Mtv 24 04

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    Mtv 24 04 - Presentation Transcript

    1. HEADING TOWARDS THE FUTURE ASLEEP AT THE WHEEL
    2. MTV History
    3. VIDEO KILLED THE RADIO STAR
    4. MTV Future
    5. SOCIAL MEDIA KILLED THE VIDEO STAR
    6. – YOU ARE TOO LATE FOR THIS
    7. VIACOM IN $ 1BLN COPYRIGHT SUIT VS YOUTUBE – YOU ARE A SORE LOSER
    8. …AND TEENS WILL HATE YOU FOR THIS
    9. YOU DON‘T UNDERSTAND YOUTH CULTURE ANYMORE
    10. EXHIBITIONISM
    11. VOYEURISM
    12. EXCHANGE
    13. YOU ARE LOOSING YOUR HERITAGE
    14. … AND YOU DON‘T UNDERSTAND YOUR BUSINESS ANYMORE
    15. YOU ARE BUILDING COMMUNITY BRANDS (HUBS)…
    16. …AND MANAGE COMMUNITIES
    17. …OTHERS ARE CURRENTLY DOING IT BETTER
    18. INTEGRATING th
    19. …EVEN COKE IS DOING IT BETTER!!!
    20. THE MYSPACE PARADOXON
    21. …MYSPACE DEPENDS ON YOU AND YOU DON‘T SEE IT
    22. …AND YOU ARE PUSHING THE BETTER ONES - *tststs*
    23. …ITS TIME TO WAKE UP!
    24. IT‘S THE END OF PURE VERTICAL INFLUENCE
    25. Transaction Marketing Relationship Marketing Interactional Marketing C B C B C B C Functional Productbenefit Emotional Productbenefit Social Productbenefit + Functional Productbenefit + Emotional Productbenefit + Functional Productbenefit
    26. The Social Network Community Industry
    27. Global Trends 2007+!
    28. Visual Communication Crowd Sourcing Open Innovation Geostreaming Mediafragmentation Live-Research Word-of-Mouth Geo-Communities Ethnic-Communities Marketing 50+Flocks/GreyCommunities Villaging Local Customization Wifi-Communities Social Brand Politics Consumer Generated Media Glocalisation TivO CrossMobile Social Bookmarking Jetrosexual Parasite Kids/Singles Mobile Widgets Third Place Product-Kits Second Life (Mobile-) Tagging s P2P Gameplacement RFID Social Gaming Embedded Branding Planned Spontaneity Earthmarketing Self-Reliance Disruption YouTube- Mobile Communities Web 2.0 Social-Branding Research Dynamic Pricing Mobile Blogging Geo-Gaming Consumer-Control Location Based Services 2.0 Sceptizism Geo-Blogging Info-Overload Mobile-Cocooning 2.0 Business Blurring and Convergence Search for Meaning Brandtainment Retro-Obsolescence Brandience Scienfotainment Dynamic Search Source: Brand Science Institute/ N=1136 Engine Marketing
    29. everything
    30. Challenges
    31. LOT‘S OF FISH IN THE SEA
    32. SHRINKING COOLNESS
    33. LONGER COMMUNITY GROWTH CYCLES Quelle: Northeastern University
    34. INNOVATION GAP FOR 3-4 YEARS
    35. ANTHROPOLGY vs. TECHNOLOGY
    36. DANGER OF PARA-SOCIAL ABER! GROUP BEHAVIOR
    37. CULTURAL DIFFERENCES
    38. RESEARCH? ADVERTISING? PR? MARKETING?
    39. Opportunities
    40. Social Network Community „Ad“ Spending $95 2006 $350 $205 2007 $865 $710 $70 $780 2010 $2150 $90 $2240 Note: Definitions includes general social network sites where social networking is the primary activity, social network offerings, vertical social network devoted to a specific hobby or interest, and social networks created by a marketer that are either stand-alone sites or part of a larger marketer site. In all case, figures include online advertising spending as well as fees paid to social networking ventures for site or profile page development Europe US Convergence Budgets Source: Emarketer/Komjuniti
