This is the seventh report from our upcoming People's Insights Annual Report titled “Now & Next: Future of Engagement”, also available as a Kindle eBook and soon as an interactive iPad app. The report will highlight the ten most important frontiers that will define the future of engagement for marketers, entrepreneurs and changemakers: Crowdfunding, Behavior Change Games, Collaborative Social Innovation, Grassroots Change Movements, Co-creation Communities, Social Curation, Transmedia Storytelling, Collective Intelligence, Social Live Experiences and Collaborative Consumption.
In each of these reports, we start by describing why they are important, how they work, and how brands might benefit from them; we then examine web platforms and brand programs that point to the future (that is already here); then finish by identifying some of the most important features of that future, with our recommendations on how to benefit from them.
Do subscribe to our email newsletter to receive an invite to download a free copy of the interactive iPad app.
Find out more: http://peopleslab.mslgroup.com/peoplesinsights/future-of-engagement/
Get the Kindle eBook: http://www.amazon.com/dp/B00D8ZZMDY
2. We are delighted to share that we will be
publishing the People’s Insights Annual
Report titled “Now & Next: Future of
Engagement” in February 2013 as an
interactive iPad app. The report will
highlight the ten most important frontiers
that will define the future of engagement
for marketers, entrepreneurs and change
makers: Crowdfunding, Behavior Change
Games, Collaborative Social Innovation,
Grassroots Change Movements,Co-creation
Communities, Social Curation, Transmedia
Storytelling, Collective Intelligence,
Social Recommendation and Social Live
Experiences.
Throughout 2012, 100+ planners on
MSLGROUP’s Insights Network have been
tracking inspiring web platforms and brand
programs at the intersection of social data,
citizenship, crowdsourcing and storytelling.
Every week, we pick up one project and
curate the conversations around it — on the
MSLGROUP Insights Network itself but also
on the broader social web — into a weekly
insights report. Every quarter, we compile
these insights, along with original research
and insights from the MSLGROUP global
network, into the People’s Insights Quarterly
Magazine. Now, we have synthesized the
insights from our year-long endeavor in future
scanning as foresights into the future of
engagement.
We believe, like William Gibson that, “the
future is already here; it’s just not very evenly
distributed.” So, innovative web platforms
in the areas of social data, citizenship,
crowdsourcing and storytelling point towards
interesting possibilities for brand programs
that leverage similar models to engage
people. In turn, the web platforms and brand
programs of today give us clues to the future
of engagement tomorrow.
In our reports on the ten frontiers that will
define the future of engagement, we start by
describing why they are important, how they
work, and how brands might benefit from
them; we then examine web platforms and
brand programs that point to the future
(that is already here); then finish by identifying
some of the most important features of that
future, with our recommendations on how to
benefit from them.
For the next ten weeks, we will publish
these reports one by one, then present them
together, in context, as an interactive iPad app.
Do subscribe to our email newsletter to receive
each report and also an invite to download a
free copy of the interactive iPad app.
People’s Insights Annual Report
3. 3
What is Transmedia Storytelling?
Media organizations,
changemakers, and brands
create cross-platform story
worlds to drive participation,
action and loyalty.
people are consuming news and entertainment
in byte-sized pieces, on smart phones and
tablets, often on-the-go, leading to new
opportunities to create cross-platform, location-
aware storyworlds. Second, people have access
to so much content that they are filtering for out
or skimming most of it, except for content they
are most passionate about. Third, people are
simultaneously acting as consumers, curators
and creators of content, making it possible to
create non-linear storyworlds that grow through
their participation.
