the end of tv as we know it & the birth of transmedia

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  • &THE BIRTHOF

    MEDIATRANS

    THE END OF TV AS WE KNOW IT

  • @DougScottOGILVYDOUG SCOTT, PRESIDENT, OGILVYENTERTAINMENT

    @TheMattDohMATT DOHERTY, TRANSMEDIA ARCHITECT, OGILVY

    @OgilvyEnt

    FOLLOW US.

  • PART I.THE END OF TV AS WE KNOW IT

  • LETS GO BACK.WAY

  • RADIO.

  • WHAT WAS THE MESSAGE?

  • WELL...

  • TELEVISION.

  • TELEVISION.

  • INTERACTIVE.

  • STORYTELLING YESTERDAY.

  • STORY

    FIXED LIVING ROOM

    PASSIVE

    YESTERDAY.

  • AND ITS NOTHING NEW.STORIES ARE EVOLVING.

  • THE RECORDING INDUSTRY.

  • THE ARTIST THE LABEL THE ALBUM

  • 8-TRACK CASSETTE CD MP3

  • $0.99

  • 12.5MM

  • 12.5MM 6MM

    THE SINGLE THE ALBUM

  • CHANGED EVERYTHING.DISRUPTIVE INNOVATION

  • IS HAPPENING IN THE TV INDUSTRY TOO.

    AND THIS SAME DISRUPTION...

  • THE TV INDUSTRY.

  • THE MEDIA COMPANY

    THE NETWORK THE CHANNEL

  • TV SERIES HULU iTUNES

  • CHANGED EVERYTHING.DISRUPTIVE INNOVATION.AGAIN.

  • AND STORY IS WHAT HOLDS EVERYTHING TOGETHER.

  • SO WHAT DOES THIS MEAN FOR ENTERTAINMENT TODAY?

  • STORY

    FIXED LIVING ROOM

    PASSIVE

    YESTERDAY TODAY

    THE SECOND SCREEN

  • YOU SAY SECOND SCREEN.

  • I SAY FIRST

  • ANYWHERE

    ACTIVE

    STORYDATA

    THE 1ST SCREEN

    TODAY.

  • BUT ONE THING IS THE SAME...

  • FIXED LIVING ROOM

    PASSIVE

    YESTERDAY

    ANYWHERE

    ACTIVE

    DATA

    THE 1ST SCREEN

    TODAY

    STORY STORY

  • FIXED LIVING ROOM

    PASSIVE

    YESTERDAY

    ACTIVE

    DATA

    THE 1ST SCREEN

    TODAY

    STORY STORY

    ANYWHERE

  • FIXED LIVING ROOM

    PASSIVE

    YESTERDAY

    ACTIVE

    DATA

    THE 1ST SCREEN

    TODAY

    STORY STORYSTORY STORY

    ANYWHERE

  • Pi

    GOLDEN RATIOSTORY

    CONWAYS

    CHAITINS

    http://en.wikipedia.org/wiki/Mathematical_constant#Chaitin.27s_constant_.CE.A9http://en.wikipedia.org/wiki/Mathematical_constant#Chaitin.27s_constant_.CE.A9

  • Y = MX + B

  • A UDIENCE

  • A = TORY

  • A = + TELLING

  • A = + IGITALD

  • DIGITAL IS THE VARIABLETHAT CAN...

  • STATIC

    MESSAGE

    CONTENT

    AUDIENCEPASSIVE

    INFORMATIVE

  • MESSAGE

    CONTENT

    AUDIENCE

    DYNAMIC

    PATICIPATORY

    INTERACTIVE

  • DIGITAL IS ONLINE + OFFLINE.

  • DIGITAL IS SHAPING AUDIENCE BEHAVIOR.

  • AUDIENCE BEHAVIOR IS SHAPING DIGITAL.

    DIGITAL IS SHAPING AUDIENCE BEHAVIOR.

  • DIGITAL UNLOCKS THE POTENTIAL TO ENTERTAIN & EMPOWER THE CONSUMER.

