We’re now past the point where experts and authorities in mass media channels are the primary arbiters of quality. Our extended social circles, often comprised of a mix of people we know personally and people we only know virtually, now have equal–or greater influence over our media consumption choices.
3. With social networks, our circle of
friends has expanded to include other
people who are as passionate about a
story or a set of characters as we are.
We can choose to create additional
content to complement the entertainment experience, or just lean back
and watch a show alone, knowing that
later we can indulge our social nature
and curiosity before hitting the virtual
water cooler.
It’s now a matter of routine for people
to have a mobile device in hand while
watching television. Smartphones
or tablets are being called second
screens because they are devices and
applications that allow TV viewers to
interact with the content of a show –
and with each other – before, during,
and often after a show or between
seasons.
Social TV Facts
In February 2013, to turn
mentions into dollars
Twitter acquired Bluefin
Labs, a social TV analytics
company that provides
data products to brand
advertisers, agencies, and
TV networks. Applying
machine learning and
cognitive science research,
Bluefin Labs tracks 505
million activities/day to
mine reactions to shows
and ads.
Social TV is the term coined by the industry to describe
the action of connecting with others in social networks
about a specific program.
Who engages with
Social TV content?
While casual fans need more reasons to become involved with a show – for example, tools to ramp up their
knowledge about the characters, maybe introductions
to the show’s tribe – fans who are already involved with
entertainment content drive their own experience and
often that of their friends. Involved fans are more active
in talking about entertainment and programming. They:
Watch broadcasts, stream/buy and binge-watch shows,
subscribe to content and participate in special promotions
Love engaging with actual celebrities and TV shows characters
Share social signals, show off by talking about the shows,
sharing links to branded merchandise, discussing a plot or
storyline and emulating favorite show characters by using
sponsors’ products
Teach other people to be a fan by inviting them to watch
the show, talking about it on Twitter and other social networks,
explaining the show’s plot and advocating for the characters
and storyline in social media
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EPAM Empathy Lab
MIT Technology
Review listed social TV
as one of the 10 most
important emerging
technologies in 2010.
Nielsen purchased
Social Guide, aa company that analyzes the
social impact of linear
TV in November 2012.
It announced a partnership with Twitter in
December 2012.
Wired magazine named
Social TV one of six
“trends to expect”
in 2011.
Media industry analyst,
Jack Myers, predicts
social TV could be a $12
billion market by 2020.
Spend time, attention, and money consuming content and
experiences by streaming/buying and gifting shows seasons,
driving TV ratings and broadcast license revenue and generating
ad impressions across every advertising medium
During a show, the fan might be engaged while watching
the broadcast on TV or while out and about on a mobile device
or tablet. The fan may be engaged socially with other fans at a
group gathering or on Twitter or Facebook
Consume and create content
Given this level of involvement, fans want more content
associated with their favorite shows, and beyond the
show’s season leading up to next season. They also
want more ways to interact with the show’s characters
and storyline.
Fans can influence the individuals and groups who
need a personal and/or close connection with a show
to become interested: “Eight of my friends are watching
Burn Notice, I should check it out.”
How viewing habits
have changed
Having a mobile device on hand has become an integral
part of the TV watching experience. Nielsen NM Incite
2012 Social Media Report says 41 percent of tablet
owners and 38 percent of smartphone owners use their
5. the ability to watch programming any time, anywhere,
on any device, which is in fact more properly defined
as multi-screen.In both cases, multi-channel, immersive
experiences are here to stay.
of TV viewers use another device
at the same time. Most often tablets.
In the book The Art of Immersion, Frank Rose provides
examples of the deep interactive immersion offered
by alternate reality games, which have the potential to
become very engaging to the point of fans controlling
the story.
Engaged fans identify
with characters
That’s when Helen Klein Ross started tweeting as Betty
Draper. She didn’t know the other characters, however
she knew the ad business. She completely immersed
herself in the character, watching the show, taking notes,
and extending it on Twitter. Carrie and Helen were relentless about being true to the period, their characters
and growing the following.
It was the passion and enthusiasm Carrie and Helen
brought to the fore that drove such a large following of
the Twitter accounts. They both started following anyone
who tweeted anything about Mad Men as Peggy and
Betty, respectively. That in turn had those fans start
following the other characters.
