Getting the Olympics
Five years ago, a colleague and I ran down to Trafalgar Square in our lunch break to join the crowds waiting to see if we had been awarded the Olympics. And we had! Here’s the crowd just after the announcement.
Five years ago, a colleague and I ran down to Trafalgar Square in our lunch break to join the crowds waiting to see if we had been awarded the Olympics. And we had! Here’s the crowd just after the announcement.
I think STV wins on this, far fewer clicks to get to the content
STV (as recommended by Ewan)
The BBC
ITV
Extending your Brand, there’s an App for that.
For many, brand extension into the digital realm means a Web site, a banner add, a viral campaign. But applications can extend conversations and perceptions of a brand, as well as add to discussions and ideas in compelling new ways. How can applications help your brand and idea be more authentic,…
Rob Girling, Adrian Ho, Shiv Singh, Brian Morrissey
SS: Social Media lead at Razorfish, we currently have reduction in form size, but no reduction in functionality, we are developing mobile solutions for almost all the clients. we are not the 3rd gen of mobiles design, where the core interface is buttons, and streaming and a pulse interface.
RG: Co-Founder of artefact. being working on apps for the last 20 years. come at this from the tech and UI perspective. thinking about how to make a grate app is what we do, which is diff to how marketing has developed things from the past. One thing recently is Seesmic Look, Twitter for neophytes. It’s a branded channel, so brands can build content on top of their tags that are happening. It’s not about building an app, it could be about reaching through an app to get to your audience.
AH: 3 yo company, founders were all ad people, we are reformed. It is around the idea you can take the same money that you spent on commas and spend it on doing things for people and have the same success. My background is strategy. We try and solve business problems by doing things, so for Nordstrom, teen girls, when they want to spend lots of money, they would take pictures and send pictures to their parents – OR would dress up and take photos for touchscreens. So we created something that could take photos, edit them and let them be sent out.
BM: we are going to be talking about the future. what do you see going on right now?
AH: the biggest change, it’s about the information, about how people use the products. Less of the brand perception is not about the imagery and commas but about what they do.
SS; I would extend that further, the biggest change in last 3 years, is trust in big brands has dropped dramatically, thanks to financial crisis and consumer empowerment. Brands are not defined by what they do (marketing, PR, launches) and more by how consumers talk and relate to them. A lot of questions about fundamentals of marketing, advertising etc
BM; so where do apps fit in there?
RG: the days of brands trying to get your attention and hold it with traditional methods are gone. if you are not trying to actively engage your customers, provide utility, you are not going to have a lasting relationship. you have to understand them, their pain, look for opps to delight the. It’s not another channel to push out the message, you have to provide them.
SS: Only partially agree. I like toothpaste, I use it everyday, but I don’t want to have a 2 way conversation with colgate. I care about that I have a memory point when I next buy it. It is important to see the type of brand and if it is high or low consideration.
BM: what can brands learn from popular apps, that are not brand apps.
AH: the lessons that brands can learn from 4sq is not the one they think they are learning. SO people want to connect with friends and they should not get away form that. there are times you can help..but they should not go through you. Typically brands would say this is fantastic it is another place we can connect but it is not a great place for brands to be playing.
SS: so how many of you consider yourself experts in social media (a quarter). (More in mobile). You can’t be into social media if you are not into mobile as well.
RG: I want to add a diff point, what we should be learning is about incentivised behaviour and social status. there is a lot of buzz about reward systems for behaviour. they get something back for checking in, for changing behaviour. that is the beginning of a massive trend, that will snowball in the next few years.
BM: so I want to go into your favourites. A lot of apps are serving the same place as microsites, they are disposable, So what is the role for the campaign like, ephemeral apps.
SS: if you have an app that is a microsiste, it is a total failure, an app coming from a brand has to be entertainment driver – without eh brand as a sponsor or it has to be utilitarian, like the food ordering apps. For it to play role of microsite is a waste of time and money
BM: Adrian are you seeing this> It was the facebook app, now the iphone app.
AH: I would agree on microsite thing, also, I think the entertainment model of using apps is flawed for brands, it does not do the behaviour change, A lot of advertising is about trickery, about changing behaviour. Apps in general, they reward change, that may be useful for brand. A utility based app is much more direct, allows you to behave in a new way. an entertainment app is different, it is about you making you feel different about eh brand, so not a great use for apps,
AudQ: is the brand manager of the future technologist or marketer?
