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Grp media bytes what's next - 06122011 2
1. What’s Next ?
GRP MediaBytes Cycle 2011
Tuesday 6th of December
Hugues L. Rey
1
mardi 6 décembre 11
2. 2020 – 2 « Predictions »
• UDECAM – 2010 / 5:31
• +... Japan Tsunami-Heartquake / Arabic
Springtime / Belgian Crisis / Euro Crisis
• http://www.youtube.com/watch?v=3yZOABWF5Ec
2
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3. 2020 – 2 « Predictions »
• Les Invasions L’Empire Contre-Attaque
Barbares •Content is the Real Value
• Content is Dead •Media Companies
• End of Hollywood promote & empower their
vs Google TV content through Social &
• Commodity News Interactivity
• Conversation are •Both form of media
values consumption co-exist
• Digital •« Press » is restructured
(even if the main content
3 is digital)
mardi 6 décembre 11
5. What’s next - Challenges ?
• 4 Screens ... at least. Entertainment Please !
• SoLoMo - Let’s Summerize ...
• From 2.0 to 3.0 - Objects & Semantic
• Paid.Owned.Earned Integration: Digital
Impact the global Marcom Process
• Advertisng Model Shift. Measurement. More
Data ?
• As a Conclusion: NewNext Job ? &
Structure: What’s My
Organisation
5
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6. 4 Screens ...
Entertainment - Usability - Added Value
6
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14. Social
media
usage
is
exploding,
but
video
is
a
bigger
story
!
While
member
communi:es
(like
Facebook)
have
been
garnering
impressive
audience
numbers
for
the
last
five
years,
video
audiences
have
been
growing
at
meteoric
rates
mardi 6 décembre 11
18. “I feel stupid,
and contagious.
Here we are now.
mardi 6 décembre 11
19. 46% of the users would like to combine TV & Online
(14-26 yo: 60%)
29% are frequently online while watching TV
Source: GfK – Europe / Retail & Technology – What Consumer think about Web/TV? 2009.
CONFIDENTIAL 14
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21. Over 60% of Connected TV Households
Use TV Apps at Least Once per Week
(7/11)
• Shipments of connected TVs with integrated TV applications will grow by an
average 36% over the next five years.
• TV apps are not the primary reason for purchasing connected
TVs.
• Adoption of online video streaming services, such as Netflix,
does not increase the propensity to purchase online video
content.
16
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24. In
2011,
Families
will
convert
Media
Rooms
into
Social
Media
Rooms!
Equipped
with
wireless
key
boards,
iPods,
gaming
devices,
Pandora
playlists,
your
favorite
YouTube
Videos
and
Google
TV!
mardi 6 décembre 11
25. Get Glue
www.getglue.com
20
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28. Coca-cola village
Connecter le monde virtuel au monde
• Chaque été, Coca-Cola • Des bornes « like » présentes
organise un summer camp en devant toutes les attractions
leur permettait de
Israel. Au programme: Music, communiquer sur leur profil
friends & fun. les activités qu’ils appréciaient.
• Le concept: Ils pouvait également s’auto-
tagger sur une photo prise par
• http://www.youtube.com/ un photographe.
watch?v=xUv0GU5rfHg
• Tous les participants se sont • Les résultats: une expérience
équipés d’un bracelet innovante en temps réel
électronique muni d’une puce pour les invités et leurs
RFID contenant leurs contacts Facebook qui a
identifiants Facebook. permis de l’exposition et de
• Pendant toute la durée du l’interaction avec la marque
camp, les teenagers présents • 35.000 posts/updates par jour
pouvait via des bornes
interagir sur leur profil • 1.500 bracelets activés
Facebook en temps réel. • La page la plus populaire sur
Facebook avec plus de 80.000
amis
23
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32. Social
• Not Facebook Only
• Impacts all activities of Enterprise
• A Tool, not «The» Objective
• KPI’s are still to be fixed
• Connect with the real world (1)
27
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33. Device penetration
Among the following telecommunication devices, which one do you own?
Wave 1 Wave 2 Wave 3
95 %
GSM 92 %
88 %
13 %
Smartphone 19 %
26 %
11 % Smartphone will
Netbook 12 % progressively replace
16 % the classical mobile
phone.
