C3 Thinking

May 31, 2011

C3 White Paper: Turn On, Tune In, Cash Out - Maximizing the Value of Television Audiences by Sheila Seles

This summer, select 2010/2011 C3 research memos and white papers willl be made publicly available for download via the C3/FOE blog.

Now publicly available:

Turn On, Tune In, Cash Out: Maximizing the Value of Television Audiences

by Sheila Seles
Graduate Researcher for the Convergence Culture Consortium (2008-2010); MIT CMS Class of 2010;
Director, Digital and Social Media at the Advertising Research Foundation (ARF)

 

seles cover


Download the executive summary or the entire research memo.


Executive Summary

Audience behavior across television platforms is networked, instantaneous, and visible like never before. To maximize the value of the digital television audience, the industry needs to recognize and quantify the cultural value of content—they need to evaluate the reasons people watch TV in the first place. Unfortunately, current business models aren’t up to this challenge. While digital networked culture presents tremendous opportunities to engage with audiences, digital data allows us to see how poorly television ratings reflect actual audience behavior. In this white paper, we’ll see that the ratings system is ultimately responsible for the growing division between the financial value of the audience and the cultural value of content. As long as ratings exist in their current state, publishers and advertisers will miss out on innovative revenue opportunities, and they won’t be able to create programming that reflects real audience demand.

Television ratings are meant to make audiences valuable to publishers and advertisers, but ratings are too narrowly constructed to represent the diverse sites of value embodied in the contemporary television audience. This white paper suggests three key areas that should be re-imagined to maximize the value of the television audience for the digital age.

PART I: Structural Relationships Among Industry Players

• This section argues that the economic structure of the television industry has prevented industry players from maximizing the value of increasingly fragmented television audiences.

• We consider evidence of how industry players are caught in a codependent relationship that privileges the status quo to the detriment of true innovation.

• These relationships functioned best when audiences and programs were aggregated because there was only one way to watch TV—when it was on.

• Today, there are many ways to watch TV—live, recorded on a DVR, online, downloaded—but audiences are still measured like linear television audiences. This method of audience measurement fails to leverage the affordances of the medium and allows a lot of viewers to slip through the cracks. Sometimes viewers take it upon themselves to make sure this doesn’t happen, but most of the time networks and advertisers are guided by their dependence on outmoded conceptions of audience value.

PART II: The Changing Value of Television Audiences

• The second section argues for a system of audience measurement that maintains the value of audience exposure while accounting for the value of audience expression.

• Here, we resist the temptation to look at fans as a model for measuring expression both because fan behavior is anomalous, and because we can measure digital expressions as simple as clicking a mouse or changing the channel on a digital TV.

• Finally, this section deals with the value of viewing context. There are also different behaviors associated with different platforms and different content. Understanding the implications of viewing context makes the television audience even more valuable to advertisers and publishers. Context provides an opportunity to expand advertising strategies beyond showing the same ads on every platform.

PART III: Leveraging Digital Affordances to Maximize Audience Value

• The last section explains how the logic of successful digital companies can be applied to the television business. Both the methodologies and corporate ethos of successful online companies can serve as a model for the television industry, or they can be its undoing. This section uses mini-studies of several Internet companies to argue for the increasing importance of experimentation, networking, taste, organization, and interface in the television business for the purposes of better understanding audience engagement and audience value.

• First, we explore how Google is the leader in online advertising sales by making sense of data and making user behavior valuable.

• Next, Netflix provides an instructive example of how networked culture and progressive corporate culture can lead to success in digital business.

• Finally, Demand Media shows us how digital data can make visible manifestations of user taste valuable.

• Publishers, advertisers, and measurement companies have historically been able to get around the limitations of their codependency, but they are faced with increasing competition from digital companies that understand how to make fragmented audiences valuable.

Finally, this paper concludes that the industry can move beyond its problems by embracing emergent sites of audience value. Digital distribution affords significant opportunities for the television industry to make audiences valuable. By continuing to explore digital data, targeted advertising, behavioral use patterns, and audience engagement, the television industry can revolutionize its ailing business.

