1 00:00:09,070 --> 00:00:10,169 Hello everybody. 2 00:00:10,182 --> 00:00:11,600 So, good to be here, 3 00:00:11,605 --> 00:00:15,492 and here at New World Stages, not on that side but on this side, 4 00:00:15,492 --> 00:00:16,757 which is very fun. 5 00:00:16,761 --> 00:00:18,845 I want to talk to you today 6 00:00:18,855 --> 00:00:23,744 about the end of the audience and the dawn of the player. 7 00:00:24,299 --> 00:00:27,778 Let me start by introducing you to your new customer, 8 00:00:27,806 --> 00:00:29,412 your next generation customer. 9 00:00:29,437 --> 00:00:32,008 This is your millennial audience, 10 00:00:32,025 --> 00:00:38,819 and they are at turns brilliant and also unbelievably annoying. 11 00:00:38,912 --> 00:00:42,642 It's like a really sort of shocking combination of things. 12 00:00:42,666 --> 00:00:45,261 But there's a reason why the millennials are this way. 13 00:00:45,304 --> 00:00:48,950 They didn't end up this way just kind of out of happenstance. 14 00:00:49,722 --> 00:00:51,746 They're super easily distracted. 15 00:00:51,746 --> 00:00:53,145 It's the world we live in, 16 00:00:53,157 --> 00:00:55,354 but millennials are very easily distracted. 17 00:00:55,366 --> 00:00:56,952 They've a device in their pocket, 18 00:00:56,963 --> 00:00:59,500 it's constantly buzzing, and its buzzing all the time, 19 00:00:59,512 --> 00:01:01,302 whether they're at work or at play. 20 00:01:01,321 --> 00:01:06,006 They also have conquered boredom, which is kind of amazing, right? 21 00:01:06,038 --> 00:01:10,119 There's no reason to be bored ever again, even if you're not a Grindr user. 22 00:01:10,430 --> 00:01:12,810 (Laughter) 23 00:01:13,458 --> 00:01:16,889 They are technologically literate and obsessed. 24 00:01:16,902 --> 00:01:18,969 By the age of five or six 25 00:01:18,984 --> 00:01:21,588 today's American kids have used more technology, 26 00:01:21,607 --> 00:01:24,494 and understand more about the Internet and tech, 27 00:01:24,512 --> 00:01:28,108 than most of us understood by the age of 30 in our generation. 28 00:01:28,112 --> 00:01:30,351 It's a shocking, shocking change. 29 00:01:30,364 --> 00:01:31,926 And because they grew up 30 00:01:31,937 --> 00:01:35,069 in an environment with very few limits and very little discipline, 31 00:01:35,081 --> 00:01:36,933 they love obsession. 32 00:01:36,942 --> 00:01:40,296 And "obsessed" is not just a word that entered our culture recently 33 00:01:40,306 --> 00:01:43,568 on kind of a drag queen's wing and a prayer, 34 00:01:43,580 --> 00:01:47,647 it's also something that legitimately is part of our view of the world. 35 00:01:47,655 --> 00:01:50,774 Now we don't have discipline, we have OCD. 36 00:01:50,804 --> 00:01:56,588 Their rise has given extra momentum in leverage to the nerdy anti-hero. 37 00:01:56,610 --> 00:01:59,024 We've always had nerdy anti-heroes, 38 00:01:59,051 --> 00:02:02,335 but today the hero is the nerdy anti-hero, 39 00:02:02,351 --> 00:02:06,032 and we can't get away from this idea in the constructive narrative. 40 00:02:06,046 --> 00:02:11,032 The reason for all of this, my friends, behind all this, is the power of games. 41 00:02:11,048 --> 00:02:13,756 Even for people who don't play games, 42 00:02:13,768 --> 00:02:15,656 the way games have influenced culture, 43 00:02:15,667 --> 00:02:18,336 the way they've changed the way we think about things, 44 00:02:18,348 --> 00:02:23,208 is the reason why we end up in this fun-frustrating place. 