2% Big increase for
Digital tablet 3% Digital Tablet
11 %
0% 25 % 50 % 75 % 100 %
n:1072 (wave 1)
n:1067 (wave 2)
mardi 6 décembre 11
34. Purchase intent
Among the following telecommunication devices, which will you
acquire in the coming months?
n:1072 (wave 1)
n:1067 (wave 2)
Wave 1 Wave 2 Wave 3 Classical GSM is now
obsolete.
Digital Tablets register
the most important
growths
15 %
15 %
12 %
11 %
11 % 11 %
10 %
7% 7%
8%
6%
4%
4%
1% 1%
1%
0%
GSM Smartphone Digital tablet Netbook
mardi 6 décembre 11
35. Brand penetration of Smartphones
What brand of Smartphone do you use most often?
(Only one answer possible)
Wave 1 Wave 2 Wave 3
31 %
Nokia 21 %
18 %
27 %
Samsung 22 %
26 %
17 %
Iphone 19 %
22 %
12 %
HTC 20 %
15 %
10 %
Blackberry 8%
10 %
2%
Sony-Ericson 5%
3%
1%
LG 1%
4%
1%
Other 5% Based on Smartphone users / n:202
3%
0% 10 % 20 % 30 % 40 %
mardi 6 décembre 11
40. Mobile
• 26 % Smarphones Users
• Look behond the I-Phone
• Mobility vs Usability - Think about the
consumer, not the device
• Save Time vs Waste Time
• Connect with the Real World (2)
35
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43. Mobile + Local
• Tesco QR code store : Let the store
come to the people
– In Korea, Tesco (named Homeplus over there) launched an innovative virtual store that
made the most of the fact that their customers dreaded having to do the weekly shop,
as it ate into the little spare time that they had in their hectic lifestyles. They
introduced virtual stores in subway stations that allowed people to shop directly via
their smartphones. They put up billboards that reflected the real products on the shop
shelf, with QR codes next to each product. By simply scanning the product, it was
instantly added to your mobile shopping cart and you could then complete the
transaction via your smartphone.
http://www.youtube.com/watch?v=nJVoYsBym88&feature=player_embedded
38
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44. Local
• Issues Solving
• Close to mobile
• DOOH
• Connected with the real live (3)
39
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45. From 2.0 to 3.0
Semantic & Objects
40
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46. Web 3.0 Web x.0
Semantic / Objects Web Meta Web
Web 1.0 Web 2.0
The Web Social Web
Degree of Social Connectivity
mardi 6 décembre 11
47. Web 2.0 was/is about participation
Portable, personal web, focused on the individual, on
lifestream, on consolidating content, and which is
powered by widgets, drag and drop, and mashups of
user engagement.
cc licensed ( BY ) flickr photo by Mykl Roventine: http://flickr.com/photos/myklroventine/3867744073/
mardi 6 décembre 11
48. “Web
2.0”
?
–
6
Rules
!
Harnessing
the
collec:ve
intelligence
Lightweight
programming
models
(Mash
Up,...)
Unique,
hard-‐to-‐recreate
data
sources
Above
the
level
of
single
device
The
web
as
plaZorm
Leveraging
the
long
tail
through
customer
self-‐service
mardi 6 décembre 11
50. I
tunes
&
the
long
tail
How
big
?
5
billion
in
2010
…
This
is
no
rumor,
because
Apple
has
just
announced
that
iTunes
Store's
customers
purchased
and
downloaded
more
than
5
billion
songs,
while
the
iTunes
Store
also
has
the
largest
music
catalog
online,
with
over
8
million
tracks.
Even
more,
the
iTunes
Store
is
now
ren:ng
over
50,000
movies
daily,
turning
it
into
the
most
popular
movie
store,
too,
with
a
catalog
of
over
20,000
TV
episodes,
over
2,000
films,
of
which
over
350
are
available
in
HD
quality.
mardi 6 décembre 11
57. Memolane
http://memolane.com/site
52
mardi 6 décembre 11
58. The Johnny Cash Project invites fans to recreate
every single frame of the video using a fairly
rudimentary online painting tool
GRP MEDIA SCHOOL 2010/2011 - «Mediabytes, a survival package for the digital journey»
mardi 6 décembre 11
60. New
horizons
Web 3.0 refers to a third generation of internet-based
services that collectively will allow the emergence of
the Objects / Semantic web.
cc licensed ( BY ) flickr photo by paul (dex): http://flickr.com/photos/dexxus/3146028811/
mardi 6 décembre 11
65. Gamification
• Is the use of game design techniques[1] and mechanics to solve
problems and engage audiences.