Bio

Sheila Murphy Seles graduated with a Master of Science in Comparative Media Studies from MIT in 2010. Her graduate thesis focused on the television ratings industry and the changing value of television audiences. Seles also holds a BA in American Studies and Theatre from Middlebury College. Her work at The Convergence Culture Consortium examined the television industry with a concentration on the changing business of television research. Seles is currently the Director of Digital and Social Media at the Advertising Research Foundation (ARF). Sheila can be reached directly at smseles@gmail.com

April 12, 2011

Why Your Brand Doesn't Need Bieber

The marketing industry has been whipped into a frenzy by a 17-year-old Canadian pop star. Justin Bieber has been hailed as Master of the Twitterverse while most brands are still trying to figure out what a Twitterverse is. A quick tour of Google yields pages and pages on social media marketing a la Bieber, creating Bieber-based marketing strategies, and adulations of Justin Bieber as an "Internet Marketing Guru." While many of these articles contain not entirely un-useful platitudes along the lines of "listen to your customers" and "respond to your fans," the fact is that brands simply shouldn't try to out-Bieber Bieber.

Continue reading "Why Your Brand Doesn't Need Bieber" »

April 7, 2011

Transmedia Hollywood 2 - Registration Still Open!

Transmedia Hollywood 2: Visual Culture and Design can takes place tomorrow (Friday, April 8th). Prof. Jenkins is hosting and moderating the event - along with Denise Mann of UCLA - and many CMS C3 alumni, consulting researchers, practitioners and affiliates will be in attendance.

It promises to be an important event as "Transmedia' fights its way out of its early adoption/evangelist stage - into a broader discourse on what works, what doesn't, what the future language of the medium is and will be - as well as an exploration of the artistic, creative and market-driven pros and cons of transmedia narrative structures.

Registration is still open and is available through:

http://www.ticketmaster.com/Transmedia-Hollywood-2-Visual-Culture-and-Design-tickets/artist/1559777


TRANSMEDIA, HOLLYWOOD 2:
Visual Culture and Design

A UCLA/USC/Industry Symposium
Co-sponsored by
UCLA Producers Program,
UCLA School of Theater, Film, and Television
and
USC School of Cinematic Arts

Friday, April 8, 2011
James Bridges Theater, UCLA School of Theater, Film, and Television
9:45 AM - 7 PM

Event Co-Directors:
Denise Mann, Associate Professor, Producers Program, UCLA School of Theater, Film and Television

Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, USC Annenberg School of Communication

Overview

Transmedia, Hollywood 2: Visual Culture and Design is a one-day public symposium exploring the role of transmedia franchises in today's entertainment industries. Transmedia, Hollywood 2 turns the spotlight on media creators, producers and executives and places them in critical dialogue with top researchers from across a wide spectrum of film, media and cultural studies to provide an interdisciplinary summit for the free interchange of insights about how transmedia works and what it means.

Co-hosted by Denise Mann and Henry Jenkins, from UCLA and USC, two of the most prominent film schools and media research centers in the nation, Transmedia, Hollywood 2 builds on the foundations established at last year's Transmedia, Hollywood: S/Telling the Story. This year's topic: Transmedia, Hollywood: Visual Culture and Design is meant to move from an abstract discussion of transmedia storytelling in all its permutations to a more concrete consideration of what is involved in designing for transmedia.

The past year has seen the Producer's Guild of America (PGA) embrace the concept of the transmedia producer. The other Guilds have begun discussing the implications of these developments for their membership. A growing number of small production units are springing up across the film, games, web, and television sectors to try to create and distribute transmedia content. Many of today's new transmedia producers are helmed by one-time studio or network insiders who are eager to "reinvent" themselves. Inside the studios, the executives tasked with top-down management of large media franchises are partnering with once marginalized film directors, comic book creators, game designers, and other creative personnel.

