ThisMonkeyCanType!

Ramblings of a typing monkey.


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Brian Clark’s “The Business of Transmedia”

09.21.11 Posted in transmedia by

Yesterday, Brian Clark of GMD Studios spoke at Dr. Henry Jenkins‘ transmedia course at USC. He’s promised to post a detailed account of his talk, but he encouraged me to share this summary post for now.

The topic of his talk was the business of transmedia. Literally.

Perhaps keying off Mike Monello’s recent admonition for independent creatives to talk less and create more when it comes to transmedia, Brian proposed a couple of frameworks for both dissecting the current typical business model for transmedia experiences and constructing some new ones.

First, Brian outlined the five challenges he sees for current transmedia experiences:

  • Funds – where will you get the money to pay for the expenses of your transmedia experience?
  • Return – what do your funders expect in exchange for their money?
  • Sustainability – how much money will you need over what time period?
  • Audience – does it exist / how big is it?
  • Promotion – how will you reach your audience?

Next, Brian laid out what he saw as the biggest problem with the current approach for transmedia experiences: almost without exception, they use the same model, whether they are produced by media companies, consumer brand companies or what Brian calls “issue” organizations (social cause, non-profit, etc.).

In the current transmedia business model:

  • Funds come from someone else
  • The expected return is impressions / ratings / awareness (not money)
  • Sustainability for the experiences come from charging a fee (consulting, production, etc.)
  • The funders will tell you how big the audience is (and who they are)
  • Promotion comes from what are referred to as owned, earned, and paid media

Brian then proposed looking at examples from the independent media space for new transmedia business models. Brian identified the following (8) types of independent models:

  1. No-budget aesthetic
  2. Grass-roots / DIY / “some budget”
  3. R&D (learn as you; project X funds a solution that can be used on future project Y)
  4. Fan Incubation
  5. Fan Funded (think pre-sale)
  6. Arbitrage plays
  7. Audience Product
  8. Infrastructure Play (re-usable tool/service/process)

Brian explained that for each of these models, the response to each of the five challenges changes. For example, the no-budget aesthetic model doesn’t require funds, while the fan-funded model secures funds from existing fans. Brian didn’t explore each challenge for each independent model in detail, so I’ll leave it to him to go into more details about the subtleties between these models.

The final comment I want to make from Brian’s chat is his plea to avoid falling prey to two common but destructive concepts when it comes to experience design.

The first is the desire to maximize the “reach” of an experience. 50,000 page hits mean nothing if only 250 are likely to purchase your product/service. Reach without context makes for a poor design.

Concurrent with this is understanding the fallacy of the average. If your website has an average time onsite of 1:24, that means nothing. The better question is finding out who is spending 3 minutes, 5 minutes, 10 minutes on your site. Those are the customers you should be designing for.

Big thanks for Brian to calling attention to the nuts and bolts of building new business models for transmedia experiences – looking forward to hearing more details from him about this!


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Participation Rates and ARGs / Transmedia

09.09.11 Posted in transmedia by

One of the questions posed to me when I guest Skyped into the Transmedia Vancouver Meetup regarded demographics and participation rates (i.e., is the traditional 90/9/1 rule still applicable in shared story worlds?). The next day I saw an article questioning this ratio, and I sent it to several ARG veterans and designers to get their thoughts on what they have seen over the past several years from the experiences they have designed.

What became clear is that unless you are crystal clear about what you want to measure (and how) before you launch any experience, the downstream metrics will likely be muddled. And – not unsurprisingly – we haven’t hit on concrete standards for defining the various kinds of engagement we see in transmedia/ARG/participatory experiences.

Here’s some of the responses I received (and big thanks to everyone who answered my query!):

Dee Cook

“I think it depends on how high the barrier of entry is to the project.

I recently worked on a project where the registrant:unique visitor ratio was 5%:95%. User-created content was 10% of the afore-mentioned 5%. But the barrier to entry was somewhat high, requiring registration in order to submit content. So that project, instead of 90/9/1, was more like 94.5/5/.05.

On a campaign where people can play in the space they already inhabit, I imagine that numbers could indeed reach those spoken about in the article.”

