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	<title>Licence to Roam &#187; sxsw</title>
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	<description>Life and stuff</description>
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		<title>2011 SXSW experiences part 1</title>
		<link>http://blog.bibrik.com/archives/2011/03/2011_sxsw_experiences_part_1.html</link>
		<comments>http://blog.bibrik.com/archives/2011/03/2011_sxsw_experiences_part_1.html#comments</comments>
		<pubDate>Sun, 13 Mar 2011 21:03:28 +0000</pubDate>
		<dc:creator>Rachel</dc:creator>
				<category><![CDATA[conference]]></category>
		<category><![CDATA[sxsw]]></category>

		<guid isPermaLink="false">http://blog.bibrik.com/?p=2016</guid>
		<description><![CDATA[Due to a few things, (mainly my lack of organisation), my SXSW experience did not start well. In fact, it started with a 5 hour delay to the flight, stuck on the tarmac at Heathrow as the American Airlines plane got a valve fixed. The staff did their best, we got snacks, drinks, but we [...]]]></description>
			<content:encoded><![CDATA[<p>Due to a few things, (mainly my lack of organisation), my SXSW experience did not start well. In fact, it started with a 5 hour delay to the flight, stuck on the tarmac at Heathrow as the American Airlines plane got a valve fixed. The staff did their best, we got snacks, drinks, but we were stuck on a plane not going anywhere.  At 4 hours in, there was an announcement that we were now allowed to leave, as soon as they found some immigration and customs staff to do all the admin. 30 mins later, the problem was fixed and we were ready to go.  But now, due to shift limits, we were not going to Dallas, but to New York. New York acheived, out through immigration and customs and back through security to get on the same plane down to Dallas, with a new crew. So instead of an good night&#8217;s sleep, I got less than 2 hours in my hotel before leaving again for the trip to Austin.</p>
<p>Once there, plans became fluid. Taking a look at the cinema where the documentary Senna was playing, I got recognised by a Twitter contact, <a href="http://twitter.com/statesmanf1">Statesmanf1</a>. A local journalist, he was perfectly placed to find me a good place to eat breakfast and then hang around with atfter the film. He had a spare pass to the post-film reception, being run by the Austin Formula 1 group to help promote next years event. Some chat, food, drink, a few speeches and an F1 car in the sun made for a lovely afternoon.</p>
<p>So it was only in the late afternoon that I made my way to the coonvention centre to collect pass and start meeting up with people. Although the evening did not last long, as completely exhausted with travel, I had a quick dinner and an early night.</p>
<p>Day 2 started with an early breakfast with Rebecca, a friend from London who had moved to New Zealand. Then panels, about TED and about ethics in transmedia, lunch with a great bunch of transmedia people (Adrian, Andrea, Dee, Brad and &#8230;why can&#8217;t I remember the otehr 2 names!) before back to keynote with Chris Poole. Now to recharge before starting the next part of the day</p>
<p><a href="http://www.flickr.com/photos/rachelc/5522479418/" title="SXSW 2100 by RachelC, on Flickr"><img src="http://farm6.static.flickr.com/5213/5522479418_9c8bdc862c_m.jpg" width="240" height="180" alt="SXSW 2100" /></a></p>
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		<title>SXSW &#8211; Christopher Poole</title>
		<link>http://blog.bibrik.com/archives/2011/03/sxsw_-_christopher_poole.html</link>
		<comments>http://blog.bibrik.com/archives/2011/03/sxsw_-_christopher_poole.html#comments</comments>
		<pubDate>Sun, 13 Mar 2011 20:49:03 +0000</pubDate>
		<dc:creator>Rachel</dc:creator>
				<category><![CDATA[conference]]></category>
		<category><![CDATA[socialmedia]]></category>
		<category><![CDATA[sxsw]]></category>

		<guid isPermaLink="false">http://blog.bibrik.com/?p=2014</guid>
		<description><![CDATA[founder of 4chan. founded in 2003 as an image sharing community, for Japanese comics.cartoons/anime. A chatroom with 20. Now 12m visitors monthly. no registration. no archive. ideas &#8211; it&#8217;s about survival of the fittest. what resonates, stays on the board. Community flows over a day; the culture changes. to start a topic you need to [...]]]></description>
			<content:encoded><![CDATA[<ul>
<li>founder of 4chan. founded in 2003 as an image sharing community, for Japanese comics.cartoons/anime. A chatroom with 20. Now 12m visitors monthly. </li>
<li>no registration. no archive. ideas &#8211; it&#8217;s about survival of the fittest. what resonates, stays on the board.  Community flows over a day; the culture changes. to start a topic you need to provide an image still to start a topic. But it is more than the random board, about 50 topics &#8211; photography, origame, adult stuff.   Media think the audience is just young, white, males..but not completely accurate</li>
<li>Last year, started to think about what could be done better&#8230;what a message board could be.   Leanrt things from 4chan to share, that define it</li>
<li>Fluid identity. Site is anonymous; people can chat as anyone; moving towards persistant identity, you lose some of the innocence of youth &#8211; you can&#8217;t make mistakes, you can&#8217;t learn, you can&#8217;t start again.  Cost of failing is high, if only one identity, as yourself.  Anonymity is authenticity in this environment</li>
<li>believe in content over community. it&#8217;s not just your history; people can assume by history not by contribution. so site just judges you on most recent contribution. Content gets riffed on, changed, moved.  </li>
<li>Added recaptcha last year (spam problem) and got a lot of backlash immediately. But people started to create art around them, adding images. Community takes a situation and turns it into something creative</li>
<li>A lot of 4chan is copy/paste, has been there before. a lot of the content is the same. It is not all ephemeral, the content is often there &#8211; but the experience is ephemeral, it cannot be repeated. It&#8217;s a community experience, a different way to share things.   The refrigerator magnet game becomes a shared experience for 4chan people. It&#8217;s a place where people go to hang out</li>
<li>All of these things combine into a new thing called Canvas, building a site for people to share, play, collaborate and hangout</li>
<li>you can post anonymously, but using facebook connect during the beta period to register, to weed out more casual trolls<br />
built fun tools to people to use, to allow it to be easy to modify on the site. don;t need to use photoshop. has levelled the playing field.  Finish the drawing are fun, get very popular. Making it easy, reducing fear of failure, has worked well</li>
<li>Wanted to focus also on contributors. On 4chan, because it is anon, you get a few more users, but lurker is still high. so on canvas, looks to encourage contributions. created stickers, you could tag content. to sort and categorise, help popular things to bubble up; had 100k in a few weeks.  </li>
<li>Found that chat does not build durable conversations. Interesting to be in conversation, but not if you want to re-read. It&#8217;s like improv &#8211; funny to be there live, but not to rewatch/taped. First product was built to be chatty, but have gone back to comments, as people are putting stuff on that is worth going back and reading.</li>
<li>We are also looking at growing slowly. 4chan was not overnight, it was a slow growth. you have to allow for a culture and an identity to grow on the site.  wnat to integrate users as they come into the site. Scaling is not just architecture, but building a community that is worth scaling. </li>
</ul>
<p>You can sign up canv.as/sxsw</p>
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		<title>Opening up TED, June Cohen, SXSW</title>
		<link>http://blog.bibrik.com/archives/2011/03/opening_up_ted_june_cohen_sxsw.html</link>
		<comments>http://blog.bibrik.com/archives/2011/03/opening_up_ted_june_cohen_sxsw.html#comments</comments>
		<pubDate>Sun, 13 Mar 2011 15:42:05 +0000</pubDate>
		<dc:creator>Rachel</dc:creator>
				<category><![CDATA[conference]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[sxsw]]></category>

		<guid isPermaLink="false">http://blog.bibrik.com/?p=2012</guid>
		<description><![CDATA[Started releasing talks in 2006. as talks grown online, the audience has gone fromn 1000 people in a room to 100m around the world it changed the organisation, from conference for an elite audience to thinking about how to serve the global community. So everything rallied around the notion of ideas worth spreading. A complete [...]]]></description>
			<content:encoded><![CDATA[<ul>
<li>Started releasing talks in 2006. as talks grown online, the audience has gone fromn 1000 people in a room to 100m around the world it changed the organisation, from conference for an elite audience to thinking about how to serve the global community. So everything rallied around the notion of ideas worth spreading. A complete turnaround</li>
<li>Will now be opening up API, to allow developers to build Ted apps, to continue with the philosophy of radical openess.<br />
The idea of having people running TED events makes lots of people nervous for us; most organisations would find the levels of openess challenging and frightening. They found the steps frightening as they took them. For all of the scenario planning, but have learnt that the unintended consequences have been overwhelming positive.  </li>
<li>It started with the content, in 2006, podcasts, then websites in 2007. Was a controversial decision at the time; TED was know as an elite conference, expensive and that was part of the appeal, that it was private. But the impact was limited; deciding to put talks online was against widom &#8211; would there be any audience, this is against standard business &#8211; keep commodity scare and price high to keep the value.  </li>
