3RD SENSE Second Screen Seminar December 2012

74

description

Broadcasters, Channels, TV Production Companies and Programme Makers are all wrestling with how best to develop second screen Apps. This presentation takes a look at the state of TV, the state of mobile and the state of play to help give some direction on what is working. The presentation also includes 5 case studies, two from 3RD SENSE. The original presentation was given by Colin Cardwell, CEO of 3RD SENSE.

Transcript of 3RD SENSE Second Screen Seminar December 2012

Page 1: 3RD SENSE Second Screen Seminar December 2012
Page 2: 3RD SENSE Second Screen Seminar December 2012

PRESENTATION OUTLINE

What’s today about?

Who are 3RD SENSE?

The State of TV

The State of Mobile

The State of Play

So you want to create an App?

Case Studies

Page 3: 3RD SENSE Second Screen Seminar December 2012

FIRST LAW OF TECHNOLOGY

"A consistent pattern in our response to new

technologies is we simultaneously overestimate the

short-term impact and underestimate the long-term

impact.“

Rule coined by Roy Amara,

Past President of The Institute for the Future

Page 4: 3RD SENSE Second Screen Seminar December 2012

WHO ARE 3RD SENSE?

Page 5: 3RD SENSE Second Screen Seminar December 2012

WE DO PLAY

Australia’s leading ‘Play Agency’

10 years old, established in 2002

A team of 20 technology creatives working out of The Play Studio in North

Sydney

Creators of Games and Apps with over 250 projects under our belt

We work on web, mobile, desktop and social platforms

And we do Gamification

Page 6: 3RD SENSE Second Screen Seminar December 2012

WEB PLAY

Web games

Web promotions and

competitions

Single player

Multiplayer

Micro-sites

Leader boards

Page 7: 3RD SENSE Second Screen Seminar December 2012

MOBILE PLAY

iOS (iPhone and iPad)

Android

Cross platform

Stand alone and

connected

Free and Paid

Page 8: 3RD SENSE Second Screen Seminar December 2012

SOCIAL PLAY

Facebook Apps

Facebook Pages

Facebook Connect

Twitter integration

Promotions and

Competition

Page 9: 3RD SENSE Second Screen Seminar December 2012

DESKTOP PLAY

Desktop installable

games and Apps

Windows, Mac, Linux

CD, USB, Web

distribution

DRM

Page 10: 3RD SENSE Second Screen Seminar December 2012

GAMIFICATION

Making non-game activities more game-like

Motivating and rewarding with points, leader boards, awards, sharing, storytelling, virtual economies and more

Games might be part of the strategy, but not necessarily

Increase customer loyalty, change behaviours, increase profits, differentiate brands, drive learning, track behaviours and more

Page 11: 3RD SENSE Second Screen Seminar December 2012

OUR TOOLKIT

Over 100 game engines

Cross platform development framework

Robust high traffic hosting platform

Email marketing system

Analytics and reporting

Competition management and draw system

Virtual economy platform

Ad serving platform

Ad network

Cross platform test suite

Page 12: 3RD SENSE Second Screen Seminar December 2012

THE WAY WE WORK

We aim to craft custom solutions for our clients whilst re-

using existing code and tools wherever possible. This

means we can:

Deliver against objectives

Deliver on time

Stay within budget

Page 13: 3RD SENSE Second Screen Seminar December 2012

HOUSE PROJECTS

We are also the publisher of

Fizzy.com which has over 1750

games and 800,000 members

We are the publisher of hit games

like Swords and Sandals

Our games are played more than

25 million times every month

around the World

Page 14: 3RD SENSE Second Screen Seminar December 2012

WHO WE WORK WITH

Page 15: 3RD SENSE Second Screen Seminar December 2012

THE STATE OF TV

Page 16: 3RD SENSE Second Screen Seminar December 2012

OLD TV• Fewer channels• More shared experiences• Not much other media• Less competition for the

advertising dollar• Life was simple

Page 17: 3RD SENSE Second Screen Seminar December 2012

NEW TV

MORE CHANNELSPVRS

GAMES

SKIPPING ADVERTISINGCONTENT ON DEMAND

SMARTPHONES

TABLETS

ILLEGAL DOWNLOADS

SAME AD SPEND

Page 18: 3RD SENSE Second Screen Seminar December 2012

WE STILL LOVE WATCHING TV

Deloitte: Vox Populi State of the Media Survey 2012

Preferred Sources of Entertainment

Page 19: 3RD SENSE Second Screen Seminar December 2012

WE STILL LOVE WATCHING TV

Watching TV in Home has remained steady at around 100 hours per month for All People

