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HOW	
  TRANSMEDIA	
  CAN	
  	
  
EMPOWER	
  PRODUCERS?	
  
Nuno	
  Bernardo	
  
•  Founder	
  and	
  CEO	
  of	
  beAc1ve	
  a	
  mul1-­‐pla7orm	
  content	
  produc1on	
  
   company	
  with	
  opera1ons	
  in	
  Portugal,	
  Ireland,	
  UK	
  and	
  Brazil.	
  
•  Creator	
  and	
  Producer	
  of	
  Sofia’s	
  Diary,	
  one	
  of	
  the	
  world’s	
  first	
  mul1-­‐
   pla7orm	
  teen	
  series.	
  Adapted	
  in	
  10	
  territories	
  and	
  sold	
  to	
  Sony	
  Pictures	
  
   Television	
  in	
  2010.	
  Produced	
  in	
  UK	
  for	
  BEBO/Five	
  TV.	
  	
  
•  Creator	
  and	
  Producer	
  of	
  Flatmates,	
  Beat	
  Genera1on	
  and	
  
   DoYoubelieveme.com,	
  Transmedia	
  proper1es	
  that	
  were	
  produced	
  and	
  
   adapted	
  in	
  Europe,	
  Asia,	
  North	
  America	
  and	
  La1n	
  America.	
  
•  Writer/Producer	
  of	
  Final	
  Punishment,	
  2010	
  Emmy	
  and	
  Rose	
  D’Or	
  nominee	
  
   and	
  MIPCOM	
  Best	
  Mul1-­‐pla7orm	
  Format	
  winner.	
  
•  Creator	
  of	
  Aisling’s	
  Diary	
  for	
  RTE.	
  Winner	
  of	
  a	
  Kidscreen	
  Award	
  in	
  2010	
  and	
  
   2011,	
  New	
  York.	
  
•  Author	
  of	
  the	
  books	
  “ The	
  Producer’s	
  Guide	
  to	
  Transmedia”	
  (2011)	
  e	
  
   “Interac1ve	
  TV	
  Produc1on	
  Guide”	
  (2001).	
  
My	
  influences…	
  



•  “War	
  of	
  the	
  Worlds”	
  Radio	
  Show.	
  
•  The	
  Personal	
  Computer.	
  
•  “Majes1c”	
  from	
  EA.	
  
Why	
  Transmedia?	
  

•  Transmedia	
  answers	
  the	
  demands	
  of	
  today’s	
  audiences	
  
   lifestyles:	
  content	
  anywhere,	
  on	
  any	
  device.	
  	
  
•  Audiences	
  are	
  becoming	
  fragmented	
  and	
  choosing	
  
   their	
  content	
  on-­‐demand.	
  	
  
•  Transmedia	
  makes	
  content	
  more	
  immersive.	
  
•  Entertainment	
  becomes	
  global	
  social	
  experience.	
  
•  Transmedia	
  allows	
  audiences	
  to	
  have	
  an	
  ac1ve	
  role	
  in	
  
   the	
  storytelling	
  process.	
  	
  
•  Allows	
  audiences	
  to	
  be	
  heard.	
  	
  
•  Allow	
  audiences	
  to	
  “own”	
  the	
  content.	
  
beAcCve’s	
  Focus	
  
•  Put	
  the	
  audience	
  inside	
  of	
  the	
  show.	
  	
  
•  Make	
  the	
  audience	
  par1cipate,	
  be	
  part	
  of	
  it	
  and	
  
   decide	
  the	
  outcome.	
  	
  
•  Make	
  it	
  personal	
  and	
  immersive.	
  	
  
•  Use	
  “all	
  medias”	
  to	
  make	
  it	
  a	
  truly	
  360	
  degrees	
  
   show.	
  The	
  show	
  becomes	
  part	
  of	
  your	
  day	
  life.	
  	
  
•  Use	
  the	
  Internet,	
  Social	
  Media	
  and	
  Mobile	
  phones	
  
   to	
  establish	
  rela1onships	
  and	
  build	
  communi1es.	
  