<li>In the first year, when we put talks online, we increased our fee by 50% and sold out in a week with a 1000 person waiting list. They&#8217;d sold out before, but not as quickly. Putting the talks online was not about selling seats &#8211; it had sold out always &#8211; but the goal was to spread ideas. Every decision has been around this question. Will it spread ideas. </li>
<li>We were looking to reach people everywhere, both in geography and in media habits. It needed to live on any platform and adapt as things change.It also needed to adapt the open model, eg releasing under creative commons. We wanted it to spread&#8230;out of our control, as long as it was non-commercial. We used embedable players, was very important to get it out there.<br />
Focused on for a small screen  &#8211; the mobile. Focused on tight focus, engagement through tight shots etc, they designed the shoot for that model.  </li>
<li>Ted talks start strong, they do not include the introductions as that is boring online. you need the speaker to get right to it. It has to grab them in 5 secs.. The talks look to evoke contagious emotions, evoke human connections. </li>
<li>They needed to find visionary sponsors, as it is expensive and time consuming. IF you have great content, you can find these sponsors who share the vision. You need plenty of support and a great team</li>
<li>Open translation project &#8211; people were asking for it. Took a few years of development, launched under 2 years ago  Subtitles in 80 different languages, dynamically changing during the talk . 16000 translations, 600 translators. All volunteers.   One question often asked, is about quality, how to maintain it. We thought about it for 6 months. We needed a systemthat worked in languages we did not understand. We did a lot of talking with others doing it. This was not wikistyle, we assigned places. There are 2 translators for each talk, a translator and a reviewer.  You give them credit; and holds them responsible. There is also a feedback loop, to give responses. Finally they have guidelines, about principles, what to think</li>
<li>IN 2009, we were really only reaching English speaking. IN 2010, huge areas of the world opened up. Hitting around 65% of the worlds population. Theoretically. THere are bandwidth issues etc, so looking at other ways. TedTV is one pilot project to get the content out there. Broadcasters can take talks and build own programmes. </li>
<li>Next thoughts were about connecting people. Two weeks ago they launched a conversation tool; to propose an idea, stage a debate or ask a question. They have time limits, constraints are good.  Significance completes what they were thinking about when starting putting content online &#8211; allows the conference experience of people/debate/conversations to move online. The stage is only half of the experience, the conversations are the other half.<br />
Opening up the whole programme &#8211; TedX. They could not produce the conferences themselves; they made a programme, with guidelines, etc. They do not charge event holders, TedX can&#8217;t make a profit.   ALl about spreading ideas further. They launched with excitement but a lot of nerves. They put a lot of thought into guidelines. What has been fascinting has been the level of professionalism, experience and enthusiasm and they have learnt a lot. They thought there would be a couple of dozen events; there have been 1500 events, in many languages. </li>
<li>Open Sourcing the code &#8211; opening up the API. To spread ideas, need to reach people on different platforms. TED has a small team and can&#8217;t do it on own, and don&#8217;t have a monopoly on good ideas. There are so many platforms to reach.  They want to be surprised by the apps. All talks and the metadata will be accessible.  Looking at launching on mid year&#8230;but will work with developers to ensure what they do meets needs. </li>
<li>Openness works when there is a clear goal that inspires; where there is a passionate userbase; where there are clear guidelines &#8211; with rewards and consequences; allow community ways to police itself; Finally, make your contributors rock stars. THey thought about making the speakers rockstars, now it has expanded. THey make them feel honoured in the community.<br />
Openness is not easy; it goes against human instincts to protect what you have. it is challenging to fight against that but have to push through that fear. The rewards have been extraordinary.
</li>
</ul>
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		<title>SXSW: Andrea Phillips ARGS and the hot Brunette</title>
		<link>http://blog.bibrik.com/archives/2010/03/sxsw_andrea_phillips_args_and_the_hot_brunette.html</link>
		<comments>http://blog.bibrik.com/archives/2010/03/sxsw_andrea_phillips_args_and_the_hot_brunette.html#comments</comments>
		<pubDate>Sat, 13 Mar 2010 17:56:29 +0000</pubDate>
		<dc:creator>Rachel</dc:creator>
				<category><![CDATA[conference]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[sxsw]]></category>
		<category><![CDATA[argsandwomen]]></category>

		<guid isPermaLink="false">http://blog.bibrik.com/?p=1799</guid>
		<description><![CDATA[LIVEBLOGGED: taken during talk, so any mistakes are mine. Andrea Phillips ARGS and Women A freelance game designer and writer, involved since they started. Also Chair if IGDA SIG ARG argology.org One of community moderators of Cloudmakers, one of the key moments in ARGS, when we recognised that something had happened. One of the ingredients [...]]]></description>
			<content:encoded><![CDATA[<p>LIVEBLOGGED: taken during talk, so any mistakes are mine.</p>
<p>Andrea Phillips<br />
ARGS and Women</p>
<p>A freelance game designer and writer, involved since they started. Also Chair if IGDA SIG ARG argology.org One of community moderators of Cloudmakers, one of the key moments in ARGS, when we recognised that something had happened.  One of the ingredients of the community experience was the Hot Brunette, Laia Salla, the one who had a problem. Her friend, she thought was murdered. She needed your help! In context, 2001, Buffy was on air, last season of Xena, then Alias and dark Angel, with Tomb Raider. Our cultural experience led to the hot brunette. She was influenced by culture, and bin turn influenced on. Also, this year, internet use by gender was equal.  In 2001, the internet did not feel completely safe, it was common to hide your agenda. In Cloudmakers, however, it was not long before we saw there were a lot of women. We wondered why there were the women, was it the format, the role, the community.  Only statistic I had was 28% of the voters for a final vote were women in this fame. As the AI game was widely known and successful, it came the model for future projects; who tried to unravel that review and repeat the experience. And in marched the hot brunettes. They were young, attractive, smart, funny. The kind of girl a geek may fall a little in love in.</p>
<p>A difference btw the video game and a ARG, you are not the star of the show, you are not the main character. The star is usually an attractive brunette. She is not the one doing stuff, you still are, she is something between a role to achieve and someone to help. In the 2012 experience, the 2 white guys were very unusual in this genre. There is a trend, we have made a new archetype, so we need to understand who she is and what she means.  So let&#8217;s tale a look at the history?</p>
<p>Do girls play games? Yes, of course they do, why are we even discussion. 40% of all gamers are female, 52% of PSP owners are female.  Women over 25 play more games than any other group. (Neilson figures)</p>
<p>So why are games &#8216;for boys&#8217;.. why do we still have this idea that games are a boy thing. Was there something about Pong that was hypermasculine? was it the marketing. (see 1976 ad for Pong) But there are girl and boy games &#8211; lots of the over 25 games, are casual games, or social games. They are not really the big AAA titles, which are what &#8216;press&#8217; call games, When we think of video games those err the games that comes to mind. Farmville with its 100m users is not what you think of when you come to a gam, not what a gamer plays. </p>
<p>Games are marketed towards men…straight men.  The Sin to Win campaign…for Dante&#8217;s Inferno.  So if you committed an act of lust at (E3) you could win an evening with 2 hot girls in a limo. There was a protest over this campaign, and the winner rejected the prize. Look at Evony -marketed with boobs. There are no girls (or characters) in the game. (Video of E3 09, lots of girls). You could say it was bad this year &#8211; and that was toned down.  As a women, what E3 is telling me is that the game people don&#8217;t like me, that they don&#8217;t want my money, that I am not a real human being.</p>
<p>Games are Made by Men.  Another cog in the machine that keeps games a boy things. there are 3 % in programming. Women in game make less money.   On (Andrea) ARG teams, there have been more women on them than men. Recent results from an IGDA survey, a third of ARG builders are female. </p>
<p>Female Characters in games suck: classic role for female is the damsel in distress. You are supposed to rescue girlfriend wife, sister, princess etc.   Often for some unknown reason. In Zelda, she knows everything, she disguises herself as a ninja &#8211; why does she need rescuing. Why isn&#8217;t Zleda a playable character.  Even when playable, it does not go well. SO Super Princess Peach. Her superpower  &#8211; MOOD SWINGS!!! When she is happy she flies, she drowns enemies with her tears. Bayonetta is in a category all by itself for its depiction of girls. The art director has talked at length at getting her arse correct. The &#8216;wins&#8217; are &#8216;climaxes&#8217;. Her costume is made from her hair, that needs concentration..which falls when she is doing something. So her superpower is getting naked.  One on 5 characters on a game box is female.   In an industry fixated on realism, in light on water, in the action of dust. If they are after realism, they are not really getting there.</p>
