Advertising Agency: Colenso BBDO, Auckland, New Zealand
Designer: Simon Redwood
Photographer: Lewis Mulatero
Executive Creative Director: Nick Worthington
Art Directors: Bradley Averill, Simone Louis
Copywriter: Simone Louis, Bradley Averill
Agency Producers: Paul Courtney, Gabrielle Buckle
Account Director: Scott Coldham
Account Manager: Janelle Van Wonderen
Advertising Agency: CLM BBDO, Paris, France
Executive Creative Director: David Lubars
Creative Directors: Rohan Young, David Guerrero
Creative: Rohan Young
Photographer: Jonathan Tay
(TrendHunter.com) Vomiting, belching, farting & gagging. Heee almost sounds like the Pepto Bismol commercial. Anyways, anyone that has a dog at home knows that once you fill their bowl with pet food that it won’t last long. Sometimes you’re thinking to split up the feed timing but you don’t always have time for that,…
Advertising Agency : CLM BBDO Paris, France
Creative directors : Gilles Fichteberg, Jean François Sacco
Copywriter : Julien Perrard
Art director : Lucie Vallotton
TV producer : Arezki Ahcene
Director : Olivier Van Hoofstadt
Production : Partizan
Advertising Agency : CLM BBDO Paris, France
Creative directors : Gilles Fichteberg, Jean François Sacco
Copywriter : Julien Perrard
Art director : Lucie Vallotton
TV producer : Arezki Ahcene
Director : Olivier Van Hoofstadt
Production : Partizan
Advertising Agency : CLM BBDO Paris, France
Creative directors : Gilles Fichteberg, Jean François Sacco
Copywriter : Julien Perrard
Art director : Lucie Vallotton
TV producer : Arezki Ahcene
Director : Olivier Van Hoofstadt
Production : Partizan
Advertising Agency : CLM BBDO Paris, France
Creative directors : Gilles Fichteberg, Jean François Sacco
Copywriter : Julien Perrard
Art director : Lucie Vallotton
TV producer : Arezki Ahcene
Director : Olivier Van Hoofstadt
Production : Partizan
Advertising Agency : CLM BBDO Paris, France
Creative directors : Gilles Fichteberg, Jean François Sacco
Copywriter : Julien Perrard
Art director : Lucie Vallotton
TV producer : Arezki Ahcene
Director : Olivier Van Hoofstadt
Production : Partizan
Advertising Agency : CLM BBDO Paris, France
Creative directors : Gilles Fichteberg, Jean François Sacco
Copywriter : Julien Perrard
Art director : Lucie Vallotton
TV producer : Arezki Ahcene
Director : Olivier Van Hoofstadt
Production : Partizan
The German Reclam publishing company sells mainly classics of literature. To get schoolchildren and students’ enthusiastic about Reclam titles, The Literature Doner Kebab presents literary works in an easily digestible form. Instead of the familiar meat skewer, visitors find on the microsite a doner kebab, formed of selected quotes.
The literature doner is created and solely works with processing. Users can use a range of functions to get closer to the literary elements of the doner: excerpts can be extracted, subject fields can be searched, authors found, selected sections printed out or sent etc. Not to forget: users can acquire books selected via reclam.de, the publishing company’s website.
Please note that the website is in German only and is only partially translated. Literary quotes and additional information about author and work are solely available in German.
Advertising Agency: Jung von Matt/Neckar, Stuttgart, Germany
Creative Directors: Matthias Kubitz, Michael Zölch, Holger Oehrlich
Art Director: Kai Heuser, Patrick Schwab
Copywriter: Daniel Schweigmann
Coding: Patrick Schwab, Jörg Di Terlizzi
Tangerine Toad hopped out of the anonymous blogger closet. First on Twitter, and now in a feature interview on AgencySp.
Toad’s real name is Alan Wolk. He is a copywriter/creative director who favors the “tradigitalist” moniker. His agency experience spans nearly two decades with stops at Anderson & Lembke, AtmosphereBBDO, Frankfurt Balkind, Ogilvy, JWT and most recently DraftFCB. Wolk is presently looking for a job where he can “get involved in the strategic end of things, in a major way, right from the start.”
I put a few follow up questions on Wolk’s lily pad after AgencySpy broke the news. Here’s the exchange:
AdPulp: Will you use your blog to help find work?