As a result, movies, TV shows, games and toys
are all turning into transmedia entertainment
franchises. Studios are releasing not only
movies but also alternate reality games (ARGs),
set in elaborate storyworlds (A.I.’s The Beast,
The Dark Knight’s Why So Serious? (video),
The Hunger Games’ The Capitol (video),
Prometheus’ Weyland Industries). Television
networks are creating transmedia storyworlds
to sustain fan interest between TV show
seasons (Heroes’ Evolutions, Lost Experience
(video),Dexter’s Hunt for the Infinity Killer
(video), Game of Thrones’ The Maester’s Path
(video), True Blood (video), BBC’s Sherlock’s
The Science of Deduction (case study)), and
creating book series by TV show characters to
deepen fan engagement (Castle’s Nikki Heat
series, How I Met Your Mother’s Barney’s Bro
series). Video game studios are creating ARGs
to heighten anticipation around new game
launches (Halo 2’s I Love Bees, Gun’s Last Call
Poker). Toy brands are building transmedia
entertainment franchises around popular
characters (Barbie Life in the Dreamhouse,
Barbie and Ken Reunion video). Some authors
and publishers are creating immersive online
experiences to bring alive the storyworlds in
their books (Harry Potter’s Pottermore (video)).
Independent storytellers are increasingly turning
to transmedia storytelling to engage fans and
Source: xavitalleda on Flickr
Transmedia storytelling involves telling a story
across multiple media platforms – including TV
shows, movies, graphic novels, books, games,
mobile apps, microsites, social networks, online
communities and offline events – in a way
that each platform explores different aspects
of the same storyworld. Media organizations,
changemakers, and brands are using transmedia
storytelling to create immersive storyworlds that
drive participation, action and loyalty.
The rise of transmedia storytelling can be
attributed to three dynamics around how people
create, consume and share stories today. First,
4. Click to watch: Harry Potter – Pottermore
build a reputation (Dirty Work interactive web
series (video), Pandemic 1.0 ARG (video), The
Guild web series and comic book). Beyond
the entertainment industry, organizations
and changemakers are applying transmedia
storytelling to engage people, especially
students, around science and social causes
(NASA’s MarsCuriosity Rover, Urgent Evoke
(video), World Without Oil (video), Ed Zed Omega
(video), Cosmic Voyager Enterprises (video),
Routes (video)).
Some of these transmedia storytelling programs
have had significant scale and impact. For
instance, the ARG Why So Serious? launched
fifteen months before the launch of The Dark
Knight and attracted 11 million participants from
75 countries. Harry Potter’s Pottermore has 4.4
million registered users who have earned nearly
60 million points for exploring the storyworld
and performing virtual actions. The Guild web
series is currently in its sixth season and has
received 83 million views on YouTube.
The success of these transmedia storytelling
projects shows that, even as attention spans
are shortening and media consumption is
fragmenting, fans are willing to immerse
themselves in non-linear, multi-layered
storyworlds, and even extend it through their
contributions.
How Does Transmedia
Storytelling Work?
At the heart of transmedia storytelling is a
storyworld with its own mythology and socio-
cultural norms, which sets the stage for a cast
of characters with their individual narrative arcs
and web of relationships. Increasingly, people
are consuming such storyworlds not as a linear
narrative, but as a multi-layered, multi-platform,
immersive experience.
Transmedia storytelling projects can be classified
across four dimensions: the fictional or non-
fictional nature of the storyworld, the depth and
width of the storyworld, the interplay of different
media channels with the storyworld, and the
possibilities for participation.
Many transmedia storytelling projects are set
in a fictional storyworld, with characters and
plots, or even a mythical or speculative universe.
Filmmakers, TV producers, game designers and
writers use transmedia storytelling to extend
their fictional storyworlds across channels (True
Blood, Halo 2’s I Love Bees). Changemakers and
educators often use transmedia storytelling to
create speculative universes that provide new
perspectives and open new possibilities for
participants (World Without Oil). Increasingly,
documentary filmmakers and non-fiction authors
are creating transmedia projects by creating
books, films, games, apps, events and social
movements around the same theme or cause
(It Gets Better, Half the Sky).