Study: The Metrics of Mad Men
AMC’s Gross Ad Revenue
License Fee Revenue
Average Subscribers
150
Over three years ago, Mad Men show creators learned
about the power of passionate fans first hand on Twitter.
125
Paul Isakson, a brand planner at an agency in Minneapolis, started tweeting as @Don_Draper. After just three
days, Don, Peggy and Joan had a big enough following
to get the attention of AMC. Based upon the following
garnered by those accounts and the buzz generated in
the twittersphere, by the end of the show’s second
season, every major and minor character had an
account on Twitter.
The second Twitter
@bettydraper, @PeggyOlson
stream to launch was
tweet actively and engage
for Joan Holloway’s
with the show’s followers
to this day.
character. The person
behind it never came
forward publicly. Carri
Bugbee, who runs a marketing firm in Portland, OR,
decided she wanted to be Peggy Olson. Bugbee
confided in a friend, Michael Bissell, who she then
convinced to start tweeting as Roger Sterling.
100
This was all done spontaneously, without the authorization of AMC, or the show’s creator, Matthew Weiner. nine
of the characters from the show turned up on Twitter,
building buzz for Mad Men.
5
EPAM Empathy Lab
75
50
25
2007
2008
2009
2010
2011
2012
Since Mad Men debuted on AMC in 2007, the cable channel’s
subscriptions, licensing fees, and ad revenue have all grown
dramatically. In other words, quality original programs mean
big money.
Source: Wired Magazine 2013
What really made any of this possible is the excellent
story and character development done by Matthew
Weiner, his team, and the cast and crew who bring the
story to life on screen. Without such a deep and complex
story full of all too human and unpredictable characters,
there would have been no interest in the Twitter
6. drivers. We are getting close to measuring how online
buzz translates into higher TV ratings, and can now track
how the TV experience doesn’t end when a show ends.
accounts. The show is slow to reveal what’s going on in
the characters’ lives and that made fans want to learn
more about the characters.
Social buzz influences
viewing decisions
Layers of communities of interest extend not only around
personal friends and followers, but also among those
who share common interests in a particular brand,
Hulu, Netflix, Apple TV, Amazon Prime, Roku, iTunes,
smartphone, tablet – there are many more ways to keep
watching, and building buzz for a set of characters and a
story plot. This drives viewership back on the first screen,
or television, when the season resumes. HBO American
television series Girls was a ratings dog until it became a
“must see” show in its third season thanks in big part to
social word of mouth.
76
%
Television lends itself to
social-network multitasking
more than any other
medium does.
While watching tv
Of those who post about TV Shows
Do so while watching programs Live
79
83
41
%
always or
sometimes
visit facebook
%
surf the web on sites
other than social
networking sites
%
tweet about the
show they are
watching
&
51
%
Post on social networking sites while
watching TV to feel connected with others
who might be watching
celebrity, event, or show.
This ‘social web’ of interaction leads to rapid exchanges and comparisons of news, views, content purchases,
favorite, and negative experiences.
As for ad revenues,
TV remains the best
way to tell a brand
story to something
approaching a mass
audience. With
greater knowledge
of who is watching
what and when, this
medium will change.
It is already changing
or being changed.
Recent developments
in addressable advertising TV are exemplified in the Allstate
push for renters’
insurance, a relatively
niche product.
During the MIPTV
2012 keynote, Josh
Sapan, President and CEO, AMC Networks talked
about how the digital medium has shifted the way
programming is viewed as well as what people are
willing to pay for.
While organizations cannot own these conversations,
they must become aware of them, learn from them,
provide service when issues appear, and feed them with
useful comment and content.
In the talk, Sapan discussed how AMC recognizes the
emerging binge-watching patterns for drama shows, and
acknowledged the shift from appointment TV driven by
scheduling and connection TV driven by the fans desire
to watch the shows they love when they want to.
In addition to participatory experiences, social audience
drivers include content discovery, and an ongoing,
sharable, interactive experience, as defined by the viewer.
He also admitted that Netflix, Hulu, Amazon, and
Google TV have played a role in driving interest in new
seasons by letting people binge-watch past episodes.