The underlying premise of this conference is that while the traditional studios and networks are hanging onto many of their outdated practices, they are also starting to engage creative personnel who are working outside the system to help them re-imagine their business. With crisis and change comes the opportunity for the next generation of maverick, independent-minded producers--the next Walt Disney and George Lucas-- to significantly challenge the old and to make way for the new. So, now, it is time to start examining lessons learned from these early experiments. Each of the issues outlined below impact the day-to-day design decisions that go into developing transmedia franchises. We hope to break down the project of developing transmedia content into four basic design challenges:



  • What does it mean to structure a franchise around the exploration of a world rather than a narrative? How are these worlds moving from the film and television screen into other media, such as comics, games, and location based entertainment?

  • What does it mean to design a character that will play well across a range of different media platforms? How might transmedia content re-center familiar stories around compelling secondary characters, adding depth to our understanding of the depicted events and relationships?

  • What does it mean to develop a sequence of events across a range of different media? How do we make sure that the spectator understands the relationship between events when they are piecing together information from different platforms and trying to make sense of a mythology that may span multiple epochs?

  • What does it take to motivate consumers to invest deeply enough into a transmedia franchise that they are eager to track down new installments and create buzz around a new property? How is transmedia linked to a push towards interactivity and participatory culture?


As with the first event, Transmedia, Hollywood: Visual Culture & Design will bring together comic book writers, game designers, "imagineers," filmmakers, television show runners, and other media professionals in a conversation with leading academic thinkers on these topics. Each of our speakers will be asked to focus on the unique challenges they faced while working on a specific production and detail how their understanding of transmedia helped them resolve those issues. From there, we will ask all our speakers to compare notes across projects and platforms with the hopes of starting to develop some basic design principles that will help us translate theories of transmedia entertainment into pragmatic reality.

The creative personnel we have assembled include many of the key individuals responsible for masterminding the fundamental changes in the way traditional media operates and engages audiences by altering the way stories are told temporally, by exploring how graphic design translates from one medium to another, and by explaining how these visually-stunning worlds are being conceived in today's "connected" entertainment arena.


Conference Schedule

Friday, April 8, 2011

9:15--9:45 am
Registration


9:45--10:00 am
Welcome and Opening Remarks

  • Teri Schwartz, Dean, UCLA School of Theater, Film, and Television
  • Denise Mann, Associate Professor/Head, Producers Program, UCLA School of Theater, Film and Television
  • Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, Annenberg School of Communication, USC


10:00--11:50 AM
Panel 1: "Come Out 2 Play": Designing Virtual Worlds--From Screens to Theme Parks and Beyond
Hollywood has come a long way since Walt Disney, circa 1955, invited families to come out and play in the first cross-platform, totally merchandised sandbox--Disneyland. Cut to today and most entertainment corporations are still focused on creating intellectual properties to exploit across all divisions of the Company. However, as the studios and networks move away from the concrete spaces of movie and TV screens and start to embrace the seemingly limitless "virtual spaces" of the Web as well as the real-world spaces of theme parks, museums, and comic book conventions, the demands on creative personnel and their studio counterparts have expanded exponentially.

Rather than rely on old-fashioned merchandising and licensing departments to oversee vendors, which too often results in uninspired computer games, novelizations, and label T-shirts, several studios have brought these activities in-house, creating divisions like Disney Imagineering and Disney Interactive to oversee the design and implementation of these vast, virtual worlds. In other instances, studios are turning to a new generation of independent producers--aka "transmedia producers"--charged with creating vast, interlocking brand extensions that make use of a never-ending cycle of technological future shock and Web 2.0 capabilities.

The results of these partnerships have been a number of extraordinarily inventive, interactive, and immersive experiences that create a "you are there" effect. These include the King Kong 360 3D theme park ride, which incorporates the sight, smell, and thunderous footsteps of the iconic gorilla as he appears to toss the audience's tram car into a pit. Universal Studios and Warner Bros. have joined forces to create the Wizarding World of Harry Potter, a new $200 million-plus attraction at the Islands of Adventure in Florida.

