I just wanted to take a quick break from the Christmas/New Year's festivities to let you know the videos from November's third annual Futures of Entertainment conference have been put up online.
We took a little more time getting the videos up this year as we plan to push them out across a broader range of video-sharing platforms than we have before. For the moment, they are available from MIT's TechTV site. You can watch, comment on, and embed the videos from this site. In the coming weeks we will put them up on a range of other sites across the Internet.
Happy New Year everyone, from all of us here at C3; 2008 was a stimulating year, and we're looking forward to an equally provoking 2009.
This year's futures of entertainment conference was a great success. We enjoyed two solid days of discussion, with clever panelists and a really engaged audience.
If you missed the event, we'll be posting podcasts of the sessions shortly. In the meantime, you can check out the C3 team's live-blogging of the event here.
Amber Case, who participated in a great panel on Social Media has a write up of the event here and here.
There are photos of the event here (courtesy of Geoffrey Long), here (courtesy of Amber Case). We have a large batch of photos we'll be uploading over the next week as well.
There was much tweeting throughout the event and afterwards, which you can check out here if you're interested. At one point we surpassed Twilight in the Twitterverse, which was a little bit of a thrill.
We'll be back next week with thoughts and commentary, and we'll let you all know when the podcasts and additional material are available. I'd like to take a moment to once again thank the C3 team, the staff at CMS, and our helpful volunteers for making this event happen, and to thank each of the panelists who came and sat down with us to talk about the current and future state of the media landscape. I hope that everyone who attended got as much from this event as I did; thanks for coming to spur the conversation along and push our thinking outwards. If you have your own notes posted, drop a note in the comments and I'll be happy to update the links.
FOE3 Liveblog: Session 7 - Global Flows, Global Deals
So we finished out FOE by trying to push some of the key themes of the conference into a global context, with panelists Nancy Baym (Personal Connections in a Digital Age), Robert Ferrari (Vice President of Business Development, Turbine Inc.) and Maurício Mota (Director of Strategy and Business Development, New Content Brazil).
The panel was moderated by C3 Reseacher Xiaochang Li (that would be me, for those of you playing at home) and Liveblogging was done by Harvard undergraduate Christina Xu.
Introduction of Panelists:
Nancy Baym: I study fans on the internet. I come at it from an interpersonal relationship and community building angle. I'm more interested in music fans than the narrative music, and how they relate to other fans in relation to pop culture material. I'm especially focused on Swedish/Scandinavian music flowing out of Swedish borders.
Bob Ferrari: VP of Business development, Turbine Inc. Looking at the online gaming side of the business. Turbine is a studio, 350+, based in Boston with a small office on the West Coast, that focuses on social (MMO) gaming. We build these deep dynamic worlds around brands (LoTR, D&D) and bring in hundreds of thousands of players into these live worlds and allow them to play & socialize. What I've been doing is driving it not just domestically, but also bringing them to other countries (Russia, starting South America, China/Hong Kong, Korea).
Mauricio Mota: Director of Strategy and Business Development, New Content. Pioneer company on branded content, leading the process of bringing transmedia storytelling to Brazil. Managing all of Unilever's 29 brands.
Videos by Mauricio and Bob (embedded to the C3 blog here
FOE3 Liveblog: Session 6 - Intersection of Academy and Industry
The sixth panel of FOE put together a number of academics and industry specialists to talk over how the two areas could be mutually beneficial to one another. The panel was moderated by C3 alum Sam Ford and liveblogging provided by CMS graduate student Lan Le.
Amanda Lotz, The Television Will be Revolutionized (NYU Press), University of Michigan.
She was trained in a text-based manner that was probably typical of media studies. She now looks into how texts are made, investigating the gaps in our understanding of TV history, the norms of production, and TV's role in US culture. While not strictly ethnographic, her work is informed by industry interviews and observing how industry talks to itself. She did not feel the previous theories were adequate in addressing the granularity of industrial case studies. But what can we say about media industries?
John Caldwell, Production Culture (Duke University Press), UCLA.
He has a background in production and film. He works in film, TV, labor, and ethnographic work in Los Angeles. The last few days has made him feel like a dinosaur, even though he writes about the same subjects -- but on the side of the workers and not the marketing. He feels that branding is merely the crust of a much larger space, and focuses on the "below the line" workers in this industry whose stories are not often seen. He has always advocated the integration of production and theory, but realized eventually that there's a lot of antipathy between the two sides. Distributed creativity occurs in professional workforces, not just in fan bases. There's a real contention about who is authorized to talk about the industry. Often failed academics will be most angry at the study of industry. We are dealing with the construction of two things: industry and academics. There are a multiplicity of industries, not a monolith. They are only willing to work together so long as the money keeps flowing. Academics are themselves not comfortable with acknowledge themselves as a construction.
Grant McCracken, Transformations: Identity Construction in Contemporary Culture (Indiana University Press).
He sees himself as an anthropologist of contemporary culture. He splits his time between academic and industrial consulting work. The dual identity is rough, which points to issues of integration.
Peter Kim, Dachis Corporation.
He feels that he represents industry, working for Razorfish in Cambridge. He began working for General Electric at age 18 in the Audit Staff, proceeding to move through many industry positions and companies. His work at Puma was in corporate digital branding.
QUESTIONS FROM Sam
Sam: What is the value of the flow of information between industry and academia? What does each side need to give and recieve to make this a valuable exchange?
FOE3 Liveblog: Session 5 - Franchising, Extensions and Worldbuilding
Moderating is C3 alum Ivan Askwith. The panel includes Lance Weiler ( (Director Head Trauma and The Last Broadcast), Tom Casiello, Tom Boland (Daytime Emmy Award-Winning former writer of As the World Turns, One Life to Live, Days of Our Lives, The Young and the Restless), Sharon Ross (Columbia College Chicago), and Gregg Hale (from Campfire and producer of the Blair Witch Project).
Liveblogging provided by CMS grad student Flourish Klink.
IA: How many people would classify themselves as soap fans? [a few] Wrestling fans? [fewer] So it may be valuable to sketch out some of the stuff they're working on in more detail which may provide a richer foundation for us to talk.
GH: So this is the latest thing we've finished at Campfire for True Blood.
[Descriptive video about transmedia storytelling ad campaign for True Blood]
LW: Head Trauma and what we did with the actual film - the movie is about the fragmentation of memory, a guy who comes back home after 20 years to settle his grandmother's estate and finds it inhabited by squatters; he hits his head and starts having recurring nightmares that start to turn into reality. So we started to play with what's real and what isn't. We started with interactive comics and there were all kinds of easter eggs and rabbit holes as you moved through it. And that was a gateway to some of the other experiences. It was a way that we were able to build the world out. We interjected mobile experiences so when the movie had a world premiere we handed out these Jack Chick-style comics and there were ciphers and clues within them. On the back it asks "do you want to play the game?" and when you called the number that's there you'd get the nemesis of the movie; they'd hang up and then we'd call or text them back. This continued back and forth. Even when you went to the website, we could figure out that you were on there and call you during your visit to it. Throughout the premiere there was a whole give and take with phones - about 86% of the audience was engaged mobilely. And we had an online series with all these subliminal things in it, and there was a remix area, where people could remix their own fragments. At one point when people showed up somewhere based on the clues in the game for a secret movie showing I ended up calling the LAPD and they came by with the helicopter and I executed all these SMS and phone calls saying things like "We're watching you!"
