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The integration of Motion Graphics into the world of Advertising.
A Thesis Submitted to the Faculty of the Advertising in Partial Fulfillment of
the requirements for the Degree of Master of Fine Arts in Advertising
At
Savannah College of Art and Design
Gustavo E. Larrazábal Pineda
Savannah, GA
May 2015
Prof. Luke Sullivan, Committee Chair
Prof. Clark Delashmet, Committee Member
Prof. Art Novak, Committee Member
The integration of Motion Graphics into the world of Advertising.
Table of Content
CHAPTER TITLE
1. List of Figures..…………….………………………………………………….…..1
2.Abstract..……………………………………………………………………….…..3
3. Introduction…...………………………………………………………….……….4
4. Research (Methodology)...……...……………………………………….………6
5. Discussion………….…....………………………………………………….……32
6. Recommendation: The New Twitch.……….…………………………….…...41
7. Appendix A: Creative Brief……..……………………………………….……..44
8. Appendix B: Visual Thesis.……..……………………………………….……..45
8. Bibliography……………………………………………………………………..72
Gustavo Larrazábal 1
List of Figures
Fig. 1: Twitch Top Games for January 2015 ……………………………………………34
Fig. 2: Percentage of Americans who have played a.……………………………………35 videogame in the past 60 days by generation.
Fig. 3: Twitch Print Ad 1.……………………………………………….………………45
Fig. 4: Twitch Print Ad 2.……………………………………………….………………46
Fig 5: Banner Ad 1a..……………………………………………...….……………….47
Fig. 6: Banner Ad 1b……………………………………………...….……………..…47
Fig. 7: Banner Ad 1c……………………………………………...….……………..…48
Fig. 9: Banner Ad 1d……………………………………………...….…………….….48
Fig. 10: Banner Ad 1e.…………………………………………...….…………….…..49
Fig 11: Banner Ad 1f……………………………………………...….…………….….49
Fig 12: Banner Ad 1g……………………………………………...….……………….50
Fig. 13: Banner Ad 2a……………………………………………...….……………....51
Fig. 14: Banner Ad 2b……………………………………………...….……………....51
Fig. 15: Banner Ad 2c……………………………………………...….……………....52
Fig. 16: Banner Ad 2d……………………………………………...….……………....52
Fig. 17: Banner Ad 2e……………………………………………...….……………....53
Fig. 18: Banner Ad 2f……………………………………………...….…………….....53
Fig. 19: Banner Ad 2g……………………………………………...….………….......54
Fig. 20: Twitch AR 1a.……………………………………………...….……………....55
Fig. 21: Twitch AR 1b..……………………………………………...….……………..56
Gustavo Larrazábal 2
Fig. 22: Twitch AR 1c.……………………………………………...….……………..56
Fig. 23: Twitch AR 1d..……………………………………………...….…………….57
Fig. 24: Twitch AR 1e..……………………………………………...….…………….57
Fig. 25: Twitch AR 1f..……………………………………………...….…………….58
Fig. 25a: Twitch AR 1…………………………………….......................................59
Fig. 26: Twitch App 1a..……………………………………………...….…………..60
Fig. 27: Twitch App 1b..……………………………………………...….…………..61
Fig. 28: Twitch App 1c..……………………………………………...….…………..62
Fig. 29: Twitch App 1d..……………………………………………...….…………..63
Fig. 30: Twitch App 1e..……………………………………………...….…………..64
Fig. 31: Twitch Webpage 1a..………………………………………...….…………..65
Fig. 32: Twitch Webpage 1b..………………………………………...….…………..66
Fig. 33: Twitch Webpage 1c..………………………………………...….…………..67
Fig. 34: Twitch Webpage 1d..………………………………………...….…………..68
Fig. 35: Twitch Webpage 1e..………………………………………...….…………..69
Fig. 36: Twitch Webpage 1f..………………………………………...….…………..70
Fig. 37: Twitch Webpage 1g..………………………………………...….…………..71
Gustavo Larrazábal 3
The integration of Motion Graphics into the world of Advertising
Gustavo E. Larrazábal Pineda
May 2015
This thesis focuses on how motion graphics can be used to improve
advertising. The product chosen for this thesis is the live-streaming video
platform Twitch, a popular site offering the largest live video platform and
community for gamers. This thesis won’t emphasize the technical side but
instead the focus is on the collaboration between Motion Media Design; its
implementation and expertise on communicating a message through the use
of motion graphics, and advertising. The aim of the thesis is to study the
relationship between Advertising and Motion Graphics, and how Motion
Graphics can be used to improve the advertising of a product.
Keywords: Motion Graphics, Advertising, Branding, Live-streaming video,
Twitch.
Gustavo Larrazábal 4
Introduction
The world of visual communication has never been more important.
Motion Graphics has been used to enhance visual communication in an
energetic and effective way. Steve Curran explains on his book Motion
Graphics: Graphic Design for Broadcast and Film, “The relentless onslaught
of media messages, combined with a shortened audience attention span, has
raised stakes on developing effective and evocative communication design
and branding that cuts through the clutter.” 1
The aim of the thesis is to study the relationship between advertising
and motion graphics, and how motion graphics can help develop the
advertising of a product. However, in order to show how motion graphics can
improve the advertising, we have to focus on several points first.
First, the paper will present an overview of what Motion Graphics is
and a brief history, from the production of the first abstract films by the
futurists in 1900’s, to modern motion graphics in film and television.
Additonally, the paper will explain the role of Motion Graphics inside the
world of visual communication, as well as highlight some of the most known
techniques for the use of motion graphics in commercial advertising.
1 Curran, Steve. Motion Graphics: Graphics Design for Broadcast and Film, Gloucester,
Mass: Rockport, 2000.
Gustavo Larrazábal 5
And finally, the paper will tackle the relationships between Motion
Graphics and advertising, citing successful examples in commercial use. Such
uses include motion graphics in movie title sequences, trailers and in-film
graphics and animations.
After addressing the relationship of motion design and advertising,
the paper will identify the problems that product Twitch has had: why has it
not appealed to other audiences, what is the problem with their message,
among others.
Subsequently the paper will unravel how the application of the
theories and practices of motion graphics in advertising will solve Twitch’s
communication problems. After addressing them, the application of these
theories and the aspects discussed will then be applied to Twitch’s
developing campaign to further enhance and improve its advertising.
