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PUBLICIS MEDIA CONTENT
Belinda Rowe, Mark Waugh
BRAND
STORYTELLING
PERFORMANCE-LED
CONTENT
Hero
Content
Media
Partner
Content
Vlogger
videos
Live
Event
Video
Curated
Assets
‘How To’
Video
Lifestyle
News
editorial
Offsite
SEO
Copy
Onsite
SEO
Copy
Sports
Content
rights
Blogger
Copy
Native
Social
Content
Utility
Tools
Email
content
Landing
Pages Lead
Gen
Content
EVERYONE’S CREATING CONTENT: 72% OF MARKETERS
WILL PRODUCE SIGNIFICANTLY MORE CONTENT THAN
THEY DID A YEAR AGO
77% of CMOs feel
they are not producing the right information
for the right audience, and delivering it at
the right time and correct format
“
“
BUT THEY’RE NOT GETTING IT RIGHT
Source: eMarketer
We create, craft and curate content that delivers a
valuable experience.
PUBLICIS MEDIA CONTENT
Content	Audi	&	Insight Media	Partner	content
Influencer	content
Brand	content
Moment	marketing
Production Editorial
Dynamic	creative
Social	contentContent	ROI	Framework
Sports	&	Entertainment	
content
Sports	Rights	Evaluation
Our products and services
INSIGHTS,	STRATEGY	&	
CONSULTING
CONTENT	CREATIVE	&	
PRODUCTION
CONTENT	
PARTNERSHIPS
PUBLISHING	&	
DISTRIBUTION
THE TRUE SHIFT
FROM STORYTELLING
TO STORY IMMERSION
UNIQUE POWER
MOBILE VR RESEARCH
JUNE 2017
3
Mobile VR Research partnership
• Seven month joint learning venture between Samsung and Publicis Media.
• This partnership combined expertise and resources of both companies to:
Better understand
the evolution of the
VR ecosystem and
User Experience
Leverage
insights to provide
recommendations for
creators and brands
looking to participate
in VR
USER EXPERIENCE
• 45 Panel Members
(Teens/Millennials) given
Samsung Gear VR headset
• In-home / In context of
daily life
• On-going 6 month
commitment
USA
Market
MARKET MOMENTUM
• Total sample of 6600 across 6 waves
(Census Rep)
• Collected momentum metrics across
devices
(awareness/interest/trial/barriers/purch
ase triggers)
IMPACT METRICS
• 72 participants
• Quantify biometric response to VR content across
genres
• Measure immersive impact of VR compared with 2D
and 360 mobile formats
Methodology: 3 Elements
VR Panel
Mobile
Ethnography
VR Monitor
Online /
Mobile
Tracker
VR Lab
Biometric
Analysis
Samsung Gear VR, VR ONE,
Fibrum, Freefly
(Android/iOS), Glyph
Research Scope
VR MONITOR
VR PANEL
VR LAB
TIER 1 TIER 2 TIER 3
Oculus Rift, HTC
Vive, Sony
PlayStation VR
VR: Google
Cardboard/Daydream, 360
Video: Android/iOS,
Laptop/Desktop
360 VIDEO MOBILE VR TETHERED VR
What did we learn?
Source:	Publicis	Media/Samsung	Mobile	VR	Research,	2016/2017
USEREXPERIENCE
MEMORIES	FOR
THE	MAKING
How	VR	boosts	recall
and	creates	empathy
shortcuts	for	Brands
DOWNTIME
IS	VR	UPTIME
How	the	most	common	
context	for	mobile	VR	usage	
is	during	“down	time”
NEWBIE	GROWING
PAINS
How	learning	to	use	VR	is	
equal	parts	awesome	and	
awkward
DISCOVERY
ROULETTE
How	VR	users	are	stumbling	
upon	their	own	approaches	
to	curating	new	experiences
MOMENTUM	&	IMPACT
PUSHING	THROUGH
THE	HYPE
How	adoption	metrics	
reflect	steady	momentum	
for	VR
CONTENT	EXPERIENCE
RAISING	BAR
ON	SPORTS
How	existing	standards	for	
2D	live	sports	coverage	will	
raise	the	bar	for	VR	
audiences
NEW	LENS
ON	LIVE
How	VR’s	training	audiences	
to	understand		events	in	a	
new,	hyper-personalized	
way
MISSING	WATERCOOLER
EFFECT
How	in	today’s	highly	
socialized	culture	not	
interacting	with	others	is	
counterintuitive
STORY	REIGNS	
SUPREME
How	well-written	
storylines	keep	audiences	
coming	back	for	more
FAKE	NEWS
ANTIDOTE
How	VR	increases	
authenticity	and	objectivity	
of	journalistic	content
RISK	AND	REWARD
OF	INTERACTIVITY
How	interactivity	is	VR’s	
greatest	strength	and	
weakness.
