Temasek Polytechnic January 2009

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Temasek Polytechnic January 2009 - Presentation Transcript

  1. Temasek Polytechnic Advanced Media Marketing Management Geert Desager Marketing Manager Microsoft Advertising 22 nd of January 2009
  2. Agenda
    • Bring the love back
    • Beyond the banner
    • Future of TV
  3.  
  4.  
  5. “ We are not hanging out in the same places anymore!” Source picture: http://www.flickr.com/photos/ale2000/2897608089/
  6. Exploding Online Users in APAC Source: www.internetworldstats.com , May 2008
  7. Still huge Potential in APAC Source: www.internetworldstats.com, May 2008
  8. Exploding Online Users in APAC Source: www.internetworldstats.com, May 2008
  9. Exploding Online Users in APAC Source: www.internetworldstats.com, May 2008
  10. No. of hours spent on each medium per week Markets: Australia, China, Hong Kong, India, Japan, Malaysia, Singapore, South Korea, Taiwan, Thailand Source: Synovate AsiaBUS Survey June/July 2007 Aged 25-34 Top/Middle Management University degree or above Executive Summary - Regional Magazines 3.0 hours Internet 18.5 hours Radio 10.5 hours TV 16.9 hours Newspapers 4.2 hours Magazines 3.7 hours Internet 20.8 hours Radio 10.6 hours TV 15.2 hours Newspapers 5.9 hours Magazines 4.2 hours Internet 19.9 hours Radio 9.3 hours TV 14.8hours Newspapers 5.6 hours The Internet outperforms TV & print in time spent among key demographics
  11. 2007 Internet Ad Spend Source: GroupM Forecasts, Dec 2006; KR & NZ: Universal McCann Estimates Apr 2008
  12. “ You are not even listening!” Source picture: http://www.flickr.com/photos/lteagarden/2481657225/
  13. Research shows that 65% of all marketing spend in 2007 had no effect on consumers 70% of all asian marketers are not tracking the effectiveness of their spending Source: The Fournaise Marketing Group’s 2007 Global Marketing Effectiveness Report
  14. “ It’s not genuine!”
  15. “ Research shows that 86% of consumers no longer believe what brands say about themselves” “ Whereas 78% of consumers believe what other consumers say about brands” Source: http://www.ketchum.com/food2020_news_release
  16. Times they are a-changin’
  17. Times they are a-changin’
  18. Times they are a-changin’
  19. Times they are a-changin’
  20. Times they are a-changin’
  21. Times they are a-changin’
  22. Times they are a-changin’
    • A typical 21 year old...
    Thanks to www.martinlindstrom.com
  23. ...has played 5.000 hours of video games Thanks to www.martinlindstrom.com
  24. ...exchanged 250.000 emails, instant and SMS messages... Thanks to www.martinlindstrom.com
  25. ...10.000 hours of mobile phone usage... Thanks to www.martinlindstrom.com
  26. ...and has spent 3.500 hours of time online... Thanks to www.martinlindstrom.com
  27. Channels 1,7 5,4
  28. Today, the gaming industry is double the size of the movie industry. Thanks to www.martinlindstrom.com
  29. Gamers mainly play during prime time TV. Next to gaming, the internet is the preferred medium, followed by television. Thanks to www.martinlindstrom.com
  30. “ Halo 3 generated $170 million in sales “ The incredibles” reeled in $70 million (Both in one weekend) . Thanks to www.martinlindstrom.com
  31. Everquest has 2.2 million members (spending 28 hours per week). Thanks to www.martinlindstrom.com
  32. Animal crossing gets 5.000 new users a day. Thanks to www.martinlindstrom.com
  33. 86 million adults are currently playing computer games. Source: Businessweek, October 2006 & Thanks to www.martinlindstrom.com
    • Will never read a newspaper but attracted to some magazines
    • Will never own a land-line phone (and maybe not a watch)
    • Will not watch television on someone else’s schedule much longer
    • Trust unknown peers more than experts
    • For first time willing (2005) to pay for digital content. Never before.
    • Little interest in the source of information and most information aggregated.
    • Community at the center of Internet experience
    • Think not interested in advertising or affected by brand, but wrong.
    • Everything will move to mobile
    • Less interested in television than any generation before
    • Want to move content freely from platform to platform with no restrictions
    • Want to be heard (user generated)
    • Use IM. Think e-mail is for their parents
    Youngster “ Surveying the Digital Future” A Project of Center for the Digital Future-USC Annenberg School, 2007
  34. Creativity is the key to consumer engagement
  35.  
