The Last Airbender or The Last Straw?, or How Loraine Became a Fan Activist
This is another installment in our ongoing series about fan-activism and the ways certain kinds of groups are bridging between our experiences with interest-driven networks in participatory culture and public participation. This chapter tells the story of Loraine Sammy and the Racebender campaign, which challenged the white-washed casting of the feature film version of The Last Airbender. Thanks to the production chops of Anna Van Someren, we are able to share much of Sammy's story in her own words, so do take time to watch the video segments attached to this piece.
As I have been working with Van Someren and Shesthova, two members of our research team, to prepare this piece for publication, I am reminded of work I did more than a decade ago around the Gaylaxians, a gay-lesbian-bi-trans science fiction fan group which made a concerted effort to get a sympathetic queer character on Star Trek: The Next Generation. The campaign failed in the short run in that the producers ultimately deflected or misdirected their requests, continually rephrasing them into how Star Trek might deal with the "issue" of gay rights, while the group wanted to show a future where being gay was not an issue. I am struck now by the growing number of science fiction series, British and American, which have matter of fact portrayals of same sex relationships, including Battlestar Galactica (whose show runner Ron Moore cut his teeth working on the Star Trek franchise.) I've never seen any one directly trace these shifts in the representation of sexuality in science fiction back to the Gaylaxians, but I have a sense that in the end, the campaign had some impact on our culture, even when its initial goal was lost. I hope the same can be said for the efforts of the Racebending efforts -- they have lost the battle but will they win the war? (For more on the Gaylaxians, see Science Fiction Audiences or Fans, Bloggers and Gamers.)
Our connection to Racebending and Loraine Sammy came through a member of the research group Lori Kido Lopez, a doctoral student at Annenberg.... who is including Racebending in her Ph.D. research.
On Chuck and Carrot Mobs: Mapping the Connections Between Participatory Culture and Public Participation
One of my proudest moments at the Futures of the Entertainment 4 conference was moderating a session on Transmedia for Social Change, which closed off the first day of the event. This panel brought together a number of people who I have encounter recently through my research on the relations between participatory culture and public participation: Stephen Duncombe - NYU, author of Dream: Re-Imagining Progressive Politics in the Age of Fantasy (The New Press); Andrew Slack - The Harry Potter Alliance; Noessa Higa - Visionaire Media; Lorraine Sammy - Co-creator Racebending; and Jedidiah Jenkins-Director of Public & Media Relations, Invisible Children.
For many attending this event, their discussion of new forms of activism that have emerged around the borders of transmedia entertainment were particularly eye opening While we were able to draw connections across these various projects, none of the panelists had met before and most did not know what the others were doing. It was exciting to see the shift in tone at the conference as we moved from talking about business plans to talking about human rights and social justice. I wanted to share the video of this session with you here.
During my introduction to the panel, I referenced the research we've begun to do trying to better understand how engagement with participatory culture, especially with fandom, may be teaching the skills and creating identities which can be applied to campaigns for social change. This project has launched since my move to California and is being conducted jointly with researchers at USC, MIT, and Tufts. What follows is the first of a series of reports on this still new research initiative, written by members of my team. Anna Van Someren, who wrote this first installment, joined the team having already served as the production manager on Project New Media Literacies, and with a background in media production, media literacy instruction, and social activism. Here, she gives an overview of what we are trying to do.
On Chuck and Carrot Mobs: Mapping the Connections Between Participatory Culture and Public Participation
by Anna Van Someren
I was on my 8th (excruciating) rep, struggling with some kind of bowflex-looking machine when my personal trainer asked what I do for work. As usual, I had the fleeting wish that I could say something short and concrete, something like "preschool teacher" or "novelist". Because really, did this woman care any more than the typical dentist who asks such questions with both hands inside your mouth? Could I finally come up with something a little less opaque than "researcher at MIT"? If I did, could I for once muster the self-discipline it takes not to ramble incomprehensibly?
I tried a new approach, and asked if she had a favorite television show. "Battlestar Galactica!" - her face lit up as she described the Starbuck costume her friend was helping her create for Halloween. "Well, say a Battlestar Galactica fan group became interested in doing some work for social change, work that maybe addresses an issue brought up by the show. The group I'm working with is looking at how people who organize around a story they love, and then decide to take some kind of public action." She seemed genuinely interested, so I continued with more detail during front lunges. I think I may have gotten a bit rambly, but I'll try not to here.
As readers of this blog know, Henry has moved to LA and is now the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Although he has relinquished his role as principal investigator at MIT's Center for Future Civic Media (funded by the Knight Foundation), his work on participatory culture and civic engagement has spawned a new research project supported in part by the center. This project is bi-coastal; on the east coast we have myself, research advisor Clement Chau and research assistant Flourish Klink. Representing the west coast out at USC with Henry we have research director Sangita Shresthova (CMS alum '03) along with more than a dozen Annenberg School students whose work relates directly to our research interests.
Our early conversations circled around the skills needed to become involved in public discourse. We discussed emerging forms of engagement, such as the Carrotmob project, which might be considered civic because of its socially beneficial goal of protecting the environment. Carrotmob organizes competitions in which local businesses pledge to make ecological improvements to their practices. The business with the best pledge enjoys an environmentally-motivated flash mob: 'carrotmobbers' receive instructions via blog posts and twitter about where and when to show up and spend.
The 'Finale & a Footlong' Save Chuck campaign is another recent initiative working to leverage consumer power. In April 2009, organizers mobilized fans of the television show Chuck to buy footlong sandwiches at Subway, a main sponsor, on the night of the show's finale. Fans were instructed to leave a note in the Subway suggestion box mentioning the campaign, and Chuckstar Zach Levi described it as "a way for non-Nielson fans to show their love of the show by directly supporting one of Chuck's key advertisers".
These two projects have entirely different goals, and some might say Save Chuck is a far cry from civic engagement, but it's interesting to note that the skills and strategies being used are so similar. We began to wonder if participants in campaigns like Save Chuck might stand to gain some of the skills and knowledge needed to become active citizens. With so many young people so engaged with popular culture, this potential is critical to understand. In Convergence Culture, Henry describes how popular culture can function as a civic playground, where lower stakes allow for a greater diversity of opinions than tolerated in political arenas. "One way that popular culture can enable a more engaged citizenry is by allowing people to play with power on a microlevel ...popular culture may be preparing the way for a more meaningful public culture."
Of course, there are differing definitions of what an 'engaged citizenry' looks like. CIRCLE, the Center for Information and Research on Civic Engagement, works with three primary categories: civic activities, electoral activities, and political voice activities. In Civic Life Online, Kate Raynes-Goldie and Luke Walker define civic engagement broadly and simply as "any activity aimed at improving one's community". In his book Bowling Alone, sociologist Robert Putnam considers civic engagement to be on the decline, and bemoans the social ties we've lost now that we spend more time "isolated" in front of the television. Some share his pessimism, worrying that the millennial generation lacks an interest in the workings of government, but it's important to remember that we're not talking about something static or stabilized. In their paper Young Citizens and Civic Learning: Two Paradigms of Citizenship in the Digital Age Lance Bennett, Alison Rank and Christopher Wells remind us that "citizenship is a dynamic social construction that reflects changing social and political conditions."
So how does the dimension of popular culture fit into our understanding of citizenship? Voting, joining a political party, or doing community service are concrete, measurable activities that have long been defined as civic. What does loving a television show have to do with any of this? It's helpful here to consider two opposing views of democracy described by Stephen Coleman in Civic Life Online. Although he's talking specifically about youth e-citizenship here, he offers a useful model, describing the conflict between democracy viewed as "an established and reasonably just system, with which young people should be encouraged to engage" and as "a political as well as cultural aspiration, most likely to be realized through networks in which young people engage with one another". The second view is expansive; it describes a realm where citizens are empowered not only to participate in the public arena, but to shape it. It's a view that does not contain activity within a strictly political sphere, but embraces cultural citizenship. This aligns well with Peter Levine's definition of civic engagement as not only political activism, deliberation, and problem-solving, but also cultural production, or participation in shaping a culture.
If we want to see how engagement with popular culture can fuel social action, Loraine Sammy and her activities with racebending.com provide a rich case study. Fans of Nickelodeon's Avatar: the Last Airbenderanimation series were frustrated and disappointed by the casting process for the live-action movie version. Paramount cast the main characters, who are Asian in the original series, with white actors. Avatar fans came together to create the LiveJournal-based Aang Ain't White campaign, which attempted to pressure Paramount with a letter-writing campaign. Loraine, who spoke on the Transmedia for Social Change panel at Futures of Entertainment 4, helped grow Aang Ain't White into the racebending movement, "a coalition and community dedicated to encouraging fair casting practices". She and other participants volunteer their time, talents and skills to advocate on behalf of this cause, which has now reached beyond the Avatar movie and may begin to play a watchdog role in Hollywood.
There are so many aspects we want to explore about the racebending community, and others like it. It's intriguing to think about how fiction and fantasy can captivate us on an emotional level, providing a narrative structure that can motivate us to seek change in the real world. We're also curious about how individuals develop their identities as citizens - is it possible that participants in the Save Chuck campaign were developing a sense of empowerment and efficacy in the world - exercising their civic muscles, as it were? Our primary interest right now lies with the nature of participatory culture communities, like racebending.
We consider a participatory culture to be one where:
there are relatively low barriers to artistic expression and civic engagement
there is strong support for creating and sharing one's creations with others
there is some type of informal mentorship whereby what is known by the most experienced is passed along to novices
members believe their contributions matter
members feel some degree of social connection with one another
How do these characteristics work together to encourage and support civic engagement? To find out, we'll be looking at participatory culture communities engaged in some type of social or public action. We're specifically interested in groups which originally gelled around shared interest in popular culture and then become somehow involved in public discourse. Racebending is an excellent example, and is one of our planned case studies, along with the Harry Potter Alliance, Invisible Children, Browncoats, Anonymous, and possibly the hacktivism inspired by Cory Doctorow's novel Little Brother.
This winter we'll be conducting interviews with members and founders of these groups, asking questions about their operations, their membership, and their activities. By spring we hope to have a stronger grasp on our research question, how do the characteristics of participatory culture environments support the kinds of social learning, deliberation, debate, and advocacy practices that allow entry into a shared public discourse? In order to share our thoughts and findings in advance of our white paper, we'll be posting updates here. This introduction marks the start of our series, so stay tuned for more from our team, and please share your ideas, critiques, and comments.
If you know of other groups or projects who are deploying fan culture/popular culture as a springboard for social change, please let us know. We are trying to cast a wide net right now to identify examples which might help us better understand these emerging forms of activism. We are especially interested in examples from outside the United States.
If you are interested in this discussion of civic engagement and participatory culture, you might also want to check out this video produced by the MacArthur Foundation and showcasing the thinkin of Joe Kahne, who is part of the new research hub MacArthur is creating to think about these issues.
While in Cambridge for the Futures of Entertainment conference, my wife and I stopped over at the Boston Museum of Science which is currently playing host to Harry Potter: The Exhibition. We had both attended a fascinating presentation about the design and development of this exhibit during last Summer's Azkatraz convention in San Francisco and so we had high anticipations for the show and were not disappointed.
If you live anywhere near Boston, you should definitely try to make it there for the exhibit which runs through Feb. 21. The exhibit is pricy since you have to pay a fee above and beyond the price of admission to the museum itself, but we found it more than worth it.
After the jump, Henry applies the concepts of transmedia from his Futures of Entertainment 4 keynote to the Harry Potter exhibit.
The Revenge of the Origami Unicorn: Seven Principles of Transmedia Storytelling
If you have yet to check out the videos from the Futures of Entertainment 4 conference, we hope that you'll take at least an hour of the upcoming holiday to sit down and listen to Henry Jenkin's keynote on transmedia storytelling. Above, we've embedded the video of his talk, and after the jump you can find Henry's essay explaining the key concepts of his thinking (cross-posted from his blog). Enjoy!
Kevin Lim, one of our wonderful Futures of Entertainment volunteers, made this video. In the video Lim asks, "What is transmedia?" Check it out to see answers from C3's own William Uricchio and Xiaochang Li.
Futures of Entertainment 4: Videos, Shwag and More Thoughts on Transmedia
Point, the First:
If you were not able to attend the Futures of Entertainment 4 conference back in November, you're in luck: the videos are now available thanks to MIT TechTV. You can view the aggregation of videos here, or check out the individual talks and panels linked with their respective videos after the jump.
Point, the Second
If you were able to attend the FoE4 conference, you're probably in post-con withdrawal by now. So, why not push your FoE experience into the transmedia realm? Luis, our excellent artist and designer, has made FoE4 mugs -- featuring the cosplaying girls -- available for purchase here.
Her Excellency, Ana, pimping the FoE4 mug
Point, the Third
Last week, I published to the blog an article entitled Singing in the Living Room: Fueling the Business Model of FOX's Glee, which examines the music of Glee as a transmedia experience and how transmedia factors into Glee's business model. I sent out the link to Nancy Baym via Twitter (@nancybaym), who had questioned the relationship between transmedia and music while at the FoE4 conference. Along with Ana Domb Krauskopf (@anadk) and Xiaochang Li (@xiaochang), Nancy and I (@alexleavitt) responded in quick succession about our thoughts on approaching new and old aspects of transmedia that might inform future approaches to franchise studies. I found the discourse interesting and exploratory, so I've reproduced the conversation after the jump below!
Singing in the Living Room: Fueling the Business Model of FOX's Glee
Warning: This article on Glee might tend toward the meta, as while I write this article, I will be listening to the first Glee Soundtrack*: seventeen songs from Ryan Murphy's hit show on FOX. And the songs are exactly what I wish to discuss: the transmedia of music.
* The second soundtrack was actually released for sale two days ago on December 8th. If you want to listen to and/or purchase the first soundtrack, you can find it on iTunes or Amazon.
During the Futures of Entertainment 4 conference, as Henry Jenkins comments on his blog, "Nancy Baym asked us to think about when and how music has gone transmedia. We struggled to come up with examples - everyone of course immediately latched onto the ARG created around the Nine Inch Nails; I proposed the comic book Tattoo where artists and writers used Tori Amos songs as their inspiration." What I wish to bring into the limelight is that we've been participating in a musical transmedia experience of epic proportions for the past few months, on TV, on Hulu, on our iPods, and even in our living rooms: the rockin' music of Glee.
Before I continue to discuss how exactly Glee works as transmedia, let me discuss the concept of the fan experience. Henry also writes in the same paragraph, "The question looks different, though, if we ask about transmedia performance, because most contemporary musical artists perform across multiple media - minimally live and recorded performance, but also video and social network sites and Twitter..." Back in October, I wrote an article for the Consortium blog, Performing with Glee, which examines the fan (re-)production that has emerged on YouTube from reenacting scenes from Glee's television episodes. While this fan performance has pushed the Glee experience into a transmedial mode -- the total experience of interacting with the Glee "franchise" spreads across mediums, regardless of its production origins -- the fan activity obviously is not the same as the actual artists or content producers performing across mediums. I try to make the distinction obvious, especially by putting quotation marks around franchise, above, because when we consider transmedia, usually we apply the term franchise to the complete production consumed by the audience without taking into account the extensive continual experience that moves beyond the original production (think: Star Trek conventions, anime cosplayers, or even Superbowl celebration parades).
So I wish, in examining why Glee's business model has been so successful, to explain how Glee's business model has been so successful. And this is due to the fan experience.
Transmedia as Archontic texts: Multiplicity, Subjectivity, and Social Change
I meant to cross-post this yesterday, but got so caught up in the panels that it slipped my mind. This was originally posted at canarytrap.net
Multiplicity has been transformed into quite the buzzword this morning. Henry featured the concept of multiple and conceptually-varied versions of popular franchises -- Indian versions of Spiderman, for instance, or the story told by Mary Jane -- as one of his 7 key concepts for transmedia. In short, re-imaginings or re-visions of existing texts that both challenge and compliment one another. In traditional media, the emphasis was on continuity and control, ensuring that stories maintained consistency through controlled authorship. In transmedia storytelling, however, the emphasis is on multiplicity, the emergence of multiple authors telling or re-tellings in order to build a rich, varied story world.
This ties into another of Henry's 7 concepts. Subjectivity. In short, transmedia provides the opportunity to tell stories from different viewpoints, to include in the narrative voices that are typically not heard. This notion is politically provocative, since it suggests transmedia's very narrative structures makes room for the production of unheard or background subjects and perspectives. In other words, it allows for the telling of stories and experience and character voices that would not otherwise be told.