45 00:02:23,508 --> 00:02:26,153 You may ask yourself: Why are games so powerful? 46 00:02:26,162 --> 00:02:28,444 Why are they so influential, what do they do? 47 00:02:28,459 --> 00:02:31,676 Well, the core of it is some science called intrinsic reinforcement. 48 00:02:31,693 --> 00:02:33,010 And here's how it works. 49 00:02:33,019 --> 00:02:35,184 Anytime you challenge yourself to something, 50 00:02:35,186 --> 00:02:37,429 anything, no matter how big or how small, 51 00:02:37,430 --> 00:02:38,777 and you achieve that thing, 52 00:02:38,810 --> 00:02:42,678 your brain secretes a magical little bit of a neurotransmitter called dopamine. 53 00:02:42,685 --> 00:02:45,916 And dopamine is a very pleasurable experience. 54 00:02:45,960 --> 00:02:49,858 So,challenge, achievement, mm, that feels really good. 55 00:02:49,882 --> 00:02:54,553 Now, Ian Robertson, a neuropsychologist, has talked about yet another construct, 56 00:02:54,565 --> 00:02:56,675 which is called the winner effect. 57 00:02:56,713 --> 00:02:59,556 The more you do this: challenge - achieve - dopamine 58 00:02:59,586 --> 00:03:01,713 you also start secreting testosterone 59 00:03:01,732 --> 00:03:04,711 in connection with the challenge - achievement - dopamine loop. 60 00:03:04,716 --> 00:03:08,234 So, over time, challenge - achievement - dopamine plus testosterone 61 00:03:08,246 --> 00:03:10,942 affects the way your brain is structured. 62 00:03:10,953 --> 00:03:13,880 And the net of effect of that structural shift 63 00:03:13,891 --> 00:03:16,650 is that things that don't give you a constant rush 64 00:03:16,650 --> 00:03:18,626 of dopamine and testosterone 65 00:03:18,639 --> 00:03:21,366 don't feel particularly fun. 66 00:03:21,386 --> 00:03:25,490 So your orientation is towards the things that deliver that dopamine release: 67 00:03:25,503 --> 00:03:27,180 challenge - achievement. 68 00:03:27,196 --> 00:03:30,700 And so I posit we're at a unique inflection point today 69 00:03:30,722 --> 00:03:33,164 in which all of these things have come together 70 00:03:33,181 --> 00:03:36,246 to profoundly change the nature of the audience, 71 00:03:36,258 --> 00:03:39,890 and change the way that we interact with content of all kinds. 72 00:03:39,898 --> 00:03:41,951 Now, many people have come before you, 73 00:03:41,981 --> 00:03:45,360 especially for those who work in content or the creative industries, 74 00:03:45,384 --> 00:03:49,194 and have said, "I have the answer, everything you do is crap!" 75 00:03:49,210 --> 00:03:52,359 Right? The world's change, everyone's changed, everything's crap. 76 00:03:52,376 --> 00:03:54,874 I'm not going to position this that way at all. 77 00:03:54,906 --> 00:03:56,920 I'm going to tell you things are changing, 78 00:03:56,920 --> 00:03:58,763 some of us see it, some of us don't, 79 00:03:58,783 --> 00:04:01,139 some of us are millennials, some of us aren't. 80 00:04:01,148 --> 00:04:03,580 You may feel this intensely as I do or you may not. 81 00:04:03,609 --> 00:04:06,022 But I want to show you through a series of examples 82 00:04:06,027 --> 00:04:08,912 what people are doing, how other folks have responded to it, 83 00:04:08,919 --> 00:04:10,737 and what I believe the future is 84 00:04:10,756 --> 00:04:14,384 of this very, very august institution, live entertainment. 