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HOW	
  YOUNGER	
  AUDIENCES	
  REACT	
  TO	
  
        TRANSMEDIA	
  CONTENT	
  
My	
  “Transmedia”	
  Background…	
  

•  Published	
  my	
  first	
  short	
  story	
  at	
  age	
  of	
  8.	
  
•  Studied	
  Computer	
  Technologies	
  in	
  Hi-­‐School.	
  
•  Masters	
  in	
  Journalism.	
  
•  Worked	
  in	
  the	
  adverCsing	
  industry.	
  
•  Wrote	
  hundreds	
  of	
  arCcles	
  and	
  a	
  few	
  books	
  
   about	
  Internet	
  and	
  e-­‐Commerce.	
  
•  Worked	
  for	
  Exponor,	
  an	
  event	
  organizer.	
  
•  Worked	
  for	
  TVCabo/MicrosoL	
  in	
  the	
  MicrosoL	
  
   TV	
  interacCve	
  TV	
  plaMorm.	
  
•  Set	
  up	
  beAcCve	
  in	
  2003.	
  
MulE-­‐plaHorm	
  properEes	
  for	
  young	
  Audiences	
  
MulE-­‐plaHorm	
  properEes	
  for	
  young	
  Audiences	
  

•      Sofia’s	
  Diary	
  MulC-­‐plaMorm	
  show	
  (localized	
  in	
  +10	
  territories)	
  
•      Sofia’s	
  Diary	
  Books	
  (Portugal,	
  UK	
  and	
  Brazil):	
  18	
  books.	
  
•      Aisling’s	
  Diary	
  TV	
  Series	
  (Ireland,	
  Australia	
  and	
  Sweden)	
  
•      Flatmates	
  MulC-­‐plaMorm	
  show	
  (Portugal,	
  Greece	
  and	
  Romania)	
  
•      Bia	
  &	
  Fred	
  InteracCve	
  Adventures	
  
•      Dark	
  Siege	
  Books+Game	
  
	
  
My	
  influences…	
  



•       “War	
  of	
  the	
  Worlds”	
  Radio	
  Show.	
  
•       InteracCve	
  Adventure	
  books.	
  
•       ZX	
  Spectrum	
  with	
  48k	
  of	
  memory.	
  
•       “MajesCc”	
  from	
  EA.	
  

	
  
My	
  influences…	
  



•      “War	
  of	
  the	
  Worlds”	
  	
                  ⇒  Suspension	
  of	
  Disbelief	
  /	
  Immersion.	
  
•      InteracCve	
  Adventure	
  books	
                  ⇒  Make	
  my	
  own	
  story.	
  
•      ZX	
  Spectrum	
  with	
  48k	
  of	
  memory	
     ⇒  Get	
  recogniEon	
  by	
  my	
  peers.	
  
•      “MajesCc”	
  from	
  EA.	
                          ⇒  Always	
  on.	
  
	
  

	
  



                                                           	
  
The	
  Birth	
  of	
  Sofia	
  


⇒  Sofia	
  is	
  like	
  a	
  Virtual	
  friend.	
  
⇒  You	
  can	
  interact	
  with	
  the	
  story.	
  You	
  
   build	
  the	
  story.	
  You	
  own	
  the	
  story.	
  
⇒  A	
  community	
  is	
  built	
  so	
  your	
  voice	
  can	
  
   be	
  heard.	
  Also,	
  in	
  a	
  mulC-­‐plaMorm,	
  non-­‐
   linear	
  world,	
  it	
  helps	
  to	
  “sync”	
  
   audience’s	
  experiences.	
  
⇒  Sofia	
  emails	
  and	
  text	
  you	
  during	
  the	
  day	
  
   and	
  appears	
  on	
  several	
  medias.	
  
Sofia’s	
  Diary	
  
“Sofia’s	
  Diary	
  helps	
  to	
  write	
  the	
  history	
  of	
  the	
  Television	
  in	
  the	
  UK”	
  
Broadcast
                               in	
  Broadcast,	
  Abril	
  2008	
  
Thursday 17 April 2008
Pg 1 of 2


                                             o  beAcCve	
  started	
  Sofia’s	
  Diary	
  as	
  Web/Mobile	
  
                                                interacCve	
  Blog	
  in	
  January	
  2003	
  in	
  Portugal.	
  
