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The New Science of Influence
                   MOBILEYOUTH                              ®
                    youth marketing mobile culture since 2001
Advertising is like SEX

Only losers pay for it

              MOBILEYOUTH                              ®
               youth marketing mobile culture since 2001
Find out more about Influence in the 2012 mobileYouth Report




                                                                    Influence
                                                  In the Age of Differentiation,
                                                  Influence was generated by
                                                  the Big Ideas of Creative
                                                  Agencies. In the Age of
                                                  Discovery, Influence happens
                                                  when young people tell their
                                                  stories to friends. The brand
                                                  becomes a Social Tool in
                                                  helping them telling that
                                                  s t o r y. I f t h e b r a n d i s
                                                  conducive to Storytelling, it
                            flickr: fomu           has positive influence
                                                  generating Earned Media.


Discover the new rules of influence:             MOBILEYOUTH                                ®
  The mobileYouth Report 2012                      youth marketing mobile culture since 2001
65% of all youth
  bought mobile
handsets based on
what their friends,
    not what
 advertising, said
            MOBILEYOUTH                              ®
             youth marketing mobile culture since 2001
Fans are the most profitable segment
                                                                    Why focus on Fans?
                          Fans Vs Followers
                                                                    Fans constitute 10% of the
         Share of Customer              Share of Profits             entire market but
                                                                    contribute 90% of a
                                                                    brand’s profits


                                                                   How Fans contribute to
                        an
                       c e                                         brand profits?

                    ow nor
                   H ig                                                    Lower Retention Costs
                    ou his?
                   y t                                                     High product launch
                                                                           hit rates

                                                                           Increase in revenue
                                                                           through up-selling

                                                                            Increase in revenue
                                                                            through cross-selling
Source: Weber Shandwick              Fans          Followers
      Discover the new rules of influence:
        The mobileYouth Report 2012
                                                          MOBILEYOUTH                              ®
                                                           youth marketing mobile culture since 2001
Fans
You spent your whole marketing career trying to get
customers to like you when all along you ignored the
inconvenient truth of the Fans who already loved
you. Fans aren’t just 2 or 3 times more influential
than your average customer, they can be up to 100
times more influential. Focus on your fans, build
them a Beachhead to house the dialogue. If you don’t
know who your fans are you only have customers.


     Discover the new rules of influence:
       The mobileYouth Report 2012                     MOBILEYOUTH                              ®
                                                        youth marketing mobile culture since 2001
FANS aren’t 2 or 3
   times more
 influential than
customers but up
  to 100x more
    influential
           MOBILEYOUTH                              ®
            youth marketing mobile culture since 2001
Lines of Influence in Youth Culture
                                                                           Influence Marketing
  Role of Fans in the Product Life Cycle
    Fans fill the chasm between Early Adopters and Followers.               Traditional marketing
                                                                           focused on using ad
                                                                           campaigns to create a
                                                                           social context that would
                                                                           bridge the gap between
                                                                           Early Adopters and
                                                                           Followers.


                                                     ut
                                                                           In the Age of Discovery,

                                                   bo
                                                                           social context is created

                                                g a rs,
                                                                           by young Fans. They are

                                             sin te
                                           us op tion.
                                                                           more effective in
                                         f                                 influencing purchase

                                     OP ly Ad trac NS
                                                                           decisions of Followers

                                   ST ar        dis e FA
                                                                           because they define
                                                                           Social Currency of the
                                      E ea h                               product and provide
                                        y’r on t
                                      he us
                                                                           validation for using it.
                                     t c
  Discover the new rules of influence: Fo
    The mobileYouth Report 2012
                                              MOBILEYOUTH®
                                                               youth marketing mobile culture since 2001
The New Dynamics of Marketing
                                      cyreplacing Agencies
                  How Fans en      are !
                                                                                        65%
In the Age of
Differentiation,
                              ag this
youth relied on
                         ive Ageoof Differentiation
                        t d f
mass media
created by          ea un
                  cr o
                                                                                       youth purchase

               ur Mobiles
                                                                                       new handsets

            yo the
agencies to                                                                            based on what
                                    Agencies                    Youth
         et ike Brands
discover products
      I b ’t l
& make purchase                                                Market
                                                                                       friends and family
                                                                                       recommend
decisions.