TB: Before we dive in I want to explain the marketing machine behind the WWE. Trust me when I say this is very big business.
FOE3 Liveblog: Session 4 - When Comics Converge: Making Watchmen
For the first panel of Day 2, we opened with a case study of the making of The Watchmen film, based on the foundational Alan Moore graphic novel with Henry Jenkins, production designer Alex McDowell, and Alisa Perren from Georgia State University.
Liveblogging services this time around were provided by CMS grad student Lan Le.
Comics are now reaching us through multiple channels. We aren't just going to comic book stores to get our comic stories anymore. They're coming to us through movies, bookstores, online. So too has the image of the comics consumer changed to include larger, general audiences in addition to the core comics fans.
We began the talk by screen two different trailers for Watchmen, which is Alex McDowell's latest project. The first trailer was screened at Comic-Con, which was aimed at the fans of the comic book. The second trailer was constructed with a larger, general audience in mind. These trailers were to help us begin thinking about how the movie visually adapted the comic book material.
Alex: The movie is remarkably visually faithful to the book. Snyder is definitely a fan of genre and comic books first. Watchmen spent 20 years in development at various studios. The film has finally come into existance at time when, coincidentally or not, the satirical parallels have cycled back into political existance. While time has elapsed between the writing of Watchmen and it's film, Snyder has updated the film through layers of cultural reference and art design. Examples of the film's awareness of other pieces of science-fiction stories are echoed in the set design, referencing films such as Dr. Strangeglove and The Man That Fell to Earth. Working on the world of Watchmen was a great opportunity to "rip off every movie you ever liked."
Henry: It's no accident that the film is coming out now with the explosive of revival of the superhero genre in film.
Alisa: The film was greenlit October 2001, a month after 9/11. Cultural factors did exist to propel comic books into the cultural mainstream, yes, but industrial issues also shaped this revival. At first, it seemed that the growth of comic books in movies must have been due to a prior growth of comics. It's actually the opposite. Comic book sales declined or stayed very low during this period. The sales, it turns out, were driven by studios - not the reverse. Horizontal integration factors into this scenario. But there are also a new generation of exectives, writers, and artists who came of age in an era where sophisticated or literary comic books were the rage. These creative producers had greater appreciation for the source text and insisted on a greater fidelity to the source material. They tapped into an interactive fan culture that appreciates this too.
Our last panel of Day 1, liveblogged by Christina Xu, current undergraduate student from Harvard and whom some of you know as one of the organizers of Roflcon last year.
Panelists: Joe Marchese (socialvibe.com) Amber Case (Hazelnut Consulting) Sabrina Caluori (Director, Marketing and Promotions, HBO Online) Kyle Ford, (Director of Product Marketing, Ning) Rhonda Lowry (Vice President, Social Media Technologies, Turner Broadcasting)
Moderator: Alice Marwick (grad student @ NYU)
Introductions
RL: Has been working in social media for a while. She uses a separate online identity to research virtual worlds. It's hard to grok virtual worlds without understanding social media, so she took a role at Turner to get people to understand identity as construct, leveraging talents across mediums and how that can transform you & the marketplace.
JM: Brings brands into social media. We're the answer to how you're going to make money off of all of this. It's not easy: brands have the opposite problem of media (instead of where media is going, it's where their brands are NOT going). Each person is a micro-publisher, and now brands need to have relationships with lots of people. There's a myth that brands reach people through social media, but people reach people through social media.
KF: Direct of product marketing @ Ning. Been there for about 3 years. Crossed 600,000 social networks. Before that, was at Yahoo TV & Movie and Fox, doing television site.
AC: Cyborg anthropologist, studies what it's like to be on the online space and what happens when people upload parts of themselves online. Blogs for Discovery Channel.
SC: Marketing at HBO.com. Aggregates social media activities that happen across the company and try to gather them back into the brand by keeping communities online past specific events.
Alice Marwick: Yochai says that online spaces are hybridized (commercial, amateur, academic, government, etc.) all interacting together. What current social practices/user practices are you seeing emerging from this blur?
What if Capitão Nascimento had read Convergence Culture?
For anyone who had to miss the last panel at FOE3 and missed the great Convergence Culture fanvid (Thanks to Mauricio Mota at New Content for sharing this with all of us):
FOE3 Liveblog: Session 2 - Making Audiences Matter
Coming out of Henry and Yochai's conversation about networked media spaces and participatory culture, we headed into a discussion of value around audience, with liveblogging by CMS graduate student Flourish Klink.
Moderator Joshua Green: I want to address topics that have been brewing all day to discuss what the audience may be becoming - "the audience ain't what it used to be." So intro's...
Kim Moses: Exec producer of Ghost Whisperer.
Gail De Kosnik: Ass't prof in UC Berkeley Center for New Media
Vu Nguyen: Crunchyroll.com
Kevin Slavin: Area/Code - "games that have computers in them"
JG: In a transmedia world, what does the audience look like?
KM: I come from a very traditional place, a network television show - needs to have a v. broad appeal. So my goal is to "take back Friday nights" - took different media platforms in addition to TV to reach multiple groups.
GDK: Audiences today aren't just audiences, they think of themselves as makers. Are audiences also workers in the media industry?
VN: Audience more empowered & therefore demanding than ever. Crunchyroll's audience consumes media online primarily. Skews young because tech-savvy, less money, more time to invest.
KS: The conventional idea of "mass" is actually really constrained by the geography, distribution of a TV signal, at a certain time... assumptions are made in the production of conventional media because it is locationally, temporally situated. When those things go away that's REALLY mass - it can be to anyone anywhere at any time. That's a totally different thing. Part of the value of a conventional model is that there are those geographic, locational constraints. But now ad value goes down because it could be anyone, targeted ads are harder.
FOE3 Liveblog: Conversation -- Wealth, Value, and Social Production
Henry Jenkins and Yochai Benkler see themselves as a closely related, which that they had read each other's book in terms of thinking about differentially motivated players.
Nonprofit distribution of content - now we can begin there. In this moment of peer production, what are the nonprofit, public television.
YB: implications that I see are - 1. A change of role. In an environment where communicating with large groups, public media was uncorrelated with market flows of cultural production. That cost barrier isn't there anymore, so the necessity of sufficient level of ____ isn't there anymore. So is it the elite aspect of it? When you look at free software and open access books and the role of foundations that harness work of peers into whole. Nonprofits are becoming helping groups become more effective in what they do. Public media needs to
instead of producing educational materials that are stable good but to provide ways in which teachers can produce content. WGBH - Nova - convert content into spreadable media in ways that are pitched from a different perspective. Understanding the need for a locus of high capital production has become less important. What little public funds there are can go further if they're oriented toward provided opportunities for generating content rather than created fixed content. Mentione - sunlight foundation, apache software
HJ: Public tv used to provide diversity, but it couldn't provide the social network, the passion for diversity. In an era of social networks, PBS plays a role as a digital network. Very good at soliciting us as contributors but stops once pledge week ends. Function it plays in joining people into a real network
YB - not a non seq - WSJ creating a network of paid subscribers. A signal about what kind of person they are. Same thing possible with public television, except not an issue of payment but participation. Not sure if it would capture young people.
HJ: what;s your research showing about what motivates people to join social networks?
