THE SIGNAL: CULTURAL INSIGHT FROM DRUM - AN OVERVIEW OF VIRTUAL ENVIRONMENTS JUNE 2020
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
CONTEXT WHAT IS A VIRTUAL ENVIRONMENT? A virtual environment is any space where people engage with each other, and with content using avatars instead of directly. This report is going to explain how a new generation of people, who grew up as digital natives are fully embracing the virtual environments delivered by gaming (and beyond) as places to socialise, to consume content and to create content in volumes not seen before. It’s important to note that this isn’t just about gaming, certainly not in the traditional sense. This is a fundamental shift into a new way of engaging with culture. We believe this could be evidence of a similar sized change as the rise of radio in the 1920s, or the rise of TV in the 1950s. WHAT DO THEY LOOK LIKE? Some of the best known virtual environments are designed with creativity at the heart, none are a better example than Minecraft, a block building game made in 2011 by Swedish studio Mojang which now has 126 million active players globally. Within Minecraft people have made working computers, works of art and even the entire planet Earth mapped to scale. However as we shall see in this report, it’s also been used as a school, a concert venue and much more. Fortnite Battle Royale isn’t far behind with 78 million players. It started life as a FPS (first person shooter) that built a community around unlocking cosmetic updates and seasonal content. Since launch Fortnite’s map has been the venue for concerts as well as delivering long form content directly to players through it’s in-game cinema. Beyond this, there are MMOs like League of Legends or World of Warcraft on the more gamer side of things and then a number of pure-play virtual environments like Second Life (and clones) that exist purely as a social environment. Finally, it is important to note, although obvious, virtual environments do not need virtual reality hardware. While VR is delivering fully immersive 3d, 360 worlds, the hardware take up is still limited and as a barrier to entry is still proving too costly for most. The behaviour and desire for virtual environments clearly shows that audiences will make do with a £10 javascript game over a £4,000 VR rig and still have the same amount of fun, enjoyment and emotional experiences. 3
CONTEXT HISTORY: GAMES HAVE LEFT THE TEENAGE BEDROOM The last 30 years has seen gaming take a meteoric rise in both the cultural and commercial sense. Since the launch of the PlayStation in 1994, the concept of gaming being an activity that only existed in the bedrooms of teenage boys, has morphed into a multi-billion dollar industry (estimated at almost $200bn in 2022) with significant global cultural impact. As this change has happened, an entire generation has grown up comfortable with the virtual environments of videos games and arenas for sport, music, and more. For content consumption and for content creation, both of which have got highly impressive in both complexity and global reach. 2018-2022 GLOBAL GAMES MARKET: +9.0% $196.0Bn TOTAL MARKET CAGR 2018-2022 $178.2Bn $164.6Bn 19% $152.1Bn 20% 1% $138.7Bn 21% 1% 21% 2% 22% 2% 31% 3% 31% 31% MOBILE 32% MOBILE $95.4 $85.4 8% Bn 31% MOBILE 8% Bn MOBILE $76.7 MOBILE $68.5 8% Bn $62.2 9% Bn 9% Bn 41% 40% 38% 35% 36% 2018 2019 2020 2021 2022 Boxed/Downloaded PC Browser PC Console Tablet Smartphone Source: Newzoo Global Games Market Report 2019 4
CONTEXT COVID-19 SENT US ALL INTO VIRTUAL ENVIRONMENTS With Drake being the part owner of an eSports team and the success of Fortnite as a music venue (more coming later on this) 2020 was already gearing up to be a very big year for virtual environments. However as Covid-19 threw the world into lockdown, understanding and acceptance of virtual environments only grew, as did the creativity of those building for them. Twitch saw it’s YoY viewership double in April 2020, Steam has continually broken records for player volumes and Reddit.com/r/gaming has seen a 40% increase in post volume since the US and Europe went into lockdown. Animal crossing, a game that allows players to simply make friends with animal characters on an island is a perfect example of a virtual environment that has delivered the escapism so clearly needed by people across the globe, and sold 14 million copies, despite only being available on a single platform (Nintendo Switch). Google Trends data shows the size of the interest, with “Animal Crossing” being a more popular search term than “hand sanitiser” from the moment it was released – despite that release happening in the middle of a pandemic. WHO IS THE AUDIENCE?: 65% 35% AGE 16 to 24 41% 25 to 34 32% 55 to 64 3% 45 to 54 35 to 44 7% 17% Twitch’s audience shows that gaming isn’t a male dominated as it once was. As we saw with millennials, generational media habits are maintained as the generation ages, so while this audience is currently younger, we expect it to rise over time. 5
