Wearables May Provide Big Data Numbers

Most consumers can be wary about sharing their information on devices these days, mainly due to security issues or worrying that they may be bothered again to take part in future surveys or other promotions. However, there is one area where they may not be so hesitant to share what they know — and that’s with wearable tech.

Posted by eMarketer, a national survey of over 1,000 Americans aged 18 and up has been conducted by both Wearables.com and The Center for Generational Kinetics, asking if consumers might be comfortable sharing information provided by wearable tech. According to the numbers, 60 percent don’t mind sharing this data with their favorite store chains, while 56 percent are fine with sharing it with product brains. The only catch is that they wish to remain anonymous, not providing their full consumer details. Also, they seem keen on being rewarded for their input, which certainly makes sense.

The goal of the study, according to founder and chief strategy officer for The Center of Generational Kinetics, Jason Dorsey, was to find whether “consumers with wearables would be interested in having their data scrubbed so as to be anonymous, with no way to trace it back to one specific individual, so that other organizations could use this data, such as employers looking to reduce healthcare claim costs, government looking to understand consumer activity, etc.”

Another report from the International Data Corporation (or IDC for short) indicated from a poll back in December 2013 that numbers for this category were higher for US consumers. 53 percent preferred to have their privacy respected instead of receiving consistent offers, but 47 percent weren’t so concerned about said privacy, and wanted to receive said offers.

One in five respondents in the Wearables poll said they had no problem exchanging information to earn rewards for their visits to their favorite stores. 19 percent also preferred to receive notifications while they were in the store as well — which isn’t unheard of, especially considering the holiday season.

As far as social networking goes, 48 percent of those polled were happy to share data depending on stores they visited, while 34 percent were just fine with the same thing through online shopping. With this data, brands can actually provide a better customer experience for shoppers, particularly within use of wearable technology.

We’ll have to see just how well stores grasp this technology heading into the holiday season. Black Friday isn’t too far off.

Image source

Android Slowly Overtaking iOS In Tablet Market

The war between iOS and Android-powered devices continues onward. First, battle lines were drawn with Android slowly overtaking the smartphone market, and now, according to a new report from IDC, it’s happening with tablets.

Posted by Digital Trends, the report shows that, despite the introduction of new iPad models, Apple’s share of the tablet market has dropped from 29.2 percent last year to 22.8 percent this year. Even though exact percentages weren’t reported, it appears that Android tablets are picking up that slack, followed by Windows-enabled tablets and other devices.

That’s not to say that the Android market is completely dominant, as Samsung experienced a slight drop as well over the past year with tablet sales, going from 19.3 percent down to 18.3 percent.

It’s not all bad news for Apple, though. “Although the low-cost vendors are moving a lot of volume, the top vendors, like Apple, continue to rake in the dollars,” said Jitesh Ubrani, Senior Research Analyst at IDC. “A sub-$100 tablet simply isn’t sustainable – Apple knows this — and it’s likely the reason they aren’t concerned with market share erosion.”

When it comes to customer satisfaction, though, Apple isn’t the only game in town. Amazon has managed to top the company with a rating of 827 (out of 1,000) in a report published by JD Power. Apple was closely behind with 824, though, while Samsung was behind in third with 821. A close race, indeed.

“As value-priced tablet brands continue to flood the market, customer attention is turning away from just the price of the device to their perception of the combined value of price, features and performance,” said Kirk Parsons, senior director of telecommunications services at JD Power. “Tablet brands that continue to successfully convey more value and package more performance at a reasonable price are more likely to satisfy tablet owners and increase loyalty and advocacy for the brand.”

Will next year be the deciding factor when it comes to the power of Android tablets Or does Apple have something up its sleeve to possibly retake the market The next few months will certainly tell an interesting story.

 

Tetris Record Set In LA Marketing Event

For almost 30 years now, Tetris has remained a classic puzzle favorite, with dropping puzzle pieces paired with a classic Russian soundtrack (since the game was developed by Alexei Pajitnov, after all). The game has been released for a number of platforms over the years, including PC and game consoles alike – and now it’s set the stage to claim a world record over the weekend.

Hundreds of people flocked to the Stan Lee’s Comikaze Expo in Los Angeles this weekend, dressed as Tetriminos, human versions of puzzle pieces included in the classic game, to set a world record. Over 200 participants took part in the get-together, paying tribute to the 30th anniversary of the classic puzzle game.