<p>So What??  Why does this matter, why is it that girls play games, boys play games, It is not an academic question, it is a real problem. I could give you pages on sexual harassment stats. instead I&#8217;d give you info on my first brush of sexism. At 13, I moved schools; in my old schools I was studying literature, in my new one, I was in a class that had to underlined verbs. I approached the teacher to ask for more advanced work…the teacher replied that I had the most beautiful blue eyes. I learnt that being pretty would not help me. So i learnt to remove the markers of being feminine, I considered myself not a real girl…they like shopping and gossiping etc. At some point, you have to ask yourself where i got the idea about.  So I had to ask what was wrong was me?  My daughter likes girly things, and pink etc. I had internalised the message that girl things suck, so challenged my daughters choices. She was better than that. We have stigmatised femininity. We are cool with a women surgeon, but don&#8217;t like a man that collects unicorns. Girl stuff, means soft, pretty, in a culture…Girl Stuff sucks! the message in ads often convey this.  If you repeat it, it becomes the norm.</p>
<p>A study has said if you consume a message, even if you disagree with it) you will end up adopting it.  this is about the THE SLEEPER EFFECT. once info is in your brain, even if from a distrusted source, it becomes part of your world view. </p>
<p>PRIMING &#8211; behaviour and performance can be affected by situation and environmental cues. If you remind a girl that she is female before she takes a maths test, her scores are worse (as girls are &#8216;worse&#8217; at maths). So who are responsible. the media. But WE ARE THE MEDIA.  We are the media just as much as they are. As the media, we make culture, we put ideas into peoples heads. We have to think about what we are adding to the collective consciousness. So with our collection of brunettes in the ARG, we are saying women, even smart, competent women, need help to solve their problems.   But why do we use them? What makes them useful. A lot of them come from the point of wanting to put in strong characters? So why young, brown hair. Writers are very lazy, building complex characters are hard. A mass market game want smart, funny, and vulnerable, Female means vulnerable, brown hair means smart (it&#8217;s a short hand)</p>
<p>When you start a character, you have a neutral human. But even so, there are defaults for a human &#8211; male, white, young etc.  Look at a stick character, then most people will assume male, I&#8217;d be surprised if you look at a stick figure and not think of a gender at all. We think in genders..parents can get really angry if you misjudge the gender of a 2 month infant, even though it does not really matter until puberty.</p>
<p>We look at stock characters. they are easy. when you want to make a mad scientists, you take an actor and put him in a white coat and mess his hair. It&#8217;s easy, but simple, predictable and very boring, ad you can get offensive very quickly. so what is a writer to do? You can&#8217;t leave it at a stock character. You end up offensive and boring and which one is worse depends who you are talking to. So to make interesting, you pick an archetype and give them atypical traits.  Mix and match. You need to avoid obvious, easy and predictable.  </p>
<p>So, there&#8217;s nothing wrong with casting cute brunette as lead. But if it just for people to look at and there is no control, that is slipping into bad territory. So here&#8217;s a list of things to think about.</p>
<p>1.  pass the Bechdale test. 2 or more women who talk to each other about something other than men. There are few that pass this test.<br />
2. Give her agency. Give her the power to change the world. Lack of agency is one of the places ARGS fall down; although if there is two much, the players are short changed. If you give her free will, you can drive the story. make her unreliable, keep info to herself.<br />
3. Diversify. add other dimensions. however, if you are not careful, then you get a cast of white people with different colours of skin.</p>
<p>The brunette is often a guide to the game world. You could skip this, let the players decide and explore. </p>
<p>There are a lot of bad characters, but lets look at what works. Faith from Mirrors Edge. She is conceived a human being first, who happens to be female. The female hero in Fable 2 &#8211; although he story is the same regardless which character you play. I though they used the same body model, so the female was strong and muscular.  And in Fable, when you die, you scar. and there is no way to get rid of it. I liked that remaining pretty was not one of the rules.  Then you have Shel in Portal you can argue that she is not really a character, as there is little about here. But it was cool that she was a girl and it was no big deal.  </p>
<p>STORIES ARE TRUTHS: the truths we tell ourselves as a society, crime does not pay, love conquers all. Also girls like shopping…etc. the deep truth about ARGs is not hot brunettes need help but that there is someone on the web who will help you when you need it.   This culture of helping people is the one that I want to build. you need to build the culture you want to be living in.</p>
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		<title>SXSW: Chris Messina and Actvity Streams</title>
		<link>http://blog.bibrik.com/archives/2010/03/sxsw_chris_messina_and_actvity_streams.html</link>
		<comments>http://blog.bibrik.com/archives/2010/03/sxsw_chris_messina_and_actvity_streams.html#comments</comments>
		<pubDate>Sat, 13 Mar 2010 16:30:51 +0000</pubDate>
		<dc:creator>Rachel</dc:creator>
				<category><![CDATA[conference]]></category>
		<category><![CDATA[sxsw]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false">http://blog.bibrik.com/?p=1797</guid>
		<description><![CDATA[LIVEBLOGGED &#8211; so pretty much as said Google Data Liberation &#8211; most excited to be part of this team Ingeneral, interested in generative systems and structures, rhizomatic structures, built into the fabric of how they work. Start spill with constructs that grow into the systems. Thats how it all started, hashtags etc. As in The [...]]]></description>
			<content:encoded><![CDATA[<p>LIVEBLOGGED &#8211; so pretty much as said</p>
<p>Google Data Liberation &#8211; most excited to be part of this team</p>
<p>Ingeneral, interested in generative systems and structures, rhizomatic structures, built into the fabric of how they work. Start spill with constructs that grow into the systems. Thats how it all started, hashtags etc.</p>
<p>As in The Future of the Internet, (Zitrain) those sort of systems, paints a picture of things we need to think about as internists. So all that I have been doing based on these generative systems, those with transparent DNA.</p>
<p>An activity stream &#8211; facebook newsfeed, we are going somewhere with this, a lot more interesting.  In 1999, Fight Club presented us something that gives us something to think about. YOu get a picture of someone through material objects. so imagine going shopping you get an activity stream as a receipt of what you have purchased.  YOu get this on paper now, so how do you get it to something that is usable.  When you purchase things with cards, the bank does all the collection and analysis. Card becomes a digital identity and you have no idea what the digital life is like. We end up with a stack of receipts that you can&#8217;t get anything from. Ther is an unbalance, where those that provide the cards can get the info and make use of it and they do not give us anything back.  The bank provides data (he asked for bank info) but they provided it as pdf data.  The pdf is a digital version of the paper they used to send you.   </p>
<p>Today, the newsfeed is the best activity stream there is, one of the only ones we can have.  (History of Feeds) IN 1999, they took RSS and piped data form one place to another. RSS was title + link + description. this was when people were afraid of giving data away, so this was the most you could do. So go forward 5-6 years, then there was a series of battles, so in 2005, there was a new format, called Atom. Still similar, till about syndication, innovation was author, unique id and update date.  So very slow to get there. now we know who wrote it and when it was published. Moving forward but not about powering social web, still based on media consumption, the syndication.   So now, we take the articles, will still have the same idea. We have a news feeds, which is still a portal types thing. So even with the most advanced browser/feed you still get the news feed.  We are trying to pump all these rich info throughout he formats that were designed to publish news articles.   So everything looks the same, it is all RSS (etc). There are all these rich activities but the formats we have are all stuck in 1999.  The social web needs to have better, richer formats to allow us to express, why, when, how.</p>
<p>This is the friendfeed problem. There idea was to bring them all together, to make sense of it all. It was a metalled, representative of your actual identity online. Then friendfeed got acquired by facebook, now the service has languished. it still supports services that do not exist, it does not list all the services. (So no work). Int he world of social web and startups, there are a lot of casualties. Friendfeed put a lot of effort into stuff that goes away (as would anyone). So the solution could be a universal format (to minimise effort). </p>
<p>So this is where activity streams format comes from.</p>
