WEBVTT 00:00:09.070 --> 00:00:10.169 Hello everybody. 00:00:10.182 --> 00:00:11.600 So, good to be here, 00:00:11.605 --> 00:00:15.492 and here at New World Stages, not on that side but on this side, 00:00:15.492 --> 00:00:16.757 which is very fun. 00:00:16.761 --> 00:00:18.845 I want to talk to you today 00:00:18.855 --> 00:00:23.744 about the end of the audience and the dawn of the player. 00:00:24.299 --> 00:00:27.778 Let me start by introducing you to your new customer, 00:00:27.806 --> 00:00:29.412 your next generation customer. 00:00:29.437 --> 00:00:32.008 This is your millennial audience, 00:00:32.025 --> 00:00:38.819 and they are at turns brilliant and also unbelievably annoying. 00:00:38.912 --> 00:00:42.642 It's like a really sort of shocking combination of things. 00:00:42.666 --> 00:00:45.261 But there's a reason why the millennials are this way. 00:00:45.304 --> 00:00:48.950 They didn't end up this way just kind of out of happenstance. 00:00:49.722 --> 00:00:51.746 They're super easily distracted. 00:00:51.746 --> 00:00:53.145 It's the world we live in, 00:00:53.157 --> 00:00:55.354 but millennials are very easily distracted. 00:00:55.366 --> 00:00:56.952 They've a device in their pocket, 00:00:56.963 --> 00:00:59.500 it's constantly buzzing, and its buzzing all the time, 00:00:59.512 --> 00:01:01.302 whether they're at work or at play. 00:01:01.321 --> 00:01:06.006 They also have conquered boredom, which is kind of amazing, right? 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. 00:01:10.430 --> 00:01:12.810 (Laughter) 00:01:13.458 --> 00:01:16.889 They are technologically literate and obsessed. 00:01:16.902 --> 00:01:18.969 By the age of five or six 00:01:18.984 --> 00:01:21.588 today's American kids have used more technology, 00:01:21.607 --> 00:01:24.494 and understand more about the Internet and tech, 00:01:24.512 --> 00:01:28.108 than most of us understood by the age of 30 in our generation. 00:01:28.112 --> 00:01:30.351 It's a shocking, shocking change. 00:01:30.364 --> 00:01:31.926 And because they grew up 00:01:31.937 --> 00:01:35.069 in an environment with very few limits and very little discipline, 00:01:35.081 --> 00:01:36.933 they love obsession. 00:01:36.942 --> 00:01:40.296 And "obsessed" is not just a word that entered our culture recently 00:01:40.306 --> 00:01:43.568 on kind of a drag queen's wing and a prayer, 00:01:43.580 --> 00:01:47.647 it's also something that legitimately is part of our view of the world. 00:01:47.655 --> 00:01:50.774 Now we don't have discipline, we have OCD. 00:01:50.804 --> 00:01:56.588 Their rise has given extra momentum in leverage to the nerdy anti-hero. 00:01:56.610 --> 00:01:59.024 We've always had nerdy anti-heroes, 00:01:59.051 --> 00:02:02.335 but today the hero is the nerdy anti-hero, 00:02:02.351 --> 00:02:06.032 and we can't get away from this idea in the constructive narrative. 00:02:06.046 --> 00:02:11.032 The reason for all of this, my friends, behind all this, is the power of games. 00:02:11.048 --> 00:02:13.756 Even for people who don't play games, 00:02:13.768 --> 00:02:15.656 the way games have influenced culture, 00:02:15.667 --> 00:02:18.336 the way they've changed the way we think about things, 00:02:18.348 --> 00:02:23.208 is the reason why we end up in this fun-frustrating place. 00:02:23.508 --> 00:02:26.153 You may ask yourself: Why are games so powerful? 00:02:26.162 --> 00:02:28.444 Why are they so influential, what do they do? 00:02:28.459 --> 00:02:31.676 Well, the core of it is some science called intrinsic reinforcement. 00:02:31.693 --> 00:02:33.010 And here's how it works. 00:02:33.019 --> 00:02:35.184 Anytime you challenge yourself to something, 00:02:35.186 --> 00:02:37.429 anything, no matter how big or how small, 00:02:37.430 --> 00:02:38.777 and you achieve that thing, 00:02:38.810 --> 00:02:42.678 your brain secretes a magical little bit of a neurotransmitter called dopamine. 