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BUILDING MODERN CONSUMER
RELATIONSHIPS
5.12.2016
2
THIS STORY IS A WIP
3
IT IS ALSO A COLLABORATION
4
@gabtenaglia
gabrielle@215mccann.com
5
WHEN IT’S DONE WE’LL SHARE
6
IT STARTED BECAUSE THERE
ARE THINGS THAT I DON’T
UNDERSTAND
7
8
9
10
1. Learn something new
2. Understand changing entertainment
landscape
3. Interested in new ways of being
creative
4. Find out if there are interesting
implications for clients
MONEY FOR
LOVe
tHE MInEcRaFT
ruLE
MODERN
CREATORS
tHE MInEcRaFT
ruLE
13
>54 million units sold 23 million PC downloads
2 billion hours played on
Xbox 360 alone
Game covers a surface
area 8x the size of earth
It would take 3 trillion
hours to play every facet
>100 million players
15
16
17
In 2014, 10.6 Million Minecraft themed videos were
uploaded to YouTube, generating 26.5 Billion views
between them
“It’s production instead of consumption. The idea that rather
than consuming pre-made, pre-digested, fully created polished
products that are really tight and therefore come to you and
you sort of swallow them whole, Minecraft, because it’s messy
and glitchy and not polished, requires you to figure it out and
requires you to participate in making things as opposed to just
playing things other people have made.”
-Professor Irene Chien,
Assistant Professor, Department of Media and Communication, Muhlenberg College 
“The traditional way of thinking of games as participatory, is
that rather than just watching TV, you’re controlling something.
Suddenly people realize that wait a minute, just because
you’re moving Mario doesn’t mean you’re participating in
creating content and narratives. You’re following the
designer’s idea of what should happen in the game…Gamers
are playing games in totally different ways, we just weren’t
taking account of that.” 
-Professor Irene Chien,
Assistant Professor, Department of Media and Communication, Muhlenberg College
21
Developer
makes game
Consumer
plays game
Content-centric
Traditionally in gaming, this is the model we see. The
ecosystem revolves around the game. The developer
makes the game, the consumer plays the game.
22
Mojang makes an open
platform
Gamers discover it
…and build new games, stories, and
communities around it.
More gamers discover
Minecraft
Community-centric
The community and the stuff community makes have become the POINT of Minecraft
23
The added edge of Minecraft is that in CoD
people are waiting for DLC and new content.
In Minecraft, people are constantly trading new
and original content, mods, and mini games.
- Vikkstar
24
People spend more time with the content around
Minecraft than the game itself.
Gamers on YouTube: Evolving Video Consumption, Think With Google, July 2013
“…community-­‐created	
  videos	
  effec4vely	
  doubled	
  the	
  amount	
  of	
  views	
  the	
  top	
  selling	
  games	
  would	
  have	
  received	
  
through	
  brand-­‐released	
  content	
  alone…”	
  