                                             o  Sofia’s	
  Diary	
  extended	
  to	
  a	
  TV	
  Show,	
  Radio	
  
                                                Show,	
  Magazine,	
  Books,	
  DVDs	
  and	
  full	
  360	
  
                                                degrees	
  entertainment	
  brand.	
  
                                             o  In	
  the	
  last	
  5	
  years	
  was	
  already	
  adapted	
  as	
  a	
  
                                                Transmedia	
  format	
  in	
  10	
  territories	
  and	
  
                                                broadcasted	
  in	
  more	
  than	
  30	
  countries.	
  	
  
                                             o  Sofia’s	
  Diary	
  UK	
  was	
  the	
  first	
  Web	
  based	
  
                                                series	
  to	
  be	
  transferred	
  to	
  TV.	
  	
  
                                             o  It’s	
  owned	
  and	
  distributed	
  by	
  Sony	
  Pictures	
  
                                                Television	
  worldwide	
  since	
  2006.	
  
Merchandising	
  
InternaConal	
  Versions	
  
The	
  different	
  medias	
  as	
  windows	
  to	
  the	
  Sofia’s	
  World	
  




•    4.30pm: Daily SMS/MMS alerts sent by Sofia.
•    8.30pm: Daily 4/5 minutes interactive TV episodes.
•    8.35pm: Interactive voting service to decide next episode.
•    8.35pm: Web content (text + pictures + video) published.
•    8.35pm: Mobile VOD of 1 minute clips (the loosing option).
•    7:50am: Radio soap (daily 2 minutes episodes).
•    8:00am: Premium Call service - summary of daily episode.
•    8:30am: Audio Podcast.
         @ Saturdays: Weekly 22 minutes episodes
Content	
  as	
  a	
  communicaEon	
  tool	
  

o  Sofia’s	
  behave	
  like	
  a	
  typical	
  teenager.	
  She	
  texts,	
  she	
  
   emails,	
  she	
  blogs	
  and	
  she	
  tweets.	
  	
  
o  She	
  communicates	
  with	
  her	
  friends,	
  the	
  audience.	
  
o  During	
  the	
  day	
  she	
  texts	
  the	
  audience	
  alerCng	
  the	
  
   audience	
  for	
  events	
  that	
  happened	
  in	
  her	
  world.	
  	
  
o  The	
  episodes	
  show	
  the	
  events	
  menConed	
  in	
  SMSs.	
  
o  Audience	
  is	
  part	
  of	
  the	
  storytelling	
  process.	
  	
  
o  Audience	
  communicates	
  and	
  gets	
  heard.	
  Audience’s	
  
   voice	
  impacts	
  the	
  community,	
  impacts	
  the	
  content.	
  	
  	
  
o  InteracCve	
  voCng,	
  forums	
  and	
  commenCng	
  allow	
  
   audience	
  to	
  discuss	
  the	
  best	
  way	
  to	
  solve	
  her	
  
   dilemmas.	
  	
  
Content	
  is	
  shared	
  


o    If	
  it	
  affects	
  me	
  it	
  affects	
  my	
  world.	
  
o    I	
  will	
  bring	
  my	
  friends	
  to	
  this	
  new	
  world.	
  	
  
o    The	
  more	
  I	
  interact,	
  the	
  more	
  recogniCon	
  I	
  have.	
  
o    I’m	
  the	
  leader,	
  I’m	
  a	
  guardian	
  of	
  this	
  community.	
  	
  
o    I	
  want	
  my	
  friends	
  to	
  see	
  my	
  recogniCon.	
  
o    So	
  I	
  share	
  the	
  content.	
  	
  
Content	
  Ownership	
  

o  If	
  the	
  audience	
  parCcipates	
  and	
  helps	
  shapes	
  the	
  
   content,	
  they	
  feel	
  that	
  they	
  own	
  the	
  content.	
  
o  In	
  a	
  book	
  signing	
  event,	
  a	
  Sofia’s	
  Diary	
  fan	
  was	
  
   upset	
  because	
  she	
  was	
  not	
  credited	
  in	
  the	
  book.	
  	
  
o  On	
  Virtual	
  worlds	
  like	
  Stardoll,	
  the	
  users	
  “own”	
  
   their	
  avatars,	
  dolls,	
  houses,	
  etc.	
  	
  
o  “Owning”	
  your	
  content	
  means	
  recogniCon.	
  
o  Mash	
  ups,	
  parodies,	
  fan	
  films,	
  informal	
  
   convenCons,	
  fan	
  Web	
  sites	
  and	
  blogs,	
  dressing	
  
   like	
  your	
  characters,	
  it’s	
  the	
  ulCmate	
  recogniCon	
  
   of	
  your	
  work.	
  	
  
o  If	
  it	
  yours,	
  you	
  will	
  defend	
  it,	
  promote	
  it,	
  
   recommend	
  it,	
  interact	
  with	
  it,	
  akend	
  events,	
  etc.	
  