Gustavo Larrazábal 6
Research
A. HISTORY OF MOTION GRAPHICS
Motion Graphics is a relatively new field, dating just a little more than
a hundred years back. Its history is a combination of both graphic design and
fine art as they overlap with motion pictures and other areas of mass
communication.
Motion graphics began essentially as abstract images set in motion.
Prior to the popularization of motion design in the 1980s, the field was
almost entirely limited to art. It was an aspect of avant-gardism. Its history
shows how the ideas of abstract film, visual music, and kinetic typography
became one and it shows how the different sources of international and
domestic origins were involved to create and develop what is today motion
graphics.
Studying the history of motion graphics requires a close look at the
origins of its stylistic and visual basis in the early twentieth and twenty first
century. The broad range of artistic and commercial practices called motion
graphics (such as abstract animation, “visual music,” broadcast design,
kinetic typography, and title design) show a shared. For the purpose of this
chapter on the historical development of Motion graphics, the chapter will
begin with the development of “color music” as the first topic.
Gustavo Larrazábal 7
At the start of the twentieth century, the ideas of color music are very
popular in the visual arts. But starting with the availability of electricity
starting in the 1880s, there began a series of developments and inventions
the sole purpose of which was to enable the performance of color in the
same way as music: color music. Color music is the historical antecedent to
the visual music produced in the twentieth century.
Michael Betancourt states in his History of Motion Graphics, “In
considering the development of color music, the origins of the transcendent
meanings attached to this type of work emerge as a necessary component to
understanding the development and organization of the history of motion
graphics itself. The appearance of motion graphics in the twentieth century
came after centuries of earlier developments and a general cultural aspiration
to create a visual art comparable to music.
Color music established the ways in which sound and image can be
married in a visual medium like motion pictures. This allowed artists to
establish a connection to abstract art. “The connection caused the
development of color music to help understand the development and
organization of the abstract films, which in term ended up being the
foundation for motion graphics. The art historian’s term for this kind of
connection was defined as “synaesthetic”.2
2 Betancourt, Michael, The History of Motion Graphics: From Avant-Garde to Industry in the United States. Rockville, Md.: Wildside Press, 2013.
Gustavo Larrazábal 8
Synaesthesia, according to Betancourt, “as a term for connections
between sound and image, is used in both psychology and art history in
several ways:” 3
- In psychology, where it identifies a specific perceptual phenomena
where one sense simultaneously produces two sensations, most
famous as seeing colors when one hears sound.
- In art criticism and art history, to define art works where visual forms
are produced as an analogue to music: in synaesthetic abstraction;
these connections are made by the artists in their work.
Color music, or visual music, is part of a larger tradition that is not
limited to motion media or commercial entertainment. The synaesthetic idea
is an essential part of the early development of abstract painting, modernism,
and the avant-garde. There has been a consistent interaction between the
work of media artists and those in more traditional fields such as painting;
often artists who work with visual music also produce work in other media.
Abstraction emerged at the beginning of the twentieth century, and
was understood as an entirely new approach to making art. Early abstraction
3 Betancourt, Michael, The History of Motion Graphics: From Avant-Garde to Industry in the United States. Rockville, Md.: Wildside Press, 2013.
Gustavo Larrazábal 9
makes several claims about itself. Visual music claims abstraction is universal,
it reveals a deeper reality, it is basic, fundamental and primary, and has
religious meaning.
The connection that provides the foundations for the nineteenth
century argument about abstract art provide a more basic presentation of the
world than the realism of academic art.
Vassily Kandinsky was the best-known promoter of this variety of
abstract art, known as a “visionary abstraction.” However, it deeply
influenced abstract filmmakers such as Oscar Fischinger and the Whitney
Brothers, as well as many others.
Kandinsky's creation of abstract work followed a long period of
development and intense theoretical thought based on his personal artistic
experiences. He became inspired by the ideas of inner beauty, fervor of
spirit, and deep spiritual desire.
Abstract artists were rejecting the materialist approach by the
beginning of the nineteenth century. This trend included every major art
movement from Romanticism through Surrealism. It is immediately
recognizable in the elevation of irrationality and emotion. Its impact on artists
as being more sensitive, emotional and irrational is the direct result of this
history.
Betancourt asserts, ”Concerns with dynamism, movement and visuals
Gustavo Larrazábal 10
predicated on an analogy with music (what would become “visual music”)
provide the subject matter, aesthetic and impetus to create these early
works. By the mid-twentieth century, these concerns have become the
foundations for the language of abstract film, and by century’s end, one of
the essential bases of motion graphics as a field.” 4
The nineteenth century was a period of great discoveries and
inventions. The modern concept of photography dates to its discovery by
Joseph Nicephore Niepce and Louis Daguerre in 1820. Each photograph
required about eight hours of exposure. Jposeph Nicephore Niepce created
the first photographic process called “heliography”. By the end of the
century, this process was refined to the point that it could be used to capture
high-speed actions. This provided the basis for early motion study work by
Etienne Marey and Eadweard Muybridge. These artists’ work has been highly
influential on both motion pictures makers and painters.
After seeing Marey’s work in France, Thomas Edison developed a film
camera called the Kinetograph, and a viewing machine called Kinetoscope.
They used short rolls of 35 film spooled and then threaded through the
camera gate. The Kinetoscope required the viewer to look through the lens
on top of the machine at the film itself.
Films developed direct animations with two approaches, both
4 Betancourt, Michael. The History of Motion Graphics: From Avant-Garde to Industry in the United States. Rockville, Md.: Wildside Press, 2013.
Gustavo Larrazábal 11
depending on the process used to create the imagery and the artist’s worry
for the framing of their animation. There’s the approach, which is registered
to individual frames, and the later, which ignores the frames and relies on the
projector to create the framing.
Early films were usually created in black and white, but in the
nineteenth century, they utilized tinting, which was the application of a color
to the whole frame, and toning, the addition of color to selected parts of the
image. Tinting was the more common of the two techniques.
“The earliest motion graphics all share a common feature: they are
inventions, produced at a time when neither existing technologies nor
established aesthetic forms provided clear guidance for artists working with
motion pictures. The oldest fully abstract motion pictures still known to
survive are from Germany in the early 1920s. These films emerged from a
larger context where abstraction, concerns with motion, and a desire to
create a visual art analogous to music (visual music) had been developing for
more than twenty years. This context is not limited to Germany alone, but
was shared by all of Europe in this period.” 5
By the time of the Dada and Constructivist movements, there were a
lot of films produced by artists associated with those movements. Many of
5 Betancourt, Michael. The History of Motion Graphics: From Avant-Garde to Industry in the United States. Rockville, Md.: Wildside Press, 2013. 6 Betancourt, Michael. The History of Motion Graphics: From Avant-Garde to Industry in the United States. Rockville, Md.: Wildside Press, 2013.