    41. TOP ADVERTISERS SHIFTING BUDGETS INTO SOCIAL NETWORK COMMUNITIES
    42. NEW ADVERTISING MODELS
    43. NETWORK BASED ADVERTISING CONTEXT
    44. AWAKING EUROPEAN COMMUNITY I CLUSTERS V III IV P P S V TLR L II
    45. STICKINESS OF COMPETITORS TO COMMUNITY MODELS
    46. How did we help the industry lately?
    47. EBAY WORLDSHOPPING
    48. NIKE GEO-GAMING
    49. COCA-COLA ENTERTAINMENT
    50. NOKIA MOBILEBLOGGING
    51. MACY‘S TAXI COMMUNITY
    52. MTV SHAZAM
    53. Puuhh - We are This isn‘t the sort of producing content not social networks thing we show our senior management… We have already got send-to-a-friend e-cards and MTV Overdrive
    54. More community members everyday….
    55. „The Changing Paradigma“ ons the reas at a re …wh
    56. Consumers Learn Source: Spiegel
    57. DECENTRALIZATION
    58. LOW COST
    59. COMPLEXITY
    60. CONSUMERS ARE FREE OF BIAS BORN OF THE DESIRE FOR A SALE – THEY BELIEVE MORE IN WHAT OTHER CONSUMERS SAY!
    61. …what are social network communities?
    62. A community usually refers to a group of people who interact and share certain things as a group, in which intent, belief, resources, preferences, needs, risks and a number of other conditions may be present and common, affecting the identity of the participants and their degree of adhesion.
    63. …main factors?
    64. LUCK?
    65. …let me ring up God knows what we Sumner Redstone... are going to do with MySpace… (July 2006) This thing may be worth $6 billion! (Nov 2006) MONEY?
    66. No!
    67. Community Members/ Shared Interest/ Space of Interaction Networks Motivation Interaction
    68. …what is interaction?
    69. ONLY ONE-TO-ONE OR FACE-TO-FACE INTERACTION?
    70. No!
    71. COMMUNICATION IN ONLINE AND OFFLINE ENVIRONMENTS
    72. OBSERVATION OF OTHERS
    73. …how do social network communities grow?
    74. …a little bit of history!
    75. SELF-REPORT 15% of all conversations involve brands and products 1-DAY PROXIMITY 40% of all conversations are about media Quelle: MIT Media Lab
    76. 1.004.727.825 Conversations
    77. INNER OUTER Quelle: Northeastern University
    78. G0 G1 G2 G3+ 18x 1.7x ?? Quelle: Northeastern University
    79. …who are the driving members?
    80. Connectors? Mavens? Opinion Leaders? Trendsetters? Hubs? Influentials? Alphas? Bees? Sneezers? Heavy Loyals? Lead-Users?
    81. THE TRENDSETTER?
    82. THE EXPERT?
    83. THE HEAVY LOYAL?
    84. No!
    85. THE LIGHT LOYAL:LUCY!
    86. ...?
    87. NETWORKS
    88. 2 CRITERIA OF NETWORKS ARE IMPORTANT FOR THE FLOW OF INFORMATION! „sparse“ network „dense“ network TIE STRENGTH DENSITY
    89. THE STRENGTH OF WEAK TIES Quelle: Hufnagel 2004; Granovetter 1973
    90. LUCY‘S MOTIVATION TO INTERACT?
    91. PURPOSIVE VALUE?
    92. ALTRUISM?
    93. SELF-DISCOVERY?
    94. ENJOY TALKING?
    95. SOCIAL ENHANCEMENT?
    96. ENTERTAINMENT?
    97. ...what are people really talking about?
    98. SURPRISE SECRETS SHOCK
    99. ...what could we learn?
    100. Interaction Interaction Motives Marketing Management Target Groups Purposive Waste of money Altruism Best of luck Self-Discovery Low product/brand involvement Enjoy Talking Difficult to control and stimulate (self-assurance) Social Enhancement Potentially powerful (emotional/cognitive) Entertainment (information incongruence) Hard to conceptualize
    101. The ultimate question:
    102. WILL OUR INFORMATION REALLY MAKE LUCY LOOK GOOD?
    103. …the space of interaction?
    104. MOBILE ONLINE OFFLINE
    105. …any preferences?
