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The End of TV as We Know It & The Birth of Transmedia

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  1. 1. THE END OF TV AS WE KNOW IT &THE BIRTHOF TRANS MEDIA
  2. 2. FOLLOW US.@DougScottOGILVY @OgilvyEntDOUG SCOTT, PRESIDENT, OGILVYENTERTAINMENT@TheMattDohMATT DOHERTY, TRANSMEDIA ARCHITECT, OGILVY
  3. 3. PART I.THE END OF TV AS WE KNOW IT
  4. 4. LETS GO WAY BACK.
  5. 5. RADIO.
  6. 6. WHAT WAS THE MESSAGE?
  7. 7. WELL...
  8. 8. TELEVISION.
  9. 9. TELEVISION.
  10. 10. INTERACTIVE.
  11. 11. STORYTELLING YESTERDAY.
  12. 12. STORYYESTERDAY. PASSIVE FIXED LIVING ROOM
  13. 13. STORIES ARE EVOLVING.AND ITS NOTHING NEW.
  14. 14. THE RECORDING INDUSTRY.
  15. 15. THE ARTIST THE LABEL THE ALBUM
  16. 16. 8-TRACK CASSETTE CD MP3
  17. 17. $0.99
  18. 18. 12.5MM
  19. 19. 12.5MM6MMTHE SINGLE THE ALBUM
  20. 20. DISRUPTIVE INNOVATIONCHANGED EVERYTHING.
  21. 21. AND THIS SAME DISRUPTION...IS HAPPENING IN THETV INDUSTRY TOO.
  22. 22. THE TV INDUSTRY.
  23. 23. THE MEDIA THE NETWORK THE CHANNELCOMPANY
  24. 24. TV SERIES HULU iTUNES
  25. 25. AGAIN.DISRUPTIVE INNOVATION.CHANGED EVERYTHING.
  26. 26. AND STORY IS WHAT HOLDSEVERYTHING TOGETHER.
  27. 27. SO WHAT DOES THIS MEAN FORENTERTAINMENT TODAY?
  28. 28. YESTERDAY TODAY STORYTHE SECOND SCREENPASSIVEFIXED LIVING ROOM
  29. 29. YOU SAY SECOND SCREEN.
  30. 30. I SAY FIRST
  31. 31. STORYTODAY. DATA THE 1ST SCREEN ACTIVEANYWHERE
  32. 32. BUT ONE THING IS THE SAME...
  33. 33. YESTERDAY TODAY STORYSTORYDATATHE 1STSCREENPASSIVE ACTIVEFIXED LIVING ROOMANYWHERE
  34. 34. YESTERDAY TODAY STORYSTORYDATATHE 1STSCREENPASSIVE ACTIVEFIXED LIVING ROOMANYWHERE
  35. 35. YESTERDAY TODAYSTORY STORYDATA STORYSTORYTHE 1STSCREENPASSIVE ACTIVEFIXED LIVING ROOMANYWHERE
  36. 36. CHAITINS CONWAYS Pi GOLDEN STORY RATIO
  37. 37. Y = MX + B
  38. 38. AUDIENCE
  39. 39. A = TORY
  40. 40. A= + TELLING
  41. 41. A= + DIGITAL
  42. 42. DIGITAL IS THE VARIABLETHAT CAN...
  43. 43. STATIC CONTENTPASSIVE AUDIENCEINFORMATIVE MESSAGE
  44. 44. DYNAMIC CONTENTPATICIPATORY AUDIENCEINTERACTIVE MESSAGE
  45. 45. DIGITAL IS ONLINE + OFFLINE.
  46. 46. DIGITAL IS SHAPING AUDIENCEBEHAVIOR.
  47. 47. DIGITAL IS SHAPING AUDIENCEBEHAVIOR. AUDIENCE BEHAVIORIS SHAPING DIGITAL.
  48. 48. DIGITAL UNLOCKS THEPOTENTIAL TO ENTERTAIN &EMPOWER THE CONSUMER.
