Ethernet connection. This would open up plenty of streaming opportunities, without the need for massive PC hardware or hard drive storage. That enables the low price and, in turn, better convenience for general audiences that aren’t willing to pay $600+ for a new device, assuming you already have a capable gaming PC. The $130 Turret gaming mouse and lapboard (a slim keyboard designed to be used on your lap) allows the use of any PC game, including ones that haven’t been optimized for use with a controller.

The Serval Bluetooth controller works with the Forge, and also with Android smartphones and tablets (you can clip on a smnartphone to the controller), as well as with compatible PC games. The Forge can handle up to 4 controllers, though additional Servals are $80 each.

 

“Razer Forge TV is a device that is able to bring together the most popular elements of an entertainment center,” said Min-Liant Tan, co-founder and CEO of Razer. “It powers popular music and movie apps and plays Android TV games that an entire family can enjoy. For the hardcore gaming audience, it will bring PC gaming to the couch. Razer Forge TV is what we see as the future of consoles.”

While the Cortex: Stream service isn’t avaialble yet, the company is planning on launching a beta with it in Q1 2015, the same time as the Forge TV device. Each of these consoles will come with the ability to use the service right off the bat, which steals one of the major selling points of Valve’s long-delayed Steam boxes. It will be interesting to see how Valve responds to this direct and compelling competition.

Those in attendance at the Consumer Electronics Show this week can stop by Razer’s booth and check out the Forge TV, along with the company’s other newly announced devices, including the Nabu X, its debut in the wearable tech department, and the Open-Source Virtual Reality project.

 

App Usage Grew 76% in 2014

Think that applications aren’t used that much on mobile devices Think again.

TechCrunch has reported that, per a report released by mobile analytics firm (and recent Yahoo! acquisition) Flurry, apps were used quite a bit on mobile devices this past year. The growth year-over-year has increased a staggering 76 percent for the year, with Shopping-based apps leading the charge, followed by Utilities & Productivity and Messaging. Each of these based apps have managed to see triple-digit growth on their own over the past year alone.

Meanwhile, Games continue to show slow but steady progress as well, although not as quickly as other applications on the market. In addition, Music, Media and Entertainment categories also showed some slight increases, but, again, not as much as the other departments.

Flurry defined “app usage” as a user opening an app and recording some form of session with it, such as playing a quick game or browsing a website for information (for a potential sale or other purposes).

The company managed to track an impressive 2.079 trillion app sessions over the year, with the daily session record actually clocking in on New Year’s Eve of last year, with 8.5 billion sessions recorded for that day alone.

The growth of Shopping applications couldn’t be missed, as seen in the chart below. They’ve managed to increase the highest with 174 percent, while Utilities & Productivity followed closely behind with 121 percent, and Messaging (Social) was in third with 103 percent. As you can see, the growth continued across the board, but numbers dwindled with other categories, with the lowest growth being Games at 30 percent. Of course, Games were already immensely popular on mobile devices, so it looks like people are beginning to find other uses for smartphones and tablets than just playing games.

Shopping managed to surge thanks in part to pre-existing retailers launching their own devoted apps (or improving upon previously released ones) and new start-ups entering the scene, including the likes of Threadless and Curbside. From Flurry’s findings, commute time was the highest around 9 AM and around noon (during lunch time), and then once again during “prime time” around 8 PM. Utilities & Productivity saw a spike with the introduction of Office on Windows devices (via Microsoft) as well as iOS and Android. As for messaging, Facebook led the charge, not only with Facebook Messenger, but also the acquisition of the popular WhatsApp service.

More findings on the report can be found over at TechCrunch.

Sony’s Big PS4 Sales Numbers

Although its PlayStation Network was put into question over the holidays with server issues, it was no doubt a good season for Sony and its PlayStation division.

The company recently provided sales data for its PlayStation 4 console, as well as its PlayStation Plus service, which provides a handful of free games to its subscribers each month, as well as other bonus items. Needless to say, Sony has a good head start as the year rolls onward.

