SlideShare una empresa de Scribd logo
1 de 72
worlds collide when
3
 
marketers consumers
viewers
viewers
viewers consumers
viewers consumers
viewers consumers participants
“ Self expression is the new entertainment”
25% of search queries for top 20 brands are links to user-generated content
1 platform for positive  expression
print OOH mobile place experi- ential PR audio/ video online direct your marketing plan
print OOH mobile place experi- ential PR audio/ video online direct your marketing plan
print OOH mobile place experi- ential PR audio/ video online direct your marketing plan
print OOH mobile place experi- ential PR audio/ video online direct your marketing plan
print OOH mobile place experi- ential PR audio/ video online direct your marketing plan
print OOH mobile place experi- ential PR audio/ video online direct @#&%!?!?
 
2 evaluate against  your brand objectives
 
interruptions suck
participation rules interruptions suck
3 entertain, don’t interrupt
worlds collide when
 
 
 
 
 
 
 
identity  activities  goals
the digital world makes real life more meaningful
real life makes the digital world  more meaningful
real  digital
millennials live almost exclusively in the space between these spheres
we need to acknowledge the overlap between real and digital life
MTV strategy Much
value participants viewers volume traditional measurement super fans then now rethink product development for participation & influence
participatory proprietary building and contributing to virtual environments brand platform platform brand identity activities real  digital goals Brand Objectives Audience Benefit Platform/s
Much MTV strategy two mobile projects with digital environments
 
Much MTV strategy I want my MTV Social
 
MTV Social is co-viewing app  built for the “digital couch”
Source: Forrester Research Inc., Q2 2010 N. America Benchmark Survey, Canada, Adults 18+ Canadian Smartphone app usage: Games, Social Networking top the list
86% of mobile internet users watch TV with their mobile devices
Of that, 40% are social networking, 33% using apps, and more than  half are texting
identity activities goals real  digital conceptualizing the MTV Social Co-viewing App
conceptualizing the MTV Social Co-viewing App Brand Objectives Platform/s Audience Benefit identity activities goals real  digital
proprietary Brand Objectives Audience Benefit identity activities goals real  digital MTV Ecosystem Twitter/Facebook Easy, Hosted, Super Fans conceptualizing the MTV Social Co-viewing App Platform/s
 
Much MTV strategy Degrassi Mobile Game
 
identity activities goals real  digital conceptualizing the Degrassi Mobile Game
identity activities goals real  digital Brand Objectives Audience Benefit conceptualizing the Degrassi Mobile Game Platform/s
proprietary Brand Objectives Audience Benefit identity activities goals real  digital $$$ Community Apps/Social Media Involvement in Story conceptualizing the Degrassi Mobile Game Platform/s
for the first time, fans can enroll at Degrassi
for the first time, fans can enroll at Degrassi
for the first time, fans can enroll at Degrassi
for the first time, fans can enroll at Degrassi
for the first time, fans can enroll at Degrassi
episode-based story game “ choose your own conversation”
episode-based story game “ choose your own conversation”
episode-based story game “ choose your own conversation”
acknowledge character traits, manage relationships
social currency translated into Degrassi points
and of course, goof off around campus
and of course, goof off around campus
 
thanks

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"Understanding Youth" Conference 2011: When Worlds Collide by Chris Unwin

Notas del editor

  1. It was acceptable for a few to dictate products, services, and marketing to many (“Tail wagging the dog”) It’s their brand and we are accountable to them in real time
  2. It was acceptable for a few to dictate products, services, and marketing to many (“Tail wagging the dog”) It’s their brand and we are accountable to them in real time
  3. It was acceptable for a few to dictate products, services, and marketing to many (“Tail wagging the dog”) It’s their brand and we are accountable to them in real time
  4. It was acceptable for a few to dictate products, services, and marketing to many (“Tail wagging the dog”) It’s their brand and we are accountable to them in real time
  5. It was acceptable for a few to dictate products, services, and marketing to many (“Tail wagging the dog”) It’s their brand and we are accountable to them in real time
  6. It was acceptable for a few to dictate products, services, and marketing to many (“Tail wagging the dog”) It’s their brand and we are accountable to them in real time
  7. Expected to understand and leverage countless channels New channels/platforms being added to the list seemingly every day
  8. Expected to understand and leverage countless channels New channels/platforms being added to the list seemingly every day
  9. Expected to understand and leverage countless channels New channels/platforms being added to the list seemingly every day
  10. Expected to understand and leverage countless channels New channels/platforms being added to the list seemingly every day
  11. Expected to understand and leverage countless channels New channels/platforms being added to the list seemingly every day
  12. Mash up of technological advance, hyper-branded world, and our attempt to make sense of it as avatars in the landscape Appropriate that Eboy has been so popular both with consumers, and doing commissioned pieces for brands Great image to depict a collision – of real world and digital world Gamification of everyday life
  13. Mainstream culture joins virtual world Digital infrastructure integral to future of city planning Foursquare and others add gaming/virtual layer to everyday life Friends, strangers, brands engage in a landscape that isn’t quite real, isn’t quite virtual
  14. Mainstream culture joins virtual world Digital infrastructure integral to future of city planning Foursquare and others add gaming/virtual layer to everyday life Friends, strangers, brands engage in a landscape that isn’t quite real, isn’t quite virtual
  15. Mainstream culture joins virtual world Digital infrastructure integral to future of city planning Foursquare and others add gaming/virtual layer to everyday life Friends, strangers, brands engage in a landscape that isn’t quite real, isn’t quite virtual
  16. Mainstream culture joins virtual world Digital infrastructure integral to future of city planning Foursquare and others add gaming/virtual layer to everyday life Friends, strangers, brands engage in a landscape that isn’t quite real, isn’t quite virtual
  17. Mainstream culture joins virtual world Digital infrastructure integral to future of city planning Foursquare and others add gaming/virtual layer to everyday life Friends, strangers, brands engage in a landscape that isn’t quite real, isn’t quite virtual
  18. Communication, Education, Entertainment, all increasingly taking place online Not one destination – now it’s mobile – web connectivity will come to all products Impact on Friendship, Family, Community – and on us as individuals/self-perception Opportunity for brands to have a much more intimate/involved relationship with consumer
  19. Unites strangers and communities around the globe Unlocks crowd-sourced human potential Game theory and escapism - Farmville
  20. Brings flesh and brick to the world of digital - authenticity
  21. 12-34 demo is hardwired to participate (Over 25% of users ages 18-24 are interested in having more social features integrated into their TV) Renewed excitement around appointment viewing/live tv – 4,064 tweets per second at last SuperBowl Harnesses chats from across social web; brings it back to our platform. Creates culture of “mini-celebs” with Much MTV fan community.
  22. 12-34 demo is hardwired to participate (Over 25% of users ages 18-24 are interested in having more social features integrated into their TV) Renewed excitement around appointment viewing/live tv – 4,064 tweets per second at last SuperBowl Harnesses chats from across social web; brings it back to our platform. Creates culture of “mini-celebs” with Much MTV fan community.
  23. 12-34 demo is hardwired to participate (Over 25% of users ages 18-24 are interested in having more social features integrated into their TV) Renewed excitement around appointment viewing/live tv – 4,064 tweets per second at last SuperBowl Harnesses chats from across social web; brings it back to our platform. Creates culture of “mini-celebs” with Much MTV fan community.