00:02:42.685 --> 00:02:45.916 And dopamine is a very pleasurable experience. 00:02:45.960 --> 00:02:49.858 So,challenge, achievement, mm, that feels really good. 00:02:49.882 --> 00:02:54.553 Now, Ian Robertson, a neuropsychologist, has talked about yet another construct, 00:02:54.565 --> 00:02:56.675 which is called the winner effect. 00:02:56.713 --> 00:02:59.556 The more you do this: challenge - achieve - dopamine 00:02:59.586 --> 00:03:01.713 you also start secreting testosterone 00:03:01.732 --> 00:03:04.711 in connection with the challenge - achievement - dopamine loop. 00:03:04.716 --> 00:03:08.234 So, over time, challenge - achievement - dopamine plus testosterone 00:03:08.246 --> 00:03:10.942 affects the way your brain is structured. 00:03:10.953 --> 00:03:13.880 And the net of effect of that structural shift 00:03:13.891 --> 00:03:16.650 is that things that don't give you a constant rush 00:03:16.650 --> 00:03:18.626 of dopamine and testosterone 00:03:18.639 --> 00:03:21.366 don't feel particularly fun. 00:03:21.386 --> 00:03:25.490 So your orientation is towards the things that deliver that dopamine release: 00:03:25.503 --> 00:03:27.180 challenge - achievement. 00:03:27.196 --> 00:03:30.700 And so I posit we're at a unique inflection point today 00:03:30.722 --> 00:03:33.164 in which all of these things have come together 00:03:33.181 --> 00:03:36.246 to profoundly change the nature of the audience, 00:03:36.258 --> 00:03:39.890 and change the way that we interact with content of all kinds. 00:03:39.898 --> 00:03:41.951 Now, many people have come before you, 00:03:41.981 --> 00:03:45.360 especially for those who work in content or the creative industries, 00:03:45.384 --> 00:03:49.194 and have said, "I have the answer, everything you do is crap!" 00:03:49.210 --> 00:03:52.359 Right? The world's change, everyone's changed, everything's crap. 00:03:52.376 --> 00:03:54.874 I'm not going to position this that way at all. 00:03:54.906 --> 00:03:56.920 I'm going to tell you things are changing, 00:03:56.920 --> 00:03:58.763 some of us see it, some of us don't, 00:03:58.783 --> 00:04:01.139 some of us are millennials, some of us aren't. 00:04:01.148 --> 00:04:03.580 You may feel this intensely as I do or you may not. 00:04:03.609 --> 00:04:06.022 But I want to show you through a series of examples 00:04:06.027 --> 00:04:08.912 what people are doing, how other folks have responded to it, 00:04:08.919 --> 00:04:10.737 and what I believe the future is 00:04:10.756 --> 00:04:14.384 of this very, very august institution, live entertainment. 00:04:14.404 --> 00:04:18.339 Now, I also tell you that I think we can use the power of games 00:04:18.372 --> 00:04:21.531 to our advantage, to get where we want to go. 00:04:21.545 --> 00:04:24.850 And if we do that deliberately instead of letting this happen to us, 00:04:24.868 --> 00:04:27.049 but we take an active role in this, 00:04:27.070 --> 00:04:28.517 that's called gamification. 00:04:28.538 --> 00:04:30.497 And that's using the constructs of games 00:04:30.504 --> 00:04:32.509 to engage people and change their behavior. 00:04:32.516 --> 00:04:34.999 And we have the power to do this. It's very exciting. 00:04:35.011 --> 00:04:37.229 Now, what we need in order to make this happen 00:04:37.244 --> 00:04:40.754 are what are called the three F's: Feedback, Friends and Fun. 00:04:40.770 --> 00:04:43.252 Any system that has feedback, friends, and fun in it, 00:04:43.266 --> 00:04:44.681 is engaging and interesting. 