Archive for the ‘Internet Marketing’ Category

Glenlivet fills the internet with diverse whisky drinkers – Marketing Dive

Dive Brief:

The Glenlivet's campaign attempts to both change the perception of whiskey drinkers while also filling the internet with hip young people drinking the scotch whisky, increasing the brand's profile among millennials. The move comes as whiskey sees an increasingly diverse consumer-base.

"#BreakTheStereotype continues The Glenlivets pioneering heritage and shows that we will never be held back by limiting preconceptions. We know there is a diverse range of whisky fans across the globe and that continues to grow yet the old stereotype surrounding whisky remains. Time for us to change that," said Miriam Eceolaza, global marketing director for The Glenlivet single malts at Pernod Ricard, in a statement.

The images were taken by Ugandan-British photographer Danny Kasirye and queer Chicanx artist Devyn Galindo. In addition to the diverse subjects, the scotch whisky featured isnt being drunk out of the standard Glencairn glass neat, but in a variety of different ways, including in cocktails and on the rocks. This is in line with the distillerys campaign featuring Paquin, who advocates drinking The Glenlivet however the consumer prefers, and not allowing so-called experts to cloud or influence how they drink scotch.

Since 1990, the percentage of women whiskey drinkers has doubled, going from 15% of drinkers to 30%. This notable increase has distillers reaching out to women and other diverse drinkers. The Glenlivets efforts are intended to reach out to those consumers in a way that raises brand awareness.

As part of the effort, The Glenlivet has also partnered with Equal Measures, an organization that seeks to deliver greater equity for ethnic minorities and marginalized groups in hospitality. The brand will support the organization through its Education and Mentorship Scheme, providing up to 30 participants with access to qualifications, mentorship and other opportunities. This real-world action could give additional weight to the purpose-driven effort.

Influencing search algorithms to better represent diverse consumers is a tactic embraced by marketers in several industries. Heineken this month sought to fight bias in soccer by buying key AdWords around popular soccer questions to ensure that female achievements were not overlooked. Procter & Gamble brands including Olay and Pantene have also sought to influence algorithms to fight bias.

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Glenlivet fills the internet with diverse whisky drinkers - Marketing Dive

Marketing in the metaverse: An opportunity for innovation and experimentation – McKinsey

Talk of the metaverse has been ubiquitous over the past several months. In 2021, internet searches for the term increased by 7,200 percent. In December, Facebook rebranded itself as Meta, and CEO Mark Zuckerberg declared his ambition to help bring the metaverse to life. A month later, Microsoft said that its proposed acquisition of gaming giant Activision provided building blocks for the metaverse.

Its not just talk; private capital is also rapidly pouring in. In 2021, metaverse-related companies reportedly raised upward of $10 billion, more than twice as much as they did in the previous year. In the past 12 months, one company aloneEpic Games, maker of Fortnitehas not only raised $3 billion to fund its long-term vision for the metaverse but also announced a partnership with LEGO to build a metaverse for kids. The global value creation opportunity from the metaverse could be in the trillions.

What, exactly, is the metaverse? Right now, the interested parties cannot agree on any one definition. But most descriptionsincluding this particularly insightful take from venture capitalist Matthew Ball, who recently shared his thoughts on the promise of the metaverse with McKinseyhave some elements in common:

We believe that the metaverse is best characterized as an evolution of todays internetit is something we are immersed in instead of something we look at. It may realize the promise of vast digital worlds to parallel our physical one. For marketers, the metaverse represents an opportunity to engage consumers in entirely new ways while pushing internal capabilities and brand innovation in new directions.

Now is the right time to adopt a test-and-learn mindset, to be open to experiments in the metaverse, and to move on quickly from failure and capitalize on success.

We do continue to see a healthy amount of skepticism about the metaverse, and companies may wish to exercise caution, since the promise may take some time catching up to the hype. But we believe were at the cusp of a fundamental shift in how people use the internet. (See sidebar, Six reasons the metaverse is here to stay.) Marketers would be remiss if they didnt start exploring what the metaverse can offer. Now is the right time to adopt a test-and-learn mindset, to be open to experiments, and to move on quickly from failure and capitalize on success.

