- The document describes the history and business of Shawnimals, a character design studio that creates plush toys and character-branded merchandise, from its founding in 2001 to the present.
- Key details include successful Nintendo DS and iPhone games, a focus on building an engaged audience through social media like Facebook and Twitter, and an analysis of their core fan base and social media strategy.
2. Character design studio Plush toys Character-branded merchandise Intellectual Property
3. SHAWNIMALS TIME LINE 2001 2002 2003 2005 2006 2008 2010 - Present { PHEW! Hobby First press Chicago! Full-time Inc. Nintendo DS game iPhone game
4. Nintendo DS Game: 120K units worldwide iPhone game: 800K units downloaded Profitable! Imagine that... Social Media award recipient in 2011
5. Kind of nerdy surprise surprise! Comics, videogames, movies Pop culture in general Morphed into an interest in art, design and technology Worked at EGM magazine as a game reviewer 1996 2000 Learned about enthusiast audiences and many other things... SHAWN SMITH (aka Shawnimal)
7. OUR AUDIENCE Teens late 20-somethings Design sense on some level Or at least recognize its accessibility Sense of humor Collectors Recognize the it factor / coolness
9. WHAT ELSE? Love our stories & humor as much as our designs Theyre smart & can smell marketing from a mile away Love that sense of ownership Love that sense of discovering something new and cool IMPORTANT: We are our own demographic... What we make isnt always easy to understand, not to mention it lacks ubiquity but thats OK. We dont want to water down what we do, and neither do our fans.
10. One of the endless cool things about Shawnimals is that it's all-inclusively people-friendly, and NOT exclusively kid-friendly nor for adults only! - Fan on Facebook
12. 3 KINDS OF FANS 1) Casual What's the hook? Facebook, Twitter, visit from referrals or apps Ad >> Fan page >> direct from there Free content: Designs, stories, downloads 2) Straddlers What's the tipping point? Direct or referred traffic, might purchase, very curious 3) Hardcore How do we retain and excite them? Regular visits, interactions, purchases Helps spread word (AMBASSADORS!)
13. OH, YOU SEE, THAT'S THE MAIN BAD GUY... Fans talking to fans, and better yet, educating each other on the nuances of our world!
14. This works for us. Youll need to find out who your audience is, what they like, and how they want to communicate (style as well as content). Some food for thought... What excites them? What's your plan? Do they use this stuff? Do you? CAVEAT
15. SOCIAL MEDIA! We use these things in the following order: 1) Facebook 2) Twitter And sometimes: 3) Instagram 4) YouTube 5) Flickr 6) Google+
16. FACBOOK Acts as our main hub between our site and most social media efforts Excellent way to have an easy multimedia experience with fans Can also easily post links and see where traffic goes and whether or not its converted Ease of use all around Customer service!
17. TWITTER Recent changes make media an interesting possibility here (image attachment, web site synopsis, etc) Transportation center: Links to shop, links to interests, links to other social media to direct fans (Instagram, YouTube, Facebook, etc) Random, on-brand or semi-off-brand thoughts Customer service!
18. THE OTHERS... Google+ Not yet proven, but wanted to secure our place. Instagram Really interesting possibilities here because its so visual. We are watching closely. YouTube No brainer, but we dont have a lot of video content... yet. Flickr Less relevant for us now, but a useful tool for spreading word, or for other initiatives (like photo contests)
19. AND STILL OTHERS? There are more and more examples of social media tools all of the time, some of which are specific to various types of businesses and industries. Explore, play and see what works best for you and your customers. Think about them less as technology initially and more as a communication tool. Will this communicate effectively? From there, decide whether or not to use it.