85 00:04:14,404 --> 00:04:18,339 Now, I also tell you that I think we can use the power of games 86 00:04:18,372 --> 00:04:21,531 to our advantage, to get where we want to go. 87 00:04:21,545 --> 00:04:24,850 And if we do that deliberately instead of letting this happen to us, 88 00:04:24,868 --> 00:04:27,049 but we take an active role in this, 89 00:04:27,070 --> 00:04:28,517 that's called gamification. 90 00:04:28,538 --> 00:04:30,497 And that's using the constructs of games 91 00:04:30,504 --> 00:04:32,509 to engage people and change their behavior. 92 00:04:32,516 --> 00:04:34,999 And we have the power to do this. It's very exciting. 93 00:04:35,011 --> 00:04:37,229 Now, what we need in order to make this happen 94 00:04:37,244 --> 00:04:40,754 are what are called the three F's: Feedback, Friends and Fun. 95 00:04:40,770 --> 00:04:43,252 Any system that has feedback, friends, and fun in it, 96 00:04:43,266 --> 00:04:44,681 is engaging and interesting. 97 00:04:44,689 --> 00:04:48,987 And the more of the three "F"s the system has, the more effective it is. 98 00:04:48,998 --> 00:04:50,627 Let's take a look at this 99 00:04:50,639 --> 00:04:54,556 through the prism of something that some of you probably consider fairly gross: 100 00:04:55,448 --> 00:04:59,615 The idea of taking pictures of everything you eat before you eat it. 101 00:04:59,618 --> 00:05:01,447 And if you're my friend on Facebook - 102 00:05:01,463 --> 00:05:04,713 and I highly encourage you to friend me on Facebook or Instagram - 103 00:05:04,731 --> 00:05:08,811 I promise to deluge you with an unbelievable number of food photos. 104 00:05:08,827 --> 00:05:11,588 You'll get to be right there with me as I eat everything. 105 00:05:11,601 --> 00:05:15,071 Okay, so some of you probably consider this really gross, right? 106 00:05:15,072 --> 00:05:18,745 Like, hey, stop taking pictures of the food! Eat the freaking food! 107 00:05:18,754 --> 00:05:21,663 Right, you're here with me, this is our experience together, 108 00:05:21,672 --> 00:05:24,485 why are you so concerned with taking pictures of your food? 109 00:05:24,490 --> 00:05:28,722 And some people have responded to this whole multitasking in public spaces 110 00:05:28,730 --> 00:05:33,173 which some of you might know is the don't-be-a-jerk game! 111 00:05:33,183 --> 00:05:35,328 And basically the way this game is played: 112 00:05:35,334 --> 00:05:39,695 Everyone puts their phones on the table like guns in the Old West, 113 00:05:39,737 --> 00:05:42,456 and the first person to reach for their phone 114 00:05:42,490 --> 00:05:44,857 has to pay for the dinner. 115 00:05:44,875 --> 00:05:46,404 Not a bad idea - 116 00:05:46,406 --> 00:05:49,708 I feel what kind of a crowd we are. Right? Okay, you love this! 117 00:05:49,730 --> 00:05:52,740 So, here's the thing though, here's the thing: 118 00:05:52,740 --> 00:05:57,070 As uncomfortable as all this sounds, as many of us like to deride this idea, 119 00:05:57,070 --> 00:05:59,435 we're missing the elemental concept here, 120 00:05:59,447 --> 00:06:03,388 which is that today for this gamer generation in the gamification world, 121 00:06:03,406 --> 00:06:06,579 the people at home are part of the experience. 122 00:06:06,593 --> 00:06:09,950 They're providing a lot of feedback on the live experience. 123 00:06:09,950 --> 00:06:12,333 They're clicking "Like", they're clicking "Hearts", 124 00:06:12,333 --> 00:06:13,480 they're commenting. 125 00:06:13,480 --> 00:06:16,252 They're providing that positive dopamine release, 126 00:06:16,269 --> 00:06:19,647 and sometimes they're more interesting than you are over dinner. Okay? 127 00:06:19,656 --> 00:06:24,253 It just depends: not you, okay, not you, but you! 128 00:06:24,282 --> 00:06:27,127 So sometimes they're providing more positive feedback, 129 00:06:27,137 --> 00:06:29,068 and so they are part of that experience. 