•  Use	
  push	
  devices	
  (Twiber,	
  SMS	
  alerts,	
  etc)	
  to	
  
   bring	
  audiences	
  back	
  to	
  the	
  content.	
  	
  
•  Use	
  tradi1onal	
  medias	
  as	
  TV	
  and	
  	
  Radio	
  and	
  to	
  
   bring	
  the	
  content	
  to	
  the	
  mass	
  market.	
  	
  
•  Use	
  brands	
  as	
  sponsors	
  and/or	
  produce	
  mobile	
  
   and	
  off-­‐line	
  products	
  for	
  mone1zing	
  the	
  content.	
  	
  
Our	
  3	
  Stage	
  Plan	
  

The	
  distribu1on	
  strategy	
  has	
  to	
  take	
  account	
  of	
  three,	
  broadly	
  
defined,	
  stages	
  of	
  the	
  development	
  of	
  your	
  product:	
  

•  Developing	
  the	
  product	
  and	
  launching	
  it	
  as	
  an	
  online	
  en1ty.	
  	
  
•  Growing	
  the	
  product,	
  doing	
  deals	
  with	
  other	
  media	
  partners	
  
   and	
  moving	
  into	
  offline	
  media	
  in	
  the	
  form	
  of	
  brand	
  
   extensions.	
  
•  	
  Finally	
  the	
  third	
  stage	
  that	
  involves	
  the	
  greatest	
  market	
  
   visibility	
  as	
  you	
  move	
  the	
  product	
  into	
  television,	
  possibly	
  a	
  
   feature	
  film	
  and	
  the	
  poten1al	
  for	
  licensing	
  deals	
  of	
  products	
  is	
  
   realised.	
  
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	
  mul1-­‐pla7orm,	
  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”	
  
                               in	
  Broadcast,	
  Abril	
  2008	
  
                                             o  beAc1ve	
  started	
  Sofia’s	
  Diary	
  as	
  Web/Mobile	
  
                                                interac1ve	
  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	
  
Interna1onal	
  Versions	
  
Content	
  as	
  a	
  communicaCon	
  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	
  aler1ng	
  the	
  
   audience	
  for	
  events	
  that	
  happened	
  in	
  her	
  world.	
  	
  
o  The	
  TV	
  episodes	
  show	
  the	
  events	
  men1oned	
  in	
  SMS.	
  
o  Audience	
  is	
  part	
  of	
  the	
  storytelling	
  process.	
  	
  
o  Audience	
  communicates	
  and	
  gets	
  heard.	
  Audience’s	
  
   voice	
  impacts	
  the	
  community,	
  impacts	
  the	
  content.	
  	
  	
  
o  Interac1ve	
  vo1ng,	
  forums	
  and	
  commen1ng	
  allow	
  
   audience	
  to	
  discuss	
  the	
  best	
  way	
  to	
  solve	
  her	
  
   dilemmas.	
  	
  
Content	
  Ownership	
  

o  If	
  the	
  audience	
  par1cipates	
  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	
  recogni1on.	
  
o  Mash	
  ups,	
  parodies,	
  fan	
  films,	
  informal	
  
   conven1ons,	
  fan	
  Web	
  sites	
  and	
  blogs,	
  dressing	
  
   like	
  your	
  characters,	
  it’s	
  the	
  ul1mate	
  recogni1on	
  
   of	
  your	
  work.	
  	
  
o  If	
  it	
  yours,	
  you	
  will	
  defend	
  it,	
  promote	
  it,	
  
   recommend	
  it,	
  interact	
  with	
  it,	
  abend	
  events,	
  etc.	
  
Final	
  Punishment	
  
Final	
  Punishment:	
  StarCng	
  Point?	
  

•  The	
  Briefing	
  and	
  the	
  Challenge:	
  
•  The	
  FP	
  Briefing:	
  Create	
  a	
  3	
  window	
  concept	
  that	
  could	
  show	
  OI	
  Telecom	
  
   services:	
  Mobile,	
  Digital	
  TV	
  and	
  Internet	
  Portal.	
  