Transmedia storyworlds range from simple
story extensions to immersive multi-layered,
multi-platform experiences. Story extensions
can include blogs, vlogs, social network profiles
and even books from fictional characters (Gossip
Girl’s blog, MarsCuriosity Rover on Twitter, How
I Met Your Mother’s Barney’s Bro series), to
simple apps and games set in the storyworld
(Pretty Little Liar’s Bump and Tell, The Hunger
Game’s Become a Citizen), and book or film
adaptations of the original project. Other
storyworlds are immersive experiences, with
multiple interconnected websites, web video
series and multiplayer games that explore back
stories, introduce new plots, characters and
twists, or re-create the story in the real world
(Prometheus’ Weyland Industries, Pottermore).
In some transmedia projects, the storyworld
is distributed across many channels, and
each channel explores a different part of the
storyworld in an interlocked way, sometimes
simultaneously and sometimes in sequence
(Heroes’ Evolutions), while other projects have
minimal interplay between channels (Welcome
to the Pine Point (video)), or replicate the same
storyworld across channels (The Lizzie Bennet
Diaries). Most transmedia projects that are built
around an alternate reality game have a strong
live, real-time feel with many moving parts
(Dexter’s Hunt for the Infinity Killer), while others
are more asynchronous.
Finally, some transmedia projects provide
multiple possibilities for fans to co-create the
storyworld by deconstructing plot twists on fan
wikis, contributing fan fiction and fan art, creating
5. 5
Click to watch: The Dark Knight – Why So Serious?
Click to watch: AXE Anarchy: The Graphic Novel
their own parallel narratives in virtual worlds,
solving puzzles and playing games to unlock new
parts of the storyworld, competing in challenges
and tournaments, and participating in scavenger
hunts, flash mobs and events in the real world
(Why So Serious?). Other projects create an
immersive multimedia experience, but provide
fewer possibilities for participation (Our Choice).
Alternate reality games are a particularly popular
form of transmedia storytelling, as they can be
effectively incorporated into short-term high-
intensity campaigns leading up to big launches.
Most ARGs comprise of elaborate scavenger
hunts that take place across fake websites and
blogs, real web publications, fan communities,
physical artifacts, flash mobs and rallies, and
often include a series of puzzles, single-player
simulations, and multi-player challenges or
tournaments. Most ARGs induce mystery through
hidden clues, suggestive announcements and
partial reveals, and new elements are revealed
on a preset schedule or after fans complete
milestones. Fans share clues and solutions over
online communities and wikis, and collaborate
to unlock levels and complete the game, to get
rewards like points and badges, physical artifacts,
or exclusive content.
Transmedia Storytelling for
Brands
Brands are learning to use paid or co-branded
ads to pull consumers into branded transmedia
storyworlds, which aim to retain people’s interest
over the long term, and convert them first into
passionate fans and then into paying customers,
much like movie trailers with entertainment
franchises.
Some brands bring their fictional characters or
mascots alive through ads, web videos, video
games and social network profiles. Burger King’s
former mascot The King made appearances in
real life, on TV shows and in video games. Aflac
created social media profiles for its mascot
Aflac Duck, to engage consumers year round.
P&G’s Old Spice created 185 video responses
to tap into the popularity of its Old Spice Man,
which is not only one of the most memorable
marketing campaigns in recent times, but also an
entertainment franchise in the making.
Most brands have created such storyworlds
as part of alternate reality games, as they
lend themselves to short-term, high-intensity
campaigns. Brands have created alternate reality
games to showcase the brand purpose, engage
consumers and build excitement around events.
Coca-Cola built on its brand promise of
happiness by creating a series of ads set in the
fictional world of the Happiness Factory. Coca-
Cola has also created a Happiness Factory Bible
to outline the storyworld, character back-stories,
and potential transmedia projects. Axe created
the Axe Anarchy Graphic Novel (video) based
on storylines and characters suggested by fans.
Wrigley’s 5 created the Human Preservation
Project (video) to showcase the importance
of protecting and stimulating our senses.
McDonald’s created The Lost Ring ARG to
engage consumers around the 2008 Beijing
Olympics and drive them to its outlets to search
for clues. Audi created the Art of the Heist ARG
to launch the Audi A3 in the US and showcase its
sophisticated technological innovations.