Free Public Lecture Tonight: Jeff Vandermeer on Transmedia
In the Boston area tonight for Futures of Entertainment, or a C3-minded local who can't make it to the conference? This evening from 5-7, the novelist, anthologist and cross-media storyteller Jeff VanderMeer is giving a free, open-to-the-public talk as part of MIT’s Comparative Media Studies Colloquium lecture series and the unofficial kickoff to Futures of Entertainment! The talk will last about 45 minutes, after which the anthologist, essayist, NPR commentator and Booktour.com CEO Kevin Smokler will lead the Q&A session.
Here’s the rundown:
Booklife: The Private and the Public in Transmedia Storytelling and Self-Promotion Jeff VanderMeer with Kevin Smokler
Fictional experiments in emerging media like Twitter and Facebook are influencing traditional printed novels and stories in interesting ways, but another intriguing new narrative is also emerging: the rise of “artifacts” that, although they support a writer’s career, have their own intrinsic creative value. What are the benefits and dangers of a confusion between the private creativity and the public career elements of a writer’s life caused by new media and a proliferation of “open channels”? What protective measures must a writer take to preserve his or her “self” in this environment? In addition to the guerilla tactics implicit in storytelling through social media and other unconventional platforms, in what ways is a writer’s life now itself a story irrespective of intentional fictive storytelling? Examining these issues leads naturally to a discussion on the tension and cross-pollination between the private and public lives of writers in our transmedia age, including the strategies and tactics that best serve those who want to survive and flourish in this new environment. What are we losing in the emerging new paradigm, and what do we stand to gain?
A writer for the New York Times Book Review, Huffington Post, and Washington Post, Jeff VanderMeer is also the award-winning author of the metafictional City of Saints & Madmen, the noir fantasy Finch, and Booklife: Strategies & Survival Tips for 21st-Century Writers. His website can be found at jeffvandermeer.com.
Kevin Smokler is the editor of Bookmark Now: Writing in Unreaderly Times (Basic Books) which was a San Francisco Chronicle Notable Book of 2005. His writing has appeared in the Los Angeles Times, the San Francisco Chronicle, Fast Company and on National Public Radio. He lives in San Francisco, blogs for the Huffington Post and at kevinsmokler.com, and is the CEO of BookTour.com.
The event is, again, free and open to the public registration for Futures of Entertainment is not required. It begins at 5 PM, runs until 7, and is going down at room 4-231 (building 4, room 231) on the MIT campus. Parking on-campus is a little wonky, but there are multiple parking garages around; a better bet is likely to take public transportation. The Red Line in Boston comes straight to Kendall Square, which is right on the edge of the MIT campus. The lecture location is only a few minutes’ walk from there.
Jeff is currently on tour supporting his new book Booklife, which he describes as “a unique writing guide to sustainable careers and sustainable creativity, the first to fully integrate discussion of the role of new media into topics that have always been of interest to writers”. I just finished reading my copy this afternoon and I can personally testify that it’s full of a wide range of great stuff. Jeff splits the book into two distinct sections, one on the author’s Public Booklife (marketing, PR, social interactions and other public engagements) and Private Booklife (the actions, philosophies, emotions and other internal struggles of the actual act of writing) and both halves - plus the appendices - are packed with thoughtful insights and useful advice. For example, how do writers deal with envy - and what does Francis Bacon have to say about that? To steal a line from an old tomato sauce commercial, “It’s in there!”
5 o’clock PM tonight, Thursday, November 19th, in room 4-231 at the Massachusetts Institute of Technology - I’ll see you there!
Futures of Entertainment 4 - Transmedia Tacos? You Bet!
Continuing with the weekly Futures of Entertainment theme of transmedia, we'd like to call your attention to the most recent essay posted to Henry's blog, "Transmedia Tacos? You Bet!"
Written for Henry's Transmedia Entertainment & Storytelling class, this essay was composed by Ben Burroughs, a current student in the Masters program at the Annenberg School for Communications and Journalism, USC.
Burroughs, as Henry puts it, writes about how "transmedia tactics are moving from the entertainment industry to other sectors - in this case, the food industry." Whether we can consider the Kogi taco truck to be a transmedia experience in itself or if the truck merely represents similar strategies employed to a non-entertainment industry, this essay represents original thought on the topic, which helps us at least understand how to craft transmedia design in novel ways. As Burroughs explains, "It is important to note that we are not looking at a mature transmedia franchise but are looking for where this my take us in an attempt to synchronize the transmedia model to more seamlessly sew together online and offline disjunctures as well as multiple media platforms."
Perhaps one of the novel takeaways from this essay is the clash and combination of culture and technology:
Kogi's uses of new mediated technology and multiple platforms of this technology have attempted to bridge the gulf between the producer and consumer. No longer is the chef a distant 'other' in the back of a large restaurant but is now in close proximity and spatially there is the perception of closeness...
The truck is speaking to an age of increased mobility, flexibility (flexible specialization), and fluidity in our culture. Can we not read the taco as a text that speaks to the hybridity of a culture and society where Korean kim chi and Latino tacos are representative of larger forces of cultural fusion?
If you're interested in taking a look at Burrough's essay, we've reproduced Henry's original post after the jump. Enjoy!
Recently, I've been trying to think about the aesthetic and emotional balance of transmedia works. Many have written before that transmedia flourishes when each individual part of a transmedia experience utilizes the strengths of its respective medium. For example, if a movie is paired with a video game, is it beneficial to incorporate cinematic aesthetics into the video game, or should the producers focus on the interactivity that video games afford (and most films do not)? There are certainly arguments for both sides. Whatever the final decisions of the production team, the individual parts of the transmedia experience will affect and impact the transmedia narrative's audience in specific ways.
Henry has written before that "the core aesthetic impulses behind good transmedia works are world building and seriality" (The Aesthetic of Transmedia [Part 2]). Although Henry states that he wishes to see transmedia narratives flourish in genres beyond "fantasy and science fiction franchises", he concedes, "[T]he transmedia approach enhances certain kinds of works that have been udged [sic?] harshly by traditional aesthetic criteria because they are less concentrated on plot or even character than more classically constructed narratives."
While this article will avoid issues of transmedia, I want to explore more the idea of world building (Henry's first core aesthetic of transmedia works) as possessing successful emotional potential for an audience.
In the same article, Henry writes, "It's long been a charge directed against science fiction works that they are more interested in mapping complex environments than in telling compelling stories," but I would argue that complex environments can give rise to a well of emotional response that in turn create the foundations for compelling stories.
After the jump, I'll be exploring three video games that utilize world building and exploratory participation to craft complex stories out of very simple aesthetics.
Futures of Entertainment 4 - How "Dumbledore's Army" Is Transforming Our World: An Interview with the HP Alliance's Andrew Slack (Parts 1-2)
The Consortium team's moving strongly into November as we gear up for the Futures of Entertainment 4 conference. Of course, registration is still open for the two-day event on November 20 & 21.
As we've said before, Friday will be dedicated to issues of transmedia entertainment. The final panel presentation of the day, Transmedia for Social Change, moderated by Henry Jenkins, will feature Stephen Duncombe (NYU, author of Dream: Re-Imagining Progressive Politics in the Age of Fantasy), Andrew Slack (The Harry Potter Alliance), Noessa Higa (Visionaire Media), and Lorraine Sammy (Co-creator, Racebending).
Asking how transmedia can move beyond promotional and commercial interests, this panel will inquire about the potentials for transmedia to affect social change. What parallels can we draw between the activities fan communities and other sites of collective activity? How does participation in the collectives that emerge around transmedia properties equip young people with skills as citizens? What responsibilities should corporations bear, if any, as they try to court fan communities and deep engagement?
This panel will also consider the cross-over between the forms of collective activity that mark participation in transmedia narratives and other forms of collective activities that harness entertainment media for social good. Fan communities are increasingly aware of their power as social networks. With the ability to mobilize (often) large and passionate groups of people quickly in response to actions that threaten their values and practices, fan communities constitute collective bargaining units acting on the behalf of consumers. These communities may deploy this power to try to protect a favorite program from cancellation (thus working hand and hand with the interests of producers); they may deploy it to challenge a decision they feel hurts the integrity of the franchise (thus pushing back against a producer's perceived interests); or to resist cease and desist letters which threaten their activities. How do buy-cotts, the tactical deployment of consumption that has emerged as a key strategies for fans to have their voices heard, resemble other forms of consumer activism?
To talk a bit more to the content of the Transmedia for Social Change panel, we have reproduced an interview conducted by Henry with Andrew Slack (on the Board of Directors for the HP Alliance), who will speak on Friday afternoon. Henry posted this interview to his blog over the summer. You can read it in full after the jump!
As the entirety of Friday will focus on projects and issues of transmedia, we decided to bring you an interview that Henry posted to his blog back in May with Pat Harrigan and Noah Wardrip-Fruin, the editors of Third Person: Authoring and Exploring Vast Narratives. The third of a set of three books exploring studies of media, Third Person gathers dozens of essays discussing and debating topics surrounding "vast narratives" that draws from the perspectives of artists and academics alike.
Henry is currently using Third Person as a central resource in his Transmedia Storytelling & Entertainment course at USC, so if you would like an introduction to the text or more details about issues of transmedia, francising, branding, etc., we have reproduced the full interview after the jump.
I originally had another topic planned for this article, but I decided haphazardly to change it at the last minute, because one video made such an impression on me yesterday morning.
My morning routine consists of a few primary objectives, one of which is to browse my Twitter stream to find anything of note or something missed during the night. I noticed that Henry had posted a link to a YouTube video late Wednesday night under the guise of:
Susan Boyle's Legacy?: Winning performance from Ukraine's Got Talent has Drawn more than 2 Million views. http://bit.ly/zDFFT
The link sent me to the video embedded below. While the clip lasts 8 minutes and 33 seconds, I highly recommend taking the time to watch through the entire video. This is storytelling at its finest.
The astounding ability of a hand to shape a story is purely evidenced by Kseniya's work. It's simply awe-inspiring at how simple movements of addition and subtraction, how curves and lines and cuts can craft such simple yet refined art. I find it more beautiful because the scenes flow and crash (literally) into each other. Metaphors become real images. After the planes enter the scene, at 1:47 Simonova scrambles the bench-sitting couple into a blur of sand, a blur that represents fear, but a physical swirl that becomes the scared face of the female onlooker. When the bombs hit at 3:08, Simonova throws a handful of dust onto the baby, eliminating him symbolically and literally from the picture.
This video represents a piece of wondrous art and fanciful storytelling. And by the posting of this article, it has probably reached over 3 million views on YouTube. After the jump, I'll examine some more implications that this video presents about YouTube, transmedia, and cross-platform distribution; how we explain our understanding of popularity online; and how the Internet complicates our comprehension of foreign cultures.
District 9 (Part One): Can a Bench Be a Transmedia Extension?
Yesterday, Daniel wrote Part 1 of an article (International Development Enterprises India: Can a Mobile Cinema Truck be a Transmedia Extension?) relating his personal impressions and applications of a recent post written by Henry over at Confessions of an Aca-Fan. Henry provides a comprehensive introduction to the wildly-successful marketing strategy conceived by the production staff of Neill Blomkamp's recent film, District 9. Benches, bus stops, and phone booths plastered in "propaganda" -- ultimately a marketing scheme for the film -- were scattered throughout major U.S. cities this summer before the release of the movie and seemed to impress (or confuse) enough people into buying a movie ticket. In case you didn't get the chance to pop over to Henry's blog to peruse the article, we've reproduced it in full after the jump (you can also visit Henry's blog to read Part 2).
International Development Enterprises India: Can a Mobile Cinema Truck Be a Transmedia Extension? (Part 1 of 2)
So, can a park bench be a transmedia extension? I would vote yes -- at least in this case. It may be a small piece of a larger system of information about the film but it moves beyond simple branding and already situates us emotionally and intellectually inside the fiction.
If people see a picture of mine and then sit down and talk about it for 15 minutes, that is a very fine reward, I think. That's good enough for me.
Billy Wilder, Film Director (Sunset Boulevard & Double Indemnity)
Building on Prof. Jenkins recent entry on District 9 and transmedia in the first week of the inaugural offering of his Transmedia Storytelling & Entertainment class at USC (full text available here), his discussion reminds me that it is a false assumption that the opportunity to 'situate' the audience and fan community "emotionally and intellectually inside the fiction" always occurs prior to the release of a film or television show.
Transmedia Storytelling and Entertainment: A Syllabus
In anticipation of Futures of Entertainment 4, which will focus on transmedia, we at C3 wanted to share the syllabus for Henry's Transmedia course at USC for anyone who wants to brush up on their reading.
The readings and speakers heavily feature C3 alum and affiliates, as well as previous FOE presenters. So those not fortunate enough to catch Henry's class will have a chance to meet with some of the featured thinkers at FOE4.
The following post originally appeared at henryjenkins.org on August 11th, but it's reposted in its entirety below for anyone who might have missed it.
It might only be August now, but here at C3 we are all about November these days; more specifically November 20th and 21st when we'll be hosting our fourth annual Futures of Entertainment Conference (FOE) in the Bartos Theater right here at MIT. This is our biggest public event of the year and a unique opportunity to bring together some of the most influential minds in media industries and academia.
FOE is neither an academic or an industry conference, it is not a place for pitches or for presenting a paper, but rather, it's a space for in depth discussion about issues that are of interest to us all, a place for us to imagine together what diverse futures might look like. Drawing industry and academic speakers together with researchers from the Convergence Culture Consortium, Futures of Entertainment 4 provides a unique opportunity to participate in dynamic discussions about the future entertainment and media landscape. Organized around a "talk-show" style model, with panelists participating in moderated discussions about key issues affecting the future of the culture and creative industries, Futures of Entertainment 4 brings clever thinkers from both industry and the academy together for long conversations. Over the last three years this has produced deep, thorough treatments of issues ranging from the ethics of social media, effective strategies for participating in virtual worlds, the future of media metrics and measurement, and the challenges of building compelling transmedia experiences.
This year, FOE will dedicate and entire day to discussing transmedia creation. We are now beyond the point where it's necessary to define what transmedia is, rather we'd like to explore the creative and business processes behind it, engaging with questions around managing, producing, financing and positioning transmedia efforts, as well as how to identify the value they create.
On the second day of the conference we'll focus on some of the other issues that have long been part of Convergence Culture Consortium's research agenda, such as fan activism, contemporary media business models, and the progressive blurring of distinctions between communication mediums.
If you want to stay up to date on the latest FOE-related news please visit http://futuresofentertainment.org/ or follow us on our brand new twitter account @futuresof. And remember on November 20th and 21st Cambridge is the place to be.
Xiaochang and I just got back from Turner Networks where we did a presentation on spreadability and many other convergence culture-y things. One of the first requests we received was to address the issue of transmedia narratives across borders, in my case, specifically across Latin America. My first, very silly, reaction was to say "sorry guys, there is nothing there" and then proceeded to obsessively look for evidence to prove me wrong. Of course, there is much transmedia storytelling in Latin America, I just hadn't read these properties as such. In these two posts, I'd like to share with you the three cases I presented to our partners in Atlanta.
First, "El Chavo del Ocho" (The Kid from Apartment 8), this sitcom grew out of a comedy sketch in 1971. It tells the story of an homeless boy that lives in a barrel in the middle of a low-income housing complex surrounded by un-empathic yet comedic children and adults. The children are all played by adults and in fact Roberto Gomez, the show's creator and protagonist, played "El Chavo" until his mid-sixties when he thought it might be "grotesque" to play a boy.
Research Update: Platforms, Audience, and Television's Shifting Landscape
Lately, my research at C3 has been making me think of that Nissan commercial with the tagline, "A shift has been made." Thanks to the passive voice, we don't know who made the shift or why. We only know that it happened and that it's trying to sell us a car. Of course, I'm thinking about television.
The way we understand the "time and space" of the television viewing experience has shifted. Networks once dictated when viewers saw television content, but new technologies now allow viewers to "watch TV" on their own schedules. Similarly, content once existed only on television sets, but now "watching TV" can happen on a phone or computer just as easily.
The Many Lives of The Batman (Revisited): Multiplicity, Anime, and Manga
This is a post Henry wrote for his blog in early February that touches on a number of key issues the Consortium engages with. I thought it might be worth revisiting "The Many Lives of The Batman (Revisited)"
The Many Lives of The Batman (Revisited): Multiplicity, Anime, and Manga by Henry Jenkins
Writing in 1991, Roberta Pearson and William Uricchio (the co-Director of the Comparative Media Studies Program) used the Batman as an example of the kinds of pressures being exerted on the superhero genre at a moment when older texts were continuing to circulate (and in fact, were recirculated in response to renewed interests in the characters), newer versions operated according to very different ideological and narratalogical principles, a range of auteur creators were being allowed to experiment with the character, and the character was assuming new shapes and forms to reflect the demands of different entertainment sectors and their consumers:
Whereas broad shifts in emphasis had occurred since 1939, these changes had been, for the most part, consecutive and consensual. Now, newly created Batmen, existing simultaneously with the older Batmen of the television series and comic reprints and back issues, all struggled for recognition and a share of the market. But the contradictions amongst them may threaten both the integrity of the commodity form and the coherence of the fans' lived experience of the character necessary to the Batman's continued success.
