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PRESENTATION OUTLINE

  What’s today about?
  Who are 3RD SENSE?
  The State of TV
  The State of Mobile
  The State of Play
  So you want to create an App?
  Case Studies
FIRST LAW OF TECHNOLOGY



"A consistent pattern in our response to new technologies
is we simultaneously overestimate the short-term impact
and underestimate the long-term impact.“
                                                Rule coined by Roy Amara,
                               Past President of The Institute for the Future
WHO ARE 3RD SENSE?
WE DO PLAY

  Australia’s leading ‘Play Agency’

  10 years old, established in 2002

  A team of 20 technology creatives working out of The Play Studio in North

  Sydney

  Creators of Games and Apps with over 250 projects under our belt

  We work on web, mobile, desktop and social platforms

  And we do Gamification
WEB PLAY

  Web games
  Web promotions and
  competitions
  Single player
  Multiplayer
  Micro-sites
  Leader boards
MOBILE PLAY

  iOS (iPhone and iPad)
  Android
  Cross platform
  Stand alone and
  connected
  Free and Paid
SOCIAL PLAY

  Facebook Apps
  Facebook Pages
  Facebook Connect
  Twitter integration
  Promotions and
  Competition
DESKTOP PLAY

  Desktop installable
  games and Apps
  Windows, Mac, Linux
  CD, USB, Web
  distribution
  DRM
GAMIFICATION

  Making non-game activities more
  game-like
  Motivating and rewarding with points,
  leader boards, awards, sharing,
  storytelling, virtual economies and
  more
  Games might be part of the strategy,
  but not necessarily
  Increase customer loyalty, change
  behaviours, increase profits,
  differentiate brands, drive learning,
  track behaviours and more
OUR TOOLKIT

  Over 100 game engines
  Cross platform development framework
  Robust high traffic hosting platform
  Email marketing system
  Analytics and reporting
  Competition management and draw system
  Virtual economy platform
  Ad serving platform
  Ad network
  Cross platform test suite
THE WAY WE WORK

We aim to craft custom solutions for our clients whilst re-
using existing code and tools wherever possible. This
means we can:

   Deliver against objectives

   Deliver on time

   Stay within budget
HOUSE PROJECTS

  We are also the publisher of Fizzy.com
  which has over 1750 games and
  800,000 members

  We are the publisher of hit games like
  Swords and Sandals

  Our games are played more than 25
  million times every month around the
  World
WHO WE WORK WITH
THE STATE OF TV
OLD TV
•   Fewer channels
•   More shared experiences
•   Not much other media
•   Less competition for the
    advertising dollar
•   Life was simple
NEW TV
MORE CHANNELS                     GAMES
                  PVRS
                                    CONTENT ON DEMAND
SKIPPING ADVERTISING
                        ILLEGAL DOWNLOADS
        SMARTPHONES
                                    TABLETS
                  SAME AD SPEND
WE STILL LOVE WATCHING TV
         Preferred Sources of Entertainment




         Deloitte: Vox Populi State of the Media Survey 2012
WE STILL LOVE WATCHING TV
 Watching TV in Home has remained steady at around 100 hours per
 month for All People
                            Watching TV in Home

      100


      80


      60


      40


      20


       0
            Q2 2011   Q3 2011       Q4 2011       Q1 2012   Q2 2012
WE’RE DOING IT A BIT DIFFERENTLY
                  Time shifted Viewing is up by 32%                Internet use on a PC/laptop continues steady increase, up 11%

                  8                                                                  48

                  6                                                                  46
                                                                                     44




                                                                   Hrs per
                  4




                                                                   month
    Hrs per




                                                                                     42
    month




                  2                                                                  40
                  0                                                                  38
                      Q2 2011 Q3 2011 Q4 2011 Q1 2012 Q2 2012                              Q2 2011 Q3 2011 Q4 2011 Q1 2012 Q2 2012

                  Watching Video on Internet has doubled, up 51%                Watching Video on Mobile has quadrupled, up 116%
                  4                                                                  1.6
                3.5                                                                  1.4
Hrs per month




