thinkLA Entertainment Marketing Breakfast 2014 -Warren Wright presentation

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1 Millennial Footprint On Media and Entertainment

description

At thinkLa's EMB 2014, speaker Warren Wright from LifeCourse described how millennials make their decisions based on their beliefs, attitudes and values.

Transcript of thinkLA Entertainment Marketing Breakfast 2014 -Warren Wright presentation

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Millennial Footprint

On Media and Entertainment

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“Generations are shaped by history, and then history is

shaped by generations” Aristotle

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Each Generation

Shares in History: • Common Age • Common Location

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Each Generation

Shares Common: • Attitudes • Behavior Traits • Collective Identity

Presenter
Presentation Notes
One of the charts, not yet
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Actions/Behaviors

Opinions/Attitudes

What shapes behaviors?

Values/Beliefs

What are the prevailing cultural norms when growing up?

Presenter
Presentation Notes
We start to understand how the media landscape with change NOT based on the newest, latest technology, but by what people– young people, value. People shape technology the way they believe it should be
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Presenter
Presentation Notes
A Generation is not an age bracket. Each generations has unique characteristics based on their age location in history
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Baby Boomers

Focus of Attention

Self-Actualized

Idealistic

Group Oriented

Challenge Authority/Rules

Work-focused

Change Agents

Generation X

Ignored

Survivors

Cynical

Individualists

Avoid the rules

Self-Directed

Pragmatic

Millennials

Special

Sheltered

Confident

Team-Oriented

Conventional

Pressured

Achieving

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Presenter
Presentation Notes
Every generations has their own footprint on culture, media, politics
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Generations and Technology

Boomers 1980’s – 1990’s

GenXers 2000’s – 2010’s

Millennials 2010’s – 2030’s

Presenter
Presentation Notes
Boomers = personal computer, in the image of the iconic boomers themselves– Bill Gates and Steve Jobs The Xers– the Risk-taking, sharp elbowed entrepreneuers that actually found a market for technology. And it was a Millennial that used technology to connect with one another Note: This slide should build, starting with Boomers, then Xers, then Millennials
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OUTLINE

• Who are the Millennials? • The Four Values That

Shape Their Behavior • The Footprint for the

Future of Media and Entertainment

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Who Are the Millennials?

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The Millennials

• Born 1982 – 2004 • Currently 10-32 years old • 32% of US Population (100 million)

Presenter
Presentation Notes
Zuckerberg, miley cyrus, justin, kardashian, mackelmore – thrift shop,
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Coming of age in the 2000’s

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What Do We Know About Millennials?

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Millennials

• Special

• Sheltered

• Confident

• Team-oriented

• Achieving

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Most Ethnically Diverse and Educated Generation

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High School and College-Aged Youth Trend in Last 15 Years

• unstructured free play, hours per week DOWN • sleep, hours per week DOWN • age at which career choices are made DOWN • temp work for pay, hours per week DOWN • homework, hours per week UP • intend to go to 4-year college, share of total UP • admission standards, at typical college UP • first job via internship, share of total UP

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Four Millennial Themes That Will Shape Media and Entertainment

• Hyper-Socialization • First Life/Second Life Blend • The Maker Movement • The Barney Effect

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I Love Everybody

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I Love My Family

• Get along with parents • 82% of teens report

“no problems” with any family member—up from 75% in 1983, 48% in 1974.*

• Parents are a source they Trust!

*Source: National Association of Secondary School Principals (2005)

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I Love My Friends

“My friends are the most important thing in my life”

Millennials 55%

GenXers 44% Boomers

40%

*Source: Percent Strongly Agree and Agree, LifeCourse survey, 2014

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I Love My Friends

Source: Entertainment Software Association

51%

of Millennials play games with their friends.

16%

of Millennials play games with their parents.

32%

of Millennials play games with their

family members.

72%

of Millennials play games

with their friends and

family members.

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I Love My Community(Trust)

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I Trust My Community

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Hyper-Socialization

It takes a village • 55 million viewers • 16 days • 1.6 million participating • Social experiment • Democracy v. Anarchy

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First Life/Second Life Blend

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First Life/Second Life Blend

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First Life/Second Life Blend

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First Life/Second Life Blend

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First Life/Second Life Blend

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In Real Life

“He’s the site’s worst troll, but IRL he’s a lawyer”

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First Life/Second Life Blend

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First Life/Second Life Blend

10hrs

8hrs

7hrs

MILLENNIAL BOOMER GENXER

Average hours a day in front of a screen.

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First Life/Second Life Blend

Sometimes, I think Life

is like a video game

52%

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First Life/Second Life Blend

“I know it’s not real, but I think it is”

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The Maker Movement

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The Maker Movement 30% of Millennial’s Media time is spent with User Generated Content (UGC)*

*Content created and curated by their peers

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Maker Movement

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Maker Movement

Where players create and creators play

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The Maker Movement

Education Avocation

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Avo-tainment There are 1 million broadcasters on twitch.tv Top earner in 2013: over $300k

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Avo-tainment

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Edu-tainment

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The Barney Effect

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The Barney Effect– Be Nice, Be Fair

Source: CNN/ORC poll, Feb 2014

"The government should work to substantially reduce the income gap between the rich and the poor."

72% of Millennials

Agree

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Socially Conscious

“Having a positive impact on society is important to me.”

Percent Strongly Agree *Source: LifeCourse survey, 2014

Millennials 30%

GenXers 24% Boomers

22%

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Socially Conscious “It is important to me to company I buy products from supports social causes.”

*Source: LifeCourse survey, 2014

Percent Agree

Millennials 54%

GenXers 46%

Boomers 48%

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Equity/Fairness

70% of Millennials agree with the statement “If a company is unfair with me, I’ll figure out how to make things fair.”

Nick Shore. “Millennials Are Playing with You.” Harvard Business Review. December 12, 2011.

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Equity/Fairness

“Millennials expect brands to listen to their feedback and engage in a two-way, interactive conversation with them.” --Social Intelligence

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Participation

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SUMMARY

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40,832

30,634 26,927

32,767

16,342 15,293 13,923 12,354 11,630 11,906 9,920 9,124 8,841 8,910 9,001 8,006

5,187 5,132 5,413 4,166

0

5,000

10,000

15,000

20,000

25,000

30,000

35,000

40,000

45,000

Feb '11 Feb '12 Feb '13 Feb '14

FOX CMDY ESPN ADSM TOON

• Across all networks, the total P18-34 audience decreased in audience size from 2011-2014.

THE MAJORITY OF NETWORKS ARE SEEING A DECLINE IN THEIR 18-34 AUDIENCE

Prepared for: Twitch TV Source: Source: Nielsen; Combined Home & Work Online Panel, P18-34, Feb 2011-2014

P18-34 Network Reach Proj (000) 2011-2014 % Change

FOX -20% CMDY -24% ESPN -22% ADSM -9% TOON -20%

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0.000%

0.005%

0.010%

0.015%

0.020%

0.025%

0.030%

0.035%

0.040%

0.045%

Shar

e of

Sea

rch

Clic

ks

Search Term Variations - "twitch" vs "buzzfeed"

"twitch"

"buzzfeed"

Search Term Variations Volume of search variations of ‘twitch’ has increased 12x or 1105% YoY

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Three-Word Mantra

PARTICIPATE CREATE SHARE

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The Education Revolution

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Check Your Basement

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THANK YOU!