According to Sony, 18.5 million PlayStation 4 consoles have been sold through worldwide, with 4.1 million systems accounted for from Black Friday through the end of 2014. The PS4 therefore appears to continue its installed base lead over its competition at Microsoft and Nintendo, and intends to keep it with a number of exclusive titles, including the forthcoming The Order: 1886, Bloodborne and Uncharted 4: A Thief’s End. We have yet to hear from Microsoft and Nintendo as to how many consoles they sold in the last quarter, but it’s a fair bet that if they had surpassed Sony’s sales we would have heard about it by now.

In addition, the attach rate for the PlayStation 4 is just over four games per console, with global software sales sitting at 81.8 million units worldwide leading into the beginning of 2015. Over the holiday period, over 17.8 million games were sold in both physical form and via digital download.

As for the PlayStation Plus service, its subscriber rate has never been higher. There are currently 10.9 million subscribers to the service across all consoles, although PlayStation 4 undoubtedly leads the pack, since it’s required to access online features like multiplayer.

All of this comes as good news for the company, despite the recent slump on PlayStation Network following hacker attacks over the holiday season. To make up for it, the company announced that it will provide a ten percent discount to all users on their next digital purchase through the Network, as well as five additional days of service to PlayStation Plus subscribers.

The news also comes on the heels of Sony’s confirmation of a subscription plan for its PlayStation Now cloud-gaming service, which kicks off next week.

Kickstarter Funds More Than $1,000 A Minute For Games

There’s no question that Kickstarter has become a powerful tool when it comes to raising money for projects, but nobody knew that it would have such a stellar year when it came to getting games off the ground.

The company recently provided its numbers for the year when it came to crowdfuding game projects, and, across 1,980 different projects, the platform has managed to raise $89.1 million. That’s just a small amount of the 22,252 projects that were successfully funded, to the tune of $529 million, but still a significant part. The numbers indicate that, with the amount donated, the site was able to raise more than $1,000 a minute over the entire year.

It’s important to note that these figures from Kickstarter cover both video games and tabletop games, with tablteop games accounting for roughly $54 million of the total according to Thomas Bidaux of ICO Partners. He also noted that these numbers are down from 2013, which had $118 million raised for games, with the drop in video games accounting for the difference.

Kickstarter also reported that, out of all the months in the year, August was the one that produced the most successful projects, with 2,311 hitting goals overall. When it came to a certain day when the most pledges came in, Wednesday was earmarked as the highest day.

Other numbers from the company’s findings include the following:

-2.2 million people made their first ever KickStarter pledges over the course of the year, across a variety of projects

-1,125 people backed over 100 projects overall, though no amount was given in terms of their pledges

That’s not to say that everyone was sold on the process, however. GamesIndustry International reported that some developers, like the legendary Peter Molyneus, felt it just wasn’t effective enough.

“It’s impossible not to notice a sense of apathy towards KickStarter these days,” chimed in independent game developer Agustin Cordes. “Previously I would tweet about an adventure needing backers, and experience an outpouring of support with retweets, favourites and such. Today, I say ‘KickStarter’ and not even crickets reply.”

Could KickStarter continue this trend as the New Year rolls on Only time will tell . . .

‘League of Legends’ To Get Dedicated Network

League of Legends has no doubt taking over the world, with millions of players taking part in MMO-based sessions online and attending tournaments, both in person and online, to watch the pros battle each other for big prizes. Now, Riot Games is taking the next step to devoting itself to the game, by working with several internet service providers to set up a special network optimized for League of Legends.

The company explained in a forum post that it plans to improve connectivity speed and stability for players in the United States. The company is currently in discussions with both ISPs in both the U.S. and Canada to enable players to get closer access to a dedicated network, stabilizing play sessions and connectivity with other players.

“Currently, ISPs focus primarily on moving large volumes of data in seconds or minutes, which is good for buffered applications like YouTube or Netflix but not so good for real-time games, which need to move very small amounts of data in milliseconds,” said Riot Games brand strategist Charlie Hauser, speaking with GamesIndustry International. “On top of that, your internet connection might bounce all over the country instead of running directly to where it needs to go, which can impact your network quality and ping whether the game server is across the country or right down the street.”

Hauser expects the services to be up and running by the end of March, although contract negotiations with certain ISPs are still happening. “This network should bring a marginal improvement for everyone – coast to coast,” said Hauser. “West Coasters are impacted by this as well – we’ve seen traffic in San Francisco get bounced across the country before finally getting to the server.”

