FEATURE

Audio Branding: Selling With Sound

Edge Staff's picture

By Edge Staff

June 20, 2008

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"It was part primal scream, part desperate plea for attention, as the edgier contender tried to gain on Nintendo's systems."

If you've never played Xbox 360, you probably missed it.


During the final action sequence of Transformers (2007), at precisely two hours, two minutes, and 25 seconds in, gamers are treated to a recognizable image and sound: a newly purchased Xbox 360 with its accompanying audio logo.

The brief product placement lasts no longer than 1.5 seconds, as the popular console transforms on-screen into a hostile robot, after its owner becomes entangled with evil forces, while innocently shopping the streets of Las Vegas.

"I think a lot of Xbox fans got a kick out of it," says Eli Friedman, director of Xbox Global Brand Marketing. "When we learned Transformers was being made into a movie, we jumped at the opportunity to work with Paramount Pictures since much of our core audience also happens to be Transformers fans."

While the appearance of an Xbox 360 is easy to remember, describing its discreet official sound isn't. But just like any good audio logo (think of the three note NBC chime), the sound reinforces the Xbox 360 brand to those familiar with it. It uses identifiable audio to convey a message, remind its fanbase, and often times, increase loyalty and usage as a result.

"When consumers think about Xbox 360, we want them to identify with the brand on multiple sensory levels, since that is what the complete Xbox 360 experience offers," Friedman says. "That said, it was a conscious decision on our part to create an audio logo that you hear whenever you boot-up your Xbox 360 or watch our commercials."

According to Friedman, the 360 audio logo was developed by an outside creative agency to make the second generation Xbox sound more accessible than the "power-focused" original console.

"We specifically wanted a sound that felt simple, open, and inviting," Friedman says. "We knew we needed the audio to feel sleek and innovative, but it also had to have some humanity to it. The 'whoosh' that you hear was something we all felt just worked."

In the end, the Xbox team unanimously agreed, and the rest is history.