The great interactive creative debate
Apparently it's still raging, this time on BBH Labs' Blog. Here's my theory - interactivity is most powerful when it harnesses people's passions, so most of the truly great interactive creative work still comes from brands that people are passionate about.
Much of the greatest interactive work has been around people’s passions: causes such as Barack Obama’s election campaign and The Great Schlep, entertainment properties such as Halo and cult brands such as Apple. Here interactivity harnesses those passions, giving people something to congregate around and to engage with.
It’s much harder to do this with everyday brands. (After my own agency TBWA pioneered the Media Arts Lab agency concept for Apple, one wit in the organisation asked ‘now how would this work for a hot dog?’) We can create related passions - dog adoptions for a petfood brand. Or we can create content that whips up interest - computer games for milk and Burger King. It’s doable, but it’s a creation, rather than a harnessing.
Broadcast advertising has to engage people in a much simpler medium. Let the spot generate thirty seconds of laughter or excitement or empathy for beer or soap. With a bit of leeway from a client, it’s possible to do this for most brands. That’s why you see so many great ads for everyday products in advertising awards ceremonies.
So there’s the difference. Broadcast advertising can elevate any product. Interactivity can certainly make an ordinary brand more useful or more relevant, but truly great interactive ideas still tend to come from brands that people care about already.