•  We	
  had	
  a	
  script	
  that	
  we	
  were	
  unable	
  to	
  fund	
  as	
  no	
  sponsor	
  wants	
  to	
  be	
  
   associated	
  with	
  “women	
  gegng	
  killed	
  in	
  a	
  prison”.	
  	
  
•  The	
  Challenge:	
  how	
  to	
  make	
  a	
  story	
  about	
  “women	
  gegng	
  killed	
  in	
  a	
  
   prison”	
  relevant	
  to	
  an	
  audience	
  that	
  reads	
  a	
  similar	
  story	
  in	
  the	
  
   newspapers,	
  everyday.	
  	
  
•  The	
  solu1on:	
  make	
  it	
  personal	
  =>	
  “You	
  can	
  save	
  them!”.	
  	
  
•  The	
  2nd	
  Problem:	
  how	
  make	
  audiences	
  like	
  and	
  care	
  for	
  women	
  that	
  
   were	
  convicted	
  for	
  murder.	
  	
  	
  
The	
  ARG	
  Started	
  

•  Game	
  against	
  1me	
  to	
  allow	
  audience	
  to	
  
   save	
  the	
  8	
  women.	
  
•  Back-­‐story	
  was	
  introduced	
  in	
  the	
  form	
  
   of	
  blogs,	
  photo	
  albums,	
  news	
  ar1cles,	
  
   etc	
  to	
  make	
  women	
  in	
  prison	
  more	
  
   lovable.	
  
•  Detec1ve	
  based	
  game	
  to	
  tease	
  
   audience	
  to	
  find	
  out	
  more	
  about	
  these	
  
   women,	
  what’s	
  the	
  connec1on	
  between	
  
   them	
  and	
  who’s	
  killing	
  them.	
  	
  
•  Audience	
  need	
  to	
  collect	
  30	
  photos	
  and	
  
   a	
  decoder	
  that	
  will	
  allow	
  them	
  to	
  find	
  
   the	
  right	
  code.	
  
The	
  Final	
  Punishment	
  ARG	
  

       The	
  Game	
  Master	
  
                                                                        The	
  Journalist	
  




InMates	
  Back-­‐story	
  
                                   Youtube/IG	
  Video	
  Channel	
  
                                                                           Mobile	
  Content	
  
The	
  Planning	
  
•    1/10/2009:	
  Premiere	
  on	
  Rio	
  Film	
  Fes1val	
  and	
  event	
  in	
  
     the	
  streets	
  of	
  Rio	
  de	
  Janeiro	
  and	
  Fes1val	
  lounges.	
  
•    3/10/2009:	
  Fake	
  news	
  about	
  the	
  “Prison”	
  to	
  be	
  
     broadcasted	
  in	
  OI	
  Radio	
  and	
  published	
  as	
  Ad	
  News	
  in	
  
     several	
  newspapers	
  and	
  blogs.	
  	
  	
  	
  
•    7/10/2009:	
  Partnerships	
  with	
  top	
  Brazilian	
  Blogs	
  to	
  
     ini1ate	
  discussions	
  about	
  “Is	
  this	
  prison	
  the	
  solu1on	
  
     for	
  Brazil’s	
  overcrowded	
  prisons	
  problems?”.	
  	
  
•    9/10/2009:	
  Blacklords	
  hack	
  the	
  Web	
  site.	
  
•    10/10/2009:	
  First	
  inmate	
  dies	
  –	
  The	
  game	
  starts:	
  you	
  
     have	
  7	
  weeks	
  to	
  save	
  the	
  remaining	
  7	
  women.	
  	
  
•    10/10/2009:	
  Social	
  media	
  campaign	
  starts	
  with	
  
     Adwords,	
  Text	
  Ads,	
  Facebook	
  Ads,	
  Banners,	
  and	
  the	
  
     support	
  of	
  some	
  hired	
  bloggers.	
  	
