Mashing Up the Marketing Mix:
Introducing the 6th P . . . Play
Michael Graber
Southern Growth Studio | michael@southerngrowthstudio.com
When at Staples.com, I hit
the Easy button. My daughter
decides which brands can talk to
her through Nordstrom’s Fashion
Feed. As buyers, we want the
power to choose our options
and gain a measure of control
over the experience. Companies
that figure out how to invite us
to play invite us to make their
offerings our own. When we buy,
we tell a friend about it. Perhaps
we even syndicate it on Digg or
Del.icio.us. As we’ve known for
years, peer recommendations
drive the choices buyers make.
A driven, busy 50-year-old
executive turned me into a
werewolf. A renowned product designer poked one of my
friends. I lost a movie-trivia quiz
to the former CEO of a global
marketing holding company.
Welcome to the business side
of Facebook—where a little play
releases stress, where thought
leaders plug into industry-wide
forums, and where deepening
client relationships and attracting talent happen as a byproduct
of having fun.
Meanwhile, over on Second
Life, leading consumer-focused
and business-to-business companies are spending energy and
money running virtual organizations. Their new existence
is rooted in delight. Notice the
verbs in the set up instructions:
They create an avatar, explore,
and have fun. Serious companies
such as IBM, Bain, Coke, and
hundreds of others are leading
the charge into this digital playground.
Even the austere New Yorker
invites readers to play with its
venerated one-panel cartoon
format by submitting their own
punch lines through an online
form. Down the street at the
Niketown Lab, consumers can
design their own shoes, even add
their own signature to it. The
online feature of this lab alone
generates three million unique
visitors per month.
Interaction, Not reaction
The once immutable laws of
marketing have relaxed. The
examples above, and thousands of others, signify that a
command-center approach to
marketing communications is
outmoded. Building a brand with
public relations and amassing
expert credentials alone will not
work. For example, as an avid
reader and sometimes writer, I
trust the consumer reviews on
Amazon.com more than a handful of book-jacket blurbs. In fact,
I have never read a bad book-jacket blurb—but online readers
let me know when the latest
“masterpiece” should be scrupulously avoided.
Today’s consumers don’t trust
top-down messaging; they can
see the seams—and the holes—
too easily. In fact, the word
“consumer” is itself outmoded
and unrealistic in an interactive
society. Instead, companies must
reach out to potential participants
and players.
Everywhere companies are
encouraging us to become a part
of their culture by inviting us to
play, to participate, to opine—
to interact with their brand,
their product, their community.
Gone is the communication fire-wall set up by the legal and PR
departments.
Everything has changed.
In this era of interaction, the
ability to play with a brand,
product, or service is a critical
factor in winning new sales and
retaining existing selling relationships. The above examples
are not merely clever promotions. Like the universe, marketing always expands.
The marketing mix—once the
four Ps of Product, Place, Price
and Promotions, later upgraded
to the five Ps with the addition
of Positioning—now welcomes
the sixth P, Play.
We expect the power to
choose our options and to control the experience. We expect
to try things out, to squeeze the
Try Me button on a SpinBrush
toothbrush before throwing it in
the cart.
Marketing has merged with
The Subservient Chicken: your wish is
his command.