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Nikodemo’s Case “ Animation and Innovation” Cartoon Digital Murcia April 2009 |   albert garcia pujadas
Created by accident ,[object Object],[object Object],[object Object]
We’ve always broken moulds ,[object Object],[object Object],[object Object],[object Object],[object Object]
“ If you can dream it, you can do it” Walt Disney
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Initial business plan Present-future business plan Financing ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
… what about the money?
… what about the money? ,[object Object],[object Object],[object Object],...so, what’s behind the project’s success?
Joining four concepts of products and services that are usually managed separately An innovative approach Audiovisual  animation Publicity Branded  entertainment Multiplatform (PC, mobile technology, TV,  film, videogames) Internet, Ecommerce,  Online games Freemium
07/09/09 confidencial Consumer Aggregators (contents) Advertisers ,[object Object],[object Object],[object Object],[object Object],Our target ,[object Object],[object Object]
Share or perish Before Now “Calico-anywhere” “ official” content only on  www.calicoeletronico.com One monthly  7-12 min episode One weekly 2 min chapter Official content distributed on the net and  calicoelectronico.com  is the brand’s sanctuary, a fanbase community.
Brands Brand 3 Entertain   Animation Web > Multiplatform Humor / irreverent / punk Creation and development of emotional ties Client’s intelligence Community Electronic commerce, Licensing,  Publicity profits, Contents sale Monetize
 
Reflections out loud s/Wikipedia: “ Cálico Electrónico  is a Flash animation comedy series distributed on the Internet for free.”
 
Brands: Where do we stand? Age of  austerity   Devaluation of brands and their commercial messages find and tune our true voice Genuine dialogues The end of only one voice Polyphonic and polyhedral environment Better our ability of influence Harmony  of different voices and notes   Jazz
Brands: where do we stand? brand client client client client client client client client client client client The brand as a broadcast (pre-Internet) The open brand as a facilitator (Internet 2.0) The closed brand as the centre  of everything (Internet 1.0) Finite contact points Infinite contact points client client client client client client client client client client client brand  company brand client client client client client client client client client client client client client client client client
We demand more of our brands … less promises Brands have to behave differently
… and more experiences Entertainment/Marketing: The line is blurring Advertainment   Hybridisation online-offline Advergaming Persistent worlds   contents Emotional ties Full service contracts Ubiquitous multiplatform tangibilize on demand Pay per view Useful memorable
… a social experience comprised of thousands of interactions
Word of mouth is still the most credible  and effective form of advertising Tools to make it happen and Measure it’s effects Send it Rumors aren’t bought … it happens buzz influencing mobile Honest publicity Artful honesty This is how Cálico came to be and was diffused viral confidence quickly Web of contacts
Creating a “conversation ecosystem”
the brand community Devotion Compatible and combinable virtuality Honesty Without moral issues Superficiality The need to  belong Rituals and traditions Community dynamics Relationship Compromise reciprocity share Geographic dispersion Nostalgia for  Traditional icons anonymity? sanctuary open fans
the brand community
[object Object],[object Object],[object Object],[object Object],[object Object],The brand community
brands that learn (Crowdsourcing or  Collective wisdom ) Better the product Better the buzz Wikipedia Continuous tuning Online surveys R + D outsourcing Protagonism for the users prosumers Open source Perpetual Beta version  conversation Open lab Forums comments votes
brands that learn
Monetize loyalty (loyalty economy ) Donations acknoledgement apostles Honesty transparency relation Emotional compromise Coin ? Free? confidence Loyalty 2.0. Active loyalty micro payments Cell phones as a change purse licensing
Monetize fidelity: income models ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 
 
 
Company scalability? Internationalization New Markets (new languages ) Easy entertainment + humor Multiplatform production and diffusion Creation of new  Engaging brands
Thank you ! [email_address] www.calicoelectronico.com www.nikodemo.com blog www.qtorb.com

