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^ Entertainment “Experience”
UnMarketing

Date: 9/10/13!

/drkellypage!

@drkellypage!
Our Experience Culture
“Culture has always been driven by the marketplace. It’s just
that today the marketplace, having invaded every nook and
cranny of our lives, is completing supplanting cultures; the
marketplace has become out culture.”!
Tom Robbins!

Date: 9/10/13!

/drkellypage!

@drkellypage!
Technology: Disruption & Engagement
• 

Roger McNamee is a co-founder of
Elevation Partners, an investment
partnership focused on the
intersection of media and
entertainment content and consumer
technology. !
–  Roger performs 100 shows a year in the
band Moonalice, where he plays bass
and guitar. !
–  Moonalice pioneered the use of social
media in music, inventing such
applications as Twittercast concerts,
Moonalice radio on Twitter, live Mooncast
(video) concerts, the Couch Tour. !
–  Moonalice's single, "It's 4:20
Somewhere" has been downloaded more
than 845,000 times. !

• 

What do we mean by convergence?!

Date: 9/10/13!

Source:	
  TEDxSantaCruz	
  

/drkellypage!

@drkellypage!
Our Experience Culture --What can we learn from the music
industry?

Date: 9/10/13!

/drkellypage!

@drkellypage!
The Virtual Choir

Source:	
  TED:	
  h3p://www.ted.com/talks/eric_whitacre_a_virtual_choir_2_000_voices_strong.html	
  
	
  
Date: 9/10/13!

/drkellypage!

@drkellypage!
Arts & Entertainment as “Experience” Industries

–  Passive to active involvement
[situation or enduring]!
–  Gradual absorption to total immersion
of senses [vivid experience]!

• 

!

We can enhance the “realness”
by blurring the boundaries
between realms to promote a
total immersive experience!
Date: 9/10/13!

Gradual	
  Absorp-on	
  

Entertainment	
  
e.g.,	
  live	
  dance	
  

Educa2onal	
  
e.g.,	
  museums	
  

Esthe2cs	
  
e.g.,	
  visual	
  art	
  

Escapist	
  
e.g.,	
  gaming	
  
	
  

Immersion	
  
/drkellypage!

@drkellypage!

Ac-ve	
  Par-cipa-on	
  

• 

In The Experience Economy
authors Joseph Pine & James
Gilmore (1999) present a view of
stages experiences as
“experience realms of
engagement”!
Organized by type and four level
of involvement: !

Passive	
  Par-cipa-on	
  

• 
Comparison 1: Products versus Experiences
PRODUCTS	
  

EXPERIENCES	
  

IMPLICATIONS	
  

Tangible	
  

Intangible	
  

Entertainment	
  can	
  not	
  be	
  inventoried	
  
Pricing	
  is	
  difficult	
  

Standardized	
  

Context-­‐dependent	
  

Audience	
  saIsfacIon	
  depends	
  on	
  unique	
  
delivery	
  and	
  many	
  uncontrollable	
  factors	
  

ProducIon	
  separate	
  
from	
  consumpIon	
  

Simultaneous	
  producIon	
  
and	
  consumpIon	
  

Audience	
  parIcipate	
  in	
  transacIon	
  
Audience	
  members	
  affect	
  each	
  other	
  
Employee	
  affect	
  audience	
  saIsfacIon	
  
Mass	
  producIon	
  can	
  be	
  difficult	
  
Experience	
  can	
  not	
  be	
  returned	
  or	
  sold	
  	
  

Not	
  perishable	
  

Perishable	
  	
  

Hard	
  to	
  synchronize	
  supply	
  and	
  demand	
  
with	
  experience	
  
Entertainment	
  cannot	
  be	
  returned	
  or	
  
resold	
  

Date: 9/10/13!

/drkellypage!

