Red Cross Charity Donation Vending Machine

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Users are given the option of donating either ¥10 or ¥100, and as with a normal purchase the buttons light up when the money is inserted but instead of receiving a beverage when pressed, the machine emits a loud “Thank you very much for the donation”. The units themselves are branded with the iconic red cross and have some images of the work the Japan Red Cross are currently doing around the world and in Tohoku as part of ongoing relief efforts.

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100% of the money collected through to September will go towards the relief efforts of the earthquake and the vending machines will remain in place to collect money for the Red Cross indefinitely.

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Whilst this certainly makes it a lot easier for members of the public to donate using the ubiquitous machines, it may be even more effective if users actually receive something for their donations. Adding an incentive, for example a limited edition pin badge that donators can wear with pride displaying their generosity, may help to drive more people to part with their yen. Ultimately it would be great to see specific charity vending machines that rather than added on as a side function, raising funds could actually be the main feature of such machines, and are seen around town as much as the beverage vending equivalents.

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Branded Umbrellas for Eco Rainy Season

Rainy season in Japan is all but over but doubtless there will still be some precipitation on the horizon. With weather and a change in seasons always providing a good excuse for ladies to get a spot of shopping in (if there ever was an excuse needed!) here in Tokyo, umbrellas have joined designer rain boots to become the latest fashion statements and a major part of whole outfits. The umbrella, as any other fashion accessory item, has come to represent female’s (and many new metrosexual men’s) personal style and status. Typically a cheap vinyl tool, bought for little and in haste at a convenience store — and then forgotten on a train or at a bar, or merely abandoned at the first sign of wear and tear. The new brand status symbol and easily recognizable accessory, joining the ranks of the infamous Louis Vuitton bag, is the brand name umbrella, something that every fashionista in Tokyo is likely to possess.

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In the spirit of mottainai (”what a waste”) an eco trend that gripped Japan throughout 2008-2009 (and basically still going), a project called shibukasa sprung up to loan out umbrellas around central Tokyo to save people purchasing (and then discarding) a convenience store plastic umbrella. There is even a new Android app to locate your newest umbrella source across the Shibuya, Aoyama, Omotesando and Harajuku areas.

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Going further in promoting longer and more ecological usage of this product, and turning it into a fashionable item, fashionwalker is coming up with new initiative starting from July 2011. “Dream Collaboration” between three popular Shibuya 109 female fashion brands-LIZ LISA, LDS and MAISON GILFY–  and two local convenient stores – Family Mart and AM PM. The brands will offer stylish, costume-made design vinyl umbrellas for less than 1,000YEN(~12 US$) each.  Retro-romantic LIZ LISA will offer a lovely lace motif umbrella. LDS (which stands for Love Drug Store) has more of hip, trendy style, and will offer a Pop hearts design for their umbrellas, and GILFY– an urban, cool style brand will launch cool paisley look umbrellas.

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While there are various styles, colors and prices, which can range up to 26,000YEN(~320US$), what has always sold the most is the simple, transparent vinyl umbrella, priced for about 500YEN(~6US$), and found in the thousands of ubiquitous convenience stores around town. According to FashionSnap, Japan consumes the most umbrellas in the world, around 130 million in a year (or, basically one per person). For example in Shibuya ward alone in Tokyo, on a rainy day, more than 1,000 umbrellas are sold. One problem with vinyl umbrellas is that they are easily forgotten and unrecognizable in public places, and therefore considered disposable and not particularly “Eco-Friendly”. The so-called “Brand Vinyl Umbrellas” are one way to combat a culture of wastefulness towards rain protectors.

Jumping on the trend Circle K is also stocking original “brand umbrellas”, including models by Jill Stuart, though priced at a much higher 2,625 yen (or almost $37).

Japan Mobile Marketing Round-Up: Part 4

This is the latest in a series of blogs based on newsletters provided by our local research partner INterRIDE Inc..

iPhone Repeaters?

One of the biggest changes in the mobile phone market here in the last twelve months or so has been the influx of major competitors to the iPhone’s domination of the smartphone sector. So, now that those free contracts with SOFTBANK are drawing to a close, the big question is whether people will make the switch to an Android model from Toshiba, Samsung et al.