00:04:44.689 --> 00:04:48.987 And the more of the three "F"s the system has, the more effective it is. 00:04:48.998 --> 00:04:50.627 Let's take a look at this 00:04:50.639 --> 00:04:54.556 through the prism of something that some of you probably consider fairly gross: 00:04:55.448 --> 00:04:59.615 The idea of taking pictures of everything you eat before you eat it. 00:04:59.618 --> 00:05:01.447 And if you're my friend on Facebook - 00:05:01.463 --> 00:05:04.713 and I highly encourage you to friend me on Facebook or Instagram - 00:05:04.731 --> 00:05:08.811 I promise to deluge you with an unbelievable number of food photos. 00:05:08.827 --> 00:05:11.588 You'll get to be right there with me as I eat everything. 00:05:11.601 --> 00:05:15.071 Okay, so some of you probably consider this really gross, right? 00:05:15.072 --> 00:05:18.745 Like, hey, stop taking pictures of the food! Eat the freaking food! 00:05:18.754 --> 00:05:21.663 Right, you're here with me, this is our experience together, 00:05:21.672 --> 00:05:24.485 why are you so concerned with taking pictures of your food? 00:05:24.490 --> 00:05:28.722 And some people have responded to this whole multitasking in public spaces 00:05:28.730 --> 00:05:33.173 which some of you might know is the don't-be-a-jerk game! 00:05:33.183 --> 00:05:35.328 And basically the way this game is played: 00:05:35.334 --> 00:05:39.695 Everyone puts their phones on the table like guns in the Old West, 00:05:39.737 --> 00:05:42.456 and the first person to reach for their phone 00:05:42.490 --> 00:05:44.857 has to pay for the dinner. 00:05:44.875 --> 00:05:46.404 Not a bad idea - 00:05:46.406 --> 00:05:49.708 I feel what kind of a crowd we are. Right? Okay, you love this! 00:05:49.730 --> 00:05:52.740 So, here's the thing though, here's the thing: 00:05:52.740 --> 00:05:57.070 As uncomfortable as all this sounds, as many of us like to deride this idea, 00:05:57.070 --> 00:05:59.435 we're missing the elemental concept here, 00:05:59.447 --> 00:06:03.388 which is that today for this gamer generation in the gamification world, 00:06:03.406 --> 00:06:06.579 the people at home are part of the experience. 00:06:06.593 --> 00:06:09.950 They're providing a lot of feedback on the live experience. 00:06:09.950 --> 00:06:12.333 They're clicking "Like", they're clicking "Hearts", 00:06:12.333 --> 00:06:13.480 they're commenting. 00:06:13.480 --> 00:06:16.252 They're providing that positive dopamine release, 00:06:16.269 --> 00:06:19.647 and sometimes they're more interesting than you are over dinner. Okay? 00:06:19.656 --> 00:06:24.253 It just depends: not you, okay, not you, but you! 00:06:24.282 --> 00:06:27.127 So sometimes they're providing more positive feedback, 00:06:27.137 --> 00:06:29.068 and so they are part of that experience. 00:06:29.071 --> 00:06:31.038 And all that is really cute, right? Like: 00:06:31.047 --> 00:06:33.097 "Ha-ha, Jimmy won't talk to me over dinner." 00:06:33.102 --> 00:06:35.117 What are the real business effects of this? 00:06:35.128 --> 00:06:36.475 And let me tell you a story. 00:06:36.487 --> 00:06:39.348 One of the largest automakers - I was working on a project - 00:06:39.362 --> 00:06:40.907 said to me we've a problem: 00:06:40.923 --> 00:06:43.078 "Teenagers don't drive the way they used to. 00:06:43.094 --> 00:06:44.589 They don't want to anymore." 00:06:44.593 --> 00:06:45.903 I said, "What's it about?" 00:06:45.913 --> 00:06:48.262 They said, "The research classic millennial stuff. 00:06:48.272 --> 00:06:49.667 Their care's the environment. 00:06:49.672 --> 00:06:52.267 They don't want to drive a car or spend money on a car, 00:06:52.286 --> 00:06:53.735 But the number one reason 00:06:53.750 --> 00:06:57.210 why driving rates have fallen off a cliff among American teenagers 00:06:57.210 --> 00:07:00.500 is because they're getting the message about not texting and driving. 00:07:00.500 --> 00:07:02.165 so they're choosing not to drive." 