Samsung Builds Buzz for Rihanna’s New Album with Mobile Tease

Rihanna fans can agree on one thing: the pop superstar is one helluva tease.

The bad-girl image has benefited the Barbados-born beauty and brands identify that. Her palpable aura allows for sponsors to think outside of the box every time they collaborate.

Enter Samsung, who’s taking full advantage of Ree’s mystique as they’ve created a series of cryptic clues and a game in a mobile-only, virtual trail teasing the release date of her forthcoming album ANTI. The immersive online experience offers fans clues to her eighth album; ads first launched during Sunday’s American Music Awards. The campaign contains more clues through the “iamthekeykolder” Instagram and Twitter accounts using the hashtag #ANTIdiaRy.

There are whispers hinting for a Black Friday release on Jay-Z’s music streaming service Tidal, with wider distribution taking place the following week.

If there’s any person on the planet who can pull off promotional play by keeping mum with a proverbial ball gag, it’s the sultry songstress.

Samsung’s mobile-only approach likely means it wants to use the 27-year-old’s drawing power to promote its Galaxy line of products. The Galaxy S7 is slated for a January release, and the South Korean tech titan reportedly is changing its strategy on smartphones, offering customers to contemplate a flagship phone earlier in the year.

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In a classic case of  “Bitch Better Have My Money'” Samsung reportedly paid a whopping $25 million for the Rihanna partnership to sponsor her album and tour, which kicks off in February. That kind of cash is a cold bill for brands and marketers to swallow, as most don’t have pockets deep enough to even join the bargaining table. And the bills will only get stiffer. Adele’s camp is pitching a $30 million sponsorship deal to Apple, the New York Post reports, a price tag 10 times the usual sponsorship deal.

Such are the scenarios when working with entertainment behemoths with worldwide reach. Rihanna is signed with Roc Nation, who previously profited with Samsung when they bought 1 million copies of Jay Z’s album Magna Carta: Holy Grail and distributed them for free through its Galaxy devices. Rihanna previously dabbled with VR via her very NSFW “Bitch Better Have My Money” music video.

“In today’s cluttered world, it’s important to break out and create unique, personal experiences that people are seeking in order to connect directly with consumers,” said Marc Mathieu, chief marketing officer of Samsung Electronics America, per AdWeek. “We know that one of our consumers’ passion points is music so we decided to join forces with Rihanna because she is an icon of originality and ingenuity and one of the most wildly creative voices in culture today.”

In the meantime, don’t be surprised if Rihanna’s posting more clues or salacious selfies with her new Samsung by the time the dessert cart comes around on Thanksgiving.

‘Game of War’ and EA Dominate October Mobile Revenues

App Annie has posted its October 2015 mobile sales report, indicating the top money-making games for the month, and publisher Machine Zone continues to dominate with its hit strategy game Game of War: Fire Age.

The report indicates that the game has reached number one for the first time in worldwide iOS revenue for the month of October, seeing success across the U.S., United Kingdom and Japan markets. Japan in particular is a huge feat, according to App Annie, since “it is rare to see non-Japanese game publishers rank so highly.”

Game of War‘s success shouldn’t be too big a surprise, as the game has seen an illustrious advertising campaign first featuring the likes of Kate Upton, then switching over to singer Mariah Carey midway through the year.

The full list of worldwide top ten iOS games are as follows:

  1. Game of War: Fire Age
  2. Monster Strike
  3. Clash of Clans
  4. Fantasy Westward Journey
  5. Puzzle & Dragons
  6. Candy Crush Saga
  7. The White Cat Project
  8. Westward Journey Online
  9. The Legend of Mir 2
  10. Clash of Kings

Considering that a majority of these games are free-to-play, revenue comes from players continually buying in-game goods to enhance their experience.

Game of War‘s success in particular is quite noteworthy, as the game has maintained one of the top two spots in grossing ranks for the entire month of October, never dropping down to third, according to App Annie.

As for overall company success with key IP’s, Electronic Arts managed to rise three spots to take the top spot for October, due to the success to two new free-to-play games: Minions Paradise and Need For Speed: No Limits. Doodle Mobile, King, Gameloft and Outfit7 rounded out the rest of the top five.

