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Web Advertisingâs Birth and Early Childhood as Viewed in the Pages of Advertising Age
Esther Thorson
University of MissouriâColumbia
William D.Wells
University of Minnesota
Shelley Rogers
University of MissouriâColumbia
On October 4, 1993, Advertising Age (Ad Age) inaugurated âINTERACTIVE Media & Marketingâ (a section henceforth referred to as INTERACTIVE), a new department in the popular and influential trade journal. World Wide Web advertising actually began just about the same time, early in 1994 (Briggs & Hollis, 1997). In the subsequent five years, advertising on the web has grown exponentially. Because appearance and disappearance of web advertising sites is common, and because ideas about what the Web will mean to advertising, both as a process and as an industry, come and go almost as quickly as the various sites themselves, Ad Ageâs INTERACTIVE section provides a fascinating chronicle of the beginnings of Web advertising that is perhaps unlikely to be available anywhere else. For that reason, this chapter examines nearly five years of INTERACTIVE, discussing trends in the major issues that any new advertising medium must deal with: effectiveness with its audience, pricing, evaluating cost effectiveness, defining basic measurement units so a common language of web advertising can be developed, linkage with other media, either online or traditional, and so on. We also look at what this material means for academic and industrial researchers who must decide which aspects to invest in first, and what questions must be articulated.
Some Precipitating Stories
Reasons for the creation of INTERACTIVE can be seen in headlines from the weeks that preceded its appearance: âVideo goes 3DO. Games to benefit from newest technologyâ (AA, 1/11/93, 1). âTime Warner hits road running. Ad presentations set for âsuperhighwayââ (AA, 5/24/93, 1). âNBC dials interactive. New service lets viewers call 800-number for more advertiser infoâ (AA, 8/12/93, 1). âMost technology is âbullshitâ says Rosenshine. BBDOâs chairman takes a hard look at ânonsenseâ about agency of futureâ (AA, 9/20/93, 4). âItâs a battle for new media. In the fight to purchase Paramount, contenders weigh interactive impactâ (AA, 9/27/93, 1). The issues covered in these stories all pointed to the importance of âinteractivityâ for advertising, as well as for a variety of other marketing activities.
THE BIRTH
Consistent with the focus on interactivity in general in the precipitating stories, the first few months of INTERACTIVE focused on a variety of different media. The first words from the new department were, âThe interactive digital age has set off a gold rushâŚâ (AA, 10/4/93, 27). That metaphor led to an interview with Vincent Gross, âAT&Tâs project director for interactive TV and multimedia.â He said:
This is a very big sandbox, and I think thereâs going to be a lot of winners. Itâs nothing less than a revolution in the way television is going to workâŚ. (AA, 10/4/93, 27)
The next week featured more predictions. In a speech to a Business Week symposium, Keith Reinhard, CEO of DDB Needham Worldwide, said:
Now we tell the customers what we want them to know. In the age of multimedia, we must tell customers what they want to know.
He followed that with
We must rememberâŚthat advertising messages will be chosen by the customer. This will spell doom for ads that insult intelligence or offend sensibilities. The ads must be not only inviting but irresistible. (AA, 10/11/93, 40)
It is important to note that Reinhard is apparently conceptualizing Internet advertising as appearing in independent sites created by advertisers, rather than as appearing in content web sites such as newspapers and magazines. He is also focusing on the idea that this will be âpullâ advertising, that is, that the consumer will have to go looking for it, rather than having it delivered.
By the end of its first month, INTERACTIVE had printed additional enthusiastic predictions. The most dazzling of the dazzlers came from Gerald Levin, ChairmanâCEO of Time Warner. In describing the âFull Service Network,â he was about to launch in Orlando, he predicted,
Itâs our belief that this technology will alter the way Americans inform, entertain, and educate themselves. This is not some dreamy future. By April 1994, we will hook up our first 4,000 customers. (AA, 10/18/93, 24, 27)
So, the first words were entirely enthusiastic: âThis is going to be a very big sandboxâ; âThis will spell doom for ads that insult intelligence.â âThis will alter the way Americans inform, entertain and educate themselves.â As we shall see when we get to 1998, these predictions, although not true yet of the masses, were clearly true for the large and ever-growing segment of web users.
The Early Naysayers
Not every early voice joined the enthusiastic chorus. An article entitled, âA new kind of sticker shock?â envisioned an era in which âour cable bill, which used to average about $26.00 a month, is now a whopping $135.00.â It wondered how many viewers would write checks for that much in-home entertainment. An article headed, âBut skeptics warn marketers to watch out for rough road aheadâ described an âalmost endless lists of pitfallsâ facing advertisers. The list included,
If the arithmetic doesnât work for advertising on cable in a 30- channel universe, why should it work in a more segmented universe at higher cost?
and âWeâre going to have another consumer revolt, and this one will be about privacyâ (AA, 10/25/93, 24).
Another reported called, âCerritos test shows thereâs more to learn about interactive televisionâ said,
GTE has only 3,000 Main Street subscribers, hardly an enthusiastic response to what is billed as the wave of the future by many media prophets.