                                                                     Hrs per month
                  3                                                                  1.2
                2.5                                                                    1
                  2                                                                  0.8
                1.5                                                                  0.6
                  1
                                                                                     0.4
                0.5
                  0                                                                  0.2
                                                                                       0
                      Q2 2011 Q3 2011 Q4 2011 Q1 2012 Q2 2012
                                                                                            Q2 2011 Q3 2011 Q4 2011 Q1 2012 Q2 2012
SECOND SCREENING


               60% of Australian
               viewers watch TV with a
       60%     connected device –
               PC, smartphone or tablet
                         Australian Mulitscreen Report Nielsen Q2 2012
WHAT ARE THEY DOING?
      22%
            22% of all Australian TV viewers use a connected
            device to find out more about content they’ve seen on
            TV within 24 hours of viewing
                                                Nine Entertainment Co. Nov 2012



      35%   25% of US TV viewers use their smartphone to visit a
            website mentioned on TV
                                                         Pew Internet, Jul 2012




      19%   19% of US TV viewers use their smartphone to post
            comments online about a program they were watching
                                                         Pew Internet, Jul 2012
RESEARCH
JUST IN…
THE STATE OF MOBILE
SMARTPHONES IN AUSTRALIA
TELSYTE SMARTPHONE MARKET STUDY 2012


   Already some 12 million consumers use
   smartphones (55% of the population)
   By 2014, more Australians will access digital
   services via smartphone than a computer
   By 2016, more than 20 million smartphone
   users in Australia
SMARTPHONE SALES BY OS
IOS VS ANDROID
USE OF SMARTPHONES IN AUSTRALIA
APPS VS MSITES: APPS ARE WINNING
THE STATE OF PLAY
Meanwhile…




 …there has been revolution in
     the games industry
Before the revolution we knew where we stood…




Gamers were young adult males who were anti-social, ate
Pizza, drank Coke by the BIG bottle and had no life. Or maybe…
Kids!




        And then this happened…
DIGITAL AUSTRALIA 2012

  Females make up 47% of the total game population, up from 46%
  in 2008.

  The average age of video game players in Australia is 32 years, up
  from 30 in 2008.

  75% of gamers in Australia are aged 18 years or older.

  94% of 6 to 15 years play video games

  43% of those aged 51 or older play video games.
DIGITAL AUSTRALIA 2012

  The average adult gamer has been playing video games for 12
  years, 26% have been playing for more than 20.

  Playing habits are moderate with 59% playing for up to an hour at
  one time and only 3% playing for five or more hours in one sitting.

  57% of all gamers play either daily or every other day.

  Mobile phones are used to play games in 43% of game
  households, tablet computers in 13%.
TO SUM UP SO FAR

  People don’t just watch TV anymore
  Smartphones and Tablets are the second
  screen of choice
  Play is one of the most popular activities
  Both genders and all age groups love to play
SO YOU WANT TO DO A SECOND
SCREEN APP?
MOST APPS FAIL
REASONS FOR FAILURE…

  We need/want an App – little or no purpose

  Little or no marketing

  Over promise and under deliver

  Other, better Apps that do the same thing

  Too short term, failure to re-invest
WHAT ARE THE CHALLENGES?

  CUT THROUGH – how do you even get
  noticed?
  CONNECTION - how do you engage your
  audience?
  ACTIONS – how do you motivate people to
  act?
CUT THROUGH

  New, different, you need to stand out
  Marketing, use existing audiences
  and fans
  Best in class – be better than the
  competition
  Long term – be prepared to re-invest
  Must have a purpose
CONNECTION

  Best in class

  Rich and Engaging

  Social

  Must have purpose
ACTIONS

  Define your objectives
  Set realistic expectations
  Align with business needs
  Reward for Loyalty and
  Engagement
  Must have a purpose
DID WE MENTION PURPOSE?

To get the right answers, you have to ask the right questions

    What do you want this App to do?          Is it about social?

    Is it about engagement?                   And who are the audience?

    Is it about Promotion?                    What does the audience want?

    Is it about increasing ratings?           Should it make money?

