What Makes an Idea Viral (the series)
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This is a collection of my older stuff about what makes something go viral, you can see my newer stuff over on the right there under “key posts”.
- Part 1: Response to Seth Godin’s “What Makes an Idea Viral” Vol 1
- Part 2: Response to Seth Godin’s “What Makes an Idea Viral” Vol 2
- Part 3: Case Study Vol 1: Hotmail
- Part 4: Case Study Vol 2: ILoveBees.com
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Dan Zarrella » Blog Archive » What Makes an Idea Viral Part 3 added these pithy words on Apr 21 06 at 11:54 pm[…] The spread of Microsoft?s Hotmail is one of the most oft-cited examples of intentional, commercial viral marketing. New internet users needed a free and easy way to use email, with very little commitment, Hotmail provided exactly that. And as people used Hotmail to send emails, a little signature line was attached with a link to join Hotmail. I believe there are four major characteristics of successful viral efforts: […]
Dan Zarrella » Blog Archive » What Makes an Idea Viral Part 2 added these pithy words on Apr 21 06 at 11:54 pm[…] Following up on What Makes an Idea Viral Part 1: […]
Dan Zarrella » Blog Archive » What Makes an Idea Viral Part 1 added these pithy words on Apr 21 06 at 11:55 pm[…] Let me start the series off with a two part response to Seth Godin, here’s part 1: […]
Dan Zarrella » Blog Archive » What Makes an Idea Viral Part 4 added these pithy words on Apr 22 06 at 3:46 pm[…] ILoveBees (ILB) was an alternate reality game (ARG) commissioned by Microsoft to increase buzz and awareness of their upcoming Halo 2 game. Like other ARG?s ILB?s Hook was its immersive online experience and the novelty of the imposition of alternate reality on actual reality. ILB players were drawn in by a sense of curiosity to solve a series of mysteries in the game?s plot, but ILB distanced itself from traditional games by blurring the lines between real life and game life (sort of like the Lost, but more aggresive). Because of this juxtaposition the game pervaded its player?s lives and created a social experience. Not only did passer?s by witness the player?s odd behavior in public as they completed various tasks often surrounding pay phones (which are almost always in high traffic areas), but the players were driven by the urge of storytelling. Stories are powerful things and the desire to share them is what gives them their power, ILB created a rich and ever-deepening story that screamed to be passed along. The Payload in the ILB campaign was the brand awareness created by the fact that characters and situations presented in the ARG were from Halo 2 and at the end of ILB (which culminated on the same day as Halo 2?s release date) players were directed to the store to buy a copy of the game. Posted by Administrator Filed in Marketing, Viral […]
Kottke on What Makes an Idea Viral » Dan Zarrella added these pithy words on Aug 08 06 at 4:10 pm[…] The factors that play into the “virality” of an idea, or more specifically a link in this case, is a topic I’ve started to delve into with my What Makes an Idea Viral series. Yesterday, Jason Kottke did a little bit of his own riffing on the Seth Godin post that started my series: Seth hits the nail right on the head with this. When I’m deciding what links to post here, I’m essentially curating ideas, collecting them to “send” to you (and to myself, in a way). And unconsciously, these seven points factor into my decision on what to post here. […]
Coming Soon » Dan Zarrella added these pithy words on Aug 11 06 at 10:35 am[…] Posted by Dan Zarrella Filed in Publishing, Marketing, Search, New Media, Web Dev Related Posts:SEO for BloggersInertia, Friction and Conversion […]
Friction, Inertia and Social Media Optimization » Dan Zarrella added these pithy words on Sep 07 06 at 10:37 am[…] The old what makes an idea viral issues apply here and like other web usability problems they can be broken down into two camps: friction-reduction and inertia-generation. Just like in real world physics any movement towards an action, funnel or goal needs a certain amount of user intrest energy (inertia) to overcome the hassle (friction) associated with completing the tasks needed to accomplish the goal. A huge information squeeze page, with tons of required fields is a lot of friction and unless the user really wants to get at what on the other side of the wall they probably won’t want fill it all out. By pre-selling the destination to the user and making it as easy as possible for them to get to it, you’ll increase the percentage of viewers who do. […]
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