Consumers are increasingly programming their own entertainment and content experiences.
Sentiment: POSITIVE
Consumers are freeing up an enormous amount of time that they were spending with stereotypical old media, and clearly, that time is going primarily two places: videogames and online.
Entertainment works by withholding content with the purpose of increasing its value. And, when you think about it, those two are just vastly different approaches, but they can be bridged.
As we've come along, we've educated our audience, getting them to understand that brands do not compromise entertainment. For us, they enhance it. They enable it.
The model of getting the consumer to come to you is old, and the new model is how can you get to the consumer on their terms, in ways they want to engage in. How people are choosing to interface with content is very different. You've got to marry different platforms.
Consumers deserve the opportunity to watch their program of choice.
Consumers now have a voice. And the fact that consumers can be creators, producers and distributors means they can push back against brands to punish them for their socially irresponsible behavior or reward them for their responsible behavior.
Consumers want products that tell stories, have magic, and inspire.
The obvious objective of video games is to entertain people by surprising them with new experiences.
As more delivery systems for entertainment producers come on board, you have all these different formats where people are compensated.
Content is power in today's world, and if you can own that content, create it and make interaction more of an experience than a transaction, you create a different kind of loyalty.
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