    Is it about Live?                         Sell the App or Advertising or both?

    Is it about extending the story?          How will you measure ROI?

    Is it about re-telling the story?
ALIGN THE STAKE HOLDERS


               Content     Objectives




    Audience                       Advertisers?
                      Right
                     Solution
WHAT MAKES APPS ENGAGING?
                                       Intrinsically
                                        Enjoyable


                                                                   Offers
                  Fun!                                          Participation
                                                                / Sociability




                                       CONTENT

         Utilitarian/                                                 Community
        Informative                                                    Building




                                                       Stimulating/
                         Challenging
                                                        Inspiring
ONE SIZE DOESN’T FIT ALL
THE JESSE REDNISS INTERVIEW



Watch on Youtube



You might like to read the supporting article
CASE STUDIES
USA NETWORK ‘PSYCH’
SECOND SCREEN GAME - #HASHTAG KILLER

Psych – comedy-drama murder detective
series. Launched a full second screen
experience in 2011 for iOS, Android, Web.
Fully gamified experience encourages users
to check-in and register with rewards
program ‘Club Psych’ –
points, badges, awards.
Enter special keywords announced during
broadcast for access to exclusive additional
video content only available through app eg
un-aired extended scene for current episode.
USA NETWORK ‘PSYCH’
SECOND SCREEN GAME - #HASHTAG KILLER

#Hashtag Killer Game

Launched to engage and promote before
season 6. Users were given series of clues
on a microsite on the Club Psych
website, on FB and Twitter to solve a
murder.

Used the 2 detective characters in
videos, messages and tweets in a storyline
written by the series writers.

Game unfolded over 7 weeks with new
series of clues each week.
USA NETWORK ‘PSYCH’
SECOND SCREEN GAME - #HASHTAG KILLER

Results
90 million shares on FB & Twitter
Av time spent on site of over 12 minutes
per visit
First week of season 6 ratings increase of
10% on season 5 average ratings
CHEVY ‘GAME TIME’ APP
SECOND SCREEN ADVERTISING

Chevy integrated an app, Game
Time, with ads launched during
the Super Bowl 2012 broadcast.
Users asked to find number plates
on the cars in the ads and match
them to number plates in the app
for chance to win a car.
CHEVY ‘GAME TIME’ APP
SECOND SCREEN ADVERTISING

Trivia game – football, car, Chevy trivia
questions

Data Gathered – from users
submitting competition entries

Ad awareness measured with trivia
questions: ‘How many arms do the
aliens have in the Volt ad’
CHEVY ‘GAME TIME’ APP
SECOND SCREEN ADVERTISING

Results

733,434 minutes of in-app usage

Over 3 million trivia questions
answered
‘MILLION POUND DROP’ UK
O2 SPONSORSHIP INTEGRATION



Million Pound Drop Quiz show on Channel
4 has a suite of integrated apps that allow
users to play along with the program in real-
time – web, iPhone, iPad, Android phones
& tablets
‘MILLION POUND DROP’ UK
O2 SPONSORSHIP INTEGRATION


The iOS and Android versions also allow
users to play anytime for £1.49 in-app
purchase.

Twitter & Facebook integration for sharing

Achievements & Awards for incentivisation

‘O2’ Video Takeover

Broadcast of 2 min video in first TV break
with simultaneous takeover of web game.
Online ad had CTs to YouTube for more
content
‘MILLION POUND DROP’ UK
O2 SPONSORSHIP INTEGRATION


Results

 8.6% of total program audience played the
 game – 189,000 viewers

 17.4% watched the full video

 2.34% CTR to YouTube

 10% higher propensity to purchase among
 web players
NICKELODEON DIDI & B.

Introduction
    Didi & B are two new characters for
    Nick Jnr
    A series of craft related short shows
    aimed at 3-5 year olds
Objectives
    Extend the show into a interactive
    educational experience for children
    and parents
FOX FOOTY LIVE KICK

Objective - Fox Sports wanted to engage Footy fans when they were
watching the game on TV


The Game

    Give the fans a game they can play against each other.

    Make it real by using Live Kick data from the match.