Q2 2011 Q3 2011 Q4 2011 Q1 2012 Q2 20120

20

40

60

80

100

Watching TV in Home

Page 20: 3RD SENSE Second Screen Seminar December 2012

WE’RE DOING IT A BIT DIFFERENTLY

Time shifted Viewing is up by 32% Internet use on a PC/laptop continues steady increase, up 11%

Q2 2011

Q3 2011

Q4 2011

Q1 2012

Q2 2012

012345678

Hrs

per

m

onth

Q2 2011

Q3 2011

Q4 2011

Q1 2012

Q2 2012

38

40

42

44

46

48

50

Hrs

per

m

onth

Watching Video on Internet has doubled, up 51%

Q2 2011 Q3 2011 Q4 2011 Q1 2012 Q2 20120

0.51

1.52

2.53

3.54

Hrs

per

mon

th

Watching Video on Mobile has quadrupled, up 116%

Q2 2011 Q3 2011 Q4 2011 Q1 2012 Q2 20120

0.2

0.4

0.6

0.8

1

1.2

1.4

Hrs

per

mon

th

Page 21: 3RD SENSE Second Screen Seminar December 2012

SECOND SCREENING

60%

60% of Australian viewers watch TV with a connected device – PC, smartphone or tablet

Australian Mulitscreen Report Nielsen Q2 2012

Page 22: 3RD SENSE Second Screen Seminar December 2012

WHAT ARE THEY DOING?

22% 22% of all Australian TV viewers use a connected device to find out more about content they’ve seen on TV within 24 hours of viewing

Nine Entertainment Co. Nov 2012

35% 25% of US TV viewers use their smartphone to visit a website mentioned on TV

Pew Internet, Jul 2012

19% 19% of US TV viewers use their smartphone to post comments online about a program they were watching

Pew Internet, Jul 2012

Page 23: 3RD SENSE Second Screen Seminar December 2012

RESEARCH JUST IN…

Page 24: 3RD SENSE Second Screen Seminar December 2012

THE STATE OF MOBILE

Page 25: 3RD SENSE Second Screen Seminar December 2012
Page 26: 3RD SENSE Second Screen Seminar December 2012

SMARTPHONES IN AUSTRALIATELSYTE SMARTPHONE MARKET STUDY 2012

Already some 12 million consumers use

smartphones (55% of the population)

By 2014, more Australians will access digital

services via smartphone than a computer

By 2016, more than 20 million smartphone

users in Australia

Page 27: 3RD SENSE Second Screen Seminar December 2012

SMARTPHONE SALES BY OS

Page 28: 3RD SENSE Second Screen Seminar December 2012

IOS VS ANDROID

Page 29: 3RD SENSE Second Screen Seminar December 2012

USE OF SMARTPHONES IN AUSTRALIA

Page 30: 3RD SENSE Second Screen Seminar December 2012
Page 31: 3RD SENSE Second Screen Seminar December 2012
Page 32: 3RD SENSE Second Screen Seminar December 2012

APPS VS MSITES: APPS ARE WINNING

Page 33: 3RD SENSE Second Screen Seminar December 2012

THE STATE OF PLAY

Page 34: 3RD SENSE Second Screen Seminar December 2012

…there has been revolution in the games industry

Meanwhile…

Page 35: 3RD SENSE Second Screen Seminar December 2012

Before the revolution we knew where we stood…

Gamers were young adult males who were anti-social, ate Pizza, drank Coke by the BIG bottle and had no life. Or maybe…

Page 36: 3RD SENSE Second Screen Seminar December 2012

Kids!

And then this happened…

Page 37: 3RD SENSE Second Screen Seminar December 2012
Page 38: 3RD SENSE Second Screen Seminar December 2012

NOWEVERYBODY

ISPLAYING

Page 39: 3RD SENSE Second Screen Seminar December 2012

DIGITAL AUSTRALIA 2012

Females make up 47% of the total game population, up from 46%

in 2008.