       w on             Agencies told the brand story through mass
                      media messages to influence the youth market.
                                                                                       Source: Nielsen


In the Age of
Discovery, young
people turn to
recommendation
                                     Age of Discovery
                                                                                        72%
of trusted peers
                     Mobile
                     Brands
                                           Fans                      Youth
                                                                     Market
                                                                                       youth seek peer
                                                                                       recommendation
to discover new                                                                        before they
products and                                                                           switch operators
                       Young fans tell their stories to peer groups using
make purchase
decisions.           brands as social tools to influence the youth market.              Source: OFCOM UK




      Discover the new rules of influence:
        The mobileYouth Report 2012
                                                              MOBILEYOUTH
                                                                 youth marketing mobile culture since 2001
                                                                                                           ®
Beachheads
Bui                      Build your fans a home: community, project or cause.
      ld t               House the Dialogue and allow them to create their own
          hem            Context. Connect them with each other and step back.
       kno ... or
           wh     Per
              ow      ish.
                 to b      If yo
                      uild      ur a
                           the       gen
                               m, fi       cy d
                                    re t       oes
                                         hem n’t
                                              .

 Discover the new rules of influence:
   The mobileYouth Report 2012                  MOBILEYOUTH                               ®
                                                  youth marketing mobile culture since 2001
FANS:
     10% of the market
  90% of the conversation
0% of the agency “Big Idea”

                  MOBILEYOUTH                              ®
                   youth marketing mobile culture since 2001
90-10 Rule
Focus on the 10% (the fans) that influence the 90% (the mass        ...
                                                                  rt e
market). In the modern Attention Economy, youth are more
                                                               sho ativ
influenced by the Earned Media of these vocal influencers. , in Cre
                                                         So >
                                                           ns genc  ies
                                                         Fa A




     Discover the new rules of influence:
       The mobileYouth Report 2012                     MOBILEYOUTH                               ®
                                                         youth marketing mobile culture since 2001
Now, here’s the
INCONVENIENT
   TRUTH

          MOBILEYOUTH                              ®
           youth marketing mobile culture since 2001
Influence: module 02/06


Loved brands are the most profitable
SMART Index

SMART (Simple Mobile
                                           Earned Media correlates to Profit
                                                              ...
Advocacy & Recommendation          Handset brands that have successfully maintained positive SMART Index

                                                           cts
Tracker) Index measures            scores have also seen an increase in their share of market profit as a percent
Earned Media for a brand by                              fa
                                   share. In the US, Apple’s share of total market profit has increased by nearly
looking at the likelihood of a
                                                    hard
                                   50% while its SMART index score among young people hovers at 50%.

                                        he
brand being recommended by a

                                     st
young person to his or her peer
                                   e’
                                                                             SMART&Index&
network.
                                  r                                               60%$

                           He
                                                                                            BlackBerry$              Apple$
                                                                                  40%$
A positive SMART Index means                                           Samsung$
the brand has active Fans who                                                     20%$
                                                            Sony$Ericsson$                                  Change&in&share&of&
are recommending it to their                                                       Motorola$                  market&profit&
friends.                           '60%$            '40%$      '20%$                           20%$         40%$          60%$

                                                Nokia$                            '20%$
A negative SMART Index
signifies that critics of the                                                     '40%$

brand are more active than its      source: mobileYouth                           '60%$
Fans.