(See The Many Lives of the Batman: Critical Approaches to a Superhero and His Media)
The superhero comic, they suggest, may not be able to withstand "the tension between, on the one hand, the essential maintenance of a recognizable set of key character components and, on the other hand, the increasingly necessary centrifugal dispersion of those components."
Retrospectively, we can see Pearson and Uricchio as describing a moment of transition from continuity to multiplicity as the governing logic of the superhero comics realm. Rather than fragmenting or confusing the audience, this multiplicity of Batmen helped fans learn to live in a universe where there were diverse, competing images of their favorite characters and indeed, to appreciate the pleasures of seeing familiar fictions transformed in unpredicted ways.
Last week Wharton at the University of Pennsylvania posted an excellent in-depth interview with Joss Whedon that is one of the best pieces of from-the-trenches insight that I've read in ages - especially in how Whedon digs into the emerging business model of independently-produced Internet content. Whedon is best known as the creator of the transmedia franchises Buffy the Vampire Slayer and Firefly, as well as the upcoming sci-fi/drama Dollhouse, but it's his recent experiment with independently producing (and monetizing) the superhero-romantic-comedy-musical Dr. Horrible's Sing-Along Blog that has us currently sitting up and taking notes.
Created during the writer's strike and produced on a shoestring budget (approximately $200,000 and a lot of favors), Dr. Horrible was initially released for free online, then strategically taken down and put up for purchase on iTunes and finally released on DVD (complete with extras including fan-generated videos and Commentary: The Musical!) through Amazon's on-demand DVD authoring system. Although Whedon doesn't divulge actual numbers, he does admit that the project has now earned back over twice its original cost - and he's working on how to make it scale.
Our work at C3 has focused a lot lately on online video platforms as recent blog posts indicate. We also think a lot about fans and the communities they create. But we rarely examine how these two things relate--probably because in most cases they don't. The discussion boards on most streaming video sites are relative ghost towns while hoards of television fans congregate in online spaces that don't stream content (like Television Without Pity ). What can producers, networks, and advertisers learn about their audiences from these online spaces? A particularly rich example of an active non-network fan site lives at New York Magazine's website and is dedicated to none other than The Greatest Show of Our Time: Gossip Girl.
Man, I hate hearing about an awesome conference just after the thing's wrapped up. So it is this week with PaperCamp, which went down in London on January 17th. Here's the description of the event from its own webpage:
What is PaperCamp?
A get-together for a day to talk about, fiddle with, make and explore what's possible with paper based on a blog post
(http://magicalnihilism.wordpress.com/2008/10/29/papercamp/) where a lot of people seemed enthusiastic about the idea. PaperCamp is a 'fringe' event to BookCamp, in London's Kings Cross on the 17th January.
What will happen at PaperCamp?
Well, as it's a '___Camp'-type thing, that's largely up to you... we'll have a room, and a grid of timeslots for you to fill with talks, activities, discussions of your making. However, to frame that a little, the original thought behind PaperCamp was 'hacking paper and it's new possibiities'. We do have one thing organised - a 'keynote' if you like from Aaron Straup Cope from a little site called Flickr and more importantly, http://www.aaronland.info/papernet/.
Whether that's looking at material possibilities of paper itself, connecting paper to the internet and vice-versa with things like 2d-barcodes, RFIDs or exotic things like printing with conductive inks... it's about the fact that paper hasn't gone away in the digital age - it's become more useful, more abundant and in some cases gone and got itself bionic superpowers...
As I say - it's up to you what you want to make of it, please bring to the event half-formed thoughts, ideas, projects you've done or anything you would like get others exposed to, or even hacking on. These can take the form of straight-forward talks, or, things you want other people's brains and hands to help with... please bring them... along with Paper, pens, RFIDs, soldering irons, Heidelberg Lithos or any other equipment or materials you will need. We will just provide chairs, tables and a projector...
Even just reading that description, my mind is officially blown and that's nothing compared to reading Jeremy Keith's liveblogging of the event.
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.
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.
Recently, I saw both Indiana Jones and the Kingdom of the Crystal Skull (funny how a sequel allows you the right to such a long title, eh?) and Iron Man. I was interested by how both dealt with the prospect of a sequel, and it got me thinking about how films announce a forthcoming sequel, and how sequels work. (NO SPOILERS YET, BUT I'LL WARN YOU LATER OF A COUPLE, IN CAPS).
To start, I'd argue that if sequels so often stink, or are at least very silly and fluffy, it's because many sequels aren't really about the hero who supposedly started the franchise.
I've been meaning to do another post on this topic for a while and recently posted this over on my blog. First, I was inspired by a story in Fast Company, sent to me by Jesse Alexander, which described a gathering of Hollywood's fan boy elite to talk about the futures of cross-platform storytelling:
Tim Kring, the lanky, goateed guy at the head of the table, created Heroes, NBC's hit television show about superpowered people. To his right, in a black hoodie and narrow black-framed glasses is Damon Lindelof, cocreator of Lost, ABC's island-fantasy juggernaut, as well as producer of next year's eagerly anticipated Star Trek movie, directed by J.J. Abrams. Across the way is Lindelof's buddy Jesse Alexander, co-executive producer of Heroes (formerly of Lost and the pioneering she-geek hit Alias). Nearby is Rob Letterman, the self-described nerdy director of DreamWorks' next mega-franchise movie, Monsters vs. Aliens. He's chatting up video game creator Matt Wolf, who's developing a project with Alexander....The long-haired bearded guy pouring straight bourbon is Ron Moore, creator of the new Battlestar Galactica, the Sci Fi Channel's acclaimed reimagining of the classic series. The guy eating pizza on the couch is Javier Grillo-Marxauch, a veteran producer of Lost and NBC's paranormal series Medium, who's now having his own fantasy graphic novel, Middleman, turned into a series on ABC Family.
So, how come I never get invited to parties like this?
Talking Transmedia: An Interview with Starlight Runner's Jeff Gomez (Part III)
This is the third and final part of an interview with Jeff Gomez that I originally ran on my blog.
How important do you think hardcore fans are to the success of genre entertainment? How do such fans create value around your properties?
As exemplified by the efforts of many recent genre producers, the cultivation, validation and celebration of fandom are vital to the success of any genre rollout. It's interesting to note that two major genre releases in 2007, The Seeker: The Dark Is Rising and The Golden Compass were both released with either limited or no transmedia components designed to immerse a potential fan base into the fantastical worlds of the films--no one was indoctrinated into the fiction--and both failed spectacularly.
Genre fans are passionate. Passion is the least expensive and most powerful driver behind any endeavor. Passion can punch holes through the wall of noise that is media culture, it generates curiosity and leadership, and the passion of a base of fans can help to keep producers and creatives "honest"--forcing them to remain true to the core messages, themes, mythology and characterizations of the story world. Passion generates value, because it draws attention and is often quite infectious.
What do you see as the downsides of generating such passionate consumers?
On the other hand, passion can be blind and judgmental. Fan zeal can threaten to "box in" a property, potentially stunting its growth. It can generate negative "buzz" around a project, which can leak into media coverage and plant seeds of doubt in the general audience base. Despite the attachment of a well known director in George Miller for Warner Bros. upcoming Justice League super hero production, for example, many fans have expressed doubt around casting and story issues that have leaked to the fan media. These have raised concerns in the studio strong enough to postpone the start of production until after the Writers Guild of America strike ended. The delay allowed for the production to take a lower profile and for script and casting choices to be amended. Whether or not this will help the production remains to be seen.
Talking Transmedia: An Interview With Starlight Runner's Jeff Gomez (Part II)
What do you see as the challenges of generating content that appeals to both niche and mass publics at the same time?
Like any good story, content designed for genre-lovers or niche markets should contain strong characters, evocative issues and clear, accessible throughlines. Story arcs must be designed from the outset to feel complete and deliver on their promise.
Also importantly, the audience needs to be able to appreciate and enjoy the content as it is presented solely on the driving platform of the trans-media production. With Heroes, for example, the driving platform is the television series. Much of the success of the franchise hinges on the audience finding the show exciting, intelligible and complete.
What the producers of Heroes are doing quite well is in providing fans of the show with a far more expansive experience of the fictional universe of the show on the complementary or orbiting platforms of the trans-media production. This additional content is presented in the form of web sites, graphic novels, prose fiction, etc., and this material all takes place within the canon of the Heroes chronology. So fans are provided with the level of depth, verisimilitude, sophistication and complexity that they crave, but casual viewers are not required to seek it out to enjoy the show.
When the two approaches cross over, we have seen the potential for pop culture phenomena. The media's coverage of "The Lost Experience" for example, conveyed the fact that there was a greater architecture to the fictional universe of the Lost TV series than was originally suspected. The excitement generated by the transmedia components of the show helped to boost broad interest in it. The same can be said of similar approaches for both the Batman: The Dark Knight and Cloverfield feature films.
Also powerful on the home front, as families gather to watch Heroes, a teen fan of the show might recognize a peripheral character making her first appearance on a given night's episode as one he originally read about in the online comic. So our fan takes on the role of gatekeeper for the show, filling in family and friends on the backstory of the character, and giving them a greater appreciation of the show with his "exclusive" knowledge, and making the whole experience more entertaining.
In short, depth and complexity are built around the show, rather than weighing it down by presenting it front and center.
Talking Transmedia: An Interview With Starlight Runner's Jeff Gomez (Part I)
Jeff Gomez, the chief executive officer of Starlight Runner entertainment, spoke at the Futures of Entertainment 2 conference last fall as part of a panel discussion on Cult Media, which also included transmedia creator Danny Bilson, Heroes executive producer Jesse Alexander, ; and Gordon Tichell from Walden Media, the company which produces the Narnia films. Not surprisingly, given I was moderator, the session quickly became a geek out festival mostly centered around issues of transmedia entertainment. You can enjoy the podcast of the event here.
As we were preparing for the session, we distributed a set of questions to the speakers, some of which were covered during the panel, some of which were not. Gomez recently wrote to send me his further reflections on many of those questions in the hopes to continue public conversation around recent developments in transmedia entertainment. I am running this on my blog and wanted to likewise cross-post it here on the C3 blog as well. Given that the C3 blog usually runs smaller pieces than mine, I thought I'd run a couple of sections of the interview today and more later this week.
First of all, though, here's a bio on Gomez:
As the Chief Executive Officer of Starlight Runner Entertainment, Jeff Gomez is a leading creator of highly successful fictional worlds. He is an expert at cross-platform intellectual property development and transmedia storytelling, as well as at extending niche properties such as toys, animation or video game titles into the global mass market.
Friday's session at the C3 Spring Retreat featured a series of panels and breakout discussions amongst our consulting researchers, invited guests, and representatives from our partner companies. We mentioned back at MIT Futures of Entertainment 2 that we wanted to design that event to be a public place for industry and academic minds to come together and collaborate and brainstorm together. On a smaller scale, with those officially involved in the Consortium, we see our retreat as a chance to foster the same type of innovation and conversation among our partner companies, the academics we work with, and our core team here at the Program in Comparative Media Studies.
This got started on Friday morning with a conversation featuring C3 Consulting Researcher Jonathan Gray moderating a panel on transmedia, an issue C3 has been interested in since our launch at the beginning of 2006. Joining Jon was two more of our newest consulting researchers, Abigail Derecho and Derek Johnson, drawing on their respective work on fans and franchises to look at the phenomenon of transmedia. From the industry end, we invited two guests who are doing innovative work as transmedia practitioners: Keith Clarkson from Xenophile Media and Matt Wolf from Double Twenty Productions.
One of the more intriguing panels at the Society for Cinema and Media Studies dealt with paratextual material--that material outside the "main text" or "primary text" of the show--from a variety of perspectives. The idea of paratext is that it is anything surrounding the text that isn't considered the text itself, and it is most often used to give us better understanding of the primary text.
This panel featured two of the Consortium's consulting researchers--Jonathan Gray and Jason Mittell--as well as two academics I've had the pleasure of increasingly collaborating with--Louisa Stein and Kristina Busse. Kristina was responsible for helping spearhead the Gender and Fan Studies/Culture discussions that took place in LiveJournal and on Henry Jenkins' blog last year, and Louisa and I are participating in a workshop with others at Console-ing Passions next month to discuss that series of discussions in greater detail.
This panel was directly informed by the Gender and Fan Studies/Culture discussion as well. All four participants were part of that discussion, and all four are involved with the new journal Transformative Works and Culture, whose first issue is coming out this fall. Here, the way the panel was laid out was in response to many of the issues raised as part of that Gender and Fan Studies/Culture discussion and the ongoing dialogue that came out of that series. In particular, the four presentations at SCMS in this session were organized based on their relativity to the source text itself.
For a couple of weeks now, I've been planning to include some notes here on the Consortium's blog about a few of the sessions I had the opportunity to attend at the Society for Cinema and Media Studies conference in Philadelphia a couple of weeks ago. The event was a great opportunity to see many friends and colleagues, and it gave me a chance to learn more about the current state of a variety of research projects, as well as hear about some new projects and meet some interesting new faces as well. In the following series of posts over the next few days, I wanted to transform some of my random notes about the conference into a recap of sorts.
I'll start with the first session of the conference, which came at noon on Thursday. I had the fortunate opportunity to present first. I know many people probably feel that isn't so fortunate in timing, especially since most of the people I know weren't even arriving at the conference until Thursday, but I was excited about the opportunity to get the stress of my own presentation out of the way so that I could concentrate instead on enjoying other panels. Despite the early start time, though, the panel was standing room only, and I have the interesting work of some of my fellow panelists to thank for that.
My presentation was about a concept I've written on here on the blog from time-to-time: vast narratives and "immersive story worlds," a concept I have drawn on beginning with my Master's thesis work here at MIT.
Crossing Over: Viral Marketing and Alternate Reality Games (2 of 2)
Five Key Components of Viral Marketing and ARGs
You can certainly have a viral marketing campaign without an ARG, but I've been thinking that leveraging the common elements of viral marketing with the concepts behind an ARG while executing the campaign could really engage audiences and create significant buzz in the popular press, especially when the field is becoming more crowded and the ideas less novel.
There seem to be five key components shared by successful viral marketing and ARGs:
Crossing Over: Viral Marketing and Alternate Reality Games (1 of 2)
One of the things I enjoy about working with C3 is that you actually get to see many of the concepts and tools that we study applied in practice. How I discovered a new ARG, Find the Lost Ring, made me think about four common elements of viral marketing and alternate reality games (ARGs) - two things I've been thinking about of late - and how these concepts can be used together to build a franchise or a brand.
Seems that board games based on media properties have been more prevalent than media properties based on board games. After all, it's easy to create a fairly low-maintenance ancillary product by replacing the names of various streets with venues associated with The Simpsons or Star Wars. It's a bit more challenging to turn the very brief narratives of most board games into film.
Now, news has come from Hasbro that a major deal has been signed to do just that, however, and many of the world's favorite board games are set to come to life through a partnership with Universal Pictures.
In my previous post on the topic, I voiced my frustration about Virginia Heffernan's combining a variety of "convergence culture" activities that I feel can't be so easily conflated in her recent piece on Friday Night Lights for The New York Times Magazine. Heffernan devotes a lot of attention to the lack of fanfiction in particular, and her take has been both praised and derided in fanfiction communities. While I think that some of her speculations on why Friday Night Lights doesn't have a lot of fanfiction do make sense, the way they are presented, and the reasonings behind them, are somewhat flawed and speak to a somewhat shaky grasp of fanfiction as both a social and artistic practice.
I finally started watching Friday Night Lights over Thanksgiving. Several people, including C3's own Sam Ford (see his post on FNL) had been hounding me to give the show a shot for months, but I had been resolute in my resistance. I had so little time for TV as it was, so why would I spend it on a show about high school sports? What did I know about football, or even Texas, for that matter? It wasn't until someone literally shoved the DVDs in front of me that I gave it a chance and immediately fell for the way it's able to convey with such astute, human tenderness a culture that had once seemed to me so alien and unwelcoming.
So I count myself amongst the "fans, critics, and even network suits" Virginia Hefferman mentioned in her New York Times Magazine article who had come to think of Friday Night Lights as necessary television. And, as a member of C3, a fan of many media properties, a consumer of transmedia content, a blogger, and a once-reader of fanfiction (back when I had time to read any form of fiction), I agree in general that entertainment and art are becoming increasingly collaborative and that fan engagement is gaining greater prominence as a marker for success.
