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“Just because you could, doesn’t mean you should.”
                      A NEW, IMMERSIVE ANTI-PIRACY INITIATIVE
                           A PARAMOUNT CO-OP PROJECT
                          Strategic Document 10.12.2011


     CREATIVE LEAD: BILL BRUCE
STRATEGIC LEAD: GUNTHER SONNENFELD
PRODUCTION LEAD: STEFAN SONNENFELD
Guess what?
You just participated
  in digital piracy.
This document was
 illegally encrypted,
   and the software
 used to create it was
illegally downloaded.
Yeah, it’s that easy. It
can happen to anyone.
It’s ok. Keep reading.
Just don’t share this
material with anyone.
Does that make
  you angry?
  It should.
SO, WHAT THE F*#% IS DIGITAL PIRACY?
In the simplest of terms, piracy is the act of obtaining
materials without the proper rights of legal
ownership. (Such as this photo.)
It’s a pretty sophisticated $75B global
business. Just ask these guys.
Digital piracy is
bigger than the
drug trade in
many cities
(like Los
Angeles), and is
the biggest
subsidy for
terrorist
activity in those
areas.
Unfortunately, for the movie
industry, technology can only do so
much. It boils down to
simple Internet
economics, really.
THE BACKSTORY:
Nearly 25% of all global internet traffic is dedicated to digital
theft. The cost of global digital piracy is conservatively
estimated at $75 billion. Faster broadband speeds, greater
storage capacity and an abundance of illegal sites— which
appear on search engines -- accept US credit cards,
complete with advertising to masquerade as legitimate sites.
These sites get over 50 billion visits annually. So it’s entirely
possible some may not even know they are downloading
illegally. Others know exactly what they are doing. For those
who knowingly download illegal content, the psychology is
one of entitlement. They’re not stealing. It’s all free anyway,
or at least it should be. Beyond that, they are viewing
something they wouldn’t go out and buy anyway. Then there’s
the belief that Hollywood is full of objectively rich people
who aren’t going to be hurt if Tom Peterson doesn’t give them
his $15 for the latest Netflick.

“Nearly 25% of all
global Internet traffic
is dedicated to digital
theft. The psychology
is one of entitlement.”
The visionaries
have spoken. But
they don’t play in
the spaces where
pirates play.
This is a
social issue.
A cultural
edict.
As evidence, not   Actually,
much has           things have
changed over the   gotten a lot
last several       worse.
years.
... And law enforcement is only one
part of the solution.
The first part of the problem:
We’re not actually
dealing with theft.
The second part of the problem:
Sharing has many faces.
It
Remember Napster?
redefined the notion of
the “copycat”.
It also turned sharing into
personalization. In a big way.
the notions of
It also challenged
“legal” & “illegal”.
The third part of the problem:




       is not nearly
 Advocacy
 enough.
Piracy, downloading and sharing are
              and
strongly attitudinal,
ethically-driven.


  Source: Emerald Research
Caveat:
Digital
citizens or
“netizens”
have
developed
their own
systems
of ethics.
They’ve
had no
choice.
“The important thing to
remember is that there’s
no such thing as
copyright that has
remained fixed and
constant over the last 200
years.”

- Lawrence Lessig,
Harvard Law Professor
COPYRIGHT
                       IS AN
                       ARTIFICIAL
                       BOUNDARY
                       BETWEEN
                       CREATOR
                       AND
                       CONSUMER.




[C.K. Prahalad at the 2008 World Economic Forum]
To (re)boot, our views of media
change when they go “digital”.
                                                                   APPLICATIONS
    MUSIC CONTENT                  VIDEO CONTENT
                                                             Bent: utilities as community
   Bent: songs as social       Bent: movies as a shared                property
         currency                       story
                                                              “Why should I share the
 “I only want one song off     “I want to explore my own     app, when I can’t share the
       of the album.”             version of the story.”             content?”
  “I want to show people      “I’ve already seen the movie   “Am I paying for access for
  how cool I am in what I     in the theater, so why can’t    free stuff, or am I paying
        listen to.”                I keep a few clips?”        for access to buy more
                                                                       stuff?”
 “I don’t really care about   “The studios make a ton of
  the record companies, I     money -- why can’t I share       “I’m going to create my
have a right to own my own      this content, especially         own app and allow my
 music library, on my own      when I’m promoting it?”       friends to access cool stuff
           terms.”                                                    for free.”
Compounding the problem is the fact
that digital literacy - especially
among our youth - is trying to catch
up with the rate of usage.
Usage is also
problematic for
the industry in
general
because the
most active
users of
“free” are
those with
the highest
discretionary
incomes.
Profile of a digital pirate.