• Typically gamification applies to non-game applications and
processes (also known as "funware")[2], in order to encourage
people to adopt them.
• Gamification works by making technology more engaging[3], by
encouraging users to engage in desired behaviors[4], by showing a
path to mastery and autonomy, and by taking advantage of humans'
psychological predisposition to engage in gaming.[5]
• The technique can encourage people to perform chores that they
ordinarily consider boring, such as completing surveys, shopping,
filling out tax forms, or reading web sites
60
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70. PAID.OWNED.EARNED
P O E
ADVERTISING IN MEDIA (TV, OPINION OF FRIENDS &
WEB SITES, FAMILY, WORD-OF-MOUTH,
INTERNET, RADIO, OUTDOOR, POINT OF SALES.
PRESS) SOCIAL NETWORKS
MAILINGS, E-MAILINGS, OPINION OF SURFERS
(BLOGS, FORUMS)
TRADE EXHIBITIONS,
PRESS COVERAGE
SPONSORED EVENTS
mardi 6 décembre 11
75. + 142 060 Facebook fans
E
+ 0,72 %
70
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76. +
E 1,76 M Facebook fans
+ 9%
71
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77. DOMINANCE
OF
PAID
MEDIA
2011,
IN BELGIUM,
PAID MEDIA REMAIN
THE MOST EFFICIENT
WITH 58% OF TOTAL
IMPACT
BEFORE THE EARNED
MEDIA AT 25 %
OWNED MEDIA ARE
SCORING AT 17 %.
P O E
58% 17% 25%
72
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79. O
MÉDIAS
PRIVÉS
33 %
DE L’IMPACT DES MÉDIAS
PRIVÉS (OWNED) VIENNENT
DES SITES
DE MARQUES
67 % DES POINTS
DE VENTE PHYSIQUES
74
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80. E MÉDIAS
PUBLICS
19 % DE L’IMPACT
DES MÉDIAS PUBLICS (EARNED)
VIENNENT DE l’ OPINION
INTERNAUTES,
WEB SOCIAL,
81 % PROVENANT
DE L’OPINION DES PROCHES,
DU BOUCHE À OREILLE,
L’INTERLOCUTEUR, PROCHE
OU PAS, DEMEURANT PLUS
IMPORTANT QUE LE CANAL.
75
mardi 6 décembre 11
81. N I
C O P O E
BRANDS EXPOSURE PAID OWNED EARNED
AVERAGE
SECTOR 55% 14% 30%
Google 51% 21% 28%
Coca
Cola 67% 9% 25%
Facebook 51% 18% 31%
Microsog 57% 15% 28%
Loterie
Na:onale 64% 11% 25%
Apple 53% 13% 33%
Nike 65% 10% 25%
Disney 64% 11% 25%
Quick 65% 7% 29%
Dell 63% 11% 26%
HAVAS
MEDIA
mardi 6 décembre 11
82. O
Owned (site) vs Unique Visitors
Iconic
HAVAS
MEDIA
Based on volume of OWNED
Source : Comscore
mardi 6 décembre 11
83. E
Earned (opinions) vs Social Monitoring
Iconic
HAVAS
MEDIA
Based on volume of EARNED
Source : SYSOMOS
mardi 6 décembre 11
84. Burger King’s online story
Online
High
Presence
Channels
Engagement
Xbox games
Subservient
Low chicken
Owned Media
2007
mardi 6 décembre 11
85. Burger King’s online story
Online
High
Presence
Sponge Bob
Channels
Engagement
Xbox games
Whopper freakout
Subservient The
Low chicken cavalcade
Owned Media Paid Media
2007 2008
mardi 6 décembre 11
86. Burger King’s online story
Online
High
Presence
The BK Lounge
Sponge Bob
Channels
Engagement
Xbox games
Whopper
sacrifice
Whopper freakout
Subservient The
Low chicken cavalcade
Owned Media Paid Media Earned Media
2007 2008 2009
mardi 6 décembre 11
87. Burger King’s online story
Online
High
Presence
on
ays
The BK Lounge
Alw
Sponge Bob
Channels
Engagement
Xbox games
Whopper
sacrifice
Whopper freakout
Subservient The
Low chicken cavalcade
Owned Media Paid Media Earned Media
2007 2008 2009
mardi 6 décembre 11
88. http://www.youtube.com/watch?v=IhF6Kr4ITNQ
• Linkable & Uploadable 8 minutes
movie
• 5 M views in streaming
• 14 M views on youtube
• Kick off with Tv campaign
• 100 parodies on youtube
mardi 6 décembre 11
89. Advertising
Model
Shift
(More data)
81
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90. More
!