In a survey of 1,162 iPhone users made using AskSmart.ly, a quarter did indeed answer that for their next cellphone they would opt for a different smartphone. Still, 76% still want to keep an iPhone, suggesting that the market isn’t set for a sudden reversal of fortune for Apple and SOFTBANK just yet. However, it being the case that a lot of iPhone users in fact carry a second, auxiliary regular Japanese feature phone as well, the survey also queried whether respondents would then keep the iPhone as their main phone. 26% of the 1,162 did indeed have at least one other phone, however 64% of them were actually using the iPhone as their primary device. Only a fraction indicated that they would change their main phone to a regular Japanese keitai; it seems once you’ve made the switch there is likely no going back.

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Some soy sauce with your…game

It sounds like an unlikely promotion but Japan’s mobile gaming platforms — and the nation’s love of food products — are a flexible beast.

A tie-up campaign on the farming game app Nouen Hokkorina available on Mobage saw users able to claim free digital items by accessing the site from QR codes printed on Yamasa soy sauce products bought at convenience stores and supermarkets.

The first 100,000 visitors got free items to use on their “farms”, plus for every item downloaded a 100 yen donation was also made to relief efforts for the March 11 earthquake and tsunami. As if this wasn’t enough virtual enticement, Yamasa offered 200 people a staggering 5,000 coins if they registered to their YAMASA RED SNS community website, and then 10 coins for the first 50,000 people to “friend” their official account.

I think only in a place as obsessed with food as Japan could there be a social networking site themed around a soy sauce product!

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Value for your yen

After the brouhaha about New Year food featured in a Groupon campaign actually being a total rip-off, local consumers have become increasingly anxious about value, it seems. (Putting aside all the effects of the March 11th earthquake on consumer mindsets for just a moment.) Some developers have cottoned onto this and come up with Nezuke (literally, “attaching a value”), which lets you leave impressions of eateries and places based on their price, called “ii ne!” (a pun on the phrase “it’s good, isn’t it?” as the last part also sounds the same as the word for price).

You can describe your impression in terms of numbers; if you thought that what you ate seemed like it was actually worth an extra few hundred yen, or what you received seemed more the equivalent of a price less than what you paid, then you state your feelings in the currency of value. After your calculation you can share these “ii ne!” ratings via Twitter, Facebook and mixi.

The usual Japanese navigation sites for restaurants and cafes have ratings and user reviews aplenty, though price isn’t necessarily such a driving issue as food quality and atmosphere. (Good service is a given for the most part.) Parring things down to such a simple level appears a little too, well, simplistic so we will have to wait and see how successful this new app becomes. Currently the makers have stated their target membership is only 10,000 users.

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Facebook Coupons

The American SNS is really pushing hard in Japan these days and this is typified by their new Check-In Coupon (known as Check-In Deals in America, which started in November last year), where users who check out a restaurant or store’s details on Facebook Places will get a coupon displayed on their phone. The idea is to spread the word about interesting places; all your Facebook friends also get a message about the coupon you just accessed.

There are four types of coupon: a single-use one for users who “check-in” on the venue, or group ones for when you check-in with a friend. There are also “point coupons” aimed at people who check-in multiple times, as well as coupons that can be redeemed with the money then going to a charity (promotions we are seeing more and more of since the disaster in March).

Personally I can see this getting rather irritating. If John Doe just got himself a coupon for a ramen restaurant in Shinjuku, should I be alerted to this life-shattering event? (Well, hopefully you don’t regard your Facebook friends as anonymously as John Doe but there are certainly cases where you are not interested in their lives on such a minute, daily level.) Clearly retailers think it is a great opportunity to both entice would-be shoppers and then advertise to all the connected friends of that person. Participants already include convenience stores Lawson and Family Mart, Domino’s Pizza, adidas, FITNESS gym, the Disney Store, GAP, and more. Some reports are suggesting that Facebook is growing in bursts, despite its mammoth lag behind mixi, but as JapanPulse rightly notes, local giants like Uniqlo have already set the bar high for integrating social media with coupons.