MOMENTUM
& IMPACT
Memories for the making:
VR boosts recall and creates empathy shortcuts for brands
• Biometric	testing	quantified	that	Mobile	VR	
content	drives	2X	more	emotional	engagement	
than	mobile	2D
• Mobile	VR	also	drives	close	to	2X	greater	brand	
recall	power	vs	2D	and	360	mobile	formats.	 VR	
drove	unprompted	brand	recall	uplifts	of	+76%
Experiment	in	VR	now	to	boost	memory	making	
opportunities	and	empathy	shortcuts	between	your	brand	
and	audience.		
INSIGHTSUMMARY
ACTION
Source:	Publicis	Media/Samsung	Mobile	VR	Research,	2016/2017
USER
EXPERIENCE
PARTY OF
Solo Experience: How in today’s highly socialized culture not
interacting with others is counter intuitive
• As	people	experience	VR	content	they	naturally	anticipate	and	
hunger	for	moments	where	they	can	share	and	compare	their	
experiences	and	opinions	with	others.
• Not	being	able	to	share	their	experience	was	the	#1	reason	owners	
gave	for	having	a	negative	VR	experience.
• But	as	VR	is	currently	a	niche	solo	activity	and	these	conversations	
aren’t		happening.	Being	cut	off	is	a	user	opportunity	cost	for	this	
medium.		
INSIGHTSUMMARY
ACTION
Make	your	VR	experiences	inclusive	&	social.		Develop	easy-to-use	
content	capture	in-goggle.		Use	360	to	scale	buzz.			Experiment	with	
Social	VR.
Source: Publicis Media/Samsung Mobile VR Research, 2016/2017
WATERCOOLER EFFECT
Discovery roulette: How VR users are stumbling upon their
own approaches to curating new experiences
• Searching	and	Browsing	habits	still	in	their	infancy
• But	as	VR	is	still	in	its	infancy,	people	are	having	to	work	harder	to	
curate	new	experiences	of	interest	as	discovery	paths	are	still	
manual	and	not	yet	automated.		
• Users	are	often	forced	to	develop	their	own	approaches	and	
shortcuts	to	surface	new	content
INSIGHTSUMMARY
ACTION
Cross-promotion	on	social/review	sites	are	integral	to	increase	
the		discoverability.	Tailor	content	algorithms	to	user	not	just	
promoted	app.
Source:	Publicis Media/Samsung	Mobile	VR	Research,	2016/2017
CONTENT
EXPERIENCE
GENRES
Story reigns in VR: How well-written storylines keep
audiences coming back for more
• Interactivity	was	the	highlight	of	VR’s	first	episodic	series	“GONE”	–
described	like	a	game	within	a	TV	show.
• Adding	a	gaming	element	to	the	storyline	meant	how	well	users	
paid		attention	directly	impacted	their	ability	to	solve	the	mystery.
• While	interactivity	added	immersiveness,	it	was	traditional	
storytelling	that	had	audience’s	coming	back	for	more.	86%	would	
likely	come	back	to	watch	Ep 3.
INSIGHTSUMMARY
ACTION
To	increase	repeat	viewing,	focus	on	storytelling	first	and	then	assess	
how	interactivity	can	deepen	understanding	of	the	story	vs	tech	add	
on.
Source:	Publicis Media/Samsung	Mobile	VR	Research,	2016/2017
TO INTERACT OR
Raising the bar on sports: High standards for 2D live sports
coverage raise the bar for VR audiences
• The	Rio	Olympics	demonstrated	that	VR	has	the	potential	to		
personalize	and	democratize	live	sports	events.
• People	were	excited	to	have	a	VIP	Olympic	experience	and	take	part		
in	the	action	like	never	before	– even	if	it	didn’t	always	deliver.