  36.  
  37.  
  38.  
  39. The world’s longest ad!
  40.  
  41.  
  42.  
  43.  
  44.  
  45.  
  46. In Progress Games
  47.  
  48.  
  49.  
  50.  
  51. Case Study: Guinness Singapore
  52. Campaign Background
    • Objective
    • To build and reinforce awareness of pool, G9BT and Guinness
    • Engage passion for pool in a fun & interactive manner
    • Drive recruitment
    • How?
    • Capitalizing on the ü ber-popular digital platform of Windows Live Messenger , we will put Guinness and the game of pool in the daily lives of our target audience and potential customers.
    • Why?
    • The MSN network has 7.6 million users in Singapore, Malaysia and Indonesia alone
    • 2.1 million users are on Windows Live Messenger (SG = 1M, MY = 900K, Indon = 183K).
    • 75% are above 18 in all 3 of these countries
    • 30% are our bulls-eye target profile (25- 34 years); total potential reach of 630k users
    • Key efforts
    • First time on MSN ever! A pool game allowing peer-to-peer interaction
    • Widespread visibility on MDAS properties
    • Banners and strategic site takeover executions to drive awareness/traffic
    • eDM blast to member bases to inform about the latest Guinness-sponsored pool game download on MSN
    • Drive to www.guinness9balltour.com site via Windows Live game vehicle
  53. Integrated User Journey Regional Digital Media PR On Trade ATL www.Guinness9balltour.com G9BT MSN Pool Game Mini-Site WL Messenger Pack MSN Homepage OTP MSN Feature Offer eDM WL Hotmail – Super Banners, skyscrapers , Link to G9BT MSN Pool Game Launch mini-site User Invite Friends to play on MSN Messenger Regional media buy is applicable to: Malaysia, Singapore and Indonesia ONLY
  54. MSN Mechanism for Guinness Guinness Pool Challenge Site that promotes Windows Live Messenger Game Guinness Pool Challenge Site Hotmail – Showcase, Super Banner & Skyscraper MSN SG Home Page – Expandable showcase Windows Live Messenger – Expandable Half Banner, Today Mini Showcase, Webcam Showcase & Conversation Window Textlink
  55. Windows Live Messenger Game
  56. Messenger TV
  57. Live agents
  58. IM: talktofrankbot@hotmail.co.uk
  59.  
  60. 2d dynamic imagery
  61. 2d dynamic imagery
  62.  
  63.  
  64.  
  65.  
  66.  
  67.  
  68. Desperate Housewives Screenshots
  69. Surface
  70. Surface
  71. Beyond the browser
    • http://memorabilia.hardrock.com/
    • http://www.laguna-coupe.com/silverlight
    • http://photosynth.net
    • http://research.microsoft.com/ivm/HDView/HDGigapixel.htm
    • http://photozoom.mslivelabs.com/Default.aspx
    • http://www.xrez.com/yose_proj/yose_deepzoom/ClientBin/TestPage.html
    • http://contosobicycleclub.mslivelabs.com/
    • http://news.sbs.co.kr/nview/nview_index.jsp?news_id=N1000318157
    • http://premium.quiksilverlive.com/
    • http://labs.live.com/photosynth/view.html?collection=sanmarco/index1.sxs&st=coll
    • http://www.hsn.tv/
    • http://ambilight.msn.com/movies/
    • http://www.zillow.com
    • http://dev.live.com/
    • http://www.harley-davidson.com/wcm/Content/Pages/Ride_Planner/Ride_Planner.jsp?locale=en_US
  72. The future of TV and widgets
  73. Change
    • Social Media
    • Convergence
    • Online video
    • Advertising
    • Law
    Picture source: http://www.boston.com/bigpicture/2008/11/the_next_president_of_the_unit.html
  74. Picture source: http://www.freelanceadvisor.co.uk/wp-content/uploads/2008/11/jump-on-the-social-media-bandwagon.jpg
  75. Yesterday the BBC decided what you watched, today you decide, tomorrow your friends will decide! Anthony Rose, Head of Digital at the BBC
  76. When did we start trusting strangers? Volume of Recommendation PRE MEDIA AGE MASS MEDIA AGE SOCIAL MEDIA AGE Church, state, monarchy dictate the agenda Professional media dictate Consumers dictate Universal McCann: September 2008
  77. When did we start trusting strangers? PRE MEDIA AGE MASS MEDIA AGE SOCIAL MEDIA AGE Consult a professional Readers letters Phone in; TV / Radio Talk to shop worker Personal blog Social network page Widgets Photo sharing site Chat rooms Message boards Video sharing site Comments on blogs Comments on websites Viral emails Wish lists Ratings on retail sites Reviews on retail sites Auction websites Social Bookmarking Chat room Price comparison sites Social shopping sites Talk face to face Consult a professional Readers Letters Phone in; TV / Radio Talk to shop worker Phone call Talk face to face Phone call SMS Email Instant Messenger Talk face to face Talk to shop worker Consumer influence channels Universal McCann: September 2008
  78. “ Your digital life is growing out of control. Focus on what you care for” Tariq Krim, CEO Netvibes Picture source: http://www.flickr.com/photos/lisamac/213744007/
  79.  
