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    MEDIA & CONTENT42

    THE FUTURE OF STORYTELLING: PHASE 2 is one installment of Latitude 42s, an

    ongoing series of innovation studies which Latitude, an international research con-

    sultancy, publishes in the spirit of knowledge-sharing and opportunity discovery forboth established companies and emerging entrepreneurs.

    THE FUTURE OF STORYTELLING

    Summer 2013

    PHASE 2 OF 2

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    INTRODUCTION

    NEW PERSPECTIVES

    ON STORYTELLING

    At Latitude, we work with some o the oremost companies in media, technology, and advertising,

    helping them to grow their audiences through great storytelling. As the landscape evolves, weve been

    exploring possibilities or next-gen narrativesincluding how technology is enabling more immersive

    and interactive experiences with content and brands.

    From our work, we know that the desire or new content experiences isnt niche; its widespread and

    growing. It isnt something reserved just or antasy and science ction; it also applies to more unlike-ly genres like non-ction and advertising. With that in mind, our goal is to help content creators and

    brand storytellers understand new possibilities or cross-platorm and other tech-driven experiences,

    innovative character and storyline interactions, physical world integrations, and more.

    Teres still much to gure out, including how to overcome technology and content creation constraints,

    as well as the question o how best to measure a new breed o multi-platorm experiences. (Is it by num-

    ber o platorms used, desire or interactivity, the various ways these experiences impact our real lives,

    or something else?). We hope our work pushes us all a little closer toward answering these questions.

    THE FUTURE OF STORYTELLING

    PHASE 2 OF 2 2

    http://latd.com/clients-us/#clientshttp://latd.com/clients-us/#clients
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    OURQUESTIONS

    3

    1. What kinds o new story experiences and character

    relationships are people looking or?

    2. How big are the opportunities or storytellers,

    including those in non-fction and advertising?

    3. Are there specifc audience types or next-generation

    storytelling? How can we reach them?

    OURQUESTIONS

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    For Content Creators

    Level up on the character-audience relationshipAudiences want to get deeper inside the minds o characters; theywant to see things rom their perspectives and, in some cases, developpersonal relationships with them. Would chatting with a character onFacebook really be so dierent rom chatting with a real riend there?

    Push the limits o how, when, and where stories are toldAs characters become more 3-D, why shouldnt they live ull, 24/7lives? People are intrigued by the idea o real-time story-worlds whereevents keep unolding whether or not we happen to be tuning in.

    For Brands and Marketers

    Embrace new narrative techniques, once and or allAudiences agree that theres a big opportunity to make ads eel morelike content people would naturally choose to engage withby provid-ing back-story about a brand or product, visually immersive experi-ences, game elements, and so on. (See p. 8 or details.)

    Tink o the real world as another platormTese days, many o us carry around smartphones that not only worksynchronously with other devices, but are capable o interacing withreal objects and places. Maybe the denition o cross-platorm needsa makeover? (Retailers, this especially means you.)

    For All Storytellers

    Heed the second (and third) screens: heres howWhen it comes to secondary devices, some might think its all beendone beore. (We beg to dier.) op opportunities include interactingwith characters, earning rewards, accessing bonus content, and more.(See p. 9 or the ull list.)

    Recognize many audiences and many ways to engage

    While its easy to generalize about what audiences want, peopledesire vastly dierent things rom storiessuch as very passive vs.highly interactive experiences. (See p. 11 or more on audience types.)

    HIGHLIGHTS

    4

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    Phase 1 (Previous): Idea Generation

    In 2012, Latitude kicked o its Future o Story-telling initiative by interviewing pioneers in themedia space to discuss current challenges andinnovations within the industry.

    Next, we conducted an online survey amongst

    158 early adopters across the world to generatenew possibilities or interacting with stories. Par-ticipants were asked to play the role o producer,choosing a narrative (a book, movie, plot-drivenvideo game, etc.) that they know well, and re-inventing how audiences might experience thatstory. From these ideas, we developed the 4 Isof Storytellingramework to illustrate key dimen-sions o uture storytell ing experiences.