Minions Paradise became the second most popular app for the month, with combined Google Play and iOS downloads. Considering the billion-dollar success of the recent film, they continue to remain quite relevant with audiences. The game also managed to reach the number one daily download rank for games in over 60 countries for both markets, and remained in the top download spot for well over a week past its debut.

Meanwhile, Need For Speed performed well in its own right, reaching number four in October’s overall rankings for both Google Play and iOS, and hitting the number one rank in overall downloads. This is just the latest success for the series on the mobile front, following the release of the well-received Most Wanted back in 2012.

The fact that EA has managed to give this one a fair share of marketing, alongside its new console release of Need For Speed earlier this month, is good news for mobile fans.

As far as the top games with monthly active users (on the iPhone front), Clash of Clans from Supercell continued to be a top draw, but all eyes are on Remco Kortenoever’s Smashy Road: Wanted, which found a surprise spot in the number two position. The high-speed action and well-organized user-centric ad monetization system made the game an instant hit. It also fared rather well on the Android front, sitting in a seventh place position. Other games on the iPhone top five list included Candy Crush Saga, Words With Friends and Trivia Crack.

As for top companies overall, Electronic Arts may have nudged into a first place position with its new properties, but rounding out the top five are Gameloft, King, Doodle Mobile and Miniclip, continuing to be quite popular in the mobile circles. In fact, the list is unchanged from the previous month’s top five, although Outfit7 is slowly moving up in the ranks, shifting from number 13 to 6 over a month’s time. It could very well make its way into the top five for November, if its momentum keeps going.

How Black Friday Became the Marketing Event of the Year

The army of tents outside your local Best Buy should have been the dead giveaway, but Black Friday is coming. As soon as Thanksgiving dessert is over, retailers across the U.S. will put various items on sale, ranging from video games to movies to high-end electronics. With that, customers will flock to it like crazy, buying up bargains just in time for the holidays.

Adobe is already forecasting that sales for this year’s event will go through the roof, reaching even bigger heights than ever before.

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They also noted that 51 percent of online shopping visits on Thanksgiving/Black Friday will come from mobile devices, with 29 percent of total sales coming from said devices a 12 percent increase from the previous year.

With that, it’s time to take a closer look at where Black Friday actually came from, and how its managed to grow so much over the years.

The Origin of Black Friday

The term actually got its start in 1961, as part of a way to describe the heavy pedestrian and foot traffic that emerged from shopping around the holiday season, which officially kicked off the day after Thanksgiving (due to the three-day weekend, enabling extra time to shop). The term actually comes from retailers being “in the black”, as they see a sales boost around that time compared to slower times in the year, when they’re stated to being more “in the red.”

How Marketing Around Black Friday Evolved

For many years, Black Friday worked more along the lines of a three-day period, starting on Friday (of course) and going into the weekend. However, as the late 2000’s emerged, more retailers began to open their stores earlier to give shoppers a jump on potential sales, going as early as 5 or 4 a.m., allowing people to line up for bargains. In 2011, this was pushed even further ahead, with some retailers opening as soon as midnight the day after Thanksgiving. Deep promotions have now become commonplace among brands and retailers.

Black Friday has become so ingrained in our culture, Buy Nothing Day now exists in contrast to it. REI this year has decided this year to create a marketing effort that is decidedly anti-Black Friday with their Opt Outside campaign.

Black Friday Now and In The Future

Something that has become especially tangible in the past few years is that attitudes and spending habits around Black Friday has been changing.

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According to Fundivo, Black Friday spending has gained a critical amount of traction over the years, rising from $26 billion in 2005 to a peak of $59.1 billion in 2012. That same year also saw a peak in average spending.

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Of course, online spending has become a huge factor in Black Friday’s shopping scene. It may surprise you, however, that while many Americans are occupied with preparing turkey, a large number of them are shopping online. Online spending on Thanksgiving superseded Black Friday online spending in 2012 and only continues to grow.

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As online shopping gains steam, so does mobile, with 13 percent of overall consumers using smartphones and 16 percent using tablets. This year, Adobe expects an estimated 11 percent year-over-year growth is expected over 2014’s numbers, reaching a high of $83 billion. That’s also not taking into account the sales numbers that will come from the following Cyber Monday event, which is expected to reach a record $3 billion, a 12 percent year-over-year increase in its own right.

