PICNIC
                          09

                        A few key
                        learnings




www.isabelleokane.com
1. Developments in gaming will transform how we
              interact with digital.




“2009 is a landmark year – where the revolution starts.
  Expect the unexpected. The entertainment we
  experience the way we interact with it the way we
  consume it is about to change forever.”

                                        - Peter Molyneux


                      www.isabelleokane.com
Project Natal by Xbox: depth sensor enables us
to interact/interface without any controls/devices.




          http://www.youtube.com/watch?v=oACt9R9z37U

                       www.isabelleokane.com
Project MILO: An AI boy that lives in a game using
               NATAL interfacing




       http://www.youtube.com/watch?v=hJafixNH2NE

                     www.isabelleokane.com
While we’re talking about interfacing…
•  Emotiv: a company that has
   developed both conscious
   and non conscious brain
   interfacing

•  Airstrike: Interactive
   Holograms: that you can
   control using hand gestures
   –  Virtual assistants, models,
      product demos
   –  Someone your talking to on
      phone
   –  Your FB friends…      www.isabelleokane.com
Games enable people to IMMERSIVELY EXPERIENCE an idea
  or (branded) world, rather than to receive or “interact/engage”
  with messages.




          And become even more powerful when they
            cross over into real world experiences.
                          www.isabelleokane.com
Parking Wars: v simple Facebook game that
    outshone the TV programme it was promoting

                                     Park legally or illegally on you friend’s
                                         streets.

                                     Collect fines when you find illegally
                                         parked cars on your street




Over 400k players in 2 months
30-40% of Parking Wars players are active in the game on any given day
Over 250M page views in 2 months



   INSIGHT: players would take advantage of knowledge of their
      friends RW activities to park illegally on their streets
                            www.isabelleokane.com
“We Tell Stories” for Penguin Books:
Website of interactive stories inspired by Alternate Reality Games




                                       The 21 Steps: a thriller by Charles Cumming, uses
                                       Google Maps to show readers the movements of a
                                       desperate man caught up in a mysterious conspiracy.




   Zero ATL or Marketing, purely WOM, over 200k people read the
   stories, generating massive amounts of press and almost 1800
   blogposts
                           www.isabelleokane.com
ConQuest
           – a game to promote Qwest Wireless mobile phones




•    First ever use of “semacode”
•    City wide treasure-hunt (treasure = code)
•    Players went through the city with Qwest phonecams “shooting treasure”
     and moving their “totem pieces” to capture territory

        Extended to 10 US cities and now an annual, spectator event
                                www.isabelleokane.com
2. Be social, or be ignored.

•  18mths: socially augmented reality




                     www.isabelleokane.com
Social media is in it’s infancy

•  12-24 mths: intelligent virtual “social agents”

•  2 yrs: a social business , or none
   –  nurturing consumer ecosystems


•  3yrs: social capital is more important than money
   & biz models based on social capital



                                 www.isabelleokane.com
12 mths: social media is CRM




          www.isabelleokane.com
Social media
= nurturing consumer ecosystems




           www.isabelleokane.com
Being social = being open




      It’s about natural conversation
     Huge organisational implications
              www.isabelleokane.com
“Brands are a network of the unacquainted…”
                                             Neeraj Nayar, President,
                                       Contagious Communications




Opportunity for brands:
bring the unacquainted together
                 and enable/entertain them.

  Being social = not just about talking to your followers – but by
  bringing your followers TOGETHER. Peer to Peer.
  Enhancing the HORIZONTAL engagement.
                            www.isabelleokane.com
Being social =
providing SOCIAL VALUE

      For brands this means being
  USEFUL, RELEVANT or ENTERTAINING

  And enhancing the horizontal network




            www.isabelleokane.com
Think of a dinner party




        www.isabelleokane.com
Think of a dinner party

             Introducing friends to each other

                               =

                nurturing social ecosystem,

enabling the network to survive without you as the linchpin.




                        www.isabelleokane.com
Think of a dinner party


      Telling a funny story

                  =

       being entertaining




         www.isabelleokane.com
Think of a dinner party


Providing your point of view to the dinner party discussion

                                =

                      Being relevant




                       www.isabelleokane.com
Think of a dinner party


    Offering something to drink

                    =

           giving value




           www.isabelleokane.com
value
 www.isabelleokane.com
Useful: Kraft Food Assistant
•    Over 7,000 recipes
•    Instant shopping lists for recipes
•    Cook along with how-to videos
•    Locate the nearest grocery store
•    Shortcuts, snack ideas etc



•    At 99c a download, the assistant
     is a new revenue stream
•    Plus it contains advertising
•    In top 100 most popular apps
•    #2 in lifestyle category
If an idea doesn’t work 1st time around,
evaluate & try again. This was Kraft’s 3rd
time trying to make this app work.