    Add a Virtual Currency layer to use fan’s passion to drive brand actions.

    Add in great prizes as an additional motivator

    Extend into NRL too
FOX FOOTY LIVE KICK
NRL ON FOX LIVE KICK
Take a look at…

THE 3RD SENSE SHOWREEL

OR FIND OUT MORE AT 3RDSENSE.COM
LET’S START A CONVERSATION…

If you’re looking for a Mobile Game that CUTS THROUGH the
noise, CONNECTS with your target audience and drives the
ACTIONS you want, get in touch.


                02 89 231 200

                commercial@3rdsense.com

                www.3rdsense.com

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3RD SENSE Second Screen Seminar December 2012

  • 1.
  • 2. PRESENTATION OUTLINE What’s today about? Who are 3RD SENSE? The State of TV The State of Mobile The State of Play So you want to create an App? Case Studies
  • 3. FIRST LAW OF TECHNOLOGY "A consistent pattern in our response to new technologies is we simultaneously overestimate the short-term impact and underestimate the long-term impact.“ Rule coined by Roy Amara, Past President of The Institute for the Future
  • 4. WHO ARE 3RD SENSE?
  • 5. WE DO PLAY Australia’s leading ‘Play Agency’ 10 years old, established in 2002 A team of 20 technology creatives working out of The Play Studio in North Sydney Creators of Games and Apps with over 250 projects under our belt We work on web, mobile, desktop and social platforms And we do Gamification
  • 6. WEB PLAY Web games Web promotions and competitions Single player Multiplayer Micro-sites Leader boards
  • 7. MOBILE PLAY iOS (iPhone and iPad) Android Cross platform Stand alone and connected Free and Paid
  • 8. SOCIAL PLAY Facebook Apps Facebook Pages Facebook Connect Twitter integration Promotions and Competition
  • 9. DESKTOP PLAY Desktop installable games and Apps Windows, Mac, Linux CD, USB, Web distribution DRM
  • 10. GAMIFICATION Making non-game activities more game-like Motivating and rewarding with points, leader boards, awards, sharing, storytelling, virtual economies and more Games might be part of the strategy, but not necessarily Increase customer loyalty, change behaviours, increase profits, differentiate brands, drive learning, track behaviours and more
  • 11. OUR TOOLKIT Over 100 game engines Cross platform development framework Robust high traffic hosting platform Email marketing system Analytics and reporting Competition management and draw system Virtual economy platform Ad serving platform Ad network Cross platform test suite
  • 12. THE WAY WE WORK We aim to craft custom solutions for our clients whilst re- using existing code and tools wherever possible. This means we can: Deliver against objectives Deliver on time Stay within budget
  • 13. HOUSE PROJECTS We are also the publisher of Fizzy.com which has over 1750 games and 800,000 members We are the publisher of hit games like Swords and Sandals Our games are played more than 25 million times every month around the World
  • 14. WHO WE WORK WITH
  • 16. OLD TV • Fewer channels • More shared experiences • Not much other media • Less competition for the advertising dollar • Life was simple
  • 17. NEW TV MORE CHANNELS GAMES PVRS CONTENT ON DEMAND SKIPPING ADVERTISING ILLEGAL DOWNLOADS SMARTPHONES TABLETS SAME AD SPEND
  • 18. WE STILL LOVE WATCHING TV Preferred Sources of Entertainment Deloitte: Vox Populi State of the Media Survey 2012
  • 19. WE STILL LOVE WATCHING TV Watching TV in Home has remained steady at around 100 hours per month for All People Watching TV in Home 100 80 60 40 20 0 Q2 2011 Q3 2011 Q4 2011 Q1 2012 Q2 2012
  • 20. WE’RE DOING IT A BIT DIFFERENTLY Time shifted Viewing is up by 32% Internet use on a PC/laptop continues steady increase, up 11% 8 48 6 46 44 Hrs per 4 month Hrs per 42 month 2 40 0 38 Q2 2011 Q3 2011 Q4 2011 Q1 2012 Q2 2012 Q2 2011 Q3 2011 Q4 2011 Q1 2012 Q2 2012 Watching Video on Internet has doubled, up 51% Watching Video on Mobile has quadrupled, up 116% 4 1.6 3.5 1.4 Hrs per month Hrs per month 3 1.2 2.5 1 2 0.8 1.5 0.6 1 0.4 0.5 0 0.2 0 Q2 2011 Q3 2011 Q4 2011 Q1 2012 Q2 2012 Q2 2011 Q3 2011 Q4 2011 Q1 2012 Q2 2012