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Pioneer’s Future Technology Showroom Tour

Earlier this year, Pioneer, known for its wide array of electronics ranging from car navigation systems to home theaters, opened a showcase plaza in a fascinating looking building located in the heart of Ginza, one of the more upscale, luxurious shopping districts in Japan. We took a trip to Ginza to find out the latest technology that Pioneer has to offer to the public. The shop’s tagline, “Wanna See The Future?” clearly demonstrates Pioneer’s aim at establishing the newest hi-tech product innovations aimed at enhancing consumers’ lifestyles. Rather than merely showcasing their newest technology, visitors are encouraged to fully experience and interact with the digital products on display.

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The Pioneer Plaza is spread out over three floors, each dedicated to a specific theme. As we walked into the first floor, out of the vast lineup of home electronics, the first thing that immediately grasped our attention was the Sound Cocoon. With beautiful alternating color lighting and an extremely cozy sofa, this intimate egg-shaped sound enhancement space was designed to provide ultimate comfort and relaxation for its users. It uses Pioneer’s Acco built-in amp system that can play music from any portable audio device, as well as online radio. With three speakers placed in strategic locations inside the cocoon, the intention was for a “peaceful environment in which the music blended in with the air and embraced the user.”

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Our eyes then led us to the Floating Vision, which is an AR hologram monitor that allows users to encounter a 3D experience with their naked eye. What was particularly cool about this product was that it used an infrared sensor that allowed users to interact with the various characters displayed on the screen, introducing a new type of user interface programming. The screen is surrounded by a sensor-embedded frame that extends out about 10cm. It’s possible to virtually touch and manipulate objects, draw pictures, and interact with characters inside the screen just by making the actions in the field of the sensors.

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The Floating Vision was made for personal home entertainment allowing users to connect a computer to the unit through a USB cable which then turns the product into a second display, offering a variety of applications. With a downloadable software program called FV_Tool, users can easily create their own hologram display by using visual files of their choice. Going one step further from digital photo frames, the technology makes it possible to upload any personal photos which can then be displayed in holographic 3D and interacted with, such as poking the hologram would “frighten it” and cause it to duck.

Pioneer also integrated the use of Felica with this technology to provide visitors with information about the store and their newest products. Deviating from the existing Felica information providers that merely generate a sound when applied, this particular device offers users with a variety of 3D visuals, adding a little “extra touch.”

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Although still in production and not yet for commercial use, the Cycling Computer, attachable to bicycles and other motor vehicles such as mopeds, uses its built-in GPS system to collaborate with Pioneer’s audio and navigation technology. Shaped like a smaller version of an iPhone, the Cycling Computer was not only intended for navigation purposes but for entertainment as well. With a unique sensor that calculates the speed and amount of revolution of the wheel, the user is notified of the distance that they have traveled, their heart rate, and how many calories have been burnt off. Music and animations are played accordingly to different speeds and cycling style. Pioneer is planning to release applications for this device as soon as it hits the market, which would enhance the users’ experience, such as a navigating app that displays the most scenic routes to their destination.

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The rest of the 1st floor was decorated with a number of other products that demonstrated product innovations aimed at space conservation, such as an ultra thin speaker, and a new type of thin LED lighting device that further reduces the use of electricity and has features such as its ability to bend, making it easily adjustable to any sort of placement.

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As we reached the second floor, we were greeted with a beautiful arrangement of earphones and headsets which visitors could plug into their own portable audio player and try on, each with a unique concept and feature.

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The rest of the floor was dedicated to Pioneer’s Carrozzeria car navigation series, which fully utilizes AR as well as the idea of using smartphones as navigators. Its AR Scouter Mode uses a built in camera to display front and rear view images that provides drivers with route and road information onto the actual navigation screen. Landmarks like gasoline stations and convenient stores, distance between cars, directions, and other information are displayed in real time above the front view image, providing drivers with a much easily visible guidance. With the newest UI (user interface) technology it acts as an iPod and DVD player, television, and built-in bluetooth system. This touch-panel navigator has other cool features such as a voice command search system and an added “Eco Navigator” that takes displays a route in which the driver would use the least amount of gas, calculating the weight and size of the car.

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With similar brand spaces such as Shiseido’s Total Beauty Facility, there seems to be a general move towards a more effective utilization of store space, deviating from the traditional shop-and-go stores seen throughout Japan. Brands are leaning towards a more interactive orientation by providing customers with product demonstrations and allowing them to fully experience their products and services themselves.

