Adam Fisher
12th October 2018 - 7 mins read
T

wenty years down the line these terms are second nature to me, but I have to keep reminding myself that to many others they are a mystery.

Content production, like any other industry, has words, phrases and acronyms which while meaningful to those working in it, mean nothing to those outside.

Of course, we don’t use these terms in our content (we are still on a mission to eradicate all jargon from content), and we try to avoid using them when talking to clients.

But we thought it would be fun to take you through some of the frankly, often bizarre, and sometimes morbid terms we use and explain what they mean.

So here is our guide to copywriting jargon:

 

Above the fold – Traditionally this referred to broadsheet newspapers, with the top half of the page being above the fold, and therefore being the most prominent place for an article. It is now a term that is used in web design, referring to the part of the page visible without scrolling.

Blurb – The blurb is similar to a byline (see below). It is a brief introduction to the author that follows the headline.  If you look at our magazine In This Issue you will find some short text on each main article which details who wrote the piece and their experience.

Byline – The byline on a piece of content gives the name of the person who has written it. But it is not really about giving credit to the author. It is more of a tool which adds legitimacy to an article. For example, if you looked up the author of this post, you will see that I should know what I am talking about. When the byline is from maybe a senior leader in an organisation, or a particularly experienced writer, it can play a role in encouraging the reader to keep reading. The byline has evolved in recent times and will sometimes include a small bit of background on the author, or perhaps a Twitter handle so that readers can continue the conversation. 

Churnalism – Not a phrase you would hear at Thirty Seven. This refers to the practice of churning out content and articles rather than producing fresh, original and well-researched material.

House style – This refers to an organisation’s rules for writing, spelling and presenting content. For Thirty Seven, for example, one of the house rules is that numbers one to nine are always written out. In my experience, particularly from working in newspapers, any attempt to move away from house style is often met with profanities from editors and a stint in the naughty corner.

Greek – This is what we call the nonsensical text used when we are designing the layout for some content and the real copy is not yet available, even though it is actually Latin. You will probably have seen it at some point starting with ‘Lorem Ipsum’. This dummy text has more-or-less normal distribution of letters allowing the design to look complete so that it can be shared with a client. 

Gutter – No, not a reference to tabloid journalism. This refers to the white space in a magazine where two pages meet. It can also refer to the white space between text columns.

Hook – Hooks are a crucial component of effective content. These are the bits which keep your readers interested and engaged. They may be unusual facts, emotive examples, eye-catching statistics or perhaps posing a question the reader wants answered. Essentially, anything that encourages someone to keep reading the content is a hook.

Kerning – This may sound like some slightly obscure Winter Olympics sport, but kerning is actually the process of adjusting the process of space between letters.  I’m told by our designer that this is actually an ‘art’. But I write the words around here and I would describe it as a way of adding some polish to the design and improving legibility. Kerning can play a key role in eliminating orphans and widows, which sounds a lot more brutal than it actually is (more on those terms soon).

Kicker – This helpfully has a few different meanings when it comes to content. Traditionally, it has referred to a line above a headline which reveals something about the content – a sort of headline on the main headline.  More recently, it has also come to mean something surprising or poignant that is used to end a piece of content.  So if you hear us talking about a kicker, we could be discussing something at the beginning of a bit of content or something at the very end – helpful.

Orphan – One of the content world’s more morbid terms and something that is often confused with a ‘widow’. Even by those in the industry. It refers to a single word which appears at the top of a column or page. It is considered a villain of typography as it causes poor horizontal alignment at the top of a column or page. The key to remembering the difference is that an orphan is alone at the start, while a widow is alone at the end. Dark.

Pull quotes  A pull-quote is a strong, attention-grabbing quote, which has been, well, ‘pulled’ from the main text to add some visual flair to lengthy articles and make them more appealing to readers. Ideally, they are short, direct quotes, used to break up large sections of words and encourage the reader to keep going.

They are sometimes also called ‘callouts’ – but not by us.

Sidebar  This one more or less does what it says on the tin. It is a short article in a magazine or on a website sitting next to next to the main piece, which contains additional and supporting information  

Spike – Hopefully you won’t get to hear us use this phrase. It refers to a decision not to publish a piece of content or an article.

Standfirst – This is the term given to a brief introductory summary often used on longer forms of content. Its role is to give the reader an overview of what they will find in the rest of the blog or article and encourage them to invest their time in continuing to read. Generally, a standfirst will just be a few lines. Brevity is considered key.

Strapline – A strapline in print terms is a headline beneath the main headline, written in a smaller font, and used to give the reader further teaser information about the article.