Gustavo Larrazábal 12
the works done by those artists engage in adapting the visual language
Constructivism.
Dada doubts everything, including itself, which tried to be “art,” and
fought to destroy not only the past but the future, too. In contrast,
Constructivism sought a new set of rules to build a new future for “art.”
Constructivism sought a logical, organized structure for art where the result
was a “subordination of the object produced to the materials used” 6. Both
Dada and Constructivists rejected psychology, the ideas of inspiration and
originality, and the metaphysics of nineteenth century Romanticism. At the
same time, an alternative framework was being developed that thought up
the metaphysics of Symbolism and Romanticism, arbitrated by the avant-
gardism of Dada. This work, instead of rejecting psychology, sought to
redefine it in metaphysical terms. Among the most successful examples of
this art form in motion pictures was Walther Ruttmann.
Ruttmann’s work was extremely influential on the work of a lot of
artists of the time, including Oskar Fischinger; and clearly belongs to the
expressionist approach to abstraction. The influence of Kandinsky’s approach
to abstraction is clearly visible in the soft, hand-painted forms and their
organic motion. Both Opus I and Opus II (both works or Fischinger) were
made with a combination of cut-outs and oil smudges on plate glass that
Gustavo Larrazábal 13
were then loop printed to generate the full length of the film. After printing,
different sections were either tinted or toned to give variety to the
animation.” 7
By the 1930s, films explored various types of sound-to image
synchronization. The most common types of animated film employed singing
and dancing characters whose movements would move with the soundtrack.
Bethamcourt explains, “where montage treats the individual shot (or
frame) as the underlying unit of filmic langue, there are alternative systems
not based on the assemblage of individual sequences. In their place, it is the
synchronization between sound and image that works to build a film based
upon visual forms, their motion, and their relationship to the sounds heard. In
the case of these constructions, their meanings emerge not from the
juxtaposition of recognizable imagery (as in montage) but through the
consistency of the audio-visual relationship and in its elaboration across the
development of the whole.”8
One of the most successful examples of abstract animation in the mid
1920’s and early 1930’s was artist Oskar Fischinger.
Oskar Fischinger was a German-American artist who focused on
abstract animation, filmmaking and painting. He was one of the very first
7 Betancourt, Michael. The History of Motion Graphics: From Avant-Garde to Industry in the United States. Rockville, Md.: Wildside Press, 2013. 8 Betancourt, Michael. The History of Motion Graphics: From Avant-Garde to Industry in the United States. Rockville, Md.: Wildside Press, 2013.
Gustavo Larrazábal 14
artists to work with synchronized music and films at the same time and was
known for the synchronous forms in his films. Film Study #8, one of his most
iconic, was a large influence to current Motion Graphics.
Author Ian Gardiner said in “ Music Sound and the Moving Image”,
“Fischinger was a pioneer filmmaker whose work anticipates so many later
developments in music and moving image media. He was inspired by the
emerging abstract cinema movement in Germany in the early 1920s” 9.
Fischinger created several important and influential movies to modern
motion graphics; among them are Allegretto, Radio Dynamics, Kreise,
Motion Painting Nr. 1, Study Nr. 7, and American March. One of his most
famous works was Allegretto, which was a title sequence to the 1936 feature
film “Big Broadcast”. Referring to Fischinger’s Allegretto, William Moritz
states in “Optical Poetry: The Life and Work of Oskar Fischinger”, the visual
richness of Fischinger’s Allegretto owes a great deal to the complexity and
vibrant texture of the musical score, although, by that time several reviewers
described the Allegretto music of being “a monument to Hollywood
vulgarity.”10
Fischinger also patented a machine for visual performance called the
“Lumigraph”. It works by projecting a thin beam of colored light
perpendicular to a flexible screen. Images where produced by pressing
9 Gardiner, Ian. "Cover image: Oskar Fischinger." Music, Sound, and the Moving Image 1.1 (2007): 117-18. Omni File Full Text Mega. Web. 24 Apr. 2011 10 Moritz, William. Optical Poetry, Eastleigh, England, John Libber Publishing, 2004.
Gustavo Larrazábal 15
against the screen, causing it to create abstract forms by encountering the
beam of light.
Music was recorded before the films, and a timing sheet was then
drawn up with the beats and notes marked out in terms of number and
frames. Only then could the animation be done. This was the only production
process that could yield such successful results.
By the end of World War II, there was an embrace of highly abstract
art in the United States. The avant-garde design styles that developed under
the influence of European designers and educators who fled from Nazi
Germany in the 1930’s were already in use by the 1940’s. Only the major,
progressive markets, such as in New York, fully embraced the new design
before the war. The impact of these “foreign influences” became obvious by
the end of the 1950’s, by transforming traditional approach to art and design,
and replacing it to the modernist forms developed at the German Bauhaus,
in France and England.
It is this connection between Modernism from Europe and its
American adaptation that gave form to the very first motion graphics on
television at CBS in 1951. TV promoted and encouraged the acceptance of
Modernism through the sets and content of programming, as well as in the
design of show openings, network logos, and program advertising.
Despite the fact that television would provide one of the strongest
Gustavo Larrazábal 16
distributors of modernism, it was the avant-garde film that provided the
techniques and aesthetics used by television. The movement of the avant-
garde evolving from being called a marginal activity of artists, to a material
for mass audiences watching television became the central historical factor in
the emerging “film culture” that grew both in San Francisco and New York.
“The first of these screening programs, Art in Cinema, was initially
conceived as a museum-based historical survey of the ‘fifty year history’ of
cinema. Its effect was to create both an audience and venue for the work of
the contemporary avant-garde film makers, thereby beginning the process of
organization and community-building that defines the expansive second
phase of the avant-garde film in America”11
The Art in Cinema marks an important transition point for the
development of abstract film towards contemporary industry. It was the shift
from being the occasional commercial or avant-garde experiment, to a
specific genre of film whose style and form appeared unique and modern.