130 00:06:29,071 --> 00:06:31,038 And all that is really cute, right? Like: 131 00:06:31,047 --> 00:06:33,097 "Ha-ha, Jimmy won't talk to me over dinner." 132 00:06:33,102 --> 00:06:35,117 What are the real business effects of this? 133 00:06:35,128 --> 00:06:36,475 And let me tell you a story. 134 00:06:36,487 --> 00:06:39,348 One of the largest automakers - I was working on a project - 135 00:06:39,362 --> 00:06:40,907 said to me we've a problem: 136 00:06:40,923 --> 00:06:43,078 "Teenagers don't drive the way they used to. 137 00:06:43,094 --> 00:06:44,589 They don't want to anymore." 138 00:06:44,593 --> 00:06:45,903 I said, "What's it about?" 139 00:06:45,913 --> 00:06:48,262 They said, "The research classic millennial stuff. 140 00:06:48,272 --> 00:06:49,667 Their care's the environment. 141 00:06:49,672 --> 00:06:52,267 They don't want to drive a car or spend money on a car, 142 00:06:52,286 --> 00:06:53,735 But the number one reason 143 00:06:53,750 --> 00:06:57,210 why driving rates have fallen off a cliff among American teenagers 144 00:06:57,210 --> 00:07:00,500 is because they're getting the message about not texting and driving. 145 00:07:00,500 --> 00:07:02,165 so they're choosing not to drive." 146 00:07:02,196 --> 00:07:04,290 (Laughter) (Applause) 147 00:07:04,449 --> 00:07:05,477 Okay? 148 00:07:05,900 --> 00:07:07,509 Now, It's true! 149 00:07:07,523 --> 00:07:10,491 Now, if I had told you, if you had come to me five years ago, 150 00:07:10,522 --> 00:07:13,375 and you'd said, "Gabe, Instagram would kill the car." 151 00:07:13,384 --> 00:07:16,480 I'd laugh you out of the room. I'd say, "How's that possible?" 152 00:07:16,491 --> 00:07:18,224 But let me explain this to you. 153 00:07:18,245 --> 00:07:20,451 With this generation, with our world today, 154 00:07:20,470 --> 00:07:22,334 with this positive reinforcement loop 155 00:07:22,340 --> 00:07:25,032 produced by that dopamine - challenge - achievement, 156 00:07:25,039 --> 00:07:27,039 everything is on the table. 157 00:07:27,710 --> 00:07:30,418 It doesn't matter how ingrained the behavior is, 158 00:07:30,435 --> 00:07:34,015 it doesn't matter how culturally significant the behavior is, 159 00:07:34,038 --> 00:07:36,386 people will follow their bliss. 160 00:07:36,411 --> 00:07:39,820 They will go where the most positive reinforcement is, 161 00:07:39,820 --> 00:07:41,789 and that threatens to upend 162 00:07:41,797 --> 00:07:44,990 everything and anything we know about people's behavior, 163 00:07:44,990 --> 00:07:46,707 nothing is sacrosanct. 164 00:07:46,890 --> 00:07:48,925 And for people who work in an industry 165 00:07:48,939 --> 00:07:52,263 based on a very long-term view of content creation, 166 00:07:52,272 --> 00:07:53,467 it might be meaningful. 167 00:07:53,490 --> 00:07:54,793 Now consider: 168 00:07:54,820 --> 00:07:59,010 How does the live performance industry respond to social media? 169 00:07:59,023 --> 00:08:03,113 It's kick the person out of the room, attack them, 170 00:08:03,140 --> 00:08:05,366 grab them with the bouncer, make fun of them. 171 00:08:05,379 --> 00:08:07,158 No way, you can't use social media, 172 00:08:07,165 --> 00:08:09,742 while you're in the middle of watching a performance. 