Ramblings of a typing monkey.
Ramblings of a typing monkey.
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!]
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)
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/
I’m a bit late in making the announcement, but I’m heading to Costa Mesa June 10-11 to check out Wyrd Con 2, a LARP (live-action role-play) convention.
I’ll be taking the plunge and running my first LARP experience (set in Runes of Gallidon, of course!), as well as speaking at a panel on the 11th about transmedia.
And as if that wasn’t enough, I’ll also have the pleasure of attending Wyrd Con with several members of the Transmedia L.A. Meetup.
If you’re at all interested in LARPing, storytelling, or improvisation, I encourage you to check out Wyrd Con. And if you’re interested in the Gallidon LARP, there are still characters available!
In a stroke of what can only be called good fortune, Digital Book World has given me the opportunity to write a series of articles about applying the principles of value co-creation to publishing. Over the next several months, I’ll be circling around the topic in general as well as providing specific examples.
Look for the first article soon!
Remember when people used to line up days or weeks in advance of a theatrical release of a movie? They still do, though it’s usually for a music concert or a new iPhone. Their sacrifice is as much a part of the content user interface (think “experience”) as speakers or bragging rights to a freshly shrink-wrapped box of “shiny.”
Trent Reznor of Nine Inch Nails understands this. He was prompted to create an app for the iPhone to support a shared social experience for his fans. The reason? Reznor saw how fans, standing in line while waiting for his concert to start, were tweeting and sharing photos using other applications. Reznor removed much of the friction of that experience by creating an app to better facilitate all of that online socializing, as well as provide a lot more functionality to fans.

Reznor gave fans an easier way to connect with each and share their thoughts, photos, and experiences.
Of course, standing in line is about as normal a day-to-day activity as brushing one’s teeth. We stand in line all the time. It’s a necessary evil we have to endure in order to obtain a particular goal: deposit a check at the bank, pay for our groceries, order our fast food, etc. We do it because we have to.
But consider where “standing in line” is transparent to or embraced by fans. They do it because they want to.
I just finished reading an interview at Gamasutra with Frank O’Connor of Microsoft’s 343 Industries (worth reading, by the way).
O’Connor touches on the transmedial nature of the franchise, but the following statement from him really caught my attention:
But to go back to the community, the fact that [Halo:Combat Evolved] was only system link on Xbox 1, and yet the system link experience was so good, meant we all had that experience of piling an Xbox and a TV in our car and driving it to a friend’s basement and setting up a LAN party. I hadn’t done that before, and I haven’t done it since, and Halo was the only game that got me energized enough to go and do that, and deal with that, and it was such an amazing social experience.
Think about that: O’Connor would physically disconnect his Xbox and a TV, load them into a car, drive to a friend’s house, then reconnect the devices, just so they could all play together in the same game instance.
The user interface for this content experience involved time, a car, gas, physical labor, and electronics reconfiguration. Plus, O’Connor had to repeat this process each and every time he wanted to go multiplayer in Halo: Combat Evolved.
Interestingly, the user interface hassles required to achieve this became part of the game experience itself, but in a way that O’Connor almost looks back on with nostalgia (“Hey, remember when we…?”).
People willingly stand in line to get to content all the time, but they don’t particularly like it. And it rarely adds anything to the content experience (except, perhaps, mild irritation).
Audiences will, however, literally claw through an awful, time-consuming, annoying user interface to get to great content, especially if there is a communal, social aspect to experiencing that content. And content owners have an opportunity to turn “standing in line” into a much more integrated and positive part of the overall content experience.
Two marketing examples (both in the video game industry) crossed my space this week.
The first was something Simon Pulman brought to my attention: Electronic Arts’ “Community Challenge” to get 1 Million “Likes” on its Battlefield 3 Facebook page (see the details here). Basically, a hi-rez commercial will be released early if EA hits its target on Facebook.
The second came from Steve Peters, who tweeted about the disappointing end to Valve’s ARG for the new game, Portal 2 (more on the backlash here). In short, after playing through the ARG and expecting an early release of the game, players were hit with the following after completing the experience: if you want to play Portal 2 early, you have to buy more stuff from us first (or have already purchased certain games from a game pack sold by Valve).
It appears that the ARG players received at least one of the games from the game pack (“Potato Sack”), so they don’t have to buy one. But that’s not the point. The point here is that having played the ARG wasn’t sufficient to unlock the prize. Instead of getting the expected prize, players got another challenge they had to overcome.
Steve likens this kind of switch-and-bait tactic to the scene from “Christmas Story” where the boy finally gets his secret decoder ring so he can unlock the secret messages being transmitted at the end of the Little Orphan Annie radio show. To his disappointment, the first secret message the boy decodes is a commercial for a consumer product (the message is “drink more Ovaltine”).
While EA at least gets credit for a certain level of transparency and a higher degree of parity between what’s being asked of consumers (the risk/opportunity costs) and what’s being offered to them (the reward/payoff), neither of these examples inspires me to feel better about the companies behind them or more interested in buying their games.
