7 Days Magic Bakery Integrated Marketing Campaign Begins in Second Life

Roll up for the magical mystery tour. Got everything you need; satisfaction guaranteed.

7days_009 7 Days Magic Bakery feels a bit magical, mixing the ambiance of a Pixar movie with a playground of the immersive kind.

The consensus is the 7 Days Bakery build is a winner – and I must say I agree. The sim, textures and colors are visually beautiful, rendered in Maya and imported into SL (for some very good interoperability reasons).  The overall feel is a touch Willy Wonka with a lot French country village crossed with a place I want to live.  I’ll let others fill you in on the build critique – I’m focused a bit more on the behind-the-scenes.

Involve3D won the 7 Days business, upstaging its competitors, by emphasizing Involve’s ability to enhance the brand, build upon social networking, create entertainment value and interaction while adhering to “low branding,” according to Involve CEO, Drew Stein.   They’ve done a good job fulfilling the promise so far, and there is more in this integrated campaign yet to come.

7days_010_2 The one thing I zeroed in on is the playing out of the all-important backstory and narrative that was developed as the foundation for the Magic Bakery implementation and to which Involve adheres in every detail. Chef Vivardi comes to life here whose job it is to supply the world with wholesome foods.  Without taking any mystery out of your tour, the narrative of the brand – wholesome snacks to fit modern lifestyles – is present without dominating.  Most importantly it forms the starting point of the 3D story, framing the entertainment, social aspects and interaction. There are rebellious robots, undeniably adorable machines all around, media textures that add life, and movie-quality voice-overs and music.  In my opinion the music just totally makes it all come together.

Stein tells me the pre-production storyboarding, concept art and voice-over scripting took 8 weeks – a bit more than half of the total production time.  The 7 Days team were up to their elbows in commitment with the VP of marketing, brand managers and a 6-person team each representing core markets involved in every step of the process.  It was time well spent, as the result is a sim that doesn’t tell a story but has the ingredients to support a story. Kudos to both Involve and the 7 Days  brand for assigning importance to the key narrative.

7days_004 The central character is actually the snack factory (although there are others to engage you along the way)  where avatars create their own unique pastries each with their own little fun [secret] magic.  Avatars are able to share their personal creations with other avatars, and a clever HUD makes it possible to take pastries to other SL lands and to recall and swap them (although they can only be eaten once by any avatar – of course!).    Rumor has it the upcoming (Q-1) Flash factory site will be interoperable with the SL factory, so that every pastry ever created in either factory will be retrievable and sharable thanks to the Amazon web services underpinnings. 

I do have a wish list, though.  The central pastry-making activity is fun, but it is still largely a solitary activity, interacting with the pastry machine (even as the effects are very well-done).  Yes, there are plenty of social spaces, and things to share (movie theater).   In contrast though Involve’s implementation of the Weather Channel sim is better focused on immersive shared activities (skiing, surfing, biking) and I hope to see more of that kind of interactive experience magic develop here – the ingredients are all there.

7days_008 What partly makes for interactive “fun” in these virtual spaces includes mastery - something the major activity of 7 Days is lacking.  Although avatars can create hundreds of one-of-a-kind yummies, something that takes practice would be even more compelling IMO.

That said, 7 Days is a warm, inviting, satisfying SL experience. Case in point, a Koinup 7Days widget is already available to embed your works into 2D web space (this is user-generated, not part of the campaign).

There is a microsite in the works that will include the Flash factory, a themed orientation island is to come and machinima will be making its way into TV commercials.   

I’ll be keeping tabs on 7 Days to see what SLer’s cook up with the whole concoction – that’s the real secret success sauce.

Visit 7 Day Magic Bakery here - it is an SL must see.


October 7, 2008


Sheraton Hotels Installs MS Surface Tables as Virtual Concierge

Sheraton has installed Microsoft Surface Virtual Concierge 30-inch tables in the lobbies of five locations: Boston, New York, Chicago, Seattle, San Francisco.  Applications include CityTips with attractions, eateries, shopping, maps, and transportation; a digital jukebox; and SheratonSnapshots, a library of photos of Sheraton resorts.

Full article here.

August 23, 2008

Near London/Something Virtually Interesting

As a much-needed antidote to the avalanche of kid virtual world launches, Near London launched to private beta yesterday.

Nearlondon5 What is new and rather interesting about Near London is that the U.K. company Near,™ will be launching a series of these virtual worlds, specifically geared as a platform for business, each world meticulously detailing an actual city the businesses already operate in. 