The idea was put together by Blue Planet Software, the agent for the Tetris brand, and submitted to the Guinness World Records for verification, according to VentureBeat. Maya Rogers, CEO of the company, explained why it was shooting for such a unique record. “When we decided to participate in Comikaze, we knew it would be the perfect opportunity for Tetris fans of all ages and backgrounds to celebrate their affinity for the game and show the world that Tetris symbolizes how we all fit together,” she explained.

Even all this time past its initial release, Tetris remains just as relevant in today’s gaming scene as it was so long ago. The game has been downloaded more than 425 million times to date, across both casual and mobile releases. In addition, billions of Tetris matches continue to be played on a yearly basis, showing its popularity is as high as ever.

It’s still seeing new releases as well, as Ubisoft is preparing to release Tetris Ultimate for Xbox One, PlayStation 4, Nintendo 3DS and PS Vita later this year. The game will feature new variants that allow players to compete against one another, including four-player competitions on the Xbox One and PS4.

If that isn’t worth dropping a four-line Tetris for, we’re not sure what is.

 

Mobile Payments Ideal For Millennials

More and more sites these days are using some form of peer-to-peer payments, including the likes of Facebook and Apple Pay. With that, various other companies could be getting on board — and millennials are a vital part of its success.

A report from JWT, initially reported by Adweek, that various companies, including established brands and start-ups alike, “are jockeying for position in a bid to capture a piece of the huge payments market, along with a mass of consumer data and the chance to boost customer loyalty.”

Along with apps and other similar payment methods, other forms of currency are also being looked at, according to JWT. “Marketers have been more creative in bypassing the currency system, turning everything from social media shares to mobile minutes into forms of value exchange.”

With that, JWT has come up with a few suggestions in terms of what companies can do to work with consumers on spending their money, including the following suggestions:

– Brands must prepare for a cash-limited future.
– Companies need to cater to millennial desires for expediency and ease of use.
– It’s important to compel consumers to opt in.
– Personalized marketing channels can increase communication with customers in a meaningful way.
– Security and privacy protection are essential considerations.
– Bartering can reinforce the value of a product as currency.
– Social currencies such as offering free products or services in exchange for social shares can drive engagement.
– It’s important for brands to embrace alternative currencies.

In addition, the infographic below breaks down the crucial necessity of millennials, and how their shift from traditional payment methods could be beneficial for companies. According to these stats, only 85 percent of millennials have used cash for purchases, compared to 10 percent higher from previous generations. In addition, credit cards aren’t used that much, with only 63 percent of those polled between the ages of 18-34 using one.

It looks like companies have some work to do to rake in the cash this holiday season.

Hyundai Intros New Spokesperson

The Sonata continues to be a hot brand for Hyundai Motor America’s division, and the company is wasting no time launching an interesting new campaign to promote it.

The company has introduced a series of new Vine ads to promote various features on the Sonata. In addition to that, the ads also feature an interesting spokesperson (or rather, spokesfigure) that tie in with the ads – an action figure named Hyundai Hank, modeled after director of marketing communications David Matathia.

Speaking with Digiday, Matathia explained the reason behind the debut of Hank. “We wanted to do more than just the owner’s manual to the car and wanted to have fun with it,” he explained. “We wanted someone generic yet someone that everyone could relate to, and before I knew it, I was an action figure.”

https://vine.co/v/OMDwHtM1pi1/embed/simple

The campaign features seven different Vine videos, including the two embedded here, and was created by an agency called Innocean, whose in-house social team worked on the project. Various materials were used with putting them together, including old-school materials like putty, thread and wooden dowels.

https://vine.co/v/OMY69dE2aTn/embed/simple

So far, the clips have been a success, with over 5,000 loops since their debut last week. An outreach to various social networks have certainly helped, as well as other promotional tie-ins, such as the newly introduced “3000 mile test drive” campaign, showing personal journeys featuring the Sonata.

“We wanted to take advantage of Vine as a medium, and we were deliberate in not wanting to be a mere corporate voice,” said Greg Braun, the executive creative director at Innocean. “These were conceptualized for a younger, quirkier audience.”

However, Hank will remain the primary focus – at least for now. “Hank is a bit of a tour guide, and the goal is to use him beyond this campaign,” Matathia said. “We want to try to use him in future efforts, depending on how the engagement levels go.”

Here’s hoping Hank continues on the, ahem, road to success.

 

Nintendo Makes Online Progress

When it comes to providing gamers with online options, Nintendo has been in a distant third behind Sony and Microsoft. While the company has been providing more and more online opportunities over the years with such games as Super Smash Bros. Brawl and Mario Kart 8, many players feel that these features are “second rate” compared to what Sony and Microsoft have to offer with their PlayStation Network and Xbox Live, respectively.