    Phase 2 (Current): Robust Quantication

    From 2012-2013, Latitude surveyed 1,107 smart-phone owners in Brazil, the United Kingdom,and the United States. Borrowing material gener-ated in Phase 1 (e.g., uture experience concepts,etc.), the survey aimed to quantiy trends, op-portunities, and key audience targets or secondscreen and transmedia storytelling across genresamongst a broader audience.*

    A segmentation analysis was conducted basedon respondents need states and uture desires,yielding 4 segments or audience archetypes:Seekers, Relaters, Realists, and Players. Explorearchetype data interactively at utureostorytell-ingproject.com.

    WE ASKED MORE THAN 1,200 PEOPLE ACROSS THE WORLD,

    HOW WOULD YOU LIKE TO EXPERIENCE STORIES IN THE FUTURE?

    THE FUTURE OF STORYTELLING

    PHASE 2 OF 2 5

    Whats Next?

    Understanding what audiences want today andanticipating what theyll want tomorrow is some-thing we at Latitude do everyday. Tis study isjust one chapter in our ongoing exploration othe uture o storytelling. o continue discover-ing with us, visit utureostor

    ytellingproject.comand subscribe to our newsletter.

    *Phase 2 ndings are not intended to be representative o thegeneral population. Phase 2 data is based on participants livingin Brazil, the United Kingdom, & the United States between theages o 15-59 (n=1107). All participants were smartphone own-ers with basic cable and/or pay V services (which could includestreaming rom the web) who watch at least 6 hours o V con-tent per week. At least 50% o participants rom the UK & USwere required to own a tablet.

    http://www.flickr.com/photos/37527143@N03/7789853600/in/set-72157626050850324http://www.flickr.com/photos/37527143@N03/7789853600/in/set-72157626050850324http://www.flickr.com/photos/37527143@N03/7789853600/in/set-72157626050850324http://www.flickr.com/photos/37527143@N03/7789853600/in/set-72157626050850324http://futureofstorytellingproject.com/http://futureofstorytellingproject.com/http://futureofstorytellingproject.com/http://futureofstorytellingproject.com/http://latd.com/clients-us/#maillisthttp://latd.com/clients-us/#maillisthttp://futureofstorytellingproject.com/http://futureofstorytellingproject.com/http://futureofstorytellingproject.com/http://www.flickr.com/photos/37527143@N03/7789853600/in/set-72157626050850324http://www.flickr.com/photos/37527143@N03/7789853600/in/set-72157626050850324
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    Character Connections are the Next Level o Social

    Weve all identied with characters specic challenges and

    aspirations, but weve done it mostly rom a distance; they

    havent sought our advice or explained a complex relationship

    weve always wondered about. Audiences want more personal

    and uid character encounters; 78% want to riend a char-

    acter digitally (e.g., receive Facebook updates, text messages,etc.), with the ability to sway the characters decisionsjust

    as with a real riend. Tat said, people also want these rela-

    tionships to aect their own lives, not just the charactersby

    cultivating an open mind, teaching them, or motivating them

    in other positive ways.

    Stories with a View: Seeing rom Greater (or More) Heights

    Enhanced perception is in demand; 87% crave the ability to

    see events through the eyes o a particular character or toswitch between dierent characters points-o-view. (Some

    even want to see the real world rom a characters perspec-

    tive.) How did people perceive Holden Cauleld? What would

    the Buddha think o Internet culture? People want the abil-

    ity to spectate reelywithout constraints like time or third

    person point-o-view. Not surprisingly, many want to see this

    applied to genres like drama and sci-, but non-ction also

    presents clear opportunities: reality (29% o all participants

    interested), history (27%), documentary (25%), sports (19%),

    travel (16%), news (15%) and even advertising (13%).