YB: not just social networks-- we're slowly coming to accept (loosely defined "we") that academia is dominated by a view of selfish rationality. Shared perception that this is largest modality of perception in social sciences. Image of Alan Greenspan - I relied on self-interest and it failed me. Not to be sneezed at. For me, free software as been particularly powerful in making this argument. Someone who relies on markets
renewed interest in mapping
catalog in an organized way what are human motivations
object is to come up with a sufficient usable set of clusters of human motivators, and then, what do I need to think about - using the terms of gift and worth and the gift economy. Tends to think in terms that are useful but partial. Examples - status, atomistic giving, reputation,
function of social capital - also interpersonal relatedness - a sense of identity
fascinating surveys of free software - why- reputation, expectation of future work, solving a particular problem - easily convertible into a self-interested problem. But, it turns about that people say 75% as a central aspect of their identity, of who they are, fairness, giving back, sheer pleasure, then reputations, etc. need to be part of sociality is important, what's right, fair, reciprocal, etc. Though guilt and shame can be part of it.
HJ: Web 2.0 includes economic motivations on one side and ---- on the other. How might it scrambled?
FOE3 Liveblog: Session 1 -- Consumption, Value and Worth
First full panel of the day, with liveblogging services courtesy of CMS Graduate student Lana Swartz and CMS/C3 Alumni Sam Ford.
Liveblogger's Note: Hello, dear reader, I did the best I could to make this coherent, but now I need to eat foods.
HJ: This panel is really intended to extend the conversation, continuing to lay out the core vocabulary that was developed in earlier remarks
PANELIST INTRODUCTIONS Rishi Dean - VP Visible Measures, working on metrics of the consumption of video content and advertising. Finds more about more that it's less about the technology and more about the dynamics of the medium and then working on how to leverage those dynamics
Anita Elberse - prof at Harvard Business School, media entertainment - media and entertainment industries - invited here likely because of an article on the Long Tail and why it might not be correct
Anne White - VP of programming Premiere Retail Networks - met Henry at at 5D conference last month, in charge of visualizing the future of advertising for Minority Report, who and what should be advertised in the future and placing it into the film, multimedia and branding projects, putting video everywhere and annoying people by targeting it directly to them. creative, but very strategic,
Renee Ann Richardson - doctoral student at HBS, working on status and brand status and authenticity, looks at what happens when there are counterfeits. Previously worked in marketing and advertising at Leo Burnett and LVMH
A quick note: people interested in following C3's Futures of Entertainment 3 conference in real time should hop on Twitter and follow http://search.twitter.com/search?q=%23foe3. There's a whole mess of current students, alums, consulting researchers, partners and interesting folks twittering away over there.
Those of you who are physically camped out here in the Bartos Theater at MIT with us, be sure to check out our Backchan.nl setup for realtime feedback and questions at http://foe3.backchan.nl.
Registration extended for Futures of Entertainment 3
Futures of Entertainment 3 is coming up this Friday and Saturday, Nov. 21 & 22. There are still some tickets available for the event, so we've decided to keep registration open right the way through to Saturday. If you haven't registered yet, it's not too late.
One detail to note is that we have had to move the conference across campus to the Bartos Theater. Bartos is in the Wiesner building (where the Media Lab is located) and is where we have held the conference in the past.
So we're just a week out from our annual Futures of Entertainment conference and we're finishing up the final tweaks to the program. Even if we do say so ourselves, FoE 3 has drawn together a collection of provocative speakers from around industry and academia to discuss some of the most pressing development in our media landscape.
Friday's program focuses on questions about audiences, value, and social media, and includes a one-on-one conversation between C3 faculty investigator Henry Jenkins and Harvard Law and Berkman Center professor Yochai Benkler, whose groundbreaking book The Wealth of Networks: How social production transforms markets and freedom (2006) won the Donald McGannon award for best book on social and ethical relevance in communications policy research and was named best business book about the future by Strategy & Business. Panel discussions will look at how to address the challenges and possibilities of the networked media space, with its many paradigm shifts around how we think about participation, production, and social engagement in the consumption and circulation of media.
Saturday's discussions focus on the spread and expansion of media across platforms, disciplines, and national borders. Panels will examine franchising and worldbuilding, the challenges of global distribution, and research practices at the intersection of industry and the academy. A particular feature of Saturday's program is a case study focussing on the upcoming Watchmen adaptation, featuring Henry Jenkins in conversation with Production Designer Alex McDowell and Alisa Perren of Georgia State University (see some of Alisa's previous discussion of the challenges of adapting comics to film here).
Tickets are still available for FoE, so head over to the site if you haven't already registered. Full program details under the fold.
MIT Futures of Entertainment 3 is now just a little more than a week away. For those who have not yet registered and who are interested in coming, registration information is available here, and the full program is available here.
I'm honored to be invited by those organizing the conference this year to moderate a discussion on the intersection of academia and the industry, and I'm fortunate to be joined by some intriguing panelists. From the academic world, John Caldwell from UCLA and Amanda Lotz from the University of Michigan (one of the Consortium's consulting researchers) will take part. Grant McCracken, another of C3's consulting researchers, will also join in. Grant is an independent academic, regularly publishing academic books, as well as a consultant.
They will be joined by Peter Kim from the Dachis Corporation.
Peter is part of the founding team at Dachis Corporation, a stealth mode startup focusing on social technology. Earlier, Peter was a senior analyst at Forrester Research focusing on social computing and customer-centric marketing. His professional experience also includes positions as head of global digital marketing for PUMA AG, strategy network at Razorfish and research analyst at Coopers & Lybrand. Peter has served as a keynote, moderator, and panelist at public events including the Advertising Research Foundation, American Marketing Association, and Direct Marketing Association. He has also been widely quoted on social technologies and marketing by the press, including CBS Evening News, CNBC, CNN, NPR, The Economist, The New York Times, and The Wall Street Journal. Peter holds a B.A. in English from the University of Pennsylvania and an MBA from the Darden School at the University of Virginia. He currently resides in Boston and blogs here.
I'm looking forward to seeing several of you at FoE3 next week and hope many of the folks who joined us over the past two years will be back in Boston next weekend!
Sam Ford is a research affiliate with the Consortium and Director of Customer Insights with Peppercom. He also writes for PepperDigital.
Yochai Benkler, Sabrina Calouri and David Glanzer confirmed for FoE3
As we roll on towards November's big event (US Election notwithstanding), we are pleased to confirm three new speakers for Futures of Entertainment 3.
Sabrina Calouri, of Director, Marketing and Promotions of HBO online will be joining our panel on social media. David Glanzer, Director Marketing and Public Relations for Comic-Con International will join our discussion about the future of the comics industry.
Finally, Yochai Benkler, Jack N. and Lillian R. Berkman Professor for Entrepreneurial Legal Studies at Harvard Law School and the author of The Wealth of Networks will participate in a one-on-one conversation with Henry Jenkins (MIT) about the nature of value and the future of the media landscape.
We're tweaking the schedule and confirming final speakers as we get ready for November 21. The full rundown on the third Futures of Entertainment conference can be found here, including registration details.
Just a quick note to say that yesterday we received the unfortunate news that due to some unavoidable scheduling issues that have arisen, Javier Grillo-Marxuach, creator of The Middleman, will no longer be able to join us at Futures of Entertainment 3 in November.