The average age of video game players in Australia is 32 years,

up from 30 in 2008.

75% of gamers in Australia are aged 18 years or older.

94% of 6 to 15 years play video games

43% of those aged 51 or older play video games.

Page 40: 3RD SENSE Second Screen Seminar December 2012

DIGITAL AUSTRALIA 2012

The average adult gamer has been playing video games for 12

years, 26% have been playing for more than 20.

Playing habits are moderate with 59% playing for up to an hour at

one time and only 3% playing for five or more hours in one sitting.

57% of all gamers play either daily or every other day.

Mobile phones are used to play games in 43% of game

households, tablet computers in 13%.

Page 41: 3RD SENSE Second Screen Seminar December 2012

TO SUM UP SO FAR

People don’t just watch TV anymore

Smartphones and Tablets are the second screen of choice

Play is one of the most popular activities

Both genders and all age groups love to play

Page 42: 3RD SENSE Second Screen Seminar December 2012

SO YOU WANT TO DO A SECOND SCREEN APP?

Page 43: 3RD SENSE Second Screen Seminar December 2012

MOST APPS FAIL

Page 44: 3RD SENSE Second Screen Seminar December 2012

REASONS FOR FAILURE…

We need/want an App – little or no purpose

Little or no marketing

Over promise and under deliver

Other, better Apps that do the same thing

Too short term, failure to re-invest

Page 45: 3RD SENSE Second Screen Seminar December 2012

WHAT ARE THE CHALLENGES?

CUT THROUGH – how do you even get

noticed?

CONNECTION - how do you engage your

audience?

ACTIONS – how do you motivate people to

act?

Page 46: 3RD SENSE Second Screen Seminar December 2012

CUT THROUGH

New, different, you need to stand out

Marketing, use existing audiences

and fans

Best in class – be better than the

competition

Long term – be prepared to re-invest

Must have a purpose

Page 47: 3RD SENSE Second Screen Seminar December 2012

CONNECTION

Best in class

Rich and Engaging

Social

Must have purpose

Page 48: 3RD SENSE Second Screen Seminar December 2012

ACTIONS

Define your objectives

Set realistic expectations

Align with business needs

Reward for Loyalty and

Engagement

Must have a purpose

Page 49: 3RD SENSE Second Screen Seminar December 2012

DID WE MENTION PURPOSE?

What do you want this App to do?

Is it about engagement?

Is it about Promotion?

Is it about increasing ratings?

Is it about Live?

Is it about extending the story?

Is it about re-telling the story?

Is it about social?

And who are the audience?

What does the audience want?

Should it make money?

Sell the App or Advertising or both?

How will you measure ROI?

To get the right answers, you have to ask the right questions

Page 50: 3RD SENSE Second Screen Seminar December 2012

ALIGN THE STAKE HOLDERS

Right Solution

Audience

Content Objectives

Advertisers?

Page 51: 3RD SENSE Second Screen Seminar December 2012

CONTENT

Intrinsically Enjoyable

Offers Participation/ Sociability

Community Building

Stimulating/ InspiringChallenging

Utilitarian/ Informative

Fun!

WHAT MAKES APPS ENGAGING?

Page 52: 3RD SENSE Second Screen Seminar December 2012

ONE SIZE DOESN’T FIT ALL

Page 54: 3RD SENSE Second Screen Seminar December 2012
Page 55: 3RD SENSE Second Screen Seminar December 2012

CASE STUDIES

Page 56: 3RD SENSE Second Screen Seminar December 2012

USA NETWORK ‘PSYCH’SECOND SCREEN GAME - #HASHTAG KILLER

Psych – comedy-drama murder detective series. Launched a full second screen experience in 2011 for iOS, Android, Web.

Fully gamified experience encourages users to check-in and register with rewards program ‘Club Psych’ – points, badges, awards.

Enter special keywords announced during broadcast for access to exclusive additional video content only available through app eg un-aired extended scene for current episode.

Page 57: 3RD SENSE Second Screen Seminar December 2012

USA NETWORK ‘PSYCH’SECOND SCREEN GAME - #HASHTAG KILLER

#Hashtag Killer Game

Launched to engage and promote before

season 6. Users were given series of clues

on a microsite on the Club Psych website,

on FB and Twitter to solve a murder.