00:07:02.196 --> 00:07:04.290 (Laughter) (Applause) 00:07:04.449 --> 00:07:05.477 Okay? 00:07:05.900 --> 00:07:07.509 Now, It's true! 00:07:07.523 --> 00:07:10.491 Now, if I had told you, if you had come to me five years ago, 00:07:10.522 --> 00:07:13.375 and you'd said, "Gabe, Instagram would kill the car." 00:07:13.384 --> 00:07:16.480 I'd laugh you out of the room. I'd say, "How's that possible?" 00:07:16.491 --> 00:07:18.224 But let me explain this to you. 00:07:18.245 --> 00:07:20.451 With this generation, with our world today, 00:07:20.470 --> 00:07:22.334 with this positive reinforcement loop 00:07:22.340 --> 00:07:25.032 produced by that dopamine - challenge - achievement, 00:07:25.039 --> 00:07:27.039 everything is on the table. 00:07:27.710 --> 00:07:30.418 It doesn't matter how ingrained the behavior is, 00:07:30.435 --> 00:07:34.015 it doesn't matter how culturally significant the behavior is, 00:07:34.038 --> 00:07:36.386 people will follow their bliss. 00:07:36.411 --> 00:07:39.820 They will go where the most positive reinforcement is, 00:07:39.820 --> 00:07:41.789 and that threatens to upend 00:07:41.797 --> 00:07:44.990 everything and anything we know about people's behavior, 00:07:44.990 --> 00:07:46.707 nothing is sacrosanct. 00:07:46.890 --> 00:07:48.925 And for people who work in an industry 00:07:48.939 --> 00:07:52.263 based on a very long-term view of content creation, 00:07:52.272 --> 00:07:53.467 it might be meaningful. 00:07:53.490 --> 00:07:54.793 Now consider: 00:07:54.820 --> 00:07:59.010 How does the live performance industry respond to social media? 00:07:59.023 --> 00:08:03.113 It's kick the person out of the room, attack them, 00:08:03.140 --> 00:08:05.366 grab them with the bouncer, make fun of them. 00:08:05.379 --> 00:08:07.158 No way, you can't use social media, 00:08:07.165 --> 00:08:09.742 while you're in the middle of watching a performance. 00:08:09.751 --> 00:08:12.803 And I think this sets up one of our classic kind of conflicts 00:08:12.803 --> 00:08:14.541 with this generation. 00:08:14.554 --> 00:08:17.814 You know that in the United States four-fifths of the population 00:08:17.834 --> 00:08:20.376 watched broadcast entertainment, like a TV show, 00:08:20.404 --> 00:08:24.110 with the second or third screen open in the last 30 days. 00:08:24.110 --> 00:08:28.298 We can't even sit through 22 minutes of television without going crazy 00:08:28.308 --> 00:08:31.488 because we are so bored. Right? 00:08:31.503 --> 00:08:36.333 How are they supposed to sit through two hours of not interacting? 00:08:36.363 --> 00:08:39.929 So, one option is, instead of fighting this trend, 00:08:39.929 --> 00:08:44.251 let's turn and use it in kind of a positive way to our advantage. 00:08:44.256 --> 00:08:47.427 So this is a project that I worked on, I designed, called Livecube. 00:08:47.435 --> 00:08:51.266 It takes the social media to live event, and makes it into a positive experience. 00:08:51.279 --> 00:08:52.526 So it focuses it. 00:08:52.555 --> 00:08:55.506 It uses game concept to get people to compete with each other, 00:08:55.515 --> 00:08:59.049 to create great social media moments, to promote the event that's going on, 00:08:59.053 --> 00:09:00.149 and so on. 00:09:00.155 --> 00:09:02.411 And has been very successful, very effective - 00:09:02.454 --> 00:09:05.928 instead of fighting with it, roll with it, and leverage that power 00:09:05.945 --> 00:09:09.653 to do other things, to do great things, and extend the experience. 00:09:09.660 --> 00:09:13.056 And here's another of the conflicts we often see with live performance. 