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Photo by Chad Nicholson
                      1
transmotion is the seamless
movement between the physical and
        the digital worlds




                                    2
Transmedia
Virtuality
Augmented reality
   Note: the three main components of transmotion are listed above
                                                                     3
Transmedia


             4
5
Note: entertainment stories told across different movies and other mediums such as games
                                                                                           6
Note: Faris Yakob (www.farisyakob.com) was one of the first to apply transmedia to brand communication
                                                                                                        7
television




                                                                                      retail


newspaper




                 radio
                                                                      web
                                           direct
                                          marketing




            Note: the old model where a single medium dominated and others followed
                                                                                               8
television




                                                           retail

newspaper




                                     idea




                                                               web
     radio



                                      direct
                                     marketing




        Note: a single idea applied across the different mediums
                                                                     9
each touchpoint still has to reach its
audience through communication clutter

several of these channels are struggling and
having to redefine their business model

the audience is no longer passively receiving
but has taken control of frequency & content

technology allows interaction between all
types of media in a way never seen before



                                                10
which led to the creation of




                               11
television




                                                                               retail

                 newspaper



                                                  person

                                                                   brand
                                        person                     community
                                                       person




                                                                                   web
                      radio




                                                      experience




                    Note: transmedia model delivers a number of related but different
communications via multiple channels and engages with the audience to assemble them into a single message
                                                                                                            12
the art of the heist video




             Note: the launch of the Audi A3 in North America is a prefect example of transmedia in practice
                                                                                                               13
Virtuality


             14
we have been preparing for virtuality for some time




                                                      15
Jean Baudrillard (1929 - 2007)




Note: Baudrillard gave us the concept of hyperreality where the object is effaced by its symbol
                                                                                                  16
17
our children brought
virtuality home
                       18
19
20
21
video clip of sony home virtual world




                                        22
23
14,000,000




800,000




           they came
           from september 2006 to june
           2008, the number of second life
           members grew from 800,000 to
           14,000,000

          Note: various statistics about Second Life
                                                       24
80,000




10,000




         they played
         from september 2006 to
         february 2009, the number of
         simultaneous second life users
         grew from 10,000 to 80,000

                                          25
35,000,000




15,000,000




             they paid
             in the space of 42 months the
             average value of transactions per
             month on second life went from
             $15m to nearly $35m

                                                 26
64,000




44,600




         they profited
         in february 2009 over 64,000
         people had a positive linden dollar
         flow, up from 44,600 in
         september 2007

                                               27
32 | 45
average age                                   % female



         Note: demographic of Second Life player
                                                         28
Note: brands that rushed in
                              29
30
what went wrong?




Note: many brands found their presence in Second Life devoid of avatars
                                                                          31
limited understanding + flawed
strategy + rushed implementation
is always going to end in tears




                                   32
33
34
35
of 26 million and counting




                             36
unique avatars and within games
                                  37
38
39
40
Note: deals with use of computer generated characters in films
                                                                41
42
Ray Winstone




               43
John Malkovich                    Anthony Hopkins                          Angelina Jolie




Note: observation that media started referring to actors as their computer generated characters
                                                                                                  44
source The Wall Street Journal




                                 45
virtual worlds are a
nascent technology
and may evolve with our children




                                   46
0                     1.5                   3.0                 4.5          6.0
webkinz                                                                                6.0

clubpenguin                                                                4.7

zwinky                                                             4.4

neopets                                                 3.6

imvu                                  2.4

barbiegirls               1.8

gaia               1.3

       0.6 habbo

       0.6
             redlightcenter
             kaneva
       0.6
         second life
   0.5


                              unique US visitors in Sept 07, in millions

                                                                                             47
48
look east...




               49
340
m i l l i o n
accounts


                50
Augmented reality


                    51
Augmented reality deals with the combination
 of real-world and computer-generated data,
where computer graphics objects are blended
          into real footage in real time.




                                               52
Augmented reality is the real-time delivery of
 digital information to enhance or enable a
     geographical / physical experience




                                                 53
54
55
56
57
58
59
video clip of wikitube




Note: video demonstration of a phone application that provides information about what it is pointed at
                                                                                                         60
61
62
user content



marketing information



geographic reality




                        63
64
65
Video of augment reality view of Mini Cooper




                                               66
Note: augmented reality campaign in South Africa for a bookstore
                                                                   67
two points to consider




                         68
your consumer is increasingly
straddling the virtual and real




                                  69
the physical and virtual must enhance
one another and not simply duplicate




                                        70
“One of the things our grandchildren will
           find quaintest about us is that we
    distinguish the digital from the real, the
 virtual from the real. In the future, that will
become literally impossible. The distinction
  between cyberspace and that which isn’t
  cyberspace is going to be unimaginable”