                Gunther Sonnenfeld 2011
Pirates don’t have real profiles.
        They exhibit characteristics
        without a distinct social
        identity.
                          The digital
                          pirate is a
                          chameleon. A
                          hacker. An
                          unknown. His
                          rationale:
                          Catch me if
                          you can.

                          Our
                          rationale:
                          Let’s be a
                          part of the
                          chase. And
                          then make it
                          our own.
Piracy is a self-
organizing
movement.
    Arguably, one of
    innovation.
(HOWEVER) “INNOVATION” CAN MEAN:
           HACKING
PARTICIPATORY STORYTELLING
       MEME CREATION
   PRODUCT DEVELOPMENT
      APP DEVELOPMENT
    ENCODING APPROACHES
     POLICY CO-CREATION
          MOBILITY
So, if ideas can’t always be owned...




   ... Then we’re solving an IP challenge.
            With our fan bases.
In other words...
   We have a chance to remake
  digital history.




                  How cool is that?
Key insights:
         Piracy is presented as a false
         dichotomy between theft & copying;
         it’s actually about the desire for
         connection, not ownership.

         Once people connect, they’re compelled
         to co-create, share, mix, or remix. The
         remix culture is very real, and very
         active.

         This culture begs for structure - not so
         much of the legal or corporate sort, but
         towards social rules. Game dynamics.

         Anti-piracy, in and of itself, is an
         emerging market                   .
Do what remixers do. Find
something to remix.
Cool examples of remixes...
Best in class.
A remixing phenomenon that Warner Bros. supported to generate fan activity
           around the franchise, around the release of “The Dark Knight.”
 It became a viral meme that generated 10M downloads, and produced hundreds
of remixes, even across other media franchises. Awareness around the movie and
    its licensed properties was unprecedented (even if some of the material was
                           “lifted”... But you get the point).
Lance Weiler’s “Pandemic 1.0”- Sundance 2011
                        [a phenomenal participatory
                       storytelling, social experiment]
[Tim Kring’s “Conspiracy For Good” - 500K+ downloads, 5K
Best in class.                       dedicated participants, unlimited spread]

    This was a Nokia-
supported initiative that
  had people becoming
    activists around a
 conspiracy to do good.
 It was by far the most
    successful mobile
 “marketing campaign”
           ever.
In paid media.
Key components.
           STORY
        CONSPIRACY
         DISCOVERY
         DEADLINES
     ELITE MEMBERSHIP
       ACCREDITATION
     A HIGHER PURPOSE
      SOCIAL REWARD
The best way to influence thinking and
                    change future behavior is exactly the same:
                    to not scold, wag a finger or talk down to
 THE POSITIONING:   the remix set. Rather, it’s best to sway
                    educate and connect with a confident
                    sense of right over wrong and with a bold
                    sense of humor. But just as importantly, we
“We must offer      must offer a solution -- something that will
a solution -        inform people where to go and enable them
                    to do the right thing. To go from being
something that      entitled, to being enlightened. It’s not
will inform         enough to simply tell people what not to do;
                    we need to ask them to do something
people where to     different. For this, the simplest, most cost-
go and enable       effective solution is to create an immersive
them to do the      experience. This experience would offer not
                    only a list of the legal sites to download
right thing. To     and stream, but also: engaging answers to
go from being       questions, an open forum to exchange
entitled, to        thoughts and ideas, interactive games, plus
                    other shareable content. So the “platform”
being               would be cool, fun to navigate and not
enlightened.”       seemingly self-serving and dry. It should be
                    accessible through any device someone
                    wants to use.
GOALS   1. Inform people on what
        piracy actually is, or
        could be.

        2. Introduce them to, and
        immerse them in, the
        associated behaviors.
        3. Change their
        attitudes & behaviors
        such that they become
        anti-piracy advocates...
        For the long haul.
Think of this ‘platform’ as a grand
 social experiment that gives us purview
 into user behavior. Ideally, new
 audiences will emerge from our
 communication touch-points, and those
 created through the ‘earning’ of the
 media on offer.
Segmentation
opportunities abound:
fan types, niche
communities, captive
audiences, etc.

