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NCM Media Networks and Audience Entertainment Group Engage Movie Audiences With The First National Interactive Big Screen Cinema Game in the U.S.
New Kind of Cinema Advertising Lets Audiences Play With Their Favorite Brands In A Truly Social Media Experience
Centennial, CO & New York, NY – (December 5, 2011) – Moviegoers in select theaters nationwide will get taken on a wild ride this holiday season with a new big screen AudienceGameTM featuring the latest in interactive social gaming technology – where the audience shapes the outcome.
NCM Media Networks, a leading integrated media company reaching U.S. consumers in movie theaters, online and through mobile technology, worked together Audience Entertainment Group and a top travel industry brand to create the new 90-second interactive game, which is the first national cinema advertising campaign of its kind in the United States.
The new AudienceGame is being presented throughout December exclusively during NCM’s FirstLook pre-feature program in select movie theaters in major markets including Atlanta, Boston, Chicago, Dallas, Denver, Houston, Knoxville, Los Angeles, Minneapolis, New York, Philadelphia, San Francisco and Washington, DC.
In the game, moviegoers will be able to join a classic cartoon character in an interactive, big screen version of a wild water ride from the comfort of their movie theater seats. By moving their arms and acting together as a group, the audience will create a virtual “human joystick” to control the videogame action onscreen – zipping down the slide and retrieving objects along the way. The score will be posted at the end of the game, but no matter what the tally, the audience always wins by being among the first in the U.S. to experience the future of cinema advertising.
“We are always looking for ways to make FirstLook an even more exciting part of the movie theater experience, and being able to launch the first national AudienceGame is great fun because moviegoers can truly interact directly with a brand on the big screen, making it both the star and the entertainment,” said Cliff Marks, NCM’s president of sales and marketing. “Agencies and marketers are viewing AudienceGames as a good way to extend their integrated online and mobile marketing efforts. After all, playing a game with a theater full of people is about as social as media can get!”
This exciting new campaign features Audience Entertainment Group’s first-ever use of the combination of live video and animated overlays in an AudienceGame. To view the game, visit http://audienceentertainment.com/splash.html.
“Our ongoing relationship with NCM is the centerpiece of our company’s strategy to create a distribution channel for its next generation interactive, social media group gaming platform,” said Barry Grieff, CEO of Audience Entertainment Group. “This engaging entertainment company campaign is a new advertising approach, and the first of many branded AudienceGames that we look forward to developing with NCM and its national advertising clients in the future.”
While this is the first national campaign of its kind in the United States, Audience Entertainment Group has been perfecting its new “group motion capture” and “augmented reality” software technology for the past several years at events across the globe, including games sponsored by mobile phone
brand Orange at the Festival Of Lights in Lyon and at a charity concert in London’s Royal Albert Hall. AudienceGames have been enjoyed in movie and IMAX theaters, arenas/stadiums, rock concert venues and indoor/outdoor public screens in over 40 cities in 9 countries on 4 continents around the world. Video examples can be viewed at http://www.audienceentertainment.com/cases.html.
Audience Entertainment Group games are presented in movie theaters in the U.S. exclusively through NCM Media Networks.
Original: Oxford Business Group
Less original: Choueiri Group
Bothe the above examples have the same core idea with difference in color scheme.
A logo (Greek λογότυπος = logotypos) is a graphical element, (ideogram, symbol, emblem, icon, sign) that, together with its logotype (a uniquely set and arranged typeface) form a trademark or commercial brand. Typically, a logo’s design is for immediate recognition, inspiring trust, admiration, loyalty and an implied superiority.  The logo is one aspect of a company’s commercial brand, or economic entity, and its shapes, colors, fonts, and images usually are different from others in a similar market. Logos are also used to identify organizations and other non-commercial entities.
Lateral Thinking: When a low probability line of thought leads to an effective idea, there is a “Eureka” moment and at once the low-probability approach acquires the highest probability. – Edward De Bono. Excerpt from a book by John Townsend & Jacques Favier titled The Creative Manager’s Pocketbook. Page: 2. ISBN: 1-870471-69-5.
A copycat is a person that mimics or repeats the behavior of another. The term is often derogatory, suggesting a lack of originality. The expression may derive from kittens that learned by imitating the behaviors of their mothers. – Wikipedia.
Plagiarism: The abuse of another’s original work by copying it and passing it off as one’s own. As defined in Alastair Campbell book titled The Designer’s Lexicon. Page: 293 ISBN: 0-304-35505-4.
“Imitation is the sincerest form of thievery” excerpt from a book by Capsule titled Design Matters. Page: 84. ISBN -13:978-1-59253-341-1.