We may still be in the first wave of consumer engagement with the metaverse, but lessons are already emerging from companies that found early success. In some ways, the critical elements of marketing in the metaverse resemble those of designing authentic and compelling brand experiences in the physical world. But the application of these elements in the metaverse can be very different. Much as approaches for driving value onlinecontinue to evolve, the effective engagement of consumers in the metaverse will require its own evolving recipe for success.

Heres what this landscape looks like today and how organizations can think about their metaverse marketing strategies for the future.

Define your metaverse marketing goals. Why do you want to be part of the metaverse? If your brands consumers are there, do you want to increase awareness among new audiences, position your brand and generate favorable sentiment, or promote loyalty? Is your goal to spark innovation in your marketing team? For the near term, the primary goal of brands shouldnt be driving sales directly, since sales of virtual items are still far smaller than sales of physical ones. Whats more, todays metaverse audiences, especially on online entertainment platforms like Roblox, often skew younger, which brings both opportunities and risks.

Identify the platforms that provide the best opportunity and brand fit. Right now, Roblox, Fortnite, Decentraland, Minecraft, and Metas Horizon Worlds are just a few of the metaverse games and platforms out there. Some will be better than others for specific purposes. There is ample opportunity to experiment with multiple platforms to see what works. For example, the luxury brand Gucci has conducted multiple brand activationsto figure out where and how to connect with Gen Z. Last year, it drew 19.9 million visitors in two weeks when it launched a metaverse version of its real-world Gucci Garden on Roblox. Gucci has also partnered with the fashion-focused metaverse Zepeto, announced plans to launch a virtual world on the blockchain-based platform The Sandbox, and created assets for games including The Sims, Pokmon GO, and Animal Crossing.

Design experiences appealing to target audiences. Consumers tend to see brands in the metaverse as innovative, so the bar for delivering innovative experiences is high. Companies need to determine the ideal balance between native advertising, immersive experiences (including games, virtual stores, events, and sponsorships), and real-world activations to complement the metaverse. Take, for example, what the skateboarding retailer Vans did last fall when it launched the interactive skatepark Vans World on Roblox. To build brand awareness and appeal to the companys core demographic, Vans enabled visitors to virtually explore skate sites with friends. Visitors can also earn points through gameplay to spend on virtual sneakers and apparel items, as well as to build customized skateboards in a virtual skate shop. This has successfully engaged both existing and new fansand has seen more than 48 million visitors so far.

Consumers tend to see brands in the metaverse as innovative, so the bar for delivering innovative experiences is high.

Experiment with money-making models. Direct sales may not be front and center on the metaverse right now, but that doesnt mean brands shouldnt be thinking ahead and planning to capture the future potential. Direct-to-avatar sales of virtual goods are already a $54 billion market, and some forward-thinking brands are testing different opportunities to generate revenues. Forever 21, for example, sells a beanie in Roblox for under a dollar. On the other end of the scale, Gucci sold a digital version of its Dionysus bag last year for $4,115more than the price of the physical item itself. Nike is trying out unique NFTs with its recent release of Nike Cryptokicks (a virtual model of its Nike Dunk sneakers), designed by the creative studio RTFKT, which Nike acquired in December.

Just as online-to-offline sales conversions are the norm today, we can expect to see more metaverse-to-offline opportunities in the future, too. In April, Chipotle claimed it was the first brand to enable Roblox players to exchange digital currency for real-life rewards when it offered vouchers for burritos to the first 30,000 visitors to its metaverse restaurant.

Create, leverage, and partner for new metaverse capabilities. For the metaverse, as for any new venture, brands should assess the skills they will need, identify which they already have and which they must acquire, and appoint someone to lead the development and execution of a coherent strategy to capture value. Brands should also aim to work with and learn from others, including the independent developer and creator communities that are active on the platforms already.

Roblox, for example, has hundreds of thousands in its developer community who are actively developing a range of experiences and learning how to make money from them. Last November, NASCAR partnered with Badimo, the developers of the popular Roblox game Jailbreak, to add a branded vehicle to the game for a ten-day event. During that time, gamers visited Jailbreak 24 million timesa 30 percent increase in the number of concurrent players. Creative, branding, and marketing agencies are also rapidly launching new service models and metaverse capabilities, including their own virtual studios.

Furthermore, celebrities and influencers are increasingly attaching their names to metaverse initiatives. In some cases, theyre deeply involved with the actual creation of new immersive media for the metaverse. Last year, for example, the rapper Snoop Dogg built his own Snoopverse in The Sandbox. A few months later, he released the first music video that takes place entirely within the metaverse. The House I Built, like previous Snoop Dogg videos, features dancing, hanging out by the poolside, and driving nice cars. But this time, its his digital double enjoying the lifestyle.