      Discover the new rules of influence:
        The mobileYouth Report 2012
                                                                              MOBILEYOUTH                                ®
                                                                                 youth marketing mobile culture since 2001
You don’t need a
CREATIVE AGENCY
    anymore

          MOBILEYOUTH                              ®
           youth marketing mobile culture since 2001
STOP managing the brand
           and
START activating the FANS


                MOBILEYOUTH                              ®
                 youth marketing mobile culture since 2001
Fan Mapping
    m o b i l e Yo u t h ’ s F a n s p o t t i n g
    methodology for clients. To navigate
    the new landscape in the Age of
    Discovery, you’ll need a reliable map.
    mobileYouth’s MAP (MAP: Measure,
    A r t i c u l a t e , Pr o f i l e ) u s e s a
    combination of EMI, Brand Heatmaps
    and Immersion to generate MAPs for
    mobile brands.


           Discover the new rules of influence:
             The mobileYouth Report 2012             MOBILEYOUTH                              ®
                                                      youth marketing mobile culture since 2001

flickr: Andrew Stawarz
flickr: Andrew Stawarz




                                                               its
                                                            nt o
                                                          pe e t
    Liked vs Loved                                     s s pl
                                                     ha eo ong
                                                  cy t p l al
                                                en ge
    If youth like your brand be               g o
                                             a t            al truth
                                          ive ing
                                        at ry            en ent
                                                       h i            ...
                                                                   ou
    afraid, be very afraid. If
                                      re t            w en
    customers like you in the
                                     c e
                                  ur lif
                                                   ct nv
                                                 du co        ve dy
                                             pro e in dy lo
    modern Attention Economy,
    you might as well be Y       o le
                                     o our th
    invisible. What counts is wh
                                        y ed t al     rea
    being Loved, particularly by     ke nor tha
                                   li ig
                                             ns
    the Change Agents that
    count - the Fans. Love            u
                                    yo he fa
    generates Earned Media.
                                     oft
          Discover the new rules of influence:
            The mobileYouth Report 2012           MOBILEYOUTH                               ®
                                                    youth marketing mobile culture since 2001
flickr: justinLowerycom




               Share of Customer vs Share of Market
             Share of Market = your position now. Share of Customer = your future market
             position. Traditional Market Research measures market share to determine
             success and employs Big Idea marketing favored by Creative Agencies to
             maximize market share. In the Age of Discovery, research and marketing
             needs to focus on Share of Customer and adopt Earned Media Indexes to
             predict future trends and measure existing Beachheads.




        Discover the new rules of influence:
          The mobileYouth Report 2012
                                                        MOBILEYOUTH                                ®
                                                           youth marketing mobile culture since 2001
Net Promoter System
Used as a standalone, Net Promoter Score
can become a vanity metric used to
replace customer satisfaction
questionnaires. In Social Business, NPS can
be turned into a system (as with
mobileYouth’s SMART index) to identify
Fans, Beachheads and lines of influence.



      Discover the new rules of influence:
        The mobileYouth Report 2012           MOBILEYOUTH                              ®
                                               youth marketing mobile culture since 2001
Earned Media Index
Earned Media Indexes such as Net
Promoter Score or mobileYouth’s
SMART Index. Earned Media indexes
measure how much Earned Media a
brand generates - a key indicator of
success in the mobileYouth Economy.


     Discover the new rules of influence:
       The mobileYouth Report 2012         MOBILEYOUTH                              ®
                                            youth marketing mobile culture since 2001
SMART Index
  Simple Mobile Advocacy Recommendation Tracker:
  mobileYouth’s own Earned Media Index used by
  mobile brands to identify Beachhead opportunities,
  profile Fans and develop a visual Brand Heatmap.