RG: if what I said about apps is true, the technology component cannot be ignored. it’s maintenance and shipping cycle and complexity that the marketing industry is not used to yet. I still think the brand expertise to have the insights and empathy with customer will still rule the day however.
SS: Knowing customers is getting harder by the day and that is of paramount importance. With mobile apps it should get a lot quicker and easier to build and the tech should be commoditised.
AH: the debate about who controls is interesting. from tech, an app is designed to allow you to do things so there is research about making that possible, Marketers come at it about telling you things about the brand that is good to know. they often collide. It is in the middle it will come together, if you allow technologist to do anything, you get usable apps that are not differentiated, so you need the marketing that flavours it with the brand.
BM: so apps you like?
SS: Bundle helps you understand how people spend money. you can info about how other people just like you spend money, the app does not translate the website. The app is Vice Tracker is about changing the spend behaviour. allowing people to be more mindful of how they are spending, against their friends. I can track behaviour, see friends, comment on their behaviour, gives a leadership ranking, on who has the most vices. the idea is that apps can serve a strong educational purpose, in this case managing our vices in a fun game like fashion, it has a social piece, a game like interface, game mechanics, that is what makes it powerful. There are incentives, tied into cause marketing as well.
BM: are the points are what are driving people on 4sq? is it changing behaviour.
SS: there are more to life than incentives and points. it is a shortcut….it is not just about incentives, they do help, there are successful that are pure entertainment or utility, it does depend.
BM: so now into the sucky part.
SS: New York Times. I’m a big fan of the NYT. I feel the app misses things. the content is amazing and great to have it on the phone. I wish they would ask me for money for it. It has no location aware functionality, can’t understand why it doesn’t, so news has a local component. It does not have social features, cannot comment, share, cannot see top rated articles, can’t mash them up, it is a glorified news reader, take tout he content and it is nothing. It does not let me filter by my social graph. it could be better.
RG: . the zippo lighter is about what I don’t like about apps, but I’m using it as a good example. It’s very cheap/simple, and has 3m downloads. Not doing very much, but understanding the platform, early and quickly to get something there. My real good example is Shop Savvy. It is a barcode scanner. you can go into a store, and you can find the cheapest price in the web to get it, also if there is a shop nearby where you can buy it cheaper. `so incentive to get it. save money. they understood the customer, they are wanting to purchase it something, we know where they are, then sell that info to advertisers, so they can discount or offer something.
SS: you talk about shop savvy being a platform for brands? is this an pop for target etc to build their own. So AUDQ about if brands should build or sponsor?
RG: I tend to believe that the loyal Best Buy shopper, is not really a real scenario (i.e. once a month or more for this) is not real. Being part of the ecosystem is better than owning every part of it.
SS: the criteria I use, is it a passionate brand, there is a lot of passion around it. does it have great content or a lot of utilitarian use, does it change on a frequent basis. if it meets these 3, then it is a good reason to build one.
RG: the Merc AMG is an example of what I don’t like. The luxury brands are putting out the microsites as apps. They are links…a video, sound effects and some photos and that is all. There are a tonne of these, brands that have spent years building classy momentum around brand and then they offer you this. It’s is nothing. You may use this once. It is less rich than the site. it is lame. There is nothing to it.
BM: what could they do to make it useful?
RG: this is a passion brand, where the lust is high, but what I don’t see anything about social integration , no community of users, no attempt to connect them, no attempt to say Merc is listening or cares. If I was going to buy one, I may want to talk to other owners, look at second hand market, understand the brand.
AH: Apps like this are advertising – potential owners. With apps you can actually target owners as well. the biggest sales go to existing owners, so an app that makes driving Mercs even better would be good, tap into data etc. this is what happens when advertising people take on app design.
BM: Your example is different?
AH: amazon.com. they don’t run advertising, they created an app that allows you to take pictures when hopping, save it to your cart to get later. it’s a direct relation to sales, we know business impact. My bad app is the GTI driving game. as a tool for branding, it goes against an impressions based model. Of those who downloaded, the idea is that some portion will remember and then take some action and eventually test drive. It is a waste as most who use it will never do anything with it related to the brand, except maybe a good feeling.