<p>So to start, let&#8217;s go back to the Soviets. They proposed a theory called Activity theory…a structure about making workers more productive, a system to create divisions of labour.  You wool have a subject with Tools with an object to produce and outcome.  Then the theory got expanded, so broaden it out to the individual operating in a community structure, with rules and roles and mediating artefacts. This allows us to think about activity streams beyond point a to be syndication.  It allows us to create meaning. (Engestrom 1967)</p>
<p>one of things you can think of is Social Objects.  Jyri took his Dad&#8217;s research and started working on social objects. You can&#8217;tt just do a social network that allows friending, you have to create these shared objects that people can gather around and have some interesting interactions.  Those social objects are the pivot points for connections, which allows them to derive meaning and make sense of the connection.</p>
<p>You Tube &#8211; the social object is the video. Instead of a list, you can modify it, with comments, favourites etc, all this social residue provides meaning, adds value to the object, that was created once and then gets built up over time. Look at Flickr, go back to our activity theory, they have understood how the different things they have used these rules to generate interesting interaction models.  Focus on the pieces, you create a vibrant community, different roles, create, comment, curation,. Flickr does a good job of expanding the roles of non-producers, the actions adds richness and dynamism to Flickr than found on other sites.  Also, on rules, they have made it possible for an individual to finely tune the system, the rules.   So if I were private, I can control public searches. When I get a comment from someone I don&#8217;t know, then there would be a connection as that is the only way to find. If I was public , then another set of reason for people to find them. So the way I set up attracts the activities that are meaningful.</p>
<p>Useful when talking abut lifestreams. Lifestreams and activity streams are not completely interchangeable. The lifestream concept came from David Gelernter. Wrote Mirror Worlds.  A decade later 2000, wrote The Second COming, A Manifesto. He talked about lifestreams. He said a lifestream organises info as a mind, not a file system.  He talked about the idea of hashtags, connecting elements.  (HTtp://j.mp/gelernter)  This is all like Donnie Darko &#8211; we have these threads that play out to past and future and we can modify, but we do not have great tools for doing so.  As we start to move towards experiencing the now, the next and the next next.</p>
<p>As we start to produce all these digital objects, we start to snack on it. Today may feel like overload, we don&#8217;t have the tools to consume it. We are constantly compressing, microcontent goodness.  You would write a book, long, you were paid on words. Then we went to articles in publication, now we do tweets. So what are we giving up? We go from a slow consume and digest, lingering on content to one where info is disposable as there is so much of it. What is interesting is the data trail that can come from these experiences.<br />
The info can lead to a mapping of behaviour.    We are scratching the surface of this, with systems about where and what we are doing in the world. Still not good systems. Being able to build a profile over time, this social data, social residue and be able to make sense of it is fascinating. We can make little of it now. </p>
<p>Social signifiers can be useful in training computers to serve us better; it is very valuable, and bite size chunks make it more accessible to computers. One example is a pedometer I use, that hooks to a website, so I can track the trend. You need to accrue data over time.  So I can track have a slowed down, am I more lazy than my peers.  Look at the Feltron annual reports. He collects all of the data over a year. and publishes. He tracks where he goes, so why can&#8217;t google maps provide this? Food consumption, how does he track it?  There&#8217;s an app called Last History…looks over the Last.fm scrobbling. This is your data, so you can do something with it. It takes your habits, combines ical, iphoto, imovie etc and shows you the soundtrack of your life.  </p>
<p>Now Tufte has been horrid by Obama, to track and visualise where our tax dollars are going.  So why don&#8217;t they make it compulsory for the data to be released so we can build stuff….we&#8217;ll end up with pdfs from most of them.</p>
<p>The solution to data overload is more data &#8211; actually more metadata, data about data. So we need to start generating this and this is what we are doing with activity streams.  We presume there is an actor, that did something and modified an object, with some output/target.   Actor Verb Object Target.    this model allows me to do this.</p>
<p>So what does the code look like?  So add verb, object-type and target to the atom definition. so you have an activity stream data model.  The new bits are added.  You can start to substitute verbs and object types, mix and match and build more interesting experiences.  Now we have a list of verbs and object types, from review of friendfeed and others.  So all of this is in v0.8, moving towards 1.  the idea is not to have a million verbs on day 2, but to start with something that can be added to. </p>
<p>We are not really inventing this, we are being inspired by the microformats process, for the expansion of the model.  So ask why, do your homework, then propose the new verb/targets etc. Then iterate.  Then interoperate. We want to grow this slowly so we know what we are getting into</p>
<p>http://activitystrea.ms</p>
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		<title>SXSW &#8211; Behind the scenes with Mad Men on Twitter</title>
		<link>http://blog.bibrik.com/archives/2009/03/sxsw_-_behind_the_scenes_with_mad_men_on_twitter.html</link>
		<comments>http://blog.bibrik.com/archives/2009/03/sxsw_-_behind_the_scenes_with_mad_men_on_twitter.html#comments</comments>
		<pubDate>Tue, 24 Mar 2009 06:40:35 +0000</pubDate>
		<dc:creator>Rachel</dc:creator>
				<category><![CDATA[conference]]></category>
		<category><![CDATA[entertainment]]></category>
		<category><![CDATA[sxsw]]></category>

		<guid isPermaLink="false">http://blog.bibrik.com/?p=1657</guid>
		<description><![CDATA[How did characters from a show based in the analog 1960s fast forward to become a sensation on Twitter? Tweeters behind the profiles of Peggy Olson, Betty Draper and Roger Sterling discuss how it happened, why it happened and&#8211;most importantly&#8211; what does it mean for the future of entertainment branding? Helen Klein Ross Partner, Supporting [...]]]></description>
			<content:encoded><![CDATA[<p>How did characters from a show based in the analog 1960s fast forward to become a sensation on Twitter? Tweeters behind the profiles of Peggy Olson, Betty Draper and Roger Sterling discuss how it happened, why it happened and&#8211;most importantly&#8211; what does it mean for the future of entertainment branding?</p>
<p>Helen Klein Ross Partner, Supporting Characters<br />Michael Bissell Pres, Conquent<br />Carri Bugbee Pres, Big Deal Productions</p>
<ul>
<li>CB:Madmen on Twitter came out serendipitously. I saw a tweet about don Draper on twitter.I loved it never thought it was official, but wanted to join in. So I registered Peggy Olsen, thought it was fun, thought I would do it over the next few weeks. Over the next few hours got about 160 followers, people were getting into it. I thought it would be interesting, a case study, so I treated it as a job, to the extent that it was possible, I deleted the snarky tweets and went to get inside the character. On the same day there were more people involved, over the next few days most Mad Men were on Twitter and it garnered a huge following and lots of pieces about it.  A lot about whether it was by AMC or not. At that point I kept quiet about it was me &#8211; I got a kick out of the speculation and writing.   Later, there were issues with getting into Twitter &#8211; they had suspended the account.  I had really got into Peggy and was loving it, but the minute they took the character away I was wringing my hands. Got an indecipherable email from Twitter about copyright (so I then emailed my lawyer, just in case). Watched the stream and lots were annoyed about it, it got reported, eg Silicon Valley Insider, who reported from Twitter there was a DMCA takedown notice.  All I could think about that night was oh crap a network was going to sue me. The following morning, lots were writing about how AMC had failed, how it was wrong to do a take down.  A day later, the journalists were contacting other characters.  We did not tell anyone, we kept it quiet. Later they let us go back up&#8230;reportedly on the advice of the digital agency.  Lessons:  Brands/Shows reserve your screen names.  Lessons: you may not be able to achieve it.  Lesson: if in middle of PR problem, don&#8217;t bury your head.  Give them something, speculation is not good.  Lesson: use your fans to your advantage.  this has not really been absorbed by people who create content.    Once we were back in action it was the long slog of building followers.  It was just word of mouth.  You should use Twitter to follow your brand, to see what people are saying.  You can get real-time feedback about the show and characters.</li>