                                   www.isabelleokane.com
Relevant: Nike Chalk Bot




Lance Armstrong/Nike Livestrong campaign:

Tweet your message of encouragement, It’s about:…….. In honour of a cancer survivor
or message of hope

Message gets printed on the road during the tour de france

Real social/human value
NB photo & position of message is sent back to the sender.
                                www.isabelleokane.com
Entertaining: Virgin Mobile
 •    Viral of Vanilla Ice apologizing for a
      musical wrong
 •    Case for/against developed by users on
      website
 •    Tour of Vanilla Ice across Australia
 •    Huge media converage
 •    Campaign actively engaged over 640k
      consumers
 •    PR ROI of 18:1




YouTube ‘apology was UNBRANDED & given time to go viral before being
tied back to Virgin.

Vanilla Ice was briefed on how to integrate the messaging into his own
opinions on music, so that he could seemlessly promote Virgin Mobile while
being interviewed..
                                      www.isabelleokane.com
3. Mobile - the                   7 th      Mass medium
                     huge penetration, huge growth




More phones than people or than bank accounts, many have dual phones,
huge growth in developing world where phones are the only portal to online.
                              www.isabelleokane.com
The phone is a unique marketing channel/platform/
  tool, which must be treated on it’s own merits




                   www.isabelleokane.com
Serving a range of consumer
            needs




          www.isabelleokane.com
The 6 opportunities for mobile
         activation




            www.isabelleokane.com
•  Movement: how I move with my phone tells a story, e.g.
   carbon footprint

•  Moment: phone with me every moment in time, e.g. App can
   alert me to when my flowers need water

•  Me: personal tool, e,g, mobile love detector (voice recognition)

•  Multiuser: E.g. VW: gaming/community or RW: music player

•  Money: E.g mobile books already 6 times bigger than e-
   books/payment via phone

•  Machine/Functional: E.g. layar augmented reality browser,
   only available via mobile.
                          www.isabelleokane.com
The future of advertising:

 LIVED
 (cross media, mobile, natural interfacing)




 CO-CREATED
 (non linear narratives, consumer generated, p2p generated, brand/consumer generation)




 SOCIAL
 (enabling the horizontal, adding value)


                                                      (branded) experiences.
                                           www.isabelleokane.com