  Money that’s been left
  on the table for years
  will now be recaptured.
Let’s tap into online                                    movements.
                                                                    Movie aficionados have a decent digital literacy;
                                                                    they can share, and in some cases, remix content.
    MOVIE COMMUNITIES                                               Many them are aspiring filmmakers, so they also
                                                                    produce a fair amount of original content.

                                                                    Their opinions have a sweeping network effect - in
                                                                    fact, most movie reviewers defer to the forums
                                                                    where these folks are having lengthy exchanges.

                                                                    Subgroups, or “tribes”, are widely varied but also
                                                                    very interconnected. Most important, they are all
                                                                    affected by, or contributing to, pirated activities.

                                                                                       TRIBES:
                                                                                        GENRE
                                                                                     PARANORMAL
                                                                                     PRODUCTION
                                                                                       DESIGN
[source: eCairn Conversation - a unique social media mining tool;
        sample set: 400 interconnected influencer groups                                WRITER
           & several hundred thousand conversations]
They’re everywhere. And   active.
                           Music users also have a decent digital
                           literacy; they also can share, and in some
 MUSIC COMMUNITIES         cases, remix content. The main distinction
                           here is that they tend to use downloadable
                           music as a “badge”, a statement of identity.

                           Their opinions also have a sweeping network
                           effect - and a direct correlation to potential
                           sales. That said, the copycat rule applies:
                           they’re mostly only willing to pay once.

                                            TRIBES:
                                             GENRE
                                              INDY
                                          PRODUCTION
                                          COMPOSERS
                                         THIRD PARTIES
They’re ready to     play.   Gamers, as a whole, are by far the most
                             digitally literate. They pride themselves
                             on their knowledge, and are constantly
GAMING COMMUNITIES           trying to reinvent ways to hack systems
                             - consoles, apps, web platforms, etc.

                             Their opinions also have a sweeping
                             network effect specifically on the ways
                             games are conceived and developed.
                             Most important, they are very influential
                             in film and music communities.

                                         TRIBES:
                                         SOCIAL
                                        PERVASIVE
                                        ARG/LARP
                                      CONSOLE/ APP
                                         CASUAL
When
THE TRIGGERS:   designing the
                experience,
                always ask:
                What would a
                pirate do?
                What would a
                victim feel?
                Who are the
                victims? How
                does this
                affect
                businesses?
                Industry?
                Society? What
                are some of
                the gray areas
                in between?
THE INTENT:
The experience needs to stand for such common sense
that it becomes the outing of irrational, unclear,
unpopular thinking or behavior… across the board. We       We help create
help create this zeitgeist. Which means that anytime       this zeitgeist.
someone in the world does something worthy of the
phrase: “Just because you could, doesn’t mean you
                                                           Which means
should”… We bring light to our cause. This is a            that anytime
behavioral imperative. In order for this to become         someone does
possible, the platform needs to be worthy of being
adopted and shared. It needs to have utility value - in    something
other words, something that can be used with deep          worthy of the
cultural, social and commercial impact. Ultimately, the    phrase... We
message via the films/spots, needs to be propagated by
many of the same people who are guilty of this             bring to light
behavior. Ironically, by sharing the films/spots with      our cause. This
friends, they help spread the word. So it’s crucial that
we are engaging and funny. All experiences and
                                                           is a behavioral
communications would ultimately drive home this idea       imperative.
with one final simple, straight forward thought and call
to action: Internet theft is wrong. See movies the right
way.
Hitting the areas where (anti)piracy
affects us most...




PERVASIVE GAMING         IMMERSIVE MEDIA            SHAREABLE CONTENT
 simulates behavior       represents action          extends conversation
  addresses: a way to     addresses: a means to     addresses: an opportunity to
  engage with others       interact with a story      connect with new ideas

 satisfies: the need to    satisfies: the need for    satiates: the fear of isolation,
understand motivations      renewed context          jumping into the unknown

 inspires: achievement      inspires: interaction          inspires: loyalty
Think about what
this means in terms
of loyalty, reward
and recognition.
THE SOCIAL LEVERS:                                    [actions]

                        [sentiment]                      videos
 [behaviors]
                “I am going to share this because I
                                                         memes
   VIRALITY
                think it’s provocative and I am
                curious to see what others think
                about it.” (unintentional spread)
                                                         games
                “I am going to share this because I
  PROPAGATION   feel strongly about it & I want
                others to as well.” (intentional)        curation
                “I am aligning
                with this idea.”                         TV/IPTV
 BROADCAST IN    “I’m not sure,    BROADCAST OUT
                 but I will test
                 the waters.”                           rich media

  ACTIVATION    “I am going to invest in this idea by
                taking action (in the real world).”       apps
 [behaviors]            [sentiment]                      events
                                                      [actions]
STORY & MESSAGING EVOLUTION:
                                                 “JUST BECAUSE YOU
                                                COULD, DOESN’T MEAN
                                                    YOU SHOULD.”

