Monday PR-lovers, time to hustle.
- Twitter Has Changed The Music Industry, Says Snoop Dogg
- The Management Myth
- The Spinning Dancer Illusion
- The PR Guide To Email Pitching
- Gartner: 50% of Innovation will be Gamified by 2015
- Ghost in the Shell Kinect
- Veckan som gick – vecka 15 [SWE]
- PR pros share their ‘most important’ tips for newbies
- Tim Ferriss On Facebook, Twitter And Building A Huge Web Brand
- Inlägg som berör – 16 april 2022 [SWE]
- 7 Favorite IKEA Campaigns - Please RT!
“I feel it’s the number one key in music right now,” he says, “Having that relationship with fans where it’s not based on your record label, it’s based on you. When you are tweeting, it’s not about what label you’re on, it’s about you dealing with your fans directly.”
“Much of management theory today is in fact the consecration of class interest—not of the capitalist class, nor of labor, but of a new social group: the management class.”
If you got nothing better to do, then study this.
“Yeah, I know it sucks. I used to think PR was easy, too. I’d download my list of 400 outlets that qualified under my target parameters, copy and paste my press release and hope like hell for some pick up. I’d follow up and call about 15 key media outlets and develop the relationship part, maybe get 5-6 of them to bite on the story, along with the 2-3 dozen small town newspapers that were so starved for content they copy-pasted my release, and made my clients or bosses happy.”
Ouch. How sad. Glad we moved on, right?
“1. Accelerated feedback cycles. In the real world, feedback loops are slow (e.g., annual performance appraisals) with long periods between milestones. Gamification increases the velocity of feedback loops to maintain engagement.”
Because instant gratification builds behavior.
“2. Clear goals and rules of play. In the real world, where goals are fuzzy and rules selectively applied, gamification provides clear goals and well-defined rules of play to ensure players feel empowered to achieve goals.”
If life can’t be simple, maybe our games can be?
“3. A compelling narrative. While real-world activities are rarely compelling, gamification builds a narrative that engages players to participate and achieve the goals of the activity.”
Yes, it’s exciting to see how storytelling moves into an on-going narrative.
“4. Tasks that are challenging but achievable. While there is no shortage of challenges in the real world, they tend to be large and long-term. Gamification provides many short-term, achievable goals to maintain engagement.”
Flow!
Oh, I want one of those screens! And all that Ghost in the Shell stuff reminds me of this song:
http://open.spotify.com/track/7vPM3drObCRLobjsTfEZ3f
Veckobrevet signerat Mikael Zackrisson.
Whoho, PR Daily! Thanks Petya, I owe you one.
“I polled them more than a year in advance to identify experts, resources and demand for the book. So I had 100% confidence in the material before it came out. In a digital age your best PR and Marketing is a product that creates word of mouth.”
They call me Dr Link.
This is a truly great and inspirational post! Go Ikea!