  • 21. SECOND SCREENING 60% of Australian viewers watch TV with a 60% connected device – PC, smartphone or tablet Australian Mulitscreen Report Nielsen Q2 2012
  • 22. WHAT ARE THEY DOING? 22% 22% of all Australian TV viewers use a connected device to find out more about content they’ve seen on TV within 24 hours of viewing Nine Entertainment Co. Nov 2012 35% 25% of US TV viewers use their smartphone to visit a website mentioned on TV Pew Internet, Jul 2012 19% 19% of US TV viewers use their smartphone to post comments online about a program they were watching Pew Internet, Jul 2012
  • 24. THE STATE OF MOBILE
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  • 26. SMARTPHONES IN AUSTRALIA TELSYTE SMARTPHONE MARKET STUDY 2012 Already some 12 million consumers use smartphones (55% of the population) By 2014, more Australians will access digital services via smartphone than a computer By 2016, more than 20 million smartphone users in Australia
  • 29. USE OF SMARTPHONES IN AUSTRALIA
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  • 32. APPS VS MSITES: APPS ARE WINNING
  • 33. THE STATE OF PLAY
  • 34. Meanwhile… …there has been revolution in the games industry
  • 35. Before the revolution we knew where we stood… Gamers were young adult males who were anti-social, ate Pizza, drank Coke by the BIG bottle and had no life. Or maybe…
  • 36. Kids! And then this happened…
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  • 39. DIGITAL AUSTRALIA 2012 Females make up 47% of the total game population, up from 46% in 2008. The average age of video game players in Australia is 32 years, up from 30 in 2008. 75% of gamers in Australia are aged 18 years or older. 94% of 6 to 15 years play video games 43% of those aged 51 or older play video games.
  • 40. DIGITAL AUSTRALIA 2012 The average adult gamer has been playing video games for 12 years, 26% have been playing for more than 20. Playing habits are moderate with 59% playing for up to an hour at one time and only 3% playing for five or more hours in one sitting. 57% of all gamers play either daily or every other day. Mobile phones are used to play games in 43% of game households, tablet computers in 13%.
  • 41. TO SUM UP SO FAR People don’t just watch TV anymore Smartphones and Tablets are the second screen of choice Play is one of the most popular activities Both genders and all age groups love to play
  • 42. SO YOU WANT TO DO A SECOND SCREEN APP?
  • 44. REASONS FOR FAILURE… We need/want an App – little or no purpose Little or no marketing Over promise and under deliver Other, better Apps that do the same thing Too short term, failure to re-invest
  • 45. WHAT ARE THE CHALLENGES? CUT THROUGH – how do you even get noticed? CONNECTION - how do you engage your audience? ACTIONS – how do you motivate people to act?
  • 46. CUT THROUGH New, different, you need to stand out Marketing, use existing audiences and fans Best in class – be better than the competition Long term – be prepared to re-invest Must have a purpose
  • 47. CONNECTION Best in class Rich and Engaging Social Must have purpose
  • 48. ACTIONS Define your objectives Set realistic expectations Align with business needs Reward for Loyalty and Engagement Must have a purpose
  • 49. DID WE MENTION PURPOSE? To get the right answers, you have to ask the right questions What do you want this App to do? Is it about social? Is it about engagement? And who are the audience? Is it about Promotion? What does the audience want? Is it about increasing ratings? Should it make money? Is it about Live? Sell the App or Advertising or both? Is it about extending the story? How will you measure ROI? Is it about re-telling the story?
  • 50. ALIGN THE STAKE HOLDERS Content Objectives Audience Advertisers? Right Solution