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Ice Cream Campaign Creates New Age of Celebrities?

CG magic, a pop idol conspiracy, fan outrage and an ice cream have combined together in one of the most interesting and bizarre marketing campaigns we have come across in a long while. What on the surface looks like a simple interactive advertising campaign, a website from Japanese confectionary brand Glico named “Oshimen Maker,” allows users to create their own AKB48 member (a massively popular comercial female idol group) using CG technology and facial parts from existing AKB48 members. However the campaign has sparked uproar in Japan’s Otaku population as it has clarified growing suspicions that one of the AKB48 members, Eguchi Aimi, was in fact merely an artificial CG character, and if that wasn’t bizarre enough the character itself is created from the facial features of the six more favored existing members!

On its own the web campaign for the new ice cream product, “Aisu no Mi” (Ice Cream Seed), uses clever maneuvering of the combination of one of Japan’s massive idol groups, AKB 48, and its growing popularity which has spread far beyond its otaku fan base. Oshimen Maker uses the eyes, hairstyle, body style, eyebrows, noses, and mouths of the user’s most favored members to create their own unique idol to be submitted online and ranked among the others, almost a crowd sourced pop idol. They can also be shared on Facebook or Twitter, and sent to friends, showing off the digital “perfect idol” that they have just created. The digital members can also be downloaded as a desktop background, as well as being used as profile pictures or avatars.

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A number of fans had previously commented that Aimi was in fact “too good to be true,” and her facial expressions were unreal. The launch of the web campaign seems to have backed up the theories that the member was indeed a fictitious creation and has sparked cries of protest and anger. Many fans blamed Glico, after realizing that the name Aimi was a simple abbreviation of their product [Ai]su no [Mi]. If Glico were indeed the mastermind behind the actual Aimi character from the start this is a amazing exercise in branding, where the company have managed to create a “pop idol” out of a product rather than the usual reverse where pop-stars become brands after reaching a certain level of notoriety. It is noticeable that in todays world of marketing on a huge scale, manufactured girl groups can be brands before they are even bands, however this is the first time we have come across an actual product being the pop idol “herself”, and the fact that it was a mystery for so long takes the teaser campaign idea to new levels.

This site has even brought upon feelings of “competition,” with fans claiming that they can create an even “cuter” Eguchi Aimi than their counterparts. It is amusing to see a “race” has developed as otakus rush to their computers to design their ultimate “Aimi” (they call it) and submit it to the ranking candidate list. The brand name has now become synonymous with creating the idea of idol perfection, not sure if this relates to the ice cream product so much but certainly spreads the companies name. As we can see below, not every creation leans towards perfection, and some may be far from it.

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While this campaign is intriguing in its own unique way, and despite the voices of opposition, it is fascinating to see the significant support for a non-existent digital idol, as seen in the growing fan base for Hatsune Miku, one of the first CG animated characters to perform at concerts. Taking it one step further than plastic surgery, it brings to us the question of whether this type of marketing concept that hints at Japan moving towards a new era of celebrities. This coupled with personifying products to the point that they are part of real world groups, unaware that fans are actually infatuated with a product builds up communities around the brand on a whole new scale.

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Tokyo Toy Show: Virtual Table Tennis Game

Among the various new toys exhibited at Tokyo’s 2011 Toy Show, on Happinet’s display stood a virtual ping pong game called High Tension Table Tennis, which operates based on sound and motion sensor technology. Offered in two grip types, shakehand and penhold style, this paddle-shaped cordless novelty toy gives users a realistic virtual experience of playing table tennis wherever they desire.

Using an ultra thin speaker built into the rubber of the paddle, it emits a rhythmic array of sounds that the player uses to play the game. Players rely on this along with their creativity to rally with their invisible opponent and the more they swing with the beat (which is played in three steps), the more the rally builds up. The toy uses motion sensor technology to determine the strength and force of the swing, changing the speed and power of the hit accordingly. This feature enables players to hit smashes which would generate an applause and cheering from a virtual crowd and if carried out successfully, would win them the point.