  49. 49. TABLETSBy 2013, the number ofU.S. tablet users isexpected to reach99MM11. eMarketer 2. Microsoft Advertising 3. Ericsson Consumer Lab 4. comScore
  50. 50. MULTI-SCREEN33MM 2 Americanconsumers regularlyengage with multiplescreens simultaneously1. eMarketer 2. Microsoft Advertising 3. Ericsson Consumer Lab 4. comScore
  51. 51. SOCIAL40%3 of consumers usesocial media whilewatching TV 1. eMarketer 2. Microsoft Advertising 3. Ericsson Consumer Lab 4. comScore
  52. 52. GAMING68MM 4 mobile usersare playing games ontheir mobile andtablet devices1. eMarketer 2. Microsoft Advertising 3. Ericsson Consumer Lab 4. comScore
  53. 53. AND DIGITAL IS CHALLENGINGOUR INDUSTRY IN WAYS WENEVER EVEN IMAGINED.
  54. 54. ENTERTAINMENT ISIN ASTATE OFFLUX
  55. 55. THE NEW REALITY FORENTERTAINMENT.
  56. 56. NETWORK TVTHE TRADITIONAL NETWORK MODEL IS BECOMING EXTINCT,DIGITAL IS DISINTERMEDIATING THE BUSINESS MODELCONSUMERS FOR ALL TYPES OF CONTENTARE THE NEW CHANNELPRODUCERSWORLD FOR THE CONTENT TO LIVE INNEED TO PRODUCE APARTLY DUE TO...
  57. 57. THERES AN AUTHORSHIP CRISIS .
  58. 58. CONSUMERS AREIN CONTROL
  59. 59. AUDIENCE AS CHARACTERSCHARACTERS AS AUDIENCE
  60. 60. INDIVIDUALDUAL-CONTENTCOMMUNAL
  61. 61. YEAH, WHATS COMING UP NEXTPRETTY MUCH SUMS IT ALL UP.
  62. 62. THEOPPORTUNITY
  63. 63. PART II.THE BIRTH OF TRANSMEDIA
  64. 64. WHAT IS IT?
  65. 65. TRANSMEDIA STORYTELLING.
  66. 66. CONTEXTUALIZED CONTENT
  67. 67. THE NEWECONOMIC DRIVER
  68. 68. NO SCIENCE TO TRANSMEDIA
  69. 69. ITS A MINDSET
  70. 70. A WAY TO RETHINKOUR STORIES
  71. 71. THE MINDSET IN A NUTSHELL A 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
  72. 72. CAMPAIGN COMPETITION MOVEMENT
  73. 73. CULTURAL GAMENARRATIVE TRUTH MECHANICSDESIGN
  74. 74. CULTURAL TRUTH IDENTIFYING THE STORYS BEST SELF CREATING TENSION WITH & WITHIN CONTENT UNDERSTANDING AUDIENCES ACCEPTANCEGAME MECHANICSNARRATIVE DESIGN NOT GAMIFICATION, USING GAME MECH BLENDINGNARRATIVE TYPES PLAY = STORY ROLE OF STORY ELEMENTS COLLABORATION + COMPETITION INTERLINK, INTERTWINE STORIES REWARDING EXPERIENCES BUILDING IN PARTICIPATION
  75. 75. CULTURAL TRUTHGAME NARRATIVEMECHANICS DESIGN
  76. 76. CULTURAL TRUTH THE CONSTANT S T O RY TRANS MEDIA S T O RYGAMENARRATIVEMECHANICSDESIGN
