This document discusses harnessing the power of play and audience engagement. It describes how reality TV and feedback loops increased viewership by giving audiences influence and control. There are four types of rewards ("4G") that can motivate audiences: goods, glory, glee, and god-like influence. Examples are given of companies like Domino's and Coca-Cola that increased engagement through social media campaigns and interactive TV ads. The SyFy show "Defiance" is discussed as a gamble that paid off by combining a TV show with a video game, achieving high viewership and game play hours. The key is finding ways for audiences to provide feedback and have influence through emerging technologies while combining with strong storytelling.
10. Glee
because it is fun,
done with constant surprises
done with constant surprises
done with constant surprises
11. God
Able to have influence.
Vote contestants on or off a show.
Vote contestants on or off a show.
Vote contestants on or off a show.
12.
13. Dominos needed to respond every day to tweets, to
keep them 'fresh'
Dominos #tweetwhatyoueat
hacked the ad-broadcast setup
hacked the ad-broadcast setup
16. 33 days and 33 videos.
The campaign increased Domino's social score from
tens to thousands of followers.
Results
17. 2014 saw an increase of TV watching in NL
Age 35 and under TV consumption is slipping.
This is largely due to the live events of World Cup
and Olympics.
Has the Stream killed the TV?
26. 2.7 million viewers Episode 1. SyFy’s best premiere since 2006.
Trion Worlds, logged more than 6 million hours of play in the first few
weeks of the show’s release.
Massive cost of multi-platform development, and time cauysed overall
production delays.
Defiance
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31. In Summary
Find the technologies that allow audience feedback.
Give the audience influence / access.
Combine with great story tellers.