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Nikodemo's case

  • 1. Nikodemo’s Case “ Animation and Innovation” Cartoon Digital Murcia April 2009 | albert garcia pujadas
  • 2.
  • 3.
  • 4. “ If you can dream it, you can do it” Walt Disney
  • 5.
  • 6. … what about the money?
  • 7.
  • 8. Joining four concepts of products and services that are usually managed separately An innovative approach Audiovisual animation Publicity Branded entertainment Multiplatform (PC, mobile technology, TV, film, videogames) Internet, Ecommerce, Online games Freemium
  • 9.
  • 10. Share or perish Before Now “Calico-anywhere” “ official” content only on www.calicoeletronico.com One monthly 7-12 min episode One weekly 2 min chapter Official content distributed on the net and calicoelectronico.com is the brand’s sanctuary, a fanbase community.
  • 11. Brands Brand 3 Entertain Animation Web > Multiplatform Humor / irreverent / punk Creation and development of emotional ties Client’s intelligence Community Electronic commerce, Licensing, Publicity profits, Contents sale Monetize
  • 12.  
  • 13. Reflections out loud s/Wikipedia: “ Cálico Electrónico is a Flash animation comedy series distributed on the Internet for free.”
  • 14.  
  • 15. Brands: Where do we stand? Age of austerity Devaluation of brands and their commercial messages find and tune our true voice Genuine dialogues The end of only one voice Polyphonic and polyhedral environment Better our ability of influence Harmony of different voices and notes Jazz
  • 16. Brands: where do we stand? brand client client client client client client client client client client client The brand as a broadcast (pre-Internet) The open brand as a facilitator (Internet 2.0) The closed brand as the centre of everything (Internet 1.0) Finite contact points Infinite contact points client client client client client client client client client client client brand company brand client client client client client client client client client client client client client client client client
  • 17. We demand more of our brands … less promises Brands have to behave differently
  • 18. … and more experiences Entertainment/Marketing: The line is blurring Advertainment Hybridisation online-offline Advergaming Persistent worlds contents Emotional ties Full service contracts Ubiquitous multiplatform tangibilize on demand Pay per view Useful memorable
  • 19. … a social experience comprised of thousands of interactions
  • 20. Word of mouth is still the most credible and effective form of advertising Tools to make it happen and Measure it’s effects Send it Rumors aren’t bought … it happens buzz influencing mobile Honest publicity Artful honesty This is how Cálico came to be and was diffused viral confidence quickly Web of contacts
  • 22. the brand community Devotion Compatible and combinable virtuality Honesty Without moral issues Superficiality The need to belong Rituals and traditions Community dynamics Relationship Compromise reciprocity share Geographic dispersion Nostalgia for Traditional icons anonymity? sanctuary open fans
  • 24.
  • 25. brands that learn (Crowdsourcing or Collective wisdom ) Better the product Better the buzz Wikipedia Continuous tuning Online surveys R + D outsourcing Protagonism for the users prosumers Open source Perpetual Beta version conversation Open lab Forums comments votes
  • 27. Monetize loyalty (loyalty economy ) Donations acknoledgement apostles Honesty transparency relation Emotional compromise Coin ? Free? confidence Loyalty 2.0. Active loyalty micro payments Cell phones as a change purse licensing
  • 28.
  • 29.  
  • 30.  
  • 31.  
  • 32. Company scalability? Internationalization New Markets (new languages ) Easy entertainment + humor Multiplatform production and diffusion Creation of new Engaging brands
  • 33. Thank you ! [email_address] www.calicoelectronico.com www.nikodemo.com blog www.qtorb.com

