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What Marketing Will Be: 1. Phygital World Digital Signage
What Marketing Will Be: 1. Phygital World Digital Signage
What Marketing Will Be: 1. Phygital World Digital Signage
Integrate the short term in the long term. Very important today to have a clear idea of the future, where you are
going. Impossible to manage everything if you don’t look at long term.
1. PHYGITAL WORLD
Digital signage: Leading the future for decades. There is still a lot to be seen. Marketing is always linked with
signage. Signage is going to be the next revolution we will have in marketing.
Customer’s language of 21st century is Phygital Retail: one step further than omnichannel. You have to create a
business idea without a barrier between physical and digital (with a bridge), to create a unique interactive
experience for the user.
• Challenge nowadays: that people talk about my brand in social media, find out how to manage the
experience (it’s complicated) and be profitable at the same time.
• Experience is the key motivation for customers.
• No product differentiation: all industry has gone through a volume and not value economy (buying a lot and
cheap). Products are all the same for us (they have lost interest). I have to sell experience as my attractive.
• All sales of my company depend on my capability of entertaining my customers.
- Fleeting
- Fresh
- Fast
- Fascinating
- Phygital (physical+digital)
Phygital becomes the augmented reality of any experience → phygital can be understood as augmented reality
The future will belong to companies that from the very beginning project themselves with a phygital way. There are
no tools to measure if these strategies are helping or not the company.
Phygital experiences are not only a question of technology but to establish a communication system that
incorporate the ON/OFF.
Phygital experiences: sort out and excess of innovation. Customer-centric. Create a learning path.
Now is the time for leadership of digital content in corporate communication: phygital code.
Ikea has a shop in shop virtual reality show → they have hired a virtual model. People are following Inma in
Instagram (she is a virtual model).
The Phygital language, does not want to distinguish the real from the unreal plane: a phygital language to create
phygital uix
Ikea is playing with reality. And we do not distinguish reality from virtual.
Companies are using CGI to create their catalogues (IKEA for example), they save a lot of money with this.
3. GAMIFICATION
Our frame of reference: GAMING. Born to be phygital.
Industry with most weight of entertainment and the one that grows the fastest. 2,5 b players in the world. 57% of
consumption via mobile
Gamification
In gamification → A very aggressive way of manipulation: extrinsic motivation (want a reward or avoid a
punishment), intrinsic motivation (doing it because you enjoy it) …
But all of these are now moving to buying → Videogaming has a lot of power on mass marketing industry.
4 elements of games:
To make addicted customers in the future, brands are going to use CTI and Gamification
4. RETAILTAINMENT
Retailtaniment: Phygital shopping experiences. Imply taking technology from the operational to the strategic level
Retail from the ludic point of view, making our customers have fun from the shopping experience (gaming and CPI).
Nowadays all companies are retailing (included Amazon and Microsoft, they also have physical stores). Retailing is
not having physical stores but about creating experiences.
5. BIG DATA
Analysis of abundant information (volume, variety, speed) in real time that is communicated quickly and in real time.
6. ARTIFICIAL INTELLIGENCE
Internet of things
Turning an inert object into intelligent, with virtual identity and able to communicate and interact.
Implementations problems:
• Qualified needed
• Duration of battery
• Different programming languages
• Cybercriminals