<li>HR: I&#8217;m Betty Draper.  I started by being followed by Betty and Don. I thought this was another brilliant promotion by AMC. I had already seen them seed subway cars with business cards and they had wrapped a car in promotion.  I blogged about it about how brilliant AMC was and I was shocked when they were taken down. When they came back up, I went to see what was avalable&#8230;no idea why. Just thought it was a brilliant idea, a new kind of marketing. I picked up Francine (betty&#8217;s friend) and a few others. I saw it as a form of fiction.  To generate spontaneous fiction.   I could create mini-dramas across my characters to entertain followers.  We made characters live between episodes and seasons.  We enabled Mad Men fans to interact with the characters.   All of us have strived to remain parallel to Matt Weiner&#8217;s universe.  I have a whole 1960&#8242;s library know, had to do a lot research.  We&#8217;re only half of this..the other half are tweets from fans.  Our Mad Men on twitter would not be exciting if it was just us.   I come from advertising &#8230; have tried to think about what does this mean for entertainment marketing.  How we think about and consume entertainment has changed. We can expect to have some active participation in it. The old contracts were a very passive model&#8230;media heads put a lot of focus on impressions when deciding on which show to advertise on. They are looking now at expressions now, how many are willing to engage with show.  To get 80% reach you used to be able to buy a spot on 3 networks, now it&#8217;s 100 networks.  Advertisers have to stop siloing it.  Consumers are changing. Neilson has a convergence channel..combining internet and TV. We think that Mad Men on Twitter is something different. We&#8217;re not just fans, we&#8217;re professionals. We are transforming fan fiction into a new form of marketing &#8211; it&#8217;s not fan fiction, its brand fiction</li>
<li>MB: I&#8217;m Roger Sterling. When first contacted, i thought it was silly, but I went to look for Don Draper, but ended up with Sterling.  It was perfect for me..the tweets about the hangovers etc were not just fiction!  The research, definitely needed.  The Long Island Iced Tea was not invented until the 70s..I did not know this but the fans did. I changed it. Twitter is very transitory, it&#8217;s gone. Twitter is very Buddhist, it&#8217;s in the now.   But for tracking, it&#8217;s very Stalinist..you have to regular on a schedule grab all the data.  There&#8217;s the peekaboo followers, who follow and unfollow. You don&#8217;t catch these in regular stats.  So the people who say they have this figured out are assuming that world will not change again. We started in Aug, when the most followed had 40k followers. There&#8217;s an article today about Twitter has peaked. You have to watch and track and know the universe is changing.   The outside stuff was interesting, how people perceived the characters.  The WSJ which came out a few months ago gave very little in traffic or views&#8230;</li>
<li>Q: does it make sense for an agency/professionals to do this?</li>
<li>CB: if I was the agency or client, i would absolutely want to own it.  There is so much more you could do..but we can&#8217;t do as we are not sanctioned.</li>
<li>MB: Look at Star Trek&#8230;Paramount has had pseudo fanfiction that they have managed, to let fan world grow but push it in the direction the want to go</li>
<li>Q: Are you getting work out of this?</li>
<li>MB: can;t confirm or deny.</li>
<li>HR: but we could do it for you or teach you to do it.  We hope to teach others to do this</li>
<li>Q: Did it feel like work?</li>
<li>MB: we saw that. there were characters that showed up, but no longer there. It is so time consuming.</li>
</ul>
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		<title>SXSW &#8211; Bringing TV to the Web</title>
		<link>http://blog.bibrik.com/archives/2009/03/sxsw_-_bringing_tv_to_the_web.html</link>
		<comments>http://blog.bibrik.com/archives/2009/03/sxsw_-_bringing_tv_to_the_web.html#comments</comments>
		<pubDate>Mon, 16 Mar 2009 22:58:45 +0000</pubDate>
		<dc:creator>Rachel</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[sxsw]]></category>

		<guid isPermaLink="false">http://blog.bibrik.com/?p=1646</guid>
		<description><![CDATA[This is an advanced session from Six to Start and Roo Reynolds and Jo Twist from the BBC &#8211; learn how broadcasters and new media companies work in bringing about the intersection of broadcast television and online both now and in the future. Claire Bateman Jr Games Designer, Six to StartAdrian Hon Chief Creative, Six [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>This is an advanced session from Six to Start and Roo Reynolds and Jo Twist from the BBC &#8211; learn how broadcasters and new media companies work in bringing about the intersection of broadcast television and online both now and in the future.</p>
<p>Claire Bateman Jr Games Designer, Six to Start<br />Adrian Hon Chief Creative, Six to Start<br />Daniel Hon Ceo, Six to Start<br />Roo Reynolds Portfolio Exec Social Media, BBC<br />Jo Twist Multiplatform Channel Editor, BBC</p></blockquote>
<ul>
<li>RR: TV and the web&#8230;so ask audience, how they watch the TV and do they use the web. Is it linear &#8211; when it&#8217;s on. or in catch up, with an online surface.  Most of the panel play catch up TV with live news/sport. Most of the room are Cs. For me, Most of the stuff about TV on the web is really quite boring &#8211; the video bit on the web. i think there is more</li>
<li>DH:TV on the web is done. we can do something more interesting now. Linear video on the web is just a matter of streaming.</li>
<li>JT: it is important not to underestimate who important web stuff is. But as a commisioner, I challenge production companies to fill in the creative gap</li>
<li>AH: video on the web is done.  It&#8217;s the things that surround it that make it interesting. Eg the MTV back channel. You can gossip about the show</li>
<li>DH: we have got distracted by the wrong thing. It&#8217;s not about delivering video; yes shorter episodes are different. It;s just slightly cheaper as it&#8217;s not broadcast quality. We can do far more than that &#8211; it&#8217;s still just broadcast.</li>
<li>JT: what I like about the backchannel it;s about how bitchy can you be&#8230;people do like to be cleverer than what they are watching and that is a mechanic useful to multi-platform</li>
<li> DH: a lot of people talk about the mobile web and web as different, that is stupid short term thinking, You should be able to develop for the same whatever.  Mink says that when you are out and about, you carry a story in your head. With always on you are surrounded by this fictional field. I like to e able to access content where ever you are. So shows could exist anywhere and be always evolving</li>
<li>JT: we want mainstream numbers&#8230;the majority of audiences want to be entertained. they are online to be with friends, so how can we play to that, that does not require much effort and still be involved.</li>
<li>RR: when you are in a gamespace, </li>
<li>CB: the golden circle..you want barriers to having a game being everywhere, you want borders, that what you are doing is within a world that exists.  If the story/game can be anywhere, you still need structure and the boundaries to choose to be in a space and behave appropriately.  On public transport, you ignore people, if you are in the game and you see somewhere you recognise, you can talk to them in the game. The fictional field has some kind of shape around it.  A lot of tools in trad Tv, the construction set, are good for this</li>
<li>AH: something like Lost does not scale easily on web for all tv. </li>
<li>JT: when we talk to our audience, it depends on genre, eg with a drama, the 16-24 don&#8217;t what to engage &#8211; or they say that. But when you get really compelling drama (eg Being Human), we did a lot of behind the scenes things, getting fans closer to the mindset of the world.  We are thinking of making that stuff into a TV show.  Another example was Briony Makes a Zombie Movie, which was a documentary about making a crowd sourced Zombie show.  It was TV reflecting the web/ We&#8217;re not challenging enough</li>
<li>DH: you are taking a dominate media form and supporting it online, but you are not creating a new form. So what is TV good at and what can online learn to create qualitative new experience.</li>
<li>AH: there is now a real spectrum of interactivity; the spaces inbetween are interesting</li>
<li>JT: to think of TV is a red herring&#8230;it is a device and a platform (DH..but where the money is). I&#8217;m interested in much more connected entertaining experiences. Again, what can you do in crafting different experiences?  TV is a product that has a beginning and end and then you leave it/</li>
<li>DH: when we started working with TV companies, we introduced agile processes&#8230;which to us TV did not really do. It&#8217;s a gamble to out something out there and improve it over time.</li>
<li>AH: look at what we have done &#8211; wetellstories.co.uk, Net Native fiction.   different forms.  this is making entertainment for the web, that can only be done on the web.</li>
<li>DH:to pre-empt..we don&#8217;t know how it is going to be monetised,. It is so early in the game, but there is so much potential, we have to try things,</li>
<li>AH: wetellstories got 300k uniques, not that many compared to a tv show.  there are few online stuff that attracts numbers.</li>
<li>Q: will you release your measurements..the engagement metrics as well as audience</li>
<li>JT: we have a lot of data like that and I think it is really important. How is the impact, how is it changing how people are thinking. We have no understanding how the culture of thought is changing as the result of a show etc. Those measurements we have are TV, but we are getting better.</li>
<li>AH: Ch$ did Sexperience. it was about Sex education, they got 50k+ to do STD tests.</li>
<li>DH: we look at time spent, it is at least 10mins a session</li>
<li>Q: you know something that will be useful to us, so how can you release</li>
<li>Q: How did you feel about TV etc&#8230;working with them</li>
<li>DH: some of them are great to work with. We get involved with some at the concept stage, before they have even pitched. So it&#8217;s integrated. Then there are the TV production companies&#8230;they &#8216;get&#8217; the web..which means they put video on it!</li>
<li>AH: while some broadcasters are funding stuff like ARGs, they underestimate the effort and budget required.  TV is where the money is&#8230;</li>
<li>Q: how do you achieve the culture shift</li>
<li>DH: you do stuff like this and wait</li>