  
•    15/10/2009:	
  The	
  ARG	
  campaign	
  starts.	
  
The	
  Planning	
  
•    15/10/2009:	
  Ads	
  in	
  in	
  Brazilian	
  Websites	
  	
  to	
  promote	
  
     the	
  ARG	
  and	
  create	
  a	
  Web	
  based	
  community	
  to	
  enable	
  
     discussing	
  and	
  share	
  	
  hints	
  and	
  codes	
  between	
  users.	
  
•    17/10/2009:	
  Youtube	
  channel	
  and	
  IG.com.br	
  Video	
  
     Website	
  set	
  up	
  with	
  some	
  “leaked”	
  videos	
  from	
  the	
  
     prison	
  and	
  inmates:	
  surveillance	
  cameras	
  videos,	
  
     prison	
  psychologist	
  tapes,	
  etc.	
  	
  
•    Mid-­‐November:	
  first	
  users	
  decode	
  the	
  password.	
  
     Prison	
  Web	
  site	
  shuts	
  down.	
  
•    December	
  2009:	
  Broadcast	
  of	
  the	
  4-­‐part	
  
     mockumentary	
  with	
  the	
  real	
  truth	
  about	
  what	
  
     happened	
  in	
  the	
  Ivo	
  Kermar1n	
  Prison.	
  
All	
  the	
  Content	
  Produced	
  
•    Cinema:	
  1	
  *	
  60m	
  length	
  CUT	
  for	
  Rio	
  de	
  Janeiro	
  Film	
  Fes1val.	
  
•    TV:	
  4	
  part	
  mockumentary,	
  1	
  making	
  of	
  TV	
  show,	
  2	
  TV	
  ads	
  and	
  2	
  TV	
  Teasers.	
  	
  
•    DVD:	
  1	
  90m	
  Feature	
  Film	
  Cut	
  +	
  Extra	
  material.	
  
•    Web	
  Video:	
  8	
  confessional	
  videos,	
  8	
  lost	
  tape	
  videos	
  and	
  4	
  addi1onal	
  22’	
  videos.	
  
•    Mobile	
  Video:	
  8	
  *	
  38s	
  character	
  presenta1on	
  videos.	
  	
  
•    2	
  Mobile	
  (JAVA)	
  games.	
  
•    2	
  Facebook/Orkut	
  Applica1ons.	
  
•    3	
  Twiber	
  Channels	
  and	
  3	
  Facebook	
  profiles	
  and	
  pages.	
  
•    3	
  Flickr	
  channels:	
  +100	
  photos	
  were	
  produced	
  and/or	
  edited.	
  
•    8	
  Blogspot	
  blogs.	
  
•    45	
  different	
  banners.	
  
•    +1000	
  tweets	
  from	
  the	
  game.	
  
•    20	
  SMS	
  alert	
  messages	
  +	
  1	
  WAP	
  web	
  site.	
  
•    1	
  IVR	
  –	
  Pre-­‐recorded	
  voice	
  mail	
  system.	
  	
  
What	
  is	
  different?	
  

o  The	
  1me	
  necessary	
  to	
  build	
  a	
  brand	
  and	
  a	
  
   community	
  is	
  becoming	
  very	
  short.	
  	
  
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	
  
   communi1es	
  can	
  unite	
  fans	
  around	
  the	
  globe.	
  	
  
o  Communica1on	
  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	
  1me	
  the	
  communi1es	
  
   and	
  what	
  fans	
  are	
  talking	
  about.	
  	
  
Audiences	
  and	
  Transmedia	
  

o  Producers	
  can’t	
  impose	
  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	
  –	
  a	
  big	
  chunk	
  of	
  the	
  
   audience	
  watch	
  the	
  same	
  episode	
  at	
  the	
  same	
  1me,	
  
   audiences	
  now	
  watch	
  a	
  show	
  at	
  their	
  own	
  rhythm.	
  	
  
o  On-­‐line	
  communi1es	
  are	
  now	
  the	
  places	
  where	
  fans	
  
   can	
  “sync”	
  and	
  share	
  their	
  experiences.	
  
