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MostContagious2012.pdf - Contagious Magazine

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augMented Media /<br />

layering content<br />

and utility<br />

That’s being led by a change in people’s mobile behaviour and<br />

how they interact with traditional media. Smartphone penetration<br />

tipped over 50% in the US this year, and tablets are set to outsell<br />

PCs next year, Microsoft’s VP web services Antoine Leblond<br />

told attendees at the TechEd conference in Amsterdam in June.<br />

Nielsen reported in April that 86% of US tablet owners and 84%<br />

of smartphone owners used a second screen at least once over a<br />

30-day period while watching TV, with as many as 45% doing so<br />

on a daily basis.<br />

In last year’s Most <strong>Contagious</strong> we looked at how audio recognition<br />

technology Shazam was moving from being just a music<br />

recognition service to being a trigger for TV content. Since then<br />

it’s bloomed: the app counts 250 million users and is growing at<br />

two million a week, with a staggering 54% trying to use the app to<br />

identify shows they’re watching, according to Shazam. That growth<br />

didn’t go unnoticed by broadcasters and brands; 160 channels in<br />

the US now make their content ‘Shazamable’, serving up trivia, info<br />

and links, as did almost half the advertisers at this year’s Super<br />

Bowl.<br />

TV wasn’t the only winner, though. Print evolved from a static<br />

medium to an interactive and changeable platform – a gateway to<br />

play games, watch entertainment content and buy products direct.<br />

Coca-Cola / Coke Polar Bowl<br />

More than 110 million fans tuned into the 2012 Super Bowl, and<br />

an estimated 60% watched the big game while using a second<br />

screen such as a mobile phone, or PC. To maximise its media<br />

investment, Coke, with Wieden+Kennedy, Portland, created a<br />

campaign that extended its presence beyond a standard TV spot,<br />

merging two-screen viewing with social media.<br />

Two TV spots aired during the game containing content specific<br />

to whichever team was in the lead. The ads, along with Facebook<br />

and outdoor messages, drove users to www.cokepolarbowl.com<br />

where two animated Coca-Cola polar bears reacted in real time<br />

to events happening during the game and the ad breaks, including<br />

placing their hands on their hearts during a patriotic Chrysler commercial<br />

and even leaving their seats during a Pepsi spot.<br />

The user experience was enhanced on social channels too: the<br />

bears took over Coke’s Twitter account and interacted directly with<br />

fans, answering questions and sharing pictures. Sharable highlights<br />

of the bears’ antics were uploaded to YouTube and Facebook,<br />

and the brand also streamed the bears’ reactions live via a<br />

Facebook app.<br />

Extending dwell times well beyond the TV spots, nine million consumers<br />

engaged with the bears for an average of 28 minutes and<br />

Twitter followers grew by 38% during a four-hour period. <strong>Contagious</strong><br />

issue 30.<br />

www.cokepolarbowl.com<br />

MOVEMENTs purpose sErVicE data technology design social biz sharing amplified screens augmented retail personalise new loyalty payment sbpf

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