173 00:08:09,751 --> 00:08:12,803 And I think this sets up one of our classic kind of conflicts 174 00:08:12,803 --> 00:08:14,541 with this generation. 175 00:08:14,554 --> 00:08:17,814 You know that in the United States four-fifths of the population 176 00:08:17,834 --> 00:08:20,376 watched broadcast entertainment, like a TV show, 177 00:08:20,404 --> 00:08:24,110 with the second or third screen open in the last 30 days. 178 00:08:24,110 --> 00:08:28,298 We can't even sit through 22 minutes of television without going crazy 179 00:08:28,308 --> 00:08:31,488 because we are so bored. Right? 180 00:08:31,503 --> 00:08:36,333 How are they supposed to sit through two hours of not interacting? 181 00:08:36,363 --> 00:08:39,929 So, one option is, instead of fighting this trend, 182 00:08:39,929 --> 00:08:44,251 let's turn and use it in kind of a positive way to our advantage. 183 00:08:44,256 --> 00:08:47,427 So this is a project that I worked on, I designed, called Livecube. 184 00:08:47,435 --> 00:08:51,266 It takes the social media to live event, and makes it into a positive experience. 185 00:08:51,279 --> 00:08:52,526 So it focuses it. 186 00:08:52,555 --> 00:08:55,506 It uses game concept to get people to compete with each other, 187 00:08:55,515 --> 00:08:59,049 to create great social media moments, to promote the event that's going on, 188 00:08:59,053 --> 00:09:00,149 and so on. 189 00:09:00,155 --> 00:09:02,411 And has been very successful, very effective - 190 00:09:02,454 --> 00:09:05,928 instead of fighting with it, roll with it, and leverage that power 191 00:09:05,945 --> 00:09:09,653 to do other things, to do great things, and extend the experience. 192 00:09:09,660 --> 00:09:13,056 And here's another of the conflicts we often see with live performance. 193 00:09:13,082 --> 00:09:16,243 We assume that because the millennial generation, 194 00:09:16,250 --> 00:09:19,309 because this next consumer likes to be the center of the action 195 00:09:19,329 --> 00:09:22,181 - remember in games you're always the center of the story - 196 00:09:22,189 --> 00:09:25,399 many content creators believe that what this audience really want 197 00:09:25,409 --> 00:09:27,247 is to write their own story. 198 00:09:27,253 --> 00:09:29,393 They want to come and decide the outcome. 199 00:09:29,404 --> 00:09:31,002 And sometimes that's true, right? 200 00:09:31,006 --> 00:09:34,004 We've got voting in reality television. 201 00:09:34,019 --> 00:09:37,198 But in practice they want you to give them the entertainment. 202 00:09:37,228 --> 00:09:39,007 They want to be part of that though, 203 00:09:39,019 --> 00:09:41,028 they'd like to be more viscerally involved. 204 00:09:41,060 --> 00:09:43,845 So you've got highly successful immersive entertainment. 205 00:09:43,857 --> 00:09:45,554 There's no surprise 206 00:09:45,571 --> 00:09:49,742 about why really immersive entertainment at this moment is so popular. 207 00:09:49,759 --> 00:09:50,879 It really works. 208 00:09:50,879 --> 00:09:52,766 It allows me to be part of the story, 209 00:09:52,770 --> 00:09:56,615 but you're still writing great story that principally carries us through. 210 00:09:56,651 --> 00:09:58,401 So, if you can't do that, 211 00:09:58,420 --> 00:10:01,673 how could you use technology to allow the user, the player, 212 00:10:01,690 --> 00:10:03,268 to be in the center of the story? 