    106. + + Coverage s Media 1.0 lo s g e rin t at e Sc ag i tr A rb Web 2.0 Mob 2.0 Time of informational spread +
    107. …key community success factors?
    108. ORGANIC over AMPLIFIED
    109. CONVERSATION over ANNOUNCEMENT
    110. IDEAS over INVESTMENT
    111. LONG TAIL over MASS AUDIENCE
    112. SHARE over PROTECT
    113. PRESENT over SUBSCRIBE
    114. EARLY AVAILBILITY over CORRECTNESS
    115. SELECT BY CROWD over EDITOR
    116. HONEST VOICE over CORPORATE SPEAK
    117. EXPERIENCE over PUBLICATION
    118. LINK over PRODUCT
    119. …most important…
    120. MITWIRKUNGSEFFEKT – HAWTHORNE EFFECT
    121. Top myths about social network communities
    122. INVITE EVERBODY & ANYBODY
    123. No!
    124. CONCENTRATE ON YOUR ADVOCATES
    125. BLOGS = COMMUNITY
    126. No!
    127. COMMUNITY = PEOPLE
    128. BUILDING COMMUNITIES WITH NEW CUSTOMERS?
    129. No!
    130. CONCENTRATE ON LIGHT-LOYALS
    131. CORPORATE BRANDS ARE THE MAIN DRIVERS FOR COMMUNITY BUILDING?
    132. No!
    133. CONSUMERS TAKE PART AS COMMUNITY MEMBERS OF THEIR BELOVED SUB-BRANDS
    134. COMMODITIES COULD NEVER BECOME COMMUNITIES
    135. No!
    136. SURE, COMMODITIES CAN BECOME COMMUNITIES community experience service good commodity
    137. OBVIOUS NORMS ARE A SIGNAL FOR HEALTHY COMMUNITIES?
    138. No!
    139. NORMS OFTEN RESULT IN PRESSURE AND REACTANCE OF COMMUNITY MEMBERS!
    140. COMPANIES SHOULD SUPPORT COMMUNITIES ACTIVELY AND VISIBLY?
    141. No!
    142. BE THE SMART MODERATOR- LEAD THE CONVERSATION
    143. THERE IS ONLY SPACE FOR JUST ONE BIG COMMUNITY IN THE INDUSTRY?
    144. No!
    145. COMMUNITY COMPETITION HELPS CONSUMERS TO MAKE DISTINCT DECISIONS
    146. COMMUNITIES ARE STRONG AND LAST FOREVER
    147. No!
    148. STICKINESS TO THE SYSTEM COULD ERODE THE COMMUNITY IN THE LONG RUN
    149. COMMUNITY BASHING IS DANGEROUS
    150. No!
    151. COMMUNITY MEMBERS FIGHT AGAINST BASHING AND KICK INTRUDERS OUT
    152. …hmmm
    153. As long as we can delete the negative As long as we can Regulatory issues stuff!?!?! delete the negative won‘t let us do this!!! stuff!?!?! They are not like us
    154. STILL FEAR OF THE UNKNOWN?
    155. …OR TOO SLOW?
    156. …ok, learn from the bad!
    157. …ok, learn from the bad!
    158. – YOU ARE TOO LATE FOR THIS
    159. …got it?
    160. Space of Interaction Shared Interest Brand Related Values Interaction Member/Benefits
    161. Does this give us the same ROI as How do we know our advertising? community is working? What‘s our reach with communities?
    162. Show me the money! SHOW ME THE MONEY!
    163. …first off all we show you what you get!
    164. …constantly control!
    165. OUR COMMUNITY CONTROL CENTER
    166. … some measures we use and invented!
    167. Net Promoter ™ Scoring NET PROMTER “How likely are you to recommend to a friend or colleague in the future?” SCORE Extremely Extremely Likely Unlikely 10 9 8 7 6 5 4 3 2 1 0 Promoters Passively Detractors Satisfied • Median Net Promoter™ Score, all industries: 16 • Median Komjuniti Net Promoter™ Score: 31
    168. COMMUNITY VALUE CREATION INDEX
    169. SALES CLIMATE FORECAST
    170. …reporting on a daily, weekly, yearly basis!

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