        “I am a
        reformed
                                   telling my story
        pirate.”                                                    “I am an
                                 connecting w/ others               activist.”

                                   sharing solutions
              “Pirating
              takes away
 AWARENESS    from my own
              best interests.”
                                    ACTIVATION                       ACTION
                                  family is affected
       “Remixing                                                    “I am a
       is a great                 friends are asking                business
                                                                    leader.”
       and creative
       alternative.”             business is changing
                                            creating new stories
                                            editing new content
                                                  designing new product
The meta-story.   Digitally
                  interconnected.
The   measurement framework:
           “Return On Intention”
 BUSINESS DRIVERS            CONTENT DYNAMICS           EVOLVING METRICS
                                     P2P REVIEWS          INFLUENCER SCORES (NPS)
   INTELLIGENT CONSUMPTION    FRIEND RECOMMENDATIONS           SOCIAL VELOCITY
                                   CITIZEN ARTICLES          VIDEO/LINK SHARING
                              FRIEND MOVEMENTS/MOBS             LBS CHECK-INS
       CITIZEN ADVOCACY       SPECIAL INTEREST GROUPS    PASS-ALONGS/REDEMPTION
                                  CITIZEN REPORTING        NEWS MENTIONS/SEARCH
                                  3RD PARTY REVIEWS      REGISTRATIONS/OPEN RATES
        POLICYMAKING              ENGINEERING WIKIS      SEMINAR REGS/VIDEO VIEWS
                                      EDITORIALS        BLOG COMMENTS/FB UPDATES
                                   sCRM CHANNELS              REFERRAL OFFERS
   AUDIENCE ACQUISITION &
         RETENTION
                                VIRTUAL CALL CENTERS            DM SURVEYS
                                  REAL-TIME FORUMS      MENTIONS/ORGANIC SEARCH
                                DEVELOPMENT FORUMS           CITIZEN FB/G+ PAGES
      EMERGING MARKETS           HACKER INNOVATIONS              G+ HANGOUTS
                                    CITIZEN DEMOS              BRAND INQUIRIES
REMEMBER:


  Design to measure.
  (And measure for design.)
Piracy is a
mindset that
operates in a
continuum. How
will we leverage
technology, media
and culture to
adapt to shifts in
behavior? To take
complexity head
on?
THE PEOPLE:
CONTACT:

           Gunther Sonnenfeld
     Co-Founder & Managing Partner,
              @ThinkState
          (w) http://thinkstate.com
      [b] http://goonth.posterous.com
                 [t] @goonth
           gunther@thinkstate.com

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Paramount Studios Anti-Piracy Co-Op Initiative -- Strategic Document

