What will convince people to pay for online content? Why are mindless shows, movies and games so enjoyable? Do demographics matter anymore when it comes to assessing tastes? And how are media outlets adapting to the consumption habits of Gen Z?
Stuck to their smartphones and accustomed to watching what they want, when they want, broadcasters have struggled to adapt to Gen Z’s TV viewing habits. But Skam, a Norwegian teen drama, is demonstrating how ‘real-time’ episodes and social media integration can keep teens hooked on a show.
Video gaming has evolved from arcades to bedrooms to mobiles – and it’s now merging into the real world. Heads Up, which emerged from The Ellen DeGeneres Show, blurs the boundaries between screens and reality, letting people play a parlour game on their phone and share the results online.
Spotify – It's Been Weird: celebrating guilty pleasures
case study·
19 Jan 2017
Spotify boasts over 100 million users, who generate masses of data each day. For the ‘It’s Been Weird’ campaign, the streaming service has used this information to weave narratives around people’s listening habits, exposing their guilty pleasures and secret, themed playlists on billboards.
From playlists we hope no-one ever finds to the foods we only eat alone, everyone has at least one guilty pleasure. But does keeping quiet about one’s secret loves heighten the feel-good factor, or simply contribute to cultural snobbery? And how might brands rethink the use of guilt as an emotion?
From socialising on Snapchat to getting gourmet dishes delivered to your door to binge-watching the latest Netflix series, digital leisure is having a profound effect on the way Gen Yers spend their downtime. Is staying in really the new going out? And what will prise people from their sofas?
Jazz is back in a big way, with hip hop, electronic and pop fusions opening it up to young listeners with eclectic listening habits. How have streaming services and mainstream musicians contributed to this resurgence? And can this interest see jazz emerge as more than a niche genre?
Long regarded as fringe participants, women now represent a significant part of the gaming community, making up around half of players in the US and UK. With a whole new generation of girls ready to ‘press start’, how can this stereotypically male-focused industry be more female-friendly?
WeChat has introduced a feature that enables brands and publishers to set their own prices for content they produce, with interested users paying directly through the platform for access. In the age of ad-blocking, could this kind of paywall encourage people to pay for what they read and watch?