The third period of abstract film started at the end of the 1960s and
emerged during the 1970s. It emphasized the shift from marginal activity to
one that was recognized by all institutions. William Fetter states, “this period
underwent with the institutionalization and canonization of certain artists,
11 Betancourt, Michael. The History of Motion Graphics: From Avant-Garde to Industry in the
United States. Rockville, Md.: Wildside Press, 2013. 12 Betancourt, Michael. The History of Motion Graphics: From Avant-Garde to Industry in the
United States. Rockville, Md.: Wildside Press, 2013.
Gustavo Larrazábal 17
films, and the differentiation of video art from television—as well as the
dominance of a media critical practice that adversarially engages with both
television and Hollywood cinema. It was marked by the institutions
supporting the avant-garde shifting from a promotional and presentational
mode to a primarily historical understanding of artists and avant-garde
media. This historical invention was a side-effect of the embrace of the avant-
garde film by academic and museum institutions”. 12
On this period, some artists worked towards a formal medium for both
video art and avant-garde film that followed modernism, while at the same
time, other artists were working on overlapping spaces between video, film
and television. Part of this hybridization was known as “expanded cinema”.
Among them was the development of installation art, the experimental
presentations based on manipulations of projection, using multiple
projectors for presentations, among others.
William Fetter mentions in Computer Graphics in Communication,
“Contemporary motion graphics took shape based on a new technology that
emerged during the 1960s as the third, institutional, phase of the American
abstract film began. Computer graphics was invented during this period,
named by the Boeing Aircraft Company computer scientist William Fetter in
1960”. 13
13 Fetter, William A. Computer Graphics in Communication, New York: McGraw-Hill, 1965.
Gustavo Larrazábal 18
The creation of computer graphics would not have happened if it were
not for digital computers. As said in Andrew Utterson’s noted in his article,
“The digital computer had its foundations in technologies being invented
during the 1930s and used during World War II. In the 1950s new
developments made at IBM in their Military Products Division employed
computers to track and monitor aircraft: the SAGE system was an
improvement on radar systems built during World War II, but used computers
to model the real-time positions of aircraft and make predictions about their
future movement. By the 1960s this digital technology was finding
applications far beyond the limited range of military applications, and by the
1980s was ascendant as the new ‘technical marvel’ of the decade”.14
Digital computers helped transform all aspects of American life and
enabled the rise of dynamic control over animation, photography, and
typography, which are essential to the field of motion graphics. They enabled
the creation of animated imagery that was not possible by hand. This
direction towards better realism and complexity is a constant feature of new
innovations in computer animation, which has remained constant throughout
the years.
Computers and their programs would not have been created if not for
the earlier media works and the different medium used to create motion
14 Andrew Utterson. From IBM to MGM: Cinema at the Dawn of the Digital Age (London: British Film Institute, 2011).
Gustavo Larrazábal 19
animations (typewriters, drafting equipment, cameras, etc.). The software
used in computers was created in order to solve the problem of wanting to
use different tools to create a specific task. The movement was later called
convergence. This convergence of tools was the root of creating software to
help the artist minimize the amount of time into a work, yet finish with the
same results. This movement was the major accelerating trend during the
1980s and 1990s.
This digital convergence has become the main feature in
contemporary motion graphics in the 1990s. The problems that used to
occupy the designer’s attention shifted towards an easier form. Mindy
Lipschultz explains in her interview by the Compulsive Creative the transition
to the convergence movement. In the 1980s, “If you wanted to be more
creative, you couldn’t just add more software to your system. You had to
spend hundreds of thousands of dollars and buy a Paintbox. If you wanted to
do something graphic – an open to a TV show with a lot of layers – you had
to go to an editing house and spend over a thousand dollars an hour to do
the exact same thing you do now by buying an inexpensive computer and
several software programs. Now with Adobe AfterEffects and Photoshop, you
can do everything in one sweep. You can edit, design, animate. You can do
3D or 2D all on your desktop computer at home or in a small office”. 15
15 Lipschultz, Mindi, interviewed by The Compulsive Creative, May 2004, www.compulsivecreative.com/interview.php?intid=12, quoted in Lev Manovich, “After
Gustavo Larrazábal 20
The evolution of motion graphics, from avant-garde to complex
designs and visuals made in computers, has transformed the motion graphics
business to what is today. And thanks to its evolution there is no explicit limit
on what can, and cannot be done for any type of commercial project or
commercial production in this modern era.
Effects, or the Velvet Revolution” in Millennium Film Journal nos. 45/46, Fall 2006 pp. 7-8.
Gustavo Larrazábal 21
B. ROLE OF MOTION GRAPHICS IN VISUAL COMMUNICATION
As said in Mohsen Fathi’s article titled The Role of Motion Graphics in
Visual Communication, “The magic of motion has always been attractive for a
human and helped him have a better communication with his
environment”16. The art of animation is considered as a powerful and
effective factor in the process of visual communication. The requirement for
motion graphics in this era is becoming obvious for a more effective way of
communication.
The methods of motion graphics in communication, its influential
factors over motion graphics and visual factors of motion graphics, and the
role of motion graphics in communication are parts to be addressed in this
chapter.
Fathi states in his article, “Motion graphics' area of activity is an area in
which audience attraction is the first priority, while this matter is the second
priority for the field of brochures, posters, and other printed media. It is not
easily possible to estimate the amount of likeness of the audience and the
16 Mohsen Fathi Dare Shir ET Al, The Role of Motion Graphics in Visual Communication, School of Visual Arts, Department of Visual Communication and Photography, Tehran University, 2014. 17 Mohsen Fathi Dare Shir ET Al, The Role of Motion Graphics in Visual Communication, School of Visual Arts, Department of Visual Communication and Photography, Tehran University, 2014.
Gustavo Larrazábal 22
effects of the poster on the audience when they see a poster. Continuous
presence and effect are of the important characteristic of motion graphics.” 17
Each motion graphics designer has their own style according to their
personality and comfort. But these styles are not always the reason for
picking up the methods of producing a work, especially when the work is
intended for other businesses and products. It is usually not the case to
choose a production method in business works for the sake of personal taste
because the conditions under which the work will be produced are usually
not decided by the designer but by the business itself, as its common in
advertising campaigns.
Motion in picture may be created in different shapes and space. The
type of movement might be circular, zigzag, or direct. The direction of
motion can also be upward, leftward, rightward, etc. Each surface shows the
movement energy toward that side and under influence of the incoming
tensions, it will move toward the side, which has more length. The concept of
motion can be understood via other forms, for example, by the repetition of
a visual element in motion.