We're confirming final speakers for the conference and will update you all as they come in.
As of this morning, registration is officially open for the third Futures of Entertainment conference, November 21 and 22, here at MIT.
For those of you who haven't attended Futures of Entertainment before, the conference is organized around panel discussions, bringing academics and industry thought leaders together to dig into the topics at hand. You can check out the panels from the 2007 event here. This year's conference will cover topics including understanding the reconfiguring site of media value, uncovering, working with and understanding audiences, global distribution flows in light of the Internet and migratory audiences, the convergence taking place in the comics industry, franchising, extensions and world-building, as well as the challenges of bringing the academy and industry together.
Ths site for C3's annual conference, the Futures of Entertainment, now in its third year, is now live.
Registration information will be soon to follow, and be sure to check in for updates to speaker lists as we start to finalize our panels in the upcoming weeks. This year promises to be exciting and provocative, as we push our themes of convergence and media spreadability onto the global stage, while not losing sight of central C3 issues such as transmedia storytelling and audience value.
To get an idea of what the Futures of Entertainment conference is like, check out last year's site and listen or view the podcasts.
Around the Consortium: Looking Forward to FoE3 and Introducing Sheila Seles and Dan Pereira
Apologies to everyone for our blogging downtime we've been running around settling into the new semester as well as getting acquainted with new consortium researchers and staff. We're already gearing up for FoE3 in November and are working to put together what promises to be an engaging and provacative series of panels around bringing together the themes from last year media spreadability, audiences and value, social media, distribution with our new projects heading into the new school year around an increasingly global view of media convergence and flow. Topics for this year's panels include global distribution systems and the challenges of moving content across borders, transmedia and world building, comics and commerce, social media and spreadability, and renewed discussion on how and why to measure audience value.
We should be up to our regularly scheduled blogging within the next week but in the meantime, for anyone who doesn't already know, I'm delighted to introduce our new graduate researcher, Sheila Seles, and our new research manager, Dan Pereira. Sheila is joining the Consortium after working with C3 consulting researcher Jason Mittell at Middlebury College. Her current research interests include television and the creative industries and the intersection of fan culture and activism. Dan comes to us with 15 years of experience with academic affiliations, management consulting, high tech entrepreneurial ventures and independent media projects. Please look forward to contributions from both of them in the near future!
In other Consortium news, fellow Researcher Ana Domb and I will be presenting work on the spreadable media environment and independent film distribution at DIY Days Boston on Saturday, October 4th.
Since several people have e-mailed me of late to inquire again about the dates of this year's Futures of Entertainment 3 conference, I wanted to remind everyone of the information here through the blog. Be sure to make your travel plans soon! More information about guest speakers, panel topics, and specific times will be forthcoming soon.
As has been the case in previous years, the event is scheduled the Friday and Saturday before Thanksgiving. This year, that will be Friday, Nov. 21, and Saturday, Nov. 22.
This year's event will be held in the Wong Auditorium in the Tang Center here at MIT, which will be a larger venue than the conference room that housed the first two iterations of this event.
Amidst all the flurry of late spring here in the academic world, we just wanted to post to the blog to reiterate that our Futures of Entertainment 3 event will be coming up again this November. As has been the case in previous years, the event is scheduled the Friday and Saturday before Thanksgiving.
This year, that will be Friday, Nov. 21, and Saturday, Nov. 22.
We are happy to announce that this year's event will be held in the Wong Auditorium in the Tang Center here at MIT, a larger venue from our first two events that we hope will even better accommodate the type of conversation we've sought to have at this event in previous years.
Faris Yakob on Futures of Entertainment; Marlena on Soaps Class
Yesterday was Patriots Day here in Boston, so I'm in the midst of a flurry of updates this morning, as you may be able to tell. As part of this, I wanted to point toward a couple of recent references to the Consortium, our blog, and our work here at MIT.
First off, I have been meaning for some time to direct everyone's attention to this piece written by Naked Communications' Faris Yakob, from the first vresion of The Next Issue, which lists itself as "16 loose-leaf pages of opinion, news and views on the Next Issues facing the communications and design industries."
Dates Set for Consortium's Futures of Entertainment 3
This year's Futures of Entertainment conference the Consortium holds every November at MIT is set for Friday, Nov. 21, and Saturday, Nov. 22. The event will be held this year in the Wong Auditorium in the Tang Center here at MIT.
The Consortium and events related to our work has received great coverage in Brazil of late, thanks to the work of Maurício Mota, who attended our Futures of Entertainment 2 conference back in November. The most recent edition of Brazil's MeioDigital magazine, from Meio & Mensagem, featured a total of 12 pages dedicated to the Consortium, FoE2, and a related story on Heroes, based in part on our hosting a couple of members of the Heroes team here at MIT last November.
The MIT Convergence Culture Consortium, its Futures of Entertainment 2 event, and the Program in Comparative Media Studies were all featured in an article entitled "Os Alquimistas Estão Chengando!," including insights from myself, C3 Research Manager Joshua Green, as well as a focus on Consortium director Henry Jenkins. Mota's article highlights of all of the Program in Comparative Media Studies' research groups and Henry's recent publications and blog. See the piece here.
Around the Consortium: FoE2, Ad Ubiquity, Tech News, Politics, and Social Issues
I wanted to start with a few stories and blog posts that are happening around the Convergence Culture Consortium this week.
First, Kevin Driscoll, a Comparative Media Studies graduate student here at MIT working with the Singapore-MIT GAMBIT Game Lab, ties some of the marketing rhetoric he heard from some industry folks at Futures of Entertainment 2 to the work of Lawrence Lessig.
The final panel at our Futures of Entertainment 2 conference, on cult media, is now available fro download in audio form. The mobile panel from the first day will be made available in the coming weeks, and video on the rest of these panels will be available shortly.
The cult media panel, available here, features a conversation among Danny Bilson, Jesse Alexander of Heroes, Jeff Gomez of Starlight Runner, and Gordon Tichell of Walden Media, moderated by Henry Jenkins.
The first full panel on the second day of our Futures of Entertainment 2 conference, on advertising, is now available for download in audio form.
This panel, available here, features a conversation among Bill Fox of Fidelity Investments, Mike Rubenstein of the Barbarian Group, Baba Shetty of Hill/Holliday, Tina Wells of Buzz Marketing Group, and Faris Yakob from Naked Communications, moderated by Joshua Green.
FoE2 Podcast: Jason Mittell, Jonathan Gray, and Lee Harrington
The opening comments panel on the second day of our Futures of Entertainment 2 conference is now available for download in audio form.
This panel, available here, features a conversation among three academic speakers--C3 Consulting Resercher Jason Mittell of Middlebury College, Jonathan Gray of Fordham University, and Lee Harrington of Miami University, moderated by me.
I wanted to start Monday morning by rounding out a few new links coming out of the Futures of Entertainment 2 conference.
First, Kare Anderson over at Moving from Me to We wrote a piece on this year's Futures of Entertainment 2, which also includes excerpts from an interview she conducted with me regarding the event.
Meanwhile, Rik Hunter, a Ph.D. student at the University of Wisconsin-Madison in the composition and rhetoric program in the university's English department, provides a lot of notes from the conference on his site, Canned Goods.
The final panel on the first day of our Futures of Entertainment 2 conference, on fan labor, is now available for download in audio and both high-res and low-res video form.