What	
  is	
  different?	
  

o  The	
  Cme	
  necessary	
  to	
  build	
  a	
  brand	
  and	
  a	
  
   community.	
  	
  
o  Angry	
  birds	
  become	
  a	
  pop	
  culture	
  reference	
  and	
  an	
  
   overnight	
  success	
  in	
  less	
  than	
  12	
  months.	
  	
  
o  Using	
  the	
  Internet,	
  Social	
  Media	
  and	
  digital	
  devices	
  
   communiCes	
  can	
  unite	
  fans	
  around	
  the	
  globe.	
  	
  
o  CommunicaCon	
  is	
  more	
  immediate.	
  	
  
o  Audience	
  can	
  get	
  instantaneous	
  response.	
  	
  
o  Producers	
  can	
  get	
  instantaneously	
  feedback	
  and	
  
   responses	
  from	
  audience.	
  
o  Producers	
  can	
  follow	
  in	
  real	
  Cme	
  the	
  communiCes	
  
   and	
  what	
  fans	
  are	
  talking	
  about.	
  	
  
Young	
  Audiences	
  and	
  Transmedia	
  

   o  Producers	
  can’t	
  control	
  the	
  media	
  (and	
  pace)	
  where	
  
      content	
  is	
  consumed.	
  A	
  TV	
  episode	
  (or	
  Movie)	
  can	
  be	
  
      consumed	
  on	
  TV,	
  Computer,	
  Mobile,	
  On-­‐Demand,	
  
      DVD,	
  streamed,	
  etc.	
  	
  
   o  From	
  a	
  “sync”	
  experience	
  –	
  all	
  kids	
  watch	
  the	
  same	
  
      episode	
  at	
  the	
  same	
  Cme,	
  each	
  kid	
  now	
  watches	
  a	
  
      show	
  and	
  episodes	
  at	
  their	
  own	
  rhythm.	
  Europe	
  has	
  
      more	
  than	
  35	
  kid	
  oriented	
  TV	
  Channels.	
  Each	
  episode	
  
      is	
  repeated	
  in	
  average	
  6	
  Cmes	
  a	
  week.	
  	
  
   o  On-­‐line	
  communiCes	
  are	
  now	
  the	
  places	
  where	
  fans	
  
      can	
  “sync”	
  and	
  share	
  their	
  experiences.	
  
   o  Young	
  audiences	
  want	
  to	
  find	
  their	
  “familiar	
  faces”,	
  
      their	
  favourite	
  characters	
  when	
  they	
  “jump”	
  to	
  other	
  
      medias.	
  	
  
Why	
  Transmedia	
  is	
  Important?	
  

   o  Producers	
  can	
  now	
  control	
  the	
  way	
  story	
  is	
  
      developed,	
  consumed	
  by	
  their	
  audience	
  and	
  can	
  
      control	
  the	
  distribuCon	
  of	
  content.	
  
   o  Producers	
  can	
  contact	
  direct	
  with	
  the	
  audience,	
  
      learn	
  from	
  the	
  audience,	
  partner	
  with	
  the	
  audience,	
  
      someCmes	
  avoiding	
  tradiConal	
  gatekeepers.	
  	
  
   o  Entertainment	
  brands	
  can	
  be	
  built	
  outside	
  the	
  
      tradiConal	
  media	
  outlets.	
  Club	
  Penguin,	
  Angry	
  
      Birds,	
  Stardoll,	
  etc.	
  	
  
   o  Producers	
  can	
  control	
  their	
  own	
  IP	
  and	
  become	
  the	
  	
  
      brand	
  managers	
  of	
  their	
  own	
  creaCons.	
  
beAcEve’s	
  Stategy	
  
•  Original	
  Transmedia	
  Franchises.	
  
•  Our	
  projects	
  are	
  funded	
  by:	
  
    –  Ourselves	
  in	
  early	
  stages	
  of	
  development.	
  
    –  The	
  Market	
  (further	
  producCon).	
  
