One of the main areas of MediaBizLab program is to develop ideas of future media services. This brainstorming hovers between new ideas and improving current ones especially from the perspectives of monetizing and consumer socializing. Needless to say, that all these ideas start from a scratch. So all are more than welcome to comment along and the progress of the coming year will be collected under the tag idea reports. Without further ado, let's get started with the ideas!
This week's mission is to reflect ideas upon existing transmedia services, justify why the selected examples are interesting and important from both user's and company's perspective.
1. REAL-TIME AUDIENCE
Video stream consumption (online, off-line, mobile, at home, elsewhere and on-the-go) over multiple platforms is a emerging global trend. People don't just watch them from their TV-sets and if they do, they are more likely to multi-task in Internet at the same time. When most studies argue that time spent online reduces time available for other media, younger generations that have grown up with the Internet prove these wrong by their multifaceted, overlapping media consumption fashions.
'The more they love it, the more ways they explore it.' is the basis of transmedia storytelling of products and brands. What is important is a) the relation of TV viewing, Internet and mobile usage of your service or brand b) how to make usage social and c) how to monetize it.
A good example of point a is the social TV service Sofafanatics. It's promise to sport fans is You'll Never Watch Alone and reminds that telly wont be social. Spectator sports is a lifestyle that has many features from gambling and bar nights to engaging sports team fan clubs and debates with own friends. At the moment early birds see the greatest potential for real-time co-viewing, commenting and socializing in live events, such as sports or fashion shows. It would work for reality TV as well or what do you think about Big Brother season 2010? What are other features that can gather enough real-time consumers together?
As for b, from the start watching TV has been a social practice. If not always at the time of watching, the stories and reflections nevertheless continue the next day over lunch breaks or nowadays in social media. Today net natives want to share the experience real-time and companies should consider providing the channel and logic. Differentiating the content depending on the platform or different price models?
How to monetize social entertainment is a tricky question as the quality of streams is truly the key. In general, commercializing free Internet content has used advertising but interrupting the stream has its limits. On the other hand, when online ads are effective, links motivate and ease the shopping process. Contests, promotion tickets and breeding opinion leaders within the community? Added value service for subscribers in addition to free content? In the case of online monetizing, I also want to ask who is the winner? The producer or the mediator?
I find this topic fascinating especially from the perspective of monetizing. How can advertising and making consumers more involved be re-designed to make online content profitable? When it's online where the infinity is the limit and especially if it's not mainstream, the advertising revenues are kind of cold comfort.
'The more they love it, the more ways they explore it.' is the basis of transmedia storytelling of products and brands. What is important is a) the relation of TV viewing, Internet and mobile usage of your service or brand b) how to make usage social and c) how to monetize it.
A good example of point a is the social TV service Sofafanatics. It's promise to sport fans is You'll Never Watch Alone and reminds that telly wont be social. Spectator sports is a lifestyle that has many features from gambling and bar nights to engaging sports team fan clubs and debates with own friends. At the moment early birds see the greatest potential for real-time co-viewing, commenting and socializing in live events, such as sports or fashion shows. It would work for reality TV as well or what do you think about Big Brother season 2010? What are other features that can gather enough real-time consumers together?
As for b, from the start watching TV has been a social practice. If not always at the time of watching, the stories and reflections nevertheless continue the next day over lunch breaks or nowadays in social media. Today net natives want to share the experience real-time and companies should consider providing the channel and logic. Differentiating the content depending on the platform or different price models?
How to monetize social entertainment is a tricky question as the quality of streams is truly the key. In general, commercializing free Internet content has used advertising but interrupting the stream has its limits. On the other hand, when online ads are effective, links motivate and ease the shopping process. Contests, promotion tickets and breeding opinion leaders within the community? Added value service for subscribers in addition to free content? In the case of online monetizing, I also want to ask who is the winner? The producer or the mediator?
I find this topic fascinating especially from the perspective of monetizing. How can advertising and making consumers more involved be re-designed to make online content profitable? When it's online where the infinity is the limit and especially if it's not mainstream, the advertising revenues are kind of cold comfort.
Hey - the last year or two people have been talking about connected TV, social TV and layered media. I think you have found an interesting phenomena. A lot of the media consumption today is simultaneus, its multitasking, etc. At least Yahoo is advocating these layers you would have on TV shows to start and take part in e.g. twitter discussions on the show you are wathcing. Also, layered media can be that you are watching TV and doing somethign related (or not related) with another device, like a mobile phone, iPad or laptop.
ReplyDeleteSo what's next? How will you take this research forward? :-)