00:09:13.082 --> 00:09:16.243 We assume that because the millennial generation, 00:09:16.250 --> 00:09:19.309 because this next consumer likes to be the center of the action 00:09:19.329 --> 00:09:22.181 - remember in games you're always the center of the story - 00:09:22.189 --> 00:09:25.399 many content creators believe that what this audience really want 00:09:25.409 --> 00:09:27.247 is to write their own story. 00:09:27.253 --> 00:09:29.393 They want to come and decide the outcome. 00:09:29.404 --> 00:09:31.002 And sometimes that's true, right? 00:09:31.006 --> 00:09:34.004 We've got voting in reality television. 00:09:34.019 --> 00:09:37.198 But in practice they want you to give them the entertainment. 00:09:37.228 --> 00:09:39.007 They want to be part of that though, 00:09:39.019 --> 00:09:41.028 they'd like to be more viscerally involved. 00:09:41.060 --> 00:09:43.845 So you've got highly successful immersive entertainment. 00:09:43.857 --> 00:09:45.554 There's no surprise 00:09:45.571 --> 00:09:49.742 about why really immersive entertainment at this moment is so popular. 00:09:49.759 --> 00:09:50.879 It really works. 00:09:50.879 --> 00:09:52.766 It allows me to be part of the story, 00:09:52.770 --> 00:09:56.615 but you're still writing great story that principally carries us through. 00:09:56.651 --> 00:09:58.401 So, if you can't do that, 00:09:58.420 --> 00:10:01.673 how could you use technology to allow the user, the player, 00:10:01.690 --> 00:10:03.268 to be in the center of the story? 00:10:03.298 --> 00:10:06.150 And I think Domino's tells us a great case study on this. 00:10:06.150 --> 00:10:08.880 So, Domino's built this app called Domino's Pizza Hero. 00:10:08.880 --> 00:10:12.210 And in it you play a pizzaiolo, someone who makes pizzas. Okay? 00:10:12.224 --> 00:10:14.785 So, they teach you in the app how to knead the dough, 00:10:14.791 --> 00:10:17.463 roll the dough up, like Luigi, and put some sauce on it, 00:10:17.475 --> 00:10:19.220 and cheese and vegetables. 00:10:19.233 --> 00:10:20.282 And flick your finger, 00:10:20.302 --> 00:10:22.303 it's instantly baked at your local Domino's 00:10:22.320 --> 00:10:24.018 and delivered right to your door 00:10:24.033 --> 00:10:25.081 from inside the game. 00:10:25.081 --> 00:10:26.976 And if you're especially good at it, 00:10:26.989 --> 00:10:29.258 Domino's will invite you to apply for a job 00:10:29.273 --> 00:10:30.372 (Laughter) 00:10:30.384 --> 00:10:31.481 from inside the game! 00:10:33.430 --> 00:10:38.383 Now, ha-ha-ha, but this company needs to recruit 30,000 people a year - 00:10:38.389 --> 00:10:42.726 and by the way they make a $1M a week in incremental revenue from this game. 00:10:42.746 --> 00:10:46.558 This game replaces the soaring inspirational video 00:10:46.579 --> 00:10:49.919 on how Domino's uses only the freshest ingredients to make your pizza, 00:10:49.927 --> 00:10:51.611 and watch this guy make your pizza, 00:10:51.614 --> 00:10:54.548 and everyone is well paid and happy in white. Uhm! 00:10:56.463 --> 00:10:59.381 Now, it's an interactive experience, it's visceral, 00:10:59.385 --> 00:11:03.428 and this is an important part of the difference in storytelling. 00:11:03.473 --> 00:11:05.740 Many storytelling opportunities in the theater 00:11:05.751 --> 00:11:09.412 are about where the boundary ends between the audience and the performance, 00:11:09.423 --> 00:11:12.637 where the performance ends and the rest of people's lives begin. 00:11:12.667 --> 00:11:16.459 And with new technology we don't have to end the story when the story ends. 00:11:16.474 --> 00:11:19.470 We've got new - I'm not saying you should all get Google Glass, 00:11:19.483 --> 00:11:20.521 but just as an idea. 00:11:20.524 --> 00:11:23.174 Some of you may have seen this amazing Google Glass game 00:11:23.186 --> 00:11:24.596 called "Zombies, Run!" 00:11:24.596 --> 00:11:27.970 And the idea is to get you to run by chasing you with zombies. 