How Business is About Breaking the Rules March 23, 2011
Posted by Erik Pontiskoski in Uncategorized.Tags: marketing strategy
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I was recently reading an article from last August in Wired magazine by Chris Anderson and Michael Woff titled ‘The Web is Dead. Long Live the Internet’. The authors present how the internet paradoxically has two faces. Fundamentally, it is open and breaks down traditional business and power structures in industries. However, there is an on-going struggle leading to consolidation of markets as we have witnessed in society and business before. The less powerful are overtaken by the better resourced, organized and efficient. This cycle of capitalism is an inevitable course according to the authors.
Certainly we can question how open a system dominated by Google (Search and Ads), Facebook (Social relationships and activity), Apple (Online content delivery), eBay (Auctions) and Amazon (Online retail) is?
This is not to say that these companies are monopolies, as Matthew Ingram argues on gigaom.com when analyzing the book ‘The Master Switch: The Rise and Fall of Information Empires’ by Tim Wu, the Columbia Law Professor. Certainly these companies have been able to gain a dominant position in the market thanks to network effects, where products or service become more valuable to each individual user as the total number of users rises. However, as we have seen with MySpace and AOL, the network effects work both ways. And certainly Google is making a brave effort in the mobile space with the Android operating system
This duality where we have a struggle between two extremes reminds me of three pieces of academic research I have encountered for my PhD:
- Marketing to Postmodern Consumers by Geoff Simmons
- The marketing code: unlocking the secrets of Dan Brown’s success by Stephen Brown
- Balancing between growth and profitability in product and brand management
In the first example, Geoff Simmons writes about how contemporary consumers are seeking both individualistic and communal experiences. Consumption is a manifestation of individual values and a tool for self-expression. But with limitless alternatives for how to make oneself unique, people are turning especially to social media to find belonging in different groups and sub-cultures.
I have personally witnessed this living in Japan. If you think of the amazing and wacky fashion there, kids seem to be crazy in a way that conforms to the rules of some sub-culture. (See for example FRUiTS magazine.)
The second piece of research by Stephen Brown is a wonderful example of publishing some interesting analysis on a major phenomena in popular culture. His analysis of the Da Vinci Code by Dan Brown proposes that the success of the book is based on a) the shock value of the topic, b) the author’s determination to try over and over again to create a bestseller, and c) the fact that the book plays with a basic human need to solve puzzles.
One of the most intriguing things about the Da Vinci Code was the fact that it was able to appeal

Standing out in business may be possible by combining business propositions considered traditionally extreme (Photo by ilco on sxc.hu)
to such a broad audience. This goes against traditional marketing logic where competitive advantage is gained by serving smaller markets through segmentation, positioning and differentiation. We now have animated movies by Pixar that appeal to both kids and adults. Social gaming takes this even further by basically being segmented for all, if you consider hits like FrontierVille.
The last example came from lecturing the Product and Brand Management course for the Aalto University School of Economics. Looking at the textbook we had, traditional business logic says that on the short-term (less than a year) you can go for either growth or improved profitability in your marketing strategy. However, when companies are applying digital marketing and social networking logic to their business, it may be possible to achieve both! As customer take the role of advocates, the virality of their word-of-mouth can grow your business without increasing the cost of acquiring new customers.
So perhaps we should not take existing business structures and business logic for granted. As academics and practitioners we must strive to create business propositions that break rules rather than conform to them.
The money-making narrative of the Home Shopping Network June 10, 2010
Posted by Erik Pontiskoski in Uncategorized.1 comment so far
I read an interesting article in Bloomberg Businessweek on how the Home Shopping Network (HSN) was transformed into a sales machine by CEO Mindy Grossman. (You can check out her profile on Forbes) Here is a short summary of I consider the main points of the article and my own thoughts on how this relates to monetizing storytelling.
You can find the original full article online here.
Ever since I was a little kid, parodies of TV shopping have brought me lots of joy. Think of all the crappy products and cheap studio
sets – cheesy presentations of everything you can buy from the convenience of your own home. For example, how lazy can you be if you expect to lose weight by wearing a sauna belt around your bum?