CULTURE WHAT ARE THE KEY AUDIENCE BEHAVIOURS BEHIND THIS? There are currently 2 main behaviours that we see within virtual environments beyond traditional gaming. As a social platform When all your friends are playing the same game, there is no need to switch from in-game voice chat to an external platform, as such, users will simply log in and socialise within the virtual space. Some games, such as Fortnite have created specific ‘battle free zones’ purpose built to hang-out with friends and listen to music - Fortnite is a gaming platform first but they recognised the need for a more disconnected space that whilst users came to game, the element they enjoyed was talking and meeting with others. Another excellent recent example in this space is Animal Crossing, which has seen people use the virtual environment within the game for everything from developer conferences to celebrating Ramandan and Passover. Fortnite’s Party Royale is a ‘battle free’ socialising zone in the game. Virtual goods as part of social status signaling The social side of virtual environments doesn’t end with simple interaction. As with the offline world, image and fashion are just as important. As part of the growing virtual fashion trend which has also been boosted by Covid-19 lockdowns, virtual fashion items are a regular part of virtual environments, with brands such as Gucci (creating their own tennis game), Marc Jacobs & Valentino (showcasing collections in Animal Crossing) and Louis Vuitton (creating in-game skins for League of Legends as well as sponsoring a tournament) all ahead of the curve. Louis Vuitton has created virtual fashion for League of Legends players exclusively in game. 7
CULTURE As a content consumption & creation platform While perhaps the most well known examples are the multi-million strong audience that attended Travis Scott and DJ Mashmellow’s concerts set in Fortnite (28 million and 10 million respectively), there are a lot more opportunities where people are using virtual environments to enjoy content that’s not gaming related. Sometimes in environments built specifically for content consumption. Taking Travis Scott as an example - the number of attendees who participated in the festival, the commerce it developed for in-game purchases, and its promotion of Travis Scott’s new single The Scotts ft. Kid Kudi which premiered in Fortnite all deliver direct economic and brand benefit. The Scotts entered the global Spotify chart at #1 with 7.45 millions streams, breaking Billie Eilish’s streaming record for single “No Time to Die” (7.167 million streams). From the large scale down to something that started significantly smaller “Animal Talking” is a user-made late night talk show created within Animal Crossing, with scenes mimicking the late-late show, the show is recorded and streamed on YouTube. Animal Talking is a lockdown-inspired late nite talk show made by users of Animal Crossing. Educational consumption Beyond entertainment, the value of virtual environments continues. Microsoft and Mojang who developed Minecraft have created MinecraftEdu which allows students to explore the Great Pyramids of Giza, understand basic electrical engineering principles and more, all in an imaginative, three-dimensional environment. Simulation games such as “Bird Simulator” or “Work at a Pizza Place” allow teachers to work with students on a new angle for explaining natural behaviour and work environments, where as the incredible “I Am A Man” allows students in 2020 to experience the civil rights movement first hand in VR in the events leading up to the assissination of Martin Luther King. “I am a Man” allows for educational content to be experienced first hand in a virtual space. 8
CONSIDERATION WHAT DOES THIS MEAN FOR CULTURAL CREATORS? MUSIC All areas of culture are being impacted by the rise of virtual environments. In music we’ve already discussed the one-off concerts that have been created inside games, however BlockbyBlockWest was an entire festival run last month out of a Minecraft server and included famous acts such as IDLES and Pussy Riot, with Charli XCX performing at a similar event recently. The interesting element with both of these examples (and others within the music space) is that artists are adding elements of the games where their content is being consumed to deliver a more engaging experience. For BlockbyBlockWest this meant that audiences could set off stage effects such as fireworks and lighting via completing in-game challenges. In a dubstep concert earlier this year, the audience had to fight and destroy an ‘end level boss’ in order to get an encore. Charli XCX performed within Minecraft, leading to the fun cultural crossover of Paris Hilton commenting on a Minecraft video. Film & TV From a Film & TV perspective, we’re at the very early days of seeing two key opportunities. Firstly machinima (cinema made using video games) is going into live streaming, Animal Talking is an excellent example of this, future programming is highly likely to exist completely inside a virtual environment. The second opportunity is direct delivery of existing content into virtual environments. Alongside trailers for Star Wars and Deadpool, the cinema inside Fortnite is now showing Quibi’s remake of Punk’d direct to audiences without any need for them to leave the game. One of the many content partnerships that EpicGames have done within Fortnite. 10