00:11:28.202 --> 00:11:29.618 (Laughter) 00:11:30.050 --> 00:11:33.992 But you can extend your stories and your storytelling in much the same way, 00:11:33.996 --> 00:11:35.951 whether it's with Google Glass or not, 00:11:35.958 --> 00:11:38.810 it allows you to connect with people in a different place. 00:11:38.810 --> 00:11:42.639 And this is another piece of the core value proposition in the millennials, 00:11:42.639 --> 00:11:46.980 which is that the idea of personal achievement is critical, it's primary. 00:11:46.980 --> 00:11:50.519 How I feel about the things that I do is very important, 00:11:50.519 --> 00:11:52.431 and I want to know I'm making progress, 00:11:52.441 --> 00:11:55.579 and I want your product or service, your idea, your content, 00:11:55.579 --> 00:11:59.710 to be part of my story of progression and mastery in my life. 00:11:59.730 --> 00:12:01.485 And this is core to gamification. 00:12:01.506 --> 00:12:04.244 So apps like Nike Plus have been hugely successful. 00:12:04.274 --> 00:12:06.573 They are effectively loyalty programs. 00:12:06.590 --> 00:12:08.376 This is like a loyalty program. 00:12:08.379 --> 00:12:12.050 But it leverages my own personal drive to be better and do better, 00:12:12.065 --> 00:12:16.689 and allows you to extend your content beyond where it is. 00:12:16.689 --> 00:12:19.870 And this extension, this consumptive extension, is very important, 00:12:19.870 --> 00:12:23.199 because the millennials are also on the leading edge 00:12:23.203 --> 00:12:25.230 of this concept of binge consumption 00:12:25.230 --> 00:12:29.342 made famous by the Portlandia "Battlestar Galactica" episode. Right? 00:12:29.378 --> 00:12:32.984 So binge consumption is the idea that I should be able to decide 00:12:32.996 --> 00:12:34.714 how much I want to consume as well. 00:12:34.726 --> 00:12:37.424 I don't only want to consume the nuggets you've given me, 00:12:37.429 --> 00:12:39.433 if I'm really into the thing you're making, 00:12:39.442 --> 00:12:41.817 I want to consume as much of it as I possibly can. 00:12:41.823 --> 00:12:44.891 And I want to consume it to the exclusion of other things. 00:12:44.924 --> 00:12:48.551 So there's an opportunity to extend the concepts that you make 00:12:48.610 --> 00:12:50.839 even if you don't have the resources, 00:12:50.848 --> 00:12:52.969 even if the content that you're creating 00:12:52.989 --> 00:12:56.409 doesn't fit neatly into a binge consumption model. Right? 00:12:56.431 --> 00:13:00.386 There's an opportunity using technology in gamification to extend what you create 00:13:00.415 --> 00:13:03.540 and to come into people's lives in a different way. 00:13:03.540 --> 00:13:05.537 And one of my favorite examples of this 00:13:05.553 --> 00:13:10.213 that also leverages an important concept in gamification is Tabasco Nation. 00:13:10.282 --> 00:13:12.282 And that concept is tribalism. 00:13:12.312 --> 00:13:14.746 Because above everything else we've talked about, 00:13:14.769 --> 00:13:16.426 millennials care about connecting, 00:13:16.444 --> 00:13:19.304 they care about finding and being together with their tribe. 00:13:19.318 --> 00:13:21.612 So Tabasco Nation want a way of extending 00:13:21.620 --> 00:13:23.721 the concept of their hot sauce into the world 00:13:23.737 --> 00:13:27.231 and drive behavior among people who like hot sauce to the media assertion 00:13:27.251 --> 00:13:29.699 that if you like spicy food, you're part of a tribe. 00:13:29.702 --> 00:13:33.213 Every drop of hot sauce that you use is a point that you earn. 00:13:33.217 --> 00:13:37.023 The crazier things you do with hot sauce, the more points you earn: 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, 00:13:40.913 --> 00:13:43.502 you know, put some in your teacher's drink. 