Editor's Notes

  1. Crowdsourcing : los clients están preparados ¿y la company? Días atrás tenía con un compañero una animada conversación acerca el crowdsourcing . Según cuentan los entendidos, un fenómeno en auge y una de los manifestaciones claras de la era 2.0. Para los no iniciados, el crowdsourcing es un término que acuñaron hace casi dos años Jeff Howe y Mark Robinson de la revista ' Wired ' . Se trata de un fenómeno que gracias a la tecnología otorga a los clients gran parte del protagonismo en el desarrollo de los productos. "Las compañías aprovechan la ventaja de una masa global anónima, voluntaria y espontánea que es más inteligente, más productiva y está más conectada" que realiza funciones que habitualmente son desarrolladas por personal de I+D de la company. Es aplicable a companys pequeñas y grandes, y a multitud de industrias, los juegos son alguna de ellas. En un reciente artículo de BusinessWeek explicaban el ejemplo de Microsoft invitando a los 10 millones de miembros de su comunidad online Xbox Live para crear juegos para la plataforma. Hay otras referencias que lo ilustran y que son mostradas como casos de éxito, una y otra vez. Ahí están los de Procter&Gamble o Dell (Dell IdeaStorm), etc. Otros en cambio no se sabe muy bien lo que son. Me refiero al más reciente de Yoigo, en el que un usuario hacía aportaciones sobre telefonía móvil y pedía ser recibido por la compañía para que escuchara sus propuestas. Algo que finalmente sucedió… aunque tengo mis dudas sobre si es sólo una estrategia más para hacer buzz. Pero salvo este caso puntual, persiste una gran duda. Es tratar de imaginar qué companys están realmente “preparadas” para ello… Digo esto, pensando en aquellas compañías donde todavía dudan de sus departamentos de marketing cuando éstos investigan y escudriñan a sus clients acerca de identificar nuevas oportunidades de negocio, desarrollo de producto,…. O dudo porque muchas siendo incapaces de medir lo elemental de su actividad en la Red, no parecen muy preparadas para asumir el reto del crowdsourcing . Entonces ¿Por qué ahora sí debemos esperar que las companys confíen en sus clients para innovar y desarrollar nuevos productos? Será que mi optimismo tiene límites. No parece razonable esperar que a corto o medio plazo, la mayoría de las compañías abracen alegremente la religión del crowdsourcing … aunque si la todopoderosa Microsoft se ha decidido ¿Quién sabe? Todo es posible, ¿Cuestión de supervivencia?
  2. Crowdsourcing : los clients están preparados ¿y la company? Días atrás tenía con un compañero una animada conversación acerca el crowdsourcing . Según cuentan los entendidos, un fenómeno en auge y una de los manifestaciones claras de la era 2.0. Para los no iniciados, el crowdsourcing es un término que acuñaron hace casi dos años Jeff Howe y Mark Robinson de la revista ' Wired ' . Se trata de un fenómeno que gracias a la tecnología otorga a los clients gran parte del protagonismo en el desarrollo de los productos. "Las compañías aprovechan la ventaja de una masa global anónima, voluntaria y espontánea que es más inteligente, más productiva y está más conectada" que realiza funciones que habitualmente son desarrolladas por personal de I+D de la company. Es aplicable a companys pequeñas y grandes, y a multitud de industrias, los juegos son alguna de ellas. En un reciente artículo de BusinessWeek explicaban el ejemplo de Microsoft invitando a los 10 millones de miembros de su comunidad online Xbox Live para crear juegos para la plataforma. Hay otras referencias que lo ilustran y que son mostradas como casos de éxito, una y otra vez. Ahí están los de Procter&Gamble o Dell (Dell IdeaStorm), etc. Otros en cambio no se sabe muy bien lo que son. Me refiero al más reciente de Yoigo, en el que un usuario hacía aportaciones sobre telefonía móvil y pedía ser recibido por la compañía para que escuchara sus propuestas. Algo que finalmente sucedió… aunque tengo mis dudas sobre si es sólo una estrategia más para hacer buzz. Pero salvo este caso puntual, persiste una gran duda. Es tratar de imaginar qué companys están realmente “preparadas” para ello… Digo esto, pensando en aquellas compañías donde todavía dudan de sus departamentos de marketing cuando éstos investigan y escudriñan a sus clients acerca de identificar nuevas oportunidades de negocio, desarrollo de producto,…. O dudo porque muchas siendo incapaces de medir lo elemental de su actividad en la Red, no parecen muy preparadas para asumir el reto del crowdsourcing . Entonces ¿Por qué ahora sí debemos esperar que las companys confíen en sus clients para innovar y desarrollar nuevos productos? Será que mi optimismo tiene límites. No parece razonable esperar que a corto o medio plazo, la mayoría de las compañías abracen alegremente la religión del crowdsourcing … aunque si la todopoderosa Microsoft se ha decidido ¿Quién sabe? Todo es posible, ¿Cuestión de supervivencia?
  3. Paga la voluntad Llevo unos días leyendo y dándole vueltas al fenómeno Readiohead , no por cuestiones musicales (reconozco mi absoluto analfabetismo musical) si no por la sacudida que ha representado en términos de modelo de negocio y de fenómeno de desintermediación en la industria de contenidos musicales. A pesar de que muchos habrán descargado el álbum sin pagar ni un euro (lo habría hecho igual) otros ha pagado más de 20€. Lo datos son claros: ha vendido 1,2 millones de albums descargados en una semana, promediando 8 dólares por venta... sin intermediarios. Un éxito. Ya se apunta que el fenómeno Radiohead puede suponer el inicio de una nueva era en la industria musical. Pienso lo mismo. Quizás ahora ya es el momento. Se consolida una tendencia iniciada por otras bandas aunque con menos eco mediático. La cuestión es si por otro tipo de contenidos online, se podría aplicar un sistema similar, basado en el “precio justo”. O como diría José Luís de Vicente ( artículo muy recomendable) un sistema basado en la economía del cariño . Para mí, el cariño es más bien una consecuencia. El meollo de la cuestión está en haber construido de forma más o menos orgánica o natural, una comunidad de seguidores leales. Vamos que personalmente lo definiría mejor como la economía de la lealtad . Unos seguidores leales con un vínculo esencialmente emocional. Muy fuerte, próximo al culto por la brand. De hecho sustitúyase “brand” por club de fútbol, banda musical o religión (pido disculpas por si alguien se siente ofendido) y funcionará igual. Ahora probablemente muchos intentarán imitar la práctica de Radiohead. Muchos fracasarán. Y la mayoría porque no contarán con el soporte mediático que ha tenido la banda británica. Lo que de verdad me gustaría saber –y no es sólo una pregunta retórica- que sucedería con otro tipo de contenidos. Pongamos como ejemplo el caso Nikodemo y alguno de sus series webtoon de mayor éxito como Cálico Electrónico. Nikodemo es una compañía nativa de Internet y tiene una buena base de seguidores. Su principal producto –las series flash- son de descarga gratuita. ¿Su modelo de negocio? Nikodemo recupera parte del esfuerzo a base de vender merchandising y algo de publicidad. La cuestión es ¿qué sucedería, si a partir de ahora, Cálico Electrónico , Los Niños Mutantes, Los Huérfanos o El Lobombre pidieran “la voluntad” a sus seguidores? ...Sólo el precio justo ¿Funcionaría?