  • 1. “Just because you could, doesn’t mean you should.” A NEW, IMMERSIVE ANTI-PIRACY INITIATIVE A PARAMOUNT CO-OP PROJECT Strategic Document 10.12.2011 CREATIVE LEAD: BILL BRUCE STRATEGIC LEAD: GUNTHER SONNENFELD PRODUCTION LEAD: STEFAN SONNENFELD
  • 3. You just participated in digital piracy.
  • 4. This document was illegally encrypted, and the software used to create it was illegally downloaded.
  • 5. Yeah, it’s that easy. It can happen to anyone.
  • 6. It’s ok. Keep reading. Just don’t share this material with anyone.
  • 7. Does that make you angry? It should.
  • 8. SO, WHAT THE F*#% IS DIGITAL PIRACY?
  • 9. In the simplest of terms, piracy is the act of obtaining materials without the proper rights of legal ownership. (Such as this photo.)
  • 10. It’s a pretty sophisticated $75B global business. Just ask these guys.
  • 11. Digital piracy is bigger than the drug trade in many cities (like Los Angeles), and is the biggest subsidy for terrorist activity in those areas.
  • 12. Unfortunately, for the movie industry, technology can only do so much. It boils down to simple Internet economics, really.
  • 13. THE BACKSTORY: Nearly 25% of all global internet traffic is dedicated to digital theft. The cost of global digital piracy is conservatively estimated at $75 billion. Faster broadband speeds, greater storage capacity and an abundance of illegal sites— which appear on search engines -- accept US credit cards, complete with advertising to masquerade as legitimate sites. These sites get over 50 billion visits annually. So it’s entirely possible some may not even know they are downloading illegally. Others know exactly what they are doing. For those who knowingly download illegal content, the psychology is one of entitlement. They’re not stealing. It’s all free anyway, or at least it should be. Beyond that, they are viewing something they wouldn’t go out and buy anyway. Then there’s the belief that Hollywood is full of objectively rich people who aren’t going to be hurt if Tom Peterson doesn’t give them his $15 for the latest Netflick. “Nearly 25% of all global Internet traffic is dedicated to digital theft. The psychology is one of entitlement.”
  • 14. The visionaries have spoken. But they don’t play in the spaces where pirates play. This is a social issue. A cultural edict.
  • 15. As evidence, not Actually, much has things have changed over the gotten a lot last several worse. years.
  • 16. ... And law enforcement is only one part of the solution.
  • 17. The first part of the problem: We’re not actually dealing with theft.
  • 18. The second part of the problem: Sharing has many faces.
  • 19.
  • 20. It Remember Napster? redefined the notion of the “copycat”.
  • 21. It also turned sharing into personalization. In a big way.
  • 22. the notions of It also challenged “legal” & “illegal”.
  • 23. The third part of the problem: is not nearly Advocacy enough.
  • 24.
  • 25. Piracy, downloading and sharing are and strongly attitudinal, ethically-driven. Source: Emerald Research
  • 26.
  • 28. “The important thing to remember is that there’s no such thing as copyright that has remained fixed and constant over the last 200 years.” - Lawrence Lessig, Harvard Law Professor
  • 29. COPYRIGHT IS AN ARTIFICIAL BOUNDARY BETWEEN CREATOR AND CONSUMER. [C.K. Prahalad at the 2008 World Economic Forum]
  • 30. To (re)boot, our views of media change when they go “digital”. APPLICATIONS MUSIC CONTENT VIDEO CONTENT Bent: utilities as community Bent: songs as social Bent: movies as a shared property currency story “Why should I share the “I only want one song off “I want to explore my own app, when I can’t share the of the album.” version of the story.” content?” “I want to show people “I’ve already seen the movie “Am I paying for access for how cool I am in what I in the theater, so why can’t free stuff, or am I paying listen to.” I keep a few clips?” for access to buy more stuff?” “I don’t really care about “The studios make a ton of the record companies, I money -- why can’t I share “I’m going to create my have a right to own my own this content, especially own app and allow my music library, on my own when I’m promoting it?” friends to access cool stuff terms.” for free.”
  • 31. Compounding the problem is the fact that digital literacy - especially among our youth - is trying to catch up with the rate of usage.
  • 32. Usage is also problematic for the industry in general because the most active users of “free” are those with the highest discretionary incomes.
  • 33. Profile of a digital pirate. Gunther Sonnenfeld 2011
  • 34. Pirates don’t have real profiles. They exhibit characteristics without a distinct social identity. The digital pirate is a chameleon. A hacker. An unknown. His rationale: Catch me if you can. Our rationale: Let’s be a part of the chase. And then make it our own.
  • 35. Piracy is a self- organizing movement. Arguably, one of innovation.
