In April 2007, Italian Vogue featured an editorial spread by photographer Steven Meisel, entitled “The Greatest Show On Earth,” which featured members of L.A. circus troupe, Lucent Dossier:
The current, September 2009, issue of Italian Vogue features an editorial spread by Steven Meisel entitled “Performance,” and involving a gaggle of cross-dressed models done up in decidedly Circus, and dare I say Lucent-like, styles and poses:
If, sometime circa 2004, you were out and about at certain underground parties in the Los Angeles Circus scene, and saw someone wearing a particularly striking pair of pants (male or female), created from asymmetrical strips of leather sewn in a twisted, impeccably tailored way, like the trappings of some Mad Max forest nymph biker gang escapee, and were compelled by this post-apocalyptic hipness to inquire of the wearer as to where these pants had come from, the answer you would inevitably receive is that they were made by someone named Cassidy. This would happen so often, in fact, that by the time I finally met Cassidy, out one night at a club on the shady side of La Brea, I actually recognized him by his trousers.
At the time, Cassidy was part of the Ernte design team, but soon thereafter co-founded SkinGraft Designs with partner Jonny Cota, and later Katie Kay. Even as the SkinGraft operation was growing with each year, headlining LA fashion week, opening the doors to a flagship store in Downtown LA this spring (no small feat for an indie fashion label in a recession!), and getting their sartorial grafts onto an ever-expanding assortment of celebrity skins, what Cassidy kept yearning to do was sing.
I discovered very quickly after we met that in addition to his fashion career, Cassidy is also a songwriter and performer. At one point, there were even a couple of production meetings held at my house for a show he was thinking of putting together around his music, and involving various performance-oriented friends. That show never came to pass, but after years of false starts, Cassidy finally revived his music focus from back-burner exile and 10 days ago self-released his debut album, Little Boys and Dinosaurs. What happened next is straight out of the viral phenomenon playbook.
On Sunday afternoon, August 15th, Adam Lambert, longtime SkinGraft friend (he’s currently wearing a custom SkinGraft jacket on the American Idol tour, and sported numerous other SG pieces during the show’s run) tweeted to his followers: “My friend Cassidy just shot this great video… http://bit.ly/18FvaM.” Within days, the video shot up to over 36,000 views, and Little Boys and Dinosaurs, sans label, marketing push, or pr strategy, rose to #3 on the iTunes electronic chart, between LMFAO’s “Party Rock” and Imogen Heap’s “Ellipse.” It didn’t hurt that the video was glam-rock pretty and sexually controversial, featuring some simulated sexual behavior, and a pair of undies slung Sports Illustrated-low. Within hours of Lambert’s tweet, a bonafide minor scandal had erupted over his linking the video, which was, by some contingent, considered inappropriate for his underage following. If you’re thinking this sort of outrage over music video explicitness seems strangely anachronistic in the post-Lil’ Kim / Britney Spears / Lady Gaga era, it should probably be mentioned that the dirty dancing in question here is exclusively male. In any case, the controversy only helped to generate further attention for the music, and by Thursday, Lyndsey Parker, was writing for Yahoo! Music’s The New Now blog:
At this point, Adam Lambert is pretty much like Oprah, in terms of his all-encompassing influence over his devoted fanbase. Just like any Oprah Book Club selection is certain to become a New York Times best-seller, in the pop music world there is perhaps no more ringing endorsement these days than a black-fingernailed thumbs up from the tastemaking Glamerican Idol.
So far the public response to Cassidy’s music, at least among diehard and very vocal Adam Lambert fans, has been hugely enthusiastic. Will record labels take notice? That remains to be seen, but if so, then Cassidy Haley may be the first artist to get signed out of American Idol without ever having appeared on the show.
If you’re a social media strategist, and your friend just so happens to become an overnight internet phenomenon, you’ve basically got no choice but to find the whole thing incredibly fascinating. On Tuesday, as Little Boys and Dinosaurs was climbing the chart, I got a call from Cassidy, and the question on his mind was, “What do I do now? What next?”
Which is a great question for any marketer in the digital age to think about as well. All too often I think marketers have blinders on, criminally overusing the word “viral” (still!) in the frenzy for buzz and fans and word of mouth and all that. But what if you could get all of it overnight? What if all the promotional initiatives and exposure efforts paid off just like they were supposed to? Is that the extent of your strategy? Or would you be prepared for What Next?
My advice to Cassidy was to take his questions straight to his new-found fans; involve them directly in helping to shape and define the answers together, and keep the momentum going. And he did. The outpouring of ideas that came back to him from this nascent, yet incredibly dedicated, army included everything from ad hoc twitterstorms that got the attention of various media folks, to online community resources created by fans to connect to one another, and to Cassidy’s music. The troops even came up with a seriously cute name for themselves, Comets, (as in Haley’s).