However, it appears that Nintendo may finally be “getting it,” and preparing to move its Nintendo Network into a more casual place for gamers to enjoy a variety of services. The Japanese video game hardware/software company discussed its strategy during a Semi-Annual Financial Results Briefing last week, according to TechCrunch.

One key feature it’s finally introducing is the ability to “pre-load” games, allowing users to purchase and download a title before its official release, so that it’s ready to go the moment it officially releases. This enables players to get right into the action, instead of having to wait for the game to download – which could pose a problem depending on how badly servers are getting slammed. The company will officially introduce this feature with Super Smash Bros. with the Wii U later this month, and other games to come for both the console and the 3DS handheld.

In addition, players can also purchase games directly through Nintendo’s site, rather than having to log into the eShop on their consoles in order to buy games. Of course, the catch is having to log in to the site with their game login, so their purchases match up.

Finally, Nintendo is looking to optimize online game performance, as it’s done previously this year with Mario Kart 8. One big title that will test this is Super Smash Bros. when it releases on November 21st, as it’s likely to be a huge party favorite with Nintendo Network users. If the company plays its cards right, it could also see a boost in its online MiiVerse feature, which enables users to post messages using items from games.

Obviously, Nintendo still has a ways to go to make the Nintendo Network accessible for all users – and a few glitches to overcome as well. However, forward progress beats none at all, and 2015 will certainly be a year when it can give its all with online-compatible games, including upcoming releases like StarFox and the all-ages shooting game Splatoon.

This Week In People: October 31

Here are some of the top personnel moves in entertainment, tech, and marketing last week. Our congratulations to these people taking on new challenges!

  • Nancy Tellem and Jordan Levin, who together headed up the Xbox Entertainment Studios division of Microsoft, have been let go as part of the company’s latest round of cuts. Read more about it here.
  • San Francisco-based Anki (maker of the Anki Drive toy/game hybrid) has hired Joby Otero, the former creative director for Activision’s Skylanders franchise, as its chief creative officer., and Craig Rechenmacher, an Electronic Arts veteran, as its chief marketing officer. Find out more here.
  • Yahoo announced the appointment of Lisa Utzschneider as SVP of sales, Americas. She will report directly to Marissa Mayer, Yahoo’s CEO. Find out more here.
  • Turner Broadcasting has hired a chief data executive. Stephano Kim will become senior vice president and advertising operations/chief data strategist for TBS’ advertising sales division. Kim will report to Lenny Daniels, president of Turner Sports. Find out more here.
  • Tim Hincks, president of Endemol Group since 2012, has been named president of a new production joint venture created as a result of the merger between reality-TV heavyweights Endemol, Shine Group, and Core Media Group. . Find out more here.
  • Fred Santarpia, the former Vevo executive who was hired by Conde Nast to help build its digital video business, is transitioning to a new role at the company. Executive vice president and chief digital officer of the company’s Conde Nast Entertainment division since 2012, Santarpia will now serve as EVP and chief digital officer of all of Conde Nast . Find out more here.
  • Stacey Snider will be named co-chairman of 20th Century Fox, serving as top lieutenant to Fox chairman and CEO Jim Gianopulos. Find out more here.

Grey Goose Teams With Virgin Galactic

The first commercial spaceflight, headed up by Richard Branson’s pioneering Virgin Galactic, isn’t too far off, and now it appears that it has a major new sponsor – Grey Goose Vodka.

During the Virgin Disruptors event last week at the Rose Space Center and Hayden Planetarium in New York, Branson announced the partnership, which will introduce a new leadership series supported by the Virgin Group. With it, the panelists will debate “The Future of Travel: Are We Moving Fast Enough ”

With the partnership, Grey Goose will team with Virgin to bring “out of this world” experiences to those on the commuter flight, including exclusive content and a series of special promotions. The vodka maker will also support advertising at the launch location at Spaceport America, New Mexico, when the first flight takes off sometime next year.

“This is a marriage of two brands who share values and a true sense that if you can imagine it, it can be done. Not only do we both follow the same long-term vision that the extraordinary can be achieved from acting on your beliefs, but we also look forward to celebrating this iconic cultural moment in time with those on the ground,” says François Thibault, the developer of the recipe for Grey Goose.

“We are delighted that Grey Goose is joining us as a partner on our incredible journey. This evening of disruptive and rich debate about the future of travel, a wonderful celebration of human achievement, is at the heart of the Virgin Galactic Grey Goose partnership. We share a passionate pursuit of the extraordinary which we look forward to celebrating together as the world’s first commercial spaceline builds and grow,” says Branson.