tHE mInEcRaFT RuLE
the communITy eCOsYsteM & conTEnT
thAt sUrrOUNds YOUr prOdUCt is aS
ImPoRTanT aS the prOdUCt itself
27
28
What if we create products, or stories
that are “flawed” or need to be
“fixed” and give them to the
community to be brought to life?
What if instead of creating content
we create platforms for communities
to build on top of?
These ideas work well for
brands/products that enable
self expression. But what
about for brands that don’t?
What does the world look like for
agencies when consumers are
creating the content that drives
interest in the product?
MONEY FOR LOVE
:
30
31
Broadcasting on Twitch is not the
same thing as a Let’s Play video
32
TOWELLIEE
PROFESSORBROMAN ELLOHIME
COHHCARNAGE
585K Followers (45th)
32MM Views (104th)
900+ Days
Team of 14
Variety Streamer
432K Followers (81st)
83MM Views (26th)
900+ Concurrent Days
Team of 10
WOW Streamer
514K Followers (56th)
9MM Views (371th)
At any given moment
can 37K viewers
Destiny
367K Followers (103rd)
13MM Views (259th)
Streams 180+ Hrs/Month
Starts streaming at 4am
Variety Streamer
33
It is not live entertainment, it is living entertainment
- Ellohime
34
THE MENTOR THE ENTERTAINER THE FRIEND THE HERO THE SPECTACLE
35
THE BASICS TIMES TEN
1. CONSISTENCY
2. RELATABILITY
3. ACCESSIBILITY
4. TRANSPARENCY
5. VALUABLE
36
Try to give as much value as possible to the subs
[subscribers], I don’t want anyone left out of the
community.
- CohhCarnage
MOST IMPORTANTLY…
37
40
I am what my viewers need me to be. Sometimes I
am their friend. Sometimes I am a counselor. I wear
many hats.
- ProfessorBroman
41
I don’t put up “pay to play” walls. People subscribe
[pay] because they want to keep the community
alive
- Ellohime
42
What if we made “live” ads? Or
responsive ads? What would that
look like?
Can brands/do brands really
appreciate their fans in this way?
Can they?
How do we create communities
around brands that are so
important to people that they
would pay to keep them alive?
What are the lessons we can take
about relationships with fans? What
do we do with those lessons?
Can brands be open to allowing
fans/consumers shape what the
experience is like?
MODERN CREATORS
Body Level One
Body Level Two
Body Level Three
Body Level Four
Body Level Five
46
“Both the 25 December Doctor Who episode and the 1 January
Sherlock were, without actually being interactive, crucially
responsive to fan reaction.”
“…This sense that the characters are able to see through the
screen into our world…”
-The Guardian
“Sherlock and Doctor Who: beware of fans influencing the TV they love”, January 3, 2014 
48
1.	
  Fans	
  expect	
  an	
  open	
  dialogue	
  with	
  content	
  creators	
  and	
  treat	
  them	
  as	
  if	
  they	
  are	
  real	
  life	
  friends.	
  
Ryan	
  reaches	
  out	
  to	
  GoT	
  creators	
  over	
  TwiBer	
  to	
  ask	
  ques4ons	
  about	
  the	
  show	
  and	
  some4mes	
  shares	
  
things	
  related	
  to	
  the	
  show	
  with	
  them	
  that	
  he	
  thinks	
  they’ll	
  like.	
  It	
  can	
  feel	
  ignorant	
  or	
  disrespec9ul	
  if	
  
content	
  creators	
  are	
  unreachable.	
  	
  
2.	
  Fans	
  create	
  content	
  to	
  find	
  and	
  engage	
  with	
  other	
  fans.	
  Ryan	
  started	
  crea=ng	
  content	
  around	
  the	
  
show	
  because	
  his	
  friends	
  didn’t	
  watch	
  it	
  so	
  he	
  felt	
  the	
  need	
  to	
  interact	
  with	
  others	
  who	
  did.	
  He	
  was	
  
compelled	
  to	
  create	
  content	
  presen4ng	
  something	
  people	
  maybe	
  hadn’t	
  thought	
  of	
  before	
  and	
  has	
  
gained	
  respect	
  within	
  the	
  community	
  by	
  doing	
  so.	
  He	
  acknowledges	
  that	
  GoT	
  has	
  a	
  large	
  passionate	
  
community,	
  so	
  he	
  had	
  to	
  find	
  his	
  smaller	
  similarly-­‐opinionated	
  group.	
  
3.	
  To	
  be	
  a	
  real	
  fan	
  you	
  have	
  to	
  engage.	
  Just	
  watching	
  the	
  show	
  isn’t	
  enough.	
  To	
  be	
  respected	
  in	
  the	
  
community	
  you	
  have	
  to	
  engage	
  with	
  other	
  content	
  to	
  get	
  to	
  know	
  the	
  characters,	
  recent	
  news	
  with	
  the	
  
show,	
  behind	
  the	
  scenes.	
  
