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Real Time Social Entertainment




E jeroen@exmachinagames.com T @jeroen020
   We like games, TV and social media
       HQ in Amsterdam, US office in San Francisco
       Customers & partners in entertainment & brands




Airplay:
   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
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
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.
1996

Participation TV

Multi Billion$
industry for
Broadcasters, TV
production
companies,
aggregators &
Telco‘s

Set the standard
for premium IVR
and text
messaging
1999

Big Brother

Making headlines
worldwide

Interactive voting
via SMS and IVR

2008: broadcast
in 32 countries,
320 million
viewers
2010

SKO
Tijdsbestedings-
onderzoek

―TV kijken op het
televisietoestel is
opnieuw met een
opmars bezig.‖

2006: 143 min/dag
2008: 135 min/dag
2010: 148 min/dag



  Ex Machina 2010
"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
   ―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
   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
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
   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
   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
Ex Machina 2010
Ex Machina 2010
   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
   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
   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
Ex Machina 2010
   Accurate prediction of finalists
    Talent doesn‘t look at the clock
    CTA: TV explanation tripled users
    7% iPad, 7% smartphones
    Tweak rating algorithm & controls
    Embedding vs destination
    Friends friends friends
    Twitter, facebook integration

Ex Machina 2010
PlayToTV
    Social network integration
    Poll, Rate, Vote & Predict
    Q&A/Quiz/Trivia, Info push
    Chat & Twitter aggregation
    Stars (achievements/badges)
    Advertising interaction
    Product placement
    Skill & sweepstakes

Ex Machina 2010
   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
   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
   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
   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
Dank!




jeroen@exmachinagames.com
        @jeroen020

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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.
  • 7. 1996 Participation TV Multi Billion$ industry for Broadcasters, TV production companies, aggregators & Telco‘s Set the standard for premium IVR and text messaging
  • 8. 1999 Big Brother Making headlines worldwide Interactive voting via SMS and IVR 2008: broadcast in 32 countries, 320 million viewers
  • 9. 2010 SKO Tijdsbestedings- onderzoek ―TV kijken op het televisietoestel is opnieuw met een opmars bezig.‖ 2006: 143 min/dag 2008: 135 min/dag 2010: 148 min/dag Ex Machina 2010
  • 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
  • 22. Accurate prediction of finalists  Talent doesn‘t look at the clock  CTA: TV explanation tripled users  7% iPad, 7% smartphones  Tweak rating algorithm & controls  Embedding vs destination  Friends friends friends  Twitter, facebook integration Ex Machina 2010
  • 23. PlayToTV  Social network integration  Poll, Rate, Vote & Predict  Q&A/Quiz/Trivia, Info push  Chat & Twitter aggregation  Stars (achievements/badges)  Advertising interaction  Product placement  Skill & sweepstakes 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