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         Number
        46: March 31, 2004 
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 today. Outlook 2003 and AOL 9 users, please add us to your trusted or buddy lists, so you won't miss an issue. This week in Katydid:Making
        a Positive First ImpressionI am apparently a geek. One only has to ask my long-suffering wife
        who has had to endure my occasional obsessions with technology. On a
        recent trip to the library, I came home with a potential widow maker, a
        450-page, large-format, full-color index of obsession. The book is 
        Supercade: a Visual History of the Videogame Age 1971-1984 by Van
        Burnham and while I am cognizant of my potentially fatal geekness, I
        must say the book is replete with lessons for marketers.
 In my defense, I am not necessarily a gamer. I have never owned a
        videogame console for three reasons. First, I have a chip on my shoulder
        because my family never had the disposable income to purchase such a
        luxury. Second, if I have the time for entertainment, I would rather put
        myself in the hands of a master writer or filmmaker. Third, personal
        computers have been part of my life for about as long as videogames have
        been around, and until very recently, the gaming experience on a
        personal computer has always been superior to the game console. This is probably the main reason the videogame industry tanked in
        1984 and while Burnham's book does not set out to examine the contributing factors, the rise of the PC in the late eighties and nineties accompanies the
        fall of the videogame industry. Of course, many of the same factors that
        brought that industry down were behind the bursting of tech bubbles in
        the late nineties. A new bubble looms for interactive entertainment. According to a  March 10 article in
         Electronic Gaming
        Business: 
        "The game industry is poised for even more growth in the next
        four to five years as most researchers see the hobby proliferating
        outside of its current core demographics, growing new niches in the
        handheld and mobile arenas and bringing retail venues closer to the
        neighborhoods where people shop." Most  forecasters expected the industry to consolidate after the 1984
        bust. That did not happen but power has shifted from  Atari to
         Electronic
        Arts (EA) with  Sega and
         Nintendo maintaining a consistent presence.
        Microsoft with their  Xbox is poised to make a major play for industry
        power as well. The innovation of the seventies and eighties was the shift from
        "passive" entertainment to interactive entertainment. These
        were stories (albeit simplistic narratives) that you could participate
        in. As Burnham states in the introduction to her book: 
        "The golden age of videogames marks the point in time when
        society shifted from an analog to digital culture. Personal computers.
        BBSs. Compact discs. Email. Desktop publishing. Mobile computing. Unix.
        The Web. All innovations that were made possible because a generation
        was exposed to the future of technology in a way that made it accessible
        and, most of all, fun  through videogames." Now online and wireless gaming appears poised to mark the next wave
        of growth in interactive entertainment. Keri Allen, an analyst from
        Jupiter Research was interviewed for the article in  Electronic Gaming
        Business: 
        "Allen believes that connectivity is going to be one of the
        catalysts for broadening the base. " Online gaming will almost
        certainly be huge," she says, predicting 28 million online gamers
        by 2008. Downloading of new games and levels for existing titles will be
        commonplace by then. She recommends keeping a close eye on 2005, a key
        year for connectivity as the wireless PSP and connected consoles of the
        next generation start to roll out. 2006 will be when the online industry
        will begin to see "a huge surge of interest," predicts
        Allen." So what marketing lessons can the interactive gaming industry (and
        all of us) learn as they prepare for the next boom? People Reject Products They Don't Know How to SellTelevision manufacturers universally rejected the first videogame
        (essentially Pong) developed by Ralph J Baer in 1968. GE, RCA, Sears,
        and Zenith all passed. Initially, Magnavox also passed, but eventually
        decided to fund the project.
 Television itself was a boom industry, albeit one that was maturing,
        and while the executives could all see the merits of the invention, none
        could get past their own resistance to change, which they buried under
        fears of causing blindness in customers or damaging their sets. With a new product, you can't expect your audience to imagine, you
        have to create the story for them. Essentially, you can't expect to
        create a great product and let someone else figure out how to sell it.