Used the 2 detective characters in videos,

messages and tweets in a storyline written

by the series writers.

Game unfolded over 7 weeks with new

series of clues each week.

Page 58: 3RD SENSE Second Screen Seminar December 2012

USA NETWORK ‘PSYCH’SECOND SCREEN GAME - #HASHTAG KILLER

Results

90 million shares on FB & Twitter

Av time spent on site of over 12 minutes per visit

First week of season 6 ratings increase of 10% on season 5 average ratings

Page 59: 3RD SENSE Second Screen Seminar December 2012

CHEVY ‘GAME TIME’ APP SECOND SCREEN ADVERTISING

Chevy integrated an app, Game Time, with ads launched during the Super Bowl 2012 broadcast.

Users asked to find number plates on the cars in the ads and match them to number plates in the app for chance to win a car.

Page 60: 3RD SENSE Second Screen Seminar December 2012

CHEVY ‘GAME TIME’ APP SECOND SCREEN ADVERTISING

Trivia game – football, car, Chevy trivia

questions

Data Gathered – from users

submitting competition entries

Ad awareness measured with trivia

questions: ‘How many arms do the

aliens have in the Volt ad’

Page 61: 3RD SENSE Second Screen Seminar December 2012

CHEVY ‘GAME TIME’ APP SECOND SCREEN ADVERTISING

Results

733,434 minutes of in-app usage

Over 3 million trivia questions

answered

Page 62: 3RD SENSE Second Screen Seminar December 2012

‘MILLION POUND DROP’ UKO2 SPONSORSHIP INTEGRATION

Million Pound Drop Quiz show on Channel

4 has a suite of integrated apps that allow

users to play along with the program in

real-time – web, iPhone, iPad, Android

phones & tablets

Page 63: 3RD SENSE Second Screen Seminar December 2012

‘MILLION POUND DROP’ UKO2 SPONSORSHIP INTEGRATION

The iOS and Android versions also allow

users to play anytime for £1.49 in-app

purchase.

Twitter & Facebook integration for sharing

Achievements & Awards for incentivisation

‘O2’ Video Takeover

Broadcast of 2 min video in first TV break

with simultaneous takeover of web game.

Online ad had CTs to YouTube for more

content

Page 64: 3RD SENSE Second Screen Seminar December 2012

‘MILLION POUND DROP’ UKO2 SPONSORSHIP INTEGRATION

Results

8.6% of total program audience played the

game – 189,000 viewers

17.4% watched the full video

2.34% CTR to YouTube

10% higher propensity to purchase among

web players

Page 65: 3RD SENSE Second Screen Seminar December 2012

NICKELODEON DIDI & B.

Introduction

Didi & B are two new characters for

Nick Jnr

A series of craft related short

shows aimed at 3-5 year olds

Objectives

Extend the show into a interactive

educational experience for children

and parents

Page 66: 3RD SENSE Second Screen Seminar December 2012
Page 67: 3RD SENSE Second Screen Seminar December 2012
Page 68: 3RD SENSE Second Screen Seminar December 2012
Page 69: 3RD SENSE Second Screen Seminar December 2012
Page 70: 3RD SENSE Second Screen Seminar December 2012

FOX FOOTY LIVE KICK

Objective - Fox Sports wanted to engage Footy fans when they were

watching the game on TV

The Game

Give the fans a game they can play against each other.

Make it real by using Live Kick data from the match.

Add a Virtual Currency layer to use fan’s passion to drive brand actions.

Add in great prizes as an additional motivator

Extend into NRL too

Page 71: 3RD SENSE Second Screen Seminar December 2012

FOX FOOTY LIVE KICK

Page 72: 3RD SENSE Second Screen Seminar December 2012

NRL ON FOX LIVE KICK

Page 73: 3RD SENSE Second Screen Seminar December 2012

THE 3RD SENSE SHOWREEL

OR FIND OUT MORE AT 3RDSENSE.COM

Take a look at…

Page 74: 3RD SENSE Second Screen Seminar December 2012

LET’S START A CONVERSATION…

If you’re looking for a Mobile Game that CUTS THROUGH the

noise, CONNECTS with your target audience and drives the

ACTIONS you want, get in touch.

02 89 231 200

[email protected]

www.3rdsense.com