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Title: Concrete%20Entertainment%20


1
Concrete Entertainment EarthQuake Media
2
EarthQuake Media
  • Earthquake Media is a media buying and planning
    agency. We are smart, nimble and independent
  • Founded in 1999 EarthQuake Media specializes in
    interactive media research, strategy, planning,
    buying and analysis
  • Our team consists of experienced senior media
    people from large and small agency backgrounds
    and brands
  • Some of our clients include, HBO, Cinemax HD,
    The Princeton Review, Answers.com, College.com

3
EarthQuake Media/Concrete Select Clients
4
How We Differ From The Competition
  • EarthQuake provides comprehensive research,
    tracking and reporting of media through online
    research tools and software
  • We have the ability to target multiple audience
    segments, by knowing what they are doing on
    online and what sites they are spending their
    time with
  • We monitor online media trends and best practices
    to provide best-in-breed media planning, tactics,
    and opportunities
  • We ensure your brand is where it needs to be
    online in order to garner the greatest attention
    and results ongoing

5
Robert Davidman, CEO
  • Robert has a solid decade of integrated media
    experience with a strong focus on building and
    executing new media campaigns. Roberts areas of
    expertise include broadcast media, online media,
    corporate strategy development, and marketing
    planning and strategy.  At EarthQuake
    Robert works with a variety of clients including
    HBO, Cinemax, HDNet/Magnolia Pictures, and the
    Film Movement. 
  • Before joining EarthQuake, Robert was the
    Director of International Broadcast Services for
    Yahoo, where he developed and implemented the
    Internet broadcast business model in 24 countries
    outside the United States. At Yahoo, Robert
    served as a company evangelist for emerging
    media. As well, he counseled senior management at
    Yahoo on how to sustain the business long term in
    their local countries.

6
Jeff Giacchetti, Media Supervisor
  • Jeff develops fully integrated campaigns for
    HBO, Cinemax, Magnolia Pictures, and Film
    Movement. He works across Internet, TV, print,
    radio, sponsorship, out-of-home and wireless
    media.
  • Prior to joining EarthQuake, Jeff was a Senior
    Media Manager at VNU Business Marketing, within
    their Worldwide Sports Division. There he was
    involved in the business-to-business media
    marketing for clients such as Under Armour
    Athletic Apparel, Starter Apparel, and Woolrich
    Brands. Jeff earned a bachelors degree from
    Fordham University in New York.

7
Strategic Interactive Research
  • ?
  • Where Is Your Audience

8
We Can Find Them
  • Gamer sites (GameFAQs, IGN, UGO, GameSpy, etc.)
    rank highest in audience composition against
    Males 12-26, and high against Consumers 12-26
  • Social networks such as MySpace rank lower in
    composition against Males 1226, and about even
    against Consumers 12-26
  • Music Labels artists are often overexposed on
    certain social media sites (ex. MySpace), yet
    underserved on sites their key audiences are on
  • These facts create tremendous opportunities to
    efficiently speak to key demographic audiences in
    a less cluttered environment

There is very little record label advertising on
gamer sites, based on an advertiser review of
the top 5 sites
9
Gamers Music Consumption (M12-24)
  • A CRITICAL MASS OF YOUNG GUYS1
  • 10.9 MILLION UNIQUES
  • 2.2 MILLION GUYS 12-24 16 REACH
  • THEY ARE HEAVY MUSIC CONSUMERS ONLINE AND OFF2
  • 435 INDEX WATCHED MUSIC / MUSIC VIDEOS
    ONLINE IN THE PAST MONTH
  • 377 INDEX DOWNLOADED FILE FOR PORTABLE
    MEDIA (PODCAST) TO COMPUTER YESTERDAY
  • 377 INDEX PURCHASED RAP / HIP HOP MUSIC
    ANYWHERE IN THE PAST 6 MONTHS
  • 322 INDEX WATCHED STREAMING VIDEO ON
    COMPUTER YESTERDAY
  • 290 INDEX HEAVY SPENDING ON MUSIC ONLINE
    IN THE PAST 6 MONTHS
  • 283 INDEX PURCHASED ROCK MUSIC ANYWHERE IN
    THE PAST 6 MONTHS
  • 255 INDEX LISTENED TO STREAMING RADIO ON
    COMPUTER YESTERDAY

1NIELSEN//NETRATINGS, NETVIEW, JUNE 2006 2UGO
NETWORK OR UGO GAMES NETWORK, NIELSEN NETRATINGS
NETVIEW, FALL 2006 RELEASE
10
Gamer Site Publishers Response
  • Creating more robust music sections
  • Music Challenges and other interactive games
  • Bands on demand
  • Backstage concerts
  • Customized player skins
  • Artist Interviews

11
Social Media Benefits Selection
  • Social media sites play an important role in the
    online mix
  • High reach
  • Viral
  • Broad audience demographic range
  • Social site selection is crucial
  • Your online campaign may risk
  • Over-saturation Your messages will be lost
  • Media efficiency is compromised in a
    category-cluttered environment
  • ROI will be marginalized
  • Knowledge in planning and site monitoring can
    avoid waste
  • Uncovering emerging social media sites and
    opportunities
  • Similar audience comp/reach with less clutter
    than Myspace

12
Emerging Social Media Networks
  • Imbee.com
  • Social networking and blogging destination
    specifically designed for kids 8-14. Launched
    2006
  • Xanga.com
  • Social networking community of online diaries,
    journals and weblogs
  • 27 million users Consumers 18-24 represent 41.7
    of users
  • 3rd largest social networking site in U.S
  • Hi5.com
  • 8th most visited US social networking site
  • Launched 2003, currently has 50 million
    registered users
  • Youth oriented focus Consumers 13-24 account for
    43 of users
  • Bebo.com
  • Largest social networking site in UK
  • 22 million registered members target audience
    Consumers 16-35