@drkellypage!
Comparison 2: Economic Distinctions between Products,
Services & Experiences
OFFERING	
  

PRODUCTS	
  

SERVICES	
  

EXPERIENCES	
  

Economic	
  Func2on	
  

Make	
  

Deliver	
  

Stage	
  

Nature	
  of	
  offering 	
  	
   Tangible 	
  	
  

Intangible

	
  	
  

Memorable	
  

Key	
  a=ribute	
  

Customized

	
  	
  

Personal	
  

Standardized	
  

Method	
  of	
  Supply	
   	
  	
   Inventoried	
  

Delivered	
  	
  

Revealed	
  

Seller	
  

Manufacturer	
  

Provider	
  

Stager	
  

Buyer	
  

User	
  	
  

Client

Factors	
  of	
  demand	
  

Features 	
  	
  

Benefits 	
  	
  

	
  	
  

Guest	
  /	
  Audience	
  
SensaIons	
  

Source:	
  Pine	
  &	
  Gilmore	
  (1999)	
  The	
  Experience	
  Economy	
  (p.6)	
  

Date: 9/10/13!

/drkellypage!

@drkellypage!
Products are used to tangibalize A&E Experiences
•  Licensed merchandise!
•  Advertiser funded programs!
•  Bottle cap and can top
premiums!
•  Supermarket discounts!
•  Consumer-produced ads!
•  The list is endless …!
Source: Neatstuff Music Collectables!
The Entertainment Industry: Music & Economy!

Date: 9/10/13!

/drkellypage!

@drkellypage!
Activity: My Music Experience
• 
• 
• 

• 
• 
• 
• 

Collect & Share Activity!
Consider an artifact from a music experience
you've had in the past that in some way had
an effect on you. !
The artifact can be anything that evokes a
memory of that music experience --- a song
to be played to the class (please also print
the lyrics or an artifact for the song), a t-shirt,
ticket stubb, receipt, CD cover, a photo, a
print out of the home page of their website or
Facebook page, a tweet (printed), news
article or blog post etc.!
Why are these artifacts important?!
What do they signify?!
What do they help us to do as audience
members?!
What do they tell us about the economics
and structure of the music industry?!
Date: 9/10/13!

Source: Neatstuff Music Collectables!

/drkellypage!

@drkellypage!
Evaluating “Experience” Quality [1]
“Audience and community expectations” !
Standards of reference points brought to a situation; sources are
from pricing, advertising, promotion and personal experience and
word-of-mouth!
!
!
!
!
!
!

GAPS	
  Model	
  of	
  Service	
  Quality	
  	
  
“Audience perceptions” !
subjective assessments of the actual experience!

Date: 9/10/13!

/drkellypage!

@drkellypage!
Evaluating “Experience” Quality [2]
• 

Four gaps that affect experience quality:!

• 

Elements to consider:!
– 
– 
– 
– 
– 
– 
– 
– 
– 
– 

• 

Access!
Communication!
Competence!
Courtesy!
Credibility!
Reliability!
Responsiveness!
Security!
Tangibles!
Understanding audiences and guests !

1.	
  Not	
  knowing	
  
what	
  guest	
  /	
  
audiences	
  
expect	
  

2.	
  Not	
  selecIng	
  
the	
  right	
  
experience	
  
designs	
  and	
  
standards	
  

3.	
  Not	
  delivering	
  
experience	
  
designs	
  and	
  
standards	
  

4.	
  Not	
  matching	
  
performance	
  to	
  
promise	
  
communicated	
  
and	
  shared	
  

A GAPS Audit is used to evaluate the difference between expectations
& perceptions!
Date: 9/10/13!

/drkellypage!

@drkellypage!
Factors to consider for
Communicating about experiences
weaving	
  products	
  
and	
  services	
  
together	
  with	
  
experiences	
  

One	
  chance	
  and	
  
it’s	
  gone	
  

Convergence	
  

Immediacy	
  

A3enIon	
  

Date: 9/10/13!

Awareness	
  &	
  our	
  evoked	
  set	
  

/drkellypage!