This panel is available here in audio and video form. The video is intended for download, and some browsers may try to display text if you don't right-click the link to save to your computer. If your browser tries to download it as a ".txt," remove the ".txt" from the name, and the file should work as an "m4v."
The panel features a conversation among Mark Deuze of Indiana University, Jordan Greenhall of DivX, Raph Koster of Areae, Elizabeth Osder of Buzznet, and Catherine Tosenberger of the University of Florida, moderated by Henry Jenkins.
The first panel from the conference, on mobile media, will be available shortly. However, we now have the metrics and measurement panel from FoE2 available for download in audio and video forms.
The metrics and measurement panel, available here, can be accessed in audio, 320x240 video, and 640x480 video. The video is intended for download, and some browsers may try to display text if you don't right-click the link to save to your computer. If your browser tries to download it as a ".txt," remove the ".txt" from the name, and the file should work as an "m4v."
here for download, features a conversation among Maury Giles of GSD&M Idea City, Bruce Leitchman of Leitchman Research Group, Jim Nail of Cymfony, and Stacey Lynn Schulman of Turner Broadcasting, and moderated by me.
We're excited to make the first of our events from the recent Futures of Entertainment 2 conference here at MIT available for download. Each of the panels from the conference are available in both video and audio form.
The panels are available here. Here is audio and video. The video is intended for download, and some browsers may try to display text if you don't right-click the link to save to your computer. If your browser tries to download it as a ".txt," remove the ".txt" from the name, and the file should work as an "m4v."
The opening comments features C3 Director Henry Jenkins and C3 Research Manager Joshua Green discussing some of the media industries trends in 2007. These opening comments helped set the agenda for what would be covered in the six panels to follow at FoE2.
Writing About FoE2: Around the Blogosphere (3 of 3)
A variety of folks wrote summaries of several different panels simultaneously or referenced the conference as a whole. Faris Yakob wrote about the conference here, here, and here. Faris also provided a piece on FoE2 for Contagious.
C3 Consulting Researcher Grant McCracken provides his take on FoE2 here and here. Meanwhile, see Jonathan Gray's take on the conference at The Extratextuals.
Darren Crawforth provided a report from FoE2 for PSFK.
Writing About FoE2: Around the Blogosphere (2 of 3)
Below is a list of the blogs and pieces that reflected on or recapped Friday afternoon and Saturday's panels from our Futures of Entertainment 2 conference here in mid-November. See the first post of links here.
Writing About FoE2: Around the Blogosphere (1 of 3)
Between Futures of Entertainment 2 on Nov. 16 and 17 and Thanksgiving the next week, we've been in the process of trying to catch up on internal research projects and finish out what was really a fantastic conference, as far as we felt. Thanks to everyone who came, both panelists and audience members, for making it such a fantastic conversation. The plan is to have the audio and video from the conference made available, panel by panel, over the next few days, so be sure to come back here continuously for the latest.
In the meantime, I wanted to share with all of our readers many of the interesting accounts that have been posted around the blogosphere from FoE2. Over the next three posts, I'll link to a variety of these conversations, as a preview of those podcasts.
In this post, I'm linking to the posts for the pre-conference and some of the first day's events.
First, the MIT Communications Forum with Jesse Alexander and Mark Warshaw from Heroes was covered by C3 Graduate Researcher Lauren Silberman for this blog, here and here.
The second panel of the day was on Advertising and Convergence Culture. Speakers included Mike Rubenstein of the Barbarian Group, Baba Shetty of Hill/Holliday, Tina Wells of Buzz Marketing Group, Faris Yakob from Naked Communications, and Bill Fox of Fidelity Investments.
The panelists talked about the challenges and successes that they have encountered as marketers and advertisers in a convergent media environment, the problem of relinquishing total control over brands, user generated content and social media.
Live blogging for this session are Kevin Driscoll, Xiaochang Li, and Eleanor Baird.
Day two of the Futures of Entertainment began this chilly Cambridge morning with opening remarks by Jason Mittell, Middlebury College; Jonathan Gray, Fordham University; Lee Harrington, Miami University. Sam Ford, C3's Project Manager moderated.
In this session, the panelists talked about the "holy trinity" of media studies scholarship, tensions between industry and academia, qualitative versus quantitative understandings of audiences, and improving the connections between academics and insdustry in the future.
Live blogging the session were Xiaochang Li, Josh Diaz and Eleanor Baird.
The second panel at FOE2 is focused on metrics and audience measurement.
Sam Ford is moderating, and participating in the panel are:
Bruce Leichtman (Leichtman Research Group)
Stacey Lynn Schulman(Turner Broadcasting)
Maury Giles (GSD&M Idea City)
Jim Nail (TNS Media Intelligence/Cymfony)
As with the last panel, two hours of typing notes is tasking enough by itself -- so these entries might be a little bit disjointed, and have more typos than our usual posts. Sorry about that.
And: taking over live-blogging duties for this panel are CMS graduate students Lana Swartz and Deb Lui.
The opening remarks at this year's FUTURES OF ENTERTAINMENT conference are being made by Henry Jenkins, director of the Program in Comparative Media Studies, and Joshua Green, research manager for C3.
Participate in the backchannel in real-time at backchan.nl.
Strange to be writing in the C3 blog again, now that I'm no longer a researcher-in-residence, but the Futures of Entertainment conference -- now in its second year -- is beginning to serve a secondary function as a sort of C3 homecoming. And, since most of the C3 team are working in overdrive just to keep the conference moving at an even keel, I'll be helping out with the live-blogging duties, in case any of you at home want to keep up with what's happening here.
Helping out in this task are Derek Johnson, a doctoral student and kindred soul from U. Wisconsin-Madison, and Lan Le, a first year grad student in CMS -- both of whom, at the moment, are too busy taking notes to introduce themselves.
So, keep checking back. We'll try to refresh and update the posts several times during each panel, in case those of you following along here want to pass along questions or comments as part of the proceedings. (Think of it as a transmedia conference.)
Up next: opening remarks from Henry Jenkins, director of the Program in Comparative Media Studies, and Joshua Green, research manager for C3.
Today is the launch of Futures of Entertainment 2. It's the wee hours of the morning now, and we're trying to get everything prepared for what we hope is a stimulating conference for academics and industry execs alike. We have a variety of folks coming in from around the country, and internationally, and from what looks to be about an even split of academic and industry registrants. We're hoping that it will lead to some stimulating conversation, on par with the energy developed around last year's event.
One thing I wanted to note before the conference begins is that we have had a couple of late additions to the program. Francesco Cara from Nokia will no longer be able to make it here for the mobile media panel this morning, so we will be joined by Anmol Madan of the Media Lab here at MIT.
Also, Jim Nail from Cymfony has been added to the list of speakers for the metrics and measurement panel this afternoon.
A Precursor to FoE2: NBC's Heroes: Jesse Alexander and Mark Warshaw Speak to MIT Community (2 of 2)
This is the second part of my recap of the MIT Communications Forum event with Jesse Alexander and Mark Warshaw from Heroes earlier this evening. For some other interesting takes on this, see this piece on TheoLib, and C3 Consulting Researcher Jason Mittell's piece.