CONSIDERATION SPORT Sport in virtual environments is perhaps an entire document on its own with the rise of eSports (with global 2020 prize money higher than that of Tennis or Golf), however the virtual environment elements are perhaps still showing unfulfilled potential. Showing live sport inside games is possible, could the next World Cup be streamed into a virtual stadium? There’s certainly examples of virtual environments being built specifically for events, with the MayDay Event in Helsinki. Over 700,000 viewers tuned in to watch the concert stream live while another 150,000 created avatars to become active participants in the festival; a total of 10 million avatar interactions were recorded over the course of the performance. Using Meltwater’s statistics, the advertising value of the event was reported to be € 4.3 million. Finland’s MayDay event saw over 700,000 Fins enter a live virtual environment. SHOULD WE SEE THESE PLATFORMS AS PUBLISHERS? SOCIAL PLATFORMS? PROMOTERS? The future of gaming publishers is potentially across 3 different routes, with different publishers likely to approach things slightly differently. FIrstly, we should expect to see full integration into social platforms where you do not need to leave the game to share or create content for a social platform. The second possibility is that they will look into the creation of their own social platforms - acting as a direct competitor to both social media networks, content creators and publishers. Finally, it is likely that we will continue to see the trend of gaming companies being purchased by larger media entities such as Tencent, Bytedance, Disney, etc.Alternatively, social platforms may wish to begin building their own virtual environments, the early steps of which we have seen with the rise of social avatars across Snapchat and Facebook. 11
CONSIDERATION WHAT IS THE ROLE OF VIRTUAL ENVIRONMENTS IN COMMUNICATIONS? Virtual environments are an audience like any other, no different from a TV show with loyal fans or a music festival. However, they are usually very large scale global audiences. They can be used as a direct acquisition channel, or as a way to improve brand visibility or consideration. The challenge for marketers is firstly one of cultural understanding, and secondly one of message ownership. CULTURAL UNDERSTANDING- Virtual environments are usually spaces that audiences have been using way before they became commercial spaces. As a result, there will be visual and verbal language that brands will need to understand- from referencing the location names in Fortnite, to knowing the in-jokes and ‘meta’ of the community. It is important that branded involved is a part of the community, sharing in their enjoyment of the space, not attempting to co-opt it. MESSAGE OWNERSHIP- The biggest virtual platforms currently come from existing games publishers. As we have just discussed, these are publishers that are greedily eyeing the value seen in broader social networks. Like Facebook before them, they’ve created rented spaces for brands, that come with no guarantee of future welcome (eg. Facebook’s organic reach declined rapidly from 16% in 2012, to just 1.2% in 2018, with many brands having invested heavily into accumulating large audiences on their brand pages over the years). WHAT DOES THIS MEAN FOR CREATIVITY? For commercial creatives and for musicians, artists and filmmakers - you’re not limited to the ‘real world’ or ‘laws of physics’ any more. You can build your own world. No longer do we need to see existing assets, talent, location or sponsorship opportunities as limitations. Don’t think in the frame of “Can I create a virtual billboard here?” but rather “What would our branded planet look like?” Consider how your consumers use your product, what’s the virtual environment equivalent when the laws of physics can be changed? What’s the gamified version? Similarly, we know that music is being influenced by platforms like TikTok encouraging users to deliver a moment or ‘a drop’ as well as a dance. The same thing is likely to happen with virtual environments, with lyrical references and musical cues that can integrate into the virtual world. Ask yourself - what’s going to be the gif of the virtual space? WHAT DOES THIS MEAN FOR MEASUREMENT? Virtual environments are naturally measurable in a way that the real world never could be. Every user interaction can be monitored, measured and optimised for in real time. In addition, the data trail leads to stronger understanding of both brand and direct business metric movements. 12