BM: so the biggest challenge is campaign vs software development? The budgets may not change soon?
SS: it will change when it proven to have value. A single brand app gets little traction, the ROI is questionable. it is easy to slam marketers for not doing this, but it comes down to metrics, there is not enough education or decision but there are not enough metrics either.
RG: the metrics today are a lot more like PR metrics than traditional marketing etc, I do think that new metrics will be required. e.g. engagement with app in a month. and the tracking of that. When they do use it, you have an engaged user. those metrics don’t properly show up with this yet, and they need to do this.
SS: the biggest metric is not CPMS, CPC, but Cost per BUZZ, and that is not enough.
BM: is that what success looks like (refers to a flurry graph)
AH: we are measuring a lot with advertising metrics, we expect apps to delver scale that advertising does. they will not do this. the reach is limited. we need to figure out new ways to measure ha they are delivering, then you will start to see things do look better. Apps are designed to look good but offer no value, a lot of stuff on that, so if you offer something that allows someone to do business with you easier, then it has a longer lifestyle.
BM: we are talking a lot about iphone as a platform, a few years ago, it would have been facebook.
SS: it is mobility does not mean a sacrifice in functionality. the facebook app is one of the most popular on the iphone. the apps are being downplayed by facebook as well, so not getting as much traction.
RG: a lot of the apps have screwed the privacy issues, with a rogue app stealing info, left me not happy in the platform. Not the best for developers, a lot of things difficult about the facebook universe. the mobile apps universe is more mature and the idea of it being with you all the time is the most compelling thing, it’s powerful;. facebook is still one foot int he desktop experience and not with me all the time.
AUDQ: how will the iPad impact it?
SS: there will be an impact, a lot to do with your posture. you will have more space, different posture and gestures. Not used to it yet.
RG: just the larger canvas, is something.
AUDQ: What steps to increase stickiness of apps?
RG: there’s no lipstick answer, there is no small thing. you have to do your homework. What is the opportunity. It’s the user-centric design, try and figure out a way to make some utility. Charmin did one…an app to find toilets and to review them. for moms with kids, a good app. it is relevant.
SS: don’t frontload all the advertising PR push etc, that is when you see a reverse hockey stick. think different marketing and PR levers.
It’s the start of my 3rd full day at SXSW and again it’s a completely different experience from all the others. Friday was spent at an off-site event, Tweethouse. Saturday was spent in panels and today there’s going to be a mixture of panels and parties, at least when I get started on the day.
At the BBC Digital Planet panel, which was actually a recording for the radio/web programme, it was mentioned that this year for the first time, interactive has outsold music, with nearly 15,000 attendees. It feels like it! The conference has spread over 4 venues, the halls feel more crowded and from what I’ve seen there are far more first-timers here than I’ve ever spoken to before. Despite the financial woes of the last year, this is obviously the place to be for anyone involved in digital in any form. And there are all sorts, I’ve met coders (the guys keeping foursquare up and running), publishers, freelance web designers, consultants, social media people (there are a lot of them, there always has been), advertising and marketers, and just general web folk.
I’m on track to meet my objectives for the conference, which are simple – meet at least one new person (for a long chat that is likely to be followed up with further connections) and learn at least one new thing. I’m half way there with 3 days to go, so looking promising. I’m luckier than many I believe, in that I pay for this myself so there is no external pressure to justify the ROI. to me, this is definitely geek spring break! No conclusions yet though on how this is all working out, who will win the location app battle or whether At&T will keep the mobile network going, although they seem to be doing well so far. but it is on track for being another successful and enjoyable event for me.
January is over, we’re 1/12 of the way through the year, so time for a monthly update.
Gym: I’ve finally activated my corporate gym membership, going consistently through the month, so much so that I’ve unlocked the Gym Rat badge on Foursqure
. I’ve been doing a combination of classes and running on treadmills.
New Cities: None this month. However, I’ve decided to extend that ambition to new things. To that extent, I’ve visited Chiswick House for the first time, which, considering it’s just round the corner from me is pretty sad. I also took part in the Walk London walks. They had a special weekend promotion, with lots of guided walks happening, so I did the Wimbledon to Richmond one, all 7.5 miles of it.