        You have to show them how it can be sold, and then prove that you can
        deliver with the product. Art and Commerce Must CooperateExploit talent at your own peril. Many of the artists who created the
        successful videogames went uncredited and received no royalties on their
        titles. As a result, it was common for the talent to leave the company
        and set up a competing shop.
 Conversely, ignore commerce and risk starvation. Many of those
        talented artists had no idea how to run a business. Some of their
        products were ahead of their time or appealed to the small market
        segment of "people just like me." Product development and marketing benefit by being able to feature the
        program designer. It becomes easier to introduce new products if the
        designer is a known quantity. While companies often fear they will be in
        bidding war for their own talent, theyare so rarely appreciated that artists will be very loyal to a supportive company. In a Boom Market, Bad Ideas Make Money TooMany of the companies that came to prominence in the eighties started
        in a garage and grew to huge proportions only to dissolve completely by
        the nineties. One could say they were shortsighted, and didn't diversify
        early enough, but nearly every company was caught flat-footed by the
        bust.
 When everything you touch turns to gold, you think you're Midas. We
        only know for sure that our strategy is successful in comparison to our
        peers. You need to track trends much more carefully in a boom market to
        look for subtle changes over time. You'll have to filter out a lot of
        noise, but the survivors are the one's who've confirmed their strategies
        and heeded the early warnings. What's the first trend that should be a warning for you to think about
        next steps? A rapid increase in revenue. Nothing lasts forever. Darwin rules!A bust is merely a change in environment and sometimes you're just
        not adapted to the new digs. Every gambler knows the winning streak will
        end, but not on this hand. Like characters in a Looney Toon, most of the
        videogame companies just kept running even after the bottom dropped out.
 Everyone knows they need to diversify and stay ahead of the market
        with innovation, but that enthusiasm and easy money is hard to ignore.
        If you're a public company, the stockholders will want you to keep
        mining that vein until the gold runs out; but they're planning to sell
        their shares just before it does. In conclusion, the marketer should be planning the next strategy
        while the current one plays out. You have to be skeptical of your own
        success until you've proven to yourself why your strategy works. This
        way you'll feel less like Pac-Man chasing rewards and more like the
        operator at the controls, which means you're more likely to see your name at the
        top of the high scores. Top » When Is Entertainment Passive?Just because entertainment is interactive does not mean that it is
        necessarily active. The very rules of the game limit the number of
        possible storylines. Simulation games such as The Sims have a broad
        range of playing strategies and outcomes, but they cannot keep up with
        the imagination of the participants.
 Every so often, someone tries to create interactive novels or movies
        and the results are never strong. Somehow, the stories aren't as
        interesting. I like to put myself in the capable hands of an artist and see where
        they want to take me. It's an opportunity to see life from another point
        of view. The better their skill, the more likely I am to become immersed
        in that world. At that point, my imagination takes flight and I can
        create new storylines of my own. Far from passive, my imagination is
        actively engaged. When the medium essentially turns the reigns over to me, I'm never
        satisfied with the range of options I have. I can turn my horse down any
        of a number of prescribed paths, but I can't take it cross-country on my
        own adventure. This frustrates my imagination and makes it more passive. Online gaming carries the potential to be more engaging because the
        countryside is populated by characters that are operated by real people
        with their own imaginations. Unfortunately, the majority of those
        operators will be sorely lacking in imagination. So, opportunities will arise for artists within the new medium who
        can occupy the world, play with its rules and boundaries, and provide
        imaginative pursuits for the other travelers. Successful companies will
        look for ways to elevate these artists, providing tools to them and
        exposure to increase their reach. Sadly, this kind of interactive experience with a lifelike world is
        open to us every day and few of us choose it. All we need to do is take
        the chance of talking to the strangers around us in order for us to
        become part of each other's story. Top » Thanks for ReadingThis e-mail newsletter spreads mainly by word of
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 If you have suggestions of web sites to review, writing that buzzes,
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