  • TABLETSBy 2013, the number of U.S. tablet users is expected to reach 99MM1

    1. eMarketer 2. Microsoft Advertising 3. Ericsson Consumer Lab 4. comScore

  • MULTI-SCREEN 33MM2 American consumers regularly engage with multiple screens simultaneously

    1. eMarketer 2. Microsoft Advertising 3. Ericsson Consumer Lab 4. comScore

  • SOCIAL 40%3 of consumers use social media while watching TV

    1. eMarketer 2. Microsoft Advertising 3. Ericsson Consumer Lab 4. comScore

  • GAMING68MM4 mobile users are playing games on their mobile and tablet devices

    1. eMarketer 2. Microsoft Advertising 3. Ericsson Consumer Lab 4. comScore

  • AND DIGITAL IS CHALLENGING OUR INDUSTRY IN WAYS WE NEVER EVEN IMAGINED.

  • ENTERTAINMENT IS IN ASTATE OF FLUX

  • THE NEW REALITY FOR ENTERTAINMENT.

  • NETWORK TVTHE TRADITIONAL NETWORK MODEL IS BECOMING EXTINCT, DIGITAL IS DISINTERMEDIATING THE BUSINESS MODEL

    CONSUMERSARE THE NEW CHANNEL FOR ALL TYPES OF CONTENT

    PRODUCERSNEED TO PRODUCE A WORLD FOR THE CONTENT TO LIVE IN PARTLY DUE TO...

    CONSUMERSARE THE NEW CHANNEL FOR ALL TYPES OF CONTENT

    PRODUCERSNEED TO PRODUCE A WORLD FOR THE CONTENT TO LIVE IN PARTLY DUE TO...

  • THERES AN AUTHORSHIP .CRISIS

  • CONSUMERS AREIN CONTROL

  • ASAUDIENCE CHARACTERSASCHARACTERS AUDIENCE

  • DUAL-CONTENT

    INDIVIDUAL

    COMMUNAL

  • YEAH, WHATS COMING UP NEXT PRETTY MUCH SUMS IT ALL UP.

  • THEOPPORTUNITY

  • PART II.THE BIRTH OF TRANSMEDIA

  • WHAT IS IT?

  • TRANSMEDIA STORYTELLING.

  • CONTEXTUALIZED CONTENT

  • THE NEW ECONOMIC DRIVER

  • NO SCIENCE TO TRANSMEDIA

  • ITS A MINDSET

  • A WAY TO RETHINKOUR STORIES

  • THE MINDSET IN A NUTSHELLA STORYWORLD, NOT A STORYLINE

    MULTI-PLATFORM NOT CROSS-PLATFORM

    BLURRING ONLINE/OFFLINE THROUGH DIGITAL

    PARTICIPATORY EXPERIENCES

    BUILT-IN GAME MECHANICS

    AUDIENCE DRIVEN NARRATIVE

    NEW WAYS TO DISTRIBUTE STORIES

  • MOVEMENTCAMPAIGN COMPETITION

  • NARRATIVEDESIGN

    CULTURALTRUTH

    GAMEMECHANICS

  • CULTURAL TRUTH IDENTIFYING THE STORYS BEST SELF CREATING TENSION WITH & WITHIN CONTENT UNDERSTANDING AUDIENCES ACCEPTANCE