Other activities include attending a talk on Taking Video Games Seriously, organised by Tom Watson and attending a Quest TV pub quiz, particularly beneficial as I won a Wii (for doing some really embarrassing pub dancing).
Finally, I attended the gathering of photographers in Trafalgar Square, protesting that we’re photographers, not terrorists. All in all, a good month.
A discussion panel held 25 Jan 2010, Westminster Hall
(WARNING – Liveblogged at the time, so may not make 100% sense)
Chair: Tom Watson; Tom Chatfield, Philip Oliver, Sam Leith
Each panellist gave a talk about their position on games, it them moved into a series of statements from floor combined with some questions.
Tom Chatfield: Taking Games seriously. a difficult things to do well, how do you have a discussion about a medium that is all about fun; so there are lots of serious things you can learn, politics, training, education, but at the same time it is dangerous if they are only worth talking about serious things, no other art form has to bow down to this idea, that it has to be serious. A challenge is you want to talk serious things about fun, about why they play. There are serious tools out there, there are some awful ones as well. A lot of issues when people think they are a kind of voodoo. So if you have a boring meeting held in 2nd life, then it will be not be fun (because it is held in a ‘game’). This is not the way these things work. we have to get away from idea of magic, games which have a magical bewitching effect on users. that we can’t analyse, just fun. So what is a mature debate about games? We need a new or different language for talking about fun and play.
We can’t use the language from around other media and expect it will be useful. I think of it as Wing Commander 3 syndrome…so if you have a boring game with a series of cut-scenes based on Star Wars, the thought that it would be fun is wrong. The assumption that this makes it good; this is a woeful misconception about games. This is one reason why difficult (to have serious conversations), they reach for the language of film. (Lots of other art elements) play their part in one of best games, e.g. Portal, stunning vocal, art style, etc, it is wonderful because the elements of other media are subservient to dynamic of game and it is those dynamics we need to nail to have a good discussion. Another problem, debaters assume that games have a magical seductive effect, it is about switching off; reason why Wii has been useful, is that it is giving the lie to the notion that games are only ever brighter graphics and louder sounds and realism. These games are for fun and entertainment, a Wii is very good at entertaining and engaging. To get to fundamental point, when you are playing a game you are engaged in an experience and this makes it understandable that there is a divide between those who play games and those who don’t. if I try to explain WOW to my mother, who is not a gamer, I have to tell her about the story and tell her about a whole other set of rules and conventions that I participate in. She sees me playing this game, not moving much, shouting abuse over a microphone and this is misleading; we need to be aware of how misleading this is to those outside, that we are not sitting there getting an unsophisticated, mindless experience. It is hard to convey the experience and you are interacting with imaginative modelling of the world, a symbolic imagining, figuring out the rules, a new set of rules to work out with other people, they are experimental as well as engaging. we learning all the time, in the company of other people. It is not good or bad, not moral, but is about engaging, learning the use of social faculties, it is a category error to assume games are magical, flat, passive and we have to find way to talk about this as an active experience, it is hard to get right. (According to media) you would think that sinister people in a gaming company just do things to addict 9 year old..this puts games in same mental bracket as heroin. They don’t realise it is very difficult to make a hit game, the great titles are rare due to the highly active component. The power comes because of the investment people are willing to make in the game role, which leads to games as tools for learning and training. If people want a discussion then you need to get serious about what is happening, the social aspect, the modelling, the testing, the compelling and elaborate experience that is difficult to get right, they are a new refinement of play and you need to look back at human fundamentals about why people want to play games.