         Discover the new rules of influence:
           The mobileYouth Report 2012
                                                       MOBILEYOUTH                              ®
                                                        youth marketing mobile culture since 2001


flickr: leila HADD
flickr: chicagolau




Brand Management
                                                        9 99
                                                is    1
Old school marketing popular in the
Age of Differentiation. Telling the
brand story in a big way using the Big
Idea. Using new media to expand the
                                           . ..
brand’s reach and awareness rather
than empowering youth with Brand
Democracy.
     Discover the new rules of influence:
       The mobileYouth Report 2012               MOBILEYOUTH                                 ®
                                                     youth marketing mobile culture since 2001
is a                    Creative Agencies
             g g
           in in
      r  is r
        t o
    ve n b .
                                      Traditionally the font of Big Ideas.
                                      Being geared towards the Age of

A d o
               ts
                                      Differentiation, Creative Agencies


     x duc
                                      struggle with the Age of Discovery.


   ta ro
                                      Typically, agencoes are hobbled by
                                      Cultural Pushback. Many agencies

       p
                                      employ “social” tactics but remain
                                      attached to the Loudspeaker
                                      mindset, driving clients to waste
                                      money on campaigns that win the
                                      agency awards as opposed to the
                                      client customers.


Discover the new rules of influence:
  The mobileYouth Report 2012             MOBILEYOUTH                               ®
                                            youth marketing mobile culture since 2001
flickr: ick harris




                                                      ast
                                                 s t o
Paid Media
Advertising, sponsorship and brand
                                         .. .i
endorsement. Old school marketing built on the
Big Idea school of Creative Agencies. In the pre-
digital era when the Attention Economy was
less evident, Paid Media created Influence.
Today, however, with youth Paid Media’s role
has rapidly declined, giving way to Earned
Media as the key line of market influence.


      Discover the new rules of influence:
        The mobileYouth Report 2012                 MOBILEYOUTH                              ®
                                                     youth marketing mobile culture since 2001
Build a SYSTEM
Build PERMISSION ASSETS
 House the conversation


              MOBILEYOUTH                              ®
               youth marketing mobile culture since 2001
The Age of Discovery:
Start your journey here



               MOBILEYOUTH                              ®
                youth marketing mobile culture since 2001
THE MOBILEYOUTH 2013 REPORT

       youth marketing insights for handset brands,
                  content providers and operators

                                                features:
                                               29 reports
                                              400+ pages
                                       data, charts, cases

                                    mobileYouth:
       tracking youth & mobile culture since 2001

                          MOBILEYOUTH
                            youth marketing mobile culture since 2001
THE MOBILEYOUTH 2013 REPORT




http://www.mobileyouth.org



                   MOBILEYOUTH
                     youth marketing mobile culture since 2001

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(mobileYouth) Paid Media is Toast