• But	the	bar	for	live	action	sports	is	high.		Audiences	expect	VR	to	
take	existing	2D	standards	for	live	sports	to	the	next	level	(e.g.	
Control	POV;	haptic	sensors;	athlete	acknowledgement	of	audience	
presence)
INSIGHTSUMMARY
ACTION
Deliver	4K	quality	at	a	minimum.		Prioritize	how	VR	can	enhance	
2D	with	next	level	personalization,	immersion	and	interactivity	to	
deliver	a	VIP	sports	experience	you	can’t	get	in	other	video	
formats.
Source: Publicis Media/Samsung Mobile VR Research, 2016/2017
3
HOW SHOULD
3
THE
vs.360 VR AR MRvs. vs.
XMAS 2017 AND 2018: THE OPTIONS EXPAND
LOS ANGELES
NEW YORK
LONDON
PUBLICIS GROUPE VR/AR CENTRE OF EXCELLENCE
A full-service virtual reality,
augmented reality, mixed
reality, and immersive reality
experience factory.
What is the role of VR/AR for your brand?
1. Drive	your	reputation	as	an	innovation	brand
2. Drive	deeper	associations	with	sports	and	entertainment
3. Add	value	for	customers	at	retail	locations
4. Use	immersion	to	really	embed	your	brand	differentiation
A	POWERFUL	WAY	TO	BEAT	YOUR	COMPETITORS
Further inspiration and help
• Publicis	Media	Content	Spain
o VR	Experience	Strategy	&	Project	Management
o Full	Mobile	VR	Research	Study
o Newsletter	on	VR
• TILTSHIFT
o Our	Groupe	centre of	excellence	for	innovation	and	VR/AR	production
THANK
YOU

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The true shift from story telling to story immersion

  • 3. 77% of CMOs feel they are not producing the right information for the right audience, and delivering it at the right time and correct format “ “ BUT THEY’RE NOT GETTING IT RIGHT Source: eMarketer
  • 4. We create, craft and curate content that delivers a valuable experience. PUBLICIS MEDIA CONTENT
  • 6. THE TRUE SHIFT FROM STORYTELLING TO STORY IMMERSION
  • 8.
  • 10. 3 Mobile VR Research partnership • Seven month joint learning venture between Samsung and Publicis Media. • This partnership combined expertise and resources of both companies to: Better understand the evolution of the VR ecosystem and User Experience Leverage insights to provide recommendations for creators and brands looking to participate in VR
  • 11. USER EXPERIENCE • 45 Panel Members (Teens/Millennials) given Samsung Gear VR headset • In-home / In context of daily life • On-going 6 month commitment USA Market MARKET MOMENTUM • Total sample of 6600 across 6 waves (Census Rep) • Collected momentum metrics across devices (awareness/interest/trial/barriers/purch ase triggers) IMPACT METRICS • 72 participants • Quantify biometric response to VR content across genres • Measure immersive impact of VR compared with 2D and 360 mobile formats Methodology: 3 Elements VR Panel Mobile Ethnography VR Monitor Online / Mobile Tracker VR Lab Biometric Analysis
  • 12. Samsung Gear VR, VR ONE, Fibrum, Freefly (Android/iOS), Glyph Research Scope VR MONITOR VR PANEL VR LAB TIER 1 TIER 2 TIER 3 Oculus Rift, HTC Vive, Sony PlayStation VR VR: Google Cardboard/Daydream, 360 Video: Android/iOS, Laptop/Desktop 360 VIDEO MOBILE VR TETHERED VR
  • 13. What did we learn? Source: Publicis Media/Samsung Mobile VR Research, 2016/2017 USEREXPERIENCE MEMORIES FOR THE MAKING How VR boosts recall and creates empathy shortcuts for Brands DOWNTIME IS VR UPTIME How the most common context for mobile VR usage is during “down time” NEWBIE GROWING PAINS How learning to use VR is equal parts awesome and awkward DISCOVERY ROULETTE How VR users are stumbling upon their own approaches to curating new experiences MOMENTUM & IMPACT PUSHING THROUGH THE HYPE How adoption metrics reflect steady momentum for VR CONTENT EXPERIENCE RAISING BAR ON SPORTS How existing standards for 2D live sports coverage will raise the bar for VR audiences NEW LENS ON LIVE How VR’s training audiences to understand events in a new, hyper-personalized way MISSING WATERCOOLER EFFECT How in today’s highly socialized culture not interacting with others is counterintuitive STORY REIGNS SUPREME How well-written storylines keep audiences coming back for more FAKE NEWS ANTIDOTE How VR increases authenticity and objectivity of journalistic content RISK AND REWARD OF INTERACTIVITY How interactivity is VR’s greatest strength and weakness.