Philip Oliver: I’m the expert a the coal face; will start with background. I’ve known nothing but games. I have twin, Andrew, fairly competitive, loved tech and creative. At about 12, 1980, had apple 2e, played Pong, Pacman, then had zx81, worked out we could program our own games,,,,this was a fascinating challenge, when we only 2 TV channels to distract us. We tried to outdo each other, we published from 1984, as listings in magazines and then on cassette tapes. We were expected to follow our siblings to uni, but we made decision to make games, which most people needed explaining to them. We could not see that uni would give us much, there were no courses, this was new, we needed to get on and do this in the new industry. Our dad gave us a challenge to earn more than him in the first year and if they did, then no need to go to uni. We met Darling brothers, worked a lot of hours developing games for them and Codemasters. We did not really get to socialise a lot – 20 hrs/days, 7 days/wk. we were schoolkids earning 10-20k/month. In 1990 we decided we need to form teams of people, bring creatives etc, we decided to start hiring people, We hoped to find creative, passionate people. We got lucky with some of our early games, we were trying to even it all out, create a stable environment, allowing people to pursue careers without roller coaster of finances. Blitz is now big, outsources, 10mil turnover, 200+ people. We’ve done it all, all consoles, iPhone to PS3 and everything in between,, we cover all genres, many studios specialises, we took a diverse strategy. so no matter what the fashion, we can do. we do a lot of family games….we have a lot of licences. We released Biggest Loser – sold 500k copies in 12 weeks, we do mature games as well, we are proud of this. newspapers keep latching in to this, that all games are violent shooters. but they are not. The next game, 18 certificate, it targets audience correctly (with labelling). We do casual games, a market that is really growing. lots of individuals can now get into market, with causal games, iphones etc, there are plenty of ways in. Then there are serious games, training games, education. e.g. MOD to train doctors and nurses., e.g. triage after a bomb. A game is a lot cheaper to deliver than traditional triage. (the people have come out with high scores) The entertainment industry is US and Japan, all the big stuff we do is US client in dollars. They did not take games seriously when I started and they still don’t. I am convinced that games are the Hollywood of 21st century. We thing MW2 took more money than Avatar in first weekend (not sourced fact, opinion)) who is taking it seriously? There are a lot of governments, the British gov is starting to do it. (But in other countries) US etc, there is a lot of go support, they see it as a future industry, in UK, there is not. Businesses need to do it. there are a lot of visualisation tools, e.g. I have on iphone Westminster Hall visualisation – good for stuff you have not yet built as well. for training, there are so many areas that are expensive to do in real world..police, fire, army, navy, etc In a game you can make mistakes and learn from them. For advertising…we made the Burger King Games…12 weeks sold 3.8million copies of the 3 games…was a massive advertising success, profits went up 40% as a direct results of that. Education, can be used more, far more fun. people retain more if fun. It is quite poor at moment, as no joined up budgets commissioning games. it is a lot of research for teachers to do, we need centralised budgets to commission great games for use in classroom. If kids are interested in video games, to become a designer for many is dream job, but teachers say it is not a proper career. NO. It is a growing industry and these skills are useful for this and for many others. The drop off in people doing programming is horrendous, the business needs people programming, ITC is boring..the hook is games and they are not getting encouragement. Parents need to encourage the kids, get them to learn the skills, to get them in the industry. if we all took seriously then we in UK can be leaders in an exciting growing industry, part of knowledge economy, creative, is green and growing and exciting. we need all engaged and taking seriously and make sure we keep value and jobs in UK.
Sam Leith: when I was…interviewing Wil Wright, an interesting and strange guy, he told us about the medieval description, of someone who walked into a room, saw someone bent over an object, physically there but mentally absent, transfixed by an object..they were reading a book, this was the first time the onlooker had seen this and concluded their soul had been taken by devil. Something very similar seems to be the reaction to games to those who don’t play. it seems weird….they make the funny faces…it feeds into the fear and apprehension in the media. It is new..and for a long time, 2 things going on…there is only one story (in media) – the violence in videogames, that it makes kids sociopaths, violent etc, that sort of hysteria of creating what it effects to deplore. it feeds into marketing in a weird way, as there is only one story….so something that has a launch weekend as big as MW2, there would be wall-to-wall coverage if this was a film. but MW2 would have had almost no mainstream media if it had not contained the scene of shooting in the airport….you can’t but suspect that was in there to get attention There is childishness in some of the ways they are marketing which is a response to some of the ways they are understood. the 2nd things is their invisibility. so something as big as MW2 should be part of mainstream culture and conversation, but there is a strange relationship between mainstream an games. So Jonathan Wendell, formally the No1/ biggest gameplayer in the world, he played Quake with all the blood and guts turned off, he turned it into something simpler as it runs faster, you could beat people better if it runs faster. There was a game called Carmageddon, you drove around and got points for killing pedestrians. It was agreed in parliament that this was not a good thing. So they changed the blood colour to green – and said it was zombies, so this was OK. It’s OK to shoot Nazis, but no-one else. so there is concern over moral content of the game…in most cases it is not the game that forces you down one way, but allowing you to choose one without constraints and that becomes more so as they get sophisticated. So Eve Online, huge teams of people play, so one gang infiltrated a corporation, killed their leader, stole all their good (worth real money) and there was nothing in the game that encouraged this or stopped this…so the games are do what you will. Grand Theft Auto 4, you can play for 100s of hours without attracting police…there is a huge amount there about how people behaviour..and the moral questions, and the ownership of items, real world value…interesting from behaviour, economics, etc. There is work-play thing, a lot of things we do in games looks like work…eg levelling up in WOW. We see them as terms of other art forms, not all comparisons are entirely misleading, but leans you look for things in games that would be better somewhere else. Eg films, games being classified by the BBFC…if you consider games as work of art…of cultural artefacts, so recognise what they are like and what they have in common and talk about them formerly. My background in literary crit, makes me think about how we think about games….if you think of WOW as a film, you miss a lot. if you think of it as a cathedral, then different perspective. When you are talking about games, it is not one thing, one type of thing.. there are dozens….now games are diversifying, with wii, with casual, we are at a moment when gaming is moving into mainstream, diversifying.