This game comes in two different modes: Rally Mode and Rhythm Mode, both of which have different levels ranging in difficulty from a short but fun exercise to whose who are determined to sweat as if in a real competition.

Priced at 2,000 yen (equivalent to US $25), this form of exercise is currently limited to only one player. We see this as unfortunate given that an updated version with an added feature where two players are able to link their paddles together and have a virtual match, would perhaps be much more exciting and attract a wider audience.

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Tokyo Toy Show 2011 Roundup

The Tokyo Toy Show was held today showcasing everything from magic carpets to virtual fishing games, 3D airbrush pens to laser controlled cars, and everything in between. There were plenty of Tokyo Sky Tree themed exhibits as the city counts down to its opening next year and it was clear that the eco trend has filtered through to the toy market also. Not content with mum and dad having the coolest gadgets and hobbies, many companies also had ipad and smartphone design concept toys for small children to practice using, and bizarrely there were even gambling games redesigned for toddlers!

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As with industries across the board the Toy Show showed how many sectors are focusing their marketing efforts on the eco credentials. Wind up and non electric toys being the staple of toy boxes 10 years ago they have largely been replaced by digital battery powered alternatives. However it was interesting to see a resurgence in traditional and wind up toys, with dynamo powered toy cars complete with non battery operated flashing lights. One company was even making play things form waste, taking discarded plastic bottles, cans and packaging and turning them into robots, helicopters and cars.

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Gunk, slime and chemistry combined in a really fun booth from Takara Tomy, turning bath time into a messy experiment. Igniting an interest in the sciences whilst making their own bubble bath, the simple idea plays on every kids love for anything slime based.

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Sega also displayed their extended range of Homestar planetariums, with an R2D2 Robot version complete with a projection of the Death Star, and a limited edition Tokyo Sky Tree series.

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Starting them young there were a number of toys and games on show that played on different Japanese gambling games! We were surprised to see a Disney version of mahjong, a Chinese dominoes style game popular in smokey Japanese drinking dens, and even an Anpanman pachinko game, another popular gambling past time.

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Of course no Tokyo Toy Show would be complete without the obligatory Pokemon exhibits, cute and fluffy characters. With the prevalence of ipads, and iphones/ smartphones in Japan right now there were a number of app related games such as the virtual pet shown below. To ensure the public purchases all the paraphernalia that also go with the app, the virtual pet pictured will actually complain of the cold until wrapped up in the “animal jacket”, nothing like a whining iphone! A simliar tactic was seen with remote control cars complete with matching sneakers, as obviously kids have to match their outfits with their toys nowadays.

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Finally one of the most bizarre items on display had to be this magic exhibit. Described as a third eye, it purportedly enables wearers to use telepathy to read cards…all whilst looking particularly fetching.

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Digital Camera for Toddlers

We don’t write often about toys for actual kids (more like big kids), but this camera that debuted today at the Tokyo Toy Show is actually made for the age 3+ user in mind.

Rather than trying to use technology to help toddlers take the perfect shot, the First Digital Camera from Takara Tomy simplifies and uses a photo-sized blank space for budding photogs to frame their scenes. It’s easily gripped, durable, and much more intuitive that other cameras for tots we’ve seen.

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While simple, the camera has a variety of kid-friendly features from a “talking” mode (with character Anpanman of course) and a self timer. It’s 3 megapixels and can hold 99 shots, plenty of space for documenting one’s young life.

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The camera won awards this year at the show for design. Somehow I get the feeling that the majority of shots will be of food and pets, which will help Japanese kids become perfect bloggers.

Virtual Masters Reel AR Fishing Game

Japanese game manufacturer Takara Tomy showcased a particularly realistic virtual handheld fishing game called Virtual Masters Reel AR Fishing at this years Toy Show in Tokyo. Set to be released in July of this year, the fishing rod shaped gadget allows players to engage in a full fishing experience regardless of their location, thanks to a built in 2.4 inch liquid crystal monitor and a rod console that mimics the actual sensation of real fishing gear. Using Augmented Reality (AR), it contains a 0.3 megapixel camera that allows players to take photos of wherever they are and use them as the “environment” to go fishing in.