These two examples span the spectrum of engagement for customers.
How hard is it to Like a Facebook page? Not hard at all, but that also means I have zero investment in the action of liking that page. Furthermore, I may or may not see the benefit of even that small action, since Battlefield 3′s Facebook page may not hit the 1 Million target (as of now, it’s received about 700,000 likes). Low investment, low reward for the consumer = low engagement with the product/company.
At the other end is Valve’s ARG experience, which required far more investment on the part of consumers, and given the clues listed in the experience, there was a reasonable expectation the game might be released early (or early to the ARG players) in exchange for their efforts and time. High investment, high reward = high engagement with the product/company.
Clearly, companies want their customers highly engaged with them (or at least their products). But the Valve ARG demonstrates the dangers of reaching for high engagement. Experience parity is shaped by the expectations, the transparency, and the clarity of the experience.
Remember, there’s an opportunity cost for consumers to spend their time and money on a particular product. Instead of playing a company’s ARG or video game, they could be having dinner at a restaurant, watching a movie, or sleeping. If a company asks a consumer to forego EVERY other opportunity in order to engage with it or its products, it should:
If, as in the ARG example, full transparency would dilute the experience, then the company should plan to over-deliver and clearly communicate to avoid a disconnect in expectations and the experience.
I’m less offended by EA, as their experience hit all of the points above. It’s uninspired, but it’s honest. And honesty goes a long way.
Noah Nelson at Turnstyle News interviews me about participatory entertainment, shared story worlds, and transmedia.
http://turnstylenews.com/2011/04/14/shared-story-worlds-scott-walker-artist-series-podcast/
This interview could have easily gone on for hours – so much to cover, between transmedia, fandom, shared worlds, religion, education, the ‘Transmedia, Hollywood 2′ conference, etc.
Plus, Noah’s got some cool creative ideas of his own (which he couldn’t talk about yet), and I’m looking forward to seeing his projects (some will be shared worlds, too!) get launched.
I’m thrilled to (finally!) launch a project very near and dear to my heart: Shared Story Worlds.
The site has been live for a while, but I’m officially launching it today. Here’s what it’s all about:
“Shared Story Worlds explores new models, frameworks, and best practices for creating, curating, sustaining, and maintaining collaborative entertainment properties which invite audiences to participate in the co-creation of the world and ideally rewards them for doing so (please read What is a Shared Story World? for a more detailed definition).
Shared Story Worlds examines this participatory entertainment space in several ways:
* Publishing articles about the unique aspects of shared story worlds (legal, narrative, creative, community)
* Publishing interviews with the creatives behind shared story worlds
* Maintaining a list of shared story worldsThe idea of an entertainment property that allows audience participation in content generation isn’t new, but it is becoming more prevalent. Indeed, there’s an increasing number of commercial participatory entertainment worlds.
Shared Story Worlds brings together many of the conversational threads about participatory entertainment.”
Being a site about collaboration, it only makes sense that the site should be collaborative, right? Right!
So, I would like to hear about any experiences, lessons learned, or shared worlds that are not listed here (even if they are no longer active). And if you want to write an article about an aspect of shared worlds, even better!
More information about contributing an article or suggesting a world can be found on the Shared Story Worlds site.
A year ago I wrote an email to someone about an idea about how to address some of the issues I saw in copyright without requiring a change to current legislation. A recent conversation reminded me of the idea, so I dug it up, brushed it off, and expanded on it. Here’s the result.
I see many issues with the current intellectual property legislation (copyright, patents, and trademarks), but I’m mostly interested in copyright. Specifically, the aspects of copyright that appear to be not just ineffective but actually working against the very principles behind the intent of the laws.
Copyright was put in place to encourage the creation of content such that society benefits as a whole and the creator benefits individually. By granting the creator a limited protection under which they can monetize their creation, the theory was people would be more incentivized to create content (and society would benefit from that sharing – initially in a protected manner and then in an unlimited manner when the content fell into public domain). More content = good.
Initially, content had to be submitted for copyright protection by filing paperwork with the United States Copyright Office (USCO). Changes in the law now make fixed creative works automatically copyrighted (though you will enjoy additional benefits if you take the extra step to file for a copyright).
The result is that new content is automatically copyrighted at its time of creation. That’s good, right?
Well, sort of.
Creators no longer have to deal with the USCO, so many works are not registered with or listed in the USCOs records. In fact, works registered prior to 1978 are not even listed in the online USCO database. Search requests for works created prior to 1978 require filling out an online request and waiting for the results in the mail or physically visiting the USCO records office.
Even the online searches only list the name of the copyright holder, not a phone number of address.
And since the copyright office is, by default (due to the current copyright legislature), cut out of the copyright process, there is no longer a central, all-encompassing index of copyrighted works. There is no single database one can turn to in order to easily identify a particular work, find its owner, and (ideally) contact that owner to inquire about the licensing of their work.
In short, the USCO database:
Not so good.
Why Copyright?