By spreading word about their sales through the likes of Facebook, Twitter and Pinterest, retailers can gain better interest from consumers over particular deals, as well as the spread word-of-mouth to bring in even more of them. Two particular social channels seem to be converting more purchases than others  Facebook and Pinterest. The numbers show that referrals from Facebook lead to an average of $109.94 spent per order, compared to just over $100 for Pinterest. Facebook showed twice the rate of converted online sales compared to Pinterest.

Email continues to be a big factor in marketing these deals, but marketers have eschewed frequency of these blasts in favor of increased targeting. Last year, brands and retailers averaged 5.3 emails during Black Friday a drop of more than 11 percent from 2014 to 2013.

Sega and Sonic Find Brand Renewal

Except for perhaps Nintendo’s Mario, few characters are as emblematic of a company as Sega’s Sonic the Hedgehog. The blue speedster first appeared in his own self-titled game for the Sega Genesis console in 1991 and has been both a video game and cultural icon ever since.

Despite the success and recognition of the Sonic brand, it has seen its fair share of ups and downs. Sonic didn’t transition very well into 3D, culminating to an apology from Haruki Satomi, the CEO of Sega Games, to fans for the quality of recent games like Sonic Boom: Rise of Lyric for the Nintendo Wii U.

Satomi is quoted as saying, “Sega in the 1990s was known for its brand, but after that, we’ve lost trust, and we were left with nothing but reputation… For this reason, we’d like to win back the customers’ trust, and become a brand once again.”

The focus on quality already seems to be paying off. The Sonic Boom animated TV show has completed its first season on Cartoon Network, and the Sonic Dash mobile game hitting a 150 million download milestone, Sonic the Hedgehog and Sega are speeding into a new era of popularity, largely driven by a new generation of gamers and fun promos like the villain Dr. Eggman’s takeover of Twitter.

Chris Olson Sega

[a]listdaily spoke to Chris Olson [pictured], COO of SEGA Networks (SEGA’s mobile division) and Chief Brand Officer for Sonic, Ivo Gerscovich, about how both Sonic the Hedgehog and therefore the Sega brand are seeing all new popularity and success on mobile devices.

You recently stated that Sonic games will have “a greater focus on quality.” How will that focus be conveyed to audiences

[Chris] We are committed to constantly improving the relationship we have with our players. I think you can see this in the high quality of our recent release, Sonic Dash 2: Sonic Boom — it has a 4.5 (out of 5) star rating. Similarly, the team working on the TV show is very focused on quality and the strong ratings the show has received to date is proof of that. So, we’ve already started rolling out this focus and you can expect to see it more.

Sega CEO Haruki Satomi recently spoke about how Sega needs to become a brand again. Can you describe that the renewed vision of the Sega brand is

[Ivo] For Sonic in particular, it’s key for us to restore trust and create quality games for fans worldwide. The vision is a simple one, though not always easy to accomplish: make excellent content with universal appeal.

We’ve already started on this path by ensuring that we do what it takes to produce enjoyable and fun titles for fans new and old, and with this year’s Sonic Dash 2: Sonic Boom, we’re happy to have another solid game in the Sonic roadmap for fans to enjoy.

Sonic Dash recently reached over 150 million downloads since its release. What was learned from its success

[Chris] We have been absolutely thrilled with how much Sonic Dash has resonated with players; there’s definitely a lot of love for the little blue guy. We’ve learned several things as a result:

  • Our IP carries weight beyond the more traditional “core” gamer market. This is great news given the rise of gaming on smartphones and tablets.
  • Gameplay must live up to player expectations. In the case of Sonic Dash, pairing Sonic with a running game was a natural fit.
  • The power of Free-to-Play cannot be ignored. The title started off with a premium price tag, but after initial testing making the title free we saw an overwhelming response and never looked back.
  • Iterative development is the key to success — it’s a marathon. The title has received about 40 (and counting) updates over its lifetime. By continually updating the game, we are making it a better experience for players and reinforcing the positive relationship we have with our players.