51
What if marketing were more
responsive in quicker cycles? What
if campaigns really changed in
response to consumer feedback?
What examples of this are out there?
What if we thought about
campaigns as pieces of
software in constant beta?
How are we creating ways for fans to
connect and give us feedback?
Beyond tracking studies and social
“listening tools?” Is anyone doing
this?
52
1. Write 3 questions that you’d like to ask to
better understand what’s happening here
or to further develop these ideas
Workshop #1
53
1. Take a client who you are working with
2. Come up with 3 ideas for things you
could do that uses one of more of these
insights
Workshop #2
THANKS

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Modern Communities

  • 3. 3 IT IS ALSO A COLLABORATION
  • 5. 5 WHEN IT’S DONE WE’LL SHARE
  • 6. 6 IT STARTED BECAUSE THERE ARE THINGS THAT I DON’T UNDERSTAND
  • 7. 7
  • 8. 8
  • 9. 9
  • 10. 10 1. Learn something new 2. Understand changing entertainment landscape 3. Interested in new ways of being creative 4. Find out if there are interesting implications for clients
  • 13. 13 >54 million units sold 23 million PC downloads 2 billion hours played on Xbox 360 alone Game covers a surface area 8x the size of earth It would take 3 trillion hours to play every facet >100 million players
  • 14.
  • 15. 15
  • 16. 16
  • 17. 17 In 2014, 10.6 Million Minecraft themed videos were uploaded to YouTube, generating 26.5 Billion views between them
  • 18.
  • 19. “It’s production instead of consumption. The idea that rather than consuming pre-made, pre-digested, fully created polished products that are really tight and therefore come to you and you sort of swallow them whole, Minecraft, because it’s messy and glitchy and not polished, requires you to figure it out and requires you to participate in making things as opposed to just playing things other people have made.” -Professor Irene Chien, Assistant Professor, Department of Media and Communication, Muhlenberg College 
  • 20. “The traditional way of thinking of games as participatory, is that rather than just watching TV, you’re controlling something. Suddenly people realize that wait a minute, just because you’re moving Mario doesn’t mean you’re participating in creating content and narratives. You’re following the designer’s idea of what should happen in the game…Gamers are playing games in totally different ways, we just weren’t taking account of that.”  -Professor Irene Chien, Assistant Professor, Department of Media and Communication, Muhlenberg College
  • 21. 21 Developer makes game Consumer plays game Content-centric Traditionally in gaming, this is the model we see. The ecosystem revolves around the game. The developer makes the game, the consumer plays the game.
  • 22. 22 Mojang makes an open platform Gamers discover it …and build new games, stories, and communities around it. More gamers discover Minecraft Community-centric The community and the stuff community makes have become the POINT of Minecraft
  • 23. 23 The added edge of Minecraft is that in CoD people are waiting for DLC and new content. In Minecraft, people are constantly trading new and original content, mods, and mini games. - Vikkstar
  • 24. 24 People spend more time with the content around Minecraft than the game itself.
  • 25. Gamers on YouTube: Evolving Video Consumption, Think With Google, July 2013 “…community-­‐created  videos  effec4vely  doubled  the  amount  of  views  the  top  selling  games  would  have  received   through  brand-­‐released  content  alone…”  
  • 26. tHE mInEcRaFT RuLE the communITy eCOsYsteM & conTEnT thAt sUrrOUNds YOUr prOdUCt is aS ImPoRTanT aS the prOdUCt itself
  • 27. 27
  • 28. 28 What if we create products, or stories that are “flawed” or need to be “fixed” and give them to the community to be brought to life? What if instead of creating content we create platforms for communities to build on top of? These ideas work well for brands/products that enable self expression. But what about for brands that don’t? What does the world look like for agencies when consumers are creating the content that drives interest in the product?
