Found a small stack of PDFs of scans of old issues of Grey Matter, Grey’s research newsletters the agency sent out to media (“since 1935”). Particularly cool is a 1997 retrospective (pdf) of what Grey had published about television over the years.
From a 1946 issue:
“Throughout the still-raging dispute concerning the precise position television will occupy in the advertising firmament, a point has been missed… television is just one phase of a new advertising age (we might call) the “electronic age” of advertising…
We hope we will not be charged with being anti-newspapers, anti-magazines or any of the established media… but we see a brilliant future for radio, for television, for (other electronic media). And we would be sadly remiss in our duty to advertising… to clients.. to future clients if we did not firmly resolve to explore those new media intensively and utilize them to the maximum of their potentials.”
I took my first Kodak Photo Spot (wiki) pictures at my spring break trip to the Disney World in the mid-1990s, and through all these years I’ve never stopped admiring their genius. It’s a marketing idea whose elegance has rarely been emulated. I love how organically spreadable the signs were, how they subtly nudged you to spend another scarce frame of film, and how they made people’s lives a little bit better by giving their memories just the right composition.
Of course today the Kodak Picture Spot is something that could probably be built straight into the digital camera wired to recognize the subject and to statistically analyze thousands of photos taken from the same spot to recommend the optimal composition and camera settings.
“As photography became more engrossed in American culture in the early 20th century, The Eastman Kodak Company began to look for new ways to advertise photography and its cameras. With the rise of the automobile industry and the development of American highways, the company began a campaign called “Kodak Scenic Spots.” Starting in 1920, Kodak began to place signs throughout American highways that advertised both their name and the practice of photography by marking interesting and beautiful scenery. Initially, these signs appeared on the roads outside of Kodak’s hometown of Rochester, NY in order to test the effectiveness of the idea. Within a year, they began sending members of their advertising department across the country to select the most scenic views to be awarded signs. By 1939, Kodak had placed 6,000 scenic spot signs across the country.
The exact phrases used in these signs changed over time. When the company began the campaign, the signs read: “Picture Ahead! Kodak as you go.” Eventually, the use of the work “Kodak” as a verb was stopped and the signs were changed to read: “Kodak Scenic Spot.” After the initial campaign ended in 1939, Kodak continued to place these signs sporadically in theme parks and tourist locations until the late 1980s. These signs also carried a new label, which read: “Kodak Picture Moment.”
Map of Kodak Picture Spots at Magic Kingdom (source)
An article in NY Times about a Belgian inventor Paul Otlet who in 1930s created a proto-Web that “relied on a patchwork of analog technologies like index cards and telegraph machines”:
“He hired more staff, and established a fee-based research service that allowed anyone in the world to submit a query via mail or telegraph — a kind of analog search engine. Inquiries poured in from all over the world, more than 1,500 a year, on topics as diverse as boomerangs and Bulgarian finance.”
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.
“Banner ads are useful to the extent that they drive qualified users to such corporate sites, but there are many other ways of attracting traffic: a survey of people who had actually bought things on the Web discovered that only 12% of buying customers had arrived at the vendor’s site from an advertisement – 88% of the shoppers had navigated there in other ways. Search engines and hypertext links are the most important mechanisms: offer content-rich pages, and other sites will link to you.”
“Maybe we can forgive advertising agencies who don’t know any better, but an old-media perspective is also characteristic of many so-called “new-media analysts” who take an incredibly non-strategic view of the Web and analyze it purely in terms of “eyeballs” and a television metaphor.”
“We’re promised instant catalog shopping–just point and click for great deals. We’ll order airline tickets over the network, make restaurant reservations and negotiate sales contracts. Stores will become obselete. So how come my local mall does more business in an afternoon than the entire Internet handles in a month? Even if there were a trustworthy way to send money over the Internet–which there isn’t–the network is missing a most essential ingredient of capitalism: salespeople.”
“The Soviet Union has signed a deal to sell advertising space—in space, of all places.
The Tass news agency said Wednesday that Glavkosmos, the Soviet commercial space agency, signed a contract with a Swiss firm that includes selling advertising space on cosmonauts’ space suits and painting two 6-by-9-foot advertising messages on the hull of the orbiting Mir space station.
Besides the advertising patches on the space suits and the outdoor space billboards, clients will have the opportunity to have a 3-minute commercial filmed by cosmonauts onboard the Mir.”
Rewinding VCR tapes. Balancing the tonearm. Calling collect. Formatting floppy disks. Loading film into a camera. Numbering punchcards. Getting up from a couch to change channels or volume. Dialing. Remembering phone numbers. Using carbon paper. Rewinding a tape with a pen. Sending a telegram. Sending a telex.
This is site is run by Sascha Endlicher, M.A., during ungodly late night hours. Wanna know more about him? Connect via Social Media by jumping to about.me/sascha.endlicher.