Subheads – Subheads are the little headlines, usually one or two words long, that you will see scattered across longer forms of content. They serve a dual purpose. Firstly they break up the content making it appear less daunting for the time-pressed reader. Additionally, they make it easier for people to scan content to get a good idea of what it is about.

Teaser – This refers to a few lines of copy designed to encourage a reader to find the rest of the article. A printed magazine, for example, could include a teaser on the first few pages for a piece appearing further back in the publication.   

 

Tracking – Similar to kerning, but tracking is the process of adjusting the spacing throughout an entire word. Once kerning has been used to get the spacing right between each letter, tracking can be used to change the spacing equally between every letter at once. Clever hey? Still not an art though. (Stop picking fights with our designers Adam – Ed)

Widows – Another bleak term and something which is very similar to an orphan.  It refers to a short line – usually a single word - at the end of a paragraph or column. This is a design problem in printed content as it leaves too much white space between paragraphs.

WOB – Quite simple this one. It means white on black and refers to white text on a black or other coloured background.

 

At Thirty Seven, we offer content and design services to ensure your campaigns reach the right audiences at the right times. Our journalist led approach ensures your content is interesting, engaging and informative so you gain brand awareness and engagement whether it is social media content or a whitepaper.

Marketing

Pixel perfect- 4 brilliant examples of games being used in marketing

Emily Stonham 13th February 2019 — 9 mins read
G

amification is defined by the dictionary as ‘the process of adding games or game-like elements to something (such as a task) so as to encourage participation’. Using games in marketing can therefore be taken literally, with interactive games or apps to promote a service, or in a more abstract way, through gamification.  

Using gaming in your marketing is a fantastic way to tap into people’s natural instincts to compete and win. Psychologically speaking, most humans have an innate desire to compete. Of course, there’s plenty of people who like to just hug it out, but competition seems to be firmly rooted in our brains.

In this blog, we’re looking at everything from alternate reality games to YouTube gaming channels. I’ve collected four of my favourite examples of marketing games and gamified marketing campaigns to help inspire your next marketing move, take a look.

 

Halo 2- I love bees

The first thing that I thought of when researching for this blog post is Halo’s fantastic alternate reality game I Love Bees. This revolutionary game was not the first ARG, but it opened up a new path for creative marketing, and has led to many other innovative games since.

 

 

This game was designed to promote Halo 2, and started off with two key pieces of content. A website link to ilovebees.co was hidden in the Halo 2 cinematic trailer, and some previous ARG players received jars of honey in the post. These two events weren’t connected publicly for a while, but curiosity eventually got the better of players, who started exploring the website listed.

The website, which appeared to have originally been a beekeeping website, was covered in confusing snippets of text and code- almost as if it had been hacked (hint hint). The apparent owner of the site, Dana, posted a blog stating that her website had been compromised. Fans started to realise that this was something that could be solved, and began to work on unravelling the clues.

The premise of the game involved global co-operation between players, with practically no guidance. The players received times and GPS codes, which eventually led them to work out that they needed to go to specific payphones across the world at particular times to answer calls. Some calls were pre-recorded, others were ran by live operators which added another level to the immense detail of this ARG.

Other players worked on the website code, deciphering hidden messages that led to audio files being found that revealed a complete audio drama with the story of the game. The game increased in complexity as time went on, with players being emailed, phoned and invited to real character meetings. It all ended up with players being invited to one of four cinemas, where they could play Halo 2 before the release and get a collectible DVD.

The incredible detail and complexity of this game led to dedicated fans going above and beyond to win. One fan stayed to receive a phone call at one of the payphones whilst Hurricane Frances was merely minutes away from reaching them. I would call it a successful marketing game if players are willing to brave a hurricane, wouldn’t you?

The main thing to take away from this example is that people love games. Obviously, hosting a full scale ARG may not be the best business move, depending on your company. They require a ridiculous amount of planning and funding, and a customer base who’s going to actively engage with an interactive piece of content.

If you do have all of these things, though? Go for it. ARGs are amazing. I’d recommend listening to the podcast Rabbits- it’s one of the best pieces of fiction that I’ve ever listened to, and actually what kick-started my personal interest in ARGs in the first place.

 

UpUpDownDown

This next example is less about gamification, and more about actual video games being used for marketing. Arguably, this isn’t even a deliberate marketing move- but it’s had an amazing impact from a business perspective regardless.

UpUpDownDown is a gaming YouTube channel, run by Austin Creed. Austin Creed, more commonly known as Xavier Woods, is a member of the WWE tag team The New Day. This channel is hosted by Austin, and features a whole host of other WWE stars in every video. The channel is very successful (1.7M subscribers, at the time of writing) and I’m personally a big fan of the content that they produce.