Several technology brands have created branded
transmedia storytelling programs to launch
new products, highlight product features, and
showcase the potential of technology to change
our world. Intel & Toshiba created The Beauty
Inside (video), an interactive film where anyone
could play the role of the lead character. Nokia
created an interactive story called Someone
Else’s Phone to show how a lost phone might
reveal all our secrets to a stranger. Nokia also
partnered with Tim Kring to create the Conspiracy
for Good (video) to support social organizations
and showcase its Ovi platform. Microsoft created
6. The Vanishing Point ARG (video) to launch
Vista. Google created the Niantic Project ARG
to showcase its augmented reality app Ingress
(video). Orange has created a series of ARGs —
Alt Minds (video), Detective Avenue (video) and
Fanfan 2 (video) — to showcase the transmedia
storytelling technologies created by the Orange
Transmedia Lab. Cisco created The Hunt ARG
to engage its sales force and inform them about
upcoming Cisco technologies.
Some brands simply partner with existing media
properties to create co-branded transmedia
storytelling programs. For instance, Ford
sponsored the Legends of Alcatraz ARG, based
on the TV series Alcatraz. AT&T partnered with
Tim Kring to create the Daybreak ARG (video),
based on the TV series Touch, to showcase the
power of technology to transform our lives.
Microsoft created a Bing-powered treasure hunt
called Decode Jay-Z to launch Jay-Z’s book
Decoded, by releasing each page of the book in
a new physical location, one page at a time, and
using Bing search and maps to guide fans to
them. Coke Zero created an obstacle course and
challenged people to Unlock the 007 in them, as
part of its brand promotions around the James
Bond movie Skyfall.
Transmedia Storytelling case
studies
Throughout the year, we have tracked the
conversations around a number of transmedia
storytelling initiatives and branded programs
in our weekly insights reports and quarterly
magazines; here are a few highlights.
Transmedia Storytelling: NASA @
MarsCuriosity
Read the full case study on our blog or on
Slideshare
Click to watch: Conspiracy for Good
Source: twitter.com/MarsCuriosity
In 2008, NASA created a Twitter account for its
latest Mars Science Laboratory rover, Curiosity,
to share the story of the robot and the science
behind its mission to Mars. A three-person social
media team manages the story, tweeting in
first person from the point of view of Curiosity,
and using simple English – or, as Mashable
puts it, "the voice of the internet." The account
chronicles Curiosity’s production and testing
stages; interactions with students, journalists
and science fans; journey from the NASA
headquarters to Mars; and current explorations
on Mars. For a more serious tone, people could
follow NASA on Twitter.
Science writer Annalee Newitz calls this type of
storytelling "a new kind of hard science fiction":
“Curiosity’s Twitter account is a lot more than just
a hook to get people interested in science, though.
It’s successful because McGregor, Smith, and
O’Connor have created a character with a very
distinctive voice. Their task was akin to writing
a science fiction story from the perspective of a
robot on Mars.”
Some milestones from Curiosity include:
“This week, I’ve been testing my newly attached
arm & practicing hand-eye coordination. New
video at http://bit.ly/b1vnnT” (September 2010)
“I HAVE LIFTOFF!” (November 2011)
“I’m safely on the surface of Mars. GALE CRATER
I AM IN YOU!!! #MSL” (August 2012)
NASA also used a variety of participatory
programs and multimedia content to engage
different audiences and generate excitement
around the Mars mission. NASA tied up with
Disney’s Wall-E and engaged US students in a
contest to Name NASA’s next Mars Rover. NASA
also engaged with global space lovers with a
program that invited people to ‘send their name
to Mars.’ To create excitement around the Mars
7. 7
landing, NASA released the videos 7 minutes
of Terror, in which scientists explained the
challenges of landing a 1-ton robot on Mars, and
Grand Entrance, in which Star Trek actors William
Shatner and Wil Wheaton described the landing.
The mix of transmedia storytelling and
engagement programs contributed to the buzz
around the landing and helped Curiosity attract
1.2 million followers on Twitter.