Alan: It’s my sincere hope that all of theories and strategies I’ve laid out in The Toad Stool will make me more attractive to employers. I think it really defines who I am right now, what I’m about and what I can bring to the party.
As far as actual direct pleas, I do have a link on the blog for anyone who’s interested in talking to me about speaking engagements: appearing at conferences seems to be a logical next step, so I’m using my blog (and now yours) to drum up some interest.
AdPulp: I see you have a book in the works. Have you thought about writing in online?
Alan: At one level, I have been writing it online: Most of the book will be derived from my blog postings. The advantage of an actual book is to get my ideas into the hands of people who might not otherwise find them. Not to mention the fact that if the book was up on a website, I’d be making minor edits to it pretty much hourly.
AdPulp: You mentioned in the AgencySpy piece that what customers want to hear is “never going to be a series of pre-packaged, client-dictated selling points.” Amen to that, but how do any of us overcome this setup, provided the agency we’re working for isn’t one where the work matters most?
Alan: A lot of that change is going to have to come from your clients. As I discussed in The Armies Of “No,†agencies can only do so much with clients who refuse to make marketing a priority. That said, social media does have some built in metrics—people either participate or they don’t and if no one’s participating, it does provide an opening to convince a recalcitrant client to try something different.
You have a law degree from BU. How did you choose to work in advertising? Or did it choose you?
Alan: I was only 20 when I graduated from college and had no idea what I wanted to do: I was a creative writing major and didn’t really have much interest in teaching. My parents were pushing law school and the idea of being able to put off responsibility for three more years sounded pretty good.
While I was in law school, a friend of mine started working as a copywriter, and when I saw what she was doing, I realized I’d missed my calling. So right after graduation I started putting a book together with the help of Dany Lennon, who now runs the Creative Register. A few months later, I was a copywriter. And I can honestly say I’ve never looked back.
I really like what I do for a living, which is more than I can say for most people. So I’ve never regretted the decision.
What inspired the name “Tangerine Toad”?
Alan: To make a long story short, when I started the blog, I envisioned it as a month-long experiment at best, and didn’t really expect anyone to read it, so choosing a clever-yet-sophisticated moniker wasn’t a real priority. It took off and I was sort of stuck with it. Which wasn’t the end of the world- I’m a firm believer that brands can transcend their names (sorry Landor) – I mean Amazon is a pretty silly name for an online bookstore and eBay doesn’t shout “online auction site” but both brands have succeeded in owning the name rather than having the name own them.
A couple of years ago, I wrote a thesis on in-game advertising. One chapter about history didn’t make it into the final version, but now you can view and download the entire chapter in its original format, complete with proper references. Here, I am publishing a series of excerpts, illustrated, where possible, with screenshots and gameplay videos that have began to appear on YouTube. This first installment deals with the early years of advergames. The next one will be about brands and arcades.
The exact moment when third-party brands become part of the games is hard to pinpoint. The Internet Pinball Machine database that lists 4,832 different units contains images of the Mustang (1964, Chicago Coin) machine. It is unclear whether the makers licensed the brand name of the Ford’s new sports car that appeared in April of the same year but the website describes it as being about car culture, and the game’s playing field and backglass art incorporate images of cars that look similar to those early Mustang models.
One of the early games that appeared on mainframe computers together with Hamurabi and Hunt the Wumpus in the late 1960s was Lunar Lander. It was a text-based simulation where a player piloted a spacecraft by typing in acceleration values. In 1973, Digital Equipment Corporation (the same company that put Spacewar! on its PDP-1 machine) commissioned a graphical version of Moonlander to demonstrate the capabilities of their new GT40 graphics terminal. One of the game versions included a hidden feature:
If you landed at exactly the right spot, a McDonalds appeared. The astronaut would come out, walk over to the McDonalds and order a Big Mac to go, walk back and take off again. If you crashed ON the McDonalds, it would print out “You clod! You’ve destroyed the only McDonald’s on the Moon!†(source)
While this cameo was most likely a joke of an anonymous programmer and wasn’t sponsored by the fast food empire, the “only McDonald’s on the Moon†was probably the first instance of a brand integrated into the gameplay. It is not clear whether this Easter egg (as hidden features are known) survived the subsequent commercial adaptations of Lunar Lander (the game was made an arcade by Atari and was also distributed on tapes for Apple I), but for McDonald’s it marked the beginning of a long involvement with the medium. Arcade cabinets would become commonplace in its restaurants; the company recently initiated a trial of McImagination game kiosks shaped to resemble corporate characters.