  • 51. WHAT MAKES APPS ENGAGING? Intrinsically Enjoyable Offers Fun! Participation / Sociability CONTENT Utilitarian/ Community Informative Building Stimulating/ Challenging Inspiring
  • 53. THE JESSE REDNISS INTERVIEW Watch on Youtube You might like to read the supporting article
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  • 56. USA NETWORK ‘PSYCH’ SECOND SCREEN GAME - #HASHTAG KILLER Psych – comedy-drama murder detective series. Launched a full second screen experience in 2011 for iOS, Android, Web. Fully gamified experience encourages users to check-in and register with rewards program ‘Club Psych’ – points, badges, awards. Enter special keywords announced during broadcast for access to exclusive additional video content only available through app eg un-aired extended scene for current episode.
  • 57. USA NETWORK ‘PSYCH’ SECOND SCREEN GAME - #HASHTAG KILLER #Hashtag Killer Game Launched to engage and promote before season 6. Users were given series of clues on a microsite on the Club Psych website, on FB and Twitter to solve a murder. Used the 2 detective characters in videos, messages and tweets in a storyline written by the series writers. Game unfolded over 7 weeks with new series of clues each week.
  • 58. USA NETWORK ‘PSYCH’ SECOND SCREEN GAME - #HASHTAG KILLER Results 90 million shares on FB & Twitter Av time spent on site of over 12 minutes per visit First week of season 6 ratings increase of 10% on season 5 average ratings
  • 59. CHEVY ‘GAME TIME’ APP SECOND SCREEN ADVERTISING Chevy integrated an app, Game Time, with ads launched during the Super Bowl 2012 broadcast. Users asked to find number plates on the cars in the ads and match them to number plates in the app for chance to win a car.
  • 60. CHEVY ‘GAME TIME’ APP SECOND SCREEN ADVERTISING Trivia game – football, car, Chevy trivia questions Data Gathered – from users submitting competition entries Ad awareness measured with trivia questions: ‘How many arms do the aliens have in the Volt ad’
  • 61. CHEVY ‘GAME TIME’ APP SECOND SCREEN ADVERTISING Results 733,434 minutes of in-app usage Over 3 million trivia questions answered
  • 62. ‘MILLION POUND DROP’ UK O2 SPONSORSHIP INTEGRATION Million Pound Drop Quiz show on Channel 4 has a suite of integrated apps that allow users to play along with the program in real- time – web, iPhone, iPad, Android phones & tablets
  • 63. ‘MILLION POUND DROP’ UK O2 SPONSORSHIP INTEGRATION The iOS and Android versions also allow users to play anytime for £1.49 in-app purchase. Twitter & Facebook integration for sharing Achievements & Awards for incentivisation ‘O2’ Video Takeover Broadcast of 2 min video in first TV break with simultaneous takeover of web game. Online ad had CTs to YouTube for more content
  • 64. ‘MILLION POUND DROP’ UK O2 SPONSORSHIP INTEGRATION Results 8.6% of total program audience played the game – 189,000 viewers 17.4% watched the full video 2.34% CTR to YouTube 10% higher propensity to purchase among web players
  • 65. NICKELODEON DIDI & B. Introduction Didi & B are two new characters for Nick Jnr A series of craft related short shows aimed at 3-5 year olds Objectives Extend the show into a interactive educational experience for children and parents
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  • 70. FOX FOOTY LIVE KICK Objective - Fox Sports wanted to engage Footy fans when they were watching the game on TV The Game Give the fans a game they can play against each other. Make it real by using Live Kick data from the match. Add a Virtual Currency layer to use fan’s passion to drive brand actions. Add in great prizes as an additional motivator Extend into NRL too
  • 72. NRL ON FOX LIVE KICK
  • 73. Take a look at… THE 3RD SENSE SHOWREEL OR FIND OUT MORE AT 3RDSENSE.COM
  • 74. LET’S START A CONVERSATION… If you’re looking for a Mobile Game that CUTS THROUGH the noise, CONNECTS with your target audience and drives the ACTIONS you want, get in touch. 02 89 231 200 commercial@3rdsense.com www.3rdsense.com