On Apps and <3s

 

Ah Valentine’s Day, a time for chocolate and flowers and punny cards, but also a time to reflect on the connections we share with friends and loved ones. Maybe it’s because I’m a twenty-something-year-old living in New York City, where people are constantly plugged-in via one or more devices, but it seems like everywhere you look, people are obsessed with connecting via messaging apps. Whether in the form of “relationship” apps such as Tinder, Hinge, and even Wingman, or social platforms like Viber, Line, and Snapchat, it’s hard to ignore the feeling that as a society, we’ve taken to outsourcing our most basic interactions to the cloud. Don’t worry, we’re not becoming antisocial, and most of us are still a long way off from a mustachioed Joaquin Phoenix – but researchers are predicting that this is just the beginning.

Yesterday Gartner released data announcing that in 2013, worldwide sales of smartphones surpassed sales of feature phones for the first time. As mature markets become increasingly saturated with connected devices, and emerging markets witness meteoric growth, app stores have been flooded with ways for people to connect with others either down the block or several time zones away. As these apps pop up seemingly overnight, some are rewarded with huge user bases, astronomical funding, and successful exits. Meanwhile, others fall by the wayside. But with hundreds of millions of users (and the theoretical money accompanying them) up for grabs, and those numbers growing every day, the motivation is high for new players to get into the game.

So what makes for a successful messaging app? While factors like luck and timing certainly play a role, there are some distinct characteristics that can position an app to do well when entering this crowded space. Offering a unique experience (and not just, say, an Instagram for selfies) is necessary, because short attention spans mean people are not going to regularly use 10 different messaging apps; they will choose the few that offer the most valuable experiences. Intuitive usability and simple design are also key factors for success – apps that can be used with one hand are that much easier for a user to adopt and revisit.

But most notably, in keeping with Valentine’s Day, apps evoking emotional experiences for users are at a distinct advantage. It’s no mystery why sites such as BuzzFeed and Upworthy are so popular and are constantly shared across social media. There are few things that bring people closer together than humorous content and uplifting stories to rally behind, especially when accompanied by adorable gifs and powerful images. A strong image (be it selfie or emoji) speaks anywhere across the world, and the ability to create these images and messages draws people in, opening up new avenues of expression. Creating an authentic sense of connection and engagement with users has become imperative for any social app, and we can expect to see the sustained development of this theme as the mobile messaging space continues to evolve and grow. Let’s just hope we won’t be seeing more apps capitalizing a little too much on user sentimentality.

Personal Branding: Picking a Twitter Name

The first online pseudonym I ever took for myself was “FreeK.” Yes, with the capital K at the end, and everything. My thin justification for that ‘edgy’ spelling was that if you wanted to, you could pronounce it “free-kay” like someone saying “freaky” with an accent. Don’t judge me too harshly; it was 1993, and I was 13 years old. Having discovered that Internet Relay Chat (IRC) was a magical technology where geographically disparate strangers could speak with relative anonymity, I was tasked with picking a username — much in the same way that the modern Internet denizen must select their Twitter handle. 13-year-old me had fewer concerns about the lasting impact of his nom de pépier, but admittedly that didn’t stop 30-year-old me from still being a smartass about it.

PR professionals are trusted to be caretakers of incredibly valuable brands. When we interact on behalf of a client, it’s understood that what we say and do reflects back on that client – for all intents and purposes, our words are coming out of their mouths, so we need to act responsibly. Just as often, though, we’re simply interacting as ourselves, whether it’s to swap jokes with industry contemporaries, share interesting news, or simply shout our fascinating thoughts into the ether. I’m speaking, of course, about Twitter, that marvelous social media equalizer that gives each of us the same 140 characters to act as cleverly or callously as we please.

The basics of how to behave on one’s personal Twitter account should, by now, be common knowledge in the professional world (even if one still sees occasional evidence that they’re not). I am not here to harangue anyone about the blurred lines between personal and professional personas; anybody in PR ought to understand that you need to be professional in both — especially in an industry driven by public interaction and relationships — maintaining one’s own brand takes just as much care as a client’s. My point of curiosity, instead, is this: if our online profiles are our brands, how do we come by our branding? In short, why do we pick the Twitter names that we do?

Based on my own anecdotal research, roughly 95% of us go the simple route, picking a handle that is directly derived from our real names. It’s a basic concept, of course — if we’re to establish ourselves as thought leaders, social butterflies, and other highly visible personalities, naturally we want our names out there, attached to our thoughts, standing behind our two cents whenever we chip them in. As with the rest of the world, including the likes of @tim_cook, @andersoncooper, and even @barackobama, most of my colleagues, contemporaries, and clients have Twitter handles that are simply their names (underscores or abbreviations notwithstanding). Simple, straightforward, memorable, and no explanation needed.

There are plenty of reasons not to go this route. Frequently, this is simply because one’s real-name handle is already taken. The Internet is a crowded place, and few want the stigma of imitation or “being late to the party” associated with a username like “@BobJones2.” Whatever the reason, however, picking a non-given name reflects a much more personal and conscious decision, much more in line with a brand. You’ve got just 15 characters to encapsulate some facet of yourself — so what will you pick? A favorite literary character? A frequent hobby? What is the element of your character that is so dominant that you have chosen to name yourself after it?