Brooke Thompson

“Barrier to entry is definitely a factor – not that I have any specific hard data to give you (though I may be able to dig around and see what I can find). But I do think that it goes both ways. For example, a game with an extremely high barrier to entry will likely have a much smaller but heavily engaged audience – because once they cross the barrier they’re ready to participate.

It also depends on the nature of the project and how clearly it comes across. A lot of ARGs suffer because they are intentionally obscure. You may get a lot of people that come and take a peek but when they can’t figure out wtf is going on, they disappear. By contrast, I worked on a project that was very explicit from the outside – all marketing materials pointing to it stated clearly what one could expect (a treasure hunt, puzzles, geocaching, really cool prize). It had a very high rate of participation because people came to it wanting to participate.

That said, I’m inclined to believe that there where the nature of the project really comes into play is with the difference between commenters & creators… though, with ARGs, some could argue that commenters are creators ;)”

Michael Andersen

“The best resource for publicly available ARG statistics is Christy Dena’s pages on domestic and international campaign metrics.

http://www.christydena.com/online-essays/arg-stats/
http://www.christydena.com/online-essays/worldwideargs1/
http://www.christydena.com/online-essays/worldwideargs2/

Campfire released some of their participation statistics from Maester’s Path (along with the goals set).

Jan Libby

[Jan and I exchanged several emails, and after summarizing her responses, she confirmed I accurately captured her sentiments below]

Jan is increasingly using a different design approach that explicitly targets demographic subsets, rendering the idea of a “lurker” participant as irrelevant. Every person touching the experience does so through a design of planned awareness.

Ultimately, under this design approach, the participation numbers will be whatever you want them to be, depending on how your designed the experience and how you defined your audience before you launch the experience.

To sum: the participatory rate is whatever you design for.

Evan Jones

“Participation stats seem to be the most controversial topic in Transmedia for two reasons.

The first is double-dipping.

When someone watches your television show AND visits your website, they are counted each time. It’s near impossible to ‘prove’ that it’s the same person without some identifier, and the same thing goes for doubling up on Twitter followers vs Facebook Likes, etc. Some people use rampant double-dipping to boost numbers when numbers are the only thing that matter. I’ve even heard of designers pushing to add platforms specifically to get the doubling-up effect.

The second is depth of engagement.

So many times the numbers trafficked are ‘visits’ since there are no other standard definitions for ‘player’ or ‘participant’. I’ve struggled to make sure all my reports give qualitative analysis of this area, but when comparing projects to each other, qualitative loses out to hard numbers. For those you end up in the lowest-common denominator where your competing with the ‘impressions’ a freaking billboard on the highway gets. Very tough to measure overall engagement in a way that makes sense outside the profession.

The talks that I’ve given discuss the ‘tiered system’ that I’ve observed over the years. Traditional web metrics would suggest a linear curve from earliest engagement to deepest, but I’ve found that it isn’t the case. People self-select to push ahead to the next category and eventually hit a wall where they won’t cross. The 90-9-1 stuff is still relevant to me in that many projects just have a natural 10% crossover rate to the next stage. If you promote a website on television, it’s fair to guess that 10% will remember the URL and visit it. If you ask for a login to see more, you’ll get 10% that will login. BUT what I’ve also seen is that the quality of the design of these transitions can affect these stats. I’ve had some projects see up to 20% crossover what I’d call a ‘transmedia barrier’ – I’ve even seen A/B testing shift between 5% and 15% which is a great boon to iterative design and analytics, but horrible when it comes to saying it’s a 90-9-1 hard and fast rule.

The issue really only comes up in design and one business-related question: “Why wouldn’t I just market to the 90% and forget about the high demands of this 1%?”

I know you probably need some numbers though to make this point. I’m afraid many of my past ARGs aren’t under my control so I’m not even sure if I could GET at the numbers. From what I saw anecdotally, the concept of designing specifically for audiences on both sides of a barrier makes for a more successful project. If you make it fun for the people who don’t want to register, and then you make it fun for the people who do want to register – then everyone has fun. Sounds ridiculous to say it that way, but that’s how I’ve thought about it.”