  • 36. (HOWEVER) “INNOVATION” CAN MEAN: HACKING PARTICIPATORY STORYTELLING MEME CREATION PRODUCT DEVELOPMENT APP DEVELOPMENT ENCODING APPROACHES POLICY CO-CREATION MOBILITY
  • 37. So, if ideas can’t always be owned... ... Then we’re solving an IP challenge. With our fan bases.
  • 38. In other words... We have a chance to remake digital history. How cool is that?
  • 39. Key insights: Piracy is presented as a false dichotomy between theft & copying; it’s actually about the desire for connection, not ownership. Once people connect, they’re compelled to co-create, share, mix, or remix. The remix culture is very real, and very active. This culture begs for structure - not so much of the legal or corporate sort, but towards social rules. Game dynamics. Anti-piracy, in and of itself, is an emerging market .
  • 40.
  • 41. Do what remixers do. Find something to remix.
  • 42. Cool examples of remixes...
  • 44. A remixing phenomenon that Warner Bros. supported to generate fan activity around the franchise, around the release of “The Dark Knight.” It became a viral meme that generated 10M downloads, and produced hundreds of remixes, even across other media franchises. Awareness around the movie and its licensed properties was unprecedented (even if some of the material was “lifted”... But you get the point).
  • 45.
  • 46. Lance Weiler’s “Pandemic 1.0”- Sundance 2011 [a phenomenal participatory storytelling, social experiment]
  • 47. [Tim Kring’s “Conspiracy For Good” - 500K+ downloads, 5K Best in class. dedicated participants, unlimited spread] This was a Nokia- supported initiative that had people becoming activists around a conspiracy to do good. It was by far the most successful mobile “marketing campaign” ever.
  • 49. Key components. STORY CONSPIRACY DISCOVERY DEADLINES ELITE MEMBERSHIP ACCREDITATION A HIGHER PURPOSE SOCIAL REWARD
  • 50. The best way to influence thinking and change future behavior is exactly the same: to not scold, wag a finger or talk down to THE POSITIONING: the remix set. Rather, it’s best to sway educate and connect with a confident sense of right over wrong and with a bold sense of humor. But just as importantly, we “We must offer must offer a solution -- something that will a solution - inform people where to go and enable them to do the right thing. To go from being something that entitled, to being enlightened. It’s not will inform enough to simply tell people what not to do; we need to ask them to do something people where to different. For this, the simplest, most cost- go and enable effective solution is to create an immersive them to do the experience. This experience would offer not only a list of the legal sites to download right thing. To and stream, but also: engaging answers to go from being questions, an open forum to exchange entitled, to thoughts and ideas, interactive games, plus other shareable content. So the “platform” being would be cool, fun to navigate and not enlightened.” seemingly self-serving and dry. It should be accessible through any device someone wants to use.
  • 51. GOALS 1. Inform people on what piracy actually is, or could be. 2. Introduce them to, and immerse them in, the associated behaviors. 3. Change their attitudes & behaviors such that they become anti-piracy advocates... For the long haul.
  • 52. Think of this ‘platform’ as a grand social experiment that gives us purview into user behavior. Ideally, new audiences will emerge from our communication touch-points, and those created through the ‘earning’ of the media on offer. Segmentation opportunities abound: fan types, niche communities, captive audiences, etc. Money that’s been left on the table for years will now be recaptured.
  • 53. Let’s tap into online movements. Movie aficionados have a decent digital literacy; they can share, and in some cases, remix content. MOVIE COMMUNITIES Many them are aspiring filmmakers, so they also produce a fair amount of original content. Their opinions have a sweeping network effect - in fact, most movie reviewers defer to the forums where these folks are having lengthy exchanges. Subgroups, or “tribes”, are widely varied but also very interconnected. Most important, they are all affected by, or contributing to, pirated activities. TRIBES: GENRE PARANORMAL PRODUCTION DESIGN [source: eCairn Conversation - a unique social media mining tool; sample set: 400 interconnected influencer groups WRITER & several hundred thousand conversations]
  • 54. They’re everywhere. And active. Music users also have a decent digital literacy; they also can share, and in some MUSIC COMMUNITIES cases, remix content. The main distinction here is that they tend to use downloadable music as a “badge”, a statement of identity. Their opinions also have a sweeping network effect - and a direct correlation to potential sales. That said, the copycat rule applies: they’re mostly only willing to pay once. TRIBES: GENRE INDY PRODUCTION COMPOSERS THIRD PARTIES