After doing a bit of digging, I discovered that, like myself, most of my colleagues with non-tradtional Twitter names (i.e. not their actual names) have a personal story behind their choices, typically one rooted in old real-world nicknames: names their friends and family gave them in school, or frequent pun-based alterations of their names that others have made. Branding by focus group, if you will. Like any brand, however, the double-edged sword is that once a brand becomes recognizable, you’re more or less compelled to keep using it.

My current Twitter name isn’t anything explicitly profane or offensive; I don’t profess a love of illegal drugs or antisocial behavior. It’s nothing bad, per se, but it’s questionable from a maturity standpoint. It’s irreverent at best, and that’s how I like to hope it’s interpreted — but, like so many others’, it’s “mine” now, and it’s been around long enough that several friends would blink if I were to drop it.

Could I rebrand myself if I needed to? Almost certainly. But the tongue-in-cheek nature of my brand is one I try to support with wry messaging, and I find it makes a more memorable first impression than a simple @MyName selection. Besides, I’ve checked on the Twitter names with my actual name on them, and there’s at least 7 of them. So far, I’m the only one using my particular Twitternym, so I’ve got that market segment locked up.

If you liked this post, you can follow me on Twitter (just not at @JesseHenning ’cause that’s not me).

Plenty of Fish in the Sea: Gaming, Ego, and Missed Opportunities

For those of you loyal readers who are less games-industry inclined, things got preeeetty exciting at the end of last week. Notable industry sour-puss Phil Fish, the creator of puzzle/platform game Fez, took a special kind of offense to some strong words from Marcus Beer, a journalist and commentator most known for his Annoyed Gamer segment on GameTrailers. Beer was upset that Fish and fellow indie designer Jonathan Blow had refused to comment when approached about Xbox One’s decision to allow for Indie publishing. Mean things were said, a Twitter war started, and at the end of the day Mr. Fish announced his retirement from game development, and the subsequent cancellation of his much anticipated game Fez 2.

It was a strange turn of events. Fish has long been an outspoken member of the gaming community, and has not been afraid of stepping on toes—he once declared that Japanese games, on the whole, “suck.” But despite his polarized opinions and regular flack he received for them, never before had he given an indication that he would quit the industry entirely. Journalists, commentators, and gamers are in a kind of stunned state, some siding with Fish against the very personal attacks leveled against him, others basically telling him to toughen up.

Fez 2 will not remain cancelled. Fish will return to the industry. Many commentators with more experience and understanding than I have already broken down the arguments for and against what happened. My interest in the story is not about the dramatic exit of a recognized industry figure: rather, it’s frustrating and completely predictable that attention would be given to the childish behavior of Beer and Fish, and not the actual topic that started it all.

Beer’s complaint with Fish and Blow was that they did not appreciate the two-way street of journalist-developer relations. Many journalists had worked closely with the two of them to promote their games, but when asked to give a thoughtful comment on this pressing industry issue, both had laughed in journalists’ faces—they very publically (e.g. on Twitter) stated their disdain at games journalists who dared to approach them for their thoughts and belittled the journalist trade on the whole. In short, Beer’s argument was simple: if developers don’t help journalists with commentary on industry issues, journalists should stop helping developers with reviews and coverage of their games.

The relationship between journalists and the people they write about is an interesting conversation topic that extends far beyond the realms of the games industry. The profession of PR is a testament to the complicated nature of journalist and subject, particularly in an industry defined by creativity and personal expression, such as gaming. Positive reviews make or break games: do developers “owe” journalists for positive coverage? If that’s the case, are they entitled to recompense from negative coverage? Is there a responsibility for successful people, people who define industries, to be available to discuss major movements?

Now, we’ll never know. A shining opportunity for a mature, adult discussion about the nature of gaming media and responsibilities of developers has been almost completely destroyed by the fact that some people are far too childish for the real world.  Marcus had a valid point about reciprocity in the gaming industry, but he wrapped it up in name calling and cussing that completely obscured the kernel of rationality. Phil Fish and Jonathan Blow (probably) had a rational reason for refusing the opportunities—specifically, they were being asked to comment on rumors and speculation before the news actually broke—but instead of being rational adults, they tried to turn it all into a rage against the media. Names were called, and one of the industry’s most talented creators has walked away.

On the surface, this is a sad story about a fight that got out of control, and how damaging trolls are in the gaming industry. But on a deeper level, this inability to engage in conversations stops the gaming industry from growing up. It’s remarkable that this conflict occurred, but it’s not surprising. Name calling and yelling louder than the next guy have become an accepted part of gaming culture, even at the highest levels of professionalism, just like rampant sexism and racism are the norm in online gaming communities. This is not the first time a journalist and developer will fight like children in the public eye, and it will not be the last, but this is the first time that the damage these childish spats cause is clear.

Two gaming experts had the chance to have a real conversation to improve the gaming industry, but they were too busy calling each other “tosspots” and f***faces to realize it.

