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	<title>Comments on: Beyond Viral Marketing - Engagement, Narrative, &#038; Passion</title>
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	<link>http://experiencecurve.com/archives/beyond-viral-marketing-engagement-narrative-passion</link>
	<description>Social Media and New Marketing Strategy</description>
	<pubDate>Sat, 11 Oct 2008 10:03:24 +0000</pubDate>
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		<title>By: Chosenblogger</title>
		<link>http://experiencecurve.com/archives/beyond-viral-marketing-engagement-narrative-passion#comment-3078</link>
		<dc:creator>Chosenblogger</dc:creator>
		<pubDate>Thu, 06 Mar 2008 05:04:12 +0000</pubDate>
		<guid isPermaLink="false">http://experiencecurve.com/?p=194#comment-3078</guid>
		<description>http://www.listeninginthedark.blogspot.com/</description>
		<content:encoded><![CDATA[<p><a href="http://www.listeninginthedark.blogspot.com/" rel="nofollow">http://www.listeninginthedark.blogspot.com/</a></p>
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		<title>By: Robert Simon</title>
		<link>http://experiencecurve.com/archives/beyond-viral-marketing-engagement-narrative-passion#comment-423</link>
		<dc:creator>Robert Simon</dc:creator>
		<pubDate>Tue, 19 Sep 2006 00:14:35 +0000</pubDate>
		<guid isPermaLink="false">http://experiencecurve.com/?p=194#comment-423</guid>
		<description>"How would you measure the success of a campaign that employed Alternate Reality Gaming? Number of people that get involved?"

Ah, you design the game/ARG so it can be measured. Crazy idea here but start with what you want/need/expect (clients has oodles of these) and build to suit. Create mental model first where the intent, action and evalutation of the users is constrainted by what you need to understand/measure. Then use design to build out and soften the compromises your model has created for the user.</description>
		<content:encoded><![CDATA[<p>&#8220;How would you measure the success of a campaign that employed Alternate Reality Gaming? Number of people that get involved?&#8221;</p>
<p>Ah, you design the game/ARG so it can be measured. Crazy idea here but start with what you want/need/expect (clients has oodles of these) and build to suit. Create mental model first where the intent, action and evalutation of the users is constrainted by what you need to understand/measure. Then use design to build out and soften the compromises your model has created for the user.</p>
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		<title>By: Douglas Reynolds &#124; Experience &#38;#187; Blog Archive &#38;#187; Alternate Reality Gaming</title>
		<link>http://experiencecurve.com/archives/beyond-viral-marketing-engagement-narrative-passion#comment-422</link>
		<dc:creator>Douglas Reynolds &#124; Experience &#38;#187; Blog Archive &#38;#187; Alternate Reality Gaming</dc:creator>
		<pubDate>Sun, 17 Sep 2006 03:00:11 +0000</pubDate>
		<guid isPermaLink="false">http://experiencecurve.com/?p=194#comment-422</guid>
		<description>[...] A terrific post on Experience Curve regarding Alternate Reality Gaming. I&#38;#8217;m really intrigued by this. Clients are eager to see numbers that demonstrate ROI. Agencies respond by providing Click Throughs and interaction time as Key Performance Indicators. These games are a great example of the depth of experience and engagement audiences can have with a brand. How would you measure the success of a campaign that employed Alternate Reality Gaming? Number of people that get involved? [...]</description>
		<content:encoded><![CDATA[<p>[...] A terrific post on Experience Curve regarding Alternate Reality Gaming. I&#38;#8217;m really intrigued by this. Clients are eager to see numbers that demonstrate ROI. Agencies respond by providing Click Throughs and interaction time as Key Performance Indicators. These games are a great example of the depth of experience and engagement audiences can have with a brand. How would you measure the success of a campaign that employed Alternate Reality Gaming? Number of people that get involved? [...]</p>
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		<title>By: Cliff Ravenscraft (Generally Speaking Podcast)</title>
		<link>http://experiencecurve.com/archives/beyond-viral-marketing-engagement-narrative-passion#comment-421</link>
		<dc:creator>Cliff Ravenscraft (Generally Speaking Podcast)</dc:creator>
		<pubDate>Sun, 17 Sep 2006 02:28:21 +0000</pubDate>
		<guid isPermaLink="false">http://experiencecurve.com/?p=194#comment-421</guid>
		<description>Thanks so much for the link to our show!

Cliff</description>
		<content:encoded><![CDATA[<p>Thanks so much for the link to our show!</p>
<p>Cliff</p>
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		<title>By: Marketing &#38;#38; Strategy Innovation Blog</title>
		<link>http://experiencecurve.com/archives/beyond-viral-marketing-engagement-narrative-passion#comment-420</link>
		<dc:creator>Marketing &#38;#38; Strategy Innovation Blog</dc:creator>
		<pubDate>Fri, 15 Sep 2006 16:32:39 +0000</pubDate>
		<guid isPermaLink="false">http://experiencecurve.com/?p=194#comment-420</guid>
		<description>&lt;strong&gt;Beyond Viral Marketing - Engagement, Narrative, &#38;#38; Passion...&lt;/strong&gt;

by: Karl Long So what does the Blair Witch Project, Lost, and Lonelygirl15 have in common? Well on the surface they had what we might call &#38;ldquo;viral&#38;rdquo; components, lots of buzz, lots of WOM (Word Of Mouth); all things that......</description>
		<content:encoded><![CDATA[<p><strong>Beyond Viral Marketing - Engagement, Narrative, &#38;#38; Passion&#8230;</strong></p>
<p>by: Karl Long So what does the Blair Witch Project, Lost, and Lonelygirl15 have in common? Well on the surface they had what we might call &#38;ldquo;viral&#38;rdquo; components, lots of buzz, lots of WOM (Word Of Mouth); all things that&#8230;&#8230;</p>
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