Tom Watsom: Interesting comments about the things PR have to do to get it into the mainstream. As an aside, Guido Fawkes emailed said he was the UK champion at Asteroid in 1980!!!! The Palace of Westminster would be a brilliant place as a shoot-them-up setting..a 1000 rooms… a gothic palace……all these people discussing good and evil.
(Ed Vaisey joined panel)
TC calls on Derek Robertson: In Scotland, we have Consolarium..Scottish games-based learning, working in it for 3 years. I don’t agree there is a poor choice of games, we’ve been using off-the-shelf games….Nintendogs, Spore etc, there are plenty for children’s frameworks, we’ve had success nursery to secondary school. We are running a national contest for game design…serious games misses fun and entertainment
PO: you are using games that are accidenta;…..I think there is better to be done. e.g. age of empires is used, fantastic…..but they are side effects.
Nick Palmer: (an MP who had published Their Finest Hour game) I had published commercial games….(in a meeting last week I saw) each country has their own hangups that are different and moralshow they look at games. In US, fundamentalists worry about sex – shooting is fine. In Russia..the Duma is considering banning games in schools as some are about WW2 and you can play as a German. We should not attempt to occupy position that all games are OK..we are engaging in opponents’ arguments, they say all games the same, they are not….there are games I would not play or defend..we do need to get industry accepted as serious medium. Take a position about how de games don’t have to be boring and dull. So where politicians can help without spending money is in giving it an esteem it does not currently have. The effect of popularity is most people have played a game..but many trivial games, they have spread that is reinforcing the idea that games are trivial….we are looking at games Olympiads, ways of reminding people that games are all sorts.
(Next speaker works for Welcome Trust): Sneeze is a game we did recently….about viral mechanism..I share about serious games concerns…you need to be in spaces that are controlled by audience..entrainment games….e.g in GTA you pick up about NY. We did a very successful about viral spread.
Alex (Hide an Seek): I want ask panel that if you could nominate 1 game that in sophistication, nuances, intent, that you think is worth taking seriously?
PO: Wii FIT. business sold enormous number and made people thinks games are not just shooting….20mill in a space than many thought did not have a purpoise
EdVaisey: only has a Wii..so Wii Fit
TC: Flower.. on PS3. based on flow. move controller in space, direct wind to blow petal round landscape. it is a new vision in games, something anyone can pick up and interact at own speed artistic without being hi brow, they get immersive experience, very beautiful…no hurdles…like ii fit..people can get it instantly.
SL: for richness, WOW. or Elite, fantastically good
TW: don’t play this a lot..Rolando on iphone….physics. motion etc, allows you to graph. Sam, you can’t say Elite, that was 20 years ago!