I don’t know if HSN was carrying that product when Mindy Grossman took over as CEO, but the company was certainly not doing well. It was famous for uninspired clothing, beauty products that didn’t really do what they claimed, and logistics that would ship gadgets arriving broken. So her first goal was to change course completely and to make the channel relevant again for customers. Now HSN is a 24/7 scripted broadcast building momentum for a shopping frenzy hour by hour, product by product.
The basis for the HSN turnaround was to understand who their customers are. These ‘professional shoppers’ as Grossman has named them are 80% female, over 35 years old, middle class people who buy products to feel better.
So the actions taken at the company included first to eliminate all
products that could be easily found elsewhere. Second, each product sold on the show is an unique offer to the customers. Its a special deal that is available only for a limited time on their channel. Third, the products are either branded by popular designers or endorsed by celebrities.
Proof of the turnaround for HSN sold designs by Naeem Khan and Badgley Mishcka as well as fragrances by Sean Combs and apparel/accessories by Serena Williams.
Here is a YouTube clip of Sean ‘Diddy’ Combs pitch his fragrance on HSN. Notice how how he casually drops important scripted lines such as ‘I love that bag, I carry my laptop in it’ and ‘We made this exclusively for you, you cannot find it in any other shop’.
From a marketing perspective, the key issues to take from the HSN case is the narrative. Home shopping doesn’t have be about a person shouting ‘Buy now!’ on your TV. The celebrities and hosts try to be natural, more like talking to friends than selling something. They talk about their life, the products, and how it would make you feel.
Furthermore, the channel is able to position itself in an unique way by drawing from style icons. The product line is unique and available only for a limited. Products are often sold out, so there is a sense of urgency to purchase. Lastly, there is always the up-sell. When Serena Williams talks about a necklace, there is always a matching set of earrings to buy.
Check out my research and study program March 23, 2010
Posted by Erik Pontiskoski in Uncategorized.add a comment
Check out my research and study program ‘MediaBizLab – commercializing media as services’ http://ow.ly/1pGGW
A Guide to Measuring and Improving What Matter with Saas Metrics March 17, 2010
Posted by Erik Pontiskoski in Uncategorized.Tags: business development, marketing metrics, performance, SaaS
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Reading an interesting article by @BostonVC outlining a guide to measuring and improving what matters with SaaS metrics http://ow.ly/1nfb8. As David Skok explains “This blog post looks at the high level goals of a SaaS business and drills down layer by layer to expose the key metrics that will help drive success.“
StorySelling: Telling and Selling Your Brand’s Story March 16, 2010
Posted by Erik Pontiskoski in Uncategorized.Tags: American Marketing Association, branding, creative brief, customer insight, domino's pizza, Monetizing storytelling, narratives, netnography, practices, sales, the pizza turnaround, Unique selling points, unique selling proposition, videography
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This post comprises my notes on a talk by Jim Signorelli, CEO of ESW Partners Advertising, on the American Marketing Association’s webcasts and research for my PhD on storytelling. The full presentation can be found on the ESW website.
Storyselling can be considered an goal-oriented form of storytelling. Jim defines it as a brand planning model that is
rooted in story structure. So its not about advertising, but rather way to connect with your customers and do more business.
I’ll publish the article in three parts reflecting on Jim’s presentation with examples from my own research. So stay tuned for the rest of the story!
PART 1: From creative briefs to customer autobiographies
Usually marketing people rely on a creative brief, which typically starts contains the following elements:
- Define target segment
- Explain how do they feel and think
- Describe what they need
- Justify how you can satisfy that need better than the competition
At each stage you should rationalize your claims and choices with hard data. The goal is to develop a unique selling proposition (USP). The problem is that often managers don’t have a clue what their customers value and makes their company unique in the eyes of the target segment.
This is an issue my colleagues at the Aalto University, School of Economics have noted as well. While traditional market research can provide us with a historical view of what customer’s think of us and how individual products or product groups have performed, it rarely give us cultural insight into our customer’s everyday life and practices. My friends Joel Hietanen and Joonas Rokka have published interesting work on ‘videography’. In essence capturing customer interviews or just observation of what people do on video can be an inspiring resource for branding and business development. You can read more about their work on their blog ‘Inside Videography‘.