    INSIGHTCHARACTERS CAN BECOME

    OUR FRIENDS

    For Star rek, the user could choose to experience things romdierent crew members perspectives; they could explore planets with

    La Forges eyes and see many colors; they could look through Dataseyes, clicking on things around them to reveal inormation on specic

    subjects; they could see emotions as roi does, which Im sure would be

    interestingperhaps everyone would have an aura; and so on.Female, 15, Pembroke, MA, USA

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    INSIGHTSTORYLINE INNOVATION:

    REAL-TIME & REAL GOOD

    Play with New Possibilities, Like Paral lel Worlds

    odays always on, mobile culture provides more canvas or storytellers to work with; we can access

    content instantly, 24/7, so why shouldnt content access us in the same way? As characters become

    more real, its only natural that they should go on living their lives even when we arent actively tun-

    ing in. When signicant events happen, we might receive text messages rom characters or push alertsrom ofcial news sources. In act, 91% say narratives with a real-time story-world would motivate

    them to tune in more oten to ensure they werent missing anything.

    Do More Good in This World

    Tanks in part to mobile technology, stories can be designed such that actions taken within the story-

    world have a positive impact in the actual worldor individuals or or society. (urns out, running

    rom zombies does have health benets, and combating ctional, evil corporations can build real li-

    braries in Zambia.) Good news: 88% want stories to help them learn about and support worthy causes.

    THE FUTURE OF STORYTELLING

    PHASE 2 OF 2 7

    For those who enjoy mixing real and imaginary worlds and also enjoy exercise, an app could be

    developed that would tie the story to certain walking or running routes in dierent cities. As theperson runs, the smartphone uses GPS data to pinpoint where they are on the route and trigger audio

    cues that relate to the story, like: You need to deliver a message to the resistance camp located inCentral Park. A rebel will meet you at Bow Bridge by the lake. Male, 26, Sausalito, CA, USA

    https://www.zombiesrungame.com/https://www.zombiesrungame.com/http://www.conspiracyforgood.com/index.phphttp://www.conspiracyforgood.com/index.phphttp://www.conspiracyforgood.com/index.phphttp://www.conspiracyforgood.com/index.phphttps://www.zombiesrungame.com/https://www.zombiesrungame.com/
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    By Popular Demand: Innovative Advertising

    Audiences are ready and waiting or marketers to come up

    with something truly resh and inventive; 92% agree that

    theres a real opportunity or brands to borrow rom enter-

    tainment-based narratives, making ads eel more like a story

    or a game. When asked how ads with more creative elements

    (see chart opposite) might impact their opinions about a pro-

    moted brand or product, participants reported that theyd be:

    more aware o it (38%)

    more likely to talk with others about it (38%)

    more likely to make a purchase (36%)

    more likely to visit the brands website (36%)

    more likely to eel positively about the brand (34%)

    Stories Could Be One-Click Storeronts

    Brands have an opportunity to reach us through more seam-

    less integrations with the content were already hooked on.

    For example, 73% o people are interested in discovering real-

    world products or services at relevant points in a story. (Just

    click on that car or specs and pricing!) With real-time tech-

    nologies like Shazam or V, brands are already beginning to

    synch up the Buy now button with our avorite contentgiving an entirely new meaning to contextual relevance.

    INSIGHTTO BOLDLY GO:

    BRANDED CONTENT & BEYOND

    WHICH ELEMENTS SHOULDNEXT-GEN ADVERTISING INCLUDE?

    Id like to see more advertisements that...