New Marketing for the Socially Digital Age – TiE CON East 2013

Can a room full of experienced VC’s learn some new tricks about digital marketing, from the perspective of video game PR? That was my hope today as I represented TriplePoint during the 7th annual TiE CON in Boston.

It’s a conference that brings together both established and startup entrepreneurs in Technology, Life Sciences, Education, and Cleantech. I lead a boot camp with help from two other marketers, on the topic of New Marketing for the Socially Digital Age. The panel touched upon everything from Facebook and YouTube to email blasts, lead-generation, and timing for advertising campaigns.

Continue reading New Marketing for the Socially Digital Age – TiE CON East 2013

Waiting for Superman: The Beauty of Virality

One day in October 2012, I happened across this YouTube video with a top-down view of PSY’s concert in Seoul. Over 80,000 people were in attendance, with the crowd spanning entire city blocks. Every member of the audience was singing along in unison with PSY who was on stage addressing the crowd as if he were a superhero who had just delivered their fair city from evil by swooping down in black suit pants and baby blue cape, I mean, blazer jacket.

Nonetheless, to this day, I have never been able to watch the video of said concert from beginning to end due to an inability to come to grips with it emotionally. This is why.

Amidst the Harlem Shake craze of 2013, famous YouTube film director, Freddie Wong, released a video in which he attacks a man about to perform a rendition of the Harlem Shake, ending with a screen saying, “Friends don’t let friends make Harlem Shake videos.” Whether this video expressed Mr. Wong’s true feeling towards the extreme virality of the trend or was simply his creative take on the Harlem Shake itself, it made me think about the real annoyance I have seen towards the trend in other social media.

Perhaps it is my personal preference, but I always wondered what makes some people so annoyed and angry over a trend that becomes very popular very quickly. Some pointed out that each Harlem Shake video was not indeed the “real” Harlem Shake dance move. Others simply expressed disdain over people trying to bank on something popular for the sake of achieving virality.

Last October, some friends of mine and I got together on a semi-weekly basis to learn the Gangnam Style dance then perform flash mobs throughout San Francisco on a sunny Saturday afternoon. Many onlookers stopped to watch, took videos that are now on YouTube, even honked their horns as they drove by. Street performers stationed at our chosen venues offered to step aside for us (one even told us the $10 we offered him for a few minutes of his time wasn’t necessary). To be honest, I was feeling quite under the weather that day (I was coming down with what amounted to be two colds and a flu) but I felt energized and refreshed because I was dancing. I was sweating. I was back to my days of exercising regularly and when dancing was a part of my life.

At that moment, I thought this must be the best viral video that happened to the world. It got everyone dancing. It got everyone to get up and move. It appeared on Ubisoft’s Just Dance 4 and Harmonix’s Dance Central 3 where players downloaded the DLC and danced along (myself included, I have 5 stars on that song), sweating, exercising, bringing movement back to our sedentary lifestyles. Of course, its benefits lie beyond physical fitness. That flash mob group I danced with was asked to perform for a man who would then propose to his girlfriend while we danced for her.

It’s obvious that said individual is not the only person who associates Gangnam Style or any motion of virality with love, even peace. At the height of the Harlem Shake’s popularity, Egyptians and Tunisians recorded their own renditions of the Harlem Shake as forms of peaceful protest against their governments. In this interview with CNN, two Egyptian protesters explain that the Harlem Shake is their tool of “protest in a fun manner” and that, “instead of chanting and getting beaten, we’d have fun, laugh, and then leave normally.”

If virality is indeed the new universal language and is proven by political protesters to stop violence, can it bring peace? Can a single viral trend bring us to a common understanding? Can one person dancing be what puts aside sentiments of hate, dissent, and intolerance?

It’s still a stretch. PSY and the Australian YouTube celebrities known as TheSunnyCoastSkate and DizastaMusic who started the Harlem Shake video trend have yet to stop all wars and conflicts ravaging the world today. But virality’s abilities are now known to stretch beyond just mobilizing people to get up and move and make something fun. Perhaps it can bring peace and understanding to people who embrace it and at least gives a tiny clue in finding what can unite us as human beings. For me, and for some of the 80,000 attendees at PSY’s Seoul concert, it was a glimpse of a group of like and unlike minded people singing, dancing, and thinking as one.

This is why I have yet to watch the video from beginning to end…without needing to pause at certain moments to recover from the impact felt from a simple song and dance. This is why I don’t understand why I should stop my friends from making Harlem Shake videos. This is why I feel overwhelmed when I see something as beautiful as a group of over 80,000 strangers rallying around one song, one dance, one person, one idea, one love, for one thing.

This is why I give thanks for every global viral trend. I give thanks for bringing us together. I give thanks for delivering us not from evil but for delivering us to harmony.

Four minutes and thirteen seconds. Maybe even as little as thirty-one seconds might be enough to save the world. If everyone saw viral trends this way, perhaps we have found our Superman.