Transmedia	
  Challenges	
  

o  Main	
  mo1va1on	
  should	
  be	
  tell	
  a	
  (beber)	
  story.	
  	
  
o  TV	
  shows	
  &	
  Feature	
  Films	
  have	
  a	
  pre-­‐built	
  audience;	
  Transmedia	
  content	
  
   needs	
  to	
  fight	
  for	
  an	
  audience.	
  Targe1ng	
  audiences	
  becomes	
  much	
  more	
  
   important.	
  
    o  Who	
  will	
  interact?	
  
    o  How	
  to	
  reach	
  that	
  audience?	
  	
  
    o  What’s	
  audiences	
  moCvaCon	
  to	
  interact?	
  
    o  What’s	
  their	
  reward?	
  
o  Transmedia	
  Storytelling	
  needs	
  to	
  focus	
  less	
  on	
  technology	
  and	
  more	
  on	
  
   entertaining	
  an	
  audience,	
  in	
  enhancing	
  storytelling	
  by	
  the	
  use	
  of	
  technology,	
  in	
  
   becoming	
  an	
  audience	
  success,	
  not	
  a	
  niche	
  pleaser.	
  Ar1sts	
  and	
  Filmmakers	
  tell	
  
   stories	
  (don’t	
  showcase	
  technology).	
  	
  
o  Producers	
  need	
  to	
  format	
  Transmedia	
  as	
  a	
  business	
  and	
  establish	
  ways	
  to	
  sell	
  
   Transmedia	
  Shows	
  on	
  the	
  Interna1onal	
  market.	
  
Why	
  Transmedia	
  is	
  Important?	
  

o  For	
  the	
  first	
  1me,	
  producers	
  can	
  directly	
  connect	
  
   with	
  their	
  audiences.	
  
o  Producers	
  can	
  now	
  control	
  the	
  way	
  story	
  is	
  
   developed,	
  consumed	
  by	
  their	
  audience	
  and	
  can	
  
   control	
  the	
  distribu1on	
  of	
  content.	
  
o  Producers	
  can	
  contact	
  direct	
  with	
  the	
  audience,	
  
   learn	
  from	
  the	
  audience,	
  partner	
  with	
  the	
  audience,	
  
   some1mes	
  avoiding	
  tradi1onal	
  gatekeepers.	
  	
  
o  Entertainment	
  brands	
  can	
  be	
  built	
  outside	
  the	
  
   tradi1onal	
  media	
  outlets.	
  Club	
  Penguin,	
  Angry	
  Birds,	
  
   Stardoll,	
  etc.	
  	
  
o  Producers	
  can	
  control	
  their	
  own	
  IP	
  and	
  become	
  the	
  	
  
   brand	
  managers	
  of	
  their	
  own	
  crea1ons.	
  
Path	
  to	
  Success	
  


1.  Tell	
  a	
  Story	
  
2.  Reach	
  an	
  Audience	
  
3.  Grow	
  a	
  community	
  (your	
  fan	
  base)	
  
Contacts	
  

            Thank	
  You!	
  

           More	
  Informa1on:	
  
             Nuno	
  Bernardo	
  
           nmb@beac1ve.pt	
  
beAc1ve,	
  Produções	
  Interac1vas,	
  S.A.	
  
