dynamic publishing, transmedia & the construct of good_gs.pptx

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Deck of my keynote at Innotech/eMarketing Summit in PDX. A bunch of new material on publishing...

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Keynote for InnoTech | Portland, OR

Presented  by  Gunther  Sonnenfeld      05.06.2010  

Companies no longer own brands. People do. People have become media. Brands have become publishers. Agencies have become curators.

Media companies are the facilitators.

Our relationship to media.

©  Gunther  Sonnenfeld  &  Adam  Goldberg  2009  

The >>>PULL market is creating new service layer

BUNDLING in which publishers, networks and content portals are being forced into T-R-A-N-S-I-T-I-O-N as consolidated yet unacquainted entities, who retain different or conflicting agendas and most often operate against the tide of INVENTORY and

DEMAND.

©  Gunther  Sonnenfeld  &  Adam  Goldberg  2009  

Our relationship to content.

“It’s not information overload (we suffer from), it’s filter failure.”

- Clay Shirky

Let’s be perfectly clear about one thing: Media isn’t fragmented. Content is.

Source:  Columbia  University,  School  of  Media  Studies  

Source:  Columbia  University,  School  of  Media  Studies  

Why we “brand” content.

“An  interes*ng  problem  (we  face)  —  some  marketers  aren’t  interested  in  storytelling.  Most  storytellers  aren’t  interested  in  marke*ng.”    

-­‐  Ivan  Askwith,  Director  of  Strategy,  Big  Spaceship  

Yet storytelling is the very fiber of why we exist. And further, why we make purchases.

Stories give us something to believe in, before and after a purchase is made.

Or, when we simply can’t.

Our relationship to technology.

PEOPLE are loyal to INFORMATION, not places or_ destinations.

DISRUPTION:

The often successful attempt to grab A-T-T-E-N-T-I-O-N.

Disruptive technologies have the ability to harvest users, but many times lack the ability to keep them engaged.

Part of that is a human issue. The other part is the need to bundle paid media and follow inventory demand [or the lack thereof].

ADAPTATION:

The ongoing effort to move with markets & behaviors.

Adaptive technologies not only have the ability to harvest users, but empower their consumptive & shareable behaviors, as well as bridge the gaps between the two.

Adaptive platforms look beyond designations such as “2.0” and “3.0”, and focus on cultural value, as well as earned media.

The Great Technology Paradigm…

©  Gunther  Sonnenfeld  2009  

Our relationship to each other.

This all tells us that, clearly, we need to change behavior,

not just drive it.

But first, we must get real about what our data tells us.

So, (for example), we know that online video ad spends are on the rise…

We also know that video is a better way to activate purchase intent…

However, most of this content is created by labels, studios and publishers.

And guess what? Search has become a social practice. It’s literally converging. Which means that all this “Hi-Fi” content on

offer has less and less value.

$   .00  The average CPM on YouTube. Two years ago, it was as high as $15 to $20 per.

What does this tell us?

PEOPLE are more valuable than INVENTORY. Just as the tagline suggests.

How ironic.

… doesn’t care where content comes from. … doesn’t want to be told where to consume it. … doesn’t need to know why it matters.

...

The

… is older than you think, AND…

PAID  

EARNED  

OWNED  

[GAP]  

[GAP]  

VALUE  CREATION  

(It’s all about bridging the gaps…)

The larger takeaway is that media can no longer determine its own value. But we can.

The importance of storytelling.

Mindshift: great content is borne out of platforms and experiences, not just campaigns or ad-like objects.

IDEAS  and  messages,  like  content,  can  come  from  

ANYWHERE.  The  key  to  their  

ADOPTION  is  in  WHAT  THEY  actually  DO,  or,  what  they  SUGGEST  they  can  do,  rather  than  just  what  they  SAY.    

By productizing stories. (as opposed to just creating stories out of, or for, products).

Mindshare: captures the imagination of consumers as people and members of culture; media then adapts or assimilates to their behaviors, passions and desires.

‘STORYMAKING’ VERSUS ‘STORYTELLING’

STORYMAKING INVOLVES THE ACTIVATION OF LEGACY, AND THE BIRTH OF AN IDEA.

STORYTELLING INVOLVES THE INTERPRETATION OF THAT LEGACY WITHIN THE CONTEXT OF EXPERIENCE.

WHAT

TRANSMEDIA IS AND CAN BE…!