I've had the pleasure recently of having several conversations and exchanges with Bernard Timberg, a professor at East Carolina University. Bernard wrote a piece on soap operas more than 20 years ago that dealt with production, and Abigail Derecho and I are interviewing him for the collection we are putting together on soaps, looking at the rhetoric of the camera in American soaps today, compared to the early 1980s.
Timberg has written on a variety of subjects, including a substantial amount of work on talk shows, and he is passionate about fair use as well, which is where our most recent conversations were targeted.
As the World Turns in a Convergence Culture: A Summary, Part VI: Product Placement and Transmedia Storytelling
Product Placement and Soap Operas
If soap operas shift to a brand-management strategy that gives greater value to depth of fan engagement and the social activities surrounding the consumption of the official texts of these shows, new revenue sources become more plausible, as I look at in the fourth chapter of my Master's thesis.
The deeper engagement that the immersive story worlds of soap operas encourage also lead to revenue models that value engagement in a way that commercials based on Nielsen ratings do not. While the first forms of product placement can be found in literature, product placement in broadcast was launched simultaneously with commercial radio content, particularly driven by corporate sponsorship that involved prominent product mentions on the air. Nowhere in radio drama was the product more closely married to the show than in the soap opera, however, a genre in which product placement was part of its name.
As many of you who follow our blog or our other writings or conferences regularly know, the Consortium has always been interested in transmedia storytelling, and I have often posited that professional wrestling is a narrative that has always been ripe for crossing multiple media formats. World Wrestling Entertainment has built a model around it.
At first, television and other revenue streams were meant as ancillary content and even more as a way to build for the real meat of the business, which was the touring live event show. Over time, however, the television show, pay-per-views, DVDs, and other media products have become the primary focus, while live events that aren't televised have fallen low on the list of priorities.
The question for a long time now has been what to do about that, how to make coming to a non-televised WWE event worthwhile. After all, very little usually happens at them, and the idea is more of a touring show that you only get to see live on occasion. A lot of fans otherwise engaged in the product, though, are happy to stay home when WWE comes to town, as they know nothing important in the narrative will happen if the cameras aren't rolling.
"We Had So Many Stories to Tell": The Heroes Comics as Transmedia Storytelling
Here is a post that I put up on my blog earlier this month that I thought might be of particular interest to C3 readers, especially in light of the recent Futures of Entertainment 2 conference:
"We had so many stories to tell and there was only so much room in the TV show -- so we decided that we could tell these alternative stories in the comics. The stories could be deeper, broader and reveal more secrets about our characters. It was also a way to tell stories that would be otherwise unproduceable on our show." -- Aron Eli Coleite and Joe Pokaski on the Heroes comics.
From time to time, I have used my blog to point towards key steps in the evolution of what I have been calling transmedia storytelling. For a good overview of the concept, check out my Transmedia Storytelling 101 post. Here's part of my definition:
Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes it own unique contribution to the unfolding of the story. So, for example, in The Matrix franchise, key bits of information are conveyed through three live action films, a series of animated shorts, two collections of comic book stories, and several video games. There is no one single source or ur-text where one can turn to gain all of the information needed to comprehend the Matrix universe.
This concept has been more fully developed through a series of recent CMS thesis, which you can access on line: Ivan Askwith discusses Lost as an example of how media extensions can be used to enhance audience engagement; Geoffrey Long discusses the aesthetics of transmedia entertainment with a focus on the Jim Henson corporation; Sam Ford explores how transmedia storytelling might expand the reach of contemporary soap operas; and Alec Austin develops an approach to genre conventions which helps to explain the interplay of different elements in a transmedia system.
My thoughts have returned to transmedia entertainment having recently read the graphic novel edition of the first season's comics for Heroes, which comes with a wonderful Alex Ross cover, and which includes an interesting conversation between Executive Producer Jeph Loeb and series writers Aron Eli Coleite and Joe Pkaski about the impulses which led them to use comics to build out the world of Heroes on the web. This post is also inspired by the conversation which I had with Heroes producers Jesse Alexander and Mark Warshaw at the MIT Communications Forum a few weeks ago. The webcast version of that exchange can not be found on the web and includes rich discussions of how Heroes fits within larger industry trends that stress "engagement" rather than "appointment" television.
Producing the CSI:NY/Second Life Crossover: An Interview with Electric Sheep's Taylor and Krueger (4 of 4)
This is the final section of a four-part series featuring an interview with Damon Taylor and Daniel Krueger from Electric Sheep, who helped produce tonight's launch of the CSI:NY television series crossover into Second Life.
Sam Ford: Electric Sheep is using this collaboration for the launch of OnRez, your viewer of the Second Life universe. What is it about the CSI:NY/Second Life collaboration you all are producing that made this the best opportunity to launch OnRez?
Daniel Krueger: I can't speak for our software development team, but I think that it's always been something that Electric Sheep wanted to do, as far as making an easier interface for navigating Second Life. It's not traditionally a very intuitive space for new users, so we wanted to make something simple for new users to come in with. We launched it with this project because we wanted to provide the easiest way for CSI:NY viewers who have never used Second Life to be able to come into the virtual world. It's really a perfect opportunity to launch OnRez.
Producing the CSI:NY/Second Life Crossover: An Interview with Electric Sheep's Taylor and Krueger (3 of 4)
The following is the third part of an interview series being published today regarding tonight's launch of the CSI:NY television series crossover into Second Life. This interview, with Damon Taylor and Daniel Krueger from Electric Sheep, looks at the motivations, implementation, and plans for extending the popular crime drama series into a virtual world.
Sam Ford: What is Electric Sheep Company's involvement in this project?
Damon Taylor: We are the vendor working with CBS to develop this, and it all started out as a relationship between Electric Sheep and CBS, working with Anthony E. Zuiker, who has become convinced that virtual worlds provide an opportunity for television companies or entertainment companies in general to create and provide content in ways that has never been done before. This has been a six-month planning process, culminating today. Our contract with CBS is to do this for six months, so we will be operating this experience for the next half-year. With content being updated every four weeks, we will be moving this story forward, along with a second television show next year that will tie back into the whole storyline.
Producing the CSI:NY/Second Life Crossover: An Interview with Electric Sheep's Taylor and Krueger (2 of 4)
What follows is an interview with Electric Sheep Company producers Daniel Krueger and Damon Taylor about their involvement in the CSI:NY/Second Life collaboration that launches with tonight's episode of the crime scene investigation drama on CBS. For a background on the crossover, look at this post from earlier today.
Sam Ford: To start off with, what do the two of you believe are some of the most compelling aspects of the CSI:NY/Second Life crossover that's taking place tonight, and what are the benefits for CBS and CSI:NY, on the one hand, and for Second Life other other?
Damon Taylor: This experience is compelling for users from two different perspectives. One of those perspectives is new users of Second Life, who are new to virtual worlds in general. The other perspective is for existing Second Life users. Potential new users who are fans of CSI:NY will care about this crossover because it will give them the opportunity to wrestle with CSI content in a way that has never been made available to them before. We have endeavored and achieved a true cross-platform experience where these fans can watch the television show, see the storyline that began on the TV show continued in-world, and then see the storyline jump back to the TV show next February when there is a sequel show that wraps up the storyline that starts tonight.
Producing the CSI:NY/Second Life Crossover: An Interview with Electric Sheep's Taylor and Krueger (1 of 4)
For those who haven't heard, tonight is the launch of a particularly compelling transmedia experience, the first time a major television franchise has driven its viewers into a virtual world to fill in the gap of a cliffhanger mystery that will not be resolved until next February.
CSI:NY, the New York version of the Anthony E. Zuiker television franchise, will feature an episode tonight in which a murder mystery takes the crime scene investigation team deep into Linden Lab's Second Life, with the mystery not being resolved until the concluding episode next year. The activities that take place in SL will build off what happens on the show and are planned to give fans the opportunity to get acquainted with a virtual world and also to have a new place to interact with and around the television franchise.
Live Viewing + 3 Days via DVR + Visiting Transmedia Brand Extensions = More Questions about Engagement
This week marked some significant events in the quest for a measure of engagement with and consumption of advertising. Announcements included the first round of C3 metrics, a new ad-insertion software company backed by some major players, and a partnership between Nielsen and ESPN on total audience measurement. These new developments bring them a number of new implications, but the old questions of what really constitutes engagement, and with what, remain.
A question raised in my mind about C3 is if we should be looking at engagement with TV programming or with ads, or both, and how could we be looking at those metrics in a holistic way? Although the collective effect of content and advertising may matter, there are still no guarantees.
Best and Worst Practice in Online Narrative Extensions
I wanted to respond this morning to a piece over at The Extratextuals, the blog which C3 alum Ivan Askwith has a 1/3 stake in. This was not from Ivan, but prolific Extratextual Jonathan Gray, who had a couple of notes of interest for me.
Gray reviews two NBC-related textual extensions of their show, a character blog from My Name Is Earl and the Dunder Mifflin site for The Office. His criticisms of each are both quite strong, as they include official NBC logos, advertisements for shows, ranking favorite characters, and a whole host of things that break the illusion that this is in any way part of the narrative world. I think his criticisms here are a lesson as to how to make these extratextual extensions more meaningful and part of creating an immersive story world, a sense of deeper engagement with the characters.
He asks for examples of really good Web sites, and there's one, bar none, that deserves all the credit: WWE.
The Disney Channel: Educating Children for a Transmediated World
The Disney Channel has provided an interesting case study throughout cable television history. From its early launch on cable in 1983, to its switch from a premium cable channel to a basic cable channel, to its continued reinventions and rebranding with each new generation of viewers, the outline provides yet another interesting form of study into one of the most important players in the entertainment and media industries, not just in the United States, but around the world.
In Disney TV, J.P. Telotte examines the history of Disney on television, particularly focusing on Walt Disney's early television shows and their relationship to the theme park. The book was required reading in Henry Jenkins' class on the media industries that I took back in 2005, and I found it to be a great model for an intense, narrowly focused, and concise take on a media company.
Jonathan's Story: Guiding Light's New Transmedia Project
A story that's been getting some press in the American daytime drama industry of late is over at Guiding Light, where the character Jonathan Randall returned for a short stint recently after having faked his death, along with his daughter's, in order to escape the domineering figure of Alan Spaulding, his daughter's great-grandfather.
A short-stint return of a popular character is always big news in daytime, but it's not particularly novel. What is perhaps more interesting is his return is yet another chance for daytime to experiment with the novel, quite literally, as Procter & Gamble Productions is promoting a book tie-in with Jonathan's return, with the upcoming release of Jonathan's Story through Simon and Schuster. See this post from A.C. Powers at The Soap Dispenser for more, and look here for more information on the character.
C3 Updates: Flash Gordon, ATWT Inturn, and Ten Day Take
Hope the C3 readers got something valuable out of the interview with Parry Aftab. It's Wednesday morning now, and I wanted to update everyone on a few extensions of issues we've been following here at the C3 blog over the past year.
1.) Flash Gordon. I first wrote about Flash Gordon in a post from January on fan communities based on historical comic strips, such as Dick Tracy and Flash Gordon, as well as the historical Yellow Kid of much older fame. Some fans wrote in response to me, questioning whether Tracy and Gordon could really be considered historical properties, and the scope of this changed when I learned through Warren Ellis' blog that Sci Fi was planning on making a television movie featuring Gordon.
Marketing movies was never much of a "long term" activity for movie studios, and most historically have used broadcast to quickly hype an upcoming release. It's just how things typically worked, particularly when the financial success of a film is all about the opening weekend. As the years have passed though, this approach hasn't yielded the kind of box office receipts that a studio craves. With their young, key audience harder to reach, it's interesting to see how these marketers are getting much more inventive.
This "inventiveness", in keeping with Henry's observations of fan culture, was arguably first tinkered with when Hollywood took a mediocre, kitschy movie like Snakes on a Plane and decided to work slowly on building a fan base before the movie's release. Not all agree that this movie was truly a success and it's doubtful that it will become a cult classic. But this type of fan marketing hasn't been jettisoned, and recent activity to promote The Dark Knight demonstrates what appears to be a great case study of how to apply fan marketing to the film business.
Of course it's easier with a property as perfect as this, particularly with its enormous cult following. But kudos to Warner Brothers as they incorporate unique fan marketing, and engaging alternate reality gaming techniques into its promotional mix.
Producers, Writers, and Advertisers Harmed by the Hype
How is the hype and bluster surrounding "branded entertainment," "transmedia storytelling," and "product placement" endangering real and meaningful developments in actually making these concepts a real part of the industry?
People who read our blog here regularly know that we are quite keen on these concepts. But, of course, we come at it primarily from a fan-centered perspective, and that fannishness has a lot to do with artistry as well. We are excited to know about how product placement might help escape from the confines of the simple-minded advertising models currently in place; how transmedia storytelling might help media properties better tell their stories without the confines of a particular medium; and so on.
But the over-hyping of some of these ideas cause great problems. See Wayne Friedman's take on product placement. He talks with producers about product integration, and he points out that many of them are sour on it? Why? Because of the instant desire of the industry to turn everything into a stream. You can't just have something appear on a show; it has to take over the show. We still haven't tackled the art of subtlety. And if you can't make a quick and simple metric out of it, what use is it?
Reverse Product Placement, The Simpsons, and the Value of the 7-Eleven Brand
Over the past few days, there have been a couple of interesting ideas batted around by C3 consulting researchers and alumni on a couple of issues that I thought might be of direct interest to the wider C3 readership. With all that is happening in the fan fallout from Harry Potter, the repercussions and new business deals stemming from the upfronts, and all the issues we've been covering more regularly, I thought that pointing the way toward a couple of those pieces might be beneficial.
One is an issue that I've been following from afar. I've never been an avid Simpsons viewer, although I appreciate its place in popular culture. It's not even that I have any aversion to The Simpsons, but I've just never become a regular viewer. Nevertheless, I've been paying attention to the promotion of The Simpsons Movie, both in the transformation of 7-Eleven Stores to Kwik-E Marts and in the competition for deciding which Springfield is the home of the Simpson family.
I mentioned a couple of weeks ago that Jason Mittell had published a piece on the Springfield competition. Now, Grant McCracken has weighed in on the Kwik-E Mart cross-promotion.
How Much Have Industry Developments Changed in the Past Year?
While thinking today about how this issue between the Writer's Guild of America and television producers seems to have been stretching on for quite a while now, I began to realize that a lot of the issues I've been covering for the Consortium since we started our blog a little under two years ago, and especially since I've been the primary contributor to the blog since last summer have not changed that much.
So, while people talk sometimes about how fast change happens, it is important to realize that the falsity that nothing is ever going to change is often countered by an equally tall tale, that things are changing extremely quickly. The truth is that industry practices, corporate infrastructure, technological lagtime, and an endless variety of factors causes everything to move slowly.
I was told by an industry executive not too long ago that the upfronts this year didn't feel that much different, as if this person were somehow disappointed. I think that's how we all feel when we realize that the new environment feels only slightly removed from yesterday's...and that's because we as human beings can only move in steps. The first cars really did resemble horseless carriages, and the first mobile phones looked quite like landline phones. Change necessarily comes one step at a time.
That being the case, I thought it might be interesting to revisit the stories that were posted here on the blog during this same week last year. You'll see a few stories that have fallen by the wayside but a few more that could quite possibly be easily plugged into this week's headlines and still seem right at home.
WGA Negotiations Begin; What Will Be the Future of Transmedia Storytelling?
Tensions between the Writer's Guild of America and the entertainment industry show no signs of being any less heated than predicted, as a few news stories from last week emphasize. The negotiations began yesterday. TV Week has been my media coverage site of choice to follow the developments.
For instance, there was the bulletin sent around to WGA members emphasizing the need to stand strong for a piece of the profit on new-media ventures and to ensure what they consider proper compensation.
On the other hand the Alliance of Motion Picture & Television Producers propose a three-year study of new media to help determine the conditions for compensation for this ancillary content, trying to determine the differences between models set up for television that would need to be built differently for online projects.
These tensions are about very important industry issues that must be worked out, since the teams that produce and create the content for these projects should certainly be justly compensated. Yet, while I understand that this is a complex issue not easy to resolve, the continued delays and lack of leadership in working through these issues only mean that the reality of transmedia storytelling will have to lag behind these longstanding stubborn positions within the industry.
For the final post in wrapping up a look at the body of work the C3 team has aided me with in putting up here on the site, I wanted to point the way toward a few concepts that have been articulated publicly here on the Convergence Culture Consortium site through the blog in the past year to direct people to the posts explaining them in further detail, as well as terms or concepts from Henry Jenkins' work, and those of us at the Program in Comparative Media Studies at MIT, that have made their way into our posts from time-to-time.