Reposted on Frisky Mongoose

Photos from Business Insider and The Verge

Featured image from Reuters

Social Media Circus: Harnessing Social Influence for Games

Which social ploys do you employ in trying to generate discovery for your game? Here are a few of the usual suspects:

The Persistent Pesky Pop-Up
“Hey, you just set a high score! Want to share it? Oh, you’ve leveled up, that’s awesome; you ought to post about that! Did you know this game is more fun with friends? You might think about mentioning that to some friends you can have fun with! Oh, no way, you just harvested your 37th crop, hey you know what would be great is if you posted about that!!

The Bald-faced Bribe & Blackmail
“Say, you’ve gathered enough experience to reach level two! Now all you need to do is get five friends to click on this for you. You do want to get to level two, don’t you? Oh, and look at how nicely you’ve set up your mafia empire – it would be a shame if it were to burn to the ground while you’re offline. Maybe some friends of yours will keep an eye on it for you by clicking on this post you’re definitely about to make, eh?”

The Gut-punch Guilt-trip
“Thanks for playing this game of ours. This free game we provided to you, for no cost, out of the kindness of our hearts, which you’ve been playing for 5 hours now for free. We know you care about indie development and small studios – like us! – and you want to do your part to keep us afloat. Surely you can take a moment to write us a 5-star App Store review, and ‘Like’ us on Facebook, can’t you? After all, we live or die by your support alone, and if you like this game, and don’t want its creators to starve, alone, in the street, you could mention us to a friend… that’s not so much to ask…”

Nearly every social game is guilty of one or more of these “Please, please, share us with your friends” tactics, and it’s not restricted to Facebook. Show us an iOS game that doesn’t continually ask you for an App Store review, and we’ll show you a development team that forgot something. While you’re at it, ask us if it’s coincidental that every Steam Holiday Sale includes “write a recommendation” as one of its prize-worthy achievements.

Don’t think too poorly of the developers and publishers, though, for trying their hardest to leverage your social network. The personal recommendation still carries more weight than the advertisement for most of us, and as discovery becomes an ever-harder proposition in the crowded marketplace, it’s not just enough to get a few of your friends to talk to you; publishers need all of your friends to talk to you.

As social media continues to supplant traditional media in our attention spans, so too must our mass-media strategies adapt and evolve. In a world where the Internet has given a voice and platform to every single person you know, friends and family have now become analogous to the different channels on your television. Your daily Facebook crawl has taken the place of grabbing the remote and surfing to see what’s on. Furthermore, while we’d never admit this to our friends’ faces, let’s face it… there are channels we like and trust, and channels we almost always just flip past.

Much in the same way that we favor the opinions of certain news outlets, we categorize our friends and their “channels” for trustworthiness and taste. The decisions we apply to television (Bah, those hacks on channel 51 are so biased, and the guys on channel 28 just show fluff pieces. Oh, an interview on channel 12? This I’ve got to see!) have now migrated to social media (Ugh, Jesse posts a message every time he clicks a cow; I’ve just begun to tune him out. Wow, Kate usually hates all social games and works as a developer; if she posts about a game it must be amazing!).

Better Learning through Social Games

This carpet-bombing of coercion is the new version of a broad ad campaign across several TV networks, in an effort to secure as much attention as possible. It’s no longer enough just to get the casual posters to share a link to a game; it’s important to get a wide cross-section of evangelists who can capture an equally wide audience with their recommendations. There are thousands upon thousands of games out there, all hoping to turn into the next FarmVille, and they can’t do it with an audience that isn’t growing.

Until there is a scientific way to codify who the key influencers are in your social sphere, via Klout or otherwise, developers have to assume that every one of us could be the most trusted name in gaming to our friends and relatives – the Leonard Maltins and Roger Eberts of our own private circles, whose opinions drive the purchasing/playing decisions of the world. You are a media empire unto yourself, so you’d better get used to being schmoozed.

Social Media in 2012: You’d Better Start Swimming

In the past few years, so much has changed for social media that little of our quaint old landscape remains at all anymore – at least, not as it once was.

Now it’s spread to encompass much, MUCH more than a few social networks. Social media affects every corner of the media landscape – traditional press outlets just as much as blogs.

Spilling Over

And that’s only a small piece of the social explosion – tech companies, web, mobile and app developers, be forewarned. The new generation of consumers is not nearly as interested in new technologies as the last. Forget confusing, varied user interfaces – there is no learning curve for platforms and programs today’s consumer already knows. Free social services with unlimited content, like for a case-in-point example, YouTube…

Teens today would rather use YouTube for music discovery than apps like Pandora or Spotify – even more than the almighty iTunes itself.

It’s all traced straight back to social media and the implications go on for days… If you don’t understand how teens (and other mainstream consumer demographics) are using social media, then you will have a hard time succeeding in web-based business at all anymore. Why? Because it’s no longer just a matter of reaching – or even engaging – fans in social media.

The whole social industry has forced its way to the top of a virtual landscape that once didn’t exist.

Now What?

Now, not using social media to its full potential is a silly missed opportunity. Not realizing you need help is a leading cause of brand drama. (Okay, that was a made up fact, but probably still true.)

Social media is about reaching your most important audiences with messages that SCREAM genuine, relatable thought leadership.