213 00:10:03,298 --> 00:10:06,150 And I think Domino's tells us a great case study on this. 214 00:10:06,150 --> 00:10:08,880 So, Domino's built this app called Domino's Pizza Hero. 215 00:10:08,880 --> 00:10:12,210 And in it you play a pizzaiolo, someone who makes pizzas. Okay? 216 00:10:12,224 --> 00:10:14,785 So, they teach you in the app how to knead the dough, 217 00:10:14,791 --> 00:10:17,463 roll the dough up, like Luigi, and put some sauce on it, 218 00:10:17,475 --> 00:10:19,220 and cheese and vegetables. 219 00:10:19,233 --> 00:10:20,282 And flick your finger, 220 00:10:20,302 --> 00:10:22,303 it's instantly baked at your local Domino's 221 00:10:22,320 --> 00:10:24,018 and delivered right to your door 222 00:10:24,033 --> 00:10:25,081 from inside the game. 223 00:10:25,081 --> 00:10:26,976 And if you're especially good at it, 224 00:10:26,989 --> 00:10:29,258 Domino's will invite you to apply for a job 225 00:10:29,273 --> 00:10:30,372 (Laughter) 226 00:10:30,384 --> 00:10:31,481 from inside the game! 227 00:10:33,430 --> 00:10:38,383 Now, ha-ha-ha, but this company needs to recruit 30,000 people a year - 228 00:10:38,389 --> 00:10:42,726 and by the way they make a $1M a week in incremental revenue from this game. 229 00:10:42,746 --> 00:10:46,558 This game replaces the soaring inspirational video 230 00:10:46,579 --> 00:10:49,919 on how Domino's uses only the freshest ingredients to make your pizza, 231 00:10:49,927 --> 00:10:51,611 and watch this guy make your pizza, 232 00:10:51,614 --> 00:10:54,548 and everyone is well paid and happy in white. Uhm! 233 00:10:56,463 --> 00:10:59,381 Now, it's an interactive experience, it's visceral, 234 00:10:59,385 --> 00:11:03,428 and this is an important part of the difference in storytelling. 235 00:11:03,473 --> 00:11:05,740 Many storytelling opportunities in the theater 236 00:11:05,751 --> 00:11:09,412 are about where the boundary ends between the audience and the performance, 237 00:11:09,423 --> 00:11:12,637 where the performance ends and the rest of people's lives begin. 238 00:11:12,667 --> 00:11:16,459 And with new technology we don't have to end the story when the story ends. 239 00:11:16,474 --> 00:11:19,470 We've got new - I'm not saying you should all get Google Glass, 240 00:11:19,483 --> 00:11:20,521 but just as an idea. 241 00:11:20,524 --> 00:11:23,174 Some of you may have seen this amazing Google Glass game 242 00:11:23,186 --> 00:11:24,596 called "Zombies, Run!" 243 00:11:24,596 --> 00:11:27,970 And the idea is to get you to run by chasing you with zombies. 244 00:11:28,202 --> 00:11:29,618 (Laughter) 245 00:11:30,050 --> 00:11:33,992 But you can extend your stories and your storytelling in much the same way, 246 00:11:33,996 --> 00:11:35,951 whether it's with Google Glass or not, 247 00:11:35,958 --> 00:11:38,810 it allows you to connect with people in a different place. 248 00:11:38,810 --> 00:11:42,639 And this is another piece of the core value proposition in the millennials, 249 00:11:42,639 --> 00:11:46,980 which is that the idea of personal achievement is critical, it's primary. 250 00:11:46,980 --> 00:11:50,519 How I feel about the things that I do is very important, 251 00:11:50,519 --> 00:11:52,431 and I want to know I'm making progress, 252 00:11:52,441 --> 00:11:55,579 and I want your product or service, your idea, your content, 253 00:11:55,579 --> 00:11:59,710 to be part of my story of progression and mastery in my life. 254 00:11:59,730 --> 00:12:01,485 And this is core to gamification. 255 00:12:01,506 --> 00:12:04,244 So apps like Nike Plus have been hugely successful. 