  80.  
  81. Web gadgets
  82. Most popular
  83. Mobile widgets
  84. Most popular
  85. Physical widget station
  86. CONVERGENCE OF DEVICES
  87. Convergence of devices
  88.  
  89.  
  90.  
  91.  
  92.  
  93. Convergence of media formats
  94. Is it a newspaper? Source: http://www.slideshare.net/rhyndman/the-future-of-media-presentation
  95. Is it a blog? Source: http://www.slideshare.net/rhyndman/the-future-of-media-presentation
  96. Is it a magazine? Source: http://www.slideshare.net/rhyndman/the-future-of-media-presentation
  97. Is it radio? Source: http://www.slideshare.net/rhyndman/the-future-of-media-presentation
  98. Is it TV? Source: http://www.slideshare.net/rhyndman/the-future-of-media-presentation
    • The web is format agnostic – any message can use any format
    • Traditional media formats are fighting against each other as never before
    Source: http://www.slideshare.net/rhyndman/the-future-of-media-presentation Picture: http://www.flickr.com/photos/ecstaticist/1456404353/
  99. LET’S LOOK AT ONLINE VIDEO
  100. It’s getting crowded
  101.  
  102. IPTV
  103. Similar models
  104. Aggregators of streaming video
  105. Picture source: http://www.flickr.com/photos/10509725@N06/2647520133/
  106. BBC iPlayer Reaches 75 Million Downloads, Video On Demand Service Still Growing
  107. even though with only 6 million hits in September, Hulu is expected to generate to $70m.
  108.  
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  112. Messenger TV
  113.  
  114. Netflix on Xbox
  115.  
  116. WHAT ARE PEOPLE WATCHING? Picture source: http://www.flickr.com/photos/eqqman/76159452/
  117. TV Viewership is From Mars, Social Interactions are From Venus
    • TV shows find boost with social networks Source: http://www.dmnews.com/TV-shows-find-boost-with-social-networks/article/120483/
    Source: http://mashable.com/2008/10/28/tv-viewership-vs-online/
  118. Measuring the social http://www.socialsights.com/post/56628872/measuring-the-social-tv
  119. Picture: http://www.flickr.com/photos/cv47al/189316598/
    • Scarcity in space dictates scarcity in content production & distribution
    • Abundance in space dictates abundance in content production & distribution
    http://www.slideshare.net/tomhimpe/the-new-roles-for-digital-presentation/ Picture: http://www.flickr.com/photos/paleishmael/2069947240/
  120. WHERE IS THE MONEY? Picture Source: http://www.flickr.com/photos/minchki/2811335149/
    • NBC CEO Jeff Zucker: The Web will turn “analog dollars” into “digital pennies
  121. Where is the money?
  122.  
  123. Screens and Teens
    • 31% of in-home internet activity occurs while watching TV
    • 45% teens IM or message friends they know are watching the same tv shows
    • 35% of 9-17 year olds have participated or played games that they were informed about while watching TV shows
    http://www.ypulse.com/ypulse-marketing-mashup-east-engaging-viewers-through-multiple-screens/
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  128. Picture: http://www.flickr.com/photos/18318824@N00/99805321/
  129. Piracy
    • What he and Zucker have come to understand is that the media companies no longer have a choice: If they don't put their shows online, someone else will. "The best way to combat piracy is to make your content available," Zucker says. "We don't know for sure what the impact is going to be on our established businesses. But we want to make sure consumers know they don't need to steal our content. That's really what Hulu is about."
  130. Picture: http://www.hiyaablog.com/uploaded_images/lessig-754481.jpg
  131. THANK YOU
    • [email_address]
    • www.slideshare.net/geertdesager
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Temasek Polytechnic January 2009

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