For some, “doing” social media is obvious. But for others – the ones balancing budgets and doling out dollars – the question is all about measuring results. What metrics and analytics are representative of a successful, data-driven social strategy? Answering that is a mountainous task. There is no one right answer. Social media isn’t just about what you do, it’s about how you do it.

Numbers Game

From the PR agency perspective, we’re entering an exciting (and somewhat scary) new era of measurement. Ours is an esoteric craft with typically intangible – though highly influential – results.

Until now, advertisers had their CPPs and CPMs… Web marketers had their affiliate links and traffic analytics… And then we PR folk came in and guaranteed little to nothing numerical… Awkward.

TriplePoint long ago realized the need for SEO driven websites and blogs. We’ve built a system with more measurability than ever for press release distribution, website referrals, measuring influence and sharing information internally. If you’re wondering what any of that has to do with social media – it’s everything.

Now, we can implement these same strategies for social media – marketing and promoting our clients more effectively, and finally having hard, measurable data and results – proof of pass or fail.

Double Trouble

If the next (ahem, current) generation of online consumers gets their news and multimedia through social networks instead of through traditional media… Well then welcome to comboville, because now (and for the foreseeable future), you have no choice but to “do social” and PR. “Old school” generations aren’t going to stop reading USA Today anytime soon, you know.

For more info on TriplePoint‘s social media and content creation services, please contact pr (at) triplepointpr (dot) com.

Marketing at SXSW: Go Big Or… Don’t?

This was my second year attending Austin’s SXSW Interactive and I’m surprised to say that I was quite blown away with the growth in attendees and content, even from just one-year prior. There was something for everyone: Nike+ court to get your slam-dunk on? Done. Free BBQ Tacos with wet wipes and antacid accompaniments? Easy. A chance to smash guitars with The Office’s Rainn Wilson? Of course!

The “I’m impressed!” neurotransmitters are stimulated to exhaustion and you still keep coming back for more- wanting bigger, better, shinier, free-er things (meanwhile causing increased use of neolexia). No doubt these big flashy exhibits and parties may momentarily grab your attention, but, to be honest, it was the low-budget marketing, random acts of kindness, and the truly personal touches that left the lasting mark for me. Here are a few of the companies that left a positive impression on me without having to throw down lavishly.

  • AT&T: You’re short one important email, or Foursquare badge to be earned, when you notice a blinking red battery…<gasp> and it’s only noon! We’ve all been in this terrifying 21st century situation. Thanks to AT&T this year, you didn’t have to be – the company offered free cell phone charging stations in guarded lockers. Now that’s some bang for your (marketing dollar) buck!
  • Uber: While they already have a rapidly growing and loyal fan club, it wasn’t Uber’s clever SXSW on demand BBQ that got my attention, it was the team’s generosity. As the happening Crosswa.lk house party came to an end, our TriplePoint group had a realization – we are far away from anything, it’s raining cats and dogs, and the place is overflowing with people (aka cab-hunting competition). Just as we were about to lose hope, our newly befriended crew from Uber swooped in like a team of Robin Hoods, giving us a ride back to civilization… and winning my business.
  • ToutApp: Tout pulled the best marketing move of all: a product that is actually useful. While SXSW was the beta-testing ground for all manner of apps focused on sales and networking, Tout’s iPhone app shone because it’s as powerful and ubiquitous as email itself. The company recently did a blog post on how Tout can replace business cards (go green!), but it doesn’t have to. Even with traditional business cards, using Tout can dramatically speed up sending and following up on emails. The service is much more than an iPhone app – even if you don’t have an iOS device, Tout offers tight integration with Gmail, SalesForce, and other email clients and CRMs.
  • Netbase: Ice cream cart and t-shirts proclaiming, “We know what women want” (which apparently is ice cream)… in order to promote their product and panel session the following day. Now they have grabbed the attention of both men and women. For a Ben & Jerry’s sampling, of course I’ll tell you what I want. Good move, Netbase.
  • (Honorable mention, but disqualified due to large Google budget) Schemer: (Which I didn’t realize WAS Google until after-the-fact…very clever), had me remembering their name by giving me a mustache. Computer program connected to a small Polaroid printer and voila! – Shockingly realistic image of me with a ‘stache (probably not unlike what my dad looked like in the 70s). Potentially regretfully attaching below.

All in all, no matter the size of your budget you don’t need to feel overshadowed by the Fortune 100 throwing down the (thousands of) Benjamins… Hire well and be creative and you’ll still come out on top.

 

 

5 Productivity Tools for PR Pros

It’s no secret that today’s PR pro faces substantial challenges. The advent of social networking and the continued proliferation of blogging have proven highly (warning, buzzword!) disruptive to the field, creating countless new influencers in virtually every industry. What’s more, influence is increasingly determined not by the publication one writes for but the ability to share and promote content through social media… thus influencers may “live” on any number of different platforms.

In essence, while an article in the New York Times is almost always valuable, true awareness is more likely to be driven by a critical mass of buzz from specialized, focused blogs (enthusiasts) and linking and discussion via social media.