  Av.	
  Duque	
  D’Ávila,	
  Nº	
  23,	
  1º	
  Dto	
  
             1000-­‐138	
  Lisboa	
  	
  
                   Portugal	
  	
  

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The Pixel Lab 2011-Nuno Bernardo How Transmedia Can Empower Producers

  • 1. HOW  TRANSMEDIA  CAN     EMPOWER  PRODUCERS?  
  • 2. Nuno  Bernardo   •  Founder  and  CEO  of  beAc1ve  a  mul1-­‐pla7orm  content  produc1on   company  with  opera1ons  in  Portugal,  Ireland,  UK  and  Brazil.   •  Creator  and  Producer  of  Sofia’s  Diary,  one  of  the  world’s  first  mul1-­‐ pla7orm  teen  series.  Adapted  in  10  territories  and  sold  to  Sony  Pictures   Television  in  2010.  Produced  in  UK  for  BEBO/Five  TV.     •  Creator  and  Producer  of  Flatmates,  Beat  Genera1on  and   DoYoubelieveme.com,  Transmedia  proper1es  that  were  produced  and   adapted  in  Europe,  Asia,  North  America  and  La1n  America.   •  Writer/Producer  of  Final  Punishment,  2010  Emmy  and  Rose  D’Or  nominee   and  MIPCOM  Best  Mul1-­‐pla7orm  Format  winner.   •  Creator  of  Aisling’s  Diary  for  RTE.  Winner  of  a  Kidscreen  Award  in  2010  and   2011,  New  York.   •  Author  of  the  books  “ The  Producer’s  Guide  to  Transmedia”  (2011)  e   “Interac1ve  TV  Produc1on  Guide”  (2001).  
  • 3.
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  • 7. My  influences…   •  “War  of  the  Worlds”  Radio  Show.   •  The  Personal  Computer.   •  “Majes1c”  from  EA.  
  • 8. Why  Transmedia?   •  Transmedia  answers  the  demands  of  today’s  audiences   lifestyles:  content  anywhere,  on  any  device.     •  Audiences  are  becoming  fragmented  and  choosing   their  content  on-­‐demand.     •  Transmedia  makes  content  more  immersive.   •  Entertainment  becomes  global  social  experience.   •  Transmedia  allows  audiences  to  have  an  ac1ve  role  in   the  storytelling  process.     •  Allows  audiences  to  be  heard.     •  Allow  audiences  to  “own”  the  content.  
  • 9. beAcCve’s  Focus   •  Put  the  audience  inside  of  the  show.     •  Make  the  audience  par1cipate,  be  part  of  it  and   decide  the  outcome.     •  Make  it  personal  and  immersive.     •  Use  “all  medias”  to  make  it  a  truly  360  degrees   show.  The  show  becomes  part  of  your  day  life.     •  Use  the  Internet,  Social  Media  and  Mobile  phones   to  establish  rela1onships  and  build  communi1es.   •  Use  push  devices  (Twiber,  SMS  alerts,  etc)  to   bring  audiences  back  to  the  content.     •  Use  tradi1onal  medias  as  TV  and    Radio  and  to   bring  the  content  to  the  mass  market.     •  Use  brands  as  sponsors  and/or  produce  mobile   and  off-­‐line  products  for  mone1zing  the  content.    
  • 10. Our  3  Stage  Plan   The  distribu1on  strategy  has  to  take  account  of  three,  broadly   defined,  stages  of  the  development  of  your  product:   •  Developing  the  product  and  launching  it  as  an  online  en1ty.     •  Growing  the  product,  doing  deals  with  other  media  partners   and  moving  into  offline  media  in  the  form  of  brand   extensions.   •   Finally  the  third  stage  that  involves  the  greatest  market   visibility  as  you  move  the  product  into  television,  possibly  a   feature  film  and  the  poten1al  for  licensing  deals  of  products  is   realised.  
  • 11. 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  mul1-­‐pla7orm,  non-­‐ linear  world,  it  helps  to  “sync”   audience’s  experiences.   ⇒  Sofia  emails  and  text  you  during  the  day   and  appears  on  several  medias.  
