the end of tv as we know it & the birth of transmedia
TRANSCRIPT
-
&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.
Blank PageBlank Page