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“Star Wars Remix” Officially Launched

08.30.11 Posted in Miscellaneous by

Roughly sixty days ago, the last thing on my mind was launching yet another site or project. Certainly not one involving Star Wars, and definitely not some kind of DIY/crafters call-to-action. Yet, two months later, here I am, announcing the official launch of “Star Wars Remix,” a website inviting fans to remix their world into something from the Star Wars universe.

The genesis for this started innocently enough with a few Skype calls to Emma Beddows, an Australian PhD candidate studying transmedia, pop culture, and fandom.

We talked a lot about value co-creation and fandom, and somewhere along the way (I couldn’t tell you exactly when), we decided we should start a website devoted to Star Wars fans – a site that invited them remix their world into something from the Star Wars universe. Something that puts our mutual passion for Star Wars in a context perfectly suited to our interest in fandom and creativity.

Here’s how it works: just take things in your ordinary world and remix them into the Star Wars world, then send us a picture. The emphasis is on ordinary and remix, so please stay away from digital designs/art, fan art, and using manufactured toys in your remixes.

Why?

Well, there are a ton of sites with great, curated collections of fan art and digital creations. No point in reinventing that wheel. And, we wanted the remixes to be really textural and tactile, where the remix produced both an end “product” but also a true “hands-on” experience.

Finally, we chose to use a Creative Commons license for all of the images. Because, you know, it just seemed right for this kind of project. Right?

Once Emma and I had the overall concept in place, we reached out to Noah Scalin (the creative behind Skull-a-Day) and Mica Scalin to help us get things off the ground with some initial remixes, a header image for the website, and help with spreading the word.

I’m thrilled as much to be working with smart, talented people like Emma, Noah, and Mica as I am to see how the creative community has already responded to our invitation (I’m truly impressed with the submissions – can’t wait to share them!).

And if you’re a Star Wars fan or just a very creative DIY/crafter, please head on over to Star Wars Remix and check out the remixes. You’re probably a lot closer to a galaxy far, far away than you think…


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My Totally Biased Recommendations for SXSW Panels

08.22.11 Posted in Miscellaneous by

I’m not associated with any of these panels, but I would love to see them accepted because of the people involved. They know their respective fields well and are worth a listen if the topics interest you.

Will update this right up until September 2nd.

Updated 8/23!

Selling Your Film Without Getting F*#ked
Reason: Panelist Sheri Candler

Connect with Fans + Reasons to Buy = $$$
Reason: The entire panel (Sheri Candler, Ross Pruden, Jon Reiss, and Mike Masnick)

Social Change Film: Strategy+Transmedia+Evaluation
Reason: Panelist Lina Srivastava

The Self-Publishing Novelist: 2012 Update
Reason: Jane Friedman, Alison Norrington, and Mur Lafferty (smart ladies, all)

Rockstars or Roadies: Who’s the Better Employee?
Reason: Panel Organizer Corey Reid

Get Unstuck: Creative Inspiration from Skull-A-Day
Reason: Panel Organizer Noah Scalin

+5 Sword of ePublishing! Lessons from RPGs
Reason: Panel Organizer Gareth Skarka

The Art of Immersion—Internet Storytelling 101
Reason: Panel Organizer Frank Rose

Data is the New Creative. Let’s Debate!
Reason: Panelists Jenka Gurfinkel and Gunther Sonnenfeld


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Triple Panel Play at SXSW 2012

08.16.11 Posted in Shared Story Worlds by

Very excited to be on (3) proposed panels for SXSW, and even more excited about the other speakers on the panels. All three relate to audience contribution and participatory storytelling (not surprise to anyone who has read this blog!), but they approach the topics from different perspectives.

Voting is now open and runs through September 2nd. There are a lot of great ones in this year’s mix, so be sure to cast your vote and spread the word about the ones you like!

 

 

Shared Story Worlds and Value Co-Creation

Speakers: Esther Lim, Robert Pratten, Scott Walker

“Discover the benefits of co-creating value with audiences by examining lessons learned from shared story worlds and learning how to inspire your audience to contribute to your entertainment property in a meaningful way. A shared story world is an intellectual property explicitly inviting audiences to contribute their own content and meaningfully participate (not just interact). This presentation explores the opportunities available when audiences are viewed as a competent source for creative contribution to commercial entertainment properties.”