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    TOP OPPORTUNITIES FOR

    SECOND SCREEN

    saturation

    % currently doing this

    demand

    %intereste

    dindoingmoreo

    fthis

    65%

    70%

    75%

    80%

    85%

    90% best new opportunitiesopportunities still remain

    15%20%25%30%35%40%45%50%55%

    GET FUN FACTS IN REAL-TIME

    MAKE A PURCHASE

    ACCESS BONUS CONTENTGET BACKSTORY

    VOTE TO DECIDE OUTCOME

    POST CONTENT TO SOCIAL MEDIA

    DISCUSS IN REAL-TIME

    BOOKMARK SCENES

    CHECK IN TO SHOW OR MOVIE

    EARN REWARDS

    INTERACT WITH CHARACTERS

    ENTER RELATED CONTEST

    PLAY RELATED GAMES

    DONATE OR GET INVOLVED

    SUBMIT IDEAS

    FOLLOW CHARACTERS

    SNEAK PEEKSGET SUMMARIES

    DISCOVER RELATED PRODUCTS

    KEEP WATCHING ON ANOTHER DEVICE

    CHECK LIVE SCORES OR UPDATES

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    Get Real

    For some time now, brands have been inserting themselves

    into story-worlds where it eels natural to do so. For ex-

    ample, souped-up Dodge Chargers and Darts have recently

    been sighted in Syys hybrid game/V show, Deance, to

    serve a role that wouldve otherwise been played by generic,

    unbranded vehicles. Now lets turn this idea on its head: bybringing the story out o the screen, incorporating actual en-

    vironments like retail stores and museumsand even real

    happenings like auto heists. Ninety-our percent eel that

    companies should treat the real world (e.g., places, people,

    or objects) as another platorm that can interact with content

    they view on other devices.

    Make Retail Part o the Story

    Real world integrations stand out as a particularly compel-

    ling opportunity or retailers (and consumer goods brands),

    as many already inhabit physical locations. Consider a Man-

    hattan retail store called SORY that changes its inventory

    every month to support a new theme or story (like color or

    love) and allows other brands to sponsor part o the conver-

    sation around this story with a physical presence in the store.

    SORY poses the question (and the answer): Why cant

    physical places like retail stores be part o the story?

    INSIGHTMULTI-PLATFORM NOW

    INCLUDES THE REAL WORLD

    For mystery or action narratives, itd be neat i you could use an appthat would import real world objects into the game. Say you have a

    suspect, and you need to run a background check right away. You need a

    laptop! Go to Best Buy, scan a laptops QR code, and boom!you have alaptop imported into your game. Male, 23, Madison, WI, USA

    10

    http://en.wikipedia.org/wiki/The_Art_of_the_Heisthttp://thisisstory.com/our-story/http://thisisstory.com/our-story/http://en.wikipedia.org/wiki/The_Art_of_the_Heist
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    WHO IS THE NEW AUDIENCE?WHAT DO THEY WANT?

    Impact

    Te story aects my actual lie, by inspiringme to discover more, make a purchase,better mysel, or take action in some way.

    IntegrationTe story plays out across platorms, orcan interace with the real world.

    InteractivityI can interact with characters, the storyline,or other ans.

    ImmersionI can go deeper into the story, by learning

    more about it or through heightenedsensory experiences.

    seekers relaters realists players

    Passivewant to go deeper

    into the story world

    Activewant to bring the storyout into the real world

    Based on a segmentation analysis o peoples motivations or engaging with stories and theirinterest in various second screen experiences, we uncovered our audience archetypes: Seek-ers, Relaters, Realists, and Players. Te graphic below maps the archetypes to Latitudes 4 Isof Storytelling. (Darker shades o red indicate greater interest in each I.)o explore audiencedata interactively or to discover your own archetype, visit utureostorytellingproject.com.

    Te 4 Is of Storytelling (above) is a ramework Latitudecreated by analyzing themes present in the uture storytellingconcepts generated by Phase 1 participants. It represents notonly a desire to delve deeper into stories, but also to bringstories out o the screenboth literally and gurativelytomingle with our actual lives.

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    An intensely extroverted coterie

    when it comes to content, Relaters

    want to discuss and share their avor-

    ite narratives with riends and am-

    ily, in-person and online. Naturally,

    social media plays a key role or this

    group both in discovering and stay-

    ing committed to content. Relaters

    arent just looking to bond with other

    people, though; they enjoy orming

    deep, emotional connections with

    characters, especially when these connections uplit or inspire them.