It quoted Michael Noll, dean of the Annenberg School of Communication at the University of Southern California, as saying, âPeople donât need it. You pay bills sitting at your table, not on a living room couch,â and it quoted a Cerritos respondent as saying, âRight now I canât say itâs changing my lifestyle. I donât think Iâd miss it if we didnât have itâ (AA, 10/25/93, 20).
Other Interactive Media
Meanwhile, Ad Age was reporting other digital events that would affect interactive marketing and advertising. In the first issue of INTERACTIVE, it described a test by Sega of an all-videogame cable channel (AA, 10/4/93, 28). In the next issue, it described a 16-market tour of âPlanet Bubble Yum,â a virtual reality game (AA, 10/4/93, 30). Later, it mentioned âHollywood Online,â where subscribers to online home computer services could âaccess 15-second video clips, film star biographies, production informationâ and play dates of upcoming movies (AA, 10/11/93, 41). It described QBl, an âinteractive football gameâ where patrons in âmore than 1,300 establishmentsâ could âplay alongâ with the NFL by guessing what quarterbacks would call next (AA, 10/11/93, 41).
In âFrance says âouiâ to interactive kiosk,â Ad Age described an in-store workstation where customers could get odor-profiled by answering lifestyle questions (AA, 1/8/93, 25). Earlier, it had described CD-ROMs where customers could view and buy from Spiegel, Landsâ End, Patagonia, and Neiman-Marcus catalogs (AA, 10/18/93, 26); and, from the beginning, it had noted that home shopping channels with 800-numbers are important players on the interactive stage. All of these interactive marketing innovations would eventually become strategies available within the world of web advertising.
The first half of 1994 continued to see Ad Age focus on a variety of interactive new media, but not the Internet or the World Wide Web. For example, INTERACTIVE reported progress in videogames (AA, 1/10/94, 19); (AA, 3/7/94, 18), kiosks (AA, 1/17/94, 13; AA, 2/21/94, 17), CD-ROMs (AA, 1/19/94, 18; AA, 1/17/94, 14; AA, 3/14/94, 21), and home shopping (AA, 1/17/94, 17; AA, 2/28/94, 19), and it reported impressive forays into interactive media by all the major print and electronic media (AA, 1/10/94, 16; AA, 1/17/94, 16; AA, 2/21/94, 16; AA, 3/7/94, 22; AA, 3/21/94, IM-6). Then, suddenly in May, Ad Age recognized the Internet. In reporting interviews with âreaders and online industry experts,â Ad Age (5/2/94) said,
Surprisingly, there seemed to be no doubts about the commercialization of the Internet, a global network of computers that has long serviced as a haven for academics, researchers and government workers. The Internetâs estimated 10 million to 20 million, mostly well-heeled users are simply too desirable an audience to be passed up by marketers. (p. 23)
Aside from two major errors, this statement turned out to be more than mildly prescient. First, it called academics, researchers, and government workers âmostly well-heeled,â and second, it failed to perceive that probably more
important than reaching an upscale audience was what could be done within the Internet medium itselfâthe incredible creativity and variety in types of information and interaction that would rapidly begin making its appearance!
A second major occurrence, during the spring of 1994, was a speech by Edwin L.Artzt, then Chairman-CEO of Procter & Gamble, to the annual conference of the American Association of Advertising Agencies. Mr. Artzt said,
Our most important advertising mediumâtelevisionâis about to change big timeâŚ. We canât be sure that ad-supported TV programming will have a future. (AA, 5/23/94, 24)
That speech, later called âthe shot heard âround the advertising world,â reverberated for two reasons. First, it startled the advertising industry. When the chairman of a three billion dollar advertiser suggests that ad-supported televisionâand by extension, the ads and the ad revenues and the ad careers that go with itââmight not have a future,â people listen.
Second, it identified the essence of interactive marketing communication. Speaking of contemporary television, where semicaptive audiences watch most of the advertisements most of the time, Mr. Artzt said,
Procter & Gamble, in a given year, has to sell 400 million boxes of Tideâand to do that, we have to reach our consumers over and over throughout the yearâŚ. The only way you can achieve that kind of impact is with broad-reach televisionâŚ. (AA, 5/23/94, 24)
But, in the interactive future,
Itâs going to be harder than ever before just to reach consumers with our advertising, much less reach them with the frequency and regularity we need to build loyalty to our brands. (AA, 5/23/94, 42)
He added,
This is a real threat. These new media suppliers will give consumers what they want and potentially at a price theyâre willing to pay. (AA, 5/23/94, 42)
As it turned out, Proctor & Gamble was already climbing aboard the new media engine, and would attempt to use its marketing clout to determine the direction of that engine, but at this time, Mr. Artzt was worried about a potential shift in power from marketer to customer. As we will see in 1998, however, marketers may have figured out a way to harness the Web, but to use it to continue to deliver advertising messages to customers, just as it does via television.
FAST FORWARDING NINE MONTHSâ1995
In March, 1995, about 18 months after the birth of INTERACTIVE and about nine months after the âshot heard âround the advertising world,â we find that Advertising Age was taking stock. In a twelve-page special section called âThe New Business of New Media,â the trade magazine reported more surprises. The lead article was âBuilding a new industry.â It began,
Interactive media. Skeptics call it the great zero-billion-dollar industry, full of pipe dreams and fancy schemes, overwhelming type and underwhelming results. But that descriptionâŚmisses the mark completely. There are already billions of dollars being madeâŚ.