1.) Immersive Story Worlds. This is a concept that I developed in conjunction with my thesis work on looking at the current state and the future of the soap opera industry. The idea was to outline a category that explains narratives which are serial by nature, which have multiple creators, a sense of long-term continuity, a character backlog, contemporary ties to a deep history, and a sense of permanence. I included portions of my thesis outlining this concept--and how it relates to the Marvel and DC Comic Universes, the world of pro wrestling, and daytime serial dramas--here and here.
2.) Transmedia Storytelling. Transmedia storytelling is meant to indicate texts in which the story develops through multiple media platforms and in which new content in another platform is not simply a redistribution of the same content that has already appeared elsewhere. We have a whole category of posts about the topic here.
3.) Cross-Platform Distribution. As opposed to transmedia storytelling, cross-platform distribution is simply the reappearance of content from one platform in another, such as making broadcast television shows available in VOD, cable shows available on YouTube, etc. We also have a whole category of posts on this topic available here.
Several of the researchers in C3 have just finished or are in the process of finishing their Master's thesis projects, which means many of us now have the prospect of graduation staring us in the face. Here at C3, we have had the great opportunity to not only work academically as researchers while graduate students but also to interact with the media industry and work with folks at our corporate partners on a variety of initiatives, meaning that a majority of the people coming out of C3 are interested in maintaining a relationship to both academia and the media industry moving forward.
But, as job hunts loom on the horizons and as colleagues start to land jobs elsewhere, we all have to consider what it means, in both the industry and academia, to come away with expertise in issues such as understanding fan communities, transmedia storytelling, new advertising models, and the variety of other focuses that C3 research has taken.
Just a quick post to highlight a few announcements NBC made during yesterday's upfront presentation to advertisers in NYC. Of particular interest from an audience engagement perspective:
1. Rather than introducing a slate of new shows, NBC is opting for the "more of a good thing" approach. Heroes will get its own six-episode spin-off, Heroes: Origins, with each episode being used to introduce a new character who has not yet appeared on the series. Viewers will get to vote on their favorite, and the character with the most support will then be written into the show as a regular. (Art imitates life: there's an eery resemblance here to Stan Lee's recent reality venture, Who Wants To Be A Superhero? Only in this case, it seems the stakes are a lot higher -- this time, the winner joins the ensemble of one of NBC's biggest hits.)
2. Encouraged by the success of Heroes 360, an expansive transmedia campaign to enable viewer interaction with Heroes (via an "interactive" graphic novel, an ARGesque campaign, and so on), NBC is expanding their 360-approach to television to another of their biggest hits... The Office. There aren't too many details on the specifics yet, but I like what I've heard so far:
In addition to making extra content available on digital platforms, "The Office 360" will allow online users of NBC's Web site to create their own branches of the comedy's fictional Dunder-Mifflin paper company with different challenges to complete. The branches could be integrated into a network episode of the show.
I'll be curious to see how this plays out. I have to admit, I was in the middle of writing yesterday when I got a phone call from Heroes' would-be Senator, Nathan Petrelli, asking me to visit his campaign website... and even though the phone-calls-from-fictional-characters thing will get old soon, it made me smile.
And, while it's not related to NBC, I'll throw in an ABC-related announcement for good measure: starting this summer, ABC has announced, several of their most popular shows will be available for online streaming in full HD resolution (1280x720).
There's always a lot to discuss during the upfronts, so I expect I'll be back several times over the next week with more points of interest. Feel free to post in comments if you catch something interesting, though -- there's a lot to keep up with!
My wife is a regular viewer of Fox's procedural investigation series Bones. For those who are not familiar with the series, the show is inspired by the life of best-selling novelist and forensic anthropologist Kathy Reichs, in the form of Dr. Temperance Brennan, played by Emily Deschanel.
What draws my wife in, I have no doubt, is the presence of favored Joss Whedon actor David Boreanaz, who played the character of Angel on both Buffy and Angel and who plays FBI Special Agent Seeley Booth on Bones.
She told me last week that the show was launching a particularly interesting storyline and running a series of ads that this week's mystery would provide viewers the chance to begin solving the case before the show ever aired. The primary characters involved in this particular case would have their own MySpace pages that would contain some relative information and which would allow viewers the chance to start investigating the case prior to the show's beginning.
More information is available through the site Searching Bones. (There was info up on the show's official site, but it has been moved out of a prominent position now that the episode has passed.)
Smallville Legends: Justice and Doom: Integrating Content and Advertising Across Multiple Media Platforms
News came out about a week-and-a-half ago as to an interesting new marketing and transmedia storytelling plan that will be launched across Warner Brothers and through the CW Network with Toyota.
John Consoli with MediaWeek reports on a marketing initiative for CW drama series Smallville which will last for five weeks across several platforms.
This marketing and storytelling initiative across platforms began with the CW episode of Smallville that aired on April 18 and will last through the show's season finale, which will air on May 17.
This cross-platform initiative is being called Smallville Legends: Justice and Doom.
The marketing part of this initiative is called a "content wrap," a model launched by CW this semester which Consoli explains is "advertiser-aligned content that takes the place of typical 30-second TV commercials during programming, targeted to appeal to specific demographic audiences." In other words, the story on the main show is supplemented by original advertiser-based content that airs during what would conventionally be commercial breaks.
However, this Toyota campaign is the first time this wrap has launched around a single advertiser across multiple media forms, driven by the online game, which relates to the final five episodes of the show this season.
Endemol and Electronic Arts Team Up for Virtual Me
An interesting deal has been struck between a major television producer and a major video games producer with the intent to create a project that will create gaming versions of various game shows and reality television products, in an attempt to create more interactive gaming experiences for extant media properties.
Endemol will be partnering with Electronic Arts to create gaming situations through which players can create avatars to participate in virtual versions of popular Endemol shows, such as Deal or No Deal and Fame Academy and will launch through one of Endemol's biggest hits, Big Brother.
The collaborative project has been initially titled Virtual Me. As Mark Hefflinger succinctly reports it on the Digital Media Wire, "The companies will form an integrated team to create entertainment for TV, online and other platforms."
The press release touts that the concept "bridges the divide between traditional TV and videogames." It goes on to say that "the two companies will create an integrated team to share expertise in their respective fields and develop entertainment formats and experiences for a wide range of platforms, including TV and online."
Ten Day Take Contest Over; Waiting for Winning Entries to Be Announced and Reality Series to Begin
As I wrote about earlier today, an increasing number of companies have been seeking user-generated content through contests to both provide online video for their platforms and also recruit potential new creative voices.
While Comedy Central's upcoming contest is one of the latest examples of this, another was announced late last year.
Back in December, I wrote about a new project between Endemol and Comcast called Ten Day Take.
At the time, I wrote:
Ten Day Take will require users to submit ideas for programs to Comcast, with a winning idea being selected to give that person a chance to work with Endemol to produce a pilot. The catch, as the name of the contest implies, is that the winning idea will only have 10 days to produce a pilot, working on a budget of $50,000. You can probably see where this is heading...The process of creating that pilot will be programming as well, as it will be a reality-style show which follows the production of that pilot. Think about the wealth of content this creates...a call for user-generated content that builds into a documentary on the making of a show by the winner of the contest.
The plan was for the reality show to be made available through Comcast's on-demand service as well as Comcast Ziddio, and the call for user-generated ideas came through Ziddio.
Apparently, however, the contest has stalled, and some of the contestants are not happy about it. An anonymous contestant posted here on the C3 site recently that the plan was to go public with the outcome of the contest, who would be the winner and would then be featured in the reality show, on March 12. Now that it's been more than a month later, the Ten Day Take Web site still features a message saying "Currently Being Judged," listing the contest as closed. Several of the submissions are still up for view.
New York Times Previews Potential Upcoming Battle between Writers, Conglomerates
Last week, the New York Times had a great article about the potential upcoming battle between the writers guild and the entertainment industry as the writers unions for the Writes Guild of America, both East and West, will come down to what reporter MIchael Cieply calls "what are expected to be exceedingly difficult negotiations with the conglomerates that own the networks and studios."
According to the article, the major points of contention for the negotiations between the union and the industry this time around will be "the expansion of nonunion work by units of large media conglomerates like Viacom and News Corporation, and the way artists will be compensated for their work on the Web, mobile devices and other technologies still falling into place."
WGA West President Patric Verrone said that 95 percent of Hollywood's writing jobs for television and major films were covered by guild writers in the mid-1980s, as compared to about 55 percent now as companies use nonguild writers for reality television, animated TV, and other shows.
Fox and Hearst Team Up for Online Video Content for Popular Magazine Titles
News broke yesterday that Hearst Magazines has formed a deal with Fox Television Studio to create a variety of video series that would initially launch online and that might eventually filter onto network television. The television content will be based on popular Hearst magazine titles.
The first two of these projects will feature video content under the titles Popular Mechanics and Cosmo Girl, perhaps unsurprisingly two fairly explicitly gendered magazines. After first reading this, I envisioned a news-oriented or features-oriented magazine-style show bearing the name of the magazine, but it appears that, at least for the initial Cosmo Girl offering, the plan is quite different.
The Cosmo Girl Internet video content will be a series of 2-3 minute Webisodes featuring a serialized drama, called a soap opera by press coverage of the idea. However, the plan is to make interactivity key to the Webisode series, as fans will have the chance to submit ideas for the next direction for the narrative between episodes that may then affect the fate of the series.
Both shows will be featured in short Webisodes in this first version of the project and will be pushed through each magazine's Web site as well as through popular video sites like AOL and Yahoo!
Transmedia Journalism: A Story-Based Approach to Convergence
For more than a year now, I've written about taking a transmedia approach to journalism and how that approach can be best accomplished. I'm not talking in this sense about giving conglomerates the chance to squeeze more blood from the stone, to get three times as much work from half as many journalists, or else the myth of the uberjournalist, where one person should be sent into the field to take the pictures, do the story, get video, and then come back to write the story, publish the photographs, put the video up on the Web, appear on the TV station, and so on. Instead, what I mean is finding the best platform possible to tell the story in, to use each medium to its strengths.
As I wrote back in that July post linked to above, "The problem is simply that convergence, as a buzzword, is too broad. As the word is sometimes legitimately used to mean the jack-of-all-trades journalists that would look awfully good on a spreadsheet of human resources expenses, I understand why so many professors were intractable in their opposition to even discussing convergence as a department."
The latest issue of The Convergence Newsletter features a piece by Randy Covington that originally ran in the Winter 2006 issue of Nieman Reports. The essay, entitled Myths and Realities of Convergence, focuses on just these questions. Covington, who is the director of the famed Newsplex at the University of South Carolina, writes this piece to dispel some of the convergence myths out there.
Sheamus O'Shaunessy: Great Example of Transmedia Personality Promotion
Dr. Anthony Lioi, a professor here at MIT who has mentored me in the course I'm teaching on the cultural history of American professional wrestling (Web site here), recently referred me to a Web site he had stumbled upon and paid special attention to due to his recent involvement in my planning the class here at MIT.
This "Irish Curse" is a pro wrestler from Ireland looking to use the Web as a way to get significant attention for his character from an international wrestling audience.
Anthony called it a "walking cultural studies article waiting to happen," and while I don't have time for that right now, I was intrigued with how the Web site and various transmedia extensions are used by an independent wrestler in this regard to sell his persona. While Anthony is probably right that some people of Irish ethnicity might not be so crazy about the blatant use of Irish stereotypes, the site includes a lot of extremely interesting promotional materials.
William Morris/Narrowstep Deal to Create Branded Channels for Each Star
This past week, the William Morris talent agency announced that it would be forming a partnership with UK-based online TV group Narrowstep to give William Morris clients Internet channels. The programming on these channels would be free to view and supported by advertising content.
The partnership with Narrowstep includes creating mobile content as well.
Steve Safran with Lost Remote points out that such deals "could mean a web channel for every star," what he terms "another disruption in the traditional media mold."
Interestingly, Safran questions that, if talents were going to create their own channels and bypass traditional media in reaching the audience with entertainment properties, why would they need the agents, either? "Agents, after all, are the ultimate middle-men."
Of course, Steve's being facetious, and this digital deal with Narrowstep is only a minute part of what William Morris purports to offer its talents.
WWE Expands Mobile Content in Exclusive Cingular Deal
World Wrestling Entertainment has launched a significant mobile platform deal this week with Cingular Wireless. According to the WWE's announcement yesterday on WWE.com, by Noah Starr, the WWE will be launching significant media content for Cingular customers.
The service launched yesterday, and fans who have third-generation capable video phones and the Cingular video package, which costs $19.99 a month can automatically receive previews for upcoming WWE pay-per-view events, a collection of WWE News, and video clips like WWE's Slam of the Week, featuring a significant event from one of the WWE's three major weekly television shows.
What's more, the WWE is launching a service called WWE Premium Video that will cost an extra $4.99 per month. According to Starr's story for WWE, the service will include "exclusive videos, interviews, classic clips, hot Diva action and more," particularly a series of "Wrestlemania Magic Moments" right now, as they build for their biggest pay-per-view event of the year.
The Cingular service also allows for the chance to shop for various WWE multimedia offerings for the phone.
The WWE will provide approximately 100 video clips per month to Cingular customers through the premium service.
First Round of Decisions in NBC Universal and WGA Spat Over Webisodes
The Webisode battles continue. Mark February 2007 as the first round of decisions in the battle between the Writers Guild of America and NBC Universal over how compensation should be handled in regard to Webisode product for the writing team that has to develop these new platform shows.
Last week, the National Labor Relations Board announced that it was rejecting an official complaint filed by NBC, as the company had complained that the decision by the writers to quit working on the Webisodes until a compensation agreement could be reached was unfair business practice.
Apparently, the NLRB finds the decision of the writers not to write ancillary content until the way they will be compensated is worked out to be on the up-and-up, so it looks like these decisions will be ongoing. In the meantime, the content for the Web platform has not significantly explored the viability of Webisodes for NBC because of this ongoing skirmish.
In the meantime, other shows have been more successful with getting Webisodes out, most recently CBS innertube's L.A. Diaries, a crossover between CBS soap operas As the World Turns and The Young and the Restless which I will write more about soon.
Over at TV Squad, Joel Keller points out that reports are conflicting, however, as to whether this is a "victory" for the WGA or not. "So, while NBCU technically lost, all they wanted from this case was for the WGA to admit that they didn't presure anyone, which is what they got."
Formation of CBS Mobile a Further Indication of a Commitment to Mobile Media Extensions
One big piece of news I neglected to mention on the blog over the past couple of weeks is news that CBS Interactive is creating a new division to focus particularly on wireless entertainment. The division, given the no-frills title CBS Mobile, will help direct the links the company has built with a variety of mobile distributors, such as Verizon V CAST.
Plans for the new cell service includes original mini-soap operas for mobile distribution, which will launch this year.
I don't know the specifics of the soap opera related plan, but the shift of CBS indicates that companies are getting more and more serious about formulating a definite mobile media plan.
CBS has been very forward-thinking in regard to some of the series and cross-platform distribution through CBS innertube for Web content, and this move more boldly into mobile media indicates the company is forwarding a multi-platform distribution model for its future.
This drive stems from the formation of CBS Interactive, which I wrote about back in November. Quincy Smith, formerly with the investment bank Allen & Co., came to CBS to help formulate a more aggressive approach to the company's new media efforts.
Ubisoft Blurs Distinction Between Films and Games by Branching into CGI
Here's another interesting--and natural--step in the world of convergence, this time from a video game company. For those who haven't seen the news this weekend, Ubisoft has announced that it will be entering the movie business, making its own animated CGI films based on the type of animation used for the company's games.
The company announced Friday that it would be adding a thousand people to its staff as part of a larger initiatives to expand game development. The plan is for this increase to take place over the next six years.
The company's announcement was that it would be investing as much as $383.9 million over that time to bring in those new people to Monreal, with half working on developing films while the other half works on traditional game development. The film division will initially make shorts that will be distributed online, some of them based on their video game properties, such as initial plans for an 8-minute film based on Assassin's Creed.
This would expand the size of the company's workforce in Montreal substantially, with 1,600 employees currently located in the city, according to a story from John Gaudiosi of Hollywood Reporter.
Caveman's Crib: Developing Branded Entertainment for an Insurance Company
I've never seen a site quite like this one. If you haven't checked out Caveman's Crib, it's definitely worth a look, especially if you've enjoyed the recent Geico advertising campaign.
It's a visual indication of one of the oddest success stories in recent television advertising. It's the story of the Geico plans for a one-time commercial that has turned into a continued advertising campaign for the company that has now developed into transmedia extensons taking on a life of their own.
It all reminds me of an argument we've had about the 30-second spot for a long time and its assured demise. That hyperbole, some of which I've taken part in myself, exists alongside ad campaigns that are more vibrant than ever. But it emphasizes a message--people are still interested in commercials that are exceptionally compelling, that build a brand-based entertainment property, in this case, that entertains, that you stop your DVR for.