Proactively plan for risks to the brand. There are many cautionary examples of brands that exposed themselves to risk by engaging directly with consumers online without having prepared for the rapid feedback loops of the internet or the potential virality of social media. In the metaverse, the risks can be even higher, since these events are live in real-time and more immersive. Brands would do well to establish basic rules of engagementdetailed policies and enforcement practices they can follow laterfor customer experience, intellectual-property management, user safety, data privacy, and misinformation, for example. Already, in some cases things have not gone according to plan. One global electronics brand launched a new line of products with great fanfare on its metaverse venue, but disappointed fans had trouble gaining access and had to virtually queue outside the venue.

Rethink how you measure marketing success. Measuring the returns on marketing spend is always critical, but the appropriate metrics for the metaverse may not be what you expect. Digital marketing typically focuses on metrics such as the number of visitors, conversions, likes, and shares, as well as the cost of acquiring customers. With the metaverse, marketers may need to define new engagement metrics accounting for the unique behavioral economics at play (such as the scarcity of NFTs, which are supposed to be unique). For example, the online food delivery company Deliveroo deployed virtual drivers to make virtual deliveries in Nintendos popular Animal Crossing game, including promo codes to activate in real life. Within the first hours of play, it racked up three million in-game interactions with players.

With the metaverse, marketers may need to define new engagement metrics accounting for the unique behavioral economics at play.

Clearly, the metaverse already gives companies ample opportunities for brand building and marketing. The current technological limits and modest level of mainstream adoption are not likely to be major obstacles for experimenting, learning, and finding success with marketing in the metaverse.

A few questions will shape its longer-term evolution. Marketers should be aware of these as they shift their focus and marketing budgets to the metaverse:

No matter how the metaverse evolves, levels of innovation and consumer adoption will probably accelerate. When you consider how quickly platforms are evolving and the new use cases emerging, its clear that brands will have incentives to go on testing and learning. It will also be imperative for marketers to secure the talent required to keep up with rapid new developments in areas such as augmented and virtual reality, consumer journey analytics, and social commerce.

Finally, the metaverse has great future potential beyond marketing. To create value throughout the enterprise, companies must take the time to think through the potential strategic implications of the metaverse for sales, operations, production, R&D, and HR. Organizations and brands that plan and execute now will benefit most from the future of the metaverse.

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Marketing in the metaverse: An opportunity for innovation and experimentation - McKinsey

Going to live in the Philippines – Expat Forum

Almost all salaries are very low in the Philippines, so to have a chance to earn ok you need to have at least one of these:/English as first language AND have teacher skill./Have a rare education/skill a company is interested in. Dont expect to get any such as young though by they demand documentet much experience normaly./Have good talent for business, experience enough AND have or can raise enough start capital* to start own.. And much patience because in the Philippines they demand crazy many permits - and are slow at giving them (In over a year for instance we have got 5 but not yet the 6th needed to be allowed to start.)

((*I had enough skill and experience when I were 24yo, but crazy low start capital to even try to start such business, but I started anyway, but it was some luck I succeeded because it became much easier than expected by competition were suprisingly bad in the county/province where I started.))

Edit: I forgot to mension a thing the young generation often are better at part of as internet marketing.Some jobs can be done through internet from anywhere, which add chance to earn as if you had done such work siting in a high salary country,BUT many such jobs are in compeetimg with low salary countries as e g Philippines and India IF its something they have knowledge enough about. So better chance for you if you have language knowledge they dont have or e g know laws from your HOME country. I have worked at distance with e g acounting, writing, researches, software developing...

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Going to live in the Philippines - Expat Forum

How Influencers Hype Crypto, Without Disclosing Their Financial Ties – The New York Times

Some of the projects that Mr. Armstrong promoted were small-time, experimental crypto ventures that eventually encountered problems. In those cases, he said, he considered himself a victim, too.

Theyre preying on the novice crypto influencer who just got popular and is trying to figure out what they should and shouldnt be doing, he said. Its hard to go from 12,000 followers to a million in one year and make all the right decisions.