Tasked with generating this buzz, the onus is on PR to filter through immense amounts of information and decide who to talk to and how. But with new influencers and ways to communicate popping up daily, as well as an unforgiving 24/7 news cycle, this is no simple task. The effective flack must be a lightning bolt of efficiency.

Luckily we no longer have to rely solely on cavernous cups of coffee to give us the edge we need. An ever-expanding internet may bring new challenges, sure, but also tools that allow us to be quicker and smarter than ever. Below are 5 of those tools I love for their ability to help me do more with less time:

Continue reading 5 Productivity Tools for PR Pros

South By Super Sad True Love Story By Southwest

In Gary Shteyngart’s novel Super Sad True Love Story (Random House, 2010), the schlubby protagonist clings to his old-world ways, doing his best to resist the overabundance of technology and information that barrages him in a not-too-distant-future version of New York City. He is starkly contrasted by his love interest, a younger woman who has grown up with these perpetual streams of stimulus and embraces them without question. The book tells a cautionary tale of personal connections and human relationships gone awry, replaced almost entirely by digital communication and instant, unlimited access to data. While I’m tempted to shrug off this dystopian future, a startling amount of this tech exists already and is gaining popularity. In this way, Shteyngart’s novel feels uncomfortably akin to nonfiction.

Highlight & Glancee were recently deemed the kings of South By Southwest (SXSW 2012), while peripheral nods were given to their competitors like Banjo & Sonar. These apps show you information about those around you. More specifically, they display location-based Facebook interests and Facebook friends-of-friends of people who are physically near you, in the same bar or on the same street. The impetus to browse search results, judge potential connections and act upon them is up to each individual user, but these apps provide opportunity. For more information, Robert Scoble gives a stellar rundown on The Next Web.

Info and images, social networks and video chat, newsfeeds and live-streaming, and above all the shopping, Shopping, SHOPPING – all of this is beamed to äppärät users in real-time, a userbase that includes basically everyone on Earth, minus the destitute and the elderly. While specifics are never given, the äppärät is described as a futuristic iPhone where a haze of holograms replaces the touchscreen and display real-time information on and around the user. The latest äppärät is a small pebble-like device worn like a trendy necklace, a cell phone immune to the battery woes of today. Nothing in the book is so futuristic that I can’t imagine it becoming commonplace in the next year or two.

With these new apps, the data used for comparing and ranking your nearby peers is pretty mundane: movies and bands you like, your favorite cuisine, perhaps the schools you attended. These are things that any Facebook friend could learn about you, but when this info is automatically sent to strangers in text-message-like pings, it changes from passive to active data. You are broadcasting information about yourself to anyone who has downloaded a free app – I can wait while you go update your Facebook “likes.”

The data being sent around by apps like Highlight is rather innocuous – it’s strictly qualitative stuff. But Super Sad True Love Story takes data-sharing to the extreme, where anyone with an äppärät can see quantitative data like your credit rating, your cholesterol level and even your annual salary. In this novel, not only is privacy dead, it’s been long-forgotten.

Before apps like Highlight can gain widespread adoption, they’ll need a filter system (such as a minimum number of friends in common) to weed out the surge of false-positives. For instance, you’d be more inclined to chat up someone with 6 common Facebook friends than someone with only one third-degree connection. Similarly, you might not shy away from approaching a stranger if you had a very specific interest in common; millions of people like Radiohead, but as a New York City resident, I’d happily chat with another fan of Portland, Oregon’s DJ Copy.

In the not-too-distant-future, speaking to another person… out loud… face to face will be so uncommon that it gives rise to the term “verbal-ing.” In the novel, everyone is surrounded by three-dimensional clouds of information, images, advertisements and videos. Even today, it’s too easy to get sucked in by the distractions of a smartphone and miss the real world around you. But apps like Highlight are not as ominous as they may initially sound.  By encouraging people to socialize and meet new friends, these apps turn a few common interests into the potential for a friendship, as it was in the pre-smartphone era.

For more info, check out a video interview with Shteyngart on the äppärät via TechCrunch.

Organic Twitter Buzz Beats All

  1. Organic vs. non-organic buzz – Celebrities (and ordinary players) create both types of buzz for Temple Run. Non-organically speaking, they simply tweet their score using the in-game prompt. Organically speaking, they go out of their way to create original content.


    Free PR tipAll mobile games should have a social media sharing element integrated in some way because, put simply, people love to brag. Who better to broadcast your skills and high scores to than a horde of Twitter followers? If it’s quick and players don’t have to log out of the game to use it, players will be more likely post a score. Also, if they use the prepared message that’s auto generated, the product’s positioning is conveyed to an audience exactly as intended. This may then in turn lead to more organic conversations down the line and organic buzz gives more tangible, relatable validity.

    Why is organic chatter is the best kind of chatter? Especially among celebrities with a fan following?

    Celebrities use Twitter to inform their fans about everything – what they’re doing, where they’re going, when they’re performing, and most relevant here – what games they’re playing. Often times, they’re playing incredibly popular mobile games, Temple Run not being an exception. Temple Run has made waves with players through its viral features and “just one more run” gameplay and it’s an interesting case study to examine some of the celebrity chatter about it—just try and beat LeBron James or Mary J. Blige’s high score!