Overnight, Cassidy was handed the sort of opportunity that many marketers and brands are tirelessly chasing after, and yet the most powerful move he made was the one AFTER that happened. He opened up to his fans and offered them the opportunity to be directly involved with him in the creation of what comes next.
“I think Andy Warhol got it wrong: in the future, so many people are going to become famous that one day everybody will end up being anonymous for 15 minutes.”
– Banksy
Well, it’s the future, and fame has propagated apace with Moore’s law. Thus, it only makes sense that 30 years since the release of Fame, the original High School Musical, the story of a group of students at a New York City high school for performing arts would be getting an iPod ad campaign-style makeover for the Youtube generation. Of course, you can’t tell an authentic story about youth culture, performance arts, and celebrity fetishism relying just on singing and dancing and acting and rapping and music producing and whatnot. In 2009, you gotta have Circus! And judging from the trailer, the makers of the remake know das whas up:
Of course, as soon as I say that I’m taking a break from writing here to work on finishing a fiction project something like this happens. Perez Hilton just posted some fresh out the oven images from Tim Burton’s new Alice in Wonderland Movie (due out 2010). Apparently I’m not the only one who thinks that Alice + Circus makes perfect sense:
I had already joined the Circusscene when, in early 2006, I was consulting at Wong Doody and heard about a clothing company client they were working with called Edoc Laundry. The clothes had an intriguing concept: there were secret codes in the garments, which, if deciphered, would reveal clues to a mystery story. The wearers of Edoc Laundry clothing would thus become players in an “Alternate Reality Game” — a new form of interactive entertainment that uses the real world as a platform for creating an ever-evolving narrative. Now, I had grown up in subculture, gone on to produce nightlife events and music festivals, and ultimately ended up in marketing. So the concept of a secret “code” embedded in clothes — of hidden meanings conveyed in the way people dressed — it all made perfect sense to me. This was already a game all of us in the modern world were playing. It was called Lifestyle.
Years earlier, Reznor had heard about a complex game played out over many months, both online and in the real world, in which millions of people across the planet had collectively solved a cascading series of puzzles, riddles, and treasure hunts that ultimately tied into the Steven Spielberg movie AI: Artificial Intelligence. Developed by Jordan Weisman, then a Microsoft exec, it was the first of what came to be called alternate reality games — ARGs for short. After leaving Redmond, Weisman founded a company called 42 Entertainment, which made ARGs for products ranging from Windows Vista to Pirates of the Caribbean:Dead Man’s Chest. Reznor wanted to give his fans a taste of life in a massively dysfunctional theocratic police state, and he decided that a game involving millions of players worldwide would help him do that in a big way.
Reznor was stepping into a new kind of interactive fiction. These narratives unfold in fragments, in all sorts of media, from Web sites to phone calls to live events, and the audience pieces together the story from shards of information. The task is too complicated for any one person, but the Web enables a collective intelligence to emerge to assemble the pieces, solve the mysteries, and in the process, tell and retell the story online. The narrative is shaped — and ultimately owned — by the audience in ways that other forms of storytelling cannot match. No longer passive consumers, the players live out the story.Eight years ago, this kind of entertainment didn’t exist; now dozens of such games are launched every year, many of them attracting millions of followers on every continent.
When I was in high school I started going to raves. This was way before anyone would say the words “social” and “media” next to one another, when us kids still did shit like go to the library, and AOL was the only way to instant message. But if you were, let’s say, looking for an underground party to dance at all night, where no one was gonna care if you weren’t 21, you could definitely find it online. In Boston, where I grew up, there was NE-Raves, an online mailing list for electronic music events in the Northeast, originally hosted out of MIT. According to the “Cobbled-Together History of Hyperreal,” as far back as 1992, NE-Raves was one of the very first rave email lists in the US, along with SFraves on the West Coast. By the time I got into the Rave Scene (ahem *ARG*), both of these regional lists, and others, had been subsumed into hyperreal.org. In fact, by that point there were actually various other newsgroups and listservs and websites and whatnot created by and for the rave community, but in a sense, all roads would lead back to Hyperreal, which had become a kind of online clearinghouse of information on “Rave Culture, Chemistry, and Music.” In ARG parlance, Hyperreal could be considered the “Rabbithole” — the trailhead that marks the first website, contact, or puzzle that starts off the ARG. When Hyperreal first began, now almost two decades ago, as creator Mike Brown writes:
The majority of people with internet access back then were college students involved in computer-oriented studies, employees of well-funded technology companies like AT&T, and a smattering of U.S. government and military agencies. Consumer-oriented services like Compuserve, Genie, Prodigy and AOL, as well as most dialup bbs ‘networks’ were not on the internet, or had very limited gateways for mail and news that no one knew about. There was no spam, and since you weren’t interacting with a true cross-section of the general public, the entire net had a different character than it does today, socially.