Motion Graphics are created by a compilation of animation and video
techniques to create astounding video pieces usually accompanied by sound.
There are different methods and techniques from which motion graphics
Gustavo Larrazábal 23
relies upon in sharing a message in the world of visual communication,
among them are flash animation, flat two-dimensional animation, virtual
three-dimensional animation, photo montage, collage, stop motion
animation, among others. The paper will highlight several of the most
influential and popular techniques and methods in order to help fix the
problem presented in the next chapter.
Animation has existed since the late 1800’s. It is divided into two
different methods: analogue media, recorded in flip books and motion
picture films, or digital media; which includes animated GIF, Flash animation
and digital video. Analogue media employs the method by which a rapid
display, or sequence of static images, slightly differ to another make the
illusion of motion.
I. Cel Animation
The most common form of animation is the classical, or cel,
animation, in which each frame is drawn by hand. It was the dominant form of
animation until the creation of computer animation. In the more traditional
animation process, the animators began by drawing using colored pencils
sequences of sheets of animation in transparent paper, each frame at a time.
Nowadays, animators draw directly into computers using graphic tablets by
overlaying layers of computer drawn images into the programs. In spite of
Gustavo Larrazábal 24
this, Traditional animation is not the same technique as the computer-
assisted 3D animations seen in movies such as Monsters Inc, or Toy Story.
II. 3D Animation
3D animation utilizes three dimensional computer graphics and CGI
animation (Computer animation). Computer animation has become the
successor to the stop motion techniques used in more traditional animations.
This technique is by far the most expensive; because of the amount
of staff that is hired to undertake the different roles in the creation of the
video. 3D animation tricks the eye into perceiving real and smooth
movement. Conventional hand drawn animation often uses 15 frames per
second in order to save the number of drawings needed, which is usually
accepted due to the stylized nature of cartoons; meanwhile, three-
dimensional animation rates above 75 to 120 frames per second. Films use
24 frames per second, which is enough to create the illusion of continuous
movement.
III. 2D Animation
2D Animation are created and edited in computers using vector
graphics. It has many applications in film and broadcast, and it is one of the
most common techniques in the world of Motion Graphics. Vector animation
Gustavo Larrazábal 25
often allows cleaner and smoother animation, because images are displayed
and resized using mathematical values instead of pixel values.
IV. Flash Animation
Flash animation method that is created in Adobe Flash or similar
software and usually rendered as a SWF file. SWF are an abbreviation for
small web format, which are used for multimedia, vector graphics and Action
Scripts. The term Flash animation not only refers to the format of the file, but
it also refers to the specific visual type and style of the animation taken from
it. Flash animation is one of the most limited animation styles of the list;
nevertheless, the creation of animation using Flash is easier and less
expensive than the traditional animation technique. It is usually used in the
Internet since Internet distribution is easier and less expensive than television
broadcasting. Many Flash animations started from the web and became
popular enough to be broadcasted on networks such as MTV in the 1990’s.
V. Stop Motion Animation
Stop motion, or frame-by-frame animation, is encompassed within
the realms of analogue media. This technique is made by physically
manipulating an object or persona to appear as if they are moving on its
own. The object is moved slightly between photographic frames, creating the
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illusion of movement when the series of frames are played in a continuous
segment. It is best suited when doing complex animations in which images
change in every frame instead of moving across. Clay figures dolls, and real
life objects are usually used in stop motion; although, humans can be
involved in stop motion animations. Stop motion animation using clay is
called “clay-mation”.
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C. MOTION GRAPHICS IN ADVERTISING.
As noted in Design is History, “The invention and success of motion
pictures, television, the internet and mobile devices has created a digital
medium for many forms of advertisement and design. The field of motion
graphics encompasses film titles, broadcast packages, music videos,
animation, television commercials, online video and outdoor and indoor
digital displays. A relatively new medium for communication, motion
graphics utilizes the element of time to its fullest potential in order to
communicate its message through visual and audio storytelling through an
ever-expanding variety of digital publication outlets” 18
Advertisers have been channeling the power of the Internet and
television to promote new brands in new ways and faster than ever before.
However, it does not mean that all other forms of advertising have been
abandoned in favor of other media. Some businesses like to increase the
exposure to their messages by doing a cross-platform between print and
digital, offline to online ads, among others.
Motion graphics can be used in several platforms, both online and
offline, making it a versatile tool to promote new brands and share a
message faster. Additionally, they make advertising more noticeable, they
18 Design is History, “Motion Graphics”, Design is History, http://www.designishistory.com/design/motion-graphics/, (Access on May 10, 2015)
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allow you to widen your audience by sharing the message faster, and they
have unlimited creative potential.
Lets take for example Coca-Cola’s brilliant commercial created by
Wieden + Kennedy and production company Psyop entitled Man & Dog. Erik
Oster explains in his article in Adweek, “Man & Dog tells the story of a hyper,
happy dog and his mopey owner. We see both of their perspectives as the
dog manages to drag the man out of the apartment and to the local park.
With much effort, and with the help of a Coke machine, the dog is finally able
to change the man’s point of view. The spot utilizes hand-drawn animation to
evoke emotions and perspectives in ways that would be difficult to
accomplish with computer animation. Not only does the hand-drawn style
look good, but the way it switches the perspectives from the man to he dog
and back are really what make the ad work.” 19
Static image advertising might help attract new customers, but motion
graphics is more noticeable due to the illusion of movement accompanied by
music.
The use of sound in a motion graphics piece is fundamental in the
development of an advertising message. As noted by Fathi, “Visual effects
and graphic environments will not be effective if they are not accompanied
by appropriate sounds. Sounds and their masterful combination will not be
19 Oster, Erik, “W+K Portland tells story of “Man & Dog” for Coca-Cola”, Adweek, http://www.adweek.com/agencyspy/wk-portland-tells-story-of-man-dog-for-coca-cola/85783, Published on May 4, 2015, Web (Access 05/10/2015)
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successful unless they involve the audience and they are listened to through
the right technology. Actually, 70% of the influence of a motion graphic
work, which is usually showed in the format of a commercial advertisement or
the same formats, is made by the sound. Music and appropriate sound can
help the transfer of influence. Music helps feelings be well expressed.”20
Motion graphics allows advertising to widen the market reach. It can
show campaigns in electronic billboards and screens on the streets. One
major example for this is the Cisco’s The IOE Machine, done by advertising
agency Goodby Silverstein & Partners, in collaboration with production
powerhouse Psyop and the fabrication studio Guild. The IOE Machine is an
installation powered by Cisco in order to promote “the internet of
everything”. The installation shows Cisco technologies through a simulated
journey through a city.