00:13:43.511 --> 00:13:44.579 It's cool. 00:13:44.580 --> 00:13:46.547 The more you do, the more points you earn. 00:13:46.550 --> 00:13:48.741 the more cool experiences they unlock for you. 00:13:48.748 --> 00:13:51.574 But the core value, and it's a very successful campaign, 00:13:51.586 --> 00:13:53.919 the core value is that you're part of a tribe. 00:13:53.930 --> 00:13:57.620 Just like you may be a part of a tribe if you really like Sondheim musicals. 00:13:57.624 --> 00:13:58.647 You probably are! 00:13:58.647 --> 00:13:59.714 (Laughter) 00:13:59.714 --> 00:14:03.644 And here's the sort of coup de grĂ¢ce for all of us, you guys. 00:14:03.648 --> 00:14:05.013 Everything I've talked about 00:14:05.017 --> 00:14:07.780 I put through the framework of this millennial generation, 00:14:07.794 --> 00:14:08.869 the next generation, 00:14:08.875 --> 00:14:11.287 but, in fact, everything that the millennials want, 00:14:11.302 --> 00:14:13.740 be the center of the story, consume more content, 00:14:13.754 --> 00:14:15.828 feel they're making progress, 00:14:15.834 --> 00:14:18.080 understand how your thing fits into their world 00:14:18.084 --> 00:14:19.760 and be viscerally connected to it, 00:14:19.760 --> 00:14:21.999 that's stuff that people of all ages want. 00:14:21.999 --> 00:14:24.364 You don't have to be 24 to want those things. 00:14:24.367 --> 00:14:26.100 It just so happens, if you're 24, 00:14:26.110 --> 00:14:29.878 because you played a bunch of games, you expect those things. 00:14:29.898 --> 00:14:32.959 But it's also true that if you're 45, you still want challenging, 00:14:32.964 --> 00:14:34.717 you still want the content you want, 00:14:34.720 --> 00:14:38.435 you still want to feel connected to the story and be able to do more. 00:14:38.448 --> 00:14:39.802 It shouldn't surprise you, 00:14:39.827 --> 00:14:43.790 the single biggest game playing demographic in the world is women over 40. 00:14:43.790 --> 00:14:45.213 It's true. 00:14:45.235 --> 00:14:46.631 If you text my mom right now, 00:14:46.640 --> 00:14:49.231 and you're like: "Hey Gabe's mom, what are you doing?" 00:14:49.242 --> 00:14:50.792 She'd be, like, "Candy Crush." 00:14:50.816 --> 00:14:52.234 (Laughter) 00:14:52.431 --> 00:14:55.072 Okay? That's this demographic! 00:14:55.083 --> 00:14:56.998 So, if you're not concerned 00:14:57.003 --> 00:15:01.115 [about] the future of the live media consumption industry, 00:15:01.129 --> 00:15:03.005 you've got twenty years to go, 00:15:03.005 --> 00:15:04.921 let me be the one to tell you don't. 00:15:04.935 --> 00:15:07.670 So, in closing, I just want to say, 00:15:07.681 --> 00:15:10.459 I feel like we are at this important inflection point. 00:15:10.489 --> 00:15:12.955 We're at a moment in time in live performance, 00:15:12.961 --> 00:15:14.659 in the creation of content. 00:15:14.677 --> 00:15:16.889 We've been doing the same thing the same way 00:15:16.889 --> 00:15:19.585 for literally thousands of years, more or less. 00:15:19.607 --> 00:15:22.005 And as many the other speakers have told you today, 00:15:22.009 --> 00:15:24.942 lots of technological advances are happening on the periphery. 00:15:24.951 --> 00:15:28.587 We can use lots of different techniques, incorporate lots of different ideas, 00:15:28.590 --> 00:15:31.487 to make live performance and our connection with the audience 00:15:31.490 --> 00:15:32.865 deeper and more meaningful. 00:15:32.869 --> 00:15:36.860 Along the way though, we're going to need to adapt our entire concepts 00:15:36.860 --> 00:15:41.079 to think about things using the new and improved brains 00:15:41.079 --> 00:15:42.523 of the next generation. 00:15:42.533 --> 00:15:45.999 And gamification is the platform we'll use to make that happen. 00:15:46.008 --> 00:15:47.137 Thank you. 00:15:47.137 --> 00:15:49.137 (Applause)