So as the rave scene started to blow up nationwide, we’d tell each other online about the flyers we found and the records we bought and the parties we went to. You’d have people in the Midwest who were driving 9-12 hours to get to raves in New York and D.C., and to hang out with the friends we made through these online forums. A lot of information sharing was going on in this subculture’s subculture.
They are collective and talking and engaged, both with the project and with each other. They’re having a collective experience in which they literally bring different pieces, one to the next, swap them back and forth, gossip about them. They have an element of cocreation and a collaborative nature that doesn’t really have an analog that I’ve been able to think of in the arts, although it does in another place. This behavior—this sort of creative, collaborative, enthusiastic scavengering behavior—is something that we call by another name when we direct it, not to entertainment, but to the physical world. We call it science, as it’s been constructed since Newton and the Royal Society, and that’s worked out pretty well for us as a species.
I would argue it has a direct analog in culture as well. The term “Alternate Reality Game,” after all, was never actually what the creators of The Beast used to describe what they were doing. It was a phrase that came from the players themselves, to refer to this idea of a self-styled world that proposed an alternative vision of reality hidden under the “mainstream” surface. In Tara Mcall’s book This Is Not A Rave (“This Is Not A Game” anyone?) she writes about the way early ravers deliberately positioned themselves against the status quo and the mainstream club crowd:
They saw a need to maintain their scene’s underground status. To be part of an underground culture meant that you stood apart from the norm. It indicated that you belonged to a secret community. If you were part of the underground you were part of a chosen group. Set apart from the mainstream, these early ravers bonded with one another by exhibiting small signs such as specific articles of clothing that could be “read” by those in the know, signaling that they belonged.
Signals embedded in attire, containing meaningful (cultural) codes decipherable by others in the know? Sounds pretty much like what Edoc Laundry had in mind. While the expression of identity — whether alternative or not — is a function of all lifestyle apparel, there are numerous other rave/ARG parallels that come to mind. For instance, back in the day the actual location of a party (especially if it was unpermitted) would be kept under wraps until the very last minute, with only an “info line” phone number disseminated. To find out where to go you’d have to call the number on the night of the event, and oftentimes the directions you’d get wouldn’t lead you directly to the location but to a designated “map point” where you’d either receive further instructions on where to go, or park your car and be shuttled to the event location. At the time all of this was done in order to avoid “outside” attention — after all, it’s harder for law enforcement to bust up a party if they don’t exactly know where it is — but now it’s par for the course in ARG “experience design.” From Wired’s description of the Year Zero ARG culmination:
On April 13 [2007], all the players who had signed up at a subversive site called Open Source Resistance were invited to gather beneath a mural in Hollywood. Some of those who showed up were given cell phones and told to keep them on at all times. Five days later, the phones rang. The players were told to report to a parking lot, where they were loaded onto a ram-shackle bus with blacked-out windows.
The bus delivered them at twilight to what appeared to be an abandoned warehouse near some railroad tracks. Armed men patrolled the roof. The 50-odd players were led up a ramp and into a large, dark room where the leader of Open Source Resistance (actually an actor) gave a speech about the importance of making themselves heard. Then they were led through a maze of rooms and deposited in front of — a row of amps?
With the sudden crack of a drumbeat, Nine Inch Nails materialized onstage and broke into “The Beginning of the End,” a song they had never before played in the US. “This is the beginning,” Reznor intoned, as guitar chords strafed the room. He got out one, two, three, four more songs before the SWAT team arrived. Then, as flashing lights and flash bombs filled the room, men in riot gear stormed the stage. “Run for the bus!” someone yelled, and the players started sprinting. The bus sped them back to the parking lot and the cars that would take them safely home. But before they drove away, they were told they’d be contacted again.