As the editorial team of the National University of
Singapore’s business blog noted
“By playing up the wow-factor, explaining the
science of the mission in simple but engaging
ways, along with a hefty dose of infectious
enthusiasm for its own efforts, NASA has broken
down the stereotype of egg-head space geeks
unable to communicate with the rest of the
world. By challenging perceptions, giving new
perspectives, brands can strengthen connections
with their community.”
Branded Transmedia Storytelling:
Toshiba & Intel’s The Beauty
Inside
Read the full case study on our blog or on
Slideshare
In 2012, Intel and Toshiba created an innovative
immersive storytelling experience with The
Beauty Inside – a six episode web series in which
the audience plays the lead role of shape shifter
Alex. 26 people participated in the scripted web
series alongside Hollywood stars, and 50 people
shared their own stories on The Beauty Inside
Facebook page via photos and videos.
The combination of celebrities, audience
participation and a powerful story engaged
audiences and led to the viral success of the web
series, which received 5.2 million views on YouTube.
Source: facebook.com/thebeautyinsidefilm
Blogger Denise Fernandez pointed out:
“The entire social film experience gives viewers
a sense of intimacy and belonging, something
cinemas and television have never accomplished
yet.”
Writer Ella Riley-Adams wrote
“This project seems like a solid combination of
vital entertainment factors. “The Beauty Inside”
features one familiar young celeb, one up-
and-comer (Topher Grace and Mary Elizabeth
Winstead, respectively), and will be directed by
Drake Doremus, a man with Sundance clout.
Viewers can easily get involved and have input in
the plotline when they audition, and they’ll then
spread the news to their friends and followers. This
may be an elaborate creation for some simple
product placement, but a branded movie with
both star power and shareability seems likely to
succeed.”
The Beauty Inside also helped promote the
benefits of Toshiba’s new ultrabook and engage
people around the product. As Ashraf Engineer,
member of the MSLGROUP Insights Network,
commented
“To me, this was a great way to get your target
users involved in the message you want to send
out and to display the versatility and utility of your
product.”
The Beauty Inside is the second social film from
Intel and Toshiba, after launching the social
thriller The Inside Experience in July 2011. The
overwhelming positive reactions to both imply
that people are ready for more integrated,
immersive storytelling experiences.
Branded Transmedia Storytelling:
Coke Zero: Unlock the 007 in You
Read the full case study on our blog on
Slideshare
Source: youtube.com
8. As part of its promotions for the newest James
Bond movie Skyfall, Coke Zero challenged
unsuspecting passengers at a train station in
Belgium to unlock the 007 in them and complete
a mission in 70 seconds. The mission began at a
Coke vending machine and directed participants
to race to Platform 6 to win free tickets to
the premiere of Skyfall. Participants evaded
obstacles such as an old lady with dogs, a spilled
cart of oranges and an attractive ex-girlfriend.
70 people attempted the mission and a video
showing the successful attempts was published a
week before the UK launch of Skyfall. The video
immediately went viral, with 5.3 million views
and 44,692 likes in just 7 days and widespread
positive coverage on blogs and social media.
Marketer Christien Smeja applauded the program
for its insight:
“Great campaign from #coke & #jamesbond,
tapping into every man’s secret desire to become a
secret agent!”
Blogger Joseph Pedro highlighted the
challenge brands face as the online space grows
increasingly cluttered, and applauded Coke
Zero’s success on breaking through the clutter:
“OK, we’ve all watched in amusement for the
past couple of years as companies worked hard
to figure out how to reach consumers through
everything from flash mobs to webisodes. We
admit we became quite jaded toward the whole
thing after a while. So, when we saw that Coke
Zero and the new James Bond flick Skyfall were
in viral-video bed together we loaded it up with
hesitation. Thankfully, it is kind of awesome.”
Govind, member of the MSLGROUP Insights
Network, attributed Coke Zero’s success to its
long term commitment to storytelling:
“Coke keeps coming with these interesting
engagement ideas all the time. This is a matter of
being committed to this strategy of storytelling.