<li>JT: you work together (in her role) with the TV commissioners.  you have online people in the teams.  the best example are around kids..Briony makes a Zombie..</li>
<li>DH: Jeremy Ettinghausen had access to an innovation fund with the express interest to try things. We worked with the creative talent and got them interested in what can be done.  They get excited about other ways of telling stories.</li>
<li>Q: Not seen many things online that are Lost like..they are doing shiny things, we shoul be past that</li>
<li>JT: i see people putting things online that won;t fit into the Tv  /it&#8217;s not good can we put it online&#8217;</li>
<li>DH: we can do some seriously good stuff!   We tell stories is like a multimedia CD rom&#8230;tech speaking we are way past this point&#8230;</li>
<li>AH as the guy who made it&#8230;.the stuff we do could have been done a long time ago. But it&#8217;;s the accessibility&#8230;that is an issue.it is diff for anyone to get into an ARG..</li>
<li>Q: What about local access, community etc.</li>
<li>CB: local community is not the same on the internet, it&#8217;s just community. </li>
<li>JT: it&#8217;s reflecting your cultural world..it does not have to be local, it can be. I&#8217;ve seen local project fail so many times.</li>
<li>Q: The strength of TV is it can make us eyewitness to events. The weakness is it&#8217;s linear.  Why aren&#8217;t we seeing less linearity?</li>
<li>DH: it is difficult. We&#8217;ve tried doing non-linear and it works in some cases.  Linear is easier to follow, people don&#8217;t ness want to work at it</li>
<li>AH: Linearity is not ness a weakness, it is just a property. </li>
<li>Q: TV can be repackaged..the web stuff can have a shorter life &#8211; it&#8217;s PR/marketing etc? is that how you do things?</li>
<li>AH we&#8217;re not maintaining them (no budget) but it&#8217;s not how we ness think</li>
<li>JT: you want to create an ecosystem that allows people to create. It&#8217;s a cultural shift, just because the TV show is over does not mean the story is over.</li>
<li>DH: an current traditional ARG is not repeatable, they run live.  It limits audiences, it is liked massive primetime tv that you can&#8217;t record nor can you buy box set.  We don&#8217;t have replayability.  </li>
<li>Q: How is UGC video impacting?..web creation impact</li>
<li>JT: it;s difficult&#8230;it&#8217;s interesting when they have a following. It has to be really known talent or really good content. Or we document the process of cultural process.</li>
<li>Q: how can ceative people use the web more?</li>
<li>CB: just find some geeks!</li>
</ul>
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		<title>SXSW &#8211; What can we learn from games</title>
		<link>http://blog.bibrik.com/archives/2009/03/sxsw_-_what_can_we_learn_from_games.html</link>
		<comments>http://blog.bibrik.com/archives/2009/03/sxsw_-_what_can_we_learn_from_games.html#comments</comments>
		<pubDate>Mon, 16 Mar 2009 16:31:28 +0000</pubDate>
		<dc:creator>Rachel</dc:creator>
				<category><![CDATA[conference]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[sxsw]]></category>

		<guid isPermaLink="false">http://blog.bibrik.com/archives/2009/03/sxsw_-_what_can_we_learn_from_games.html</guid>
		<description><![CDATA[Experts from three different (bit connected) industries talk about game design, learning theories, collective intelligence, transmedia entertainment, and the value of play in a participatory culture. Henry Jenkins Co-Dir CMS, MIT James Gee Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University Warren Spector GM Creative Dir, Junction Point &#8211; Disney Interactive Studios [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>Experts from three different (bit connected) industries talk about game design, learning theories, collective intelligence, transmedia entertainment, and the value of play in a participatory culture.<br />
Henry Jenkins Co-Dir CMS, MIT<br />
James Gee Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University<br />
Warren Spector GM Creative Dir, Junction Point &#8211; Disney Interactive Studios</p></blockquote>
<ul>
<li>JG: my 6yo got me into games. I realised that I had never learnt anything that new for 30ys. I realised that games use learning as a gateway drug.   I write books about it and why I play games.</li>
<li>HJ: at MIT, going to USC in Sept. Blog etc. I&#8217;ve been part of Education Arcade, how they put into practice educational value of games.  Alos workign with Macarthur foundation, looking at learning.</li>
<li>WS: believe I&#8217;m the oldest still making games. Started in 70s, did Advanced Dungeons and Dragons. Worked at Origin.</li>
<li>HJ: worked with son, on the Sims, who had to manage his budget.   His son bought all the big ticket items, not about doing plumbing and eating. It applied to his life and he &#8216;got it&#8217;</li>
<li>JG: the Sims is often looked down on. but it brings a lot. The Sims players often give challenges..eg simulate what it is to grow up poor.  The game itself is not too good at this, it lead to thinking about how the game was put together.  It is digital, thinking about the world, thinking about how the simulation works</li>
<li>WS: games are good at problem solving, how to think about things, how to solve issues</li>
<li>JG: you discover think about yourself as a learner. When I started I tried the same thing 300 times until 6yo suggested I try something else.</li>
<li>WS: I&#8217;ve been making games that are about problems not just puzzles. We had to train players&#8230;to be able to make choices and solve problems  In video game sit is infrequent that we ask people to think There is this movement now of getting players to think.</li>
<li>HJ; we are learning to depend on others for advice and gaming, though the networks etc.  Schools only recognise only autonomous problem solvers, any kind of collaboration is seen as cheating, there is a different style of learning through the games</li>
<li>JG: the Sims example show emotional intelligence and a social intelligence.</li>
<li>HJ: the Lure of the Labyrinth is a game we are developing.  We set it up so that kids have to communicate to others about solving the problems, It is abut strategies of solving problems not the answers they have to share.</li>
<li>JG: so many games are saying you have to be designing part of it,</li>
<li>WS: I&#8217;m a little of a luddite, a little more into a traditional narrative and how it combines with gameplay. I&#8217;m willing to give up control of gameplay but not the narrative.  There is a thriving community of Spore players, making stories etc.  The most wonderful experiences for me, about the last games I did, if you look at forums, the conversation is different about hwo they talk about my games. It is not about saving puzzles, it is about the narrative, how could you have killed this guy, how could you have done this thing.  A community came to me, at a conference, we went to the bar&#8230;.and some of the guys started an argument about the a game..it was about politics and ideology, that is the power of interactive narrative it is is about letting you behave one way and seeing how it plays out.</li>
<li>JG: narrative acts in many different ways in games.  Doesn&#8217;t the narrative in the game have to fit in the gameplay, it can&#8217;t just be an addon.  Look at Braid, it has a weird story and a weird gameplay, making people think about how thay match. It&#8217;s just a 2d gameplay&#8230;.there&#8217;s a lot of theories about the story.</li>
<li>WS: it&#8217;s a very lets deconstruct the medium approach, it is very off-putting.   Games are about what you do, so it has to be about the mechanics.</li>
<li>HJ: the games come out of a school of theory, people who had gone to game school. You had the same with film, a group of people who had the same language, You are going to get the same in games, designers who are schooled in the theory and can talk the same ideas and the audience who understands this and is seeking content out and can educate themselves.</li>
<li>JG:you can have a good story, but the player is in the middle of it. These themes can float around, you see pieces of it, you see bits at ta time. The player can take the themes and make something of it (Deus Ex)</li>
<li>WS: with Deus Ex i tried to make the most accessible mainstream game (it failed though). It gave you the chance to try different ways to solve problems. Pick the way you want to play it. I also let you ignore the story if you wanted it.  Games are work and I wanted to disguise this fact, masking the work is something that games to really well. There is a world  work out there that happens online, or just doing your taxes; a more gamelike account could help ease past the work</li>
<li>HJ: teachers don&#8217;t always recognise the work in a games.  The key word is engagement when it comes to games. A good game makes us engage in a task that may be frustrating and long and boring but will keep involved.</li>
<li>JG: when the initial work on Flow, it was about work, the flow state, to make it more engaging.</li>
<li>WS: we take things that in other times would be boring and hard and we make them fun.  Some games have control schemes that are more complex than Turbotax -we should be able to make these fun. Find a way to apply game paradigms to real world of work</li>
<li>HJ: games to a spectacular job of introducing complexity, spreadsheets etc.   Teachers have not yet caught up this.</li>
<li>JG: you play some of these games, pore over the graphs of the results and plan the next strategy. This is valuable skill.</li>
<li>WS: this is what the tabletop games do well, give you a framework to build things and learn about stuff. I learnt about medieval Japan, how to run a castle, WWII espionage.</li>
<li>JG: you see something as a system and how the systems interact, it teaches you about science and thinking about systems</li>
<li>WS: I agree, and I look at most games..they show the world as a system but often a simple system that could mislead you. So thanks that Will Wright exists that show you simple solutions can be a bad thing,</li>