If you were a party kid in the 90’s, there’s no way that this doesn’t sound like an exaggerated version of something straight out of the old raver playbook, but I’m not suggesting that the ARG form takes its cues strictly from rave culture. Whereas in a deliberately produced ARG the key elements of the game’s narrative are painstakingly planned out and scripted, the narrative of any Lifestyle ARG becomes the evolving story that its own culture tells about itself. Hip Hop, for instance, originally defined the foundation of its culture (it’s “narrative”) through The Four Elements of Hip Hop: MCing (rapping), DJing, graffiti, and breakdancing — though later there evolved as many as 9 elements, including beatboxing, hip hop fashion, and slang. Not every lifestyle necessarily outlines the elements of its narrative as explicitly, but every lifestyle indeed has them. Whether it’s a certain type of music, a fashion aesthetic, an ethos or set of values, specific kinds of community-reinforcing events and experiences, or a particular cultural mythology, these all become indelible components of any Lifestyle ARG “narrative.”
Having been the Marketing Director for a Lifestyle-driven music festival over the past three years, I’ve thought about Alternate Reality Games in this framework for a while, but the idea resurfaced when I heard about the recent tumult caused by the True Blood campaign. Originally developed last year by Campfire Agency to promote the premiere of HBO’s True Blood series, the ARG, which won ad:tech’s Best Integrated Campaign award for 2008, hinges on the same premise as the show — that Vampires are real, and thanks to the development of a synthetic blood beverage they are now finally able to ascend from the “underground,” as it were, and become functioning members of society, albeit still a uniquely particular minority within society, with their own “Alternative Lifestyle.” Initially, a network of online destinations had emerged addressing the various inevitabilities of True Blood’s parallel universe. For instance, there’s the Human/Vampire dating site, Lovebitten, there’s the American Vampire League advocacy group (“Because Vampires were people too”), and there’s also Blood Copy: “Once a human’s attempt to understand the vampire phenomenon, now the leading source for vampire news (and proud member of The Gawker Media Network).” It’s that parenthetical which has generated quite a brouhaha.
Yesterday morning, we reported that Gawker Media had acquired a blog called BloodCopy. This “news” turned out to be false, part of a viral ad campaign for an HBO show called “True Blood.”
We apologize for the error. We’d also like to explain how it happened, because we imagine others came to the same conclusion we did. We also think that HBO, Gawker, and the marketing agency crossed a line, and we’re not surprised that they are now withdrawing parts of the campaign.
First, we received an email from a marketing firm announcing that “BloodCopy has joined the Gawker Media Network.” The email was an invitation to a party to celebrate this event.
Here’s the email:
At the time, the front page of Bloodcopy.com read:
Last week Gawker Media realized they simply could not live (so to speak) without having BloodCopy.com on their roster of websites. As of next week, we will officially be under the Gawker umbrella, joining sites such as Gakwer, Gizmodo, Kotaku, Jalopnik, Lifehacker, Deadspin, Jezebel and io9. Hope they can handle us.
I’ve said it before, and I’ll say it again, there are more things about vampires than are dreamt of in your philosophy. But I know a lot of them. And I’m finding out about more. And I’m willing to share with the class. So stick to BloodCopy – and Gawker – and we’ll bring you all the news that’s fit to print (and some that’s not) about vampires.
There has been discussion in the fallout, of Gawker’s advertising department “Undermin[ing] the credibility of Gawker Editorial to promote an ad campaign,” and while, by that same token, I think there hasn’t been quite as much discussion on the subject of reporters actually checking facts before simply rehashing press releases…. I’ll leave that particular debate to the journalists. What’s interesting to me in this whole situation is that despite Blood Copy’s open proclamation that it is A BLOG ABOUT VAMPIRES, the idea that Gawker Media would have bought it, seemed, somehow….. plausible enough to publish!
Why?
Well, consider the other properties under the Gawker Media umbrella:
Essentially, Gawker owns a network of Lifestyle Blogs. If, let’s say, Vampires were real (which they’re not) but if they were, and there was a news blog for that Lifestyle… it’s completely plausible Gawker would, indeed, buy it. Playing with the idea of superimposing True Blood’s reality onto actual reality has been a goal of the ARG all along. Last year it was about how reality might look if a new synthetic-blood beverage brand had, in fact, just been introduced to the market:
This time around, it’s about what reality might look like if the Vampire Lifestyle indeed became, as Blood Copy proposes, “a more visible and influential part of the mainstream:”
In the era of the Long Tail we have an ever-expanding array of choices for defining our identities, and brands now play an integral part in expressing these definitions. We may not all necessarily consider ourselves to be members of an alternative subculture, but we are all aware of making deliberate “Lifestyle” choices in how we dress, what we drive, the music we listen to, what we do for fun, and on and on. Even between relatively mainstream choices there are always conscious decisions being made. Whether we’re buying American Apparel or American Eagle, the choice of one vs the other is not accidental. By deliberately making these different Lifestyle choices we are all defining own particular realities — we are ALL participating in a Lifestyle ARG.