  • 30. 30
  • 31. 31 Broadcasting on Twitch is not the same thing as a Let’s Play video
  • 32. 32 TOWELLIEE PROFESSORBROMAN ELLOHIME COHHCARNAGE 585K Followers (45th) 32MM Views (104th) 900+ Days Team of 14 Variety Streamer 432K Followers (81st) 83MM Views (26th) 900+ Concurrent Days Team of 10 WOW Streamer 514K Followers (56th) 9MM Views (371th) At any given moment can 37K viewers Destiny 367K Followers (103rd) 13MM Views (259th) Streams 180+ Hrs/Month Starts streaming at 4am Variety Streamer
  • 33. 33 It is not live entertainment, it is living entertainment - Ellohime
  • 34. 34 THE MENTOR THE ENTERTAINER THE FRIEND THE HERO THE SPECTACLE
  • 35. 35 THE BASICS TIMES TEN 1. CONSISTENCY 2. RELATABILITY 3. ACCESSIBILITY 4. TRANSPARENCY 5. VALUABLE
  • 36. 36 Try to give as much value as possible to the subs [subscribers], I don’t want anyone left out of the community. - CohhCarnage MOST IMPORTANTLY…
  • 37. 37
  • 38.
  • 39.
  • 40. 40 I am what my viewers need me to be. Sometimes I am their friend. Sometimes I am a counselor. I wear many hats. - ProfessorBroman
  • 41. 41 I don’t put up “pay to play” walls. People subscribe [pay] because they want to keep the community alive - Ellohime
  • 42. 42 What if we made “live” ads? Or responsive ads? What would that look like? Can brands/do brands really appreciate their fans in this way? Can they? How do we create communities around brands that are so important to people that they would pay to keep them alive? What are the lessons we can take about relationships with fans? What do we do with those lessons? Can brands be open to allowing fans/consumers shape what the experience is like?
  • 44.
  • 45. Body Level One Body Level Two Body Level Three Body Level Four Body Level Five
  • 46. 46
  • 47. “Both the 25 December Doctor Who episode and the 1 January Sherlock were, without actually being interactive, crucially responsive to fan reaction.” “…This sense that the characters are able to see through the screen into our world…” -The Guardian “Sherlock and Doctor Who: beware of fans influencing the TV they love”, January 3, 2014 
  • 48. 48
  • 49.
  • 50. 1.  Fans  expect  an  open  dialogue  with  content  creators  and  treat  them  as  if  they  are  real  life  friends.   Ryan  reaches  out  to  GoT  creators  over  TwiBer  to  ask  ques4ons  about  the  show  and  some4mes  shares   things  related  to  the  show  with  them  that  he  thinks  they’ll  like.  It  can  feel  ignorant  or  disrespec9ul  if   content  creators  are  unreachable.     2.  Fans  create  content  to  find  and  engage  with  other  fans.  Ryan  started  crea=ng  content  around  the   show  because  his  friends  didn’t  watch  it  so  he  felt  the  need  to  interact  with  others  who  did.  He  was   compelled  to  create  content  presen4ng  something  people  maybe  hadn’t  thought  of  before  and  has   gained  respect  within  the  community  by  doing  so.  He  acknowledges  that  GoT  has  a  large  passionate   community,  so  he  had  to  find  his  smaller  similarly-­‐opinionated  group.   3.  To  be  a  real  fan  you  have  to  engage.  Just  watching  the  show  isn’t  enough.  To  be  respected  in  the   community  you  have  to  engage  with  other  content  to  get  to  know  the  characters,  recent  news  with  the   show,  behind  the  scenes.  
  • 51. 51 What if marketing were more responsive in quicker cycles? What if campaigns really changed in response to consumer feedback? What examples of this are out there? What if we thought about campaigns as pieces of software in constant beta? How are we creating ways for fans to connect and give us feedback? Beyond tracking studies and social “listening tools?” Is anyone doing this?
  • 52. 52 1. Write 3 questions that you’d like to ask to better understand what’s happening here or to further develop these ideas Workshop #1
  • 53. 53 1. Take a client who you are working with 2. Come up with 3 ideas for things you could do that uses one of more of these insights Workshop #2