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What%Luxury%May%Learn%from%Entertainment
                         @anninasvensson




Moscow,%April%2nd%2013                     #%HUBFORUM
TOPICS

               •Media Consumption & Multi-
                Screen Activity

               •The Gen C - A Game Changing
                Online Behaviour

               •Unleash The Content - Profit from
                Growth

               •Amplify your Brand & User
                Engagement using Video & Social
                Media




!!#HUBFORUM                                    3
PwC | Global entertainment and media outlook: 2012–2016




              Media Consumption & Multi-Screen Activity
!!#HUBFORUM                                                                                 4
Media Consumption & Multi-Screen Activity

                                             90% of media consumption is made via a screen
                                      10% via «offline» media, i.e radio, magazines and newspapers
              90%

                     10%                      Activities / Leisure Time per Day / Screen
                                       Smartphone 17mins - 54% communication, 33% entertainment
                                         Tablet 30mins - 63% entertainment, 32% communication
                                            PC 39mins - 40% information, 29% keep up to date

                               Total time spent in front of screen per day of leisure time : 4.4 hours/day


                    => The concept of Digital vs Traditional strategy disappears, content and
                      communication will be tailored per channel/intent/activity/location

                    Study Ipsos, Google, Sterling Brands US, Aug 2012




!!#HUBFORUM                                                                                                  5
Media Consumption & Multi-Screen Activity




               => Online activity started
              or ended on another screen
              than the activity started on

                                                              Engage with the
                                                            audience where they
                                                            are and in coherence
                                                             with what they are
                                                                   doing




!!#HUBFORUM                                                                        6
The Gen C - A Game Changing Online Behaviour


                                    - Connected
                                     - Curators
                                     - Creators

                       18-24 years / CSP+ / Tech Savvy / Digital
                                        Natives
                    Rather than a generation - a lifestyle, paving the
                               way for the mass market




!!#HUBFORUM                                                              7
The Gen C - A Game Changing Online Behaviour




                                                                                     Usage indicates
                                                                                   increased demand
                                                                                     for content via
                                                                                    video and social
                                                                                          media!
              Gen C - Presence on Social Media (Twitter, Tumblr, Youtube, Facebook)



                                                                  Source : Pew Research Center March
                                                                  2013 & Credoc June 2012



!!#HUBFORUM                                                                                            8
The Gen C - A Game Changing Online Behaviour




                                                                  Over Equipped House Holds inc. Youngsters

                                                                  2 TVs per Household
                                                                  86% Video Console
                                                                  47% Several PCs (vs 32% avg.)
                                                                  54% Smartphone
                                                                                            The multitude of content
                                                                                              and screens make it
                                                                                            necessary to engage the
              Source : Ipsos Junior Connect, septembre 2012 + CREDOC, juin 2012
                                                                                                user differently


!!#HUBFORUM                                                                                                            9
The Gen C - A Game Changing Online Behaviour




              •550 million users worldwide
              2 Billion + videos watched daily
              Youtube is now the second largest search engine after Google
              The second largest source of online incomes for music right holders (Western Europe)
              Coverage 18-24 years: 92%
              Gen C entertainment consumption: 2/3 videos are music, video
               games or humour
              Mobile views now exceed 200M/day
              For every 2nd paid video ad => 1 earned view among Youtube’s top 100 advertisers


              Source Médiametrie January 2013 & Youtube




!!#HUBFORUM                                                                                          10
Profit from the Growth in M&E – Unleash your Content


!!#HUBFORUM                                                         11
Profit from the Growth in M&E – Unleash your Content


              •The digital global entertainment & media industry grew by 28% in 2011, forecasted to
                represent 37,7% by 2016

              •Piracy obliged the entertainment industry to innovate - use their learnings:
              •Access, freemium & subscription Models
              •Improved User experience & engagement
              •Improved technology, devices and ecosystem
              •Increased quantity of digital production
              •Easy to find, easy to use & share, easy to buy
               Source: PwC | Global entertainment and media outlook: 2012–2016



!!#HUBFORUM                                                                                           12
Amplify Brand & User Engagement via Video, Social & 360°


         - Extend offline event to online - The TopShop Case - @London Fashionweek
                              - Digital Savviness - Estée Lauder
            - Engagement & Loyalty via Gamification - The Cascada Case by Fanzy
                   - Online meets Offline - The Karl.com Case by Emakina




!!#HUBFORUM                                                                         13
The Topshop Case - London Fashion Week February 2013 - Broadcast via G+




     Over 4 million views & 200k shares on Google+, Facebook, Pinterest, Twitter, Instagram, and Tumblr


!!#HUBFORUM                                                                                           14
The Cascada Case- Gamification via Fanzy - Create Engagement




                                                                       Cascada doubled the
                                                                          rate of likes on
                                                                      Facebook compensating
                                                                              her fans


!!#HUBFORUM                                                                                   15
The Estée Lauder Case - Online Savvy