           •  AdverCsers	
  and	
  Brands.	
  
           •  Broadcasters	
  (commissions	
  or	
  TV	
  license)	
  
           •  TelecommunicaCon	
  companies.	
  
•  Our	
  projects	
  follow	
  a	
  3	
  stage	
  deployment	
  strategy:	
  
    –  Web/incubaCon.	
  
    –  Off-­‐line	
  extensions	
  (Radio,	
  TV,	
  Magazines,	
  etc).	
  
    –  InternaConal	
  (Format),	
  Licensing	
  and	
  TV.	
  	
  
	
  
beAcEve’s	
  Transmedia	
  approach	
  
•  We	
  put	
  the	
  audience	
  inside	
  the	
  show,	
  making	
  it	
  personal	
  and	
  immersive.	
  Use	
  
   “different	
  medias”	
  as	
  windows	
  to	
  the	
  story	
  world	
  to	
  make	
  it	
  a	
  truly	
  360º	
  show.	
  	
  
•  The	
  show	
  becomes	
  part	
  of	
  audience’s	
  day	
  life.	
  A	
  daily	
  schedule	
  of	
  events	
  and	
  
   content	
  release	
  is	
  a	
  subsCtute	
  to	
  endless	
  re-­‐runs	
  on	
  TV.	
  
•  We	
  use	
  push	
  devices	
  (Twiker,	
  SMS	
  alerts,	
  etc)	
  to	
  bring	
  audiences	
  back	
  to	
  our	
  
   content.	
  	
  
•  We	
  promote	
  audience	
  parCcipaCon	
  (make	
  it	
  their	
  show):	
  voCng,	
  casCng,	
  forums,	
  
   live	
  chats,	
  live	
  events,	
  tours,	
  etc.	
  	
  	
  
•  We	
  use	
  the	
  Internet,	
  Social	
  Media	
  and	
  Mobile	
  phones	
  to	
  establish	
  relaConships	
  
   and	
  build	
  communiCes.	
  
•  We	
  use	
  tradiConal	
  medias	
  as	
  TV,	
  Radio	
  and	
  newspapers	
  to	
  bring	
  the	
  content	
  to	
  
   the	
  mass	
  market.	
  	
  
•  We	
  use	
  brands	
  as	
  sponsors	
  and/or	
  produce	
  mobile	
  and	
  off-­‐line	
  products	
  for	
  
   moneCzing	
  the	
  content	
  (Mobile	
  content,	
  Books,	
  DVDs,	
  licensed	
  products,	
  etc).	
  	
  
Contacts	
  

            Thank	
  You!	
  
                      	
  
                      	
  
           More	
  InformaCon:	
  
             Nuno	
  Bernardo	
  
            nmb@beacCve.pt	
  
beAcCve,	
  Produções	
  InteracCvas,	
  S.A.	
  
  Av.	
  Duque	
  D’Ávila,	
  Nº	
  23,	
  1º	
  Dto	
  
             1000-­‐138	
  Lisboa	
  	
  
                   Portugal	
  	
  

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How Younger Audiences React to Transmedia Content