(Talker from West Mids Regional Dev team, I think): Games as an industry, we punch over our weight in what we provide to business, we want make sure we can back winners..on serious games, about disengagement we need to find more ways to do this
Audience Comment: There is a map of parliament in Countrerstrike (fan made)…….I’ve written about Little Big Planet, Portal, Braid etc..but what games used to be very good at is telling a story, and less so. so Grim Fandango, my wife can watch. so today we have MW2, better to attack for story line….people bring up Bioshoock which is not the most complex
SL: FPS have some story to tell..the way games tell stories, there may be a drop in popularity, in films and books there is more a sense of times arrow, but games about iteration etc,,,stories are more modular….like choose your own, different paths…they tell stories in a different ways. Eg final fantasy series tell stories effectively. Therr is a MA in writing in Edinburgh Napier that has just started,,,,about different ways of narratives, looks at game writing as well. There is more games writing talent in the long run..initially games were written by the programmers, who were not writers.
TC: Grim Fandango was a miniature apex in game tradition..in the idea that it is growing up with its audience. the first games were text games, they lead to point and click,,,,to new games, grim fandango, 20 years of tradition. there is always a year xero stuff, when you change tech, go to 3d etc, you build up to next apex etc, you see new stuff now….you are starting to see this younger train of games building up to peaks..it takes time to build up tradition
Graham (??): In seriousness about games….I go to a game-based learning conference….when we look at use of games in learning, schools, it seems that gov or their agencies are queasy about this. we have seen negligible support…the home access programme, ignored the fact that many homes had consoles (which access web). given the reaction. of papers like the Metro about gaming platforms, so would go use consoles to get online. A DS costs 100£….so there are ways….it is not about creating games for learning, it is about getting in the hands….
TW: I agree with a lot of your analysis and some of them are missing opportunities to generate new ideas etc
EV: What is encouraging…..people are coalescing around games in a non-partisan fashion…I don’t play games very often, Defender was the last game I played until I got the wii a few months ago. Too often I hear questions about politicians not admitting they play games, as if they are embarrassed. the games industry are getting out and engaging and this is changing the political environment. The games industry are getting out and telling us – future industry, regional, still just one of the leaders, so is what not to like. There is a cultural gap, that echoed about rant of games based leaning, I’m 41,one of last gen where games was not part of the early experience. a lot of officials are the same, so they do not understand how games relate across a whole range of policy areas. People need to get in front of people and bang the drum, there is a consensus of principles involved in supporting games industries, their is no money, but about giving games a voice at top table,,,so extend film council? (setting up new quango is difficult and where is the money). Look at extending the financial support, tax credits, etc, VC support, a matter of debate….there are practical obstacles, getting a uniform voice and still getting it through the treasury, which is always difficult. 3rd element people are talking about is about skills and the right courses, and make sure people are those the industry want to employ, need to get right course accredited…the climate has changed,,,,and will continue to do so.
TW:so Dawn, captures imagination of kids with video games (she’s an educationalist)..so how do you manage this?
Dawn: use common sense, it is lacking from media and politicians…so use common sense. we would not take games (like that) into classroom, even if my kids play them. In England, move to more games in classroom, is being self funded, Ofsted love it..I asked the kids what hey would say they relate to them it is realm, gives them a social connection, they all know it is my way of getting to secretly learn….using a game of the shelf, is good, kids see through an educational game. so we use mario cart to do physics and friction….
Michael??: PEGI…it is with you (the politicians) protecting games, by giving an appropriate age system for games, for playing online etc, ….it is great to have discussion…for me and for ELSPA it is about having confidence that games are a serious part of culture, learning,entertainment etc. it is one of our challenges that we new to this world, so many different things we need to touch on and evangelise and convince people….we need time, we are doing our bit. they are making huge strides, the number of negative stories has declined
. wee need to stop being hurt games, be normal gamers doing a normal things.
Aud Q: So about licences and age limits, we have, so it is not recognised that parents buy it the games..where is the rebuttal for that kind of action….