Sonic Boom Show

Has the Sonic Boom TV show helped to market games like Sonic Dash

[Chris] We are really excited at the transmedia potential between the TV show and Sonic Dash 2: Sonic Boom. Though show tie-ins will certainly help our marketing efforts, I think the most exciting thing is the chance to have the game complement the show and vice versa. We are constantly seeking new ways to strengthen our ties with both audiences and have some fun stuff planned for the future.

[Ivo] The TV show has been a great introductory point for a large number of new Sonic fans. Thanks to the high quality of the show and the excellent ratings, it helps the entire brand — games like Sonic Dash included!

With the Sonic fan base skewing toward a younger audience, what are the challenges in maintaining some of the nostalgia that made the character popular while appealing to a new generation at the same time

[Ivo] What’s fun about Sonic is that his appeal is wider than just a young audience. Kids from the 90s who grew up with Sonic on their Genesis are getting married, having children of their own, and introducing them to the world of video games. Sonic is one of those iconic characters whose original games are still fun to play today, but who also has new games, a brand new TV show, and a huge array of toys — offering content for kids and for older gamers. If anyone tries to tell you his games are just for kids, tell them to go try out Sonic Generations, pronto.

One of the challenges this presents, of course, is that as the audiences change in age, what they look for in a game might change, too. Sonic was never about guns or violence (we’ll overlook that one Shadow the Hedgehog moment) in the same way that Call of Duty might interest older games. But there’s something magical about his design that makes him continue to appeal, even 24 years after his creation. So, even as our audiences might grow older and play other games, making a game that appeals to everyone can sound like a tricky thing, on paper. How do you reach audiences that could be literally 20 or more years apart in age

The answer is more simplistic than it appears, and all you have to do is play the original Sonic titles to see it.

It’s not about building games for kids or games for adults. There’s no need to segment the audience in such a way and force out one or the other. The solution is in building a quality game that anyone can enjoy, no matter their age. Sonic is a rare brand in that it has such a strong potential for this, and for us, that universal enjoyment and appeal, no matter your age, is exactly what makes him so special.

Katee Sackhoff Discusses ‘Black Ops 3,’ ‘EVE Valkyrie’

Actress Katee Sackhoff has been busy in the video game business of late. She’s working with CCP Games on the EVE: Valkyrie virtual reality game — and experience that’s old hat for the Battlestar Galactica vet. And she stars in Treyarch’s new Call of Duty: Black Ops 3 game as Special Forces soldier Sarah Hall, which was her first experience with performance capture. The star of Longmire talks about the opportunities video games is opening up for Hollywood in this exclusive interview.

KateeSackhoff

Katee Sackhoff

What are your thoughts about the technology when it comes to this full motion capture and working with other actors A lot of times actors say it’s like being involved in a stage production.

The performance doesn’t change. There were a couple scenes that I had to do where there were actual tears going down my face because I was giving a performance and they were capturing it. Not only with all of the dots and stuff all over my face but there’s cameras pointed at you from every single angle. They’re actually picking up that movement and that tear and everything else. It’s quite cool actually. It was one of the coolest experiences I’ve ever had.

I just thought that it was a completely different way to approach gaming and the story. What better way to make people want to play the game than to have them feel emotionally connected to the characters that they’re actually able to play.

Now that the game’s out, what’s it like seeing your virtual version of yourself verses when you watch or see a movie or TV show that you’ve been in

It’s so funny though because people on Twitter who have never seen Battlestar Galactica, who watch Longmire or something else that I’ve done, are playing the game now. They’re sitting there going, “Oh my god, is that Katee Sackhoff ” All the people that have seen Battlestar Galactica were like, “Of course that’s Katee Sackhoff. You can tell from ten miles away.” But the people that are so used to me now, who have never seen my previous work are kinda like, “What When did this happen ”

Did you ever imagine that one day you’d actually be starring in a video game with full performance capture like Call of Duty

Dude, I didn’t actually think I’d be an actor. I didn’t think people would let me do this. So, no. When I was growing up, every single thing that had to do with some sort of creativity, as far as video games or TV, or singing or dancing, I always wanted to do all of it because it seemed so much fun to be able to play other characters and disappear into them. To actually have the ability to do it, and then let people give me the opportunity, is a dream come true. When you’re seven years old playing video games, you never dream that the technology is going to get to a point where you’re actually in a video game.

