Topic: Marketing & Advertising (Page 4)

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🔗 "Where do you want to go today?"

🔗 United States 🔗 Computing 🔗 Marketing & Advertising 🔗 Microsoft 🔗 United States/American television

Where do you want to go today?” was the title of Microsoft’s second global image advertising campaign. The broadcast, print and outdoor advertising campaign was launched in November 1994 through the advertising agency Wieden+Kennedy. The campaign had Microsoft spending $100 million through July 1995, of which $25 million would be spent during the holiday shopping season ending in December 1994.

Tony Kaye directed a series of television ads filmed in Hong Kong, Prague and New York City that showed a broad range of people using their PCs. The television ads were first broadcast in Australia on November 13, the following day in both the United States and Canada, with Britain, France and Germany seeing the spots in subsequent days. An eight-page print ad described the personal computer as “an open opportunity for everybody” that “[facilitates] the flow of information so that good ideas—wherever they come from—can be shared”, and was placed in mass-market magazines including National Geographic, Newsweek, People, Rolling Stone and Sports Illustrated.

The New York Times described the campaign as taking “a winsome, humanistic approach to demystifying technology”. However, the Times reported in August 1995 that the response to Microsoft’s campaign in the advertising trade press had been “lukewarm” and quoted Brad Johnson of Advertising Age as stating that “Microsoft is on version 1.0 in advertising. Microsoft is not standing still. It will improve its advertising.” Microsoft’s Steve Ballmer, then the firm’s executive vice president, acknowledged that the response to the campaign had been “chilly”.

In June 1999, Microsoft announced that it would be ending its nearly five-year-long relationship with Wieden+Kennedy, shifting $100 million (~$166 million in 2022) in billings to McCann Erickson Worldwide Advertising in a split that was described by The New York Times as mutual. Dan Wieden, president and chief creative officer of the advertising agency, characterized the relationship with Microsoft as “intense” and said that it had “run its course”.

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🔗 Feelie

🔗 Video games 🔗 Marketing & Advertising

A feelie is a physical item included to supplement a video game. Likely deriving their name from the fictional media in Aldous Huxley's 1932 novel Brave New World, feelies were popularized by the American video game company Infocom in the 1980s and subsequently adopted by such companies as Origin Systems and Sierra Entertainment in the United States and Namco and ASCII in Japan. Becoming less prevalent since the rise of digital distribution, feelies are now limited primarily to deluxe editions that are sold at a premium.

Feelies may take various forms, with common ones including reproductions of game objects, printed materials, cosmetics, and figurines. Historically, feelies allowed video game developers to implement copy protection and minimize the amount of digital space used for supplemental materials while simultaneously distinguishing their products from those of competitors. For players, feelies could provide assistance during gameplay, opportunities for continued play elsewhere, and improved immersion. Scholars have explored feelies as paratexts, while video game journalists have recalled them fondly.

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🔗 N. W. Ayer and Son

🔗 Companies 🔗 Marketing & Advertising 🔗 Media 🔗 Philadelphia 🔗 Pennsylvania

N. W. Ayer & Son was a Philadelphia advertising agency founded in 1869. It called itself the oldest advertising agency in the United States. Named after Francis Ayer's father N. W. Ayer, it ventured into advertising in 1884. It created a number of memorable slogans for firms such as De Beers, AT&T and the U.S. Army. The company started to decline in the 1960s and, after a series of mergers, was closed in 2002 with its assets sold to the Publicis Groupe.

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🔗 Overchoice

🔗 Business 🔗 Psychology 🔗 Marketing & Advertising 🔗 Sociology 🔗 Media 🔗 Retailing 🔗 Home Living

Overchoice or choice overload is the paradoxical phenomenon that choosing between a large variety of options can be detrimental to decision making processes. The term was first introduced by Alvin Toffler in his 1970 book, Future Shock.

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