Title: Universal McCann
1Media 2.0 from
Universal McCann
A SUMMARY OF THE MEDIA LANDSCAPE
2Marketing has evolved
HSP Holistic Selling Proposition Brand
differentiation through its unified experience
USP Unique Selling Proposition Brand
differentiation through a unique physical
property
Today?
1950s
1960s
1980s
1990s
1970s
ESP Emotional Selling Proposition Brand
differentiation through an emotional attachment
Martin Lindstrom, Brand Sense 2005
3Consumers have evolved
TRIBES Self organising into communities of shared
values and interests. Creating meeting grounds
for the similarly minded, socialising in rich, ad
hoc and instant ways.
EXPLORATION Willingness to experiment and shift
between services, brands and technologies in the
pursuit of self identity, self expression and
social connections
Peers
Brands
EMOTION Movement toward consumption out of wants
and desires rather than out of need, defining
value in terms of emotion reward
Media
FLEXIBILITY Turning towards services and
technologies that make work, rest and play easier
and more flexible
4Media has evolved
Increasing INTERACTIVITY USER CONTROL
Broadband -gt IPTV Digitalisation -gt iTV DMB /
DVB-H-gt Mobile TV
TV
Towards more SPECIAL INTEREST offersCreation of
integrated MEDIA BRANDS More CRM opportunities
with readers
Magazines
More towards ENTERTAINMENT mediumWill remain
local heroMore subscription services
ON-DEMANDWeb-radio, PODCASTS, LIVE-STREAMS
Radio
Integration of DIGITAL RESPONSE
mechanisms Towards MOVING PICTURES (LED
etc.) More CREATIVE ambient media formats
Outdoor /Ambient
Ever more PERSONALISATION WEB IDENITY as the new
email identity, BEHAVIOURAL TRACKING, ENGAGEMENT
, INFLUENCERS COMMUNITY as key growth areas
On-line
5The new wayself-assembly brands
then
now
- Brands that allow the consumer to embrace, adopt
and incorporate them into their lifestyle - Mass Market push brands feel like common
property rather than personal discoveries
6The new waymedia matters
Media Landscape 1.0
Media Landscape 2.0
Active Engagement
Passive Reception
Year 2007-2020
7The new wayembracing the communications democracy
- MAINSTREAM MEDIA
- Mass access
- High production values
- Consistency quality
- Professionalism
persuasion
- Self-exposure
- Annotation
- Relationships
- Conversation
- SOCIAL MEDIA
influence
8The new way powerful communications blueprints
that reflect the sources of persuasion and
influence
MARKETING OUTCOME
MARKETER GENERATED
awareness
interest
consideration
purchase
opinions
advocacy
community
INFLUENCE
PERSUASION
96 factors that change everything
- Marketing as Listening the telling and
interrupting model is definitely over. The sounds
of peer reviewing, on-line forums and
recommendations have revolutionised the way we
understand what makes people tick - The Digitalisation of Community everyone can now
stay in touch with our local community closest
friends, no matter where the global economy has
taken us. - Individualisation people expect everything on
their terms, tailored to their needs - Convergence its not just about what media to
use, but what device to select - Interactivity successful media activity draws
people in by allowing them to respond, or even to
control. - Generation Free the glut of marketing
experiences has created an entire generation of
people who expect everything to beeasy and free
10Marketing as listening
- Listen 1st
- Ask questions
- Discover what they want to hear
- And then engage them to help spread the word
- New differentiated useful and easy to understand
information is the most likely to be passed on - Its not just about influentials. Its about
the wider community and how open they are to the
idea. influentials can often be those that are
most easily influenced rather than an elite group
11The Digitalisation of Community
- The 2007 Digital Future Project found that 43
percent of Internet users who are members of
online communities say that they 'feel as
strongly' about their virtual community as they
do about their real-world communities (Source
2007 Digital Future Project) - People can turn a shared geographical space into
a community without ever meeting, through event
or memory-linked emotional maps and
recommendations sites. From the practical
(hooking into bar or club recommendations)
through to the emotional, linking strangers
together through shared experience. - Technology allows us to create multiple social
tapestries, that accentuate the desire for
community that defines our humanity. - For many people, the boundaries between life
online and life offline are not clearly
demarcated- virtual reality is actually here, and
the boundaries of communities are as likely to be
online as off.
12Individualisation
- Modern media can be produced by everyone. Access
to creative tools coupled with an inspired, vocal
youth generation has brought about a culture of
filmmakers, bloggers and a multitude of online
popstars. We can all create. - These days most of us have a camera built-in into
our phones for spontaneous image capture and we
can instantly publish thought and comment about
anything and everything. - Technology has become democratic enabling people
to take part in the creation of their own media
landscape. - People expect media to be open-source, they want
content that is network agnostic, they expect to
see current events through the lens of other
viewers
13Convergence
Affiliates
Reach
Partnerships
Display
Messenger
Viral
Rich Media
Search
Mobile
Sponsored Emails
Video
Live events
In game
Content Integration
Listings
SolusEmail
e-commerce POS
Branded Applications
Podcasting
Webinar
Mobile search
RSS Feeds
Niche Media Partnerships
PDA
Mobile Applications
Community marketing
IPTV
Branding
Response
14Interactivity
- As new technologies continue to emerge on an
almost daily basis consumers begin to tire of
expensive and impractical technological advances.
The combination of increasing DVD piracy, illegal
downloads and sophisticated home cinema systems
have contributed to both reduced cinema audiences
and revenues. - To reverse this trend, we need to produce
messaging and content that is unique, that will
generate excitement, holding the attention of the
viewer. Concepts including augmented reality, 3D
cinema and personalised mobile phone advertising
are becoming a realistic option, as brands and
designers become increasingly aware of the
potential of new, truly innovative technology. - Augmented reality is nearly here, and our on-line
avatars will become live video holograms that we
can genuinely interact with - Cinegaming is the next big thing, a hybrid movie
theatre anddigital video game space,
transforming isolated computerplay into
community entertainment.
15Generation Free
- A generation who know how to get things for free,
are being caved into, as large companies give
away mobile phone contracts, computers and
release films via the Internet. The new trend is
to turn this expectation of extras into a new
opportunity to communicate with consumers? - Film downloads are forcing the movie industry to
find new platforms to survive. The Brazilian
producer Raccord is investing in the fusion
between cinema and new technologies, releasing
his latest movie Cafune simultaneously in
cinemas and on the Internet. - Mobile phone service Blyk now offers people free
calls and texts in return for receiving
advertisements via SMS. Targeted at 16 to 24 year
olds, advertisers are linked to users based on
theirmusic, entertainment and sports preferences
16Media 2.0 from
Universal McCann
A SUMMARY OF THE MEDIA LANDSCAPE