Showing posts with label Ned Russell. Show all posts
Showing posts with label Ned Russell. Show all posts

Today's "Snapshot" in USA Today

>> Thursday, March 10, 2011


Everyone is familiar with the little graphs that appear on the front page of every section of USA Today.

Well, this morning's paper had a chart from our very own 2011 Wellness Survey that we fielded with the Time Inc. books. While this exposure is not significant in itself, the fact that we're being sourced as a information base for cultural and attitudinal changes in something like USA Today is exactly what we mean when we say our company will be a thought-leader in Wellness. You should expect that you'll be seeing our name (and our people) sourced for a lot more this year and beyond.

Take a look at our little "snapshot" from today's paper. . .

~Ned

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DiGiDAY Live Streaming

>> Wednesday, February 23, 2011

Join our Managing Director, Ned Russell at the DiGiDAY: On Media Conference as he participates in a panel discussion about Creativity in Digital Advertising (And The Lack Of It). Live streaming is available below, and you can also participate on twitter by following the hashtag #DIGIDAY.

Watch live streaming video from digiday at livestream.com

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Creativity in Digital Advertising

>> Friday, February 18, 2011

Technology has changed the game for advertisers, giving them new media, formats, and means of making their brand known to a desired audience. Next Wednesday (February 23rd), our Managing Director, Ned Russell will join a panel of other advertising professionals to discuss what's working (and what isn't) at the DIGIDAY: On Media conference in Los Angeles.

While we have a few ideas in mind, we want to know what you think: what digital advertising ideas really caught your attention this year? Which campaigns really broke through and delivered against the bottom line? Anything that failed miserably but has a few key take-aways that we can learn from?

Please use the comments below to share your ideas, or you can send suggestions via twitter at @saatchiwellness

For more information about Ned's panel, you can visit the DIGIDAY conference website at: http://www.digidayonmedia.com/Agenda/

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Learning By Video Game

>> Wednesday, November 18, 2009


You might remember the Woody Allen line from 'Sleepers' where he says "Everything my mother told me is 'good for me' is actually bad for me: milk, sun, red meat, college. . ." Today could it be that the reverse has come true: that something that's been the scorn of parents for 25 years -- video games -- could be good for you?

I'm not talking about how Grand Theft Auto is the secret to higher SAT scores. But I recently had an experience that led me to question conventional wisdom about video games and their future role in how children learn.

My two young boys are die-hard Beatles fans and spent last summer anticipating the release of Beatles rock band. We hadn't owned a rock band game -- the boys had learned to play courtesy of their Uncle Kelsey, our own closet Ozzie -- but knowing the basics, they were already primed when the 6 year-old's birthday came three weeks after the game's release.

And they became Beatles. At least in their own sweet heads. Playing on stage with the Fab Four at the Cavern Club, in Shea Stadium, at Abbey Road. They (and their friends) have been mesmerized by the experience of the game and the sense that they are creating the music right alongside the real Beatles.

But then a funny thing happened. Like a lot of parents, before we ever thought of Rock Band we bought a piano (and two guitars, and a drum set) to try to encourage our own little musicians to blossom. Not our efforts, nor the thousands of dollars we've probably paid to instructors over the years, made any real impact -- but Beatles Rock Band did. Both boys now sit and doodle at the piano, or will now and then pick up and strum a real guitar. Lessons are still required, but now the desire is firmly there.

I read that when the Beatles were contemplating developing their version of Rock Band, this was their very premise: Rock Band wasn't a game, but a modern day tool that would bring the joy of music to an age that mostly knows pop tarts (the Brittany Spears/Shakira kind) or what they hear on the radio (which is basically the same stuff that was being played on radio when PacMan was first released). The Beatles were right again. Talk in the language of your audience, and you'll be surprised how deeply you can affect them.

Now all we need is the video game that makes that course on Beowolf enjoyable and we're good to go. Be well.

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