  • 1. HOW  YOUNGER  AUDIENCES  REACT  TO   TRANSMEDIA  CONTENT  
  • 2. My  “Transmedia”  Background…   •  Published  my  first  short  story  at  age  of  8.   •  Studied  Computer  Technologies  in  Hi-­‐School.   •  Masters  in  Journalism.   •  Worked  in  the  adverCsing  industry.   •  Wrote  hundreds  of  arCcles  and  a  few  books   about  Internet  and  e-­‐Commerce.   •  Worked  for  Exponor,  an  event  organizer.   •  Worked  for  TVCabo/MicrosoL  in  the  MicrosoL   TV  interacCve  TV  plaMorm.   •  Set  up  beAcCve  in  2003.  
  • 3. MulE-­‐plaHorm  properEes  for  young  Audiences  
  • 4. MulE-­‐plaHorm  properEes  for  young  Audiences   •  Sofia’s  Diary  MulC-­‐plaMorm  show  (localized  in  +10  territories)   •  Sofia’s  Diary  Books  (Portugal,  UK  and  Brazil):  18  books.   •  Aisling’s  Diary  TV  Series  (Ireland,  Australia  and  Sweden)   •  Flatmates  MulC-­‐plaMorm  show  (Portugal,  Greece  and  Romania)   •  Bia  &  Fred  InteracCve  Adventures   •  Dark  Siege  Books+Game    
  • 5. My  influences…   •  “War  of  the  Worlds”  Radio  Show.   •  InteracCve  Adventure  books.   •  ZX  Spectrum  with  48k  of  memory.   •  “MajesCc”  from  EA.    
  • 6. My  influences…   •  “War  of  the  Worlds”     ⇒  Suspension  of  Disbelief  /  Immersion.   •  InteracCve  Adventure  books   ⇒  Make  my  own  story.   •  ZX  Spectrum  with  48k  of  memory   ⇒  Get  recogniEon  by  my  peers.   •  “MajesCc”  from  EA.   ⇒  Always  on.        
  • 7. The  Birth  of  Sofia   ⇒  Sofia  is  like  a  Virtual  friend.   ⇒  You  can  interact  with  the  story.  You   build  the  story.  You  own  the  story.   ⇒  A  community  is  built  so  your  voice  can   be  heard.  Also,  in  a  mulC-­‐plaMorm,  non-­‐ linear  world,  it  helps  to  “sync”   audience’s  experiences.   ⇒  Sofia  emails  and  text  you  during  the  day   and  appears  on  several  medias.  
  • 8. Sofia’s  Diary   “Sofia’s  Diary  helps  to  write  the  history  of  the  Television  in  the  UK”   Broadcast in  Broadcast,  Abril  2008   Thursday 17 April 2008 Pg 1 of 2 o  beAcCve  started  Sofia’s  Diary  as  Web/Mobile   interacCve  Blog  in  January  2003  in  Portugal.   o  Sofia’s  Diary  extended  to  a  TV  Show,  Radio   Show,  Magazine,  Books,  DVDs  and  full  360   degrees  entertainment  brand.   o  In  the  last  5  years  was  already  adapted  as  a   Transmedia  format  in  10  territories  and   broadcasted  in  more  than  30  countries.     o  Sofia’s  Diary  UK  was  the  first  Web  based   series  to  be  transferred  to  TV.     o  It’s  owned  and  distributed  by  Sony  Pictures   Television  worldwide  since  2006.  
  • 11. The  different  medias  as  windows  to  the  Sofia’s  World   •  4.30pm: Daily SMS/MMS alerts sent by Sofia. •  8.30pm: Daily 4/5 minutes interactive TV episodes. •  8.35pm: Interactive voting service to decide next episode. •  8.35pm: Web content (text + pictures + video) published. •  8.35pm: Mobile VOD of 1 minute clips (the loosing option). •  7:50am: Radio soap (daily 2 minutes episodes). •  8:00am: Premium Call service - summary of daily episode. •  8:30am: Audio Podcast. @ Saturdays: Weekly 22 minutes episodes
  • 12. Content  as  a  communicaEon  tool   o  Sofia’s  behave  like  a  typical  teenager.  She  texts,  she   emails,  she  blogs  and  she  tweets.     o  She  communicates  with  her  friends,  the  audience.   o  During  the  day  she  texts  the  audience  alerCng  the   audience  for  events  that  happened  in  her  world.     o  The  episodes  show  the  events  menConed  in  SMSs.   o  Audience  is  part  of  the  storytelling  process.     o  Audience  communicates  and  gets  heard.  Audience’s   voice  impacts  the  community,  impacts  the  content.       o  InteracCve  voCng,  forums  and  commenCng  allow   audience  to  discuss  the  best  way  to  solve  her   dilemmas.    
  • 13. Content  is  shared   o  If  it  affects  me  it  affects  my  world.   o  I  will  bring  my  friends  to  this  new  world.     o  The  more  I  interact,  the  more  recogniCon  I  have.   o  I’m  the  leader,  I’m  a  guardian  of  this  community.     o  I  want  my  friends  to  see  my  recogniCon.   o  So  I  share  the  content.    