Such a move could help create a new devoted network for online gaming, one with higher speeds and processing that would enable game sessions to go faster across the board. It’s not an unfamiliar strategy, as several companies, such as Activision and Microsoft, have set up devoted servers in the past for such games as Call of Duty and Halo.

What Marketers Need To Know About Social Media This Year

Social media marketing sure does love to evolve and 2015 is bound to be an exciting year in this sphere. What else is up Snapchat’s sleeves Will other social platforms monetize a la Facebook Only time will tell. For now, we can just make the most educated conjectures we possibly can. The best indiction of the future, however, is the present.

Ian Tornay, Associate Director of Social Strategy at Ayzenberg

Ayzenberg‘s associate director of social strategy, Ian Tornay, is in the trenches of it all. We spoke with him to gain some perspective on the platforms that marketers should consider critical, the trends he is seeing, the brands that most inspired him this past year, and, of course, those beginning-of-the-year predictions. Take heed.

How are you predicting social media marketing will evolve this year?

First, mobile will reach its zenith. Mobile is already an essential part of plans for those who are serious about marketing online. But mobile optimization will become essential in 2015. If you’re not thinking about how your customers and consumers are looking at your content using their mobile devices, you will begin to see precipitous declines in engagement and conversion.

Second, a maturation of the perspective that brands have on social. Since the beginning, experts and pioneers in the social space have been telling brands that social isn’t about refashioning existing marketing messages and media to fit platform standards, but we’re just now seeing brands take this to heart. Don’t think about how your brand will be adapted to social  – think about the conversation that your brand wants to own, and adapt that message to your brand.

Last, and maybe most importantly, brands will need to come to terms with “secret” or 1-to-1 marketing platforms. Emerging social networks focus less on a broadcast of information in a feed and more on selected and personal communications directly between users. Brands will need to adapt and those that do will be handsomely rewarded.

What’s looking trendy right now? How are these trends working out for brands?

Brands are getting even better at playing into short-term memes and Internet trends. The most agile brands are quickly conjugating what they’re seeing trend on Reddit, Imgur, and 9GAG into part of their brand message. It can be a risky game. In attempting to prove savvy and personality you may come across as aloof or cloying if your brand misses the meme mark. Fail to use a popular macro correctly and you may be facing ridicule and find your brand worse for your efforts.

Participating in popular internet culture isn’t a casual affair — it requires an immersion and appreciation of  jokes and memes that can go back as far as “Hampster Dance.” If going this deep doesn’t sound appealing or worth your time, you might be better off leaving it alone.

What platforms should marketers consider to be absolutely critical right now?

As for the obvious, Instagram has surfaced from the depths as a content behemoth. Many brands are reaching more of their audience and driving more conversation through the platform than Facebook and Twitter combined. It’s also a great place to ply your brand and broaden your visual identity. While it sounds like advice from 2013, if you’re not on Instagram, you’re doing it wrong.

More brands are also finding a voice on Reddit. Brands like Pornhub that were formerly relegated to taboo are spreading their wings and message through AMAs. Be warned, though: Reddit is fickle and slow to forget (sorry, Woody) and will drag every skeleton out of your closet for clarification. It can be a crucible for a communications team, but it can also be a great way to assert your brand identity, clear the air around controversy and learn a heap about your audience.

What brands were most inspiring to you in 2014 in their approach to social?

Pornhub. Right ! While the Internet is no stranger to pornography, it’s still not an accepted topic of conversation in all but the most intimate social circles. So, Pornhub changed the conversation. When you think of the people who probably work for Internet pornography sites, you probably don’t conjure intellectual or excited conversationists. Pornhub has shared the statistics, reality, and humanizing stories that people do feel safe sharing and talking about. The adjectives more commonly associated with Pornhub are now positive; honest, passionate, altruistic and creative. It just goes to show that the narrative around your brand is never set in stone.

Speaking of Instagram, Nike is always an inspiration: beautiful photography, subtly topical content, and an obvious passion for the conversation around their brand.