<li>HJ: research shows that kids learn a lot of things from games, but don&#8217;t look at the game structure.  We have to couple gamespace learning and media literacy. Learnign this, thinking critically, gets people to be able to design themselves etc</li>
<li>WS: most of peers believe their work is ideological pure, that they are not defining a world view but this is wrong.</li>
<li>HJ: as an artist you have to have a world view&#8230;we may not be preparing kids adequately for the Apocalyse but we should be making them thinking about stuff!</li>
<li>JG: there&#8217;s a whole space their to connect at an emotional level.</li>
<li>WS: we have an indi game industry, with skills and distribution etc all that helps. This is great..</li>
<li>JG: serious games have not taken off with a speed that was hoped.  Niche games, such as Flower etc, have taken off, I don&#8217;t think serious games have been good enough.</li>
<li>WS: one thing that games can do well is teach process.  That is not what games do fundamentally. But serious games have tried too much for process and not fun</li>
<li>JG: what is good about the games is the engagement, the ability to make choices et. Game designers are trying to model the system, and that is what scientists are doing. We have wrong education theories and that is why we make bad games.</li>
<li>Q: What thoughts about how games can be used to get people to think different about their world context?</li>
<li>WS: that is what games do, you can walk in someone else&#8217;s shoes. It is an experience of being in another place. It is what we do everyday</li>
<li>HJ: games are the only media that lets you feel guilt &#8211; if you do something bad you have a stake in the consequences (quoting Wright again).</li>
<li>WS: my wife has never finished Deus EX as she killed a dog in the beta.she felt such guilt she never went back</li>
<li>Q: Do you see development of narrative of games to problem solving? and is there real support to keep them out of classroom to reinforce accidental learning</li>
<li>JG: game sin classroom are often to support text books, We have to change theory of learning before we can do this&#8230;put different games in classrooms</li>
<li>HJ: Labyrinth is not about beng in the classroom, it is to be played outside but then discussed.. Games in schools does not work &#8211; the timeframe does not fit in the lesson.  It is not the efficient way of using time. Students look to knowing what they need to know to ge the test. School is not seen a place to play and we have to change this. Until we expect responsibility, then games will not be properly used in classrooms.  But how do we give kids without computers at home access to the skills that game players will have.</li>
<li>Q: is there a distinction for difference in narrative between a novel and game? I call it contextual narrative.</li>
<li>WS:we don&#8217;t have consistent terminology, I call it shared authorship</li>
<li>HJ: it is a form of narrative based on world building. Scifi and fantasy os often this.  Worldbuilding narratives invite creativity in a different way to plot driven narrative</li>
<li>Q: so how can brand use game theory and gameplay to engage audience in social media.</li>
<li>WS: hire a game designer for a few weeks.</li>
<li>HJ: it is huge growth area, that appears to a different type of players. I would be wary of learning too much from current theory. Hire female designers etc, bring diff types of social expertise to the table, who understand the networking.</li>
<li>WS: Read Rules of Play, has a lot foundational work.  Tracy Ford Game Design Workshop, It will give a vocab to discuss.</li>
</ul?</p>
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		<title>SXSW &#8211; Dead Space a Deep Media Case Study</title>
		<link>http://blog.bibrik.com/archives/2009/03/sxsw_-_dead_space_a_deep_media_case_study.html</link>
		<comments>http://blog.bibrik.com/archives/2009/03/sxsw_-_dead_space_a_deep_media_case_study.html#comments</comments>
		<pubDate>Sun, 15 Mar 2009 16:22:11 +0000</pubDate>
		<dc:creator>Rachel</dc:creator>
				<category><![CDATA[conference]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[sxsw]]></category>

		<guid isPermaLink="false">http://blog.bibrik.com/archives/2009/03/sxsw_-_dead_space_a_deep_media_case_study.html</guid>
		<description><![CDATA[This in-depth case-study reveals the method and the madness behind Electronic Arts use of cross platform marketing to communicate separate, self-contained elements of the much anticipated release of their first survival horror game, Dead Space. For this release, EA packaged a comic book, a prequel DVD, and an online experience in order to build, create, [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>This in-depth case-study reveals the method and the madness behind Electronic Arts use of cross platform marketing to communicate separate, self-contained elements of the much anticipated release of their first survival horror game, Dead Space. For this release, EA packaged a comic book, a prequel DVD, and an online experience in order to build, create, and cultivate an audience around the Dead Space brand prior to the official &#8216;street date&#8217; launch.</p>
<p>Ian Schafer CEO, Deep Focus<br />Chuck Beaver Sr Producer, Electronic Arts<br />Andrew Green Online Mktg Mgr, Electronic Arts<br />Frank Rose Contributing Editor, Wired Magazine<br />Ben Templesmith Dir, Singularity7</p></blockquote>
<p>Some live blogging from the panel</p>
<ul>
<li>FR: it&#8217;s a successful video game but more than that &#8211; Deep Media, (deepmedia blog). we&#8217;ve had linear story telling and now the web is encouraging a new story telling. To watch and participate.  these are entertaining and immersive. eg BSG, Dark Knight. EA entered this wih Dead Space &#8211; allowing stories to be told elsewhere.  It&#8217;s not about doing spin-offs. It&#8217;s the same story told across a panoply of different media.</li>
<li>CB: it&#8217;s a 3rd person scifi survival horror. In the future, a lone protagonist. Similar to Alien, isolated, alone. Isaac has been sent out to correct a communication blackout on a ship.   It&#8217;s not a blackout.  It&#8217;s not licensed, we did it ourselves.   When we started, we were steeped in licenced games. We were interesting in doing new IP, to own the properties.   It took about 18month to get greenlit.   The dismemberment was from Glen Schofield, our exec producer, we had to rein it back a little. It fits with zombie law.  Some games don&#8217;t consider story as essential, we thought it was. We wanted to have a natural story, took it very seriously. We watned to dev a frnachsie so did a whole canon. </li>
<li>AG: it was not just a marketing tool ,We got involved early on, about 16months before. It was the first timeas a marketing team when we got involved with passionate devs. We got 500yrs of back story, a comic book etc. We had to figure out what to do with the great assets, create a strategy around it to build an audience that would be with us to game launch.  It&#8217;s a new &#8216;paradigm&#8217;. We wanted to make sure all the products lived on their own. The customer decides what they want to do, you have to give them a reason to come through the door.</li>
<li>BT: I got a strange email, I replied that this sounded interesting.   I said that I&#8217;d do a comic to do with the game.   I expected it to be like previous ones, a sideline, or just the game story. But as I got further in, they wanted to tell the story from the beginning, this really appealed to me. Usually I get told what to do, it&#8217;s restricted. But here, I had tremendous free rein within our part. It can stand on its own or you can follow to other parts.  The visual style was &#8216;me&#8217; I&#8217;m known as the horror guy in comics.  That they got me, with my reputation, meant they were taking the comic side seriously.  Feedback is great, that they did a complete story.</li>
<li>CB: we had enough story to allocate bits to different media, the comic, the animation and hte game. Then on the web we had other stories we needed to propagate.  This was driven from Glen; I was in charge of the production.  These were rolled out over a period of months.  We worked with the structure of each media; eg comic books can have a 6 month run, 1 per month, others driven from timing.   How did we keep the story straight? We had a big master timeline, we segmented the story so they would not overlap too much.  A lot of co-ordination.  We had to make the universe.</li>
<li>FR: how do you know the property will support all of this stuff?  Did you seed it with takeoff points?</li>
<li>CB: yes. We tried to focus on not having a one time event story. We established the canon document, with a centralised universe story.</li>
<li>AG: the document had lots of stuff that was nothing to do with the story, but lots of details about the world. We could create new stories and characters from the details.</li>
<li>FR: How did you draw the line between defining the canon and overdefining?</li>
<li>CB: we did not want the team to feel they were just filling in blanks. We gave the story and feeling. they did all the story development.  We had little to show BT, just concepts.</li>
<li>BT: there was a lot of art, I had to extrapolate from that, had to make it work in the civilian setting.  Got to create own assets. Got a little disappointed that I could not draw all the cool stuff?</li>
<li>AG: accessibility was a big thing for us on the web, so you would not have to buy a book. We created new assets, which could spin off new stories. We took print assets and created comic book videos, pulled the images together and added VO.  We got lots of views in these.</li>
<li>FR: So how do you build something like this in the web.</li>