@drkellypage!
Activity: Situation Analysis --- Where are we?
Communications planning begins with the Situation
Analysis, or an intense self-examination that involves
answering the question, “Where are we?” !
By asking a series of questions about your enterprise
or creative work [internal audit] and the world in which
you function [competitor and external audit] !
This helps to narrow down the monumental problems
and/or opportunities of expanding your community and
audience. !
!
1.  Read: “Taming the Dreaded Situation
Analysis” (Page 2.1-2.11).  !
2.  For the organization given to you complete the
following two worksheets individually



A) Worksheet 1: Internal Audit - “It’s all about me”

B) Worksheet 2: External Audit - “PESTLE”

!
3.  Discuss what you came up with with the class.!

Date: 9/10/13!

/drkellypage!

@drkellypage!
Ar

&
ts

^ Entertainment “Experience”
UnMarketing

Date: 9/10/13!

/drkellypage!

@drkellypage!

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Our Experience Culture: Arts and Entertainment Experience (Un)marketing

  • 1. Ar & ts ^ Entertainment “Experience” UnMarketing Date: 9/10/13! /drkellypage! @drkellypage!
  • 2. Our Experience Culture “Culture has always been driven by the marketplace. It’s just that today the marketplace, having invaded every nook and cranny of our lives, is completing supplanting cultures; the marketplace has become out culture.”! Tom Robbins! Date: 9/10/13! /drkellypage! @drkellypage!
  • 3. Technology: Disruption & Engagement •  Roger McNamee is a co-founder of Elevation Partners, an investment partnership focused on the intersection of media and entertainment content and consumer technology. ! –  Roger performs 100 shows a year in the band Moonalice, where he plays bass and guitar. ! –  Moonalice pioneered the use of social media in music, inventing such applications as Twittercast concerts, Moonalice radio on Twitter, live Mooncast (video) concerts, the Couch Tour. ! –  Moonalice's single, "It's 4:20 Somewhere" has been downloaded more than 845,000 times. ! •  What do we mean by convergence?! Date: 9/10/13! Source:  TEDxSantaCruz   /drkellypage! @drkellypage!
  • 4. Our Experience Culture --What can we learn from the music industry? Date: 9/10/13! /drkellypage! @drkellypage!
  • 5. The Virtual Choir Source:  TED:  h3p://www.ted.com/talks/eric_whitacre_a_virtual_choir_2_000_voices_strong.html     Date: 9/10/13! /drkellypage! @drkellypage!
  • 6. Arts & Entertainment as “Experience” Industries –  Passive to active involvement [situation or enduring]! –  Gradual absorption to total immersion of senses [vivid experience]! •  ! We can enhance the “realness” by blurring the boundaries between realms to promote a total immersive experience! Date: 9/10/13! Gradual  Absorp-on   Entertainment   e.g.,  live  dance   Educa2onal   e.g.,  museums   Esthe2cs   e.g.,  visual  art   Escapist   e.g.,  gaming     Immersion   /drkellypage! @drkellypage! Ac-ve  Par-cipa-on   •  In The Experience Economy authors Joseph Pine & James Gilmore (1999) present a view of stages experiences as “experience realms of engagement”! Organized by type and four level of involvement: ! Passive  Par-cipa-on   • 
  • 7. Comparison 1: Products versus Experiences PRODUCTS   EXPERIENCES   IMPLICATIONS   Tangible   Intangible   Entertainment  can  not  be  inventoried   Pricing  is  difficult   Standardized   Context-­‐dependent   Audience  saIsfacIon  depends  on  unique   delivery  and  many  uncontrollable  factors   ProducIon  separate   from  consumpIon   Simultaneous  producIon   and  consumpIon   Audience  parIcipate  in  transacIon   Audience  members  affect  each  other   Employee  affect  audience  saIsfacIon   Mass  producIon  can  be  difficult   Experience  can  not  be  returned  or  sold     Not  perishable   Perishable     Hard  to  synchronize  supply  and  demand   with  experience   Entertainment  cannot  be  returned  or   resold   Date: 9/10/13! /drkellypage! @drkellypage!
