outtake_tvnz breakfast series_transmedia storytelling
TRANSCRIPT
OUTTAKE | TVNZ Breakfast Series | Transmedia Storytelling | Amie Mills 1
29 April 2015
Transmedia Storytelling Amie Mills | Senior Digital Producer | TVNZ Blacksand
LINK TO SLIDES
It’s a fascinating time to be working in the TV/Digital space, as the way we’re
watching and engaging with TV/video content is changing so rapidly.
Accenture recently released a Connected Consumer report that revealed
87% of individuals are watching TV with devices within arm’s reach1, and
there have never been more opportunities in terms of technology, devices,
platforms, and Internet access to connect people with our content. The part
that we’re particularly interested in at TVNZ is the insight we can glean
around where and when people are watching to make our content as
relevant as possible for them.
Definitions. Always useful. I’ve been guilty of using these terms
interchangeably so I thought it would be useful to cover off the differences
between them. In this space, we understand multi-media as one singular
story told using multiple media forms (photos, video, audio etc.), published
on one platform. Cross-media or multi-platform is when you tell a singular
story across multiple platforms, and where the story isn’t significantly altered
from one platform to the next. When we’re talking about transmedia, we’re
starting to use terms like story world, where you have many stories told using
multiple media forms, across many different channels and platforms … and
how that content lives and breathes is uniquely tailored to the platform
you’re viewing it on. 1 Accenture Report | Digital Video and the Connected Consumer | Link | p2
OUTTAKE | TVNZ Breakfast Series | Transmedia Storytelling | Amie Mills 2
Marvel is arguably the best example of this. It’s a 7 billion dollar industry
(that’s just box office!2) and as a consumer there are myriad, dispersed entry
points by which you can discover that content and engage in the Marvel
story world; including comic books, fan fiction, movies, television, games etc.
On each platform that the content lives, the narrative is extended, not simply
adapted or transplanted.
Last year there was a wonderful Transmedia Masterclass held at Unitech run
by Jeff Gomez - who is considered one of the reigning Godfathers of
transmedia. His company, Starlight Runner, is responsible for some of the
biggest transmedia executions in the entertainment industry (including Men
In Black, Pirates of the Caribbean, Coca-Cola’s Happiness Factory and more).
He argues that over the past five years or so, as transmedia has grown more
sophisticated in its application, it’s increasingly differentiating itself not just in
terms of the well-planned use of multiple media platforms to tell a story,
but also in regards to creating architecture for dialogue where fans are
given the agency and space to have a degree of ownership over their
experience of the content. I find this the most creatively exciting and
frightening aspect of the work, as it means you have to relinquish the reigns
(to some degree) around how your content is consumed in the real world.
Each of the four case studies I’ll talk through fits one of the following four
categories – which are by no means exhaustive in terms of transmedia but all
four seem to me to be interesting growth areas for broadcasters. The
Channel 4 project fits into the digitally hard-wired box, where digital
tech/products sit at the very heart of the content creation. Dual-screen
2 Marvel Cinematic Universe Hits $7 Billion At Worldwide Box Office | Link
OUTTAKE | TVNZ Breakfast Series | Transmedia Storytelling | Amie Mills 3
meshing is the Network Ten example, and it’s when consumers are asked to
actively engage with the content on TV using their second screen
simultaneously. Bridging campaigns are most commonly used to generate
excitement around the launch of the next season of a show, or (with the daily
soaps) to sustain audience interest whilst the show is on hiatus each year.
Platform extensions are not about meshing simultaneously with the show
but instead extend the content on to different platforms and encourage
viewers to engage with it after they’ve watched it on-air – thus building a
360° brand/platform approach beyond the linear TV show.
Channel 4 released a six-part observational documentary series last year
called The Secret Life of Students. The series followed the trials and
tribulations of six freshers in their first year at Leicester University. The idea
itself isn’t hugely groundbreaking but the way digital technology is used to
create the content is. The creators of the show identified that this generation,
more than any other in history has grown up digitally native, and that as a
consequence, current students’ lives are phenomenally impacted by the
advent of personal devices and social media.
To address this, Channel 4 invested in a piece of technology called the
Digital Rig (D:Rig), which allows contributors to share their digital
communications with the show’s production team. The system comprises
customised mobile phones, which send data back to a secure central server
in near real time. A team of researchers and producers then processes that
data, and use it to inform the crew on the ground to shape what and how
they’re filming. This is woven into the fabric of the show’s final edit.
Secret Life of Students - Segment
OUTTAKE | TVNZ Breakfast Series | Transmedia Storytelling | Amie Mills 4
Channel 4 are now rolling this product out across multiple shows and think it
has the potential to radically alter the way these shows are made3. When I
first read about it, I was vaguely horrified but the more I’ve seen of the show
and the more I’ve read about the ethics processes, and the approach to
working with the students, it’s felt respectful rather than repulsive. It feels like
an entirely new and valid narrative voice that would otherwise have gone
unheard.