“Transmedia  stories  are  those  which  ‘unfold  across  mul*ple  media  plaRorms  with  each  new  text  making  a  dis*nc*ve  and  valuable  contribu*on  to  the  whole.’”                                                                                                                                                                                                                                                  -­‐Henry  Jenkins,  Father  of  Transmedia,  Director  of  the  MIT  ComparaMve  Studies  Program  

"There  are  short  stories  and  mul*-­‐volume  epics;  transmedia  narra*ve  is  a  way  of  conveying  messages,  themes,  and  stories  -­‐-­‐  a  tool  or  methodology  if  you  will.  We  try  to  dis*nguish  transmedia  narra*ve  implementa*on  from  standard  terminology  such  as  adver*sing  campaigns,  although  the  two  can  co-­‐exist  or  overlap."                                                                                                                                                                                        -­‐  Jeff  Gomez,  Transmedia  Pioneer,  CEO  of  Starlight  Runner  Entertainment    

INTEGRATED MEDIA VERSUS TRANSMEDIA

INTEGRATED  (linear)  

TRANSMEDIA  (non-­‐linear)  

narra*ve  

channel  

<  campaign/promoMon  >  

campaign/promoMon    campaign/promoMon     campaign/promoMon     campaign/promoMon     campaign/promoMon     campaign/promoMon    

REDEFINING THE PLANNING ""PROCESS!

©  Gunther  Sonnenfeld  2009  

©  Gunther  Sonnenfeld  2009  

What  if  we  no  longer  had  to  look  at  media  ini*a*ves  as  separate  from  

BUSINESS  SOLUTIONS?  Or  be[er  yet,  separate  

from  NEW  BUSINESSES?  

©  Gunther  Sonnenfeld  2009  

A new breed of storymaker & content curator .

The new power of the individual (via one’s social graph).

In case you didn’t get the memo, PEOPLE now have the ability to create their own MESSAGES.

(Fathom that…)

Value co-creation.

Clearly, good content just isn’t good enough anymore.

**This  secMon  co-­‐created  with  ScoU  Walker,  Principle  of  Brain  Candy,  LLC**  

Copyright is an artificial boundary between creator and consumer.

Copyright  

Creators  

Consumers  

Creators  /  Consumers  

Consumption

Usage

Produsage

(Passive)

(Active)

(Creative)  

Produsage:  “the  collaboraMve  and  conMnuous  building  and  extending  of  exisMng  content  in  pursuit  of  further  improvement.”  

Alex  Bruns  author,  researcher  (Blogs,  Wikipedia,  Second  Life  and  Beyond,  2008)  

PRODUSAGE MODEL

Value creation comes from personalized experiences, not products or product-based transactions.

o  The individual consumer is at the heart of the experience

o  Companies can no longer control/own all of the resources necessary to provide personalized experiences

C.K.  Prahalad  and  M.S.  Krishnan  The  New  Age  of  InnovaMon,  2008  

CO-CREATING VALUE

“Customers  play  an  acMve  role  in  co-­‐creaMng  value.”    

Better Awesome

C.K.  Prahalad  and  M.S.  Krishnan  The  New  Age  of  InnovaMon,  2008  

Creator   Consumer  

Co-­‐Creator  

Co-­‐Creator  

Co-­‐Creator  

Co-­‐Creator  

Content  

Traditional Model o  Serial o  Monologue o  Product-based o  Passive

Collaborative Model o  Parallel o  Dialogue o  Experience-based o  Active

Experiences  

TRADITIONAL vs. COLLABORATIVE ENTERTAINMENT

Engagement   InteracMon   ParMcipaMon   CollaboraMon   ContribuMon  

Value  Co-­‐CreaMon  

Collaborative entertainment is more than just interacting with content.

It’s remixing content, creating new experiences, and sharing them with others.

Then baking the commerce elements into a social context.

Value  ConsumpMon  

Source:  Tony  Deifell’s  “The  Big  Thaw”  

Socializing commerce.

Great experiences obviate the intent to purchase. Purchasing product is a state of mind. Purchases happen through sharing, NOT selling.

A recent social experiment… (storymaking development)

CAUSE  

CONTENT  

SERVICE  

EXPERIENCE  

PRODUCT  

story  

story  

story  

story  

1.  Contextualize 2.  Narrate 3.  Productize 4.  Deliver

h\p://www.youtube.com/watch?v=Tmf0ugQrDFk    

UBIQUID.US

“Content isn’t king, it’s now a Republic.”   - Faris Yakob, Chief Innovation Officer, MDC Partners

THANK YOU FOR

PARTICIPATING. (let’s make this happen…)

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