  • 8. Comparison 2: Economic Distinctions between Products, Services & Experiences OFFERING   PRODUCTS   SERVICES   EXPERIENCES   Economic  Func2on   Make   Deliver   Stage   Nature  of  offering     Tangible     Intangible     Memorable   Key  a=ribute   Customized     Personal   Standardized   Method  of  Supply       Inventoried   Delivered     Revealed   Seller   Manufacturer   Provider   Stager   Buyer   User     Client Factors  of  demand   Features     Benefits         Guest  /  Audience   SensaIons   Source:  Pine  &  Gilmore  (1999)  The  Experience  Economy  (p.6)   Date: 9/10/13! /drkellypage! @drkellypage!
  • 9. Products are used to tangibalize A&E Experiences •  Licensed merchandise! •  Advertiser funded programs! •  Bottle cap and can top premiums! •  Supermarket discounts! •  Consumer-produced ads! •  The list is endless …! Source: Neatstuff Music Collectables! The Entertainment Industry: Music & Economy! Date: 9/10/13! /drkellypage! @drkellypage!
  • 10. Activity: My Music Experience •  •  •  •  •  •  •  Collect & Share Activity! Consider an artifact from a music experience you've had in the past that in some way had an effect on you. ! The artifact can be anything that evokes a memory of that music experience --- a song to be played to the class (please also print the lyrics or an artifact for the song), a t-shirt, ticket stubb, receipt, CD cover, a photo, a print out of the home page of their website or Facebook page, a tweet (printed), news article or blog post etc.! Why are these artifacts important?! What do they signify?! What do they help us to do as audience members?! What do they tell us about the economics and structure of the music industry?! Date: 9/10/13! Source: Neatstuff Music Collectables! /drkellypage! @drkellypage!
  • 11. Evaluating “Experience” Quality [1] “Audience and community expectations” ! Standards of reference points brought to a situation; sources are from pricing, advertising, promotion and personal experience and word-of-mouth! ! ! ! ! ! ! GAPS  Model  of  Service  Quality     “Audience perceptions” ! subjective assessments of the actual experience! Date: 9/10/13! /drkellypage! @drkellypage!
  • 12. Evaluating “Experience” Quality [2] •  Four gaps that affect experience quality:! •  Elements to consider:! –  –  –  –  –  –  –  –  –  –  •  Access! Communication! Competence! Courtesy! Credibility! Reliability! Responsiveness! Security! Tangibles! Understanding audiences and guests ! 1.  Not  knowing   what  guest  /   audiences   expect   2.  Not  selecIng   the  right   experience   designs  and   standards   3.  Not  delivering   experience   designs  and   standards   4.  Not  matching   performance  to   promise   communicated   and  shared   A GAPS Audit is used to evaluate the difference between expectations & perceptions! Date: 9/10/13! /drkellypage! @drkellypage!
  • 13. Factors to consider for Communicating about experiences weaving  products   and  services   together  with   experiences   One  chance  and   it’s  gone   Convergence   Immediacy   A3enIon   Date: 9/10/13! Awareness  &  our  evoked  set   /drkellypage! @drkellypage!
  • 14. Activity: Situation Analysis --- Where are we? Communications planning begins with the Situation Analysis, or an intense self-examination that involves answering the question, “Where are we?” ! By asking a series of questions about your enterprise or creative work [internal audit] and the world in which you function [competitor and external audit] ! This helps to narrow down the monumental problems and/or opportunities of expanding your community and audience. ! ! 1.  Read: “Taming the Dreaded Situation Analysis” (Page 2.1-2.11).  ! 2.  For the organization given to you complete the following two worksheets individually
 
 A) Worksheet 1: Internal Audit - “It’s all about me”
 B) Worksheet 2: External Audit - “PESTLE”
 ! 3.  Discuss what you came up with with the class.! Date: 9/10/13! /drkellypage! @drkellypage!
  • 15. Ar & ts ^ Entertainment “Experience” UnMarketing Date: 9/10/13! /drkellypage! @drkellypage!