On the entertainment media side, show ratings, ad
revenue, and digital commerce are important business
6
EPAM Empathy Lab
7. Pay TV
Whether delivered by cable, satellite, or Telco, according
to AMC’s Sapan, Pay TV continues to be the sector to
experience the greatest growth in all of television.
For all the talk about how TV is the least used of all
screen, teenagers today are watching more, not less
TV, he said.
Viewers are watching more paid TV than they used to
in the past. In many cases, these are people who never
paid for cable because they don’t see it as a necessity.
The industry calls them “cord-nevers”, and its executives
admit they are facing a new generation that is approaching entertainment content very differently than
previous ones.
According to Sapan, content drives authentication.
And it’s not just any kind of content – original content
drives the “hate to do without it” success of paid
programming.
Viewer experience
and engagement are the
new drivers.
This Means:
Entertainment content, in whatever form it takes – online, a
movie, a download, a game, a recording, an e-book, video,
site or blog – and those who create and distribute the content
MUST connect with the audience directly, wherever they are.
Direct to audience, on whichever screen/format they choose to
view entertainment, means understanding their preferences,
those of their friends, as well as how they are connected to
what is popular and trending.
Beyond addressing a show’s tweetability, this means
rebuilding the engagement model with digital /
technology / data at the core as a way to remain
connected with audiences continuously, and allow
fans to get more deeply involved with the show,
series, and even with the ads, if they so choose.
Shows like the Sopranos, Game of Thrones, Homeland,
Breaking Bad, Walking Dead, and Mad Men, to name
a few, gain a following due to strong character development and storylines. Fans develop a very personal
connection with the show’s characters, which leads to...
Implications for entertainment media
1
Personalization must become table stakes.
Beyond personal customer details and demographics, learning about behaviors, and current mobile context such
as location, proximity or mode of access. Combined with their experience of social interaction this can improve the
overall customer experience and loyalty.
This also leads to simplicity, which helps improve the discovery process – what program to choose among a
growing catalog and how to find them. Intelligent bundling andtailoring streamlines the process.
2
The Social Network revolution is here and participation is
not optional.
Changes to viewing behavior means that customers no longer make decisions in isolation. This spells opportunities
for content providers to enable direct to consumer entertainment media content sales through pull.
Feedback from audience engagement enables gathering further insights on viewer content preferences.
3
7
Connectivity across all devices – anywhere, anytime – is a must.
It’s a new multi screen world. One of Netflix’s core advantages over competitors is its ability to stream on nearly every
connected device. Creating a consistent and uniform experience across hundreds of devicesis a significant technical
challenge, and content licensing deals will need addressing, because the connected experience will offer a major
competitive advantage.
EPAM Empathy Lab
8. Stats: 150,000 downloads
in one month. 3 million users
who stream content from
80 channels. Estimated savings
to Liberty GIobal, $1 billion.
Case Study: Liberty Global
Liberty Global (client) is the largest cable company in
the world, with operations in 14 countries, primarily in
Europe and Latin America. They deliver 34 million
television, broadband Internet, and telephony services
to 20 million customers through subscription.
A market-leader in next-generation networks and
innovative technology platforms, Liberty Global
[
]
Empathy Lab was Critical to the
success of this complex digital
entertainment experience. We look
forward to Empathy Lab’s continued
guidance and support as we rollout
enhanced features & new platforms.
— Bob Greene, Liberty Global
recently launched Horizon.tv, an immersive TV-watching
experience that allows customers to share content across
multiple devices.
8
EPAM Empathy Lab
Five critical factors were instrumental in the
successful outcome of this project:
1
Starting with a comprehensive business strategy to address
content and device type in the multi-language, multi-country
environment in which the company operates.
2
Addressing how to approach the user interface and the
product design user experience. Multi-device applications
introduce the need to create a differentiated experience
with the goal to engage, delight, and surprise users through
personalization. For example, you can start watching a movie
on your set-top box and then continue watching it on your
mobile device.
3
Designing an emotional connection and response throughout
the experience, no matter the device and context. This required a deep understanding both of the user and the media,
to carry over the magic of the set-top box into a device where
50-70% of the screen is taken up by images.
4
Building and managing the program while gathering the requirements. Developing a full prototype based upon use cases
allowed the team to articulate what was needed clearly and
keep both program development and engineering working
toward the same solution. The prototype served as the project
documentation and a tool to keep the team laser-focused.