  • 12. Sofia’s  Diary   “Sofia’s  Diary  helps  to  write  the  history  of  the  Television  in  the  UK”   in  Broadcast,  Abril  2008   o  beAc1ve  started  Sofia’s  Diary  as  Web/Mobile   interac1ve  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.  
  • 15. Content  as  a  communicaCon  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  aler1ng  the   audience  for  events  that  happened  in  her  world.     o  The  TV  episodes  show  the  events  men1oned  in  SMS.   o  Audience  is  part  of  the  storytelling  process.     o  Audience  communicates  and  gets  heard.  Audience’s   voice  impacts  the  community,  impacts  the  content.       o  Interac1ve  vo1ng,  forums  and  commen1ng  allow   audience  to  discuss  the  best  way  to  solve  her   dilemmas.    
  • 16. Content  Ownership   o  If  the  audience  par1cipates  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  recogni1on.   o  Mash  ups,  parodies,  fan  films,  informal   conven1ons,  fan  Web  sites  and  blogs,  dressing   like  your  characters,  it’s  the  ul1mate  recogni1on   of  your  work.     o  If  it  yours,  you  will  defend  it,  promote  it,   recommend  it,  interact  with  it,  abend  events,  etc.  
  • 18. Final  Punishment:  StarCng  Point?   •  The  Briefing  and  the  Challenge:   •  The  FP  Briefing:  Create  a  3  window  concept  that  could  show  OI  Telecom   services:  Mobile,  Digital  TV  and  Internet  Portal.   •  We  had  a  script  that  we  were  unable  to  fund  as  no  sponsor  wants  to  be   associated  with  “women  gegng  killed  in  a  prison”.     •  The  Challenge:  how  to  make  a  story  about  “women  gegng  killed  in  a   prison”  relevant  to  an  audience  that  reads  a  similar  story  in  the   newspapers,  everyday.     •  The  solu1on:  make  it  personal  =>  “You  can  save  them!”.     •  The  2nd  Problem:  how  make  audiences  like  and  care  for  women  that   were  convicted  for  murder.      
  • 19. The  ARG  Started   •  Game  against  1me  to  allow  audience  to   save  the  8  women.   •  Back-­‐story  was  introduced  in  the  form   of  blogs,  photo  albums,  news  ar1cles,   etc  to  make  women  in  prison  more   lovable.   •  Detec1ve  based  game  to  tease   audience  to  find  out  more  about  these   women,  what’s  the  connec1on  between   them  and  who’s  killing  them.     •  Audience  need  to  collect  30  photos  and   a  decoder  that  will  allow  them  to  find   the  right  code.  
  • 20. The  Final  Punishment  ARG   The  Game  Master   The  Journalist   InMates  Back-­‐story   Youtube/IG  Video  Channel   Mobile  Content  
  • 21. The  Planning   •  1/10/2009:  Premiere  on  Rio  Film  Fes1val  and  event  in   the  streets  of  Rio  de  Janeiro  and  Fes1val  lounges.   •  3/10/2009:  Fake  news  about  the  “Prison”  to  be   broadcasted  in  OI  Radio  and  published  as  Ad  News  in   several  newspapers  and  blogs.         •  7/10/2009:  Partnerships  with  top  Brazilian  Blogs  to   ini1ate  discussions  about  “Is  this  prison  the  solu1on   for  Brazil’s  overcrowded  prisons  problems?”.     •  9/10/2009:  Blacklords  hack  the  Web  site.   •  10/10/2009:  First  inmate  dies  –  The  game  starts:  you   have  7  weeks  to  save  the  remaining  7  women.     •  10/10/2009:  Social  media  campaign  starts  with   Adwords,  Text  Ads,  Facebook  Ads,  Banners,  and  the   support  of  some  hired  bloggers.     •  15/10/2009:  The  ARG  campaign  starts.  
  • 22. The  Planning   •  15/10/2009:  Ads  in  in  Brazilian  Websites    to  promote   the  ARG  and  create  a  Web  based  community  to  enable   discussing  and  share    hints  and  codes  between  users.   •  17/10/2009:  Youtube  channel  and  IG.com.br  Video   Website  set  up  with  some  “leaked”  videos  from  the   prison  and  inmates:  surveillance  cameras  videos,   prison  psychologist  tapes,  etc.     •  Mid-­‐November:  first  users  decode  the  password.   Prison  Web  site  shuts  down.   •  December  2009:  Broadcast  of  the  4-­‐part   mockumentary  with  the  real  truth  about  what   happened  in  the  Ivo  Kermar1n  Prison.  