Nowadays, they have professional video game players. You can actually make a living playing games.

Absolutely. I’m sure that there’s kids that are actually writing code for video games in their bedrooms right now.

You are now part of that whole professional video game landscape because Call of Duty is one of the big eSports out there. What are your thoughts that kids will be winning $3 million playing Call of Duty professionally around the world.

Wow. I hope their parents make them put it in a savings account.

Do you ever wish you had that excuse when your parents were telling you to put the Nintendo away Were you saying, “Hey, I’m practicing for my job.”

Right. Could you imagine My parents would’ve been like, “No you’re not. You’re going to be a lawyer.”

When you do have free time other than playing Call of Duty, what do you like to play for fun, video game-wise.

Oh my god. I still do the dorky things that all the kids are probably going to make fun of. I’m kind of obsessed with Wii. I love to play Wii Bowling and Wii Tennis. My boyfriend and I have tennis tournaments. We’re really competitive in our household. I’m going to wipe the floor out of the little kids when I bring Call of Duty home for Christmas.

You guys didn’t make the leap to the Wii U

I’m sure that’s what we have. I don’t have the game console, so whenever I go to New Zealand I pull it out. My mom has it. We have it at grandma’s house. We have Christmas dance offs and stuff. It’s pretty awesome. I play the tame video game version of things.

Call of Duty has a pretty high esteemed group of actors that have been part of this franchise. Do you have that sense that you’re part of something like that yet

No, no. I sort of feel like the dorky kid that never really is in “the know.” I don’t really pay attention to any of it. There are moments when I feel like I’m in Junior High again and I’m like, “What happened on the weekend Oh, I missed it.” I feel like I’m still that kid with the braces wanting to be accepted. I’ll let you know if I ever figure out if I’m cool.

You’re now also indirectly connected to Candy Crush because Activision is buying the Candy Crush game company for $5.9 billion.

Candy Crush is something that I could totally make my jam, and so I haven’t played it because I’m sort of obsessive compulsive. I didn’t put Angry Birds down for two years and missed sleep. I would show up to work exhausted because I’d get stuck in that one hole. I can’t. I just can’t. I have not picked up Candy Crush because I would be that person that starts getting obsessed about it and I wouldn’t leave my house. I’d be playing it when I’m driving. It would be bad. It would be really bad.

Is that one of the reasons, in general, you don’t spend as much time playing games now when you have free time verses when you were younger

I can’t even have a TV in my living room because it’s like a jar of peanut butter. If I have it in my house, it’ll be gone in a day. If I had a TV, I would never leave my living room. It’s not good. So video games and me, probably not a really good thing. I still have my old Atari.

I don’t know if you’re the best person to be getting an Oculus Rift then with EVE: Valkyrie.

Right Listen, I played Oculus Rift. It was one of the coolest things ever. Although I had to do it in spurts because it made me a little dizzy. And they were like, “Oh no, you’ll be fine. You just have to build up to it.” And I was like, “That’s my fear. That I’ll build up to it and then I will never leave my house.” I will exist in this alternate universe and never leave my house. I’ll be convinced I’m a fighter pilot. It’s not good with me.

It’ll be like Ready Player One in real life.

Exactly. I’ll make people call me that.

Ross Borden Talks ‘Orcs Must Die Unchained!’ Potential

Although eSports might be dominated by a few big names right now, particularly shooters like the Call of Duty series, as indicated by Activision’s push for the Call of Duty Championship — or competitive MOBA (Multiplayer Online Battle Arena) like League of Legends, DOTA 2 and the recently released Heroes of the Storm. But there’s always room for more, which is where “oddball” like Orcs Must Die Unchained! (OMDU) fits in.

Produced by Robot Entertainment, Orcs Must Die Unchained! is hitting the eSports scene with its particular brand of cartoon comedy that combines competitive team-based MOBA (Multiplayer Online Battle Arena) gameplay with trap-setting tower-defense. Players must destroy the enemy’s fortress, all while keeping their own protected using either direct combat or by setting traps, which include spiked walls, lava pits, and a variety of other spectacular and blood-splattering tools.