Psyop describes the installation in their webpage: “It was on display at
Cisco Live where people would select an event and watch the story of the
connected city play out on a massive 20′ x 10′ wall in the main lobby of the
Moscone Center in San Francisco.”21 The companies used a mix of CG
animation and 3D printed objects to make the installation come to life. By
utilizing motion graphics in the form of CG animation, the message for the
20 Mohsen Fathi Dare Shir ET Al, The Role of Motion Graphics in Visual Communication, School of Visual Arts, Department of Visual Communication and Photography, Tehran University, 2014. 21 Psyop, Cisco “The IOE Machine”, Psyop, http://www.psyop.tv/cisco-ioe-machine/, Web (Access 05/21/2015)
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campaign was transmitted more easiy and quickly than from any other
medium.
Advertising companies utilize motion graphics in order to expand new
ad campaigns, such is the case of advertising agency Leo Burnett. The
agency launched a campaign for McDonalds entitled “Choose Lovin’. The
campaign refreshed the long-running tagline “I’m lovin’ it” and leaned
towards the idea of love. The brand wanted to refresh their campaign in
hopes of taking down the bad reputation that it has been acquiring from the
past years for serving cheap and unhealthy food. Tim Nudd, from Adweek,
explains that the campaign “features pop-culture foes suddenly finding
peace. We get cameos from Dorothy and the Wicked Witch of the West;
Wile E. Coyote and the Road Runner; Pacman and Ghost; Batman and the
Joker; Bears and Packers; etc.—all of whom are in a remarkably forgiving
mood.”22 They created several spots by using 2D and 3D computer
animations in order to explain the idea of the campaign faster and in a more
effective way.
Advertising has had unique ways in utilizing the innovations of motion
graphics to enhance a campaign. Motion Graphics can show a different
expression than other visual arts, and can result in better communication to
22 Nudd, Tim, “Ad of the Day: McDonald’s refreshed ‘I;m lovin’ it’ and suddenly feels a lot like oreo: Archenemier become friends in Leo Burnett’s launch spot”, Adweek, http://www.adweek.com/news/advertising-branding/ad-day-mcdonalds-refreshes-im-lovin-it-and-suddenly-feels-lot-oreo-162158, Published January 5, 2015, Web (Access 05/21/2015)
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the work with the audience. Motion graphics convey more complex concepts
and meaning in simpler formats.
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Discussion
A. WHAT IS TWITCH?
I. History
Twitch is a live streaming video platform owned by Amazon.com Inc. It
was introduced in June 2011 as a spin-off of the general-interest streaming
platform Justin.tv. The site focuses on video gaming live streams, including
playthroughs of video games by users, broadcasts of e-sports competitions,
and other gaming-related events. The content on the site can either be
viewed live, or viewed on an on-demand basis.
As stated on their webpage, “Twitch features the best gaming events:
large-scale gaming competitions that pack stadiums, community marathons
that raise millions of dollars for charity, and video game industry events
where the future of gaming is forged. Twitch is well known to tens of millions
of gamers, but still somewhat under the radar for everyone else” 23.
Twitch beta was launched officially in June of 2011. Its headquarters
are in San Francisco, CA. The company originated from Justin.tv, which was
launched in 2007 by Justin Kan and Emmett Shear. Justin.tv was first divided
into different categories. The gaming category became the most popular
content on the site. Afterwards, the company decided to call the content
twitch.tv, inspired by the term “Twitch gameplay” (a type of video game
scenario that tests a player’s reaction time. Action games and other vivid
23 Twitch.tv, “About”, Twitch, http://www.twitch.tv/p/about, Web. (Access 05/12/2015)
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video game genres like it often contain elements of Twitch gameplay.). So
far, Twitch has attracted more than 30 million visitors a month.
Twitch acquired a partnership in 2013 with Microsoft’s XBOX One and
Sony’s Playstation 4, which enabled gamers to live stream, share and chat
about their playing experiences with others on their videogame consoles.
Social capabilities has always been an integral part in a gamers life, therefore
Twitch plays an important role in delivering a captivating connected
experience to fans.
In August 2014, Amazon Inc acquired Twitch for $970 million. Twitch
is now operated as a subsidiary of Amazon Inc. with Emmett Shear remaining
as the CEO for the company. Over time, Twitch became the fourth largest
source of Internet traffic in the United States, behind Netflix, Apple, and
Google.
II. About
In his article for the New York Times, Nick Wingfield describes how
Twitch “has attracted enough viewers to put it among the 15 most-trafficked
websites around the world, according to data compiled by Sandvine, an
Internet networking company. Twitch viewers flock to the site to improve
their gaming skills by watching people who have mastered a game or just to
get a closer look at games before buying them. Some of the biggest
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followings on Twitch are of people who are simply amusing, rather than the
best players.” 24
Inside the Twitch webpage, broadcasters create an entertainment
hybrid for the Twitch community by merging live video and live video game
gameplay. Twitch offers a social video platform with every corner of the
video game industry represented, and a community to enjoy video game
content with. Even though the amount of people who play and interact with
content inside videogames is huge, there are a lot of people who don’t
actively play a game and interact, and enjoy watching inside the platform.
Biran Crecente noted “Twitch grew out of the desire by so many to
watch others play video games through live video streams was an untapped
demand that propelled Twitch's success and launched it onto mobile
platforms and two gaming consoles” 25, states Brian Crecente on his article
for Polygon.com. This platform has become a new way to interact with games
and has transformed this new gaming movement into a cultural
phenomenon.
Suffice to say, there have been other on-demand video and live
streaming video platforms in the web such as Youtube, Hitbox.tv,
24 Wingfield, Nick, “What’s Twitch? Gamers know and Amazon is spending 1$ Billion on it”, New York Times, http://www.nytimes.com/2014/08/26/technology/amazon-nears-a-deal-for-twitch.html?_r=0, Aug. 25, 2014, Web. (Access May 12, 2015) 25 Crecente, Brian, “A generational shift powered Twitch’s transformation into cultural phenomenom”, Polygon, http://www.polygon.com/2015/2/16/8046741/twitch-evolved-video-upstart-cultural-phenomenon, published on Feb 16, 2015, Web. (Access 5/21/15)
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Gaminglive.tv, Ustream, StreamUp that have tried to do what Twitch has
done. Nonetheless, none of these are direct competitors to the brand. In
terms of size and scope, YouTube is obviously huge, but Twitch has a
symbiotic relationship with them given that they focus more on VODs than
live video. For example, Twitch users are able to export videos directly to
YouTube; while YouTube has permitted annotations that let people watching
VODs on their platform know when those content creators are broadcasting
live on Twitch. Twitch does have competitors, but they are primarily in other
countries.