  • 14. Content  Ownership   o  If  the  audience  parCcipates  and  helps  shapes  the   content,  they  feel  that  they  own  the  content.   o  In  a  book  signing  event,  a  Sofia’s  Diary  fan  was   upset  because  she  was  not  credited  in  the  book.     o  On  Virtual  worlds  like  Stardoll,  the  users  “own”   their  avatars,  dolls,  houses,  etc.     o  “Owning”  your  content  means  recogniCon.   o  Mash  ups,  parodies,  fan  films,  informal   convenCons,  fan  Web  sites  and  blogs,  dressing   like  your  characters,  it’s  the  ulCmate  recogniCon   of  your  work.     o  If  it  yours,  you  will  defend  it,  promote  it,   recommend  it,  interact  with  it,  akend  events,  etc.  
  • 15. What  is  different?   o  The  Cme  necessary  to  build  a  brand  and  a   community.     o  Angry  birds  become  a  pop  culture  reference  and  an   overnight  success  in  less  than  12  months.     o  Using  the  Internet,  Social  Media  and  digital  devices   communiCes  can  unite  fans  around  the  globe.     o  CommunicaCon  is  more  immediate.     o  Audience  can  get  instantaneous  response.     o  Producers  can  get  instantaneously  feedback  and   responses  from  audience.   o  Producers  can  follow  in  real  Cme  the  communiCes   and  what  fans  are  talking  about.    
  • 16. Young  Audiences  and  Transmedia   o  Producers  can’t  control  the  media  (and  pace)  where   content  is  consumed.  A  TV  episode  (or  Movie)  can  be   consumed  on  TV,  Computer,  Mobile,  On-­‐Demand,   DVD,  streamed,  etc.     o  From  a  “sync”  experience  –  all  kids  watch  the  same   episode  at  the  same  Cme,  each  kid  now  watches  a   show  and  episodes  at  their  own  rhythm.  Europe  has   more  than  35  kid  oriented  TV  Channels.  Each  episode   is  repeated  in  average  6  Cmes  a  week.     o  On-­‐line  communiCes  are  now  the  places  where  fans   can  “sync”  and  share  their  experiences.   o  Young  audiences  want  to  find  their  “familiar  faces”,   their  favourite  characters  when  they  “jump”  to  other   medias.    
  • 17. Why  Transmedia  is  Important?   o  Producers  can  now  control  the  way  story  is   developed,  consumed  by  their  audience  and  can   control  the  distribuCon  of  content.   o  Producers  can  contact  direct  with  the  audience,   learn  from  the  audience,  partner  with  the  audience,   someCmes  avoiding  tradiConal  gatekeepers.     o  Entertainment  brands  can  be  built  outside  the   tradiConal  media  outlets.  Club  Penguin,  Angry   Birds,  Stardoll,  etc.     o  Producers  can  control  their  own  IP  and  become  the     brand  managers  of  their  own  creaCons.  
  • 18. beAcEve’s  Stategy   •  Original  Transmedia  Franchises.   •  Our  projects  are  funded  by:   –  Ourselves  in  early  stages  of  development.   –  The  Market  (further  producCon).   •  AdverCsers  and  Brands.   •  Broadcasters  (commissions  or  TV  license)   •  TelecommunicaCon  companies.   •  Our  projects  follow  a  3  stage  deployment  strategy:   –  Web/incubaCon.   –  Off-­‐line  extensions  (Radio,  TV,  Magazines,  etc).   –  InternaConal  (Format),  Licensing  and  TV.      
  • 19. beAcEve’s  Transmedia  approach   •  We  put  the  audience  inside  the  show,  making  it  personal  and  immersive.  Use   “different  medias”  as  windows  to  the  story  world  to  make  it  a  truly  360º  show.     •  The  show  becomes  part  of  audience’s  day  life.  A  daily  schedule  of  events  and   content  release  is  a  subsCtute  to  endless  re-­‐runs  on  TV.   •  We  use  push  devices  (Twiker,  SMS  alerts,  etc)  to  bring  audiences  back  to  our   content.     •  We  promote  audience  parCcipaCon  (make  it  their  show):  voCng,  casCng,  forums,   live  chats,  live  events,  tours,  etc.       •  We  use  the  Internet,  Social  Media  and  Mobile  phones  to  establish  relaConships   and  build  communiCes.   •  We  use  tradiConal  medias  as  TV,  Radio  and  newspapers  to  bring  the  content  to   the  mass  market.     •  We  use  brands  as  sponsors  and/or  produce  mobile  and  off-­‐line  products  for   moneCzing  the  content  (Mobile  content,  Books,  DVDs,  licensed  products,  etc).    
  • 20. Contacts   Thank  You!       More  InformaCon:   Nuno  Bernardo   nmb@beacCve.pt   beAcCve,  Produções  InteracCvas,  S.A.   Av.  Duque  D’Ávila,  Nº  23,  1º  Dto   1000-­‐138  Lisboa     Portugal