The dual-screen meshing case study is a Network Ten example in Australia,
and it’s one of the most exciting transmedia projects I’ve come across in
recent years. It aired last year and was a collaboration between Network Ten
and Hoodlum Productions, featuring our very own Martin Henderson.
Secrets & Lies – Launch Promo
The show was designed at the outset as a completely immersive, dual-screen
experience that synced the live TV event with the social TV app Beamly. As
users sat down to watch the show, they pulled out their phone, opened the
app; it synced immediately, and would serve the viewer extended content at
specific moments throughout the episode. For example, as you watched on
TV there would be a scene where the police were just about to raid a
character’s house and your phone would light up to let you know a clue was
about to land. Then on your phone, you would see an exclusive piece of
short-form video showing that character stashing drugs as the police closed
in. This is something you would never see if you only ever interacted with the
linear TV broadcast. Another example was a character caught out in a
3 Q&A with Dimitri Doganis | Link
OUTTAKE | TVNZ Breakfast Series | Transmedia Storytelling | Amie Mills 5
hushed, inaudible phone conversation on TV, and on the app you could
listen to the phone conversation in full. This split-platform storytelling was
intricately done to ensure that it never alienated linear TV viewers from the
full story experience, but for those following along with the app, it gave them
richer, more complex insight into the characters and the narrative.
From a viewer perspective, the digital, dual-screen aspect felt intrinsically
woven into the viewing experience, not as an afterthought. In so doing, it
made the viewer an active participant in the drama. It was defined as an
‘unmissable’ TV event by former media journalist for Mumbrella, Colin
Delaney. I think it’s fair to assume it’s a rare piece of television content that
fits the bill for this type of transmedia execution but it’s an enormously
exciting space to play in if you have the story to back it up.
Which brings us to one of our best-loved shows … this bridging campaign
was actually the first project I worked on when I joined TVNZ and it was a
phenomenal eye-opener in terms of the level of viewer engagement (or just
genuine fan-crazy) there is in this country around Shortland Street. This
campaign went on to win Gold PROMAX Awards for Best Integrated
Campaign here and in Australia, and a Global Excellence PROMAX Award in
New York for Best Interactive Application up against Comedy Central and a
Hannibal dual-screen app.
One of the greatest aspects of this project was the epic cliff hanger storyline
that SPP had worked up, which saw a cluster of Shorty’s most loved
characters holed up at Chris Warner’s bach for Christmas, and a deranged
character with a hero complex who set a bomb beneath the bach, intending
to diffuse it (and save the day) but instead got waylaid and everything went
OUTTAKE | TVNZ Breakfast Series | Transmedia Storytelling | Amie Mills 6
up in a burning inferno … including six characters. A 90” finale promo went
to air as soon as the finale episode ended, which set up the mystery of who
might have died in the explosion. This was followed directly afterwards with a
promo to encourage people to engage with the digital campaign.
Shortland Street Clues – Digital CTA Promo
SPP were wonderful and agreed to let us reveal the names of four survivors
over the five weeks that the show was off-air, so we created a transmedia
clue hunt, anchored around a responsive website, which released a daily clue
at midnight that teased out the dramatic storyline. We had so much fun
doing it and fans (in their thousands) were literally waiting up until midnight
each night to get the next clue. Some of the clues were purposefully obscure
– i.e. where we’d record a phone call between two characters, reverse it and
obscure the audio so it was inaudible … all with the intention of releasing the
cleaned-up, ‘reveal’ version the next day. Invariably, within an hour, someone
would have extracted the audio, uploaded it to an audio software program,
cleaned it up, flipped it, transcribed it and posted it in the comments section
on the website. Once we understood the extent and level of commitment
fans felt towards the clue hunt, it made our job more interesting to make the
content live up to their expectations. We had to be extremely nimble and
alter content and clues on the fly to be reactive and responsive.
We saw fantastic engagement figures across the 34 days of the campaign,
with an average of over 17,000 visits to the site per day and an average of
4.5 minutes per visit spent exploring and commenting on the clues.
OUTTAKE | TVNZ Breakfast Series | Transmedia Storytelling | Amie Mills 7
The 2014 return episode was the highest rating premiere in over a
decade with a 53.5% audience share
Over 3 million page views
602,030 visits to the site
An average of 5 pages viewed per visit
6,840,900 total reach (organic/paid) on Facebook
3,085,400 clicks on Facebook clue posts
107,583 total likes on Facebook
313,336 views of YouTube clues
11,723 comments on the site
Shortland Street Clues – Case Study
The Holden integration in the clue hunt was another notable aspect, and
we’ve built on it for future Shortland Street projects because it worked so
well. Holden and Ogilvy were planning a campaign that would align
Shortland Street characters/demographics with their vehicle range. Their
campaign would launch just as our ended so when we met with them to tell
them about the clue hunt, it meant they could take that into consideration
creatively when planning their idea, and we could provide opportunities for
integration. Holden featured in four of the clues, ranging from subtle product
placement to overt integration, such as the second-to-last clue, which had
fans clicking through to a teaser Holden, Shortland Street Car Park site to
search through a virtual vehicle to find that day’s clue.
