Majesco Entertainment Company recently released a game for the Wii, featuring home improvement retailer The Home Depot. The game, "Our House: Party!" features 175 mini-games in which players (up to four) complete home improvement projects in order to make their homes the best in the neighborhood. These projects include tasks like construction, demolition, plumbing, wiring, landscaping, decorating, and, of course, racing through The Home Depot store to get the necessary power tools.
Majesco also released a similar version of the game - "Our House" - for Nintendo DS. In the DS version, players start as contractors who must build customer's houses in order to save up enough money to build their own home.
The first brilliant thing about these games is that they're just plain fun. (Or at least they sound fun! I haven't tested them out yet.) The second brilliant thing is that, in the midst of all that fun, Majesco and The Home Depot have combined education (learn, loosely, how to do various projects), branding (The Home Depot, of course!), and entertainment. The game provides instruction and fun in a positive brand experience for The Home Depot's potential customers.
The Home Depot creates other positive brand experiences, too, without forcing customers to pay them a dime. In addition to the caricatured "do-it-yourself" projects of the "Our House" and "Our House: Party!" games, The Home Depot shares scores of free, real-life "how to" videos on their YouTube channel. And, as I understand, anyone can visit a Home Depot store during their project workshops for hands-on instruction in home improvement.
These are the kinds of things that attract customers to a brand. Give people something useful, teach them, provide them a service - for free. In the process you will be building trust, building rapport, and building relationships with people. And then, when those people really do need a product that you sell, with whom will they prefer to spend their money? You've proven yourself trustworthy in a service that does not earn you money; now those people will be ready to trust you with a service that does.
How can your organization provide an honest-to-goodness, helpful, positive, fun brand experience for people, before they ever have to spend a dime?
Showing posts with label entertainment. Show all posts
Showing posts with label entertainment. Show all posts
Wednesday, September 23, 2009
Saturday, July 25, 2009
MySpace Has Found Itself!
Less than two weeks ago, according to TechCrunch (yes, the same publication now notorious for publishing the stolen Twitter documents - I'm almost loathe to reference them), MySpace CEO Owen Van Natta admitted, in short, that his company was in the middle of an identity crisis.
In an email to employees, Van Natta explained, "Our users don’t know if we’re a social portal, a music site, or an entertainment hub." He also reported that MySpace was taking steps to unify the site and "lay the groundwork to provide more clarity on our brand and business."
He wasn't kidding about taking those steps. MySpace seems to have made short work of that, announcing just this Thursday that MySpace will soon be repositioned as an "entertainment destination" specifically focused on gaming.
With Facebook and Twitter leading the myriad social networking sites, iTunes and Pandora topping the various music portals, and YouTube and Hulu dominating video outlets, online gaming seems like a good space for MySpace. The site already has several games available; it seems reasonable to believe that they could successfully expand that offering to define their entire brand. Perhaps MySpace will distinguish itself among other gaming sites by reconfiguring its "social network" aspect to remarkably facilitate and supplement its new gaming core.
Doubtless there will be much public discussion and debate in the coming days, weeks, and months, about the upcoming changes to MySpace. If minor updates to Facebook's layout can spark hundreds of "Change it back!" groups among Facebook users, it will be interesting to see what outcry arises from a complete brand overhaul of MySpace.
I, for one, am happy for the folks at MySpace, and optimistic about the future of the once-leader of social networks. This new identity may or may not be successful at rebuilding the brand; but without it, MySpace had no chance in the world at holding together. As Someone Wise once said, "a house divided...."
In an email to employees, Van Natta explained, "Our users don’t know if we’re a social portal, a music site, or an entertainment hub." He also reported that MySpace was taking steps to unify the site and "lay the groundwork to provide more clarity on our brand and business."
He wasn't kidding about taking those steps. MySpace seems to have made short work of that, announcing just this Thursday that MySpace will soon be repositioned as an "entertainment destination" specifically focused on gaming.
With Facebook and Twitter leading the myriad social networking sites, iTunes and Pandora topping the various music portals, and YouTube and Hulu dominating video outlets, online gaming seems like a good space for MySpace. The site already has several games available; it seems reasonable to believe that they could successfully expand that offering to define their entire brand. Perhaps MySpace will distinguish itself among other gaming sites by reconfiguring its "social network" aspect to remarkably facilitate and supplement its new gaming core.
Doubtless there will be much public discussion and debate in the coming days, weeks, and months, about the upcoming changes to MySpace. If minor updates to Facebook's layout can spark hundreds of "Change it back!" groups among Facebook users, it will be interesting to see what outcry arises from a complete brand overhaul of MySpace.
I, for one, am happy for the folks at MySpace, and optimistic about the future of the once-leader of social networks. This new identity may or may not be successful at rebuilding the brand; but without it, MySpace had no chance in the world at holding together. As Someone Wise once said, "a house divided...."
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