                                  William Gibson




                                                   71
Patrick Collings
patrick@sagacite.co.za
+27 (0)83 616 0967




                         72

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Constant Transmotion | Patrick Collings 2009

  • 1. Photo by Chad Nicholson 1
  • 2. transmotion is the seamless movement between the physical and the digital worlds 2
  • 3. Transmedia Virtuality Augmented reality Note: the three main components of transmotion are listed above 3
  • 5. 5
  • 6. Note: entertainment stories told across different movies and other mediums such as games 6
  • 7. Note: Faris Yakob (www.farisyakob.com) was one of the first to apply transmedia to brand communication 7
  • 8. television retail newspaper radio web direct marketing Note: the old model where a single medium dominated and others followed 8
  • 9. television retail newspaper idea web radio direct marketing Note: a single idea applied across the different mediums 9
  • 10. each touchpoint still has to reach its audience through communication clutter several of these channels are struggling and having to redefine their business model the audience is no longer passively receiving but has taken control of frequency & content technology allows interaction between all types of media in a way never seen before 10
  • 11. which led to the creation of 11
  • 12. television retail newspaper person brand person community person web radio experience Note: transmedia model delivers a number of related but different communications via multiple channels and engages with the audience to assemble them into a single message 12
  • 13. the art of the heist video Note: the launch of the Audi A3 in North America is a prefect example of transmedia in practice 13
  • 15. we have been preparing for virtuality for some time 15
  • 16. Jean Baudrillard (1929 - 2007) Note: Baudrillard gave us the concept of hyperreality where the object is effaced by its symbol 16
  • 17. 17
  • 19. 19
  • 20. 20
  • 21. 21
  • 22. video clip of sony home virtual world 22
  • 23. 23
  • 24. 14,000,000 800,000 they came from september 2006 to june 2008, the number of second life members grew from 800,000 to 14,000,000 Note: various statistics about Second Life 24
  • 25. 80,000 10,000 they played from september 2006 to february 2009, the number of simultaneous second life users grew from 10,000 to 80,000 25
  • 26. 35,000,000 15,000,000 they paid in the space of 42 months the average value of transactions per month on second life went from $15m to nearly $35m 26
  • 27. 64,000 44,600 they profited in february 2009 over 64,000 people had a positive linden dollar flow, up from 44,600 in september 2007 27
  • 28. 32 | 45 average age % female Note: demographic of Second Life player 28
  • 29. Note: brands that rushed in 29
  • 30. 30
  • 31. what went wrong? Note: many brands found their presence in Second Life devoid of avatars 31
  • 32. limited understanding + flawed strategy + rushed implementation is always going to end in tears 32
  • 33. 33
  • 34. 34
  • 35. 35
  • 36. of 26 million and counting 36
  • 37. unique avatars and within games 37
  • 38. 38
  • 39. 39
  • 40. 40
  • 41. Note: deals with use of computer generated characters in films 41
  • 42. 42
  • 44. John Malkovich Anthony Hopkins Angelina Jolie Note: observation that media started referring to actors as their computer generated characters 44
  • 45. source The Wall Street Journal 45
  • 46. virtual worlds are a nascent technology and may evolve with our children 46
  • 47. 0 1.5 3.0 4.5 6.0 webkinz 6.0 clubpenguin 4.7 zwinky 4.4 neopets 3.6 imvu 2.4 barbiegirls 1.8 gaia 1.3 0.6 habbo 0.6 redlightcenter kaneva 0.6 second life 0.5 unique US visitors in Sept 07, in millions 47
  • 48. 48
  • 50. 340 m i l l i o n accounts 50
  • 52. Augmented reality deals with the combination of real-world and computer-generated data, where computer graphics objects are blended into real footage in real time. 52
  • 53. Augmented reality is the real-time delivery of digital information to enhance or enable a geographical / physical experience 53
  • 54. 54
  • 55. 55
  • 56. 56
  • 57. 57
  • 58. 58
  • 59. 59
  • 60. video clip of wikitube Note: video demonstration of a phone application that provides information about what it is pointed at 60
  • 61. 61
  • 62. 62
  • 64. 64
  • 65. 65
  • 66. Video of augment reality view of Mini Cooper 66
  • 67. Note: augmented reality campaign in South Africa for a bookstore 67
  • 68. two points to consider 68
  • 69. your consumer is increasingly straddling the virtual and real 69
  • 70. the physical and virtual must enhance one another and not simply duplicate 70
  • 71. “One of the things our grandchildren will find quaintest about us is that we distinguish the digital from the real, the virtual from the real. In the future, that will become literally impossible. The distinction between cyberspace and that which isn’t cyberspace is going to be unimaginable” William Gibson 71