More
!
More
!
Media (Diversified
Digitalisa: (Complex)
Outputs
&
&
)
Sales
on Studies KPI’s
Supports Model
HAVAS
MEDIA
mardi 6 décembre 11
91. A
Wider
Range
of
Media
HAVAS
MEDIA
mardi 6 décembre 11
92. • Selon le directeur général de l'Organisation
mondiale de la propriété intellectuelle
(Ompi), une agence de l'ONU basée à
Genève, Francis Gurry, les journaux
traditionnels sur papier auront disparu
dans le monde d'ici 2040 et seront
remplacés par des supports numériques.
• C'est une évolution, ce n'est ni bien, ni
mal, il y a des études qui annoncent leur
disparition pour 2040, aux Etats-Unis ce
serait pour 2017".
84
mardi 6 décembre 11
93. Mul:plica:on
of
Studies
Sources
CIM MDB CIM
Audimetrie Adex RIA
Sobemap (TV
sud) Metriweb Metriprofil
Cadres &
OFADI
CIM Aspemar (TV Dirigeants
nord)
CIM Affichage
CIM Radio
NNS
Radioscan
1951 1959 1971 1972 1985 1988 1992 1993 1996 1997 1998 1999 2000 2001 2002 2006 2010 2011
MediaMark Cyberscan CIM Presse,
CESBP Cinema &
BMM PMPA
Time Shift
Crossmedia Viewing
Première Net Observer
TGI Petite
commission CIM Netsurf
BIM Audimétrie
Presse
HAVAS
MEDIA
Initiated by CIM
mardi 6 décembre 11
94. 2013
?
Research
Converges
HAVAS
MEDIA
86
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95. Example Beweb Re-Player
• 23 Belgian Top Sites
• 6.300.000 Bruto Contacts (99
GRP) (Capping 9)
•
• 737.800 netto contacts PRP
18-44 (Belgian)
• 50% of coverage (1 Week)
• Affinity (PRP 18-44) = 140
• Adapted to TV spots format
• 60% of full vision
• Effective Score 42 vs 22
(average)
mardi 6 décembre 11
96. 35% of the viewers use the expanded
format
mardi 6 décembre 11
97. Integrate On/Off Data
TV
Web
Analytics CRM Adserver
Data site Data clients Data ad
« Data fusion » « Data fusion »
Mesure unifiée - Déduplication des données
Intégration de données, tant on que off line
Analyse avancée pour optimiser les campagnes
mardi 6 décembre 11
99. New
Organization
Structure
Jobs
91
mardi 6 décembre 11
100. Media Agency of the Future
New Job Descriptions ?
• TV Planner > Audiovisual Planner > Content Planner
• Digital Planner > DRM – Digital Relationship Manager
• Research Manager > Data Cruncher & Analyst
• Media Planner > MIM - Marketing Investments Manager
• Strategy Manager > P.O.E Manager
• … what’s next ?
92
mardi 6 décembre 11
101. “It is not the strongest of the
species that survives, nor the
most intelligent that survives.
It is the one that is the most Content vs
adaptable to change.” Support
C. Darwin (1809 – 1882)
Marketing vs
Communication
… but still, Figures
& Feeling
mardi 6 décembre 11
102. Let’s share …
+ 32 / 496 26 06 88
Messenger: hugues@live
Mail: hugues.rey@be.havasmedia.com
Blog: www.rey.be
Twitter / Foursquare: huguesrey
SlideShare: Yugs13
GRP MEDIA SCHOOL 2010/2011 - «Mediabytes, a survival package for the digital journey»
Linkedin: http://www.linkedin.com/in/huguesrey
mardi 6 décembre 11