"experiential marketing: the tech-fueled future" by steve deitz, 900lbs of creative at the...
TRANSCRIPT
EXPERIENCES THAT DRIVE RESULTS.
“If you don’t have A.D.D. these daysyou’re not PAYING ATTENTION.
- Jason Silva
2001 = 12 SECONDS
Average attention span
2013 = 8 SECONDS!!!!
Average attention span of a GOLDFISH = 9 SECONDS
EXPERIENTIAL MARKETING
Deliberate branded encounters that engage consumers senses creating lasting impressions to drive brand awareness in a measurable way both in the physical and digital worlds. We sometimes refer to this as “phygital.”
”Targeting an audience” is
Experiential Marketing is about INCLUDING YOUR AUDIENCE!
NO LONGER your only goal.
IN 2012, research & consulting firm, Gartnerpredicted that by 2017,a company’s
ALLOCATING MORE MONEYchief marketing officer would be
to technology than its chief information officer.
Augmented Reality
VIRTUAL REALITY
VIRTUAL REALITY
Virtual reality is an artificial environment that suspends the user's belief and accepts it as a real environment. Oculus Rift enables the feeling of “presence” and being fully immersed.
Augmented Reality
INTERACTIVE INSTALLATIONS
INTERACTIVE INSTALLATIONS
A multi-faceted combination of different technologies to create a completely unique and custom brand experience.
Integration into PUBLIC’S DAILY LIFE
Clever use of a CAMERA and low end tech
SIMPLE and COST EFFECTIVE
Augmented Reality
AUGMENTED REALITY
AUGMENTED REALITYAn artificial environment viewed on a screen or other display, produced by overlaying computer generated images, sounds, or other data on a real-world environment.
NOMOPHOBIA?
NOMOPHOBIA
Is defined as the irrational fear of being without your mobile phone. The term is the abbreviation for “No-mobile-phone phobia”, which was coined during a 2010 study by the UK Post Office Commission. Whether we run out of battery or lose our phone, we all suffer from this anxiety of “not being connected” from time to time.
MAX DISTANCE
and their MOBILE PHONEis 3 FEET!
between average consumer
1 2 3
30% of Mobile Subscribers whohave Data Plans in Mature Markets
at least once a week, IN 2014.WILL USE AUGMENTED REALITY
95.35%2014AR Market in US $350M
2015Mobile AR to generate 1.4B downloads
2016AR Market worth $600B
SEMICO RESEARCH
JUNIPER RESEARCH
ABI RESEARCH
Is your currentAUGMENTED REALITY campaign
INTERACTIVE enough?
AUGMENTED REALITY
Augmented Reality
MOTION TRACKING
MOTION TRACKING
depth camera (Kinect, Leap, infrared)
content on backend media server
+
projectors or LED screen
+
=
SIMPLE yet powerful BRAND AWARENESS
MULTI-PURPOSE USE and easily updated content
Appeals to BROAD DEMOGRAPHIC
(The Strength To Withstand Anything)
HIGH VOLUME FOOT TRAFFIC AREA
Augmented Reality
PROJECTION MAPPING
WORD OF MOUTH
In a recent study, USC’s Marshall School of Business reports that the average person will consume 15.5 hours of media per day, by 2015. With the amount of media and marketing messages increasing so much, we must find new ways to reach and engage our target audiences. We’ll see more experiential marketing campaigns that create buzz.
Augmented Reality
ROI
Creative is
Meeting business objectives is the MAIN COURSE!
the APPETIZER
REINFORCING ROI & LONGEVITY
An experiential engagement delivers an ROI of at least 200% to over 65% of companies surveyed, while over 33% experience ROI as high as 300%.
80% of consumers say they prefer brands that "interact" with them over those that just “advertise."
The average person sees at least 3,000 advertisements per day.
FIX THIS!
Augmented Reality
ROR
RETURN ON RELATIONSHIPS
We connect the consumer and brand/product/service through a 1:1 multi-sensory engagement. In addition to producing immediate ROI, experiences deliver the long-term customer loyalty and sustainable revenue associated with ROR.
Special thanks to: Ben Grossman Fountainhead
Trigg-AR Pete Hutchings Book: Positioning Book: Contagious
FOR MORE INFO: 469-360-5928 [email protected] WWW.900LBS.COM
EXPERIENCES THAT DRIVE RESULTS.