The ability to create content has never been easier. Whether blogging, vlogging, film making, designing or publishing – technology, hardware, software and apps have made content creation accessible to all.
We will look at the proliferation of digital and social channels and how they have made it easier than ever for brands, media and creators to publish content and build a loyal ‘following’. Many of this new wave – whether emerging media publishers, influencers or content creators - are at the new cutting edge of creativity. But with so much content now out there, how can you find the good stuff? What learnings can we take and how this can help us as professionals to think outside of our traditional thinking to seek new ways to find and engage with audiences.
7. VIDEO AUDIENCES IN 2006
TV ruled the roost, Apple iPhone was still a twinkle in Jobs’ eye
Latest TV was the 46” Sony Bravia @ $8,000 Nokia N73 lanched Sept 2006 - $1,100 wi-fi was predicted to take of in coming years
ADSL speeds from 1.5 Mbit/s/256
kbit/s to 8 Mbit/s/384 kbit/s
8. Most watched program on TV was Melbourne 2006 Commonwealth Games – Opening
Ceremony on Ch9 - 3.6m viewers
Highest rating episodic - Dancing with the Stars (Series 6 Grand Final) Ch7 2.2m viewers
buys $1.65b
has 12m global active users, the ‘poke’ is the no1 activity
VIDEO AUDIENCES IN 2006
9. AUDIENCES IN 2016
Fully connected TV
Android OS @ $2,500
Smartphones now offering
video in anywhere, anytime.
Wi-fi is ubiquitous and fibre
has enabled speeds over 100mbits/secs
We have come a long way in a very short time…
10. AUDIENCES IN 2016
Most watched program on TV was State of Origin Game 1 – Ch9 - 3.69m viewers
1.7b global active users, 156b video views in September
93.6b views globally in September and approx. worth $68b
11.
12. VIDEO GROWTH IN AUS
Iphone 6 launches
Sept. 2014
Desktop
Mobile
Tablet
Source: Nielsen Streaming Survey Aug 2016
13. THE RISE OF DIGITAL VIDEO AND MOBILE
Digital video viewing has doubled on smartphones
2014-2016
14. CONSUMERS AS PARTICIPANTS
Consumers have moved from leaning back, receiving brand
messages, to leaning forward, actively engaging with them.
26. We are seeing brands become publishers creating content
their consumers fans, audiences want to see
27.
28.
29.
30. We are seeing consumers become the brand and
brands needing to follow to stay relevant
31. Zach King has a combined audience of 24.3m
with 61m video views in September alone
32. We are seeing micro moments become a norm with the
attention economy at play
33.
34. We are seeing old rules of advertising being smashed
Pushing the boundaries and preconceptions of what a
campaign should look and feel like
Pushing the boundaries and preconceptions of what advertising should be…
Pushing the boundaries and preconceptions of what advertising should be…
49. MARKET PREDICTIONS
VR is set to be a $30-50b business in 2020
AR is expected to dwarf the VR market by 4x in 5 years.
Augmented Reality is set to be a $120b business by 2020
50.
51. “[VR]
has
the
poten/al
to
be
the
most
social
pla5orm
ever.
Immersive,
virtual
and
augmented
reality
will
be
part
of
people’s
daily
lives.”
Mark
Zuckerberg
CEO
of
Facebook
DISRUPTIVE POTENTIAL OF VR/360
“Working
on
game
development,
we
always
try
to
create
a
new
kind
of
experience,
and
having
VR
technology
is
almost
unfair.”
Shuhei
Yoshia
President
of
Sony
PS
Studios
“We’re
right
on
the
cusp
of
a
major
upheaval
of
the
entertainment
world
once
[VR]
technology
really
kicks
in.”
Peter
Jackson
Director
of
Lord
of
the
Rings
Trilogy
“I
can
only
do
so
many
concerts.
So
to
be
able
to
have
more
people
experience
them
through
VR...that
would
be
epic.”
Miley
Cyrus
Singer
/
Songwriter
[VR]
is
a
percep/on
changer
for
any
adver/ser
that
wants
to
associate
with
a
new
fron/er
in
media.”
Mitch
Gelman
VP
of
Product
for
Gannet
Digital
“[VR]
is
going
to
be
really
important
for
educa/on
Because
kids
don’t
learn
best
from
reading
a
book
or
looking
at
a
chalk
board.”
Palmer
Luckey
Creator
of
the
Oculus
RiO
Social Games Film
EducationMusic Advertising
“The
NBAs
VR
Film
of
the
2015/16
NBA
Finals
is
a
game
changer”
Wired
Magazine
“The
Fight
for
Fallujah
takes
people
into
the
heart
of
ISIS
figh/ng.”
New
York
Times
Sport
News
56. WHAT MAKES GREAT VIDEO CONTENT?
Know your objectives
Understand the audience
Look at how they connect: tech, engage, share, content
Find ways to innovate at the intersection
Be bold and experiment