digitalmediachannels_digitalworkshop_14sep10

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Destination Marketing Digital Workshop 8 September 2010 Singapore Tourism Board

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trends and case studies for digital workshop covering:SearchSocial MediaOnline VideoGamingMobile

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Page 1: Digitalmediachannels_digitalworkshop_14sep10

Destination MarketingDigital Workshop

8 September 2010

Singapore Tourism Board

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Digital Media Channels

Search

Social Media

Online Video

Mobile

Gaming

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Search

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Searching for ‘whatever, whenever’ is now the global norm

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Google Voice

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Google Goggles

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Yahoo: Handwriting Search

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Up until recently the expected search output has been links to documents and websites

Social and video content results (output) offer new opportunities for brand to create visibility

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YouTube: Video Search

2nd largest search engine

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Facebook: Social Search

620m searches/mth

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Twitter: Real-time Search

Search queries per monthGoogle: 88 billion(Twitter: 19 billion)Yahoo: 9.4 billionBing: 4.1 billion

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YouTube Live: Real-Time streaming

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• From ‘traditional’ inputs and search results

• To a wide variety of input methods

• And huge spectrum of output

Definition of Search has evolved

Capture intent (purchase pathway)

Deliver based on context & relevancy

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Spezify: Social Search

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Twines: Semantic Search

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Wolfram Alpha: Computational Search

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Global Market Share

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Need to meet them at the point of intent

Implications

Capture intent (purchase pathway)

Deliver based on context & relevancy

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Converse Domaination

http://vimeo.com/8254341

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1. They zoned in on what is most relevant with their audience (beyond their brand)

2. They created experiences/products that directly met those needs

3. They continued a highly relevant brand engagement (embedding brand in relevance)

Lessons

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How are we currently relevant to our audience when they are searching for information?- Who are they?- What are they doing and where?

- thinking of travelling- when planning

Questions

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Social Media

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Old Spice

http://www.youtube.com/watch?v=e66XKxT8yDY

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1. Branding exercise built on great agency-client relationship

2. Huge initial momentum generated by fantastic, traditional ad content and big traditional media spend

3. Continuing the momentum with more ad content4. Fan interaction and even more content5. Generates huge search visibility and interest6. Then shut it down after 3 days

Lessons

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Dissection

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What would you do with this fan base now?How would you continue the engagement and

keep buying the product?What if they all started losing interest in the

brand?How would you make the most out of their

inputs?

Question:

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Best Buy: Maintaining a community

http://www.youtube.com/watch?v=-rTzIAWI4Ms (-2.50)

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Dissection

Gleaning information from customers

“Dream Support”

Differentiation: Highlight experience stories

Transparency and trust

Hundreds of employees on twitter, informal policy

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Online Video

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The growth of online video

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2,000,000,000 views a day

24 hrs of video uploaded every min

2nd largest search engine in the world

3rd most popular website in the world

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Why?

Content Providers

Consumer Technology

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Content Providers

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Technology: Convergence Phase 1

Set-top boxes, game

consoles

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Technology: Convergence Phase 2

Internet-connected

TVs

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Technology: Demand

570%

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Consumer

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Consumer

50%

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Implications

If people can choose what and when they want to watch

brand owners need to demonstrate much more sensitivity when approaching these platforms

How do advertisers insert themselves while not being seen as intrusive?

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Break.com

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Break.com

Well-defined demographic target (18-34yo men) Branded websites that cater to niches within the target demo Expertise in producing, licensing and distributing content Leverage this content expertise with its ad network muscle

Reach of 100 million men worldwide a month fifth-largest video advertising network in the U.S 38th-largest web property in the U.S

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Break.com

“We’ve created a vertically integrated machine that’s self-sufficient in the sense that we can produce content, monetize it and distribute it”

—Keith Richman, CEO, Break Media

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2,900,000 views from 2 websites (break and youtube)

• Fantastic understanding of target audience built up over time (3 years)• Leverage on brands benefit to this audience

(humor/relationships with girls)• Fine balance between production and distribution (before

assessing the feasibility and desired response of a campaign)• Brand engagement becomes natural extension of

recreational browsing behaviour

Lessons

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• What kind of videos can we create for our audience?

• How do we ensure that they remain relevant?

Questions

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Break.com

http://www.battleofthecheetos.com/

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Gaming

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Evolution of games

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Evolution of games

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Types of games

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Social Gaming

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Future of Gaming

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Future of Gaming

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• http://g4tv.com/videos/44277/DICE-2010-Design-Outside-the-Box-Presentation/

• Games creeping into reality (17.29-23.00) • (26.15)

Future of Gaming

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Lessons- We are only at the beginning of how brands,

technology and consumers are coming together, adjusting then coming closer

- Gaming beyond entertainment but as a long term retention/loyalty/rewards program

Social Gaming

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Mobile

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Mobile

http://www.youtube.com/watch?v=ZfX_ZQag1BM

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Mobile

http://www.youtube.com/watch?v=FScddkTMlTc

(1.40)

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• What kind of experience are we aiming to communicate/build for visitors?

• What role do we have in enhancing their experience of Singapore using their mobile?

Questions

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Social as a process

As part of campaign strat

Understanding of audience

Production/Distribution

Game design

Retention Strategies

Building the relationship for future

Relevance and benefitDigital Media Channels

Search

Social Media

Online Video

Mobile

Gaming