<li>IS: the previous story were linear, on the web we launched noknownsuvivors.com, it was far more fractured. you had a different experience depending on the decisions.  Based on original scripts and then extended. We had to keep aesthetic similarity, we had to ensure it went well in the flash environment.  We had to go to studio and get all the assets, 3d renderings etc.  It was not just tech, the tech served the story.   It was to facilitate a connection between the brand and the people who wanted to play. To share the experience, to take the content onto their own spaces.   It was a  week experience, each week another chapter. We had to roll it out slowly., About 500k, site visit 10min on average.  A fair few said it was a key driving factor in the game.</li>
<li>CB: the animated feature, it was sort of between comic and game in the story. </li>
<li>FR: how did Deep media benefit the game?</li>
<li>AG: you got a lot of people engaging with the world, they came and asked questions, it generated excitement. It gives people a reason to want to interact with brand.</li>
<li>IS: it&#8217;s how people want to interact; we did some research about a tv show &#8211; the brand of the tc show is more than the show on TV -  it&#8217;s about what you share with others.   I did film marketing before, you can&#8217;t market too early as by the film comes along they think they have seen it. With this, you got people into the storyline, deeper an deeper.</li>
<li>AG: I think the comic book/videos were the most successful.  The web was deep and rewarding but the comics took advantage of dissemination, easier to port videos everywhere.  the liner narrative is only one type of content, you will only get so much punch. But it was only one part of a stockpile of ammunition.  Each played for a different audience.</li>
<li>FR: what was the biggest surprise?</li>
<li>CB: we were surprised at how difficult &#8211; we&#8217;re a game maker, not a comic publisher.  It was new, we were making up the rules and trying to hit the quality bar.</li>
<li>AG: an observation but could have been why it was successful. It was team of people wanting do something well. Everyone interacting, pushing through the late nights, like it was the own pet project.</li>
<li>IS: it was visible to end user that it was telling not selling, people respected the credibility of a good story.</li>
<li>CB: with EA, for them to treat these not just as marketing one-offs, not just as selling channels, they understood that they were valid in of themselves. We established quality throughout</li>
<li>AG: that is the test of deep media, that it&#8217;s not just marketing.   It has to be about the passion, give the story tellers the freedom.</li>
<li>IS: in context of advertising. When money spent on impression, it could not compare to the hours spent interacting with the content. It&#8217;s not impressions you can buy, it&#8217;s about creating lasting impressions.  Allow you to spend less on paid media, more on earning respect.</li>
<li>FR: what next?</li>
<li>CB: it would be great to be able to produce a live action movie, nothing is in the works yet.  We have a new story line for &#8216;Extraction&#8217; out this fall.  New story, in the world.</li>
<li>Q: do you need a lot of budget? Do you need all these pieces to do it well?  What resources are required?</li>
<li>AG: You need a passionate creative centre and give it to the community, you can create a deep media experience that could grow. It is all about starting. You have to create.</li>
<li>IS: it&#8217;s about the expectations of the sale. if you are launching  product, budget accordingly.</li>
<li>Q: Would you do the website again?</li>
<li>AG: yes. from an ROI the engagement was huge.  You also got analytics (which you can&#8217;t necessarily get from other networks. The data set is taken away on ning etc.  I could change content on the microsite based on analytics.</li>
<li>IS: from a world of mouth it helped to have something people could be worked through.  it build buzz etc.</li>
<li>AG: Deep Focus drive a lot of editorial hits etc.  Got people viewing it.</li>
<li>Q: for web site what were the biggest traffic sources?  What was traffic after 6 weeks?</li>
<li>IS: Many by editorial mentions, from blog mentions. </li>
<li>AG: getting hits from right blogs, eg Kotaku, Wikipedia was the biggest one.  We have a link on official site, tht gets 100k/200k. upwards of 10k new a week.  they can jump in many places.</li>
<li>IS: a fifth is after the game release</li>
<li>Q: Dead Space came to me via PS3, all the downloads. I slowly got into it, even though can&#8217;t stand horror. We played the game&#8230;we got to the end and thought &#8216;what did that mean&#8217;. So was there any plan around the ending</li>
<li>CB: that&#8217;s a fairly delicate thing for me to talk about. The ending does have a structure, has meaning, and I hope to be able to explain in the future.</li>
<li>Q: how important is premium downloadable content after the game?</li>
<li>CB: it&#8217;s a consumer expectation, so you have to do it or it&#8217;s a negative. we have to figure out how to make it happen as it is a drain on dev team</li>
<li>AG: the economy and expectation of it is driving a new way of selling games.  Expansions are good. Stprytelling is about blocks of content I guess game makers are going to be planning and budgeting for this.</li>
<li>Q: you talked about dolling stories in bite sized..did you give away too much? how did you recover?</li>
<li>CB: the final trailer&#8230;the marketing wanted to show the final boss.  The devs did not want to this. The PR team wanted this&#8230;the rest of the story was fine</li>
<li>Q: what did theis process show you about new IP?</li>
<li>CB: it is so risky, that is why EA did licensed IP, it&#8217;s a safer model. We have been critically rewarded from this, I think you will see more from this.</li>
<li>AG: Ben you create new IP all the time</li>
<li>BT: putting on paper is easy.  But in this, it was good as they did not drive changes, I&#8217;ve had more control on others, eg Marvel and DC. there is more that you cannot mess with. So Dead Space was part of a larger thing, but free rein.</li>
<li>IS: it was pretty ballsy, about placing control in other hands about telling the story.  It was amazing, eg bringing in Ben.</li>
<li>AG: budget levels, for games etc, it is a sequel business. When you are up against sequels, it is a difficult game. The deep media elements all helped, bridged the value over to us.</li>
<li>Q: Where is this going, what is the potential</li>
<li>BT: for me, it&#8217;s animation. Comic books should stay static, but will turn online as well.</li>
<li>AG: you&#8217;re going to see every kind of media feeding the other media, based on resources, ability around it.  It is easy to get seduced by idea of your creativity becoming something else. Trying to create something for a commercial reason is the best to make it fail.</li>
</ul>
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		<title>SXSW &#8211; report of the first day</title>
		<link>http://blog.bibrik.com/archives/2009/03/sxsw_-_report_of_the_first_day.html</link>
		<comments>http://blog.bibrik.com/archives/2009/03/sxsw_-_report_of_the_first_day.html#comments</comments>
		<pubDate>Sun, 15 Mar 2009 15:29:48 +0000</pubDate>
		<dc:creator>Rachel</dc:creator>
				<category><![CDATA[conference]]></category>
		<category><![CDATA[sxsw]]></category>

		<guid isPermaLink="false">http://blog.bibrik.com/?p=1639</guid>
		<description><![CDATA[Arriving in the US, I&#8217;d ticked &#8216;pleasure&#8217; on the Customs&#8217; form, the TSA immigration officer decided that was not the correct designation and insisted that I was here on business. Given I work in digital marketing and the SXSWi is about interactive stuff I can see how he can get idea, but for me, this [...]]]></description>
			<content:encoded><![CDATA[<p>Arriving in the US, I&#8217;d ticked &#8216;pleasure&#8217; on the Customs&#8217; form, the TSA immigration officer decided that was not the correct designation and insisted that I was here on business.  Given I work in digital marketing and the SXSWi is about interactive stuff I can see how he can get idea, but for me, this conference is not about business it&#8217;s about fun, connecting with old and new friends and just really enjoying myself.</p>
<p>Yesterday, I went to 3 panels, mostly OK, some new stuff learnt.   The Privacy Panel was interesting but very theoretical; the keynote from Tony Hsieh, taking about Zappos was great and then the Core Conversation with Zoe Margulis went in unexpected ways (feminism, US media and US legal system) but was good anyway.</p>
<p>Lunch was with<a href="http://www.ensight.org/"> Jeremy</a>, <a href="http://tedmurphy.org/">Ted</a> and Ashley, great mexican at the Rio Grande.  We bumped into <a href="http://geekmommy.net/">Lucretia, GeekMommy</a> and a whole bunch of the <a href="http://instoresnow.walmart.com/Community.aspx?id=102">Eleven Moms at Walmart</a>, some of whom took up Ted&#8217;s challenge to lick him to get a free T-Shirt.</p>
<p>In the evening, a great series of parties.   First up was the dorkbot party, where I bumped into <a href="http://twitter.com/zeroinfluencer">zeroinfluencer</a> (David) where I caught up about his latest project (it&#8217;s going to be fun!). Then we wandered along to the Razorfish Opening party, just missing people. A busy place, we only stayed for one before catching up with friends at Six, where Crispin Porter Bogusky and a company whose name just completely escapes me now! A little more space here, far better to cartch up with <a href="http://farisyakob.typepad.com/">Faris</a>,<a href="http://kitschbitch.com/"> Katy</a>, <a href="http://www.rubberrepublic.com/">Adam</a> and<a href="http://www.nitmesh.com/">Damiano</a>.</p>
<p>After a few margaritas there i left them to it as jetlag was hitting, heading home but calling in at the Maker&#8217;s Mark party, which had a cracking band playing. Didn&#8217;t stay long as bed was calling; sleep and then up bright and early for today.</p>
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