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[a]listdaily caught up with Ross Borden, the newly appointed chief publishing officer for Robot Entertainment. “Robot is already an amazing studio with talented developers and a track record of critical successes like Orcs Must Die and Hero Academy,” said Ross, discussing his role in the company. “My focus is on combining best in-class service, community and analytics in order to truly understand and delight our customers.”

The game is currently in beta on PC, and will eventually release for PlayStation 4, but doesn’t have a specific release date for either yet. Borden stated that progress on it is moving along swimmingly. “The team has been busy making huge progress over the recent months. I can’t wait for gamers to play it, including millions that bought and loved the previous games.”

The previous game, Orcs Must Die! 2, focused heavily on two-player cooperation, which gained the series its following. While OMDU introduces a team-based competitive multiplayer, making it perfect for competitive eSports, it’s entering into a very crowded area. However, Borden remains confident, mainly due to the game’s team vs. team nature. “It has a robust competitive mode, which we think complements our cooperative (PvE) mode really well,” he explained. “eSports will become more significant post-launch.”

As for the nature of eSports itself, Borden believes it will continue to be on the rise. “eSports is huge and it will only continue to grow,” he explained. “Entire ecosystems are forming around it, including fantasy sports and betting. Prizes and recognition will continue to motivate gamers to get involved. So it’s a major factor to consider for anyone making competitive games.”

Marketing will also play a big part in the game, as the cartoonish level of violence and multiplayer antics may appeal to both professional and casual players. “This game will be really fun to market,” Borden explained. “I am confident that we will effectively cut through the competitive noise by leveraging OMD’s signature humor together with its reputation for being one of the best action tower defense franchises in the world.”

“I remember my initial reaction four years ago when I heard about the new game called Orcs Must Die!. First I laughed — I guess you kill Orcs — and then I bought it and loved it. I hope that gamers react that way to our marketing!”

Google Celebrates Star Wars With Site Immersion

With less than a month to go until the release of Star Wars: The Force Awakens, hype for the film is at an all-time high. Now, Google is getting in on the action, working alongside the brand to introduce a new level of immersion on its sites that fans will love.

By visiting the official Google Star Wars link, visitors can choose between the Light and Dark side, and then watch their changes take effect across a number of Google-oriented pages. For instance, on both the Gmail and YouTube pages, loading bars have been replaced with lightsabers, complete with sound effects if you roll over the volume bar. Other links can also be explored, including Google Calendar, the Chrome browser and Google Maps.

Google explained the changes, citing its partnership with both Lucasfilm and Disney, which will carry through the film’s official release on Dec. 18, and beyond. “It’s a place for fans, by fans, and starting today you can choose the light or the dark side, and then watch your favorite Google apps like Gmail, Google Maps, YouTube, Chrome and many more transform to reflect your path,” said Clay Bavor, vice president of product management for Google. “And that’s just the beginning. We’ve got more coming between now and opening night the Millennium Falcon in all its (virtual reality) glory included, so stay tuned.

“And we’ve hidden a few Easter eggs, too. So awaken the Force within, and be on the lookout for things from a long time ago in a galaxy far, far away ”

The trailer below provides a brief overview of choosing between sides, and also highlights some of the community members showing their own form of excitement over the Star Wars universe, through fan-produced clips and finding information on Google.

The promotion is likely to be a big boon for Google. It also comes at an ideal time, since hype for The Force Awakens is at an all-time high. Entertainment Weekly recently reported that the film has already made $50 million in pre-sales for tickets, setting a new record for a film that hasn’t been released.

This is just the latest move on the promotional front for the film. Various partners have some sort of Star Wars related program in the works, ranging from fast-food campaigns to beauty products to the best-selling toys. Other products have been performing significantly well also, including video games like Disney Infinity 3.0 and Star Wars: Battlefront, which arrived last week.

As for what Google has in mind with its current program, it’s likely to sprinkle more information and tidbits about The Force Awakens through its many sites, as well as numerous nods to the classic films fans grew up with.

Those interested in the promotion can take full advantage here. But don’t be afraid to see where both sides lead you. Do, or do not. There is no try.

Millennials? Hipsters? It’s All About ‘Yuccies’ For Scion

From a marketing perspective, Scion’s presence at the 2015 L.A. Auto Show was one of the most interesting ones. Toyota’s Scion’s brand is still very much operated as a living experiment for how one of the true titans in the car industry can reach a younger demographic than its parent company does.