    Prole

    Gender: roughly equal split between men & women Age: typically under 35, including many teenagers Genres: comedy, drama, reality Second screen: smartphone Values: sharing, optimism, relating Is: interactivity (with others & the story), impact

    op Future Requests

    Interact with characters in a way thats not pre-scripted See things rom a particular characters perspective, or switch between di-

    erent characters perspectives See, hear, or touch the story-world (e.g., have an immersive sensory experi-ence via virtual reality, 3D eects, etc.)

    What Brands Should Know

    Generally value engaging with characters and socializing (especially via so-cial media)

    Preer relatable brands; they eel that what they buy plays a role in deningwho they are

    Enjoy humorous ads, as well as game-like and visually immersive ones Rely strongly on riend recommendations via social media and requently

    recommend to others this way ypically discover new content via V commercials/promos & riends

    SEEKERS RELATERSTis group is all about going deeper

    into the story, exploring dierent

    worlds, and learning new things

    making them voracious inormation

    seekers. Tey want more back-story,

    more bonus content, more sneak

    peeksmore, more, more. And they

    want it without distraction; Seekers

    are least likely to use a second screen

    (or any reason including looking

    up related content, emailing, shop-

    ping, texting, etc.) simultaneously while engaging with a story, but they

    do express interest in checking out related content at other times.

    Prole

    Gender: skews emale Age: more 35-59 year-olds Genres: drama, mystery & crime Second screens: computer, tablet Values: escape via mention stimulation, ocus, depth o experience Is: immersion

    op Future Requests

    Look up back-story about the characters, setting, or plot

    Explore or interact with the storys setting (e.g., explore a room or landscape,examine objects, etc.)

    Access more sneak peeks rom episodes or sequels

    What Brands Should Know

    Generally value learning and opportunities to go deeper into content More likely than other archetypes to pay attention to ads Appreciate humor and creativity in ads, as well ads eaturing deals Rely strongly on riend recommendations & quality o a brands reputation Oten recommend products & services to riends, but place much less em-

    phasis on socia l media relative to more traditional word-o-mouth methods ypically discover new content via V commercials/promos & riends

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    Tese super-engagers are into just

    about everythingrom ollowing

    their avorite characters witter

    accounts to becoming characters

    themselves. Tey crave interactivity,

    gravitating towards narratives with

    game elements and a spirit o adven-

    ture or competition. But why stop

    there? Players also want to take part

    in creating stories, such as by sub-

    mitting ideas to writers or producers

    or authoring their own narratives. Teyre avid multi-screeners and mo-

    bile devotees (particularly attached to their smartphones and most l ikely

    to own tablets)which may explain why theyre extra enthusiastic aboutpossibilities or integrating stories with the real, physical world.

    Prole

    Gender: skews slightly male Age: more 18-34 year-olds Genres: diverse tastes including sports, comedy, horror, advertising Second screens: smartphone & tablet Values: enjoyment, agency, collaboration & competition, personal success Is: immersion, interactivity (with others & the story), integration, impact

    op Future Requests

    Compete with other ans in a game scenario, or collaborate with them toactually write or produce a story

    Become a character Have real-world actions aect events within a story

    What Brands Should Know

    Desirable audience (e.g., tech-y, highly social, etc.) but can be hard to engage Least V-centric archetype; high level o comort with other devices Value brands with a high cool actor; interested in real world integrations

    Preer non-traditional ads (e.g., branded content, ability to help shape thestory, contests, game elements, immersive visuals, social media tie-ins, etc.)

    ypically discover new content via social media & online orums

    Te idea o integrating narratives

    into the real, physical world intrigues

    this down-to-earth crowd, especially

    i it leads to tangible or meaning-

    ul outcomes such as making a pur-

    chase, learning something new, or

    inuencing how a story ends (e.g.,

    by voting). Realists want stories that

    lead to personal growth, productivi-

    ty, and all-around better living. With

    eet rmly planted in the real world,

    they are more likely than other archetypes to gravitate towards non-c-

    tion narratives.