Can’t happen just by chance.”
Click to watch: Unlock the 007 in you. You have 70 seconds!
Future of Transmedia
Storytelling?
In the future, we expect all types of storytellers to
create interactive multimedia content using tools
like Thinglink (video), Stipple (video), Flixmaster,
Mozilla Popcorn Maker (video), 3WDOC (video)
and Klynt (video). We also expect transmedia
storytellers to orchestrate transmedia projects
— manage content and mailing lists, publish
content according to a schedule or in response
to audience actions, make calls and send emails
or text messages — using tools like Conducttr
(video), IFTTT and Zapier (video).
We expect transmedia storytelling projects,
especially alternate reality games and
augmented reality experiences, to create
customized experiences around locations, using
tools like SCVNGR (video), Moveable and Aris
Games.
We expect that TV shows will use tools like
Galahad (video) and Rides (video) to create truly
interactive multi-screen experiences through
real-time transmedia storytelling. Transmedia
game designer Andrea Phillips believes that
television is the most exciting area for transmedia
right now:
“You already have a schedule, you know when
your episodes will be airing and you have your
pacing. It’s a fantastic spine around which to build
a more intensive interactive experience… If I let
you forget about my show for seven days until I air
again, that gives you seven days to find something
else to care about more.”
We see more studios adopt the Participant
Media model and create engagement, even
movements, around their movies using
proprietary platforms like TakePart. We
also expect more independent authors and
documentary filmmakers to try to catalyze social
movements around their books and movies.
We expect that ARGs will become an even more
important part of the launch campaigns for new
movies, TV shows and video games. We anticipate
that many of these ARGs will be co-branded with
technology brands to showcase new possibilities
in technology, or with consumer brands to launch
new products or create immersive experiences
around the brand purpose.
Finally, we expect more brands to sponsor or
create their own interactive storyworlds, either
as short-term campaigns or as long-term
destinations.
9. 9
Learn more about us at:
peopleslab.mslgroup.com | twitter.com/peopleslab
People’s Lab is MSLGROUP’s proprietary
crowdsourcing platform and approach that
helps organizations tap into people’s insights for
innovation, storytelling and change.
The People’s Lab crowdsourcing platform
helps organizations build and nurture public
or private, web or mobile, hosted or white
label communities around four pre-configured
application areas: Expertise Request Network,
Innovation Challenge Network, Research &
Insights Network and Contest & Activation
Network. Our community and gaming features
encourage people to share rich content, vote/
comment on other people’s content and
collaborate to find innovative solutions.
The People’s Lab crowdsourcing platform
and approach forms the core of our distinctive
insights and foresight approach, which consists
of four elements: organic conversation analysis,
MSLGROUP’s own insight communities, client-
specific insights communities, and ethnographic
deep dives into these communities. The People’s
Insights Quarterly Magazines showcase our
capability in crowdsourcing and analyzing
insights from conversations and communities.
People’s Lab:
Crowdsourcing
Innovation & Insights
10. Write to us to start a conversation on the future of engagement.:
Pascal Beucler,
SVP & Chief Strategy Officer
(pascal.beucler@mslgroup.com)
Janelle Dixon,
North America Head of Insights
(janelle.dixon@mslgroup.com)
Dominic Payling,
Europe Head of Insights
(dominic.payling@mslgroup.com)
Gaurav Mishra,
Asia Head of Insights
(gaurav.mishra@mslgroup.com)
mslgroup.com | twitter.com/msl_group
MSLGROUP is Publicis Groupe's strategic
communications and engagement group,
advisors in all aspects of communication
strategy: from consumer PR to financial
communications, from public affairs to
reputation management and from crisis
communications to event management.
With more than 3,700 people, its offices span
22 countries. Adding affiliates and partners
into the equation, MSLGROUP's reach
increases to 4,000 employees in 83 countries.
Today the largest 'PR and Engagement'
network in Europe, Greater China and India, the
group offers strategic planning and counsel,
insight-guided thinking and big, compelling
ideas – followed by thorough execution.