In that perspective, Scion represents the future for Toyota. So what did they reveal about the future of marketing For one, it’s all about being creative. Scion showcased its newest concept car the C-HR, a clothing collaboration coupled with multiple creative projects.

With the C-HR Concept debut and collaborations with our incredible creative partners, it’s an exciting time for Scion, said Landy Joe, Scion’s auto shows and special events manager. Our goal was to interject this spirit in our L.A. Auto Show activations and demonstrate how Scion likes to do things outside of the box.

“C-HR” stands for compact size and high ride. With four side doors and a hatch, Scion says it’s the perfect vehicle for “yuccies,” or young urban creatives, a term the company is using.

“Scion is known for doing things differently, and maybe even being a little weird,” Andrew Gilleland, Scion’s vice president, said during the press reveal. “This C-HR Concept embraces that idea and wears it like a badge of honor.”

Scion’s style statement doesn’t end with the C-HR Concept. Chris Stamp, a creative partner and GQ Magazine’s “Best New Menswear Designer of 2015, will give Scion product specialists a fresh look for the auto show season. Exclusive to Scion, a collection of jackets, shirts and pants take styling cues from Chris’ Los Angeles-based ‘avantstreet’ lifestyle brand STAMPD. Two new commercials directed by Stamp feature mens-and-womens-wear that complement the sporty look of the 2016 iM and sleek aerodynamics of the 2016 iA.

“I wanted to keep the palette for the collection muted so the clothes complement the cars”, said Chris Stamp, creator and designer of STAMPD. “The details are understated, but looking closely you can see how intricate each piece is, adding a modern approach to conventional specialist wear.”

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Hipsters, yuppies, et al – the yuccies are gaining full steam as the next “it” market.

How Nvidia Shield Rules the Living Room From 10,000 Feet in the Air

The sky is the limit when it comes to promoting the Nvidia Shield Android TV gaming and entertainment set-top box. There’s no better way to demonstrate this than with one of its latest ads, which features skydiver Jeff Provenzano. He also happens to be strapped into a makeshift living room before being dropped from a cargo plane 10,000 feet in the air, with a cat nearby.

As part of the Rule the Living Room campaign, Provenzano got to relax and get in some Ultra Street Fighter IV before pulling the ripcord on his parachute while the living room fell to the earth. Was this a real stunt or was it faked Given all the graphics technology that’s at Nvidia’s disposal, it could be either or both. Speculating is half the fun.

Nvidia David Wright

[a]listdaily spoke to David Wright, Executive Creative Director at Nvidia, to see what went into the making of a living room free-fall.

The general rule is to be bold, so when we asked how Nvidia came up with the idea of the living room free-fall video, he replied “Living rooms are starting to grow out of control. Cable boxes, DVRs, game consoles, Blu-ray players and more are cluttering home entertainment systems. SHIELD cuts through the chaos. What better way to depict this, than to show someone in total control of the most chaotic, dangerous living room known to man This is why we decided to film someone using SHIELD while free-falling from 10,000 feet.”

Being cool and in control, even when your living space is out of control, is all part of the Rule the Living Room campaign. “Rule the Living Room is about taking back control of your entertainment options,” Wright explains. “Instead of needing multiple sources to enjoy the media you want, SHIELD provides a single option for the best movies, music, TV shows, apps and games — all at up to 4K resolutions.”

Given how Nvidia is known for advanced graphics technology, so it’s hard to tell whether the video, or parts of it, were faked. When asked whether fans appreciated the speculative nature of the video, Wright stated, “Fan reaction has been very positive. We’ve seen a lot of engagement with the video. Many fans can’t believe that it’d be real. With our GPU capabilities, we can’t find fault in their disbelief.”

But if we were to assume that the video were real, then how many round of Ultra Street Fighter IV did Provenzano play while falling in mid-air “It takes approximately one minute to free-fall 10,000 feet.” Wright states. “Depending on how good his opponent was, he may have enough time to finish a complete match.”

Fans are likely to keep guessing about the nature of video for quite some time, but whatever conclusion they reach, Nvidia reminds us that, “No cats were harmed in the making of this film.” The same cannot be said about the living room setup after it hit the earth.