    NARRATIVE DESIGN BLENDING NARRATIVE TYPES ROLE OF STORY ELEMENTS INTERLINK, INTERTWINE STORIES BUILDING IN PARTICIPATION

    GAME MECHANICS NOT GAMIFICATION, USING GAME MECH PLAY = STORY COLLABORATION + COMPETITION REWARDING EXPERIENCES

  • CULTURALTRUTH

    GAMEMECHANICS

    NARRATIVEDESIGN

  • CULTURALTRUTH

    GAMEMECHANICS

    NARRATIVEDESIGN

    THE CONSTANTTRANSMEDIA

    ORY T S

    O RYTS

  • OUR VARIABLESSCREEN APPROACH

    MULTI SCREENCOHERENCE

    SYNCHRONIZATIONCOMPLEMENTARITY

    SIMULTANEITY

    STORY ELEMENTSLINEAR

    NON-LINEARARG

    MYTH-BUILDINGOBJECTS/ARTIFACTS

    CHARACTERS

    CAMPAIGN TACTICSTV SPOTS/CINEMA

    PRINTRADIO

    PRDIRECT

    OOH

    ROLE OF AUDIENCEPERSONALIZEDCUSTOMIZED

    OPEN-DIALOGUELEAN-FORWARD

    PARTICIPATION LEVEL

    DISTRIBUTIONCROSS-CHANNEL

    ON-DEMANDOPEND-SOURCED

    PAIDOWNEREARNED

    OFFLINERETAIL

    LIVE EVENTSTHE LIVING ROOM

    MERCHANDISEROLE OF ONLINE

    GAMIFYINGROLE-PLAYING

    TURNSTIME

    PUZZLESCATCH-UP

    VICTORY/LOSS

    ONLINESOCIALMOBILE

    ECOMMERCEDATA

    ROLE OF OFFLINE

  • TRANSMEDIA

    O RYTS

    CULTURALTRUTH

    GAMEMECHANICS

    NARRATIVEDESIGN

    ORY T S

    THE VARIABLES

  • CULTURALTRUTH

    GAMEMECHANICS

    NARRATIVEDESIGN

    CAMPAIGN TACTICS

    ROLE OF AUDIENCE

    OFFLINESCREEN APPROACH

    DISTRI-BUTION ONLINE

    GAMIFYINGSTORY

    ELEMENTS

    TRANSMEDIA

    ORY T S

    O RYTS

  • CULTURALTRUTH

    GAMEMECHANICS

    NARRATIVEDESIGN

    CAMPAIGN TACTICS

    ROLE OF AUDIENCE

    OFFLINESCREEN APPROACH

    DISTRI-BUTION ONLINE

    GAMIFYINGSTORY

    ELEMENTS

    TRANSMEDIA

    ORY T S

    O RYTS

  • BRANDS SHOULD BE THINKING...HOW TO CONTEXTUALIZE THEMSELVES

    MESH MEDIA TO INVITE THE CONSUMER INTO THE EXPERIENCE

    CREATE ENTERTAINMENT VIA CO-CREATION OR ORIGINAL PRODUCTION

    BUILD CULTURAL EQUITY

    PROVIDE UTILITY

    FACILITATE AUDIENCE DRIVEN NARRATIVES

    HAVE OWNERSHIP OF CONTENT

  • PREDICTIONS

  • THE TRADITIONAL MEDIA MODEL

    WILL NO LONGER EXIST

  • THERE WILL BE A PRICING MODEL

    BUILT ON AUDIENCE

    ENGAGEMENT

  • PREMIUM CONTENT WILL BE PUSHED TO BRANDED

    APPLICATIONS RESIDING ACROSS ALL PERSONALIZED

    CONSUMER SCREENS

  • WE WILL SEE THE RISE OF MICRO CONTENT...

  • ...WHICH WILL BE EMBEDDED WITHIN VIDEO

    AND ACCESSIBLE TO CONSUMERS FOR A MICRO-COST

  • UTILITY WILL REIGN ON THE VALUE CHAIN

  • ITS NOT ABOUT THE SECOND...

  • ITS ABOUT THE INSTANT

  • PORTALS TO IMMERSIVE STORYWORLDS WILL QUESTIONWHAT IS REAL...

  • WE WILL SEE CONTENT SHAPED BY THE POWER OF HUMAN ALGORITHMS

  • OUR INTERACTIONSWILL BEBRANDED

  • CREATIVE BOUNDARIES WILL PUSH TECH-PLOITATION

  • TELLING IS OUR VARIABLE.STORY IS OUR CONSTANT.

  • ENABLED BY DISRUPTIVE INNOVATION, PROVIDING US WITH A NEW SET OF CREATIVE TOOLS.

  • AND THE FIRST SCREEN PROVIDES A PARTICIPATORY EXPERIENCE THAT BECOMES A PART OF US ALL.

  • RU A STORY?

    OR A TELLER?

  • @DougScottOGILVYDOUG SCOTT, PRESIDENT, OGILVYENTERTAINMENT

    @TheMattDohMATT DOHERTY, TRANSMEDIA ARCHITECT, OGILVY

    @OgilvyEnt

    TELL US.

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