Insurance has always been a particularly tough nut to crack when it comes to creativity. The service companies like Geico provides is, first of all, one that most Americans despise having to pay and that many feel is a leach on their wallets, sucking money for no return. After all, the only way your car insurance is of great use to you is if you have a lot of wrecks...and if you have a lot of wrecks, no one wants to give you insurance.
Nonetheless, Geico has built its brand by emphasizing its low prices while creating ads that, while they don't completely take the focus away from the insurance, are entertainment-based rather than service-based.
While C3 partners MTV Networks and Turner Broadcasting have made our news this past week, there's also been some interesting developments with Yahoo!, another partner in the consortium.
The company's plan to create a new approach to linking sites called "Brand Universe" broke during the week, with the company publicly discussing a new strategy to create more efficient links to entertainment content that stretch across the various Yahoo! services and Web sites.
The plan is to pick 100 "high-profile" contemporary entertainment properties and create sites dedicated to them. This will include movie properties and popular television shows and video games, as well as video game platforms, as well as particular celebrities. In particular, the company is hoping to target properties that appeal to 13-to-34s.
The idea is that Yahoo! content has been fragmented in the past, divided by media format and without any content links. Instead of dividing media information in flickr and Yahoo TV and fan forums, the idea is to create a site that will link all of that content together so that people can access the info by entertainment property across all of Yahoo!'s platforms.
WSX on MTV a New Pro Wrestling Transmedia Property with a Non-Traditional Product
Earlier today, I wrote about how UFC's launch to high-definition continues to raise questions of whether professional wrestling will be launched on HD, particularly the WWE. Meanwhile, I also wrote about WWE's creation of a broadband video channel earlier this week in order to solidify its online video offerings.
However, there's another bit of interesting news from the wrestling world that intrigues me in much the same way the soap opera Passions intrigued me with its animated scenes and Bollywood episode.
MTV, the namesake of C3 partner MTV Networks, has launched a 30-minute weekly pro wrestling show called Wrestling Society X, which now becomes the third company to have pro wrestling aired nationally in America, alongside TNA on Spike TV and the three WWE brands that air on USA Network, Sci Fi, and the CW.
The program blends an MTV aesthetic with "extreme" pro wrestling matches, a club atmosphere with models hired to sit in the crowd to make it seem more "hip." A band opens up each 30-minute show, and obviously it has to be paced differently than any other wrestling program with 30 minutes a week and a band performing within that 30 minutes on top of that.
It's not going to be a product that satisfies current pro wrestling fan, as the organization has to deal with the fact that top performers are already in one of WWE's three leagues or on TNA. Without the big names, the company is obviously taking their product a different direction and reaching out to new potential fans with a rock/wrestling hybrid.
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.
Broadband Video Sites Veoh and Brightcove Continue to Expand
Two online video sites I've written about several times here at C3 are Veoh and Brightcove, and both made new announcements this past week regarding an expansion of content, in Veoh's case, and significant new funding for Brightcove.
Veoh has formed a partnership with Us Weekly magazine to create an online celebrity news and entertainment show that will be available on the Us Web site and Veoh's site as well. The initiative will launch in February with the intent of also including user-generated content.
For another look at a broadband celebrity destination, see my November post, "The Death of a Buzzword: Synergy and Time Warner". At the time, I wrote about TMZ, the Three Mile Zone product being launched by Warner Brothers and AOL. At the time, I wrote:
But, while TMZ is not my cup of tea, I think that it touches on the ability of the Web to do something others don't and to prove that synergistic relationships, even as that buzzword has gotten a negative connotation, are the building blocks of convergence and transmedia approaches. The success of this site shows that there is still power in these types of partnerships. The problem is in the thinking that they work irrespective to how they are executed.
It will be interesting to see how this Veoh/Us product compares to the TMZ project.
Meanwhile, Veoh has also partnered with the United Talent Agency to create "an online resource for digital content submissions," according to Daisy Whitney with TelevisionWeek.
The Power of Reality Television to Inspire Political Debate in the Blogosphere, Commented on by...A Blogger from The Apprentice
Now here's a surreal moment that could only be provided to us by reality television, and one that reeks of the type of interconnectivity that happens in a convergence culture. Allegations of racism directed toward Shilpa Shetty, an Indian actress appearing on Celebrity Big Brother UK have led to a horde of complaints throughout the blogosphere, including a variety of rumors about language directed toward Shetty during the taping of the reality show. Yet, what fascinates me most is that one of the bloggers who has written a commentary on this incident is brand-manager-turned-reality-television star Surya Yalamanchili of The Apprentice fame.
Yalamanchili, who I've gotten to know through some similar interests in trying to navigate the current media environment, launched his blog not long ago and has already made some astute media-related observations in the short time his blog has been active. But he pointed this post in particular out to me, which piqued my interest because of the mere idea of a reality star commenting on the treatment of another reality star in the blogosphere, while both are still stars on their respective programs. Add to that the fact that both are ethnically South Asian stars appearing on "Western" reality shows and the story gets even more confusing.
These layers of "reality" add an awfully fascinating dimension to their respective shows. The fact that these people, who are both television personas and simultaneously "real," make their public blogs a really interesting source, especially when a character from one reality show becomes a commentator for another.
The Convergence Manifesto II: The Journalism Industry
This is the second part of a piece that originally appeared in the 01 September 2006 edition of the Convergence Culture Consortium's Weekly Update, an internal newsletter for affiliated researchers and corporate members of C3.
Let's take an industry that I have written about extensively in the past few months: journalism. Convergence has become a major point of discussion for news sources and J-schools alike. I have worked for several years as a professional journalist and know these arguments from both ends.
The naysayers--and there are plenty--see the idea of convergence in journalism (particularly telling a story in multiple media forms) as being the uberjournalist, the corporate dream in which one journalist is hired to write a story for print and for broadcast and for the Web and for the radio and take the pictures and on and on. In other words, there is a belief that journalism produces a jack of all trades but a master of none, to borrow a common idiom.
That's not what convergence is. For those who believe that the concept is a corporate-driven capitalist ploy, they are looking at a much too narrow slice of convergence.
The Convergence Manifesto I: Convergence--The Buzzword
This is the first part of a piece that originally appeared in the 01 September 2006 edition of the Convergence Culture Consortium's Weekly Update, an internal newsletter for affiliated researchers and corporate members of C3.
The word convergence is getting a lot of buzz. In fact, since I am a researcher for the Convergence Culture Consortium and the primary operator of its blog, I guess I am capitalizing on that buzz quite a bit myself, so this is no criticism of the convergence buzzword. We took our name from the book by the director of our research group, Henry Jenkins, entitled Convergence Culture: Where Old and New Media Collide.
All of us working within C3 wholeheartedly believe that, with the advent of new media forms and the potential for cross-platform and transmedia storytelling, that we truly are in a drastically altered media environment that both users and content producers are still plumbing and mapping out.
New Statistics and Initiatives Meant to Revitalize Syndicated Programming's Relationship with Affiliates, Advertisers
Syndicated content may have a stronger connection with its audience, a new piece of advocacy research finds, while syndicators are striving to find new ways to reach a majority of Americans, including using broadband video to help hook new viewers.
The week has certainly been full of news for syndicated program producers, particularly with the release of a new study from the Syndicated Network Television Association that finds that the stars of syndicated shows have a more developed connection with their viewers than stars on corresponding network television series. The survey found reports of viewers claiming a higher degree of "trust" in the stars of syndicated programming and also found that those with digital video recorders were less likely to skip commercials while watching syndicated programing and also that the shows have higher same-day viewership on DVR than network viewers, with 95 percent of adults watching a show the same day it aired, while it takes up to four days after airing for 95 percent of DVR audiences to watch network shows. The statistics were for viewers 18-49.
Replacing Viewing Fees with Advertising Leads to Huge Growth in Web, Mobile Big Brother Views in UK
Are ad-supported models becoming the definite winner in terms of mobile content? Endemol UK has reported increasing its audience for mobile video clips of Big Brother in the United Kingdom when it started making the clips advertising supported instead of pay-per-download.
If last year's generated 100,000 paid downloads, my math skills inform me that it means the show has reached the million mark for the current season with free ad-supported video clips instead.
The discussion was part of the "Mobile ++ Conference" from the NATPE in Las Vegas. Daisy Whitney with TelevisionWeek reports that the show also received a significant boost in broadband downloads, jumping to 24 million downloads of ad-supported content, as opposed to 5,000 to 10,000 downloads of clips online in 2005.
24/Sprint Deal Provides 24 with Ancillary Content, Sprint with Substantial Product Placement
A new mobile phone deal struck between Sprint and the hit television series 24 will bring episode previews to cell users, according to a deal announced a little over a week ago. After each episode airs on Monday night, clips from the next week's episode are made available for those who use the Sprint video services Sprint Power Vision or Sprint TV.
A variety of other planned cell activities will help promote the link with 24 as well including trivia games in which a prize will be offered--a trip to a Florida "covert ops" training camp.
In return for the deal, Sprint receives product placement, as Sprint products will appear on episodes of 24 throughout the season.
Interactivity and Television Viewing Connected, While People Don't Know About 2009 Digital Deadline
Here's a pre-CES news story that I forgot to mention. CBS released the results of a new study which indicate that people who have a digital television and a broadband Internet connection are also the most likely people to watch the biggest of broadcast network television. In other words, connectivity is linked to viewing.
The study also indicates that this same segment that are connected with both technologies are likely to visit the Web sites for networks often and to stream clips or episodes on the Web in addition to their watching on the television. With the new Apple TV product, these two activities may be increasingly becoming blurred.
Perhaps not surprisingly, "These people tend to be upscale, better educated and more engaged with programs," according to the CBS study. However, I think an important caveat to also include is location, since I've written before about scores of Americans who have both the desire and the capital to have this degree of high connectivity but who are not currently being well-served by Internet providers.
Not to stray too far off subject, though. Connectivity is shown to have a link with primetime television viewing? David Poltrack was quoted by Jon Lafayette with TelevisionWeek as saying, "Consumers who embrace the new media are the heaviest viewers of the top network prime-time programs, and this sector of the audience is growing. By offering them new ways to connect to their favorite shows ... we're able to deepen the bond these fully connected viewers have with our programming."
However, not nearly as surprising to me is that the survey found that less than 30 percent of Americans are aware of the 2009 deadline for broadcasters to switch to a digital signal, but even half of those people who are unaware have already purchased a digital set, and another 30 percent plan to by 2009. According to the survey, 40 percent of those who were told about the upcoming change said they would upgrade to digital by 2009.
I recently wrote a newsletter piece on 'implied interactivity', i.e. decentralized forms of strategies involving the encouragement and indirect pre-structuring of user-generated content through structural properties of the media artifacts themselves.
An interesting case in point are toolkits, i.e. structured collections of materials to facilitate (and shape) the creation of fan sites. I will try to use the toolkit offered for the decent tactical shooter Close Combat - First to Fight (2005), a game focusing on and endorsed by the US Marines as 'brand' that is allegedly also used as training tool.
The Game Show Network, Transmedia Extensions, and Brand Building
The Game Show Network is attempting to expand its reach through a transmedia approach to games, making its Web site not just a destination for a different type of gaming experience but a place in which the network can further develop a brand identity that may be lacking from its game show lineup in the traditional channel alone.
The online site for the network has launched a series of games in recent months that has gotten the attention of the users of its Web site. The first such game was launched late this summer, when an animated online game that provided little in the way of intriguing game play but much in the way of commentary and parody of current events, spiking traffic from 444,000 in August to 654,000 unique viewers in September, according to information reported by Daisy Whitney in TelevisionWeek from Nielsen's online ratings.
That animated game mocked Mel Gibson's drinking, entitled "So You Think You Can Drive, Mel?" The object of the game? Why to "collect tequila bottles while avoiding Stars of David and Troopers."
Bendis on Transmedia and Continuity in the Marvel Universe: Thinking About Comics Vis-a-Vis Television
My colleague here at the Convergence Culture Consortium, Geoffrey Long, sent me a great interview with Marvel comics writer and all-around prolific creator Brian Michael Bendis. The interview, conducted by Danny Fingeroth and transcribed by Steven Tice at Newsarama, was conducted back in October, focusing on the comic writer's success in the super hero world of Marvel but also the ways in which he has become a transmedia creator (as many comic books writers have.) But perhaps what interested me as much was his discussion of continuity in a universe that has built up a substantial backlog of history through all the comic books over the years.
Bendis writes about his experiences working on films and television shows, as compared to the time he spends in comics. For instance, he writes about the time he spent working on the Spider-Man show on MTV, as compared to his experience writing the Ultimate Spider-Man series for Marvel. At Marvel, he basically took over the character of Spider-Man and recreated the story, starting at square one in a contemporary setting with the character and telling new versions of the events that first happened back in the 1960s to Spidey. Since launching that series from the very first issue, he's already made it now to more than 100 issues. He writes, "I was writing the Ultimate Spider-Man comic, and it's the greatest job I'd ever had in my life. It's completely fulfilling on every conceivable level. So I figured that writing the TV show in addition would be twice as good. And when I started working on the show, immediately it was not fun." As an example, he shares a story of meeting with an executive who questions "why does it have to be a spider."
Bendis spends his time talking about transmedia experience to emphasize the artistry of comic books and why he prefers working in what has been considered by many to be a fringe media form.
Internet Television a Reserve for Independent TV Producers?
My inbox has been flooded with people pointing the way to a variety of interesting articles appearing in the New York Times over the past couple of days. I guess that, as they enter their end-of-the-year run, they've been spending quite a bit of time thinking about convergence culture since...well...the newpaper of record is starting to realize that 2006 was the year of Convergence Culture (cheap plug).
On Sunday, I wrote about Jon Pareles's article in that same paper about the rise of user-generated content as a concept in the past year.
However, Lynn Liccardo passed along a short piece from Sunday's paper by David Haskell which writes about the potential rise of independent television using the Web as a distribution model.
Mobile Content Expected to Gain Major Ground in Next Five Years, Juniper Says
According to new research released this week by UK-based Juniper Research, a boom in mobile content is expected to take place over the next five years, with estimations that the global mobile entertainment market, currently valued at $17.3 billion, will reach $76.9 billion by that time.
This large upswing in content will come along with a shift in the types of mobile entertainment people are consuming over the next five years, their report estimates. While, for now, the majority of mobile content focuses on music, and principally on ringtones (More than 80 percent of mobile music revenues are for ringtones, according to Ben Macklin with eMarketer.), the shift will come with revenue from mobile television and mobile games, which they estimate will exceed the money generated by mobile music by that time.
Gil Thelen on Journalism, Profit Margins, and the Language of Convergence
Today marked the release of the December edition of The Convergence Newsletter, the journalism-focused collection of essays released by the University of South Carolina's College of Mass Communications and Information Studies every month. Of particular interest in this month's edition is the essay titled "Rogues, Rascals, Nostrums and Hard Truths," written by Gil Thelen, who is a former publisher for the Tampa Tribune. Thelen was involved in the converged newsroom in Tampa that combines a radio station, newspaper, and television station that was an inspiration for the Newsplex at the University of South Carolina that also has a converged newsroom.
Thelen joins in on a debate that I've been participating in as well about journalism's future at a time when the newspaper's obligation to the public is coming into direct opposition to its obligation to investors. Thelen writes:
The cost-cutting that is reaching muscle and bone in many news organizations is due in large part to unreasonable profit growth demands by the investor community. My former AP colleague Conrad Fink, now at the University of Georgia, calculates that newspapers average about double the 11% profit of Fortune 500 companies but are hammered by what he calls 'completely unreasonable' investor demands. 'Wall Street knows only one mantra,' he says, 'more, please, more.' I agree with his assessment.
Ninja Tune Launches Music Video Channel in Second Life
Here's another interesting bit of news forwarded from my colleague Geoffrey Long via Macworld UK: a British record label is finalizing plans to launch a virtual music video channel through the immensely popular virtual world Second Life. The channel will be called Ninja TV, launched by independent record label Ninja Tune. The channel will feature multiple hours' worth of content from a variety of UK artists, and any Second Life inhabitant can watch the TV station free, as well as purchasing the release through the digital shop for Ninja Tune.
Ninja Tune will launch its virtual music video channel as part of a new TV network from the UK design agency Rivers Run Red, which will be called Virtual Life.TV. According to their story, "The Ninja TV channel will be supported by leading UK digital music research firm Music Ally, which will be hosting an event in London in December to profile how Second Life can benefit the music industry."
Two Recent Examples of Interactive Advertising in Germany
It is not surprising to see that the excitement about participatory media usage has been spilling into advertising.
Two recent examples of brands utilizing this strategy are Hugo Boss, encouraging its (German) customers to pick a 'theme song' for their campaign from the portfolio of the British Indierock band 'The Subways', and Beck's, a German brewery, encouraging customers to design a bottle label using a simple Flash web interface.