The virtual cities are social networks, of course, but if executed well, with virtually limitless opportunities to replicate and augment concerts, events, shopping and meet ups - all within the virtual environment of actual world-class cities.  Built upon the Qube Q plug-in based game engine, the client is essentially universal because Q can interface with any server backend. This means users can jump from virtual city to virtual city seamlessly.

Nearlondon1 Nearlondon2 Near is creating these cities as “virtual gateways” as well so retailers, artists, galleries, events, civic organizations can have the ability to click visitors through to their own virtual world or game environment.  Currently businesses can window-dress their existing virtual windows, embed information within the 3D environment or can tag windows to other online information. 

Near London is currently available for PCs only.  Mac, Linux, Wii, Xbox360, PS3 and mobile is planned for 2009. 

Near considers itself a media platform, offering marketing, e-commerce and research services.  All 'round an interesting initiative to watch.

See their promo video at the Near website.

June 18, 2008

Blogger Arrests Worldwide

Blogger Arrest Worldwide: World Information Access, 2008 report.

Blogarrests2008_wia_2







The average prison time for bloggers is 15 months.  The longest time in prison is 8 years.



The WIA Briefing Booklet from the University of Washington is available as a PDF here.


June 17, 2008

Immersive Media a Weapon Against News Fatigue According to AP Study

Now for an unpopular viewpoint of mainstream media: it would be wise for communicators of all stripes to take a good look at mainstream media for insight into the most important new media tools you should be using.  Why?  Because #1) communicators (most especially PR people) are quite dependant on mainstream media and should be cognizant of the motivations and formats it is now applying and;  #2) if mainstream media is doing it, it is a sure sign their audience behaviors have changed – so by extension your audiences have changed.

Apreport_2 Case in point,The AP presented at the World Editor’s Forum in Sweden last week an ethnographic/anthropological study they commissioned during 2007 called “A New Model for News, Studying the Deep Structure of Young-Adult News Consumption”(pdf).   In it, they find that young adults (any heavy Internet user, in fact) suffer from “news fatigue” because of a constant barrage of headlines and news snippets.  Although they actually long for in-depth reporting, backstories and multiple viewpoints, that information is difficult to access - both in reality and mentally because of the over-delivery of headlines.

The results of the AP study are compelling enough that the AP has been building its news delivery model around them for the last year. 

The AP now adheres to a model they call “1-2-3- filing” in which they report news as it is happening in headline format, then in 15 - 20 minutes they produce a 250-word brief, and finally in depth details and story angles in multi-media formats as appropriate to its various platforms, including “interactive explainers" (a la USA Today).

(If the subject of media practices is of deeper interest to you, I list some other great resources for mainstream media practices insight in a series of posts I am doing over on my Znetlady blog called Social Media Relations: Five Best Practices.)

These "story angles" and “interactive explainers” are the heart of the well-informed consumer.  We have a steady, relentless snack-food diet of facts and “news briefs” driven by the mistaken perception that fast is best and better in an RSS alert-enabled world.  Unfortunately, with news happenings in constant motion, we never "have time" to "go back" and provide a deeper look for our "news consumers." 

But the news consumer is in fact also actively searching for the satisfaction of a slower-cooked presentation, deeper understanding and a much more balanced news diet. 

There are two reasons for looking closely at AP’s report (besides its implications for communicators on being more effective by providing content in the design and format news distributors are using and  needing).

One is it provides an ethnographic profile of the people the AP studied  and the fascinating motivations for news consumption.  It delivers sometimes unexpected insight into why people want to interact with news, speaking to news as a type of “social capital.”

The other is the fact that the study supports the burgeoning momentum toward more visual and immersive media. 

Apexplainer For example AP is putting more emphasis on their “interactive explainers” which take visitors “more deeply into the news without requiring them to read a long text story.”  This aligns perfectly with a slew of new research coming out about the inherently visual nature and preferences of our brains. A great new book and web site on that very subject is Brain Rules – full of compelling reasons why visual media is our future.

The World Editor's Forum follows on with a report of their own called Trends in Newsrooms 2008 (189 Euros) which sports chapter titles such as "the modernization of the printed word," "multimedia and multi-skilled will be the norm," and "training print journalists for the multimedia newsroom."

The bottom line is communicators simply must start thinking about and producing in visual and immersive media – even for the staid old “news” (inclusive but beyond video).    Humans are simply built for visual consumption; even as search engines are textual "beings" at the moment. 

The AP report has several very important vertical topics pointing to a myriad of implications for communicators. Spend a few minutes with it.   You can also peruse the case study of The Telegraph that has been following the 1-2-3 model.

Get the full 71-page AP report here (pdf).   

Read a summary of the report here.

June 9, 2008 

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Virtual Linda

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