Adapting to the Audience
Both Jesse and Mark spoke about the realities that exist with their Internet enabled audience and how they are trying to adapt to the realities that exist with how their audience views the show. They understand that experiencing shows at one's own pace is a much more enjoyable experience then live may be. Week-to-week, there is a lot to remember, and the online space is a great way to add narrative and help fill in the blanks. Having to remember specific narratives from specific episodes is difficult because it means viewers have to be keeping close track. From a creative side, they are trying to help people catch up and keep viewers who have been watching live be engaged week to week.
A Precursor to FoE2: NBC's Heroes: Jesse Alexander and Mark Warshaw Speak to MIT Community (1 of 2)
First, here is the official information on the event:
The fragmenting audiences and proliferating channels of contemporary television are changing how programs are made and how they appeal to viewers and advertisers. Some media and advertising spokesmen are arguing that smaller, more engaged audiences are more valuable than the passive viewers of the Broadcast Era. They focus on the number of viewers who engage with the program and its extensions -- web sites, podcasts, digital comics, games, and so forth. What steps are networks taking to prolong and enlarge the viewer's experience of a weekly series? How are networks and production companies adapting to and deploying digital technologies and the Internet? And what challenges are involved in creating a series in which individual episodes are only part of an imagined world that can be accessed on a range of devices and that appeals to gamers, fans of comics, lovers of message boards or threaded discussions, digital surfers of all sorts? In this forum, producers from the NBC series Heroes discussed their hit show as well as the nature of network programming, the ways in which audiences are measured, the extension of television content across multiple media channels, and the value that producers place on the most active segments of their audiences.
The final panel at last year's Futures of Entertainment 2, like the mobile media panel this year, focused on a particular media outlet, in this case virtual worlds. The discussion included John Lester from Linden Labs, Ron Meiners from Mplayer.com, and Todd Cunningham from MTV Networks, who we work with closely, as well as Eric Gruber from MTVN.
Todd will be able to join us again this year as a conference attendee, and we're glad to have Alice Kim from MTVN on our panel discussing mobile media.
The panel, called "Not the Real World Anymore," is available in audio here and in video here.
Last year's panel on fan cultures was one of the greatest precursors to the direction this year's conference has taken. Our discussions on fan labor, cult media, and even the audience measurement panel will deal with issues that were first raised in last year's fan cultures panel, which we live-blogged here.
The audio from last year's panel is available here, and the video is available here.
Looking back at FoE: Dr. Joshua Green on Viscerality
The second day of Futures of Entertainment last year began with a discussion led by Dr. Joshua Green, C3's Research Manager. Green will be helping to lead the opening comments of the conference with Dr. Henry Jenkins on Friday morning and will be moderating two of the panels at the conference.
Last year's presentation from Green focused on viscerality in a convergence culture. The audio of the presentation is available here, and the video is available here.
Green, whose bio is available here, has helped direct several exciting new strands of research at the Consortium this year, and the panels planned for the conference this year are indicators of the types of issues we've been tackling in our internal work that Joshua directs and what I've written here on the blog, along with our graduate students.
The final panel on Friday of last year's Futures of Entertainment focused on transmedia properties, in what is a precursor to a couple of the discussions taking place this year, perhaps most notably the conversation on cult media properties, which might be particularly ripe for transmedia storytelling.
The audio from this panel is available here, and the video is available here.
For those who haven't seen it, our panel on cult media this year will feature a variety of people steeped in knowledge of transmedia storytelling: Danny Bilson, who has written for a variety of media platforms; Jeff Gomez of Starlight Runner; Gordon Tichell with Walden Media; and Jesse Alexander with Heroes.
The second panel on the first day of Futures of Entertainment last year was focused particularly on user-generated content. The panel provides a good precursor to a lot of the issues to be discussed this year in the "fan labor" panel.
For those who have not seen it, the description of our "Fan Labor" panel this year reads, "There is growing anxiety about the way labor is compensated in Web 2.0. The accepted model -- trading content in exchange for connectivity or experience -- is starting to strain, particularly as the commodity culture of user-generated content confronts the gift economy which has long characterized the participatory fan cultures of the web." The full description is available on the program, here.
Last year's "User-Generated Content" panel was live blogged here on the C3 site, available here. The conversation included Rob Tercek, who is president and co-founder of MultiMedia Networks; Caterina Fake, Tech Development at Yahoo!/Flickr; Bubble Project founder Ji Lee; and BioWare Director of Design Kevin Barrett.
Audio is available here, and video is available here.
The first panel at last year's Futures of Entertainment focused on "Television Futures," featuring a variety of interesting speakers who discussed where the television industry was headed from a variety of perspectives. While there is no video available from the panel, audio can be found here.
The panel was live-blogged on the C3 blog here. We wrote about their discussion on issues such as "What Has Caused This Period of Increased Experimentation?," "The Shifting Relationship of Television in the Media Industry," "Television in a VOD and Netflix World," and "Bypassing the Networks."
Looking back at FoE: Henry Jenkins' Opening Comments
Now that the week of Futures of Entertainment 2 is upon us, much of our mindspace and time are being dedicated to planning for the conference. In light of that, we thought it might be good to look back at each of last year's events, since this year's panels look to build off the conversations we started at the initial Futures of Entertainment last November. Over the next several posts, we are going to link back to discussions from each of the panels in hopes of providing some starting points of discussion for this year's registrants, many of whom we hope are keeping up with the C3 blog.
For those of you who won't be able to join us this year, we hope these resources from last year's conference gives you some idea of what will be happening here this weekend and serve as a precursor to the live-blogging that will be taking place here on our site and hopefully across many of this year's registrants.
We're going to start out by looking at Henry Jenkins' opening address from last year.
This past week, registration opened for our second annual Convergence Culture Consortium and Program in Comparative Media Studies (CMS) co-sponsored conference, Futures of Entertainment 2. More updates will be forthcoming over at the FoE2 Web site.
We will be including full speaker bios and headshots over the next few days for all the speakers on our various panels, among other things.
For more, see our last few posts, including our announcement of the conference, Henry Jenkins' notes on the conference, and a look back at the first event last year. However, word about FoE2 has been popping up elsewhere across the Web as well.
For those of you who may have been hearing recently about this year's Futures of Entertainment 2 conference (see the site here), but who may not have been able to attend last year's event, I wanted to go back into the archives and share more information about last year's event.
The site is still up, available here. As I noted back in August, there are audio and/or video podcasts up from the panels last year.
I ran this announcement about Futures of Entertainment 2 over at my blog, but I wanted to crosspost it here as well, for those who might be interested in more details about the communication forum that will appear before FoE2 and more information on the panels and last year's conference.
Many readers attended last year's Futures of Entertainment conference, which brought together leading figures from film, television, games and virtual worlds, advertising, comics, and other media industries for an indepth discussion of some of the trends impacting our contemporary mediascape. If you missed this event,you can check out the podcasts here and read a report on it written by Jesse Walker for Reason online here.
Well, we were so excited by the quality of last year's event that we decided to host a second Futures of Entertainment conference with new topics and a new cast of characters. The event is sponsored by the MIT Comparative Media Studies Program and the Convergence Culture Consortium.
Registration Opens Today for Futures of Entertainment 2
Today brings with it the official opening of registration for Futures of Entertainment 2 (FoE2), the conference here at MIT in November co-sponsored by the Convergence Culture Consortium and the Program in Comparative Media Studies. For more, see the FoE2 site. Read more for the full press release.