  • 1. Paid Media is... The New Science of Influence MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 2. Advertising is like SEX Only losers pay for it MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 3. Find out more about Influence in the 2012 mobileYouth Report Influence In the Age of Differentiation, Influence was generated by the Big Ideas of Creative Agencies. In the Age of Discovery, Influence happens when young people tell their stories to friends. The brand becomes a Social Tool in helping them telling that s t o r y. I f t h e b r a n d i s conducive to Storytelling, it flickr: fomu has positive influence generating Earned Media. Discover the new rules of influence: MOBILEYOUTH ® The mobileYouth Report 2012 youth marketing mobile culture since 2001
  • 4. 65% of all youth bought mobile handsets based on what their friends, not what advertising, said MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 5. Fans are the most profitable segment Why focus on Fans? Fans Vs Followers Fans constitute 10% of the Share of Customer Share of Profits entire market but contribute 90% of a brand’s profits How Fans contribute to an c e brand profits? ow nor H ig Lower Retention Costs ou his? y t High product launch hit rates Increase in revenue through up-selling Increase in revenue through cross-selling Source: Weber Shandwick Fans Followers Discover the new rules of influence: The mobileYouth Report 2012 MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 6. Fans You spent your whole marketing career trying to get customers to like you when all along you ignored the inconvenient truth of the Fans who already loved you. Fans aren’t just 2 or 3 times more influential than your average customer, they can be up to 100 times more influential. Focus on your fans, build them a Beachhead to house the dialogue. If you don’t know who your fans are you only have customers. Discover the new rules of influence: The mobileYouth Report 2012 MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 7. FANS aren’t 2 or 3 times more influential than customers but up to 100x more influential MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 8. Lines of Influence in Youth Culture Influence Marketing Role of Fans in the Product Life Cycle Fans fill the chasm between Early Adopters and Followers. Traditional marketing focused on using ad campaigns to create a social context that would bridge the gap between Early Adopters and Followers. ut In the Age of Discovery, bo social context is created g a rs, by young Fans. They are sin te us op tion. more effective in f influencing purchase OP ly Ad trac NS decisions of Followers ST ar dis e FA because they define Social Currency of the E ea h product and provide y’r on t he us validation for using it. t c Discover the new rules of influence: Fo The mobileYouth Report 2012 MOBILEYOUTH® youth marketing mobile culture since 2001
  • 9. The New Dynamics of Marketing cyreplacing Agencies How Fans en are ! 65% In the Age of Differentiation, ag this youth relied on ive Ageoof Differentiation t d f mass media created by ea un cr o youth purchase ur Mobiles new handsets yo the agencies to based on what Agencies Youth et ike Brands discover products I b ’t l & make purchase Market friends and family recommend decisions. w on Agencies told the brand story through mass media messages to influence the youth market. Source: Nielsen In the Age of Discovery, young people turn to recommendation Age of Discovery 72% of trusted peers Mobile Brands Fans Youth Market youth seek peer recommendation to discover new before they products and switch operators Young fans tell their stories to peer groups using make purchase decisions. brands as social tools to influence the youth market. Source: OFCOM UK Discover the new rules of influence: The mobileYouth Report 2012 MOBILEYOUTH youth marketing mobile culture since 2001 ®
  • 10. Beachheads Bui Build your fans a home: community, project or cause. ld t House the Dialogue and allow them to create their own hem Context. Connect them with each other and step back. kno ... or wh Per ow ish. to b If yo uild ur a the gen m, fi cy d re t oes hem n’t . Discover the new rules of influence: The mobileYouth Report 2012 MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 11. FANS: 10% of the market 90% of the conversation 0% of the agency “Big Idea” MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 12. 90-10 Rule Focus on the 10% (the fans) that influence the 90% (the mass ... rt e market). In the modern Attention Economy, youth are more sho ativ influenced by the Earned Media of these vocal influencers. , in Cre So > ns genc ies Fa A Discover the new rules of influence: The mobileYouth Report 2012 MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 13. Now, here’s the INCONVENIENT TRUTH MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 14. Influence: module 02/06 Loved brands are the most profitable SMART Index SMART (Simple Mobile Earned Media correlates to Profit ... Advocacy & Recommendation Handset brands that have successfully maintained positive SMART Index cts Tracker) Index measures scores have also seen an increase in their share of market profit as a percent Earned Media for a brand by fa share. In the US, Apple’s share of total market profit has increased by nearly looking at the likelihood of a hard 50% while its SMART index score among young people hovers at 50%. he brand being recommended by a st young person to his or her peer e’ SMART&Index& network. r 60%$ He BlackBerry$ Apple$ 40%$ A positive SMART Index means Samsung$ the brand has active