What do you think Is Grey Goose an ideal partner for the launch of commuter space travel Or does the “out of this world” promotion sound a little . . . spacey

Source: Virgin Galactic

Nintendo’s Limited Edition Promotion Backfires

Sometimes offering a limited edition of a product can come back and bite a retailer in the rear end, especially when so many fans are in demand of it in the first place.

That’s the case with Nintendo of America, which held a Hyrule Warriors launch event at its Nintendo World Store last week in New York City. During the event, the company offered a special edition of the hack-and-slash game with a special scarf and other goodies. However, the item was extremely limited, with only 300 to 500 copies available.

That wasn’t enough of satisfy the throng of over 600 fans that gathered at the store, with the line starting as early as 3:30 AM that morning and getting a wristband entitling them to a copy of the game.

While many fans missed out on snagging a limited edition version of Hyrule Warriors, several profiteers managed to grab one, and wasted no time in putting them up on eBay for sale. So far, the bidding is paying off, with the $100 item receiving more than $200 in bids. Others, however, are a little too high in demand for getting their money’s worth, pricing said items at around $500 to $1000.

Some fans expressed their disappointment over the extremely limited launch. “Fun. Didn’t get a Hyrule Warriors limited edition…Got here early for nothing,” said one disappointed tweeter. “I thought I wouldn’t have to camp out to get Hyrule Warriors limited edition. Boy was I wrong,” said another. “I am baffled at how Nintendo apparently thinks the proper amount of units for a limited edition of a Zelda game is 300 for the nation,” said Wired gaming editor Chris Kohler in a tweet.

And Kohler is exactly right. At a time when Nintendo is trying to win back the favor of the gaming world with its staggering Wii U, such a promotional event turned into a major backfire, with not nearly enough copies of the limited edition available. After all, Europe and Japan has plenty of copies of the game to offer, even though some go for a rather high price on eBay.

Nintendo hasn’t responded on the matter, but, with future releases like Super Smash Bros., here’s hoping it offers a little more generosity for its audience. Especially if it hopes to keep up with the likes of Sony and Microsoft, whose systems are far outselling the Wii U in the U.S. market.

Source: Ars Technica

AMD Looking To Expand India Gaming

Over 100 million PC’s have been sold in India, making it one of the more thriving computer markets out there. However, despite most of those units running with integrated graphics, only a small chunk of those PC’s are being used in terms of gaming. Chandrahas Panigrahi, director of AMD’s Channel and OEM, recently spoke at the company’s Future of Gaming conference in Goa, addressing how the company can change that around.

First off, Panigrahi touched on awareness, believing that a lot of gamers simply aren’t aware of the kind of power PC’s possess when it comes to gaming, particularly with the GPU and the performance it can deliver. Most users prefer to run a system as is without having to upgrade to a new card, creating a suboptimal experience in the process. Panigrahi says that AMD will soon launch a program that will effectively communicate to consumers the benefits of having a suitable video card, as well as the performance that comes with it.

Next up, user mentality came into play, with Panigrahi believing that mobile gamers could play a part in the process. ” If you look at it, mobidensity (mobile cellular subscribers per hundred inhabitants) is 65 to 70 percent (of the entire population of one billion Indians),” he said. “PC penetration is 7 to 9 percent. Right now, lots of gaming is on smartphones and tablets. Many of these gamers are graduating from casual to serious gaming. Even if it is 2 percent from a 65 percent mobidensity is a huge number but 2 percent or even 5 percent is a small number. That base is building up.

Social will also play a huge part with the PC push, as AMD wants to get India numbers right up there with South Korean and Chinese audiences – not an easy number to reach. ” In Korea, 85 percent are gamers because it’s source of livelihood. It’s not the case here. We’re working with key partners to build an ecosystem which helps to create social acceptance and source of livelihood. We’re in early stage discussions with key partners, like monitor manufacturers, HDD manufacturers, eSports companies to get the ball rolling. It will take time,” said Panigrahi.

Digital disruption is also a key component, since awareness of point of sale can be a concern that needs to be addressed. “The internet is changing everything. Consumers are understanding. Retailers are forced to understand as well. Earlier they looked at it as a trading opportunity. Now a lot more system integrators are looking to come in. As India moves towards a more “make in India, made in India” mentality this will change,” said Panigrahi.

Consoles and mobile have their own audience to generate, but Panigrahi believes AMD’s outreach can still be huge. “Console gaming is not very big. India is more about desktop and PC gaming. More than that it’s casual gaming on mobile devices followed by PC gaming. Console is the last one,” he concluded.

What do you think Can AMD turn the gaming market around for India

Source: Games In Asia