And lastly, a little guy. You Are Not So Smart is a podcast about psychology and self-delusion. It’s heavy listening and even thicker reading. So how does its host, David McRaney, make a splash on Pinterest  With cookies. To break up each episode, McRaney samples a cookie recipe sent in by listeners. It’s a great way to drive fan engagement and bring attention to a brand that’s an otherwise bad fit for the platform. I won’t get tired of beating this drum in ’15, but again it just goes to show that if people aren’t interested in the conversation around your brand, own a different conversation.

What is on your wish list this year for tools you want social platforms to implement?

Different online tools work better for different scopes and different brands, but there’s one tool that will never go out of fashion: the scientific method. Brands that are excelling on social don’t rely on charm and creative alone. If you’re not tracking your brands stats and experimenting with variables in creative and platform strategy, you’re missing out. It’s challenging and can raise more questions than it directly answers, but what you can learn about your audience will be invaluable to your social marketing and beyond.

Plantronics Teams With Microsoft For Licensed Xbox One Audio Peripherals

On Sunday, the global leader in audio communications, Plantronics Inc., revealed that it will be providing advanced audio and chat solutions for Xbox One gamers around the world. With officially licensed audio peripherals optimized for performance with the Xbox One, Plantronics could change your entire gaming experience.

“Xbox One brings fans true gaming immersion to the living room and new, connected ways to enjoy media,” said Branden Powell, Director of Accessories at Xbox, in an article on CNNMoney. “With its commitment to innovation, Plantronics was a natural partner as we looked for solutions that offered the high-quality audio and clear communication essential to deliver the best Xbox One experience.”

Plantronics has worked closely with Microsoft since 2002, producing all Xbox Live headsets for the original Xbox console. The headset company also created the popular Halo 2 Special Edition headset in 2004, which became the best-selling third-party headset accessory of that console generation.

“We are thrilled to be working with Microsoft to provide products to support Xbox One and continue our support for Xbox 360,” said Dorothy Ferguson, head of gaming marketing at Plantronics. “With our proven expertise in creating mobile, gaming and entertainment products that offer uncompromising audio, clear two-way chat, and long-wearing comfort, our upcoming Xbox One products are sure to excite.”

Plantronics Gaming features a one-of-a-kind flagship RIG Gaming Audio System, which offers competitive players premium audio and voice chat. It also enables gamers to connect and move freely between all of their gaming and entertainment devices with just one headset. RIG fuses top-notch game audio and live voice chat (at home and on-the-go) with mobile audio, music, and apps.

RIG Gaming Audio System, RIG Flex and RIG Surround are currently available worldwide.

Ev Williams Makes A Case For Why Time Matters In The ‘War For Attention’

Former Twitter CEO and current Medium CEO Ev Williams, in the news for a controversial quote about Instagram surpassing Twitter to become the second largest social network in the United States, is explaining his remarks with an essay posted to Medium today.

The essay, titled “A mile wide, an inch deep”, outlines Williams’ firm belief that sheer traffic — more important to websites than ever before in an age where everyone competes in a “war for attention” — is superficial when compared to time spent engaging with a website.

“We pay more attention to time spent reading than number of visitors at Medium,” Williams explains, “because, in a world of infinite content — where there are a million shiny attention-grabbing objects a touch away and notifications coming in constantly — it’s meaningful when someone is actually spending time.”

The way Williams sees it, it is important for content creators to stand out from an ever-growing pack of distractions by offering viewers a reason to stick around longer.

Medium focuses on their top-line metric, total time reading. Total time reading, according to Williams, is why he didn’t exactly greet their “biggest week ever” by traffic last week with excitement. Though total time reading was still up, it was off 50 percent from an all-time high in early October when traffic was 40 percent lower.

“The problem with time, though,” Williams takes care to point out, “is it’s not actually measuring value. It’s measuring cost as a proxy for value.”

Brevity, after all, is the soul of wit, a statement Williams concurs with by saying his goal as a writer — and the goal of Medium as a platform — is to leave an impression on a reader. “Taking people’s time isn’t really the goal,” he continues, agreeing with BuzzFeed co-founder Jonah Peretti’s opinion that there is no cohesive “God metric” for measuring the value of content.

All in all, Williams concludes, emotionless number-crunching does not produce sustainable success for marketers or businesses. “Trust your gut as much (or more) than the numbers,” he states, invoking unconventional tech giants Apple and Google’s brand-building strategies as examples. “Figure out what matters and build something good.”