  • 15. Memories for the making: VR boosts recall and creates empathy shortcuts for brands • Biometric testing quantified that Mobile VR content drives 2X more emotional engagement than mobile 2D • Mobile VR also drives close to 2X greater brand recall power vs 2D and 360 mobile formats. VR drove unprompted brand recall uplifts of +76% Experiment in VR now to boost memory making opportunities and empathy shortcuts between your brand and audience. INSIGHTSUMMARY ACTION Source: Publicis Media/Samsung Mobile VR Research, 2016/2017
  • 18. Solo Experience: How in today’s highly socialized culture not interacting with others is counter intuitive • As people experience VR content they naturally anticipate and hunger for moments where they can share and compare their experiences and opinions with others. • Not being able to share their experience was the #1 reason owners gave for having a negative VR experience. • But as VR is currently a niche solo activity and these conversations aren’t happening. Being cut off is a user opportunity cost for this medium. INSIGHTSUMMARY ACTION Make your VR experiences inclusive & social. Develop easy-to-use content capture in-goggle. Use 360 to scale buzz. Experiment with Social VR. Source: Publicis Media/Samsung Mobile VR Research, 2016/2017
  • 20. Discovery roulette: How VR users are stumbling upon their own approaches to curating new experiences • Searching and Browsing habits still in their infancy • But as VR is still in its infancy, people are having to work harder to curate new experiences of interest as discovery paths are still manual and not yet automated. • Users are often forced to develop their own approaches and shortcuts to surface new content INSIGHTSUMMARY ACTION Cross-promotion on social/review sites are integral to increase the discoverability. Tailor content algorithms to user not just promoted app. Source: Publicis Media/Samsung Mobile VR Research, 2016/2017
  • 23. Story reigns in VR: How well-written storylines keep audiences coming back for more • Interactivity was the highlight of VR’s first episodic series “GONE” – described like a game within a TV show. • Adding a gaming element to the storyline meant how well users paid attention directly impacted their ability to solve the mystery. • While interactivity added immersiveness, it was traditional storytelling that had audience’s coming back for more. 86% would likely come back to watch Ep 3. INSIGHTSUMMARY ACTION To increase repeat viewing, focus on storytelling first and then assess how interactivity can deepen understanding of the story vs tech add on. Source: Publicis Media/Samsung Mobile VR Research, 2016/2017
  • 25. Raising the bar on sports: High standards for 2D live sports coverage raise the bar for VR audiences • The Rio Olympics demonstrated that VR has the potential to personalize and democratize live sports events. • People were excited to have a VIP Olympic experience and take part in the action like never before – even if it didn’t always deliver. • But the bar for live action sports is high. Audiences expect VR to take existing 2D standards for live sports to the next level (e.g. Control POV; haptic sensors; athlete acknowledgement of audience presence) INSIGHTSUMMARY ACTION Deliver 4K quality at a minimum. Prioritize how VR can enhance 2D with next level personalization, immersion and interactivity to deliver a VIP sports experience you can’t get in other video formats. Source: Publicis Media/Samsung Mobile VR Research, 2016/2017
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  • 30. vs.360 VR AR MRvs. vs. XMAS 2017 AND 2018: THE OPTIONS EXPAND
  • 31. LOS ANGELES NEW YORK LONDON PUBLICIS GROUPE VR/AR CENTRE OF EXCELLENCE A full-service virtual reality, augmented reality, mixed reality, and immersive reality experience factory.
  • 32. What is the role of VR/AR for your brand? 1. Drive your reputation as an innovation brand 2. Drive deeper associations with sports and entertainment 3. Add value for customers at retail locations 4. Use immersion to really embed your brand differentiation A POWERFUL WAY TO BEAT YOUR COMPETITORS
  • 33. Further inspiration and help • Publicis Media Content Spain o VR Experience Strategy & Project Management o Full Mobile VR Research Study o Newsletter on VR • TILTSHIFT o Our Groupe centre of excellence for innovation and VR/AR production