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PART TWO—Internal Influences Lured but not Caught? How A.I. (Artificial Intelligence) Set the Bait Marketers are increasingly looking for ways to reach the consumer; to make them aware of their offering, or develop the buyers’ liking for the offer, or instil a preference for the organisation’s particular offer. This challenge is increased when the market is intensely competitive, the cost of investment is high, the time to recoup cost is short, the marketplace is global and consumer word-of-mouth can sink your product before the majority of potential consumers have had the opportunity to try it. You have to touch as many potential consumers as you can simultaneously, in a way that drives the majority to act and engage with your product—in this case a movie. The cost of developing a major motion picture begins at around $10 million. Depending on the special effects, the location, the actors and the story, this cost can be as high as one or two hundred million dollars (for example, Titanic had an original budget of US$110 million and a final film cost of US$200 million; The Hulk had an estimated cost of US$150 million). Increasingly such films have a narrow window of opportunity to grab the attention of the consumer as more and more films are created, cascading the release of one new ‘blockbuster’ into another. The success of a movie is dependent on many factors: the most basic of all is the ability to capture the awareness and interest of the potential movie-goer. One way of influencing consumers in order to positively predispose them to a film is viral marketing. The use of viral marketing arose initially as a relatively cheap and simple way of having consumers electronically pass on information about your product. However, like many ideas in marketing, good execution of concepts such as viral marketing are neither cheap nor simple. The film often quoted as pioneering the use of viral marketing to a level that was sophisticated and complex enough to capture the imagination of the consumers was Steven Spielberg’s A.I. (Artificial Intelligence) (http://aimovie.warnerbros.com/). The promotion for the film commenced in mid March 2001, three and a half months prior to the launch on 29 June. The promotion worked on the premise that science fiction fans are curious and inquisitive; looking for new bits of information on what a future world might be like. The challenge for the marketers of A.I. was to entice potential consumers of the film with something that provoked curiosity so that potential consumers would seek and share information. What bait could be laid that would not seem deliberate; one that required more than a cursory glance to understand? It needed to be a piece of bait that once found would have the curious following a trail that led them to engage in one of the strongest forms of marketing communication: positive word-of-mouth. The campaign for A.I. was developed by media firm Three Mountains Group (http://www.threemountain.com/), who provided one simple and subtle clue in March 2001. In small print at the bottom of the film’s initial promotional poster was a credit for Jeanine Salla, ‘sentient machine therapist’. What does a sentient machine therapist do? Curious fans typed Jeanine Salla into Google and the game had begun. The promotion led the curious through a maze of clues, immersing them in a murder mystery in the year 2122. PowerPack Online Cases t/a Consumer Behaviour 3e by Neal et al Part 2 Given the target audience, clues could not be too obvious; they required some thought on the part of consumer and possibly the sharing of ideas amongst others to determine the next step in seeking clues. Even more challenging was the realisation that not all the clues were in the various sites; clues were imbedded within other media— television, billboards, posters, etc. By moving the information required beyond the Internet, different players in the game (as it now had become) often needed the assistance of others to spot clues in order to help solve the crime. Keeping the players engaged required an output that ranged from the simple to the complex, from the expected to the unexpected. Initially, 13 sites were the domain of the clue hunters with the format of the clues being relatively static but enticing enough to have players dig deeper into the sites, seeking out possible connection points to other sites and more clues. By 29 June, when the film was launched into theatres, there were between 30 and 40 different sites, many graphically interactive. Interaction with the sites often gave rise to unexpected outcomes for players, including emails from characters in the films and voicemail pre-recorded messages from robots directing them to the new clues. The campaign progressively required more time engagement. Whilst the individual’s engagement with the site is important, most notably because it provides one measure of the impact of the viral campaign, what consumers do after visiting the site may be of greater interest to marketers. In the competitive movie market, the decision making process can be shortened by the information provided to us by others. Information from those whose opinions we trust may lead us to bypass further external searching; if the reference group or opinion leaders say it’s a good film, then that is all we need to know in order to make a decision. The influence, and in some cases the power, of reference groups or opinion leaders on the individual’s decision making process may be significant. Having the consumer bypass further external information search means that any potential competitors are knocked out of the decision making process. In seeding information in a diverse range of media, the A.I. viral campaign led some participants to seek the help of others in order to find the clues. Such acts extended the viral campaign beyond the simple form of electronic word-of-mouth to a more complex objective of building a reference group to the film. It might even be suggested that within the sub-culture of science fiction fans there was another sub-culture who traded information relating to A.I. Today, many films utilise viral marketing as a tool. One of the more interesting sites relates to the mystery teen thriller Donnie Darko (http://www.donniedarko.com/). Although not a success at the box office, the buzz prior to the film’s release was driven by the complexity of its Internet site. Similar to A.I., the campaign relied on limited amounts of information to entice the potential consumer. Where there is intense competition in the marketplace, creating a vast amount of product on which consumers are happy to offer each other opinions (positive or negative) the objective of the viral marketing campaign is to create credibility amongst consumers; to have them do the marketing for you. In the end however, the product has to deliver. PowerPack Online Cases t/a Consumer Behaviour 3e by Neal et al Part 2 Discussion Questions 1. Do you think it is important that the creators of the campaign know who is exposed to the viral campaign? 2. Viral marketing is considered to be electronically enhanced word-of-mouth. Consider the nature of reference group influence. Identify the types of reference group influence that have been used in the A.I. campaign. 3. Why do you think Steven Spielberg and the film distributors have chosen to create a viral marketing campaign for this film? Sources Box office receipts can be found at www.the-numbers.com Film review at http://movies.go.com/movies/D/donniedarko_2001/ Landau, P (2001), ‘A.I. promotion’, Mediaweek, 12 November, p. 13. Three Mountain Group—case study section, http://www.threemountain.com/ PowerPack Online Cases t/a Consumer Behaviour 3e by Neal et al Part 2