In 1982, McDonald’s teamed up with Atari for a nationwide contest in which the restaurant gave away 12,000 video game consoles and home computers worth over $4 million. In 1983, Parker Brothers was working on a McDonald’s-themed game with Ronald feeding hungry aliens with shakes, fries and hamburgers and with the aliens biting into the Golden Arches, but apparently the game failed to generate interest outside the 8-9 year-old demographic and the project already advertised in the catalog was scrapped.
Regardless of whether the lunar McDonald’s was authorized, by the early 1980s video games had become a large enough part of popular culture to attract at least a few marketing minds at mainstream companies. Around 1983, Coca-Cola approached Atari to produce a game to be given away as a gift to the participants of Coke’s sales convention in Atlanta. Atari came up with a special version of Space Invaders, a blockbuster game that had sold millions of copies since its release a few years earlier. The rows of aliens were replaced by the letters P, E, P, S, I and the command ship above them was replaced with a Pepsi logo. The player controlled a ship whose goal was to shoot down as many enemy characters as possible within the three-minute limit, after which the game would end and the message Coke Wins would flash across the screen. Only 125 copies of Pepsi Invaders were made, but the game eventually trickled down into the broad gamer community.
At least three other promotional games were produced and offered to the general public through mail-order by consumer goods companies that year. One was Tooth Protector from Johnson & Johnson, a bizarre game in which the main character, the Tooth Protector, was armed with a toothbrush, floss and dental rinse to protect teeth from the cubes dropped by Snack Attackers. The manual read:
The game ends if 3 teeth disappear or if 3 T.P.s are carried away and eliminated by the Snack Attackers. When you are successful in protecting the teeth, valuable points will be accumulated, and there will be no end to the fun you can have! (source)
The other game was by Ralston Purina whose commercials for Chuck Wagon dog food featured a tiny wagon rolling out from a bag of dog food and across the kitchen floor. The commercials apparently were so popular that the company decided to turn it into a computer game with the wagon as its main character. The game was appropriately titled Chase the Chuck Wagon.
Finally, there was Kool-Aid Man made by M Network for General Foods. It, too, was tied to a commercial in which a giant pitcher was breaking through a brick wall and served Kool-Aid to everyone in the vicinity; the concept was reiterated on the game’s box art and in the opening sequence. In the game, the Kool-Aid Man fought evil Thirsties who were stealing water from a swimming pool.
Whether these three games were a marketing success is hard to tell. Distributed for free in exchange for proofs of purchase, they are now considered collectible rarities unlike many other Atari titles of that period, so the companies probably didn’t send out too many units. One of the reasons why these games didn’t do well is their bad fortune of being released during the unraveling of the game industry known as the Video Game Crash of 1983. In 1982, when these titles were probably commissioned, the industry was at the peak of its popularity and profitability; that year, the American public bought $3 billion worth of games (over $6 billion in today’s money), tripling the previous year’s amount. The news media sensationalized the boom and many companies rushed to open video games division to capitalize on the tidal wave; Quaker Oats, for instance, acquired US Games and presented eight titles, mostly clones of the existing hits, at Chicago’s Summer Consumer Electronic Show of 1982. The market became saturated with bad games and numerous variations of the same concepts, and the next year the sales dropped to $2 billion, and then to $800 million in 1984 and $100 million in 1985. Quaker Oats’ game division lasted one year.
(TrendHunter.com) Electronic waste, like computers being thrown out to be replaced by new ones every 3 or 4 years, is a very ubiquitous and recurrent phenomenon in modernized societies. We all have or have had electronic equipment that has become obsolete and/or has reached the end of its useful life for whatever rea…
(TrendHunter.com) The latest concept by frogDesign, called A Digital Escape, would allow the wearer to compliment their personal reality, with exclusive visuals, sounds and aromas. Frogdesign dramatically describes the necessity for such a product as a way to, “live with the troubles we’ve already caused,†in o…
(TrendHunter.com) Dutch designer, Marloes ten Bhomers’ radical shoes beg belief when you see them for the first time. Their highly sculptured lines are far removed from what we think of as shoes. Indeed, some of her designs need a second look just to make sure they are shoes.
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