The 'deconstructed' elements of the Becks label generator were also used in print ads where they represent an uncommon, yet familiar aesthetics for people routinely exposed to interactive media.
It is a peculiar effect that the deconstruction of the label's 'syntax', e.g. the apparent distinction between 'obligatory' and 'peripheral' elements which ensures the recognizability of the label despite all artistic 'freedom' provided by the interface, does not produce a critical stance towards the ad/label itself but, on the contrary, creates immersion because it ties in with established media practices.
It would be interesting to see some data on the 'success' of the campaign according to the criterion of interactive media exposure.
At the same time, inherently 'critical forms' of media usage potentially revolving around the campaign, e.g. a semi-public blog discussion concerning this matter, are discouraged by avoiding traditionally static, top-down strategies. This latter type of advertising, which McLuhan catchily described as „dunking entire populations in new imagery" („electric persuasion") in his „Understanding Media" in 1964 - interestingly in the chapter about weapons as media - appears to have been 'demonized' in current popular discourse.
Advertising as a 'media toy' in this respect offer a totally different, probably far more effective 'rhetoric'.
A Transmedia Project You Never Thought You Would See...Mr. McMahon's Ass
Okay, I can't say I've ever heard of a stranger transmedia product than this one.
Many people say that transmedia extensions of a primary media property can, among other things, give greater attention to a smaller player in a story, whose character can be expanded in some ancillary content. That's exactly what's happening right now with a figure that has played a part in some World Wrestling Entertainment storylines over the years--Vince McMahon's backside.
Only in the world of the WWE could a weekly cartoon about the CEO's butt be considered a plausible idea for a transmedia extension.
Synergy is one of those nasty buzzwords that people don't want to throw around anymore. That's why convergence and transmedia has become preferrable. Of course, synergy seems to now connote a marketing exercise that lacks artistic merit, something that's just done for pure profit and that has no substance, whereas transmedia is a word used to indicate something that crosses media platforms, that sees companies work together, but that is more than just a superficial alliance.
Earlier this week, The New York Times featured an article from David Carr on the "post-synergy success" of Time Warner, writing that, "even as the concept has been left for dead, it is being put into practice, albiet in diminutive ways, at the current version of the company." The project that Carr refers to? TMZ.
Babylon 5 Lives On with New Plans for DVD Releases
Last week, a major announcement was made in terms of alternate distribution of a television project and a potential future model for future transmedia ideas branching from a cancelled television show to a film: the plans for a straight-to-DVD film from Babylon 5. While last year, it was Firefly that showed the power of fandoms to resurrect a cancelled television property and breathe new life into it, it is the economic success of Babylon 5 on DVD that has inspired plans for a new product from the fictional world, in hopes to create a product that will both be lucrative to the dedicated niche market of Babylon 5 fans while not making the mistake of overestimating the widespread interest in the film by giving it enhanced expectations with a widespread theatrical release. Some were disappointed with the performance of Serenity, just as others were disappointed with the success of Snakes in the Plane earlier this year because some optimists had inflated the degree to which the cult promotion of the film would bring in audiences. In the case of all three products, it is taking grassroots initiatives to appeal to fans in a non-traditional manner, thus costing less to promote but not necessarily gaining great mainstream appeal.
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.
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.
Nobody's Watching Continues Its Survival Online While in Limbo
Do you really need a TV network after all? It was back in July when we first wrote about Nobody's Watching, the TV series that didn't make it past a pilot. The series was to be a faux reality show about two guys making a sitcom, joke being, of course, that the reality show about making a sitcom is, in reality, a sitcom itself. But the pilot was leaked on YouTube, and it suddenly became a phenomenon.
Eventually, NBC showed interest in the show once again but has taken a more cautious approach, as the show has only been doing short pieces on the Web at this point.
Friends with Benefit from One Tree Hill a Great Example of Transmedia Product Used for a Fundraiser
A little over a year ago, I wrote about the public service announcement for As the World Turns that was woven into the dialogue of a show. While programming was becoming more adept with making sure that viewers didn't skip ads with DVRs by working product placements into the show, this did the same with the PSA, as longtime characters Dr. Bob Hughes and his wife, Kim, had a discussion about AIDS in Africa and the need to do something about it while at the hospital, in a way that would have made it hard to skip through.
I haven't seen shows develop more of those in-dialogue PSAs in quite the same way, but One Tree Hill took it a step further earlier this year. Just as All My Children sold perfume from the show in stores and Katie Peretti's book Oakdale Confidential made it onto real bookstore shelves, a soundtrack that was organized and put together online was released in the consumer's world. And, what's better, the album--a benefit for breast cancer on the show--is an actual benefit for breast cancer as well, with a portion of the proceeds for this, the show's second soundtrack, going to breast cancer research and awareness.
The soundtrack was a joint venture for One Tree Hill and The WB Network (now merged into the CW Network), the National Breast Cancer Foundation, and sponsor Sunkist. The goal of the project, according to a press release from the National Breast Cancer Foundation, "is part of an ongoing project for awareness and early detection" to help promote breast cancer awareness to fans.
Erin McMaster with Blogcritics Magazine writes that "those who watch the show will definitely enjoy it, as the album is put together by artists who are heard, and sometimes appear as guest stars, on One Tree Hill. And unlike so many TV soundtracks out there, every track reflects the emotions and feel of One Tree Hill in such a way that it truly is a successful soundtrack."
She also points out that one of the character's clothing lines on the show, Clothes Over Bros, was really selling pink T-shirts with the Friends with Benefit logo on it as well. The promotion also included a tour of major cities.
Turner Super Deluxe a Promising Upcoming Venture for a Variety of Comedy Material
One interesting online development worth noting is a new venture by one of our partners here in the Convergence Culture Consortium, Turner Broadcasting. In the past two weeks, Turner has made headlines with its plans for a new broadband channel launched for comedy content, Super Deluxe. The project will be cross-platform, with plans to launch the content from the online broadband channel onto video-on-demand, mobile platforms (phones and portable players) and video game consoles. There are also plans to cross content from Super Deluxe into video sharing sites like MySpace and YouTube, although Turner promises to strictly monitor user-generated content on its site for potential copyright infringements.
Considering that this is one of the most ambitious broadband channel projects yet launched by a traditional cable company, I'm sure all eyes will be on Super Deluxe when it launches in January. It will join CNN Pipeline and GameTap, two other Turner broadband ventures.
AT&T Launching Into Video Services and Mobile Entertainment with Latest Plans
Will AT&T play a major role in the future of mobile content? Going back to some Halloween news, a USA Today story from Leslie Cauley focuses on the new moves by the major telephone company to move into position to challenge cable companies, as telephone and cable providers line up against each other to provide services. This has been a battle that has been a long time coming, and it will likely be a war waged over the next several years, with service and pricing in play on the field.
Cauley's story focuses on how AT&T plays to deploy one of the greatest tools that may be in its arsenal--wireless content. With AT&T eyeing a purchase of BellSouth and thus gaining complete control of Cingular Wireless (which it would change to AT&T), it would have a major cellular company at its disposal, allowing the company to move forward with its major plan to increase entertainment content.
Cauley points out that, while the current plans with other cable operators with Sprint for wireless entertainment services, for instance, have not led to any profit, AT&T would benefit from having a wireles service provider in-house along with U-verse, bolstering recent attempts like the U-verse, AT&T's new video service that could serve as sharp competition to cable and satellite providers. According to the story, plans include integrating wireless and "wired" products, "including high-speed Internet and U-verse TV," creating a package that "blurs the line between wired and wireless." These plans also include greater technology to fuel integrated advertising and an expansion of advertising on cell phones.
U-verse is being tested with AT&T users in San Antonio right now, with plans to offer it in 15 to 20 markets by the end of the year. It offers both Internet and video service that includes up to three digital receivers per home, as well as a DVR and on-demand service. The deal right now includes three months of free television through U-verse. They are also launching a voice over IP service, as UverseUsers wrote about last month. Plans are also being made to make service high-definition by the end of the month, according to MSNBC.
New President of CBS Interactive Division Making the News
Does the hiring of a new president of what is now being called CBS interactive mean an even more aggressive charge into digital media for the major network?
News came out Monday that Quincy Smith has been named to lead a newly named interactive division, coming to the company from investment bank Allen & Co. James Hibberd with TelevisionWeek reports that Allen was a major dealmaker there, including transactions for Google, AOL, and Yahoo, and speculates "the hiring of Mr. Smith could signal more aggressive growth for the new media division."
Smith's job will be to oversee CBS innertube, the online platform for redistribution of CBS shows and original Internet-only programming, as well as the various CBS Web sites. His job will also be to oversee the general trajectory of CBS' digital efforts and to forge partnerships for the network in expanding this area.
CBS, of course, is confident that a dealbreaker for major companies is the way to go. Others are more critical. Take these comments from Mathew Ingram, for instance, who writes, "So CBS wants to find and buy the next YouTube before it gegts big. Gee, I wonder why no one else has thought of that? Way to go. And so they've hired a guy who at age 35 is described as a 'veteran' of the industry, and of the takeover game. Why--because he helped advise Viacom to buy Neopets? Wow."
While Ingram questions whether there is a longterm strategy at CBS Interactive, the recent interview with Ingram at paidContent emphasizes that Smith is trying to get his bearings in this new role and proceed strategically. Staci D. Kramer writes that he is "a man full of ideas and details but wary of sounding too glib or all-knowing."
The interview is worth looking at for the man who will help lead the immediate future of one of the major television forces in entering more aggressively in digital distribution and original online content.
Showtime Launching Significant Content on Amazon Unbox
It's a partnership that makes perfect sense. You have Showtime, a network that has proven in the past that it isn't afraid of digital downloads. And you have Amazon's new digital video distribution service, now labeled Unbox.
Showtime got some attention earlier this year with its making whole episodes of Weeds available on iTunes before it was released on DVD, with the ultimate discovery being that making digital downloads available didn't cut into the profits of the DVD sales. While I never saw any data about how many people might have purchased it both off iTunes and then again from the DVD set, it wouldn't surprise me because non-Showtime subscribers who wanted to check out the show through iTunes may have wanted a more permanent "official" copy, leading to purchasing the DVD set.
The TelevisionWeekarticle from James Hibberd said, "The move is the latest in a series of digital content expansions for Showtime, which is seeking to distinguish itself from fellow premium network HBO in the new media space by making whole episodes widely available in streaming and download formats." This distinction--to establish itself as separate from the more elusive HBO series, could yield good results for the company by making its programs more widely available (helps when you have good shows, which is the case with Weeds.
The announcement was made last Wednesday. Unbox is also offering several top CBS shows, a variety of MTV Networks programming, and other shows, with its visibility on Amazon giving the service a potential advantage, as I've written about before.
Here at C3, one of our major research focuses has been online spaces and gaming spaces that allow for new engagement opportunity, not the least of which is Second Life. For instance, one of our affiliated research members here at C3--Ilya Vedrashko--spent more time in his second life than his first life these past few months while wrapping up his thesis worker for his Master's degree here at MIT.
But we've also focused a lot here on journalism, which makes the new Reuters announcement even more intriguing. For those who may not have heard, Reuters has opened up its own bureau within the online gaming space of Second Life, bringing coverage of real-world events into Second Life but also covering the people and stories in Second Life as well.
Currently, the top story from Reuter's Second Life News Center focuses on the U.S. congressional committee's discussion of online taxation for transactions that take place within virtual worlds like Second Life. But news also includes information from the CEO of Linden Labs, the creator of Second Life; various Reuters videos from Second Life, and stories covering issues throughout the Second Life world.
There are also a number of Second Life blogs that are linked to, as well as a link directly to Reuter's site within the game.
This virtual bureau is run by Adam Reuters, who is actually veteran tech journalist Adam Pasick--he has a calendar with regular hours that his online bureau is open.
In yesterday's New York Times, Andrew Adam Newman wrote about this phenomenon, which caught many in the journalism world by surprise. He quotes Pasick as saying, "It's not any different than when Reuters opens up a bureau in a part of the world that has a fast-growing economy that we weren't in before. The laws of supply and demand hold true, it has a currency exchange, people open businesses and get paid for goods and services."
Reuter's CEO says that, this "shows Reuters has a certain with-it-ness." While that statement may put its cool factor in jeopardy, his point isn't completely off-base, and it's an interesting experiment to retain the validity of a traditional trusted news source. It will be interesting to see what type of content Reuters' online bureau focuses on and whether it develops a reputation as being a serious source of news within Second Life or simply a fun extension--the questions will be what this virtual bureau means for quality journalism and what it means for the brand of a traditional journalism source.
We will see.
Thanks to Margaret Wiegel for passing information along.
Through the work of our Convergence Culture Consortium, CMS faculty and students have been monitoring ongoing experiments in transmedia storytelling, trying to help our client companies to better understand when entertainment producers are creating something valuable for their consumers and when they are antagonizing them. In a recent newsletter, CMS student Ivan Askwith wrote about Studio 60 on Sunset Strip's failed attempt to build a fictional blog set in the world of the series -- an experiment which was shut down in only a few days time. I asked Ivan if I could share this post with the readers of my blog and thought I would cross-post it here as well.
I am reminded here of the long-standing complaint from fans that official websites are often less satisfying than fan-generated sites: for one thing, they tend to be relatively static, built once and rarely updated, even on shows that have fairly dynamic character development or elaborate and unfolding story arcs. Kurt Lancaster made some of these points contrasting the official and fan websites for Babylon 5 in his book about the series, for example. For another, those who produce official content often do not pay attention to the details which matter most to fans. Janet Murray and I wrote an essay some years ago (published in Greg Smith's On a Silver Platter) which compared the kinds of details included in the early cd-roms about Star Trek with those which cropped up most often in fanzine stories. We found that the official materials supported some kinds of fan interests (those of male technologically inclined fans) and not others (those of women fanzine writers interested in the relationships between the characters.)
Those official sites which have broken out of this trap -- such as Dawson's Desktop, which I discuss in Convergence Culture -- have been real labors of love, often created by tapping the fan community for potential collaborators in their production.
Of course, those of us who have regularly watched Aaron Sorkin's series through the year know that his characters wage a running battle against online fan communities: Josh Lyman ran into trouble with a discussion list on The West Wing and we've already heard the characters opine negatively about bloggers on Studio 60. So, the conflict Askwith describes here seems almost inevitable.
I just read this article about the rising ratings of Keith Olbermann's MSNBC program Countdown. Olbermann has emerged from his sportscaster past (he's still the best ESPN anchor of all time) to serve as an alternative to the conservative punditocracy popularized on Fox News (& cloned across the channel grid), offering the most strident and erudite critiques of the Bush Administration to be found on television. The article rightly suggests that one of Olbermann's strengths has been counter-programming, showing that when it comes to Fox News, the reverse logic of "if you can't join 'em, beat 'em" holds - as Olbermann says in the article, "The purpose of this is to get people to think and supply the marketplace of ideas with something at every fruit stand, something of every variety. As an industry, only half the fruit stand has been open the last four years." (Feel free to assign your own links between pundits and particular kinds of fruit...)
What is only alluded to in the article seems to be just as central of a factor in Olbermann's rising success, especially among "quality" demographics vs. Fox: Olbermann & MSNBC have been forward-thinking in embracing the transmedia distribution of the program and Olbermann's persona. For years, Olbermann blogged on MSNBC as Bloggermann, allowing for quick linking & dissemination of his stories, especially around potential voter fraud in the 2004 elections. MSNBC clips the best of each night's show into a brief daily audio podcast, as well as posting numerous video clips online to allow viewers to watch and share on demand. When he delivers one of his "special comments," they shoot to the top of YouTube charts and generate heat on lefty blogs like Crooks & Liars and Salon's VideoDog, rivalling only the online repurposing frenzy toward Daily Show and Colbert Report. MSNBC even allows him to moonlight as a cohost for ESPN Radio, teaming with his former Sportscenter partner Dan Patrick each day to talk sports & promote his nightly show.
This transmedia dissemination of an otherwise ephemeral nightly newscast suggests the importance of old media institutions allowing new forms to use & reuse content - it is gratifying that MSNBC is reaping rewards in the old ratings system in part due to its willingness to allow the web to generate attention for its program, rather than trying to control and restrict its intellectual property. Thus while many decry the demise of quality television journalism, the online circulation of such public affairs television guides our attention via a viewer-driven filtering process salvaging the specific moments that break through the facade and transcend the endless high-decibel monotony that typifies cable news.
Lorne Manley's examination of Lost, Inc. in last Sunday's New York Times provides a fascinating understanding of the realities of a transmedia property, focusing particularly on the ABC phenomenon Lost and its subsequent branching into alternate reality games, video games, mobisodes, and various other storytelling forms and comparing that with various other current transmedia expiereinces, such as the use of Web comics to supplement the new series Heroes.
