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THEEXPERIENCE
THEBEHAVIOUR
THEFRANCHISE
THEPLATFORM
THESTRATEGY




                       TRENDS
                        SOCIAL


October 2011
               ENTERTAINMENT
Once upon a time, playing a game was a social
                experience in its simplest form. Then technology got in the
                way so you didn‟t necessarily need your friends there too.
                Fast forward a bit and „social gaming‟ is the buzz-phrase
                of choice. But is social gaming actually very social? In
                many cases no, the games just might live on a social
                network. Things are about to come full circle again though
                with a new generation of games.
                The Sims Social is a soon to be launched Facebook
                version of the 100m selling game that lets players bring
THEEXPERIENCE

                their Facebook friends into the gameplay. So where other
                „social games‟ may let players share updates and
                content, Sims Social will leverage online relationships as
                part of the gaming experience. Marrying the „social‟ with
                gaming brings exciting opportunities; it also could bring a
                potential minefield of social faux pas as you bring your
                online friends into your virtual world.




                Meanwhile Flickr is beta-testing a new multiplayer social
                game, Glitch. Set in the minds of giants in a surreal world
                and tied directly into Facebook, friends work together to
                „solve the mystery of their environment‟. The trend for
                social gaming is about to get a whole lot more sociable.
Using social media for social good is on the rise. Recently
               in London we‟ve seen how hashtags on Twitter have been
               used to organise clean ups across London following the
               rioting. On Facebook, groups sprung up immediately to
               show support for communities and the emergency
               services. The organisation of large groups of people
               through twitter is nothing new, however the impact was
               more obvious than before. The resulting action by
               members of the public went as far to make the front page
               of the New York Post.
THEBEHAVIOUR



               Twestival is one of the original uses of social media for
               social good, connecting communities offline on a single
               day to highlight a great cause and have a fun event. Since
               2009, volunteers have raised $1.75 million for over 275
               nonprofits.
               Currently in Beta testing, Blue Dot is another example of
               social media “doing good”. A citizen owned social
               currency, Blue Dot is a way of thanking people for their
               time, effort and money given to help others. In essence,
               you do something good (a donation or spending time with
               a charity) and you receive virtual blue dot which you can
               redeem for movies, books, games, virtual goods and
               money off vouchers to use for yourself.
When it comes to brand extensions, for every Pirates of
               the Caribbean (which started life as a theme park ride),
               there‟s a long list of failures. But a successful „extension‟
               across formats or platforms can be a powerful thing.
               So although the term „transmedia storytelling‟ has been
               around since „03, it‟s now that we‟re starting to see the
               real examples of this as the true evolution of the brand
               extension.
               From the sublime: Pottermore.com is a creative community
               for Harry Potter fans, offering a direct relationship to the
THEFRANCHISE

               storyteller & a chance to participate & extend the story.
               Cleverly, it‟s also the only portal for purchasing Potter e-
               books.




               To the ridiculous: Having already announced a film, Angry
               Birds is now embarking on the launch of a cook book &
               collection of educational books. Taking the brand off on a
               total tangent that speaks more of extending revenues than
               narratives.
               So what makes a successful extension? Narrative &
               quality. There needs to be a good enough story to extend,
               & a quality & relevance of product which aligns with the
               starting point.
The bed time story has evolved and it‟s now all about the
              iPad. It‟s also about some rather beautiful visuals and an
              interactivity that causes excitement way beyond children.




              Morris Lessmore is a great example. A digital reinvention
THEPLATFORM


              of storytelling, the interactive book is the first by Moonbot
              Studios. Whether tumbling through a storm, playing the
              piano or flying through a magical world, the app lifts the
              story from the pages and puts the reader in the middle of
              it. Created by an ex-Pixar designer, it uses rich computer
              generated animation, music, games and innovative
              interactivity so well that it knocked Angry Birds off the top
              of the app chart.
              Offering interactivity of a different kind is the Infinite
              Adventure Machine by David Benqué. Developed as a
              Microsoft project, it‟s a computer program that generates
              crude outlines for an infinite number of children‟s stories
              where the reader fills in the blanks. It works by randomly
              aggregating 31 basic narrative elements. The synopsis is
              then spread over the virtual pages, each giving a basic
              plot alongside an illustration, the reader then fills in the
              details. A prototype at this stage, but an exciting start.
The traditional entertainment superpowers are facing a
              challenge from the new (but very well known) kids in town
              - Facebook and YouTube. The well established social
              brands are making strategic moves to become fully
              fledged entertainment providers, way beyond their
              founding remit.
              Having successfully launched in India, YouTube is now
              bringing its online film rental service to Britain. With more
              than 1,000 films available, the service offers a new and
              convenient platform for movie viewing, teamed with
              additional content including behind-the-scenes videos,
              cast interviews and parodies.
THESTRATEGY