Today's panel focuses on the unique challenges associated with turning traditional media franchises into 3D interactive worlds, inviting you to come out 2 play in the studios' virtual sandboxes.

Moderator: Denise Mann
Panelists will include:


  • Alex McDowell, Production Designer for Tim Burton and Zack Snyder (Corpse Bride, Watchmen)

  • Thierry Coup, Art Designer, Wizarding World of Harry Potter

  • Angela Ndalianis, Associate Professor and Head of the Cinema Studies Program at the University of Melbourne, Australia (Neo-Baroque Aesthetics and Contemporary Entertainment)

  • Bruce Vaughn, Chief Creative Executive, Disney Imagineering

12:00--1:50 PM
Panel 2: "We're Looking For Characters": Designing Personalities Who Play Across Platforms

How is our notion of what constitutes a good character changing as more and more decisions get made on the basis of a transmedia logic? Does it matter that James Bond originated in a book, Spider-Man in comics, Luke Skywalker on screen, and Homer Simpson on television, if each of these figures is going to eventually appear across a range of media platforms?

Do designers and writers conceive of characters differently when they know that they need to be recognizable in a variety of media? Why does transmedia often require a shift in focus as the protagonist aboard the "mothership" often moves off stage as extensions foreground the perspective and actions of once secondary figures?

How might we understand the process by which people on reality television series get packaged as characters who can drive audience identification and interest or by which performers get reframed as characters as they enter into the popular imagination?

Why have so few characters from games attracted a broader following while characters from comics seem to be gaining growing popularity even among those who have never read their graphic adventures?

Moderator: Henry Jenkins
Panelists will include:


  • Joseph Ferencz, Strategy and Marketing Manager, Ubisoft

  • Geoff Johns, Chief Creative Officer of DC Entertainment

  • Alisa Perren, Assistant Professor, Georgia State University

  • Kelly Souders and Brian Peterson, Executive Producers of Smallville

2:00--3:00 PM
Lunch Break


3:00--4:50 PM
Panel 3: Fan Interfaces: Intelligent Designs or Fan Aggregators?

Once relegated to the margins of society, today's media fans are often considered the "advance guard" that studio and network marketers eagerly pursue at Comi-Con and elsewhere to help launch virtual word-of-mouth campaigns around a favorite film, TV series, computer game, or comic book. Since tech-savvy fans are often the first to access Web 2.0 sites like YouTube, Wikipedia, and Second Life in search of a like-minded community, it was only a matter of time before corporate marketers followed suit. After all, these social networking sites provide media companies with powerful tools to manage fans and commit them to crowd-sourcing activities on Twitter, Facebook, and elsewhere.

Given the complexities and contradictions involved in negotiating between industry and audience interests, we will ask the game designers to explain their philosophy about the intended and unintended outcomes of their fan interfaces. Marketers clearly love it when fans become willing billboards for the brand either by wearing logo T-shirts or by dressing a favorite Madman avatar in the 1960s clothing, accessories and backgrounds on display on the AMCTV.com "Madmen Yourself" and then spreading the content through Facebook and Twitter.

What is the design philosophy behind a video game like Spore, which allows fans free range to create their own creatures and worlds but then limits their rights over this digital content? Who owns these virtual creations once they appear for sale on E-bay? These and other intriguing questions will be posed to the creative individuals responsible for designing many of these imaginative and engaging fan interfaces.

Moderator: Denise Mann
Panelists include:


  • Matt Wolf, Double 2.0, ARG/Game Designer

  • Avi Santos, Assistant Professor, Dominican College and Co-editor, FlowTV.com and In Media Res.com

5:00--6:50 PM
Panel 4: "It's About Time!" Structuring Transmedia Narratives

The rules for how to structure a Hollywood movie were established more than a century ago and even then, were inspired by ideas from earlier media -- the four-act structure of theater, the hero's quest in mythology. Yet, audiences and creators alike are still trying to make sense of how to fit together the chunks of a transmedia narrative. Industry insiders use terms such as mythology or saga to describe stories which may expand across many different epochs, involve many generations of characters, expand across many different corners of the fictional world, and explore a range of different goals and missions.

