Wiley Facebook Marketing: An Hour a Day 978-0-470-56964-1 Manuel D’Utilisation

Codes de produits
978-0-470-56964-1
Page de 22
2
c
h
a
p
t
e
r
 1
:
 
In
t
e
r
n
e
t M
a
r
k
e
t
In
g 1
9
8
5
2
0
1
0
 
■ 
  
Online Services v1
three major competitors—Prodigy, CompuServe, and america Online (aOL)—
evolved over the following few years. all three took online services to an entirely 
different level with improved user interfaces made possible by advances in computer 
hardware and operating systems. Some of the first real-time online services were made 
available via Prodigy in the early 1990s—news, sports scores, weather, and so on. It 
was the primary way I kept up with my favorite baseball team, the Chicago Cubs, for 
a few seasons. Prodigy also offered premium content from the Mobil travel guide and 
Zagat’s restaurant ratings, to name a few. But perhaps most important, Prodigy had 
very well-integrated message board and e-mail services that allowed people to meet, 
discover similar interests, and communicate with one another. these were the “killer 
apps” behind the growth of the Internet in the early 1990s. they were, in effect, the 
first generation of modern social networks. Figure 1.2 is a screen shot of the Prodigy 
login screen, which may be familiar to those of you who used the service many years ago.
Figure 1.2   Prodigy login screen
While Prodigy, CompuServe, and aOL were pioneers in the online services busi-
ness, none of them were particularly interesting channels for e-commerce or Internet 
marketing. Most notable was Prodigy’s classified ad experiment with USA Today
whereby Prodigy offered advertisers the opportunity to reach parts of the Prodigy 
user base for as little as $60/month for an approximately 250-character text advertise-
ment. Prodigy also made screen space available to advertisers through “teasers,” or 
what would be viewed today as banner advertising, at the bottom of each screen. If a 
consumer was interested in the advertisement, they could click the advertisement to 
The Humble Beginnings of Social Marketing
We all enjoy life through a series of defining experiences with friends and loved ones 
in our social circles: people who attend the same school, live on the same street, work 
in the same company, or root for the same team. the jeans they wear, the phones they 
use, and the brands they favor to some extent encourage us to think positively or nega-
tively about ourselves and others. they’re consumers just like us, and they shape our 
thoughts and opinions in profound ways that we rarely notice.
all of us have been pitched products in advertising from memorable spokes-
people: Spuds Mckenzie, Joe Isuzu, the lonely Maytag repair guy, Max Headroom, 
Charlie the Sunkist tuna, the California raisins, to name just a few. We remember 
catchy phrases and sayings like “Just Say no,” “Where’s the Beef?” “kibbles and Bits 
and Bits and Bits,” “Calgon, take Me away!” and “We thank you for your support.” 
We respond to their honesty, their humor, and their brute force and take on their mar-
keting messages by making subtle, subconscious changes to how we live, what we con-
sume, and what we think.
For years, experiences were lived largely “offline.” Our interactions have been in 
person, in front of a television, or through headphones. But times are different. Internet 
technologies and social media have enhanced our online experiences. We enjoy inter-
activity, video, audio, and pictures just as much from computer screens as from offline 
experiences. We want to learn, share, and interact from the comfort of our computers 
and mobile devices more than ever.
For me, it started when my parents bought a Commodore 64 in 1984 along with  
a 300 baud modem. Connecting to other users in the “online world” was a novel concept 
at the time—it was 1985 after all! But we wanted to experience the future firsthand. 
Our first taste of social computing was on a service called Quantum Link (Figure 1.1). 
Q-Link was one of the very first online services that combined electronic mail, public 
file sharing, and games. It was fascinating. to play games, I didn’t need to get per-
mission from my parents to invite people over. I could do it from the comfort of my 
own bedroom and at any time of the day or night. the only problem was the pesky 
usage fees. Mom and Dad didn’t seem too excited about a big bill for “plus” services. 
nonetheless, I got my first taste of social computing on Q-Link.
Figure 1.1   Quantum Link home page
569641c01.indd   2
3/22/10   3:37:52 PM