  • 23. All  the  Content  Produced   •  Cinema:  1  *  60m  length  CUT  for  Rio  de  Janeiro  Film  Fes1val.   •  TV:  4  part  mockumentary,  1  making  of  TV  show,  2  TV  ads  and  2  TV  Teasers.     •  DVD:  1  90m  Feature  Film  Cut  +  Extra  material.   •  Web  Video:  8  confessional  videos,  8  lost  tape  videos  and  4  addi1onal  22’  videos.   •  Mobile  Video:  8  *  38s  character  presenta1on  videos.     •  2  Mobile  (JAVA)  games.   •  2  Facebook/Orkut  Applica1ons.   •  3  Twiber  Channels  and  3  Facebook  profiles  and  pages.   •  3  Flickr  channels:  +100  photos  were  produced  and/or  edited.   •  8  Blogspot  blogs.   •  45  different  banners.   •  +1000  tweets  from  the  game.   •  20  SMS  alert  messages  +  1  WAP  web  site.   •  1  IVR  –  Pre-­‐recorded  voice  mail  system.    
  • 24. What  is  different?   o  The  1me  necessary  to  build  a  brand  and  a   community  is  becoming  very  short.     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   communi1es  can  unite  fans  around  the  globe.     o  Communica1on  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  1me  the  communi1es   and  what  fans  are  talking  about.    
  • 25. Audiences  and  Transmedia   o  Producers  can’t  impose  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  –  a  big  chunk  of  the   audience  watch  the  same  episode  at  the  same  1me,   audiences  now  watch  a  show  at  their  own  rhythm.     o  On-­‐line  communi1es  are  now  the  places  where  fans   can  “sync”  and  share  their  experiences.  
  • 26. Transmedia  Challenges   o  Main  mo1va1on  should  be  tell  a  (beber)  story.     o  TV  shows  &  Feature  Films  have  a  pre-­‐built  audience;  Transmedia  content   needs  to  fight  for  an  audience.  Targe1ng  audiences  becomes  much  more   important.   o  Who  will  interact?   o  How  to  reach  that  audience?     o  What’s  audiences  moCvaCon  to  interact?   o  What’s  their  reward?   o  Transmedia  Storytelling  needs  to  focus  less  on  technology  and  more  on   entertaining  an  audience,  in  enhancing  storytelling  by  the  use  of  technology,  in   becoming  an  audience  success,  not  a  niche  pleaser.  Ar1sts  and  Filmmakers  tell   stories  (don’t  showcase  technology).     o  Producers  need  to  format  Transmedia  as  a  business  and  establish  ways  to  sell   Transmedia  Shows  on  the  Interna1onal  market.  
  • 27. Why  Transmedia  is  Important?   o  For  the  first  1me,  producers  can  directly  connect   with  their  audiences.   o  Producers  can  now  control  the  way  story  is   developed,  consumed  by  their  audience  and  can   control  the  distribu1on  of  content.   o  Producers  can  contact  direct  with  the  audience,   learn  from  the  audience,  partner  with  the  audience,   some1mes  avoiding  tradi1onal  gatekeepers.     o  Entertainment  brands  can  be  built  outside  the   tradi1onal  media  outlets.  Club  Penguin,  Angry  Birds,   Stardoll,  etc.     o  Producers  can  control  their  own  IP  and  become  the     brand  managers  of  their  own  crea1ons.  
  • 28. Path  to  Success   1.  Tell  a  Story   2.  Reach  an  Audience   3.  Grow  a  community  (your  fan  base)  
  • 29. Contacts   Thank  You!   More  Informa1on:   Nuno  Bernardo   nmb@beac1ve.pt   beAc1ve,  Produções  Interac1vas,  S.A.   Av.  Duque  D’Ávila,  Nº  23,  1º  Dto   1000-­‐138  Lisboa     Portugal