We might think of such stories as hyperserials, in so far as serials involved the chunking and dispersal of narrative information into compelling units. The old style serials on film and television expanded in time; these new style serials also expand across media platforms.

So, how do the creators of these stories handle challenges of exposition and plot development, managing the audience's attention so that they have the pieces they need to put together the puzzle? What principles do they use to indicate which chunks of a franchise are connected to each other and which represent different moments in the imaginary history they are recounting? Do certain genres -- science fiction and fantasy -- embrace this expansive understanding of story time, while others seem to require something closer to the Aristoltelian unities of time and space?

Moderator: Henry Jenkins
Panelists include:


  • Caitlin Burns, Transmedia Producer, Starlight Runner Entertainment

  • Abigail DeKosnik, Assistant Professor, University of California-Berkeley (Co-Editor, The Survival of the Soap Opera: Strategies for a New Media Era; Illegitimate Media: Discourse and Censorship of Digital Remix)

  • Jane Espensen, Writer/Producer: Buffy the Vampire Slayer, Battlestar Galactica, Torchwood.

  • John Platt, Co-Executive Producer, Big Brother, The Surreal Life

  • Tracey Robertson, Chief Executive Officer and Co-founder, Hoodlum

  • Lance Weiler, Founder, Wordbook Project

  • Justin Wyatt, Executive Director, Research at at NBCUniversal, Inc (High Concept: Movies and Marketing in Hollywood).

7:00 PM
Reception
Lobby, James Bridges Theater

Location
James Bridges Theater, UCLA School of Theater, Film, and Television


Registration
Faculty/Students:
Tickets are $5 for faculty and students of accredited institutions and will only be sold at the box-office of the UCLA Central Ticket Office and at the door on the day of the event (prior registration required). Valid university I.D. is required. Registration includes admission to conference and reception.

General Public:
Tickets for the general public are $30. Registration includes admission to conference and reception. Please register: http://www2.tft.ucla.edu/RSVP/index.cfm?action=rsvp_form


Directions
Directions to UCLA:
http://www.ucla.edu/map/

Campus Map:
http://www.ucla.edu/map/ucla-campus-map.pdf

Parking Info:
http://map.ais.ucla.edu/go/1002187
http://www.transportation.ucla.edu/portal/maps/parkingmap/0206UCLAParkingMap.htm

Bus Info:
http://www.metro.net/
http://www.bigbluebus.com/home/index.asp

Contact
UCLA Producers Program
UCLA Department of Film, Television, and Digital Media
203 East Melnitz
Los Angeles, CA 90095
Phone: (310) 206-3761
Fax: (310) 825-3383
Email: producers@tft.ucla.edu
Web: www.tft.ucla.edu/producers

March 14, 2011

Lewis Hyde: upcoming talk here at MIT and previous CMS MIT5 appearance

Lewis Hyde's The Gift: Imagination and the Erotic Life of Property (New York: Vintage. 1983) figured prominently in the C3 Spreadable Media White Paper (Spring 2009).

Lewis is here at MIT speaking this week on his new book Common As Air - which takes up current notions of intellectual property and pursues it back to the founding fathers and forward to Bob Dylan. His talk will be Thursday, March 17th @ 7 p.m. (MIT Room 3-270 [map link here]). This talk is part of the MIT Writers Series - sponsored by MIT Writing and Humanistic Studies.

Lewis also took part in an MIT5 Panel, with CMS Prof. David Thornburn moderating, entitled Folk Cultures and Digital Cultures. A write-up on the panel is available at:
http://web.mit.edu/comm-forum/mit5/subs/MiT5_plenary1.html

Video of the panel is embedded below.

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