If this sounds to simple for you, I challenge you to watch the ‘Pizza turnaround‘ documentary by Domino’s Pizza. Its
great example of how you can embrace negative customer feedback, turn it into a driver for business transformation, and communicate your passion for your product to customer. And yes, I agree, at some points the clip is comical, but you’ve gotta agree these people love what they do.
A good way to monitor customer sentiment as well as follow or even take part in conversations customers have online is netnography, a market research method popularized by Rob Kozinets. A lot of service providers offer software that can scan online discussions related to your brand or other issues relevant from your customers perspective. They can often assess if the discussion has a positive or negative tone. However, this doesn’t substitute your own close reading of what kind of meanings people associate with these issues. A couple of companies that people have recommended to me for social media analytics are Scout Labs and Buzzient.
Jim argues that these creative briefs actually kill creativity by forcing agencies and managers to crystallize their vision in this format. This is not to say that branding shouldn’t rely on facts, data, trends or insight to the everyday lives of our customers, their culture and practices. However, the outcome of this kind of a process should be something meaningful and factual from the customer’s perspective. With creative briefs you go wrong as soon as you start writing it objectively in third person. Brand owners think how can they show customers that they understand them, share wavelength, and get their problems.
Of course we can argue that the creative brief is not a document that is shared with customers. But what’s point of writing it if we can’t share it with our customers or it doesn’t explain to our employees what they can do in their everyday work to put things into action? Jim suggests writing an ‘autobiographical sketch’ of your customer. Writing it in the first person and putting yourself in your customer’s shoes can be enlightening. This story can be a compelling rallying cry for customers and employees, an embodiment of what your brand stands for.
Stay tuned for part 2 of my analysis of Jim Signorelli’s StorySelling, where I dwell on how brands become stories.
Electronic Arts climbing out of a six-foot hole February 23, 2010
Posted by Erik Pontiskoski in Uncategorized.Tags: additional content, All Points Bulletin, Electronic Arts, FIFA Soccer, freemium, item selling, Madden NFL, Medal of Honor, micro-transactions, MMOG, online gaming, sales, Tiger Woods
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Electronic Arts (EA) CEO John Riccitiello saw the crisis of the $20 billion gaming industry already back in 2007. In a recen
t BusinessWeek article he talks about strategic and competitive choices he has made to climb out of the six-foot hole his company evidently is in. Actually, as Ricciotello sees it, a 20-foot hole where they have climbed 14 feet out. Nevertheless, as CEO he has a track record of 11 straight quarters of losses and lost 68% of stock value. So how can things look positive for them?
Well, one positive thing is the fact that EA has already spent 2,5 years wondering how to transform their business model from selling game boxes for $60 to distributing them online. BusinessWeek estimates that the company still gets about 80% of its revenue from traditional shrinkwrapped games. In 2011 this would lead to sales of $3,45 to $3,7 billion and a loss of $200 to $300 million. Growth is expected to come from the digital business, which could amount to $750 million, up from $575 million in 2010, as reported by mocoNews.
Another positive thing are all the titles that will be available online with the freemium business model. Kotaku reports on EA’s plans from the company’s Q3 financial earnings call by quoting COO John Schappert: in 2011 ”every one of EA’s releases will have an online component—both downloadable content and online play.”
And the following year does seem interesting if we look at the forthcoming releases. I’ve quoted Dean Takahashi from GamesBeat before in posts and he has put together a nice summary of what we can expect. I’m personally looking forward to trying out
- The new Medal of Honor game, which will take on the successful Call of Duty Modern Warfare 2 franchise

- All Points Bulletin, which is a massively multiplayer online game that competes against the Grand Theft Auto franchise
- Madden NFL and other sports franchises on Facebook (Explains why EA acquired Playfish as I speculated in my previous post) as reported by All Facebook and Barron’s
- A free online version of FIFA Soccer and Tiger Woods Golf (revenues coming from micro-
transactions of digital item selling and additional content) reported by 1up.com - UPDATE: the Sims as a social game on Facebook
The question remains, can EA make the transformation into digital business models. At least it seems that they are investing heavily into the future.