CONSIDERATION WHAT DOES THE GLOBAL PARTNERSHIP LANDSCAPE LOOK LIKE? GAME PLATFORMS / GAME DEVELOPERS ENVIRONMENTS EVENTS / CONVENTIONS GAME PUBLISHERS MEDIA NETWORK VR/ AR / 5G 13
SUMMARY Virtual environments are likely to change the face of media in a similar way to the launch of TV, radio and social media. They show a shift in consumer expectations that as we have seen, impacts social interaction, content creation and cultural output across film, Tv, music, sports and beyond.As Gen Z ages, we’re likely to see significant growth in this areas, particularly as this is likely to come alongside the growth of VR and AR technology. The virtual environment audiences of 2020, however, don’t demand perfection or an expensive VR world, they’ll make do with low res graphics if the behavioural psychology beneath is right and this is key to success in the space. For brands such as yourselves, virtual environments provide an opportunity to engage with an audience directly via culture rather than interrupting them with pre-rolls or billboards while delivering the potential for entirely new revenue streams for both cultural creators and publishers. In the future, we are likely to see virtual environments interact heavily with digital publishers and distribution platforms such as TikTok,Facebook, etc. The question only remains what will this new relationship look like? Will we see the launch of ‘Planet TikTok’ or instead could it be Epic Games as a social network/content publisher? At the moment, the audience lead is clearly with social media platforms, but the momentum may be elsewhere. FINAL THOUGHTS FOR YOU: • Virtual environments provide a direct communication channel to new audiences, how can you deliver your message to them? • What is your partnership strategy in this space? Build or rent? • How would your brand’s sponsoship or talent strategy change in a virtual environment? • What opportunities exist for your product to go ‘virtual’? • What creative opportunities open up for your brand when you leave the laws of physics behind? Drum would welcome the chance to discuss this document and these questions with you in more detail as well as identifying current and future opportunities in this space. Please content Ben Bale, Creative Innovation Director, Drum. bbale@drum.co.uk 14
A BIT MORE ABOUT DRUM DRUM ARE PHD’S MULTI AWARD- As a result DRUM is one of the most awarded and successful UK creative and content divisions in the WINNING BRANDED CONTENT AND business, having been awarded Content Agency of the Year in 2018 & 2015. In the last two years we have won CREATIVE DIVISION THAT HELPS over 30 leading creative awards including amongst AMBITIOUS BRANDS CREATE THEIR others the ‘full set’ of Gold, Silver and Bronze awards at Cannes Lions. OWN CULTURAL SIGNALS; THINGS WITH REAL VALUE FOR PEOPLE THAT CUT THROUGH THE CLUTTER. Headquartered in London and with offices around the world, DRUM operates at the intersection of advertising and media, blending together powerful audience and data insights from the media world with the craft and creative rigour of advertising on its best day to produce content with cultural impact for brands. This means on any given day DRUM are making ads, developing original entertainment formats for brands, producing ongoing social work or partnering with media owners and talent OUR SERVICES SPAN THREE to create brand stories with editorial context. AREAS ACROSS CONTENT & Our network of over 150 thinkers, creators and makers MEDIA CREATIVITY: have a unique mix of talent and capabilities. We hire cultural mavens who soak up the world outside of the Strategic & Creative office and bring it into their work and who have diverse • Social/Brand/Content Strategy skills and backgrounds from the worlds of advertising, • F ull service Creative & Ideation (social, brands, TV, music, rights holders and sponsorship. We AV, print, DOOH, long-form) believe that this pays back to the agency and our clients • Brand format/Original IP Creation enabling us to create end-to-end data inspired creative solutions that go beyond the ’60 spot. C ommercial & Partnerships • Product Placement/IP Integration • Media and Talent Partnerships • Influencer management • Rights holder partnerships • Negotiation and contracting production & Delivery • Production & Delivery • Project management and delivery • Creative Production • Live production and show running • Design, Branding & Studio Services 15
You can also read