To get to âbillions of dollarsââ11.1 billion, to be exactâAd Age totaled revenues from eight activities:
See Table
Note the order of magnitude: Videogames on top, interactive TVâthe innovation that was to âalter the way Americans inform, entertain and educate themselvesââin the cellar. For perspective, remember that in 1994, revenues from old-fashioned linear television were about $29 billion (AA, 8/7/95, 13).
THE WEB BECOMES THE DOMINANT INTERACTIVE MEDIUM
In its discussion of this reordered industry, INTERACTIVE featured the World WideWeb. It said,
For marketers, the Web has swiftly emerged as a key new-media platform. By the end of last month, there were more than 2,500 commercial sites on the Web, many of them home to such mainstream brand names as MCI, Reebok, Volvo, and Club Med. In the first two months of this year, Advertising Age ran more stories about the Web than it did in all of 1994. (AA, 3/13/95, S4)
As we are about to see, the movement toward the Web as the dominant medium of interactive advertising was not to slow, but to speed.
âThe New Business of New Media,â also carried full-page advertisements. Silicon Graphics ran a message that highlighted its Netscape home page. It said,
Introducing WebFORCE from Silicon Graphics. Not all Web sites are created equal. The most popular spots artfully combine graphics and text with audio and video. But authoring those kinds of mediarich Web pages has been extremely difficult. And most servers lack the horsepower to handle hundreds of visitors simultaneously.
WebFORCETM systems change all thatâeasily giving you power to author and to swerve the most compelling content on the World Wide Web. See exactly what we mean, once and for all. Stop in at <http://www.sgi.com> or call 1â800â800â7441. (AA, 3/13/95, S11)
In another full-page message, Poppe Tysonâa small company that before the Internet, had specialized in direct response marketingâsaid âSo Not Every Ad Agency in the World is Trying to Look Electronic.â It continued,
Online. Interactive. Multimedia. Whatever you call it, ad agencies are falling all over themselves to get into itâŚ. But for Poppe Tyson, itâs already a proven part of our clientsâ communications portfoliosâŚ. Please visit our web site at <www.poppe.com> or contact Nicholas Buck the traditional way at 415.969.6800. (AA, 3/13/95, S13)
Here, we have a new systems manufacturer and a former direct marketing supplier staking claims to multimedia via traditional linear print. Ads like these would rapidly proliferate, and, as INTERACTIVE came to fill more and more space, its presence was clearly supported by this proliferation.
In the months that followed âThe New Business of New Media,â INTERACTIVE paid even more attention to the Internet. It had already begun âCyberCritique,â a âmonthly review of the latest online marketing effortsâ (AA, 3/6/95, 18). In July, it featured a âWeb Builders Showcaseâ that presented web sites from Convergent Media Systems, Organic Online, Renaissance, Executive Arts and Proximaâamong others. The Proxima site said,
Proxima, Inc., an Internet Services Studio, specializes in the design and development of creative Web sites for corporations and organizations. Proxima has designed and implemented over 50 Web sites in 1995.
From online catalogs that sell your products in a secured environment to creative informational sites, Proxima provides a full lifecycle of Web development services that will make your site an Internet success. So letâs talk! (AA, 9/11/95, 41)
This was thus the beginning of what would become the central focus of INTERACTIVEâadvertising on the Web. Even at this point, however, there were skeptics. In May, 1995, Ad Age ran an opinion piece by John Emmerling, chairman-chief creative officer of Emmerling Post. Emmerling declared,
In this country today there are just two mass âimageâ media. Only TV and magazines given national advertisers the tools they need to quickly extend a pervasive image-building messageâin colorâto tens of millions of average AmericansâŚ
and he concluded,
âŚin the year 2000, new media will remain a nice little boutique reaching a selective group of upscale, educated types. (AA, 5/15/95, 19)
Moreover, as Ad Age itself had often noted, fewer than one third of U.S. households have computers and fewer than half of those machines have decent Internet connections. As we look at the rest of 1995 and INTERACTIVE through early 1998, we find that Mr. Emmerling was apparently listening to the wrong muse.
Skepticism for web advertising probably reached an all-time high later in 1995. Yet, that did not stop advertisers and marketers from speeding onto the information superhighway. Indeed, 64 new web companies made it into Ad Age headlines. The questions being asked became more practical and focused not on whether, but how, will this new medium prove to be a viable and profitable advertising vehicle? Articles in 1995 promised more inventiveness, as marketers and advertisers experimented with ad gimmicks: coupons, scavenger hunts, giveaways, games and recipes. The idea was to create independent company or brand sites and somehow lure consumers to those sites. What we learned by yearâs end was that only a few gimmicks worked, and those that did work sometimes attracted the wrong kind of customer (AA, 06/12/95, 16).
Meanwhile, web advertising could be said to be going through a defining phase. Tracking of usersâ visits to the sites, ...