Modern Communities

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BUILDING MODERN CONSUMER RELATIONSHIPS 5.12.2016

Transcript of Modern Communities

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BUILDING MODERN CONSUMER RELATIONSHIPS5.12.2016

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THIS STORY IS A WIP

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IT IS ALSO A COLLABORATION

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WHEN IT’S DONE WE’LL SHARE

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IT STARTED BECAUSE THERE ARE THINGS THAT I DON’T

UNDERSTAND

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1. Learn something new2. Understand changing entertainment

landscape3. Interested in new ways of being

creative4. Find out if there are interesting

implications for clients

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MONEY FOR LOVe

tHE MInEcRaFT ruLE

MODERN CREATORS

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tHE MInEcRaFT ruLE

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>54 million units sold 23 million PC downloads

2 billion hours played on Xbox 360 alone

Game covers a surface area 8x the size of earth

It would take 3 trillion hours to play every facet

>100 million players

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In 2014, 10.6 Million Minecraft themed videos were uploaded to YouTube, generating 26.5 Billion views

between them

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“It’s production instead of consumption. The idea that rather than consuming pre-made, pre-digested, fully created polished products that are really tight and therefore come to you and you sort of swallow them whole, Minecraft, because it’s messy and glitchy and not polished, requires you to figure it out and requires you to participate in making things as opposed to just playing things other people have made.”

-Professor Irene Chien, Assistant Professor, Department of Media and Communication, Muhlenberg College 

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“The traditional way of thinking of games as participatory, is that rather than just watching TV, you’re controlling something. Suddenly people realize that wait a minute, just because you’re moving Mario doesn’t mean you’re participating in creating content and narratives. You’re following the designer’s idea of what should happen in the game…Gamers are playing games in totally different ways, we just weren’t taking account of that.” 

-Professor Irene Chien, Assistant Professor, Department of Media and Communication, Muhlenberg College

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Developer makes game

Consumer plays game

Content-centric

Traditionally in gaming, this is the model we see. The ecosystem revolves around the game. The developer

makes the game, the consumer plays the game.

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Mojang makes an open platform

Gamers discover it

…and build new games, stories, and communities around it.

More gamers discover Minecraft

Community-centric

The community and the stuff community makes have become the POINT of Minecraft

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The added edge of Minecraft is that in CoD people are waiting for DLC and new content. In Minecraft, people are constantly trading new and original content, mods, and mini games.

- Vikkstar

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People spend more time with the content around Minecraft than the game itself.

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Gamers on YouTube: Evolving Video Consumption, Think With Google, July 2013

“…community-­‐created  videos  effec4vely  doubled  the  amount  of  views  the  top  selling  games  would  have  received  through  brand-­‐released  content  alone…”  

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tHE mInEcRaFT RuLE

the communITy eCOsYsteM & conTEnT thAt sUrrOUNds YOUr prOdUCt is aS ImPoRTanT aS the prOdUCt itself

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What if we create products, or stories that are “flawed” or need to be “fixed” and give them to the community to be brought to life?

What if instead of creating content we create platforms for communities to build on top of?

These ideas work well for brands/products that enable self expression. But what about for brands that don’t?

What does the world look like for agencies when consumers are creating the content that drives interest in the product?

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MONEY FOR LOVE

:

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Broadcasting on Twitch is not the same thing as a Let’s Play video

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TOWELLIEE

PROFESSORBROMAN ELLOHIME

COHHCARNAGE585K Followers (45th)32MM Views (104th)900+ DaysTeam of 14Variety Streamer

432K Followers (81st)83MM Views (26th)900+ Concurrent Days Team of 10WOW Streamer

514K Followers (56th)9MM Views (371th)At any given moment can 37K viewersDestiny

367K Followers (103rd)13MM Views (259th)Streams 180+ Hrs/MonthStarts streaming at 4amVariety Streamer

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It is not live entertainment, it is living entertainment

- Ellohime

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THE MENTOR THE ENTERTAINER THE FRIEND THE HERO THE SPECTACLE

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THE BASICS TIMES TEN

1. CONSISTENCY2. RELATABILITY3. ACCESSIBILITY4. TRANSPARENCY5. VALUABLE

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Try to give as much value as possible to the subs [subscribers], I don’t want anyone left out of the

community.

- CohhCarnage

MOST IMPORTANTLY…

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I am what my viewers need me to be. Sometimes I am their friend. Sometimes I am a counselor. I wear

many hats.

- ProfessorBroman

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I don’t put up “pay to play” walls. People subscribe [pay] because they want to keep the community

alive

- Ellohime

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What if we made “live” ads? Or responsive ads? What would that look like?

Can brands/do brands really appreciate their fans in this way? Can they?

How do we create communities around brands that are so important to people that they would pay to keep them alive?

What are the lessons we can take about relationships with fans? What do we do with those lessons?

Can brands be open to allowing fans/consumers shape what the experience is like?

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MODERN CREATORS

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Body Level One Body Level Two Body Level Three

Body Level Four Body Level Five

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“Both the 25 December Doctor Who episode and the 1 January Sherlock were, without actually being interactive, crucially responsive to fan reaction.”

“…This sense that the characters are able to see through the screen into our world…”

-The Guardian “Sherlock and Doctor Who: beware of fans influencing the TV they love”, January 3, 2014 

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1.  Fans  expect  an  open  dialogue  with  content  creators  and  treat  them  as  if  they  are  real  life  friends.  Ryan  reaches  out  to  GoT  creators  over  TwiBer  to  ask  ques4ons  about  the  show  and  some4mes  shares  things  related  to  the  show  with  them  that  he  thinks  they’ll  like.  It  can  feel  ignorant  or  disrespec9ul  if  content  creators  are  unreachable.    

2.  Fans  create  content  to  find  and  engage  with  other  fans.  Ryan  started  crea=ng  content  around  the  show  because  his  friends  didn’t  watch  it  so  he  felt  the  need  to  interact  with  others  who  did.  He  was  compelled  to  create  content  presen4ng  something  people  maybe  hadn’t  thought  of  before  and  has  gained  respect  within  the  community  by  doing  so.  He  acknowledges  that  GoT  has  a  large  passionate  community,  so  he  had  to  find  his  smaller  similarly-­‐opinionated  group.  

3.  To  be  a  real  fan  you  have  to  engage.  Just  watching  the  show  isn’t  enough.  To  be  respected  in  the  community  you  have  to  engage  with  other  content  to  get  to  know  the  characters,  recent  news  with  the  show,  behind  the  scenes.  

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What if marketing were more responsive in quicker cycles? What if campaigns really changed in response to consumer feedback? What examples of this are out there?

What if we thought about campaigns as pieces of software in constant beta?

How are we creating ways for fans to connect and give us feedback? Beyond tracking studies and social “listening tools?” Is anyone doing this?

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1. Write 3 questions that you’d like to ask to better understand what’s happening here or to further develop these ideas

Workshop #1

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1. Take a client who you are working with2. Come up with 3 ideas for things you

could do that uses one of more of these insights

Workshop #2

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THANKS