Source Hitwise,2006
13
Emerging Social Media Networks
  • Classmates.com
  • 40 million adult members throughout US and
    Canada
  • Consumers 18-34 represent 23 of users Consumers
    35-54 represent 49 of users
  • TheMomNetwork
  • Mom-to-mom social network
  • W 35 account for 58.8 of users
  • Secondlife
  • 3-D virtual social network
  • Launched 2003
  • Currently inhabits 1,409,201 people from around
    the globe

Source Hitwise,2006
14
Second Life
  • The World
  • A 3-D virtual community entirely built and owned
    by its residents
  • The People
  • The Avatar is ones persona in this virtual world
  • The Marketplace
  • In-world currency used is the Linden dollar,
    which can be converted to US dollars at several
    online currency exchanges
  • Own land and build a virtual business
  • Create a music themed island
  • Build and run a virtual record store or record
    label
  • Stream music to be played at virtual bars, night
    clubs, or radio linden
  • Hold concert events
  • Second Life is the future right now, offering
    endless possibilities for artists.- Nick Rhodes,
    Duran Duran

15
Case Study HBO-Latino Sex and the City
  • Client HBO Latino
  • Media Used Internet
  • Objective
  • The goal was to engage Hispanic entertainment
    enthusiasts online to drive tune-in awareness for
    the final season of Sex and the City on HBO
    Latino.
  • The Challenge
  • The messaging had to be enticing and
    strategically targeted for relevancy. We needed
    high reach and high share of voice vehicles to
    drive as much traffic as possible within a
    two-week period. The online media also needed to
    be consistent with the look and feel of the
    traditional campaign strategy.
  • The Solution
  • We secured prominent media placements in
    relevant areas of select targeted properties to
    consolidate maximum share of voice on those
    properties. Rich media assets were used to tease
    the upcoming season. User polls were created to
    promote interaction with the target audience and
    facilitate viral activity.
  • The Results
  • During the course of a two week flight, over
    70,000 users interacted with the campaign, at an
    average CTR of 1.30. The campaign over
    delivered planned media by 119.

16
Demographic Groups
  • This presentation will explore internet
    activities for the following groups
  • Males 12-24
  • Consumers 12-24
  • Women 35

17
Males 12-24
  • In the US, there are 26.6 million Males aged
    12-24
  • 69 use the internet (this equals 18.4
    million)
  • M12-24 are actually two separate groups that act
    similarly but are still very different
  • M12-17 (12.65 million)- In Jr. and Sr. High
    School, part time workers
  • M18-24 (14.38 million)- In College, full time
    workers

Source Nielsen Source Mediamark Research
18
Males 12-24
  • Top Online activities include
  • 64 of M12-24 online use email
  • 53 of M12-24 online play online games
  • 33 of M12-24 online look up latest news/current
    events
  • 22 of M12-24 online make online purchases
  • 19 of M12-24 online visit chat rooms
  • 8 of the top 10 websites with the highest
    composition of Males18-24, have a gaming
    component to them
  • GameFaqs.com, has the highest composition of
    M18-24, 32.2
  • IGN.com has the second highest composition of
    M18-24, 28.4
  • UGO.com also very high composition of M18-24, 28
  • By Comparison
  • MySpace.com composition of M18-24 is only 14.4
  • PureVolume.com did not rank among M18-24 as
    reported by Nielsen

Source Mediamark Research
19
Consumers 12-24
  • Consumers 18-26 spend 48 hours per week with TV,
    print, radio and the web
  • Consumers 18-26 spend 28 of their media time
    with the internet
  • 87 of U.S. teens (12-17) are frequent internet
    users
  • 89 Send or read email
  • 84 Go to entertainment websites
  • 81 Play online games
  • 76 Go online to get news or information about
    current events
  • 75 Send or receive instant messages

Source Forrester Research Source Pew
Internet and American Life Project
20
Consumers 12-24
  • Consumers 12-24 have focused more of their
    attention to social media including social
    networking sites, blogs and podcasts.
  • Use of social media, blogs and social networking
    sites have doubled from 2005 to 2006
  • Facebook has the highest composition of adults
    18-24 (70.8 compostion)
  • Xanga has the fourth highest composition of
    Consumers 18-24, as well as having a younger user
    profile, and 20 of its users are teenagers
  • Teens 12-17 account for 11.9 of the MySpace
    audience

Source Forrester Source Comscore
21
Women 35
  • 80 Million Women 35 in the US (Nielsen)
  • 77 of women 35 are online
  • Of the Women 35 online
  • 88 Use email
  • 74 Look for health or medical related info
  • 49 Obtain latest news/current events
  • 46 Make a purchase for personal use
  • 30 Obtain financial information
  • 25 Play games online

Source Mediamark Research
22
Women 35
  • Women 35 are frequenting websites with health
    related components.
  • The top six websites with the highest composition
    of women 35 have large information seeking
    components
  • LHJ.com (Ladies Home Journal) has the highest
    composition of women 35, 80.9. This website
    has an in-depth health component
  • The Breast Cancer Site has the fourth highest
    women 35 composition, 78.1
  • 71.6 of MedicineNet.com are Women 35
  • Women 35 are buying beauty and style products
    online
  • AOL Beauty and Style has the six highest
    composition of women 35, 72.5
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