TV is still by far the largest entertainment industry. And many TV innovations have come out of the Netherlands. But TV is changing - we're not wachting less, but different. This presentation anaylses the change in viewer behaviour, in particular second screen interaction, gamification and online/broadcast synchronisation. Based on two cases it provides lessons learned, recommendations as wel as opportunities with regards to real time social entertainment for TV production and distribution, advertising and retail.
NB: the video from slide #21 is not included here, you can check it out http://vimeo.com/18882034
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Real Time Social Entertainment (@ Online Tuesday Battle of the Screens)
1. Real Time Social Entertainment
E jeroen@exmachinagames.com T @jeroen020
2. We like games, TV and social media
HQ in Amsterdam, US office in San Francisco
Customers & partners in entertainment & brands
Airplay:
3. US: 4 hours a day (2 months non-stop per year!)
TV in 99% of all households, 2.24 sets on average
TV is turned on 6h47m a day
Total hours of TV consumed: 250 billion
% Americans who say they watch too much TV: 49
Youth – hours in school: 900 behind TV: 1,500
TV commercials seen per year: 20,000
4.
5. Show Debut channel Debut year Distributor
Sony Pictures
1 Who Wants To Be A Millionaire? ITV (UK) 1998
Television
Nederland 2
2 Deal or No Deal 2002 Endemol
(Netherlands)
3 Wipeout ABC (US) 2008 Endemol
CBS Studios
4 Wheel of Fortune NBC (US) 1975
International
5 Family Feud ABC (US) 1976 FremantleMedia
6 Don't Forget The Lyrics Fox (US) 2007 RDF Rights
7 Hole in the Wall Fox (US) 2008 FremantleMedia
Shine
8 Are You Smarter Than A 5th Grader? Fox (US) 2007 International/Mark
Burnett Productions
CBS Studios
9 Jeopardy NBC (US) 1964
International
10 I Love My Country RTL4 (Netherlands) 2008 Talpa Media
Most Popular TV Gameshows in the World
TBI, 2009
6. 1988
The ‗Henny
Huisman Effect‘
is a situation
where the
national phone
system grinds to
a halt due to a
sudden, massive
amount of phone
calls.
10. "The old adage that TV is a lean-back
experience compared to lean-forward
web surfing no longer holds true, our
research shows that increasingly
people are doing both simultaneously.‖
Ivan Ristic, Diffusion
Ex Machina 2010
11. ―Mainstream TV viewing, more and more, they have
a device in their hand (…) when ‗Glee‘ starts,
tweets per second shoot up 100 times and stay
that level until the show ends.‖ (Twitter CEO)
―We may extend Facebook Places to TV check-ins‖
(Facebook VP EMEA)
―Everyone says that social television will be big. I
think it‘s not going to be big — it‘s going to be
huge. (…) It‘s going to change the landscape of the
industry.‖ (Endemol Group CEO)
Ex Machina 2010
12. Nearly 70% of Americans still watch TV shows at
the time they are broadcast; DVR: 16% (Marist coll.)
86% of of mobile internet users engage in second
screen mobile usage (Nielsen/Yahoo)
42% of Americans are online while watching TV,
29% talking on phone, 26% are IM/texting (Deloitte)
45% of Brits use social media while watching TV
(Intel)
Ex Machina 2010
13. Multitasking NL
―Op prime time
televisiekijken (…)
is de computer de
belangrijkste
nevenactiviteit met
surfen, e-mailen
en het gebruik van
social media.‖
Ex Machina 2010
14. TV
◦ Proprietary operator boxes (‗Red Button‘)
◦ Connected TV, Boxee, Apple TV, Google TV, Xbox, …
Laptop
◦ Browser
Smartphone
◦ Browser, apps
Tablet
◦ Browser, apps
Ex Machina 2010
15. TV is an event
◦ Live or linear
The art of programming
Artificial Scarcity
Episodical content
Game mechanics
◦ Collect, earn points, get feedback, exchange, customize
Rewarding loyalty and achievements
Ex Machina 2010
18. December 2010, 90
minutes, pre-recorded
About 800K viewers
Features: Real Time Q&A,
Predictions, Bonus
Questions, Post to
Twitter/Facebook
>1% participation rate
Ex Machina 2010
19. Call To Action hugely important
Bonus questions overlooked
HTML5 rules
The power of iPad: 12% of users
Experienced internet users (FF,
Chrome)
(Pre-)registration not important
Ex Machina 2010
20. Semi-final & final, January 2011, 120 minutes, live
Features: live rating (personal / national), post to
Twitter/Facebook
Website takeover ‗widget‘
About 3 Million viewers
>26.000 ratings/episode
Live production console
Ex Machina 2010
24. Launch quick & iterate
Metrics, metrics, metrics
Pilot, episodes, seasons
Artificial scarcity works
Make the moment matter
Interaction over form
Balance show-specific features and generic social
networks
Ex Machina 2010
25. A TV is a TV, not a computer
Register optionally & at any moment
Support all screens
Be careful with apps
Sync: live, schedule, on-demand/auto
Make technology invisible but make it scale
Say it loud, say it often, say it proud!
2% Conversion is very doable, 10% achievable
Ex Machina 2010
26. Viewers that interact are engaged more and will zap
away less, even during ad breaks
Can be integrated into own online strategy
Going online doesn‘t cannibalize ratings or ads
People interacting will tell and show their friends
Receive extra lead generation, product placement &
pay-per-play revenues
New formats: user created, daytime, game-to-TV, …
Ex Machina 2010
27. Advertisers
◦ Well understood profiles instead of anonymous viewers
◦ Advertising can be tracked and will generate leads
◦ Turn leads and customers into loyal relations
Commerce
◦ Targeting: offer products based on profile (gender,
location, time, interests, …)
◦ Implicit (product placement) revenue generation
◦ Explicit (home & social shopping) e-commerce
◦ Virtual goods
Ex Machina 2010