!!#HUBFORUM                                 16
The Karl.com Case - 360° Approach - Offline to Online - Agency Emakina




!!#HUBFORUM                                                                 17
!!#HUBFORUM   18
Thank%you%!
                         @anninasvensson




Moscow,%April%2nd%2013                     #%HUBFORUM
FORUM
                                                                               Moscow
                                                                         April 2nd 2013
CONNECTING DIGITAL INFLUENCERS




                                 FRENCHWEB.FR
                                 LE MAGAZINE DES PROFESSIONNELS DU NET

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Annina Svensson - What Luxury May Learn from Entertainment - HUBFORUM MOSCOW 2013

  • 1. What%Luxury%May%Learn%from%Entertainment @anninasvensson Moscow,%April%2nd%2013 #%HUBFORUM
  • 2. TOPICS •Media Consumption & Multi- Screen Activity •The Gen C - A Game Changing Online Behaviour •Unleash The Content - Profit from Growth •Amplify your Brand & User Engagement using Video & Social Media !!#HUBFORUM 3
  • 3. PwC | Global entertainment and media outlook: 2012–2016 Media Consumption & Multi-Screen Activity !!#HUBFORUM 4
  • 4. Media Consumption & Multi-Screen Activity 90% of media consumption is made via a screen 10% via «offline» media, i.e radio, magazines and newspapers 90% 10% Activities / Leisure Time per Day / Screen Smartphone 17mins - 54% communication, 33% entertainment Tablet 30mins - 63% entertainment, 32% communication PC 39mins - 40% information, 29% keep up to date Total time spent in front of screen per day of leisure time : 4.4 hours/day => The concept of Digital vs Traditional strategy disappears, content and communication will be tailored per channel/intent/activity/location Study Ipsos, Google, Sterling Brands US, Aug 2012 !!#HUBFORUM 5
  • 5. Media Consumption & Multi-Screen Activity => Online activity started or ended on another screen than the activity started on Engage with the audience where they are and in coherence with what they are doing !!#HUBFORUM 6
  • 6. The Gen C - A Game Changing Online Behaviour - Connected - Curators - Creators 18-24 years / CSP+ / Tech Savvy / Digital Natives Rather than a generation - a lifestyle, paving the way for the mass market !!#HUBFORUM 7
  • 7. The Gen C - A Game Changing Online Behaviour Usage indicates increased demand for content via video and social media! Gen C - Presence on Social Media (Twitter, Tumblr, Youtube, Facebook) Source : Pew Research Center March 2013 & Credoc June 2012 !!#HUBFORUM 8
  • 8. The Gen C - A Game Changing Online Behaviour Over Equipped House Holds inc. Youngsters 2 TVs per Household 86% Video Console 47% Several PCs (vs 32% avg.) 54% Smartphone The multitude of content and screens make it necessary to engage the Source : Ipsos Junior Connect, septembre 2012 + CREDOC, juin 2012 user differently !!#HUBFORUM 9
  • 9. The Gen C - A Game Changing Online Behaviour •550 million users worldwide 2 Billion + videos watched daily Youtube is now the second largest search engine after Google The second largest source of online incomes for music right holders (Western Europe) Coverage 18-24 years: 92% Gen C entertainment consumption: 2/3 videos are music, video games or humour Mobile views now exceed 200M/day For every 2nd paid video ad => 1 earned view among Youtube’s top 100 advertisers Source Médiametrie January 2013 & Youtube !!#HUBFORUM 10
  • 10. Profit from the Growth in M&E – Unleash your Content !!#HUBFORUM 11
  • 11. Profit from the Growth in M&E – Unleash your Content •The digital global entertainment & media industry grew by 28% in 2011, forecasted to represent 37,7% by 2016 •Piracy obliged the entertainment industry to innovate - use their learnings: •Access, freemium & subscription Models •Improved User experience & engagement •Improved technology, devices and ecosystem •Increased quantity of digital production •Easy to find, easy to use & share, easy to buy Source: PwC | Global entertainment and media outlook: 2012–2016 !!#HUBFORUM 12
  • 12. Amplify Brand & User Engagement via Video, Social & 360° - Extend offline event to online - The TopShop Case - @London Fashionweek - Digital Savviness - Estée Lauder - Engagement & Loyalty via Gamification - The Cascada Case by Fanzy - Online meets Offline - The Karl.com Case by Emakina !!#HUBFORUM 13
  • 13. The Topshop Case - London Fashion Week February 2013 - Broadcast via G+ Over 4 million views & 200k shares on Google+, Facebook, Pinterest, Twitter, Instagram, and Tumblr !!#HUBFORUM 14
  • 14. The Cascada Case- Gamification via Fanzy - Create Engagement Cascada doubled the rate of likes on Facebook compensating her fans !!#HUBFORUM 15
  • 15. The Estée Lauder Case - Online Savvy !!#HUBFORUM 16
  • 16. The Karl.com Case - 360° Approach - Offline to Online - Agency Emakina !!#HUBFORUM 17
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