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Page 1: "Understanding Youth" Conference 2011: When Worlds Collide by Chris Unwin

worlds

collide

when

Page 2: "Understanding Youth" Conference 2011: When Worlds Collide by Chris Unwin

3

Page 3: "Understanding Youth" Conference 2011: When Worlds Collide by Chris Unwin
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marketers

consumers

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viewers

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viewers

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viewersconsumers

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viewersconsumers

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viewersconsumers

participants

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“Self expression is the new entertainment”

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25% of search queries for top 20 brandsare links to user-generated content

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1 platform for positive expression

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print

OOH

mobileplace

experi-ential

PR

audio/video

online

direct

yourmarketing

plan

Page 14: "Understanding Youth" Conference 2011: When Worlds Collide by Chris Unwin

print

OOH

mobileplace

experi-ential

PR

audio/video

online

direct

yourmarketing

plan

Page 15: "Understanding Youth" Conference 2011: When Worlds Collide by Chris Unwin

print

OOH

mobileplace

experi-ential

PR

audio/video

online

direct

yourmarketing

plan

Page 16: "Understanding Youth" Conference 2011: When Worlds Collide by Chris Unwin

print

OOH

mobileplace

experi-ential

PR

audio/video

online

direct

yourmarketing

plan

Page 17: "Understanding Youth" Conference 2011: When Worlds Collide by Chris Unwin

print

OOH

mobileplace

experi-ential

PR

audio/video

online

direct

yourmarketing

plan

Page 18: "Understanding Youth" Conference 2011: When Worlds Collide by Chris Unwin

print

OOH

mobileplace

experi-ential

PR

audio/video

online

direct

@#&%!?!?

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2 evaluate against yourbrand objectives

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interruptionssuck

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participationrulesinterruptions

suck

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3 entertain, don’t interrupt

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worlds

collide

when

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identity

activities goals

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the digital world makes real lifemore meaningful

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real life makes the digital world more meaningful

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real

digital

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millennials live almost exclusivelyin the space between these spheres

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we need to acknowledge the overlap between real and digital life

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MTV

strategy

Much

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valu

e

participants

viewers

volume

traditionalmeasurement

super fans

then now

rethink product development forparticipation & influence

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participatory

proprietary

building and contributingto virtual environments

brand

platform

platform

brand

identity

activities

real

digital

goals

Brand Objectives

Audience Benefit

Platform/s

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MuchMTV

strategy

two mobile projects with digital environments

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MuchMTV

strategyI want my MTV Social

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MTV Social is co-viewing app built for the “digital couch”

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41%

33%30%

28%

24%

16% 15%

11% 10% 10% 9% 8% 8% 7% 6% 6%4%

Gam

es

Wea

ther

Soci

al N

et.

Mus

ic

GPS

New

s

Spor

ts

TV/V

ideo

Util

ities

Fina

nce

Busi

ness

Hea

lth/W

ell.

Food

/Coo

king

Trav

el

Shop

ping

Refe

renc

e

eBoo

ks

Source: Forrester Research Inc., Q2 2010 N. America Benchmark Survey, Canada, Adults 18+

Canadian Smartphone app usage:Games, Social Networking top the list

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86% of mobile internet users watch TVwith their mobile devices

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Of that, 40% are social networking,33% using apps, and more than

half are texting

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identity

activities goals

real

digital

conceptualizing the MTV Social Co-viewing App

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conceptualizing the MTV Social Co-viewing App

Brand Objectives

Platform/s

Audience Benefit

identity

activities goals

real

digital

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proprietary

Brand Objectives

Audience Benefit

identity

activities goals

real

digital

MTV Ecosystem

Twitter/Facebook

Easy, Hosted, Super Fans

conceptualizing the MTV Social Co-viewing App

Platform/s

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MuchMTV

strategyDegrassi Mobile Game

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identity

activities goals

real

digital

conceptualizing theDegrassi Mobile Game

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identity

activities goals

real

digital

Brand Objectives

Audience Benefit

conceptualizing theDegrassi Mobile Game

Platform/s

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proprietary

Brand Objectives

Audience Benefit

identity

activities goals

real

digital

$$$ Community

Apps/Social Media

Involvement in Story

conceptualizing theDegrassi Mobile Game

Platform/s

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for the first time, fans canenroll at Degrassi

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for the first time, fans canenroll at Degrassi

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for the first time, fans canenroll at Degrassi

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for the first time, fans canenroll at Degrassi

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for the first time, fans canenroll at Degrassi

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episode-based story game“choose your own conversation”

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episode-based story game“choose your own conversation”

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episode-based story game“choose your own conversation”

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acknowledge character traits,manage relationships

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social currency translatedinto Degrassi points

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and of course, goof offaround campus

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and of course, goof offaround campus

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thanks


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