The thing that intrigues me with this is how easily it slots into WWE’s marketing strategy. There’s the obvious benefits of it being a successful channel with a large audience- merchandise, brand deals and brand awareness for WWE. It also provides a more unique form of content for WWE fans, and can subtly encourage more hype around upcoming events, simply by mentioning it in a video.

The channel even has an impact on the TV show itself- The New Day have a set of ring gear (wrestling clothes) which is themed around UpUpDownDown.

When the channel was first created, it didn’t seem to fit WWE’s image so much. Obviously, it’s a project of Austin’s, but I believe the channel does benefit WWE in quite a few ways. There’s been collaborations with one of WWE’s own side channels, for example. Did it really match the theme of a wrestling company to be associated with a video gaming channel? Apparently so.

The lesson to learn from this marketing move is it’s important  to step outside of your comfort zone, every once in a while. Obviously, consider your actions and consider how your audience will perceive them (maybe don’t work with a pizza company if you’re a health food promoter). But do experiment with new platforms and forms of content, to keep your audience on their toes.

 

McDonald’s Monopoly

This is one of the most well-known examples of gamification in marketing, and it’s been around since 1987.The premise is simple- it’s basically fast food monopoly. Players collect tokens with their food purchases, and trade them in for prizes. These prizes can range from free food, all the way up to huge cash prizes.

The prizes for this game are so good, in fact, that there was a huge scandal involving fraud back in 2001. An employee figured out how to cheat the system, and ended up scamming ridiculous amounts of money out of McDonald’s. He ended up with a three year jail sentence, and 50 other people were convicted. Personally, I think I’d rather stick with the free dessert as a prize rather than a jail sentence, but each to their own.

In all seriousness, the longevity of this campaign shows how successful it is. The game encourages repeat business in a short amount of time, and successfully uses both print and digital to drive up hype around the campaign. I’ve even been sucked into this game before at my previous job, where the staff would band together and collect tokens as an entire team. I don’t even eat at McDonald’s regularly, I just wanted to play the game.

That’s the key takeaway from this campaign. If you’re going to use games or gamification, it needs to be simple and fun. If you can’t give a 30 second elevator pitch for the game you want your customers to play, it may be too complex and time consuming to drive any good levels of engagement. Keep it simple and fun, and try to avoid getting scammed for $24 million too.

 

Volkswagen Fun Theory

This final example is iconic in the gamification industry. Volkswagen created the Fun Theory campaign, to show how people’s behaviour could be influenced by adding an element of fun to a mundane task. This is one of my absolute favourites, as all the projects had a great impact on the environment, as well as being interesting from a psychological point of view.

There were numerous projects in the Fun Theory- my favourites being the piano stairs, the 50 foot drop bin and the bottle bin arcade. These were simple yet brilliant ideas, turning boring acts like walking up the stairs or recycling into something fun.

 

 

 

By turning the stairs into a working piano, a large majority of people took the stairs over using the escalator. The 50 foot drop bin and the arcade bin encouraged more people to recycle and pick up their rubbish. The positive effects of this campaign were amazing, and just go to show that gamification can have real impacts on the world.

The main lesson to learn from this campaign is that, generally speaking, people like to play. Gamification offers excitement and competition where there might not originally be any. If you’ve got a product that could stereotypically be considered quite dry or dull, using games in your marketing strategy could be a wonderful way to create excitement about your brand.

 

Overall

Overall, it’s worth your while adding an element of gaming into your marketing strategy. But how should you go about doing this?

If you’ve got the resources to do an ARG- go for it. They’re brilliant for engagement and brand loyalty, and are a great way to attract media coverage too. 

Try to step out of your comfort zone, too. If you always do the same thing over and over, people won’t keep coming back to your content as they’ll know what’s going to happen next. Surprise them. Launch a scavenger hunt, or release a mobile app. Maybe try using an online quiz, if you’re not sure about how to get started with gaming.

Remember to keep it simple and entertaining. If you have to spend more than 30 seconds explaining it, the novelty is gone and you won’t get very high levels of engagement. Add a points system to your game so people don’t have to track it themselves, or only ask people five questions instead of 50 in a quiz. Loyalty cards are another simple and popular way to add gamification into your marketing content as well.

If you’re still not sure about using games in your marketing content, or don’t know where to get started, get in touch with Thirty Seven today. We offer interactive game design services, and also other useful content creation services for gamification like contest or survey design. We’d be delighted to help with your marketing strategy and content creation, get in touch today at hello@thirtyseven.agency or 0118 380 0975.

 

Emily Stonham
19th December 2018 - 7 mins read

Every company wants to be an authority in their sector - those that engage the media usually are

Media First designs and delivers bespoke media and communications courses that use current working journalists, along with PR and communications professionals, to help you get the most from your communications plan.