  77. 77. OUR VARIABLESSCREEN APPROACH GAMIFYING CAMPAIGN TACTICS DISTRIBUTIONMULTI SCREENROLE-PLAYING TV SPOTS/CINEMACROSS-CHANNEL COHERENCETURNS PRINT ON-DEMANDSYNCHRONIZATIONTIME RADIO OPEND-SOURCEDCOMPLEMENTARITYPUZZLESPR PAIDSIMULTANEITYCATCH-UPDIRECTOWNERVICTORY/LOSS OOH EARNEDSTORY ELEMENTSOFFLINE ONLINE ROLE OF AUDIENCE LINEAR RETAIL SOCIALPERSONALIZED NON-LINEARLIVE EVENTS MOBILE CUSTOMIZED ARGTHE LIVING ROOM ECOMMERCEOPEN-DIALOGUEMYTH-BUILDING MERCHANDISE DATA LEAN-FORWARDOBJECTS/ARTIFACTSROLE OF ONLINEROLE OF OFFLINE PARTICIPATION LEVEL CHARACTERS
  78. 78. CULTURAL TRUTHTHE VARIABLES S T O RY TRANS MEDIA S T O RYGAMENARRATIVEMECHANICSDESIGN
  79. 79. CULTURALTRUTHCAMPAIGN TACTICSDISTRI-BUTIONONLINES T O RY SCREEN TRANSOFFLINEAPPROACHMEDIAS T O RY STORY GAMIFYING ELEMENTSGAME ROLE OF NARRATIVEMECHANICS AUDIENCEDESIGN
  80. 80. CULTURALTRUTHCAMPAIGN TACTICSDISTRI-BUTIONONLINES T O RY SCREEN TRANSOFFLINEAPPROACHMEDIAS T O RY STORY GAMIFYING ELEMENTSGAME ROLE OF NARRATIVEMECHANICS AUDIENCEDESIGN
  81. 81. BRANDS SHOULD BE THINKING...HOW TO CONTEXTUALIZE THEMSELVESMESH MEDIA TO INVITE THE CONSUMER INTO THE EXPERIENCECREATE ENTERTAINMENT VIA CO-CREATION OR ORIGINAL PRODUCTIONBUILD CULTURAL EQUITYPROVIDE UTILITYFACILITATE AUDIENCE DRIVEN NARRATIVESHAVE OWNERSHIP OF CONTENT
  82. 82. PREDICTIONS
  83. 83. THE TRADITIONALMEDIA MODELWILL NO LONGER EXIST
  84. 84. THERE WILL BEA PRICING MODELBUILT ON AUDIENCEENGAGEMENT
  85. 85. PREMIUM CONTENTWILL BE PUSHED TO BRANDEDAPPLICATIONS RESIDING ACROSS ALL PERSONALIZEDCONSUMER SCREENS
  86. 86. WE WILL SEE THE RISE OF MICRO CONTENT...
  87. 87. ...WHICH WILL BEEMBEDDED WITHIN VIDEOAND ACCESSIBLE TO CONSUMERS FOR A MICRO-COST
  88. 88. UTILITY WILLREIGN ON THEVALUE CHAIN
  89. 89. ITS NOT ABOUT THE SECOND...
  90. 90. ITS ABOUT THE INSTANT
  91. 91. PORTALS TO IMMERSIVESTORYWORLDS WILL QUESTIONWHAT IS REAL...
  92. 92. WE WILL SEE CONTENT SHAPED BYTHE POWER OF HUMAN ALGORITHMS
  93. 93. OURINTERACTIONSWILL BEBRANDED
  94. 94. CREATIVE BOUNDARIESWILL PUSH TECH-PLOITATION
  95. 95. STORY IS OUR CONSTANT.TELLING IS OUR VARIABLE.
  96. 96. ENABLED BY DISRUPTIVEINNOVATION, PROVIDING USWITH A NEW SET OFCREATIVE TOOLS.
  97. 97. AND THE FIRST SCREENPROVIDES A PARTICIPATORYEXPERIENCE THAT BECOMESA PART OF US ALL.
  98. 98. RU A STORY?OR A TELLER?
  99. 99. TELL US.@DougScottOGILVY @OgilvyEntDOUG SCOTT, PRESIDENT, OGILVYENTERTAINMENT@TheMattDohMATT DOHERTY, TRANSMEDIA ARCHITECT, OGILVY