    Celebs are starry-eyed when talking about Temple Run, and if you pay close attention, they’re “talking” about the game in two different ways: (1) non-organically reporting their score with the in-game prompt and (2) organically tweeting new content.


    Non-organic (boring ole) buzz

  2. Share
    I got 1,042,734 points while escaping from demon monkeys in Temple Run. Beat that! t.co/eD4FAOsj
    Wed, Feb 01 2012 03:35:07
  3. Share
    I got 7,740 points while escaping from demon monkeys in Temple Run. Beat that! t.co/1XwwxKAk
    Sun, Feb 12 2012 04:37:29
  4. Reporting high scores to fans/followers is made possible with the tweet icon that presents itself after you’ve completed a temple run. The button makes it easy and quick to share your score with friends, which takes no effort as the tweet is auto-generated for the player with their score and a taunt inserted. The reach of a celebrity’s tweet is further extended when fans retweet to their followers, giving the game buzz legs and longevity. The tweet below from NBA star “King”LeBron James had 50 retweets and favorites. In addition, 3 million followers could equal 3 million potential impressions, and they may in turn also go download Temple Run.

  5. Share
    I got 1,032,164 points while escaping from demon monkeys in Temple Run. Beat that! t.co/bRr0HnMx
    Mon, Jan 23 2012 02:26:19
  6. Though this type of social buzz is great, there is better…


    Organic (from the horse’s mouth) buzz


    Conversational chatter also exists among celebrity Temple Run players and it has even longer legs than auto-generated score updates. For example, soccer star Tom Cleverley’s tweet had 50 retweets and 27 favorites, and Wayne Rooney’s tweet had 50 for both forms of feedback.

  7. Share
    Only gone and smashed 12.1 mil on temple run!
    Tue, Feb 28 2012 10:13:46
  8. Share
    4.5 million on temple run. Pogba young @tomclevz23 and welbeck beat that.
    Mon, Feb 06 2012 14:47:05
  9. Share
    Wow just got 12.5 million on temple run @tomclevz23
    Tue, Feb 07 2012 08:54:32
  10. This kind of conversation is pure product promotion without sounding like it. (AKA: PR gold.) It’s actually integrated into the discussion and looks natural, not “in your face” promotional. Not only do celebrities challenge each other’s scores, they vent their frustrations about the game…

  11. Share
    Man I am bad at temple run going to throw this phone at te wall
    Wed, Feb 29 2012 09:20:10
  12. Their love…

  13. Share
    Man I’m seriously addicted to #TempleRun #GameApp
    Mon, Jan 16 2012 02:51:06
  14. And they even use it as a pick up line…

  15. Share
    Hey baby I broke 3 million on temple run wanna make out?
    Fri, Feb 10 2012 18:01:19
  16. Temple Run social buzz isn’t exclusive to Twitter either, check out the Instagram photo above — think you can beat Justin Bieber’s high score?


    Temple Run has made enough of an impact on these celebritiesthat they’ve actually gone out of their way to write original content about it -not just send out the preset tweet. You cantell this content is uniquely/organically from the celebrity because you can see where the tweetsoriginated. When tweets come from the in-app option, it says so. However, the original tweets (shown here) were sent via Blackberry, iPhone, Twitter, etc. Long story short, Temple Run is interesting enough to generate organic buzz among celebrities, and, whatever this is…

  17. Share
    I done messed around and played Temple Run on the toilet and my legs went to sleep. Smh
    Thu, Feb 23 2012 08:16:08
  18. Organic buzz is important,especially when it comes from someone with a large following, but no matter the reach, it gives additional validity to the product you’re promoting without outright promoting it. It’s getting the product name out easily and when you have celebrities tweeting, their posts will most likely have legs, get “favorited” and retweeted many times over, exponentially increasing viral reach.


    Thanks to Storify for making this blog post pop.

    Imangi (Temple Run developer) is a TriplePoint client.

What’s the Next Big Thing?

Everybody wants to know—what’s the next big thing? Last week, we turned to Ben Parr from Mashable for insight on what’s hot in social. Ben spoke at an SFAMA event over at PeopleBrowser to discuss “The Future of Social and Tech.” His presentation began with an intro highlighting how social media has made communication among consumers faster and more efficient. Ben went on to point out that mobile texting and Internet usage have skyrocketed as fewer people use their phone as a traditional phone. This naturally led to a discussion on hot mobile technology. Foursquare is one leader in the space that jumps to the forefront of everyone’s mind as it boasts the SoLoMo (Social, Local and Mobile) triumvirate. Despite this, Foursquare has yet to cross the chasm to mainstream adoption. While I’m an avid Foursquare user and fan myself, Ben pointed out that the 10 million on Foursquare pales in comparison to Facebook’s 700 million users.

Continue reading What’s the Next Big Thing?

Making Music Social: Turntable.fm and What It Means for the Future of the Music Industry

 

Hype, early adopters, and perfect timing: these are the attributes that the newly minted Turntable.fm bring to the table, and if you’ve never used it, then you’ve probably heard of it. There’s no question that it’s taking over the social music space in a big, big way.