There are over a 100 million monthly viewers that spend an average of
106 minutes daily watching live gaming. Over one million broadcasters share
their games live on Twitch monthly, inspiring viewers to become
broadcasters and discover new games. Twitch user engagement has already
surpassed other entertainment platforms. Broadcasters benefit from paid
advertising while contributing to their ecosystem of dynamic content, which
in turn attracts new viewers on their computer, consoles and mobile devices.
Users can also immerse themselves in live global ESport events such
as League of Legend Championship series, Starcraft World Championship
series, and Capcom cup; live industry events such as E3 Conference, Penny
Arcade Expo East, and community-created live charity events such as
Gamer’s outreach and Extra life.
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While the competitive gaming scene known as E-sports is huge in the
website, there are also non-competitive games like Minecraft that attract
huge numbers of viewers. Here is Twitch’s top games list from January 2015:
Figure 2: Twitch Top Games for January 2015 (By Total Minutes Watched) 26
26Maestas Jason, Top Twitch Games for January 2015, Twitch, http://blog.twitch.tv/2015/02/top-twitch-games-for-january-2015/, Published Feb 3, 2015, Web. (Access 5/21/15)
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II. Demographics
Referring to the company’s demographics, Lander Vu mentions in Ad
Age “Twitch appeals to an audience composed largely of gamers. According
to Quantcast, nearly 94% of Twitch users are male and 64% of them fall into
the coveted consumer demo aged 18 to 34. This millennial consumer is part
of an audience that prefers to be active participants in the content they
consume. Recognizing this, Twitch has customized its platform and content
specifically for the millennial male”. 27
In the United States, gaming has become a universal entertainment.
Gamers are actively using the latest technology to consume content and
connect to other gamers. A LifeCourse online survey states a “Percentage of
americans who have played a video game in the past 60 days by generation
are millenials 28
Figure 1: Percentage of Americans who have played a video game in the past 60 days by generation
27 Vu, Lander, “What Twitch can teach Brands about marketing to Millenials:four lessons in Content Marketing from Gaming Platform Twitch”, Ad Age, http://adage.com/article/digitalnext/lessons-twitch-marketing-millennials/298261/, published on April 28, 2015, Web. (Access 5/21/15) 28 LifeCourse online survey of 1,227 U.S. persons ages 13-64. Survey. March 12-30, 2014.
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Twitch’s uses social media channels, their blog, newsletters, and
Twitch Weekly (the Friday show that focuses on things our community is
doing and things we they are doing for them) to involve sponsorships and
more creative programs to their viewers.
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B. THE PROBLEM
Gamers make up a large percentage of Twitch’s population. They are
no longer a niche that needs to go beyond, yet they are indispensable for
the campaign that is going to be discussed further into the thesis. That being
said, there are still plenty of casual gamers who have yet to embrace the
platform.
Twitch reaches half of the millenials in America, and nearly half of
Twitch users spend 20+ hours a week on Twitch. Yet, the company finds new
viewers mostly by word of mouth, instead of advertising in places such as the
global ESport events, and gaming championships. This company doesn't
advertise beyond maintaining a presence at major gaming events. Top
publisher, developer, and gaming media outlet have a Twitch channel, so
they evangelize the Twitch platform daily, yet it seems as though the
company relies too much on outside sources to share who they are rather
than coming up with creative ways to advertise themselves.
Twitch is said to have a very casual and inclusive voice; they want
everyone to feel welcome in their platform, but, the website is not portraying
the voice they are trying to depict.
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In terms of design aesthetic, the mobile application and webpage
seem to be lacking finesse. The look and feel should honor the target
platform, which users like for a reason.
A design should look aesthetically pleasing and interesting, while not
abandoning functionality. The oversimplification of the platform, where
everything looks the same, leads to difficulty in centering user focus for the
task or content at hand. The website and app should feel welcoming. First
time users should feel something special and valuable when they launch an
application. Subsequently, the users should discover more utility and deeper
functionality other than its simplicity. People using their website and
application should get a deeper functionality to make the experience a lot
meaningful.
With techniques including motion and transitions, Twitch can enrich
the user experience, and push the value to the user rather than force the user
to look at the content that is shown. The app has a lot of functionality that if
arranged and designed properly, would be easier to navigate.
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Recommendation
THE NEW TWITCH
The first step of this advertising campaign is to transform and evolve
Twitch’s interface and increase its brand awareness with the help of motion
graphics. While still maintaining the website’s capabilities, Twitch will be able
to take full advantage of a more meaningful and immersive experience for
gamers while utilizing motion graphics to advertise their programming and
experience.
I. ”Reality Sucks, Gaming Doesn’t”
As a video platform, the primary goal is to attract as many users as
possible. Therefore, the consumer message is targeted towards the idea that
“Reality Sucks, Gaming Doesn’t.” This message addresses the idea that
reality as boring and limited, while gaming is more interesting and has no
boundaries. Gaming is a source of creativity; it allows us to be something we
are incapable of being in real life. It is an outlet for imagination that lets the
person do whatever he or she pleases without major consequences in the
videogame story. The idea of “Reality Sucks, Gaming Doesn’t” establishes an
attitude and personality for Twitch that is funny, snarky, and geeky; a
common trait in the gamers persona.
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II. Print Ads, Banner Ads & Web
Pleasing aesthetics will have to be applied in the print ads, banner
ads, webpage and to appeal to all demographics. However, given the
advanced features of the platform, the launch will have to target the
technologically savvy demographic in the 15 - 25 year old range. The
campaign will maintain the same color palette from the Twitch logo, with the
addition of black and greys in the app, the website, and banner.
As a company, Twitch is experimenting, and pushing forward with new
product initiatives intended to make the platform more appealing to gamers
everywhere, and this campaign should help them show this.
The basis for the design will create a uniform look across the ads. The
main points of design were focused upon simplicity and functionality of the
message. The headline will help encompass the idea the ad is portraying.
Additionally, the print ad will be interactive. The interactive area of the
ad will come to life with the help of the Twitch AR in the Twitch App.