Remember the reason for copyright legislation to begin with? Rewarding the creator with temporary benefits, right? Ostensibly, those benefits include control over how their works are used as well as the exclusive commercial rights over the work for the duration of the copyright (for most current works, this equates to 70 years after the death of author. If a work of corporate authorship, 95 years from publication or 120 years from creation, whichever expires first).
Copyright is supposed to benefit the creator but ultimately, it’s supposed to benefit society.
Putting aside the question of whether the duration is too long (hint: I think it is), the main issue here is that only the small percentage of works that achieve great commercial success benefit from the current copyright system. This is why those lobbying the most to maintain if not extend copyright duration are those with the most to lose (hint: think Hollywood).
But what happens to the majority of other copyrighted works which are trapped under copyright protection but have not found commercial success? They mostly lie fallow and ignored, generating no income for the copyright holder. Further, their ability to benefit society remains largely unfulfilled, since it’s easier to not remix a work than jump through hoops to obtain the legal right to remix it.
Sure, fair use exists to address legitimate remixes of copyrighted material. Academic evaluation and artistic expressions that re-contextualize copyrighted works are often non-commercial in nature and provide value and benefit to society at large. Even commercial use of remixed works where the remix serves as commentary (e.g., “The Daily Show”) is covered under fair use. So what’s the problem?
Fair Use is Not a Sword (but it’s double-edged)
As an entertainment attorney, Peter Kaufman, once pointedly reminded me, fair use is a shield, not a sword. It’s a defense you can raise if you are sued for copyright infringement, but it’s not a legal right you can use to obtain legal permission in advance. You don’t sue first using fair use as your legal claim in order to remix or reuse a copyrighted work. You claim fair use if someone sues you for infringing on their copyrighted work.
And that’s the problem. The boundaries of fair use are fuzzy at best, and the only true test for coverage under fair use happens in the court. Of course, by then, it’s too late to know better.
So, it’s often easier to just pass on the remix of copyrighted material rather than take a chance on being sued.
The result is that the works of creators get dropped into a copyright hole for almost a century or more. There’s got to be a better way to make licensing these works easier.
Clearing a Better Licensing Path
How can we make it more likely that copyrighted works will be legally remixed without changing copyright law? How can we encourage the legal use of works that may be decades old without increasing the risk of copyright infringement?
Creative Commons is one solution for content going forward. It allows creatives to place a license on their works that explicitly grants additional rights to others without the need for contracts/agreements. I use CC for some of the creative work and support their efforts, but CC is by no means accepted by everyone in the creative community, and it is not always understood properly. Further, there are times when CC is not appropriate.
Mostly, though, CC’s value is with new content. It can’t address the issues of copyrighted works already out there unless you can reach the current copyright holder…in which case you probably don’t need CC.
Instead, I’d like to propose a clearinghouse for copyrights that also provides easy-to-use licensing models and supports revenue collection/disbursements.
I’m thinking of an opt-in organization that handles the content rights for creators and covers every conceivable form of content (video, images, audio, text, etc.). Sounds an awful lot like ASCAP, doesn’t it?
ASCAP has its faults, though I see them at the policy level, not the business model level. Why is it useful as a framework? Because it points to a better, more comprehensive model for handling copyright clearances than we currently have.
Say you want to shoot a movie and you want to include footage from another film, two recorded songs, and five different photographs. Chances are, you’ll need to interact with eight different attorneys, use eight different legal licensing agreements/contracts, and end up not using any of the works because the price is too high. And that’s after you tracked down the valid holders of the copyrights to each of these works.
Each licensing deal will be done on a one-off basis, with no transparency to the market. This creates inefficiencies and transactional friction, further increasing the costs of licensing (hint: think Wall Street before consumers could more directly execute trades and use online systems to do so).
If you had a single site you could visit that would give you all the information you needed to know about the cost to remix a copyrighted work, and you were quickly able to obtain that right, chances are you would remix more copyrighted works. Especially if the price was reasonable.
So here’s my proposal: instead of changing copyright law, we create a clearinghouse of copyright licensing by adding a third party to the licensing equation; a party that has the authority to issue licensing rights to easily searched works across a wide range of mediums as well as the capacity to accept payment on behalf of creators and which offered an a la carte approach to licensing prices.
Creators are incentivized to register their works with the clearinghouse and to keep their contact information up to date, since there’s a greater likelihood that their works will be found and licensed.
The clearinghouse approach addresses the issues with the USCO database and encourages the legal licensing of works for commercial use by dropping the transactional hurdles. It realistically would be aimed not at Hollywood but rather the smaller/indie creator who would benefit from being listed in such an index.
While it’s unlikely that this clearinghouse would result in a more complete listing of copyrighted works, it’s reasonable to guess that the works most likely to be licensed would find their way their. In a sense, the process of getting works into the clearinghouse would by default filter out the works least likely to be licensed.
I’ve seen a few examples of something similar to this (safecreative is one), but I haven’t found one that addresses all of the components in my proposal. Please let me know if you have!