New tournament game portal on Facebook by Frosmo December 16, 2009
Posted by Erik Pontiskoski in Uncategorized.Tags: Cafe World, casual gaming, Facebook, FarmVille, Frosmo, gaming experience, Mafia Wars, MMOG, MMORPG, Monetization, tournament system, Zynga
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Finnish start-up Frosmo introduces a new tournament and prize-based social gaming service on Facebook today. Their portal has some 70 games, which form together a new meta game. Players work together to make progress level up and advance through ages, from the Stone Age to the modern age.
This is a very interesting new twist and take on social gaming. Until now, many social games have required people to invite their friends to the gaming experience to advance faster and reach new levels. Good examples are top-selling social games such as Zynga’s FarmVille, Café World and Mafia Wars. The problem with these games is that you don’t really do anything or achieve any common goal with friends that have joined your team. It can be actually quite annoying to receive invitations from your friend to, for example, help out assassinate some imaginary mafia Don! So social gaming on Facebook tends to be something you do alone, even though you are surrounded by 350 million other users.
Best examples of gaming where groups of people join forces to achieve something together are massively multi-player online games and role games (MMOG’s & MMORPG’s) such as World of Warcraft. The problem there is that you all have to be online at the same time to

work together. So it requires a greater commitment and more time spent playing the game than social gaming.
Social gaming on Facebook is a very much competitive industry and certainly Frosmo would have not received much attention if it would have just published a new game. Their gaming portal contains games by 3rd party developers. For them, Frosmo is a new channel to monetize their IP. What Frosmo does is create a new layer over the games that enables arranging money and prize tournaments. This revenue is shared by Frosmo and the independent gaming companies they partner with.
UPDATE: I had a chance to talk with the company CEO Mikael Gummerus, who said that Frosmo’s basic idea is to “make it easy for publishers, social networking sites and Internet portals to quickly increase ARPPU”. Note that he makes a difference between Average Revenue Per PAYING User (ARPPU) and the traditional Average Revenue Per User (ARPU). This is done by connecting site traffic with Frosmo content and tournaments with payment gateways and then sharing revenue streams. Previously Frosmo did this as a while-label service for their media partners, but now with the Facebook application they can themselves also tap in to the huge pool of some 350 million Facebook users! Inside Social Games reports that Frosmo has been growing 20% monthly since its launch in mid-2008 and expects to reach 15 million players by the end of 2010. They currently have some 3 million gamers.
For these players, Frosmo provides a new and novel gaming experience, where how you you do in your individual games has an impact on how well your team is doing. Everyone doesn’t have to be online at the same time to play, but the more active your team is, the faster you rise in ranks and travel forward in time. At the same time you can learn cool and interesting things about historical times.
Check out the Frosmo Facebook application at http://apps.facebook.com/frosmoworld/. One of the first people to write about Frosmo is Dean Takahashi from GamesBeat. Check out also his in-depth analysis.
How to monetize with clickable video for the Holiday Season like Zappos.com December 11, 2009
Posted by Erik Pontiskoski in Facebook, Monetization, online video, sales promotion, Uncategorized.Tags: Facebook, Monetization, Monetizing storytelling, online video, sales promotion, technology, zappos.com
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I received today an interesting piece of news and video clip from a fellow researcher by the name of Pål Aam. He is associate professor in journalism at Volda University College in Western Norway. We share a passion for exploring new and novel forms of storytelling and narratives in online video. One big question is how to monetize your content?
An interesting thing that retailers are doing now is adding video content to their e-commerce sites with clickable links. Pics and 3D animations are great, but there is nothing like seeing the product in action or presented by a designer or fan. If you see something you like on the video, just click on the product for more info, then share it on Facebook or Twitter, or proceed to purchase it.
Check out the original article by the Ottawa Business Journal on how one of the world’s biggest
online shoe and apparel stores, Zappos.com, has chosen local technology firm Overlay.TV to provide clickable video descriptions of its products. I uploaded Pål’s demo on YouTube. Check it out to see how it works.
Have fun shopping!