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The Virtual Masters Reel aims at providing a full user sensory fishing experience to players in numerous ways. Instead of merely pushing different colored buttons on a standard handheld game, players actually cast the rod into the ocean (or whatever environment they are fishing in), and based on the strength and angle of the cast, the distance of the float is recorded and players physically wind the virtual spool up to the desired displayed depth. When a blue virtual fish approaches the float, the player is alerted with a vibration and must give the device a tug to hook the prey. As they are reeling the virtual fish in, the screen displays a tension meter, which (based on the strength) causes the reel to actually bend accordingly, and is surprisingly realistic. The fiestier the fish, the stronger the bend, and the more difficult it is to reel it in; reflected in a tightening of the fishing line. Finally, using the tension meter as a guide, the player claims his prize with one last powerful tug on the rod.

The AR segment in Takara Tomy’s new toy is an interesting added feature. Its built in camera can take photos to be stored on a miniSD card, which can then be transferred onto a computer. Unfortunately the reverse is not possible, but an updated version where any picture can be transferred to be used as a fishing arena would be a nice touch. This would allow fishermen to do the impossible, such as catching prey in the grand canyon by simply downloading a picture of it from Google Images. The sound effects also enhance the realism with specific sounds such as the bait hitting the water, the water ripples, and the flight of the float as users cast out.

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The Virtual Masters Reel game can appeal to all age groups, regardless of whether they have had previous fishing experience or not. It is exciting to see the term AR being used in such toys enjoyed by a wide range of consumers, rather than hi-tech machines that only tech savvy users know how to operate. Takara Tomy predicts that with the recent turn towards outdoor leisure activities, the famous “Yama (Mountain) Girls” would be followed by “Tsuri (Fishing) Girls” this year (there area already enough girls in Tokyo already walking around in wellington boots!), supporting July’s release date.

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Social Campaign For Coffee Art Lovers

We came across an amusing campaign from Morinaga while researching interactive website advertisements. Used as a PR ad for Morinaga’s popular Creap product (a powdered milk), aimed at attracting a wide audience, the campaign allows users to virtually experience the work of a barista through the web. Latte Heart Message allows its audience to conjure up a Latte Art masterpiece of their own simply using their mouse and creative imagination, and send it to whomever they please, such as their family, friends, or significant other via Facebook, Twitter, or email.

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After being guided through a brief tutorial on how the game works, the user then begins his artwork by pouring Creap crème into a virtual cup of coffee. A digital toothpick is then used to shape the crème into whatever the user desires. For those who need a bit of a kick off, an option is given to use one of the site’s templates, ranging from a simple heart to a beautiful 3-leaf clover. Finally, with the help of some chocolate syrup, a concluding touch is added in the form of a cute message or design.

When the user is done with their accomplishment, they are given the option to send it to whomever it was intended for. The other party is even informed of the time spent on making the piece, how many times it was started from scratch, and a meter showing how much “thought” was put into it. This information is modified accordingly to the category of the recipient, bringing a much more personalized touch to interactive campaigns. As we can see, Morinaga is aiming at connecting with consumers on a more intimate level than the advertising norm in Japan.

For the consumers who are not easily satisfied or impressed, Morinaga has a special campaign from June 1st to July 15th where (only) after sharing their latte art on Facebook or Twitter, the creator is given a chance to win a vacation to Italy, their very own espresso machine (with a latte art kit), and other prizes, there is also a free app downloadable on iTunes (Pocket Latte Art). Japanese companies are beginning to understand the importance of social media sites (and the widespread usage of smart phones) in their dynamic ability to widen the campaign’s reach. By adding the Facebook/Twitter option and a smartphone app, it is interesting to see how Morinaga has categorized its intended coffee-consuming audience. Brands are finding new ways to grab the attention of customers by appealing to their latest forms of communication with their peers. To gain a competitive advantage over other companies and leave a lasting impression in the consumers’ minds, the importance of standing out and reaching to them on more personal levels is evident.

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With the emergence of interactive advertising campaigns like Latte Art Message, web marketing in Japan is taking a new turn as it moves away from simple text and pictures of beautiful (or “kawaii”) Japanese women to attract consumers. Utilizing the efficient collaboration of SNS and advertising, brands will be able to market their products/services in a much more effective manner and it will be interesting to see what sort of new campaigns will be brought to us in the near future.

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