Turntable.fm is changing the way music is heard and, more importantly, shared. It’s all completely reliant on the concept that the best way to find music you’ve never heard before is through your own social network– not the radio, random CDs, or a trip to Best Buy. Simply login through Facebook, find a room, and if there’s an empty DJ slot (5 per room maximum), play a song that the rest of the room will hear, then sit back and enjoy the other 4 DJs’ songs before you’re up for your next turn.  Some rooms will be more popular than others, so it can be hard to find a room with both an open DJ spot and a sizeable audience. Mark Zuckerberg has even graced the “Coding” room with his presence and DJed some of his favorite tunes, luring in hundreds to check out the Facebook god’s musical palette.

But what do social music sharing sites like Turntable.fm all mean for the music industry’s trends, and what direction is music being taken with the advance of Web 2.0? Some musical artists have taken the hint and realized that one of the only real ways to gain visibility as an artist is to provide some portion of their music for free over the web. Other artists and labels alike have been slow to catch on, suffering major losses in sales and potential revenues as a consequence. Continue reading Making Music Social: Turntable.fm and What It Means for the Future of the Music Industry

MIT BiG Recap, Part One: Social vs. Hardcore

Last week TriplePoint attended the 3rd annual MIT Business in Gaming conference in Boston. This series will break down some of the biggest and best ideas into tasty, digestible morsels.

Are you a hardcore gamer or a casual player? With each passing year, more and more people fall into at least one of these categories. To some extent, the console wars still rage on as players debate graphical prowess and the price of getting online. However, the fanboyism of the last two decades has fallen to the wayside as gamers take up arms in an even larger battle, one that pits Volvo-driving soccer moms against Mountain Dew-swilling video game fanatics. There’s been a great deal of discussion surrounding social vs. hardcore gaming, and this panel put forth some lofty ideas.

Gaming's a BiG deal.
Gaming's a BiG deal.
  • Social gaming is dead …or at least the term “social” is becoming increasingly irrelevant. As social elements such as matchmaking, leaderboards and the automatic “I just trumped your score” pings from Geometry Wars 2 work their way into more hardcore games, their presence will be less notable. Features like the Autolog competition-between-friends system in Need for Speed: Hot Pursuit is destined for all upcoming Criterion releases. These are both clever ways to make that million-player leaderboard relevant to you and your gamer buddies. So even when you’re alone, you’re still playing (asynchronous) multiplayer.
  • Play with your buddies, not just their scores. Synchronous gaming is on the rise; this occurs any time players are all participating at once, rather than just watering one another’s crops whenever it’s convenient. Gazillion’s Nik Davidson went so far as to say that synchronous gaming is “fetishized” by the industry, and that a hybrid of the two makes the most sense. Letting players take their character on the go means the game is always in mind and close at hand. More engaged = more likely to spend.
  • Whatever you call it, it’s growing fast. Casual games that make money hand over fist, like Ravenwood Fair, are popping up like weeds. IGDA NY President Wade Tinney points out, “With each passing month comes a new MMO or casual title that changes all the rules.” This ongoing evolution is drastically outpacing all other entertainment markets.

The boys and girls of the NES Generation are now becoming parents, and the game industry’s growth will continue to accelerate. As more and more of the populous understands game mechanics and is willing to invest in gaming entertainment, this social/hardcore/whatever industry has quite a sunny future.


Speakers included:

  • Nik Davidson – Gazillion/The Amazing Society
  • Nabeel Hyatt – Zynga Boston
  • Daniel Witenberg – Lego Universe
  • Wade Tinney – Large Animal Games & President IGDA NY

The Story of Facebook: “It’s Complicated”

Last night TriplePoint New York attended a sneak preview of The Social Network, aka That Movie About Facebook. The Mashable-sponsored event drew a full house despite torrential rains, giving the media industry a chance to watch the “movie based on a book about a website.” Despite some speculation about premature nostalgia (“too soon!”), every aspect of the film was polished and precise, from casting to editing to the ominous score, helmed by Trent Reznor. Indie favorite Jesse Eisenberg (Zombieland, Adventureland) does an excellent job in the complex role of Facebook founder Mark Zuckerberg, making him relatable, driven and ultimately more sympathetic than the film’s source material.  “The Accidental Billionaires,” Ben Mezrich’s book about the murky origins of Facebook, casts Zuckerberg in a harsh light, while the film portrays him as flawed but ultimately well-intentioned. Justin Timberlake adds to the drama in his impressive portrayal of Napster founder and dot-com veteran Sean Parker.

While it’s nearly impossible to give an unbiased account of Facebook’s creation, David Fincher’s film is an exceptionally entertaining look at the birth, development and mainstream-ing of one very good idea.

If you haven’t already, check out the trailer here. While Peter Travers’ claim that it “brilliantly defines a decade” may be difficult to swallow, the film earns its rave reviews. After all, you don’t have to be a tech savvy twenty-something to “Like” a good story.

The Social Network opens everywhere October 1st.