              Meanwhile, Facebook has locked down a variety of
              content partners to help it become the de facto global
              entertainment hub. Through partnerships with
              Spotify, Netflix and numerous other multimedia
              companies, Zuckerberg‟s baby has evolved to give its 800
              million users a platform to consume and share
              music, films, games, news and everything inbetween.
              While the last five years have been about signing people
              up to the social network, it‟s now all about entertainment.
www.edelman.co.uk
www.thenakedpheasant.wordpress.com

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Edelman DERT - Social Entertainment Trends (Oct '11)

  • 1. THEEXPERIENCE THEBEHAVIOUR THEFRANCHISE THEPLATFORM THESTRATEGY TRENDS SOCIAL October 2011 ENTERTAINMENT
  • 2. Once upon a time, playing a game was a social experience in its simplest form. Then technology got in the way so you didn‟t necessarily need your friends there too. Fast forward a bit and „social gaming‟ is the buzz-phrase of choice. But is social gaming actually very social? In many cases no, the games just might live on a social network. Things are about to come full circle again though with a new generation of games. The Sims Social is a soon to be launched Facebook version of the 100m selling game that lets players bring THEEXPERIENCE their Facebook friends into the gameplay. So where other „social games‟ may let players share updates and content, Sims Social will leverage online relationships as part of the gaming experience. Marrying the „social‟ with gaming brings exciting opportunities; it also could bring a potential minefield of social faux pas as you bring your online friends into your virtual world. Meanwhile Flickr is beta-testing a new multiplayer social game, Glitch. Set in the minds of giants in a surreal world and tied directly into Facebook, friends work together to „solve the mystery of their environment‟. The trend for social gaming is about to get a whole lot more sociable.
  • 3. Using social media for social good is on the rise. Recently in London we‟ve seen how hashtags on Twitter have been used to organise clean ups across London following the rioting. On Facebook, groups sprung up immediately to show support for communities and the emergency services. The organisation of large groups of people through twitter is nothing new, however the impact was more obvious than before. The resulting action by members of the public went as far to make the front page of the New York Post. THEBEHAVIOUR Twestival is one of the original uses of social media for social good, connecting communities offline on a single day to highlight a great cause and have a fun event. Since 2009, volunteers have raised $1.75 million for over 275 nonprofits. Currently in Beta testing, Blue Dot is another example of social media “doing good”. A citizen owned social currency, Blue Dot is a way of thanking people for their time, effort and money given to help others. In essence, you do something good (a donation or spending time with a charity) and you receive virtual blue dot which you can redeem for movies, books, games, virtual goods and money off vouchers to use for yourself.
  • 4. When it comes to brand extensions, for every Pirates of the Caribbean (which started life as a theme park ride), there‟s a long list of failures. But a successful „extension‟ across formats or platforms can be a powerful thing. So although the term „transmedia storytelling‟ has been around since „03, it‟s now that we‟re starting to see the real examples of this as the true evolution of the brand extension. From the sublime: Pottermore.com is a creative community for Harry Potter fans, offering a direct relationship to the THEFRANCHISE storyteller & a chance to participate & extend the story. Cleverly, it‟s also the only portal for purchasing Potter e- books. To the ridiculous: Having already announced a film, Angry Birds is now embarking on the launch of a cook book & collection of educational books. Taking the brand off on a total tangent that speaks more of extending revenues than narratives. So what makes a successful extension? Narrative & quality. There needs to be a good enough story to extend, & a quality & relevance of product which aligns with the starting point.
  • 5. The bed time story has evolved and it‟s now all about the iPad. It‟s also about some rather beautiful visuals and an interactivity that causes excitement way beyond children. Morris Lessmore is a great example. A digital reinvention THEPLATFORM of storytelling, the interactive book is the first by Moonbot Studios. Whether tumbling through a storm, playing the piano or flying through a magical world, the app lifts the story from the pages and puts the reader in the middle of it. Created by an ex-Pixar designer, it uses rich computer generated animation, music, games and innovative interactivity so well that it knocked Angry Birds off the top of the app chart. Offering interactivity of a different kind is the Infinite Adventure Machine by David Benqué. Developed as a Microsoft project, it‟s a computer program that generates crude outlines for an infinite number of children‟s stories where the reader fills in the blanks. It works by randomly aggregating 31 basic narrative elements. The synopsis is then spread over the virtual pages, each giving a basic plot alongside an illustration, the reader then fills in the details. A prototype at this stage, but an exciting start.
  • 6. The traditional entertainment superpowers are facing a challenge from the new (but very well known) kids in town - Facebook and YouTube. The well established social brands are making strategic moves to become fully fledged entertainment providers, way beyond their founding remit. Having successfully launched in India, YouTube is now bringing its online film rental service to Britain. With more than 1,000 films available, the service offers a new and convenient platform for movie viewing, teamed with additional content including behind-the-scenes videos, cast interviews and parodies. THESTRATEGY Meanwhile, Facebook has locked down a variety of content partners to help it become the de facto global entertainment hub. Through partnerships with Spotify, Netflix and numerous other multimedia companies, Zuckerberg‟s baby has evolved to give its 800 million users a platform to consume and share music, films, games, news and everything inbetween. While the last five years have been about signing people up to the social network, it‟s now all about entertainment.