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What%Luxury%May%Learn%from%Entertainment
@anninasvensson
Moscow,%April%2nd%2013 #%HUBFORUM
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TOPICS
•Media Consumption & Multi-Screen Activity
•The Gen C - A Game Changing Online Behaviour
•Unleash The Content - Profit from Growth
•Amplify your Brand & User Engagement using Video & Social Media
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PwC | Global entertainment and media outlook: 2012–2016
Media Consumption & Multi-Screen Activity�4
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90%
10%
90% of media consumption is made via a screen 10% via «offline» media, i.e radio, magazines and newspapers
Study Ipsos, Google, Sterling Brands US, Aug 2012
Activities / Leisure Time per Day / ScreenSmartphone 17mins - 54% communication, 33% entertainment
Tablet 30mins - 63% entertainment, 32% communicationPC 39mins - 40% information, 29% keep up to date
Total time spent in front of screen per day of leisure time : 4.4 hours/day
=> The concept of Digital vs Traditional strategy disappears, content and communication will be tailored per channel/intent/activity/location
Media Consumption & Multi-Screen Activity�
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Media Consumption & Multi-Screen Activity�
Engage with the audience where they are and in coherence with what they are
doing
=> Online activity started or ended on another screen than the activity started on
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- Connected- Curators- Creators
18-24 years / CSP+ / Tech Savvy / Digital Natives
Rather than a generation - a lifestyle, paving the way for the mass market
The Gen C - A Game Changing Online Behaviour �
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The Gen C - A Game Changing Online Behaviour �
Gen C - Presence on Social Media (Twitter, Tumblr, Youtube, Facebook)
Source : Pew Research Center March 2013 & Credoc June 2012
Usage indicates increased demand
for content via video and social
media!
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Over Equipped House Holds inc. Youngsters
2 TVs per Household86% Video Console47% Several PCs (vs 32% avg.)54% Smartphone
The Gen C - A Game Changing Online Behaviour �
The multitude of content and screens make it
necessary to engage the user differentlySource : Ipsos Junior Connect, septembre 2012 + CREDOC, juin 2012
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The Gen C - A Game Changing Online Behaviour �
Source Médiametrie January 2013 & Youtube
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•550 million users worldwide
2 Billion + videos watched dailyYoutube is now the second largest search engine after GoogleThe second largest source of online incomes for music right holders (Western Europe)Coverage 18-24 years: 92% Gen C entertainment consumption: 2/3 videos are music, video games or humour
Mobile views now exceed 200M/dayFor every 2nd paid video ad => 1 earned view among Youtube’s top 100 advertisers
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Profit from the Growth in M&E – Unleash your Content �
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Source: PwC | Global entertainment and media outlook: 2012–2016
Profit from the Growth in M&E – Unleash your Content �
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•The digital global entertainment & media industry grew by 28% in 2011, forecasted to represent 37,7% by 2016
•Piracy obliged the entertainment industry to innovate - use their learnings:
•Access, freemium & subscription Models
•Improved User experience & engagement
•Improved technology, devices and ecosystem
•Increased quantity of digital production
•Easy to find, easy to use & share, easy to buy
Source: PwC | Global entertainment and media outlook: 2012–2016
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- Extend offline event to online - The TopShop Case - @London Fashionweek- Digital Savviness - Estée Lauder
- Engagement & Loyalty via Gamification - The Cascada Case by Fanzy- Online meets Offline - The Karl.com Case by Emakina
Amplify Brand & User Engagement via Video, Social & 360°�
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Over 4 million views & 200k shares on Google+, Facebook, Pinterest, Twitter, Instagram, and Tumblr
The Topshop Case - London Fashion Week February 2013 - Broadcast via G+
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The Cascada Case- Gamification via Fanzy - Create Engagement
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Cascada doubled the rate of likes on
Facebook compensating her fans
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The Estée Lauder Case - Online Savvy
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The Karl.com Case - 360° Approach - Offline to Online - Agency Emakina
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Thank%you%!
@anninasvensson
Moscow,%April%2nd%2013 #%HUBFORUM
FORUMCONNECTING DIGITAL INFLUENCERS
MoscowApril 2nd 2013
LE MAGAZINE DES PROFESSIONNELS DU NETFRENCHWEB.FR