Bitcoin. A Bitcoinis a digital token that can be sent electronically from one user to another, anywhere in the world. Bitcoin is also the name of the payment network on which this form of digital currency is stored and moved.

Blockchain. A blockchainis a database maintained communally and that reliably stores digital information. The original blockchain was the database on which all Bitcoin transactions were stored, but non-currency-based companies and governments are also trying to use blockchain technology to store their data.

Coinbase. The first major cryptocurrency company to list its shares on a U.S. stock exchange, Coinbase is a platform that allows people and companies to buy and sell various digital currencies, including Bitcoin, for a transaction fee.

Web3. The name web3is what some technologists call the idea of a new kind of internet service that is built using blockchain-based tokens, replacing centralized, corporate platforms with open protocols and decentralized, community-run networks.

DAOs. A decentralized autonomous organization, or DAO, is an organizational structure built with blockchain technology that is often described as a crypto co-op. DAOs form for a common purpose, like investing in start-ups, managing a stablecoin or buying NFTs.

Mr. Paul rose to fame as a video blogger and an occasional actor; YouTube once reprimanded him for publishing footage of a dead body he found in a Japanese forest. Over the years, he has parlayed his internet fame into an eclectic array of entrepreneurial pursuits, including a line of energy drinks.

Mr. Paul became interested in crypto last year as the market for NFTs started booming. In a recent interview, he acknowledged that he was still learning how to navigate the crypto market, even as he tried to profit from the technology. Im an extreme ideas person, not much of an executor, he said.

Mr. Paul was involved in some of the initial brainstorming for the Dink Doink project. But the venture was ultimately spearheaded by one of his roommates, Jake Broido, who gave Mr. Paul 2.5 percent of the tokens that were initially issued.

In a tweet last June, Mr. Paul called it one of the dumbest, most ridiculous cryptocurrencies he had encountered, and circulated a video of a cartoon character singing sexually explicit lyrics. Thats why Im all in, he added. He also appeared in a shaky-cam video on Telegram in which he hailed Dink Doink as possibly his favorite crypto investment.

The campaign was a flop, and Mr. Paul was pilloried by YouTube critics. The price of Dink Doink hovered well below a cent, before falling even further in value over the summer. Mr. Paul said he had never sold his tokens or profited from the project. But he said he regretted promoting the coin without disclosing his financial stake. I definitely didnt act as responsibly as I should have, he said.

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How Influencers Hype Crypto, Without Disclosing Their Financial Ties - The New York Times

23% of Dabur’s advertising spends is on digital: Mohit Malhotra – Exchange4Media

Dabur India CEO Mohit Malhotra has revealed that the FMCG company spends almost a quarter of its advertising spends on digital and social media. He further stated that digital advertising helps the company to connect with the millennials and Gen Z better.

"Almost a quarter of our spends, around 23%, of our total advertising spends is being spent on digital," Malhotra told analysts during the Q4 FY22 earnings conference call.

Within digital, the company spends ad dollars on programmatic advertising, influencer marketing, and e-commerce, among others. The company also develops customised campaigns on digital.

"An advertising on digital which is not linked to e-commerce on different channels like YouTube, Google, etc. Instagram that we advertise. So, that is the programmatic sort of buying that we guys do. Second is influencers, then we take influencers across the year, across different genres, whether it's taking the food bloggers or it's taking the mommy bloggers or the chefs or the celebrities. The third avenue is which we have spent money on the e-commerce portal, on Search Engine Optimization, on respective platforms like Amazon and Flipkart, etc," he elaborated.

Malhotra also disclosed that the company has developed almost 576 campaigns in FY22 allowing the company to be visible on 273 days during the year. "And we got around 970 million views on the same and around 4 billion impressions. So, we reach out to the maximum number of people who have got connectivity to smartphones and therefore try to create a connect with them. So, that is how the money is actually spent on different brands on digital."

E-commerce contributes to around 6.5% of Dabur's business. "In the next four years, we want to see this actually treble. Around 19% to 20% of our total business should be coming from E-commerce in the next four years time," he stated.

Dabur's advertisement and publicity spending stands at Rs 150.33 crore in Q4 FY22 compared to Rs 154.17 crore in Q4 FY21. For the full fiscal, the advertisement and publicity spending was Rs 777.94 crore in FY22 compared to Rs 784.36 crore in FY21.

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23% of Dabur's advertising spends is on digital: Mohit Malhotra - Exchange4Media