  • 55. They’re ready to play. Gamers, as a whole, are by far the most digitally literate. They pride themselves on their knowledge, and are constantly GAMING COMMUNITIES trying to reinvent ways to hack systems - consoles, apps, web platforms, etc. Their opinions also have a sweeping network effect specifically on the ways games are conceived and developed. Most important, they are very influential in film and music communities. TRIBES: SOCIAL PERVASIVE ARG/LARP CONSOLE/ APP CASUAL
  • 56. When THE TRIGGERS: designing the experience, always ask: What would a pirate do? What would a victim feel? Who are the victims? How does this affect businesses? Industry? Society? What are some of the gray areas in between?
  • 57. THE INTENT: The experience needs to stand for such common sense that it becomes the outing of irrational, unclear, unpopular thinking or behavior… across the board. We We help create help create this zeitgeist. Which means that anytime this zeitgeist. someone in the world does something worthy of the phrase: “Just because you could, doesn’t mean you Which means should”… We bring light to our cause. This is a that anytime behavioral imperative. In order for this to become someone does possible, the platform needs to be worthy of being adopted and shared. It needs to have utility value - in something other words, something that can be used with deep worthy of the cultural, social and commercial impact. Ultimately, the phrase... We message via the films/spots, needs to be propagated by many of the same people who are guilty of this bring to light behavior. Ironically, by sharing the films/spots with our cause. This friends, they help spread the word. So it’s crucial that we are engaging and funny. All experiences and is a behavioral communications would ultimately drive home this idea imperative. with one final simple, straight forward thought and call to action: Internet theft is wrong. See movies the right way.
  • 58. Hitting the areas where (anti)piracy affects us most... PERVASIVE GAMING IMMERSIVE MEDIA SHAREABLE CONTENT simulates behavior represents action extends conversation addresses: a way to addresses: a means to addresses: an opportunity to engage with others interact with a story connect with new ideas satisfies: the need to satisfies: the need for satiates: the fear of isolation, understand motivations renewed context jumping into the unknown inspires: achievement inspires: interaction inspires: loyalty
  • 59. Think about what this means in terms of loyalty, reward and recognition.
  • 60. THE SOCIAL LEVERS: [actions] [sentiment] videos [behaviors] “I am going to share this because I memes VIRALITY think it’s provocative and I am curious to see what others think about it.” (unintentional spread) games “I am going to share this because I PROPAGATION feel strongly about it & I want others to as well.” (intentional) curation “I am aligning with this idea.” TV/IPTV BROADCAST IN “I’m not sure, BROADCAST OUT but I will test the waters.” rich media ACTIVATION “I am going to invest in this idea by taking action (in the real world).” apps [behaviors] [sentiment] events [actions]
  • 61. STORY & MESSAGING EVOLUTION: “JUST BECAUSE YOU COULD, DOESN’T MEAN YOU SHOULD.” “I am a reformed telling my story pirate.” “I am an connecting w/ others activist.” sharing solutions “Pirating takes away AWARENESS from my own best interests.” ACTIVATION ACTION family is affected “Remixing “I am a is a great friends are asking business leader.” and creative alternative.” business is changing creating new stories editing new content designing new product
  • 62. The meta-story. Digitally interconnected.
  • 63. The measurement framework: “Return On Intention” BUSINESS DRIVERS CONTENT DYNAMICS EVOLVING METRICS P2P REVIEWS INFLUENCER SCORES (NPS) INTELLIGENT CONSUMPTION FRIEND RECOMMENDATIONS SOCIAL VELOCITY CITIZEN ARTICLES VIDEO/LINK SHARING FRIEND MOVEMENTS/MOBS LBS CHECK-INS CITIZEN ADVOCACY SPECIAL INTEREST GROUPS PASS-ALONGS/REDEMPTION CITIZEN REPORTING NEWS MENTIONS/SEARCH 3RD PARTY REVIEWS REGISTRATIONS/OPEN RATES POLICYMAKING ENGINEERING WIKIS SEMINAR REGS/VIDEO VIEWS EDITORIALS BLOG COMMENTS/FB UPDATES sCRM CHANNELS REFERRAL OFFERS AUDIENCE ACQUISITION & RETENTION VIRTUAL CALL CENTERS DM SURVEYS REAL-TIME FORUMS MENTIONS/ORGANIC SEARCH DEVELOPMENT FORUMS CITIZEN FB/G+ PAGES EMERGING MARKETS HACKER INNOVATIONS G+ HANGOUTS CITIZEN DEMOS BRAND INQUIRIES
  • 64. REMEMBER: Design to measure. (And measure for design.)
  • 65. Piracy is a mindset that operates in a continuum. How will we leverage technology, media and culture to adapt to shifts in behavior? To take complexity head on?
  • 67. CONTACT: Gunther Sonnenfeld Co-Founder & Managing Partner, @ThinkState (w) http://thinkstate.com [b] http://goonth.posterous.com [t] @goonth gunther@thinkstate.com