The application will be the culmination of the latest in mobile
technology, and augmented reality, and will be the center of the user
experience.
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III. Twitch AR
The concluding section for this thesis will be the Twitch AR. It will offer
a full augmented reality visual display for the user, on which users would be
able to interact with the print and web advertising. By simply pointing the
camera in Twitch AR view, user would be able to view a print ad animate in
real time before their eyes.
Once they use the app to view the ad, the users can have save the
elements seen in the motion piece for later use. With Twitch AR activated,
users will then have the ability to place virtual elements within their
environment that can be seen only by the user.
Twitch AR also uses form-recognition software to allow the user to add
the elements taken from the prints and banner ads into real environments so
the elements can interact with the objects in the real world. The user will be
able to save their videos and submit them through the twitch portal in the
application. The videos created will then be placed in a competition on which
the most creative of them all would win a new Playstation 4 console or XBOX
ONE with three of the newest games in the market. Last but not least, Twitch
would be able to take the videos created by the users from the AR and re-
purpose them as 15 and 30 second TV ads for the company.
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Appendix A:
CREATIVE BRIEF
Brand Overview
Twitch is a live streaming video platform owned by Amazon.com Inc. The site focuses on video gaming live streams, including playthroughs of video games by users, broadcasts of e-sports competitions, and other gaming-related events. Target Audience
Technologically savvy. Experienced and casual gamers. 15 - 25 years old.
Campaign Objective
Increase brand awareness and demand of Twitch.
Tagline
“Reality sucks, Gaming doesn’t”.
Advertising tone
The idea of “Reality Sucks, Gaming Doesn’t” establishes an attitude and personality
for Twitch that is funny, snarky, and geeky, a common trait in the gamers persona.
Medium
Print, web, banner, video, mobile
Elements
3 print ads, 2 banner ads, 3 videos, mobile application (including Twitch AR) and
webpage.
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Appendix B:
VISUAL THESIS
Print Ads
Fig. 3: Twitch Print Ad 1 – The Ads will be the first start of the campaign.
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Fig. 4: Twitch Print Ad 2 – The Ads will be the first start of the campaign.
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Banner Ad 1
Fig 5.: Banner Ad 1a – The user can roll-over the banner to make it animate.
Fig. 6: Banner Ad 1b – The banner will take over the web page.
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Fig 7.: Banner Ad 1c – The character from the banner will animate over the webpage.
Fig 8: Banner Ad 1d – The character will continue animating over the webpage.
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Fig 9: Banner Ad 1e – The character will interact with the webpage.
Fig 10: Banner Ad 1f - A new part of the banner will show after the interaction of the
character with the webpage element.
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Fig 11: Banner Ad 1g – Final part of the banner with the call to action.
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Banner Ad 2
Fig 12: Banner Ad 2a – The user can roll-over the banner to make it animate.
Fig. 13: Banner Ad 2b – The banner will take over the web page.
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Fig 14: Banner Ad 2c – The character from the banner will animate over the webpage.
Fig 15: Banner Ad 2d – The character will continue animating over the webpage.
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Fig 16: Banner Ad 2e – The character will interact with the webpage.
Fig 17: Banner Ad 2f - A new part of the banner will show after the interaction of the
character with the webpage element.
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Fig 18: Banner Ad 2g – Final part of the banner with the call to action.
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Twitch AR
Fig. 20: Twitch AR 1a – First part of the Twitch AR describing what it is about.
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Fig. 21: Twitch AR 1b – Main hub of the Twitch AR, where the user can film through their
camera
Fig. 22: Twitch AR 1c – Once the user shoots their video, the app will open up the editing
hub, from which the player can trim and adjust their video.
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Fig. 23: Twitch AR 1d –Twitch AR uses form-recognition software to allow the user to add the
elements taken from the prints and banner ads into real environments so the elements can
interact with the objects in the real world.
Fig. 24: Twitch AR 1e – The user can save and export the video created. They can enter the
competition for a chance to win a videogame console with three of the most famous current
games in the market.
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Fig. 25: Twitch AR 1f – Twitch can later re-purpose the content submitted by the users as 15
and 30 second TV Spots for the company.
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Fig. 25a: Twitch AR 1 – By simply pointing the camera in Twitch AR view, user would be able
to view a print ad animate in real time before their eyes. Once they use the app to view the
ad, the users can have save the elements seen in the motion piece for later use.
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Twitch App Design
Fig. 26: Twitch App 1a – Main Hub design for the Twitch AR showing the most viewed
games of the week and the most popular live streams inside those games.
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Fig. 27: Twitch App 1b – Menu of the app.
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Fig. 28: Twitch App 1c – Hub of the app inside of a game section, with the information, live
channels and video tabs
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Fig. 29: Twitch App 1d – Hub of profile section, with the option to subscribe and follow to
said channel, the information tab, the video tab, and playlist tabs.
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Fig. 30: Twitch App 1e – Hub of the games section, with the tabs for the different games.
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Webpage Design
Fig. 31: Twitch Webpage 1a – Main page design showing the most viewed games of the
week.
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Fig. 32: Twitch Webpage 1b – Continuation of the main page. The lower half shows the Top
live Channels and the Top upcoming games in the market.
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Fig. 33: Twitch Webpage 1c – Twitch about page.
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Fig. 34: Twitch Webpage 1d – Twitch Browse page, on which the user can go between the
Games, Channels and Videos Tab.
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Fig. 35: Twitch Webpage 1e – Twitch Browse page continuation. Channels tab.
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Fig. 36: Twitch Webpage 1f – Inside a Twitch channel, in this case, the gamer Destiny. Users
are going to be able to view the live stream while continue to be able to chat with the
player.
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Fig. 37: Twitch Webpage 1g – Twitch Browse page continuation. The user will be able to
view the gamer’s information, his videos, and playlists.
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Vu, Lander, “What Twitch can teach Brands about marketing to Millenials:four lessons in Content Marketing from Gaming Platform Twitch”, Ad Age, http://adage.com/article/digitalnext/lessons-twitch-marketing-millennials/298261/, Published on April 28, 2015, Web. (Access 5/21/15) LifeCourse online survey of 1,227 U.S. persons ages 13-64. Survey, March 12-30, 2014. Maestas Jason, Top Twitch Games for January 2015, Twitch, http://blog.twitch.tv/2015/02/top-twitch-games-for-january-2015/, Published Feb 3, 2015, Web. (Access 5/21/15)