Showing posts with label new entertainment ecosystem. Show all posts
Showing posts with label new entertainment ecosystem. Show all posts

Monday, September 2, 2013

All brands should be Lost

The idea of broadcasting is deteriorating as more entertainment is distributed online and that is making an impact on advertising too. TiVo and other digital recording services offer viewers the option to skip the commercials and watch the content they want at whatever time suits them the best. Netflix has started to created their own content and are releasing it all at once to indulge binge-watching, without commercial breaks. And the experience doesn´t stop anymore to television. Shows like `Lost` let the viewers explore the islands twisted history in an online game, making the engagement more deeper. Creative storytelling has evolved into transmedia engagement where every channel takes the story forward in a way that best suits the media as well as consumers mindset.

So what happens to advertising in the middle of all this? Unfortunately brands still rely on the strategy of disturbing. Instead of continuous flow of entertainment, we get steady stream of bland commercial breaks that keep us from the conclusion of the season finale. None of the brands seem to bring anything more to my TV-experience or deepen the engagement. They just want to ram their message down my throat instead of adding value to the content. The same can been seen in almost every channel. Take in-game advertising for example. Ever so often we see brands trying to engage the fans by painting their logo inside the game or better yet, showing static banner ads while i´m trying to make a high score. Brands have a lot to learn from shows like `Lost`.

A part of the blame seems to be the advertising industry. Instead of creating engaging brand content worth the consumers time, the toolbox seems to have the same tools that were used in the 50´s (yes, there is a thing called internet, but all the banner ads are just animated prints). Same formats, same messages, none of the engagement. No connection to the consumers current mindset, motives or the media they are consuming.

But a change is coming. Hollywood and the entire entertainment industry is forced to find new revenue streams because of the declining DVD markets and the ever growing piracy. The same time brands need to start creating relevant content that engages the consumers, not just in the traditional media and not just in a traditional format. The entertainment industry has the tool box needed for deeper engagement. The IP´s, writers, directors, producers, channels, game studios and so forth. The only thing keeping them from devouring the advertising industry is their lack of knowledge and experience in traditional brand managing, but that is changing too. Couple of good recruitments will do the job. First indications can be seen in collaboration between Ridley Scott and Coca-Cola or the whole media business of Red Bull. I know, it´s easy to refer to Red Bull and yes, there are no other benchmarks, but that also tells us something. It´s possible to make money with brand content and few brands are doing it.

But it doesn´t have to be a match between Hollywood and brands, since most of the local brands can´t afford it and they already produce content - just not in a way that engages consumers. Take food industry for example. Every food brand produces hundreds of recipes every year, have their chefs, web sites and YouTube channels and appear in TV almost every night. To me, that sound like a framework for a hit cooking show and this would also have the products to back it up.

Sunday, November 18, 2012

New Entertainment Ecosystem

By publishing good quality games about the movie or TV IPs, studios and production houses engage an audience that might not be interested otherwise. Hollywood studios spend millions of dollars to promote the upcoming movies with TV ad campaigns but seem to forget that the cost of creating a good game is only a fraction of that. Not to mention that if the game becomes a hit, the studios can earn more money. But of course not every game becomes a hit, just as not every ad campaign brings results. Before in order to get the attention of the 15-25 year olds, the studios have to advertise in TV with millions of dollars. What the new entertainment companies have realized, is that by releasing an IP as a game as well as a TV series or a movie, they reduce the need to market with bought media. In fact, the IP ecosystem can be used as a platform to market other brands more efficiently than with traditional bought media. The game drives engagement and grows awereness and monetizes the IP. The TV and movies grow the awereness even further and keeps on monetizing (the long tail is of course the DVD release and the TV rigths). 



Game IP´s on the other hand, need the TV/Movie adaptations and licensing of their games to reach a wider audience and to build depth to their story. This is needed especially with casual games, that have to be simple enough to engage the widest audience possible which often means that the story behind the game is minimal. TV/Movie adaptations bring depth to the game characters and open up the game world which deepen the relationship between the fans and open more possibilities to licensing.

Merchandising and licensing is the third and equally important part of the new entertainment ecosystem. If for some reason the IP hasn´t reached all of its potential audience, the merchandising and licensing will. And will also monetize the IP even further. In order to support the new entertainment ecosystem however, the M&L must be done with the same dedication to quality in mind as the game and the TV/Movies. Again the devil is in the detail and nothing can screw the IP like a bad product and the risk of that happening is high, since majority of production is usually done by third parties.

Rovio´s Angry Birds is a prime example of the new entertainment ecosystem. The company has hundreds of millions of fans that connect with the Angry Birds brand through games, videos, products, theme parks and more. Even Disney has noticed the change, they released Wreck-It-Ralph as a game and a movie simoltaniously and merchandise is sure to follow. But just releasing a game and a movie doesnt make hits. As the saying goes, the devil is in the details. At the end of the day, fans decide whether or not an IP makes it and the fans are well equipped to see through scams. That means that the game and movie studios need to evolve in to entertainment companies that sustain immemerers brand experience through the different touchpoint, be it games, movies or merchandising.