256 00:12:04,274 --> 00:12:06,573 They are effectively loyalty programs. 257 00:12:06,590 --> 00:12:08,376 This is like a loyalty program. 258 00:12:08,379 --> 00:12:12,050 But it leverages my own personal drive to be better and do better, 259 00:12:12,065 --> 00:12:16,689 and allows you to extend your content beyond where it is. 260 00:12:16,689 --> 00:12:19,870 And this extension, this consumptive extension, is very important, 261 00:12:19,870 --> 00:12:23,199 because the millennials are also on the leading edge 262 00:12:23,203 --> 00:12:25,230 of this concept of binge consumption 263 00:12:25,230 --> 00:12:29,342 made famous by the Portlandia "Battlestar Galactica" episode. Right? 264 00:12:29,378 --> 00:12:32,984 So binge consumption is the idea that I should be able to decide 265 00:12:32,996 --> 00:12:34,714 how much I want to consume as well. 266 00:12:34,726 --> 00:12:37,424 I don't only want to consume the nuggets you've given me, 267 00:12:37,429 --> 00:12:39,433 if I'm really into the thing you're making, 268 00:12:39,442 --> 00:12:41,817 I want to consume as much of it as I possibly can. 269 00:12:41,823 --> 00:12:44,891 And I want to consume it to the exclusion of other things. 270 00:12:44,924 --> 00:12:48,551 So there's an opportunity to extend the concepts that you make 271 00:12:48,610 --> 00:12:50,839 even if you don't have the resources, 272 00:12:50,848 --> 00:12:52,969 even if the content that you're creating 273 00:12:52,989 --> 00:12:56,409 doesn't fit neatly into a binge consumption model. Right? 274 00:12:56,431 --> 00:13:00,386 There's an opportunity using technology in gamification to extend what you create 275 00:13:00,415 --> 00:13:03,540 and to come into people's lives in a different way. 276 00:13:03,540 --> 00:13:05,537 And one of my favorite examples of this 277 00:13:05,553 --> 00:13:10,213 that also leverages an important concept in gamification is Tabasco Nation. 278 00:13:10,282 --> 00:13:12,282 And that concept is tribalism. 279 00:13:12,312 --> 00:13:14,746 Because above everything else we've talked about, 280 00:13:14,769 --> 00:13:16,426 millennials care about connecting, 281 00:13:16,444 --> 00:13:19,304 they care about finding and being together with their tribe. 282 00:13:19,318 --> 00:13:21,612 So Tabasco Nation want a way of extending 283 00:13:21,620 --> 00:13:23,721 the concept of their hot sauce into the world 284 00:13:23,737 --> 00:13:27,231 and drive behavior among people who like hot sauce to the media assertion 285 00:13:27,251 --> 00:13:29,699 that if you like spicy food, you're part of a tribe. 286 00:13:29,702 --> 00:13:33,213 Every drop of hot sauce that you use is a point that you earn. 287 00:13:33,217 --> 00:13:37,023 The crazier things you do with hot sauce, the more points you earn: 288 00:13:37,061 --> 00:13:40,909 like putting it on a piece of cake, take it to the top of the Eiffel Tower, 289 00:13:40,913 --> 00:13:43,502 you know, put some in your teacher's drink. 290 00:13:43,511 --> 00:13:44,579 It's cool. 291 00:13:44,580 --> 00:13:46,547 The more you do, the more points you earn. 292 00:13:46,550 --> 00:13:48,741 the more cool experiences they unlock for you. 293 00:13:48,748 --> 00:13:51,574 But the core value, and it's a very successful campaign, 294 00:13:51,586 --> 00:13:53,919 the core value is that you're part of a tribe. 295 00:13:53,930 --> 00:13:57,620 Just like you may be a part of a tribe if you really like Sondheim musicals. 