Kudos on calling this site, "mybigball" - it's an (w)episodic "viral" attempt to sell a bunch of Sega games (Super Monkey Ball)
This campaign banks on several key assumptions:
1) People will *want* to tune in and watch the episodes
2) They'll *want* to send them to their friends
3) They'll give up their previous e-mail addresses in order to be reminded to keep tuning in...because let's face it, people are forgetful
4) They'll care enough to pre-order the video game
The key questions from my side are the following:
1) Is the content compelling enough?
2) Is there any/enough incentive to forward to friends?
3) Is there some kind of unique approach undertaken this time to differentiate this against other so-called viral programs?
I'm not convinced to be honest. The episodes are quirky, but I don't know that I care enough to keep coming back. Am I the target audience...no? But still...
I have to say that this effort seems lazy...almost like they're trying to follow a formulaic approach without necessarily challenging themselves to innovate in the process.
I also feel that against the success and heavenly bar set by Beta 7 that Sega sure has made it tough to measure up against previous efforts.
I really do like the approach of an episodic story which leads up to a moment of truth which coincides with a launch such as the game going on sale. The fact that the content is video as opposed to flash animation for example shows a commitment to the space and the fact the quality and production budgets are on the up and up.
My caution to marketers and their agencies is to not fall into a trap of complacency. Keep on raising the bar; keep on experimenting...ultimately your efforts will be judged by the same viral metrics which you so desperately covet.
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