The Convergence Culture Consortium, in conjunction with the Program in Comparative Media Studies at MIT, will host their second annual MIT Futures of Entertainment conference on Friday, Nov. 16, and Saturday, Nov. 17, on the campus of MIT in Cambridge, Mass.
Low-Cost Tools in Media Production - Hype or Hope?
After acclaimed film editor Walter Murch's proof-of-concept use of Apple's Final Cut Pro for editing Return to Cold Mountain in 2003, a second, more bizarre attempt at using commercial off-the-shelf software for professional media production has come to public attention: guitarist and producer Ry Cooder mastering his latest album using the 'sound enhancer' feature built into iTunes. While both stories have much news value, a factor that should not be neglected after all, these episodes allow for a critical look at the perceived 'democratization' of professional media production and changes in workflow and production rationales.
Yesterday, the 11th episode of the Harry Potter fan podcast SpellCast was released. This episode features Gwendolyn's interviews with several people from the Futures of Entertainment conference. Be sure to check it out!
The following wraps up our report of the Futures of Entertainment conference. Geoff Long took the onus of reporting on this final panel, with some help from Ivan Askwith and me. Thanks again to Geoff and Ivan for their work on getting this together. Geoff provided a partial transcript from the event. Also, you can see Rachel Clarke's notes here. Also, see Erica George's notes at Writing in Clay. There is also a reaction to this partial transcript at KnowProSE.
The final panel of the day, "Not the Real World Anymore", focused on the phenomenon of virtual worlds. The panelists were John Lester from Second Life's Linden Labs, Ron Meiners from Multiverse Online, and Todd Cunningham from MTV Networks, who was accompanied by producer Eric Gruber, who ran Cunningham's demo of Virtual Laguna Beach.
Biographical information for each panelist is available here.
Diane Nelson, President of Warner Premiere for Warner Brothers. Diane talks about her role with digital content production and her work over the past six years managing the Harry Potter franchise for Warner Brothers and the implications of fan communities on global brand management. She also discussed the fascinating global and cross-platform characters the company deal with like Batman, Superman, and Willie Wonka. "As new as everything going on in media and technology is, it's all very much the same." She said the underlying themes for discussing fan communities is understanding the consumer as people and their motivations in using the brand and the need to respect them. "Respect is the single biggest word I would use in relation to fans or any consumer, for that matter." Using her work with Harry Potter as an example, she said that fans begin to feel a sense of ownership over property once they become involved. "How deeply that shows itself is a wide spectrum," she said, from fanatical expressions or just expression in purely economic forms. "Who they are and what's driving them particularly is important if we want to speak to fans with any relevance and authenticity."
Molly Chase, Executive Producer of New Media Department, Cartoon Network. Molly discussed her work with the Cartoon Network site and its Hispanic equivalent for its Hispanic-American fans. She emphasized that her employees are definitely fans of the media they promote, which they feel sets them aside from some other networks. She said that she feels that respect is a theme in dealing with fans. For Molly, the idea of respecting fans and respecting content is closely intertwined, in language that positions the fans close to the content. By correlating the fans with the content, it creates a distinction where fans seem to have some autonomy and power in relation to understanding and managing content. She also talked about creating a range of experiences for a particular show, that would allow someone to play a simple game for five minutes as content online or a yearlong game that expands over time, depending on how deeply one is a fan of the entertainment property.
danah boyd, UC-Berkeley Ph.D. student and social media researcher for Yahoo! and Annenberg School fellow. She discussed her work in doing ethnographies for social networking sites, most recently with MySpace, through the sites' presences in both U.S. and global spaces. She looks in particular at the types of fan behaviors and how that disrupted what was intended in the beginning to be dating sites, and now what types of teen practices have shocked parents with MySpace in particular. "For me, it's about looking at the way collective processes are happening and the way outsiders get to see this because of the popularity of the phenomenon." danah talked about ownership and the agency that fans have to take entertainment properties and making it part of their own identities. "Why do we go out and shop and play with brands and mix and match and come out with clothing that expresses ourself? One of the cool things you see with digital embodiment, such as the notion of profiles, is to take cultural artifacts that you see as part of your life into a digital form to share something about who you are." She discusses the feeling of empowerment that comes along with mastering this material. For instance, she sees the kitsch blending of various brands and images of MySpace profiles as being much like the average teenager's room. danah's writings are available on her site.
FOE: Joshua Green's "Viscerality and Convergence Culture"
C3 Research Director and MIT Comparative Media Studies post-doc Dr. Joshua Green opened the conference this morning with his presentation of "Viscerality and Convergence Culture." Ignoring the fact that "viscerality" is not a word, and Joshua revealed his blatant disregard for the English status quo, his talk focused on the ways in which people want to internalize and humanize technology, how the average person does not care about these technologies except in ways that they facilitate their desire for expanding and extending human contact.
The talk, inspired by a walk in the rain with his iPod, was fueled by an anecdote Joshua shared with the readers. New to MIT and the country, Joshua spent most of his life in Australia. Now, all that he brought of himself, in many ways, was that iPod. "I'm not a music person before, but now I care about it," he said. "I suck it in now and feel passionate in a way that I didn't before." He points out that, by moving to America for this job, he has left a phase of his life he cannot necessarily return to. "None of my things are there anymore, and that's not a life I can go back to. The place it does exist in now is in my iPod. I no longer have a home in Australia, just a room at my parents' house backed with boxes. And it's not the iPod, but that's the only thing I can pack my social existence into."
He points to a quote about the Zune in which it was called a "software experience." He says, "The sharing that the Zune enables requires you to play by its rules. And, in the conversion environment at the present moment, we don't play by technology's rules. We bash, smash, and hit technology until it plays by our rules." And that's where he sees the distinction between the Zune and the iPod. It's the difference in relationship that's perceived about being about software and one that is about social relations. He points out that his relationship with his iPod and MacBook Pro feels like a relationship because it feels social. "It is a device for sharing culture. The way in which I utilize this device is one to facilitate sharing culture."
On the other hand, he doesn't completely buy into iCult, and he makes the point that these opening remarks are not intended to be a celebration of the brand without reservations. "I enjoy my relationship with this machine more than the other Toshiba box I had before, but iTunes has DRM and now they've cornered the market." He said that it's not the technology but the social interaction that it enables and encourages. He says that these types of social interactions is what companies are starting to get, and he points to Comedy Central's recent assurances at not taking all Comedy Central clips off YouTube as an example.
He points to examples from various Internets as his example of how the technology is used as social relationships. In making fun of the Ted Stevens "tubes" reference to the Internet, Joshua points to the user-generated responses to his idea of tubes. One was very scientific, the type of industrial containers you would see around MIT with those danger hazardous stickers on them. The other model is Fallopian tubes. Hedescribed the top one as being about technology, while the ladder is about organicness and squishiness. He asserts that the increasing acceptance of identity politics and the politics traditionally ascribed to a female domain in consumerism and fandom, etc., makes the Fallopian tubes of the Internet perhaps a better analogy.
In addition to this discussion about tactile relationships and viscerality, Joshua discussed the distinction between impressions and expressions. Impressions, as the old model, is when we send messages out that leave impressions on to users that prompt them to do something. When you understand tactile relationships, though, Joshua said that you encourage audiences to speak in some way. "When the product is transformed from commodity to culture, though, you have to cede control because it's no longer yours," he said, "but it's okay."