It was the second most trafficked day to our site across the campaign and
one of the most loved clues by fans. We had wondered initially if there might
be push back or cynicism from fans around overt branding but it was the
OUTTAKE | TVNZ Breakfast Series | Transmedia Storytelling | Amie Mills 8
opposite. So that was insightful in terms of understanding that as long as the
commercial integration stays true to the story world and doesn’t detract from
the user experience, then consumers are far more tolerant and commercially
savvy than we might sometimes give them credit for.
Which brings us to the platform extension case study, Our First Home,
which launched this year on TV ONE. It is a world-first reality show format
created by Eyeworks, which sees three family teams (made up of parents,
their child and their child’s partner) face the challenges of the NZ property
market and the graft it takes for the younger generation to get into their first
home. The parents put their equity on the line to buy a ‘do-up’, and the
family team then lives together for 10 weeks whilst they renovate, and
eventually sell the house at auction. The team with the highest profit margin
at auction wins $100k, and all teams use the profit they make at auction to
help with the younger couple's deposit on their own first home.
Our First Home – Launch Promo
Our Media Solutions team led by Lyndsey Francis built up Our First Home as
a 360° content brand, and as one part of that content offering, we designed
a native iOS/Android game (with a browser-based version) that took the
show’s story world into the virtual space4.
To inform this gaming approach, we looked at player demographics in NZ
(females make up 47% of gamers, of parents who play games, 90% play with
their children, the average age of video game players is 33 years5) and we
took on board insight from a recent Colmar Brunton AdReaction survey that 4 TVNZ Blacksand worked with InGame to build the game. 5 Digital New Zealand Report, CONVERGENCE: Game Tech in New Zealand Households. Source.
OUTTAKE | TVNZ Breakfast Series | Transmedia Storytelling | Amie Mills 9
argued one of the biggest multiscreen opportunities is not necessarily,
“simultaneous connections between screens, but rather ensuring a presence
across screens to build multiple touch points and amplify content.”6
The premise and format of the game mirrors the show. Players have two
gameplay modes: The Property Market mode where you can renovate
houses with specific target buyers in mind and then take those houses to
auction to get maximum points, which get transferred to My Home when the
auction is complete. The My Home mode lets players renovate and decorate
houses in any way they like. This is the ‘sandbox’ level, where players can
personalise their home renovations however they desire.
Our First Home – Game Promo
One of the key outtakes for us on this project was how crucial TV was in
driving uptake of the game. You can see in the graph that those red spikes
are Sun, Mon, Tue activity peaks whilst the show is on-air. We found that
players were playing the game between 1930 - 2030 when the show was on-
air, with slightly higher activity happening at the end of each episode from
2015-2045 towards the end of the episode when the game promo and pop
ups would appear.
The three top-tier show partners (BNZ, Fly Buys and Toyota) were woven into
the game, each with a distinct approach depending on their objectives. BNZ
featured with contextual in-game pop-ups showing their in-show talent, Tash
Paora, providing financial guidance as players were making financially-
motivated gameplay decisions - reflecting BNZ’s ‘Be good with money’
6 TV still No 1 as brands home in on multiscreen sweet spot | Link
OUTTAKE | TVNZ Breakfast Series | Transmedia Storytelling | Amie Mills 10
messaging. As players bought items from the game store, they would be
rewarded with virtual Fly Buys points (not real ones), that would allow them
access to exclusive items in the game store (that could only be bought with
virutal points), mirroring Fly Buys ‘earn and burn’ points approach to their
real-world product. Toyota featured in the game when players had to match
the right Toyota vehicle with the house target buyer profiles, reflecting
Toyota’s core messaging around finding a Toyota that’s “right for you”.
Our First Home – Game Video
The families’ renovated floor plans unlocked in the game when they were
released on-air, which meant we could invite viewers to have a go at
renovating the families’ homes themselves, and one of the key ways we
invited them to do this was via contextual on-air pop ups. So for instance, if
there was a pivotal moment in show when The Wardlaw Family didn’t finish
their master bedroom, we featured a pop-up inviting players to finish it
themselves. These pop-ups displayed towards the end of each episode in
order to maximise our ‘extension’ approach that encouraged viewers to
migrate from TV to online once the episide had finished and further engage
with Our First Home.
Our First Home – On-air Pop Up
The results have been remarkable:
26,045 downloads
619,370 screen views
76% returning users (85% in the final five weeks of the show)
27m session duration
OUTTAKE | TVNZ Breakfast Series | Transmedia Storytelling | Amie Mills 11
#2 simulation game and #2 strategy game in the Apple App Store in
the first month of launch.
A final outtake to end on here is that these projects start and end with the
story. Whenever we look to define a transmedia approach to our content, we
never start with the digital platform, we start with the story. That’s what
makes the work so rich and diverse because that story could be anything
from an obs doc series, to a murder mystery thriller, to a reality cooking show
… so we start with the heart of the story and work outwards from there.