 

Interactive Storyworlds for Marketing & Pleasure

Speakers: Robert Pratten, Scott Walker

“Learn how to develop your movie, game, TV show or web series with the marketing baked into the story in such a way that nobody can see the join between “selling” and “entertaining”. Rather than develop a creative project in isolation from its advertising and marketing, think of the process as a continuum from discovery through experience to exploration – an ongoing storyworld with which audiences want to engage. This presentation explains how to expand a linear script or synopsis into an interactive, multi-platform, participative storyworld using social media, direct marketing, promotion, advertising and traditional media (books, movies etc.).”

 

The Rise of Co-Created Storyworld Communities

Speakers: Esther Lim, Scott Walker

“Storyworld communities are often treated as marketing and promotional tools, where content creators spend significant time, money and resources building a thriving and engaged fan base around their story, only to abandon these living ecosystems at the completion of the narrative. Yet the role of the storyworld community is changing as content creators begin to recognize the value of sharing creation rights with fans in the development of the storyworld canon and also in the growth and management of the storyworld community. This panel will examine the definition of co-created storyworld communities, the market forces driving this movement, the benefits of sharing storyworld creation and steps for leveraging the community to grow the story universe contextually and commercially. We will also discuss the different aspects of Creative Commons Licenses, the rights and options for sharing ownership with the individuals involved in the co-creation process and the expansion of the canon into various co-created materials and subsequent content.”


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Speaking at Whitewater Films Roundtable, Aug 18th

08.16.11 Posted in transmedia by

Thrilled to be speaking at the next Whitewater Films Roundtable on Thursday August 18th. The other panelists include:

Rick Rosenthal / Whitewater Films

Zak Kadison / CEO, Blacklight Transmedia

Ben Rock / Transmedia Filmmaker

Rick Jacobs / Off Road

Should be a great conversation based on the other speakers (myself notwithstanding!).

The roundtable is 1-3pm and includes lunch. If you’re interested in attending, please RSVP at rsvp@whitewaterfilms.com.


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Why are most ARGs serving only one term?

08.11.11 Posted in transmedia by

For a while, I’ve been curious why just about every ARG I’ve come across is a one-off experience, never to be revisited. I understand that most are funded by media companies seeking to promote other, revenue-generating content, so they have no desire to maintain the ARG experience past the launch of the core content (game, TV show, movie, etc.).

But I wondered if there was another contributing factor, perhaps something inherent in the design or architecture of ARGs.

So, I’m posing the question to those with far more ARG experience than I: why are ARGs currently relegated to one-and-done status (and can or should they be liberated to serve more than once, either as a self-contained experience or as part of a larger entertainment experience)?


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Henry Jenkins Talking Transmedia at Comic-Con 2011

07.24.11 Posted in transmedia by

I got a rough video of Dr. Jenkins talking about transmedia and comics at this year’s Comic Con. Dr. Henry Jenkins talks about transmedia and comics at a Comic-Con 2011 panel. He was the last of four panelists, and he only had about 10 minutes to comment on the prior presentations. I love the fact that he acknowledges the fluid state of transmedia at this time.

[apologies for the picture quality; I didn't have a tripod, and there was no lighting on the panel speakers at all!]


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“Co-Creating Value with Customers – 7th Son: Obsidian”

06.21.11 Posted in Miscellaneous by

The second article in my value co-creation series for Digital Book World is now up! This post focuses on JC Hutchins and his cutting-edge audience participation project, 7th Son: Obsidian.

http://www.digitalbookworld.com/2011/co-creating-value-with-audiences-%E2%80%93-7th-son-obsidian/

 

Series history:

Co-Creating Value with Customers (first article)


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“Co-Creating Value with Customers” DBW Article

06.02.11 Posted in Uncategorized by

I’m very excited to finally kick off the first article in my value co-creation series for Digital Book World!

The first entry is an overview of how I’m defining ‘value co-creation’ and touch on some of the subjects for future posts:

http://www.digitalbookworld.com/2011/co-creating-value-with-customers/