Picnic09 My Key Learnings

  • 1.
    PICNIC 09 A few key learnings www.isabelleokane.com
  • 2.
    1. Developments ingaming will transform how we interact with digital. “2009 is a landmark year – where the revolution starts. Expect the unexpected. The entertainment we experience the way we interact with it the way we consume it is about to change forever.” - Peter Molyneux www.isabelleokane.com
  • 3.
    Project Natal byXbox: depth sensor enables us to interact/interface without any controls/devices. http://www.youtube.com/watch?v=oACt9R9z37U www.isabelleokane.com
  • 4.
    Project MILO: AnAI boy that lives in a game using NATAL interfacing http://www.youtube.com/watch?v=hJafixNH2NE www.isabelleokane.com
  • 5.
    While we’re talkingabout interfacing… •  Emotiv: a company that has developed both conscious and non conscious brain interfacing •  Airstrike: Interactive Holograms: that you can control using hand gestures –  Virtual assistants, models, product demos –  Someone your talking to on phone –  Your FB friends… www.isabelleokane.com
  • 6.
    Games enable peopleto IMMERSIVELY EXPERIENCE an idea or (branded) world, rather than to receive or “interact/engage” with messages. And become even more powerful when they cross over into real world experiences. www.isabelleokane.com
  • 7.
    Parking Wars: vsimple Facebook game that outshone the TV programme it was promoting Park legally or illegally on you friend’s streets. Collect fines when you find illegally parked cars on your street Over 400k players in 2 months 30-40% of Parking Wars players are active in the game on any given day Over 250M page views in 2 months INSIGHT: players would take advantage of knowledge of their friends RW activities to park illegally on their streets www.isabelleokane.com
  • 8.
    “We Tell Stories”for Penguin Books: Website of interactive stories inspired by Alternate Reality Games The 21 Steps: a thriller by Charles Cumming, uses Google Maps to show readers the movements of a desperate man caught up in a mysterious conspiracy. Zero ATL or Marketing, purely WOM, over 200k people read the stories, generating massive amounts of press and almost 1800 blogposts www.isabelleokane.com
  • 9.
    ConQuest – a game to promote Qwest Wireless mobile phones •  First ever use of “semacode” •  City wide treasure-hunt (treasure = code) •  Players went through the city with Qwest phonecams “shooting treasure” and moving their “totem pieces” to capture territory Extended to 10 US cities and now an annual, spectator event www.isabelleokane.com
  • 10.
    2. Be social,or be ignored. •  18mths: socially augmented reality www.isabelleokane.com
  • 11.
    Social media isin it’s infancy •  12-24 mths: intelligent virtual “social agents” •  2 yrs: a social business , or none –  nurturing consumer ecosystems •  3yrs: social capital is more important than money & biz models based on social capital www.isabelleokane.com
  • 12.
    12 mths: socialmedia is CRM www.isabelleokane.com
  • 13.
    Social media = nurturingconsumer ecosystems www.isabelleokane.com
  • 14.
    Being social =being open It’s about natural conversation Huge organisational implications www.isabelleokane.com
  • 15.
    “Brands are anetwork of the unacquainted…” Neeraj Nayar, President, Contagious Communications Opportunity for brands: bring the unacquainted together and enable/entertain them. Being social = not just about talking to your followers – but by bringing your followers TOGETHER. Peer to Peer. Enhancing the HORIZONTAL engagement. www.isabelleokane.com
  • 16.
    Being social = providingSOCIAL VALUE For brands this means being USEFUL, RELEVANT or ENTERTAINING And enhancing the horizontal network www.isabelleokane.com
  • 17.
    Think of adinner party www.isabelleokane.com
  • 18.
    Think of adinner party Introducing friends to each other = nurturing social ecosystem, enabling the network to survive without you as the linchpin. www.isabelleokane.com
  • 19.
    Think of adinner party Telling a funny story = being entertaining www.isabelleokane.com
  • 20.
    Think of adinner party Providing your point of view to the dinner party discussion = Being relevant www.isabelleokane.com
  • 21.
    Think of adinner party Offering something to drink = giving value www.isabelleokane.com
  • 22.
  • 23.
    Useful: Kraft FoodAssistant •  Over 7,000 recipes •  Instant shopping lists for recipes •  Cook along with how-to videos •  Locate the nearest grocery store •  Shortcuts, snack ideas etc •  At 99c a download, the assistant is a new revenue stream •  Plus it contains advertising •  In top 100 most popular apps •  #2 in lifestyle category If an idea doesn’t work 1st time around, evaluate & try again. This was Kraft’s 3rd time trying to make this app work. www.isabelleokane.com
  • 24.
    Relevant: Nike ChalkBot Lance Armstrong/Nike Livestrong campaign: Tweet your message of encouragement, It’s about:…….. In honour of a cancer survivor or message of hope Message gets printed on the road during the tour de france Real social/human value NB photo & position of message is sent back to the sender. www.isabelleokane.com
  • 25.
    Entertaining: Virgin Mobile •  Viral of Vanilla Ice apologizing for a musical wrong •  Case for/against developed by users on website •  Tour of Vanilla Ice across Australia •  Huge media converage •  Campaign actively engaged over 640k consumers •  PR ROI of 18:1 YouTube ‘apology was UNBRANDED & given time to go viral before being tied back to Virgin. Vanilla Ice was briefed on how to integrate the messaging into his own opinions on music, so that he could seemlessly promote Virgin Mobile while being interviewed.. www.isabelleokane.com
  • 26.
    3. Mobile -the 7 th Mass medium huge penetration, huge growth More phones than people or than bank accounts, many have dual phones, huge growth in developing world where phones are the only portal to online. www.isabelleokane.com
  • 27.
    The phone isa unique marketing channel/platform/ tool, which must be treated on it’s own merits www.isabelleokane.com
  • 28.
    Serving a rangeof consumer needs www.isabelleokane.com
  • 29.
    The 6 opportunitiesfor mobile activation www.isabelleokane.com
  • 30.
    •  Movement: howI move with my phone tells a story, e.g. carbon footprint •  Moment: phone with me every moment in time, e.g. App can alert me to when my flowers need water •  Me: personal tool, e,g, mobile love detector (voice recognition) •  Multiuser: E.g. VW: gaming/community or RW: music player •  Money: E.g mobile books already 6 times bigger than e- books/payment via phone •  Machine/Functional: E.g. layar augmented reality browser, only available via mobile. www.isabelleokane.com
  • 31.
    The future ofadvertising: LIVED (cross media, mobile, natural interfacing) CO-CREATED (non linear narratives, consumer generated, p2p generated, brand/consumer generation) SOCIAL (enabling the horizontal, adding value) (branded) experiences. www.isabelleokane.com