However, Joshua's presentation was very visual in nature, very visceral as the very title implies, so the video will be essential when it is made available for viewing over the next few days. Check back here and at The Futures of Entertainment site for more information. Also, see Rachel Clarke's notes on Joshua's presentation at Licence to Kill. Also, Kent Quirk has his take of Joshua's presentation at Global Warming Can Be Fun. Finally, you can see Erica George's notes at Writing in Clay.
Paul Levitz, President and Publisher of DC Comics. Paul's early comments focus on the tools that are available now which open whole new realms of storytelling. To paraphrase, his opening remarks were that, "for cartoonists and comic book writers and artists, the potential of using our tool set and forms for a wider range of people and for evolving forms of transmedia has been something that has been a minute away for the last decade, it seems, and appears to be here now." He also traced direct forms of transmedia storytelling in America back to James Fenimore Cooper's The Spy, which appeared in 1821 as a novel and 1822 as a play, as well as the history of The Wizard of Oz through its various book, play, and film forms over the years. "You have people building Troy on top of Troy on top of Troy, 100 years of creative development layered on top of each other. That's the process of transmedia." Alex Chisholm also pointed to the development of Christianity and the spread of Jesus Christ as a figure in the early years as, in many ways, a transmedia project. He also made the comment that the idea of a mass media form that reaches everyone on two or three channels "don't work so good no more." "If you are an advertiser searching to get a large audience, you can either build out of big blocks that aren't as big as they used to be or you can start breaking away from the tyranny of 30-second messages and find cool new creative things people have been responding to. And you'll see combinations of the two, both 30-second spots and transmedia pieces."
Alex Chisholm, Founder of Ice Cub3d Studios. Chisholm, who has an ongoing relationship with the Comparative Media Studies program here at MIT, discussed the vocabulary and modes of thinking he learned from the time he has spent working with Henry Jenkins and others in the CMS department and discussed his work with NBC, who he said is trying to figure out a variety of new ways to reach audiences and to develop content across multiple channels. He particularly discussed his work around Heroes and understanding how audiences are interacting with that media property across various media forms, a concept he also encountered when working with the Olympics.
Michael Lebowitz, CEO and Co-Founder of Big Spaceship. Michael said that his company is in the fortunate position to work with major media properties such as television shows and feature films and sees his role as helping these content owners form new dialogues with consumers and to tell new aspects of stories through as many different means as possible. "We are thinking about everything from interactive experience development to branded game development across all digital platforms." He said that the job gets most interesting is when you start with crossover potential to lead and create development in types of convergence that hasn't formerly existed, expanding the transmedia storytelling format. He particularly discussed moving his work into an increasingly digital space, along with the help of his "team of 50 mad scientists in Brooklyn."
Also, check into Rachel Clarke's transcription of the panel here and here. Also, see Erica George's notes at Writing in Clay. Adrian at do.palicio.us wrote this entry about the transmedia panel as well.
Biographical information for each panelist is available here.
Rob Tercek, President and Co-Founder of MultiMedia Networks. He spoke early in the session about the backlash directed toward traditional set up between producers and consumers, pointing particularly to the fact that major companies aren't set up to understand the medium but expects to be able to send everything out in a broad message and for users to just "sit there and listen while we talk." He says that companies aren't great at listening to their audiences, and that has driven this backlash.
Caterina Fake, Director of Tech Development at Yahoo!. Fake says that user-generated content is not only fun but allows people in this era to return to that scene of artistan culture from the 18th century where everyone is producers and everyone is consumers. The scene switches from a concert hall to a group of people setting around in no certain order playing music to each other. Everyone produces, and everyone consumes. And that's what she sees happening in these online spaces, where the division between producer and consumer just isn't quite as important anymore. Look at this point, for instance, about the shrinking distances of communication between producers and consumers, as to how that helps empower an environment for increased user-generated content. She sees this type of content as a way to differentiate from the masses for individuals and also for there to be true choice instead of a corporate producer-driven, limited sense of choice.
Ji Lee, Founder of The Bubble Project Video content has to be viewed just to see some of the great examples of user-generated content from the Bubble Project. The plan was to put an empty comic bubble up on public advertising and for viewers to be able to put their own comments on there. Examples from comments that were written online: (for Michael Douglas) I've had so much plastic surgery it hurts. Or, for Jennifer Lopez, I used to smoke krak on the 6 train.
Kevin Barrett, Director of Design for BioWare. He points out that rolepplaying games are no strangers to user-generated content but were driven by them, were pointless without them. Back decades ago, there may not have been a vibrant computer-driven gaming industry yet, but there was certainly games that thrived on user-generated content. He says that it wasn't something to talk about or discuss but what drove the gaming industry.
Also, see Rachel Clarke's posts about these presentations with more detailed transcripts of the event here and here and here, from her Licence to Roam site.
Dangers of Dialogue?
Ji says that, when corporations talk to consumers, it's almost like talking to a friend of his. "Telling a friend what I want to say is not a dialogue. By creating a dialogue, you're giving up control and listening to what other people have to say."
Biographical information for each panelist is available here.
Andy Hunter from GSD&M in Austin. He says that he works there as an account planner, helping to guide these changes that are happening right now. What keeps him at night? When he looks at what the industry does creating marketing campaigns, creating inertia in the business. He feels that so much is stuck in spin cycle. He says that people's behavior and relationship with the media has changed drastically. He wants to think differently about how the company can market and how they can communicate. "THAT keeps me up at night," he says.
Mark Warshaw, Founder of FlatWorld Intertainment and Smallville producer. He is a writer/producer/director for episodes of the series and has worked with extending the stories into the online world. He says, "What gets me up in the morning is I am just excited that there are so many possibilities out there, so many avenues for brands, for entertainers. We can just go anywhere right now, so it's a really exciting time to be in this world."
Josh Bernoff, principal analyst at Forrester Research. Forrester has been analyzing the effect of this technology on business during the 11 years he has been there. Most of that time has been spent looking at television. Their clients are everyone, and they have to be looking at what the future may bring and what the challengers are. He says, "There are two motivators, fear and greed. Is my business changing, and will I lose my job? Or is someone else making money that I should have?"
Betsy Morgan from CBS Digital. Betsy says moving into the digital landscape is hard but frustrating. CBS is doing a lot of thinking about YouTube. "It's great and horrible all at the same time." Katie Couric's interview with Tom Cruise got a second life, a third life, a fourth life after it was uploaded to YouTube. "That's what I love about YouTube. What our biggest challenege with a company like YouTube is that I've got a bunch of lawyers that are every day taking down copyrighted material, and we're really struggling with that. Users put up content thats ours." A big concern is making sure that if video is going to be online, that it needs to be of a certain level of quality not to make the network's programming look bad. "We're having a lot of fun trying to figure this stuff out."
The following is the C3 team's note from Henry Jenkins' introduction to the C3 Futures of Entertainment conference. For the conference's details, look toward its main page.
To open the conference, Henry Jenkins, the director of the Convergence Culture Consortium, gave some background information on what is being described as "convergence culture," to borrow the term from his book, that sets the stage for the various panels taking place here at Futures of Entertainment over the next two days. Also, see Steve Garfield's links over on Off on a Tangent.