Fans who 20%$ Sony$Ericsson$ Change&in&share&of& are recommending it to their Motorola$ market&profit& friends. '60%$ '40%$ '20%$ 20%$ 40%$ 60%$ Nokia$ '20%$ A negative SMART Index signifies that critics of the '40%$ brand are more active than its source: mobileYouth '60%$ Fans. Discover the new rules of influence: The mobileYouth Report 2012 MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 15. You don’t need a CREATIVE AGENCY anymore MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 16. STOP managing the brand and START activating the FANS MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 17. Fan Mapping m o b i l e Yo u t h ’ s F a n s p o t t i n g methodology for clients. To navigate the new landscape in the Age of Discovery, you’ll need a reliable map. mobileYouth’s MAP (MAP: Measure, A r t i c u l a t e , Pr o f i l e ) u s e s a combination of EMI, Brand Heatmaps and Immersion to generate MAPs for mobile brands. Discover the new rules of influence: The mobileYouth Report 2012 MOBILEYOUTH ® youth marketing mobile culture since 2001 flickr: Andrew Stawarz
  • 18. flickr: Andrew Stawarz its nt o pe e t Liked vs Loved s s pl ha eo ong cy t p l al en ge If youth like your brand be g o a t al truth ive ing at ry en ent h i ... ou afraid, be very afraid. If re t w en customers like you in the c e ur lif ct nv du co ve dy pro e in dy lo modern Attention Economy, you might as well be Y o le o our th invisible. What counts is wh y ed t al rea being Loved, particularly by ke nor tha li ig ns the Change Agents that count - the Fans. Love u yo he fa generates Earned Media. oft Discover the new rules of influence: The mobileYouth Report 2012 MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 19. flickr: justinLowerycom Share of Customer vs Share of Market Share of Market = your position now. Share of Customer = your future market position. Traditional Market Research measures market share to determine success and employs Big Idea marketing favored by Creative Agencies to maximize market share. In the Age of Discovery, research and marketing needs to focus on Share of Customer and adopt Earned Media Indexes to predict future trends and measure existing Beachheads. Discover the new rules of influence: The mobileYouth Report 2012 MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 20. Net Promoter System Used as a standalone, Net Promoter Score can become a vanity metric used to replace customer satisfaction questionnaires. In Social Business, NPS can be turned into a system (as with mobileYouth’s SMART index) to identify Fans, Beachheads and lines of influence. Discover the new rules of influence: The mobileYouth Report 2012 MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 21. Earned Media Index Earned Media Indexes such as Net Promoter Score or mobileYouth’s SMART Index. Earned Media indexes measure how much Earned Media a brand generates - a key indicator of success in the mobileYouth Economy. Discover the new rules of influence: The mobileYouth Report 2012 MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 22. SMART Index Simple Mobile Advocacy Recommendation Tracker: mobileYouth’s own Earned Media Index used by mobile brands to identify Beachhead opportunities, profile Fans and develop a visual Brand Heatmap. Discover the new rules of influence: The mobileYouth Report 2012 MOBILEYOUTH ® youth marketing mobile culture since 2001 flickr: leila HADD
  • 23. flickr: chicagolau Brand Management 9 99 is 1 Old school marketing popular in the Age of Differentiation. Telling the brand story in a big way using the Big Idea. Using new media to expand the . .. brand’s reach and awareness rather than empowering youth with Brand Democracy. Discover the new rules of influence: The mobileYouth Report 2012 MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 24. is a Creative Agencies g g in in r is r t o ve n b . Traditionally the font of Big Ideas. Being geared towards the Age of A d o ts Differentiation, Creative Agencies x duc struggle with the Age of Discovery. ta ro Typically, agencoes are hobbled by Cultural Pushback. Many agencies p employ “social” tactics but remain attached to the Loudspeaker mindset, driving clients to waste money on campaigns that win the agency awards as opposed to the client customers. Discover the new rules of influence: The mobileYouth Report 2012 MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 25. flickr: ick harris ast s t o Paid Media Advertising, sponsorship and brand .. .i endorsement. Old school marketing built on the Big Idea school of Creative Agencies. In the pre- digital era when the Attention Economy was less evident, Paid Media created Influence. Today, however, with youth Paid Media’s role has rapidly declined, giving way to Earned Media as the key line of market influence. Discover the new rules of influence: The mobileYouth Report 2012 MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 26. Build a SYSTEM Build PERMISSION ASSETS House the conversation MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 27. The Age of Discovery: Start your journey here MOBILEYOUTH ® youth marketing mobile culture since 2001
  • 28. THE MOBILEYOUTH 2013 REPORT youth marketing insights for handset brands, content providers and operators features: 29 reports 400+ pages data, charts, cases mobileYouth: tracking youth & mobile culture since 2001 MOBILEYOUTH youth marketing mobile culture since 2001
  • 29. THE MOBILEYOUTH 2013 REPORT http://www.mobileyouth.org MOBILEYOUTH youth marketing mobile culture since 2001

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