Manley writes, "Podcasts, blogs, cellphone episodes, Web-only content, DVD extras: they all mean more work for already harried show runners. But many of them wouldn't have it any other way." And many actors and writers are calling foul when they are expected to do more work for the same amount of pay or only a limited amount of extra money. Manley attempts to use various examples to break down the troubles that the two sides are having at this point, particularly because the value of new media experiences are not completely understood at this point, so that producrs are reluctant to give actors and writers significant extra funding for a project that might be a flop, as shows are still balancing how to create significant transmedia content.
Manely looks at The Office Webisodes, Battlestar GallacticaWebisodes, an an alternate plot on the DVD of My Name is Earl. She writes that "exploring the storytelling possibilities in these nontraditional forms is an intellectual and creative challenge," but it's increasingly becoming a legal one as well.
The Times piece gives a stronger overall picture of the complications currently plaguing the industry, as people want to move forward despite the fact that the system is structured in ways to hold innovation back. The promise of transmedia storytelling is demonstrated powerfully by this piece, in other words, even as the legal realities seem daunting.
I've written about Gillmor's work before, and while I'm not one to call for the end of newspapers at all, I do agree that papers have to shift their purpose and their focus when new media forms come along. In this case, as Gillmor emphasizes, citizen journalism does not seek to replace professional journalism but rather to augment it, as is the case with situations I've written about here in the past such as the James Frey incident back in January or the shrinking distance from producer to consumer.
Foley's perspective most fascinated me, however. Several students took contention with her claims that newspapers do indeed "get it," and felt that she was suggesting her paper was already doing all it could to adapt to new media. The problem seemed to be that many of these additions to the newsroom seemed superficial more than organic, possibly out of a misunderstanding of what convergence really means, the form rather than the content. And that's not to say that Foley's paper hasn't done some really innovative things as well, as you can see here.
Dan Gillmor says that not every journalist should blog. And so it is with convergence in journalism as well. As I've written about before, part of the problem is that convergence in journalism is defined much too narrowly. Another is the struggle of an industry already built one way to adapt to thinking in another. We had a lot of discussion about the setup of the newspaper industry right now, most being a news monopoly with very large profits. Newspapers may survive, but they may not be able to survive in the same way and with the same profits.
I still contend that it is much more valuable to think of a transmedia approach to journalism, since that term doesn't carry nearly as much baggage. What does that mean? It may mean blogging or a video camera in the newsroom, or it may not. It simply means telling the story to the best of a particular medium's ability and forming partnerships with other media outlets or hiring people within a newspaper to provide the means to do a transmedia approach...but it doesn't simply mean cross-platforming everything, or giving everyone a blog, or any other superficial attempt at "convergence." Basically, if it doesn't add to the story, it's a waste of time, aside from some initial gee-whiz factor that wears off very quickly.
Foley also said during the forum that the newspaper couldn't digitize its content and disposed of electronic versions of all their stories every day because they didn't have room to store the pages, instead creating microfishe, which caused an outcry from MIT students about how cheap storage space is, considering how little space text takes up.
Foley and Gillmor joined several students for a luncheon the next day before leaving the Cambridge area, and I've had the priviledge of an e-mail exchange with Foley for a while. I think it's safe to say that we still don't see eye-to-eye, but I am glad that she is thinking about these issues and was glad that she came to MIT to share her perspective and also to hear what the people here had to say.
Nevertheless, there was certainly a disconnect between Foley and the people here, a lack of communication that I think exists throughout the journalism industry, in a period of great flux. How do you adapt new technologies in organic and meaningful ways? How do you keep reader interest and profit flowing into the newspaper? These are questions that journalists like Foley are trying to answer while also getting out a new paper everyday and trying to turn a profit for stockholders.
The answer is going to have to come in the reconceptualization of the business model, a shift in traditional advertising focus, and innovative new ways to make the newspaper's brand house a community forum in one way or another.
FoxFaith Launching First Theater Release with Love's Abiding Joy
Back in April, I wrote a post about the formation and promotion of FoxFaith, the division of the Fox broadcasting company aiming particularly at a Christian niche market. This division includes a lot of famous films in its list, repurposed content that is more family-friendly or considered "classic," such as Oklahoma!, The Grapes of Wrath, and Cheaper by the Dozen...okay so the last one may not be destined for quite as revered a status.
The division has a listing of "family films," "kids films," and "Christian based" films and has already released some titles to DVD (some of which were originally television movies) such as End of the Spear, a story of a man investigating the death of his father and four other missionaries when he was a child; Mother Teresa, a biopic of the famed missionary's life; and Love's Long Journey, a story of a woman's travel to the western frontier. The division lists their offerings as "family and Christian films everyone can enjoy!" and include the stamp of approval from The Dove Foundation, which bills itself as "the reliable symbol of family-friendly entertainment."
However, the big move for their company is their first theater release this month of a film adaptation of Janette Oke's Love's Abiding Joy, focusing on the same protagonist as the earlier DVD release Love's Long Journey.
This Love series foregrounded Oke as a "pioneer" of inspirational fiction, according to her own site, and her first novel sold her one million copies, and her work has been translated into 14 languages and has sold more than 22 million copies worldwide.
FoxFaith, building on its earlier DVD releases and the build-in audience for Oke's product, is hoping to have success launching the new film, set to open Oct. 6 and appearing paticularly in Carmike and AMC theaters.
The hope is to bring in Christian movie viewers who may be turned off by many Hollywood offerings, and the company is hoping to be successful in theater runs as well as straight-to-DVD releases.
The movie's official site features not only trailers and clips and directions of how to find a theater that is playing it, but it also includes various church resources as well, including Web baners, postcards, and a discussion guide for church groups.
According to the site, this is the first film released by the company into theaters but the fourth of the Love series on film. All of the previous three were written and directed by Michael Landon Jr. as well and "ranked as the 3 highest rated films in the history of the Hallmark channel."
Will that built-in niche audience lead to a successful theater run for Love's Abiding Joy and FoxFaith? We will find out soon...
Thanks to Henry Jenkins IV for passing this along.
Every top American television network has been flooding headlines about intersting cross-platform and new media experiments over the past month. While these competitors have been running neck-and-neck to enter new platforms and distribution spaces, ABC has introduced a number of new initatives in the past week.
Already, the Disney-owned network has introduced a million free iPod downloads of season finales from popular shows to help build audience interest in the launch of these shows' new seasons, streaming shows through its own site, debuting a podcast for its daytime show All My Children, all in the past month.
News has already broken this week that ABC is now going to be offering an online player that will offer a stream of ABC News to the sites of its network of more than 200 affiliates. These will include pieces from both the evening news and Good Morning America, with the ultimate plan being to make the player also accessible for the stations to load their own content as well. The players will initially be used by affiliates just to channel national programming but should start to feature local content within a few months in areas in which affiliates take advantage of the opportunity. This comes on the heels of the story mentioned above, in which local networks are making their streaming of shows available for affiliate sites, with local advertising added in.
This is part of the continued effort to drop temporality from ABC News, aside from its morning show. The campaign began this summer and is part of the continued effort from network news divisions to move their content into transmedia spaces.
Jon Lafayette with TelevisionWeek also has information on a number of national advertisers who have signed on for interactive advertising for shows being streamed online for ABC.
This is the final in a series of outtakes from Convergence Culture: Where Old and New Media Collide dealing with the ways that the comics industry is responding to shifts in the media landscape that was originally posted on my blog. This segment deals with how we pay for digital content. Reading back through this, this section felt less au current than the other excerpts on comics I have posted here. When he spoke at MIT last week, Scott McCloud, himself, conceded that micropayments have not so far taken off in the ways that he had hoped and that other business models were emerging to support online content. To bring us up to speed on the latest developments in this area, I have arranged to run an interview tomorrow with industry observer Todd Allen, about recent trends in the digital distribution of comics.
The very popular NBC show The Office is breaking into mobile format, with the announcement last week that NBC Universal would be partnering with I-play, a mobile entertainment company, to offer short scenes from the workplace comedy on-demand for mobile customers.
These episodes, which will be one-to-two minutes in length, is an attempt to help "extend our audiences' experience with the brand," according to Universal Mobile Entertainment's Senior VP Jeremy Laws.
The payment model has not been released yet, although recent initiatives for mobile movie content by Sprint have offered both a subscription option and a pay-per-view on-demand option.
As Henry Jenkins wrote about earlier this month, NBC is already offering mobisodes of the popular comedy through its own site, so this deal with I-play indicates an even stronger presence in providing a cross-platform reach for its show.
However, while Laws indicates that the strength of this show is to extend the extant audience's "experience" with the Office brand, i think that doesn't mean much more than the standard quote for press releases like this. The power of this is not particularly in extending the reach of The Office, especially since this is not original content but repurposed one-or-two-minute segments from the show as it airs on television.
Instead, the power of a product like this is how it empowers the audience to proselytize, to recruit others into the fold. For Office fans who want to attract others to begin watching, who want to spread the word about the quality of the show, what better way than to have a clip from the show easily able to pull up on a mobile device? Nothing convinces someone of a show's humor better than a first-hand example.
Networks need to start thinking about framing these types of mobile products in this light, emphasizing the social side of mobile content and the ability it gives users to share their lovemarks with anyone, anywhere, anytime.
When it comes to World Wrestling Entertainment, the line between fiction and fantasy is always blurred. There are economic incentives to blurring this line, especially as it deepens fan relationships with the product through spoiling communities as fans attempt to discern "real" rivalries from scripted ones.
That's why, when a wrestler's girlfriend (who is a female wrestler) actually cheats on him with another wrestler, it eventually becomes a storyline for their characters as well, with fans trying to decide how much is show and how much is real.
And Vince McMahon is a master at this, to both his benefit and detriment. It's to his benefit when fans want to know who the real CEO of the company is, versus the over-the-top Mr. McMahon character, and are willing to buy the McMahon DVD, one of the company's top sellers, to examine just this question. It's to his detriment when he can't escape his wrestling character in public appearances for the company, especially on news programs.
Nevertheless, the WWE has blurred that line again in relation to its decision to continue revamping its Web site, turning their plans for further innovation on the Web site into a mini-rivalry between McMahon and a WWE announcer. Although this rivalry has not come out on the air, the intention on the site is to again blur the lines. Is WWE announcer Michael Cole, who also serves as editor of the Web site in addition to being the play-by-play man for Friday Night Smackdown, really upset with Mr. McMahon's comments?
To give you a little bit of background, McMahon said at an investor's conference last Thursday that "this site sucks." And, if you don't believe it, the WWE has provided the link to a video proving it. An investor is actually praising the WWE for their work in transmedia and their expanding profit through the site, to which McMahon responds that his "people" still thinks the site "sucks."
A defensive Cole then retorts, emphasizing that the WWE is releasing a new broadband network in October, complete with Webisodes, new mobile offerings in addition to their mobile alert system, as well as "a re-vamped subscription site and more exclusive videos and photos than ever before."
Cole finishes it out by saying "the web site does suck, compared to where we are going to take it, but it won't suck for long. Wish I could say the same for the boss" and then resorts to a sophomoric reference to Vince and roosters that plays into a current storyline.
This strikes me as a unique way to handle several issues, both acknowledging McMahon's public comment about the Web site while also using it as a Web-only mini-storyline that explains and promotes improvements to the sites in an innovative way. Fans may have never bothered to read "exciting news about updates to the WWE site," but the controversy over Mr. McMahon criticizing his own site at an investor's conference is more likely to capture a fan's attention.
And now fans can wonder if there really is some hostility in Cole's words, why McMahon would make such a crude statement about his site at an investor's conference, where he is not supposed to be in character as "Mr. McMahon," etc.
In the meantime, the WWE continues to demonstrate its potential as an immersive narrative universe to really explore transmedia storytelling in a way few other companies can or will be able to.
The following post originally appeared on on my blog earlier this week, featuring a response to one of my previous writings from a graduate student here in the Comparative Media Studies program at MIT.
Last week, I posted about the rapid speed with which television content has moved into new channels of distribution and the degree to which the American public seems to have embraced the ideal of rerun on demand, television for download, call it what you will. One of the key lessons of media studies is that the same technology may get adopted in different ways and at different speeds in different cultures around the world. This is one of the real value of taking a global perspective on media change.
My post inspired one of the Comparative Media Studies graduate students, Rena Huang, to post some thoughts on her blog about how this same process is playing itself out in China and I asked her if I could repost these remarks here. Huang is a second year Masters student who is doing a thesis on the growth of the Chinese animation industry and is working with CMS faculty memberJing Wang, the Chair of the MIT Foreign Languages and Literatures Section, to construct a digital archive of Chinese animation in collaboration with the Beijing Film Academy. She was also part of the team from our Convergence Culture Consortium who participated in Project Good Luck this summer helping to document mobile culture in China. For those who haven't checked that site in a bit, they are still uploading pictures and interviews from the trip, including an interesting exchange with the Back Dorm Boys, the Chinese students who became famous for their lip-sincing video at YouTube.
The following was written by Rena Huang:
Henry's "television goes multiplatform" interests me a lot since when I was back in China for the summer, I heard a lot of talks about and saw some real happenings of TV on other platforms, but not quite the same kind of platform as described in Henry's article. There are less downloading (the legal kind) of TV programs in China for various reasons. The broadcasting system, which features an overabundance of similar TV channels and a relative shortage of original content, has made frequent program rerun on different channels a common practice. One who misses his or her favorite episodes can soon catch it up on other channels. I couldn't believe that during the summer, the Westward Journey series (which was premiered 20 years ago and I really love it), is being aired to audiences old and new, on at least ten different channels. It keeps you safe in the competition to show what others are showing if you don't have better things to show.
9/11 Documentary to be Streamed Online for Second Viewing, Viewers Who Missed the Documentary
CBS is making the re-airing of its award-winning documentary special 9/11 available through its Web site for one week for free, after the special aired Sunday night on the network's evening lineup.
The network has indicated that one of its decisions to make the program available in this format as well is that approximately some network affiliates across the country chose not to run the special in their lineup or delaying it to a later time slot, chiefly over some concerns of potentially offensive language in the broadcast.
The special, hosted by Robert DeNiro, included several new interviews not featured in the previous broadcasts of the documentary.
The special first aired in March 2002 and was replayed on Sept. 11 that year, the first anniversary of the 9/11 terrorist attacks. CBS decided to run the two-hour special again on the five-year anniversary of the event.
The documentary was originally meant to be a profile of a a group of New York City firefighters, and documentary-makers were able to capture the 9/11 events as they were happening due to already being on the scene for this documentary. The network was and some of its affiliates, especially those who chose not to air the re-broadcast, were concerned that groups like the Parents Television Council or the FCC itself might raise questions about the language used by some of the firefighters in the documentary but chose to run that risk anyway.
This sets up an interesting way that networks can avoid such censorship in the future, though, by bypassing affiliates who refuse to run a show and broadcasting it online as well. As high-speed Internet becomes more prevalent, networks can do this more often. I can remember that, in Kentucky, our local ABC affiliate used to refuse to run NYPD Blue in its first season, instead replacing it with that gritty realist cop show, The Andy Griffith Show every week.
And, when affiliates across the country have to preempt a program, instead of playing it at 2 a.m. that particular affiliate or CBS itself could run the episode online for viewers to catch up (this is particularly important for soap opera fans, whose content is preempted all the time and never re-shown.)
The key point here is that it might have taken a weighty subject like the fifth anniversary of the 9/11 terrorist attacks to allow these precedents to be set, but they could help broaden the scope of what is possible for networks and their affiliates in the future to both have more creative freedom, when the situation calls for it (as some profane language in the 9/11 documentary may be fairly easily justified) and as creating a way to bypass logistical problems with affiliates by allowing viewers access to content through other methods as well.
And it will be interesting to see if the usual suspects--like James Dobson, for instance, would criticize television for using profane language in this instance.
I originally posted this on my blog, but I thought it would also be of interest to C3 readers because of the heavy focus here on multiplatform television extensions:
It's hard to believe that it was less than a year ago that Apple launched the video Ipod and the ABC television group was the first to announce a serious commitment to make its top rated television shows accessible to consumers via legal downloads. Within a few weeks time, the other networks were forced to cut their own deals with Apple paving the way of a new era of rerun on demand.
A document shared with me recently from one of our corporate research partners gave me a glimpse into just how dramatically the landscape of American television has changed, providing a breakdown network by network of the various platforms through which one could access their content.
A great example of transmedia storytelling, or at least what promises to be, started earlier this week through The Sci Fi Channel's online distribution of mini-episodes of Battlestar Galactica, leading up to the launch of the show's new season on Sci Fi Oct. 6.