    Prole

    Gender: roughly equal split between men & women Age: more 35-59 year-olds Genres: documentaries, news, travel, advertising Second screen: computer Values: practicality, real-world relevance, sel-improvement Is: interactivity (with the story), integration, impact

    op Future Requests

    Bring narratives out o the screen, into the real world, by involving actual

    places, people, or objects Discover new products or services through stories Learn more about the way characters live (or lived) & any larger historical or

    societal happenings surrounding the story

    What Brands Should Know

    Generally goal-oriented (e.g., enjoy voting & contests, sel-betterment, etc.) Feel V is the anchor or social interactions & experiences on other devices;

    desire dierentiated experiences across platorms Actively recommend brands via socia l media & other word-o-mouth

    Open to innovative advertising; many approaches work well Preer ads that invite interest & dont try to persuade (e.g., branded content) ypically discover new content via ofcial V network sites & online ads

    REALISTS PLAYERS

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    It would be really interesting i a V show pitting two warringgroups against one another could have battles and, ultimately,

    the outcome o the galaxy could be infuenced by viewersbe itthrough games, real-lie quests, knowledge-based contests, and so

    on. I think sci- is a good t or this because reality is very arbitrarythere, and the rules can bend to accommodate interesting and com-pelling cross-media integrations. Male, 28, Cambridge, MA, USA

    I want technology to help me make sense o complex storiesbyproviding amily trees, characters maps, and biographies. My

    dream is that, when I encounter a character I dont remember well,I wont have to fip back hundreds o pages scanning or where

    theyve appeared previously. Instead, I click on his or her name,and get a summary o everything I should know at this stage o the

    story, with no risk o spoilers. Male, 28, London, UK

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    VISIT US AT FUTUREOFSTORYTELLINGPROJECT.COM

    VISIT US AT WWW.LATD.COMTHE FUTURE OF STORYTELLINGPHASE 2 OF 2 15

    Latitude is a ull-service, custom research consultancy. We help compa-nies at the oreront o media, advertising, and technology better under-stand and engage their audiences across the ollowing areas:

    Tought leadership & opportunity discovery Brand, marketing & social media strategy Content/programming strategy & testing Digital & mobile usability & UX design Advertising eectiveness & optimization

    Were not just number crunchers; were seasoned storytellers and mediaindustry veterans. Get to know us better by subscribing to our newsletter:http://latd.com/clients-us/#maillist

    We work with companies to develop and execute studies that uncovernew opportunities or growth, tied to emerging trends and user behav-iors. Our signature Tought Leader Oering is designed to meet mul-

    tiple stakeholders needs while increasing our clients industry standingthrough:

    Custom, multi-phased study designs that deliver on a range o goals Innovative qualitative-quantitative hybrid techniques Insight Reels or proessional, video-based reporting Other engaging visual outputs or industry presentations Press release creation & PR support

    o learn more, send an e-mail to [email protected].

    How We Work with Clients Latitudes Signature Tought Leader Oering

    THIS REPORT IS LICENSED UNDER CREATIVE COMMONS

    ATTRIBUTION-NONCOMMERCIAL-SHAREALIKE

    Latitude is an international research consultancy helping clients create

    engaging content, sotware and technology that harness the possibilities othe digital world.

    To learn more about working with Latitude, contact:

    Neela Sakaria / EVP/Managing Director / [email protected]

    For press inquiries, contact:

    Kim Gaskins / Director o Content Development / [email protected]

    Latitude Studios, a branch o Latitude Research, reimagines the way research

    is traditionally communicated through an emphasis on storytelling and highlyvisual, interactive ways o conveying knowledge and insights. We tell stories,

    rom the perspective o individuals and groups o people across the world,

    about how the Web can continue to change the way we live or the better.

    latd.com@latddotcom

    facebook.com/latituderesearch

    Study Leads:

    Kim Gaskins, Director o Content Development

    Neela Sakaria, EVP/Managing Director

    Supporting Team:

    Andy Wiltshire, Senior Analyst & Lead Strategist

    Kadley Gosselin, Content Manager & Designer

    Illustrations by 2Minds Studio and Gregory Hartman or Latitude

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