296 00:13:57,624 --> 00:13:58,647 You probably are! 297 00:13:58,647 --> 00:13:59,714 (Laughter) 298 00:13:59,714 --> 00:14:03,644 And here's the sort of coup de grĂ¢ce for all of us, you guys. 299 00:14:03,648 --> 00:14:05,013 Everything I've talked about 300 00:14:05,017 --> 00:14:07,780 I put through the framework of this millennial generation, 301 00:14:07,794 --> 00:14:08,869 the next generation, 302 00:14:08,875 --> 00:14:11,287 but, in fact, everything that the millennials want, 303 00:14:11,302 --> 00:14:13,740 be the center of the story, consume more content, 304 00:14:13,754 --> 00:14:15,828 feel they're making progress, 305 00:14:15,834 --> 00:14:18,080 understand how your thing fits into their world 306 00:14:18,084 --> 00:14:19,760 and be viscerally connected to it, 307 00:14:19,760 --> 00:14:21,999 that's stuff that people of all ages want. 308 00:14:21,999 --> 00:14:24,364 You don't have to be 24 to want those things. 309 00:14:24,367 --> 00:14:26,100 It just so happens, if you're 24, 310 00:14:26,110 --> 00:14:29,878 because you played a bunch of games, you expect those things. 311 00:14:29,898 --> 00:14:32,959 But it's also true that if you're 45, you still want challenging, 312 00:14:32,964 --> 00:14:34,717 you still want the content you want, 313 00:14:34,720 --> 00:14:38,435 you still want to feel connected to the story and be able to do more. 314 00:14:38,448 --> 00:14:39,802 It shouldn't surprise you, 315 00:14:39,827 --> 00:14:43,790 the single biggest game playing demographic in the world is women over 40. 316 00:14:43,790 --> 00:14:45,213 It's true. 317 00:14:45,235 --> 00:14:46,631 If you text my mom right now, 318 00:14:46,640 --> 00:14:49,231 and you're like: "Hey Gabe's mom, what are you doing?" 319 00:14:49,242 --> 00:14:50,792 She'd be, like, "Candy Crush." 320 00:14:50,816 --> 00:14:52,234 (Laughter) 321 00:14:52,431 --> 00:14:55,072 Okay? That's this demographic! 322 00:14:55,083 --> 00:14:56,998 So, if you're not concerned 323 00:14:57,003 --> 00:15:01,115 [about] the future of the live media consumption industry, 324 00:15:01,129 --> 00:15:03,005 you've got twenty years to go, 325 00:15:03,005 --> 00:15:04,921 let me be the one to tell you don't. 326 00:15:04,935 --> 00:15:07,670 So, in closing, I just want to say, 327 00:15:07,681 --> 00:15:10,459 I feel like we are at this important inflection point. 328 00:15:10,489 --> 00:15:12,955 We're at a moment in time in live performance, 329 00:15:12,961 --> 00:15:14,659 in the creation of content. 330 00:15:14,677 --> 00:15:16,889 We've been doing the same thing the same way 331 00:15:16,889 --> 00:15:19,585 for literally thousands of years, more or less. 332 00:15:19,607 --> 00:15:22,005 And as many the other speakers have told you today, 333 00:15:22,009 --> 00:15:24,942 lots of technological advances are happening on the periphery. 334 00:15:24,951 --> 00:15:28,587 We can use lots of different techniques, incorporate lots of different ideas, 335 00:15:28,590 --> 00:15:31,487 to make live performance and our connection with the audience 336 00:15:31,490 --> 00:15:32,865 deeper and more meaningful. 337 00:15:32,869 --> 00:15:36,860 Along the way though, we're going to need to adapt our entire concepts 338 00:15:36,860 --> 00:15:41,079 to think about things using the new and improved brains 339 00:15:41,079 --> 00:15:42,523 of the next generation. 340 00:15:42,533 --> 00:15:45,999 And gamification is the platform we'll use to make that happen. 341 00:15:46,008 --> 00:15:47,137 Thank you. 342 00:15:47,137 --> 00:15:49,137 (Applause)