Companies that invite
us to play invite us to
make their offerings
our own, and then we
buy and “tell a friend”
Today’s customers do not
consume; they do not listen to a
narrative someone else wrote for
them. Instead, they engage with
products. They participate. They
write the story. They play.
about it. Perhaps
we even syndicate it
on Digg or back to
Facebook. Increasingly,
such endorsements
drive the choices
buyers make.
technology, making the user
experience the standard against
which success is judged. Market
leaders understand that in a
fragmented culture the best way
to establish leadership is to provide a way for people to feel safe
to explore, to play—to try out
everything from software to food
to consulting methodologies—
before buying.
In the 1950s and 1960s, ads
informed us—as consumers—
about the features and benefits of a particular product.
Consumers were expected to
listen in rapt attention. More
recently, companies tried to
entertain us as passive audiences—ads told stories, evoked
emotions, and created an aura
around a product. But in reality, we were still expected to sit
there, listening raptly.
Immersive Experiences Create
Brand Champions
To say the Internet made Play,
the sixth P, possible is a bit like
saying the internal combustion engine made it easier to get
around: It’s only half the story.
The real fun begins when you
find a straightaway and punch
the gas to see what your cherry-red convertible can do. The first
iteration of the Internet handled
like a Model T, not a lot of fun
but would get you from place to
place. Now users are just starting to push the Internet to red-line, to open it up to see what it
can do, letting it roar and hum.
An entire generation of customers grew up relating to their
world both in person and online.
The first words they read may
have been on a website. For
these customers it’s not enough
to present material online. They
need an invitation to participate
in the experience. They need to
laugh. They need to share it with
their friends, whom they don’t
necessarily see every day or even
every year (or ever).
They want to make the subservient chicken dance. Launched
by the Barbarian Group, an interactive SWAT team called in by
Burger King’s advertising agency,
the subservient chicken was an
online smash, logging more than
a billion hits. That’s billion with
a B. The premise was simple—a
guy dressed in a chicken suit,
in a nondescript living room,
responds to the commands you
type in.
Funny? Yes. Profitable?
Absolutely. The subservient-chicken interactive campaign
succeeded where it matters
most—driving sales of chicken
at Burger King. But there are
other intangible benefits, as it
is rooted in the brand promise,
“Have it your way.” Long the
second fiddle to McDonalds’
world domination, Burger King
now has the cachet of a younger,
hipper brand. Let the five-year-olds have their Happy Meals.
Burger King has its arm around
the shoulder of the American
dude, inviting him to Simpsonize
himself.
But it goes beyond a few clever
Web games. To build enduring
brand loyalty, companies have
to do more than provide their
customers with some playful
widgets. Companies must get
their customers to play with
each other, creating a brand
tribe of shared experiences, and
move it offline and out into the
real world.
Videogames are all about
play, obviously, but we haven’t
typically thought of them as a
shared interactive experience.
They’re solitary—a couple of
guys locked in their dorm room
playing Doom and failing freshman econ together. Nintendo’s
Wii is transforming this geeky
subculture into a place for all by
fusing both online and offline
interactions.
From the first screen, the Wii
encourages you to create a “Mii”
that looks surprisingly, almost
unnervingly like you. You can
collaborate with other Wii users
through the system’s free software downloads and participate
in weekly themed Mii pageants.
As you dig deeper into the Wii
sports game that comes with