TW: the debate in parliament, is about the rating system right and what responsibility the industry has to promote that. so the change will happen and then we need to get the system there, the idea there about the ratings…
EV: it’s all part of the mix, that there are games you would not want you games to play….Ian (Duncan Smith) said about bad parenting to play or watch inappropriate things..games was the one that was reported
TW: wrap up time
TC: I was fascinated to see how the coubtries games act as a mirror to their fears, games are youngest and much divisive of media. I look to when we can say more than games are bad or good, and wait for people to discuss them properly. The pace of tech change brings us face to face with this issues regularly, games are 40-50 years, print took 500. it is difficult,,,,but valuable. If 1484 people would argue about how not learning the stories and information, damages conversation and society, there is plenty to lean about things. Already the boundaries between gaming and non-gaming is much more permeable than is given….most people don’t connect Farmville and scrabble as video games. If they see things on a spectrum then they can stop seeing them as their worst fears, They can start to appreciate games. We can measure and learn about from games…In US 8-18 yr. olds, 7.5 hrs a day on entertainment system..future looks like this and games are one of the best ways to use this, to be part of the world…having a proper discussion with out falling back on cliches is absolutely needed to make games apart of the world.
I like this video – I should do as it came from the agency I work at. It’s been fun watching the development process, the highs and lows of defining the scenarios, the legwork in getting the games. I think it turned out well.
WARNING: Liveblogged and not checked
What counts as “radio” when it comes via podcast rather than over the air? How do we create “television” as the limitations of spectrum scarcity slip away and content is delivered online? Media is determined by conventions that emerge from both technological constraints and cultural practices – the technologies of content delivery shape the industrial and the creative modes that define something like “television.” In a world of convergence, the basis for many of the conventions that define media are in flux. How can we come to understand and redefine the industrial, consumption and creative practices of media as convergence works to erode some of the distinctions between them? How is radio affected once it moves from the Hertzian waves to the podcast? What happens to the comic once it moves from the page to a Playstation? How are audiences responding to and shaping these shifts? And how are business models adapting to these changes?
Joshua Green – Research Manager, Convergence Culture Consortium; Panelists include: Dan Goldman – Illustrator of Shooting War (Grand Central Publishing [US] and Weidenfeld & Nicolson [UK]); Jennifer Holt – UC Santa Barbara, co-editor of Media Industries (Wiley-Blackwell); Brian Larkin – Milbank Barnard College; Avner Ronen – CEO & Co-founder, Boxee
WARNING: Liveblogged, not checked.
While much of the discussion around transmedia tends to focus on the idea of non-linear storytelling, this panel will explore the idea that transmedia experiences — narrative-driven and otherwise — are also characterized by a high degree of audience participation, decision-making and collaboration. As users engage with transmedia narratives, worlds and experiences across multiple platforms and spaces, participants make a series of personal choices that shape and define their experience and understanding of “the whole.”
If we assume that transmedia experiences introduce new opportunities for the audience to participate, what are the new opportunities and challenges for the creators and owners of these transmedia properties? One of the most overt forms of transmedia storytelling, the Alternate Reality Game (ARG), often makes participation a central and defining aspect of transmedia experiences, and creates opportunities to engage participants in play, performance and game-like systems. How can these interactive and participatory experiences be planned for? What is their function in the larger transmedia experience, and how do we understand the relative roles of the “author” and the “audience” in creating transmedia experiences?
Moderator: Ivan Askwith – Director of Strategy, Big Spaceship; Panelists include: Frank Rose – Wired contributor and author of Welcome to the Hyperdrome (W. W. Norton, forthcoming); Jordan Weisman – CEO and Founder, Smith & Tinker; Louisa Stein – San Diego State University; Mia Consalvo – MIT; Ken Eklund – Writerguy, World Without Oil
WARNING: LIVEBLOGGED so not checked. (Also this was a fairly chaotic panel, so not everything captured)
Too many corporations outsource their understanding of culture to trend hunters, cool watchers, marketing experts, consulting firms, and, sometimes, teenage interns. The cost is in the billions, for data and insights that often don’t help companies better understand their role in the cultural landscape. In his forthcoming book Chief Culture Officer: How to Create a Living, Breathing Corporation, Grant McCracken argues American corporations need a new professional — a Chief Culture Officer — to prioritize cultural knowledge into the C-Suite level. American corporations need to look not at the internal culture of a company but instead outward, understanding entertainment, leisure, and word-of-mouth trends. This panel will explore how major brands and entertainment properties are, or should be, listening to the patterns of popular culture to make their brands, products and services more responsive to and reflective of the desires of relevant audiences.
McCracken will introduce the concept of the “Chief Culture Officer,” followed by a panel discussion of the promise and pitfalls of applying cultural knowledge to a for-profit infrastructure, how the humanities intersects with this mission, and the benefits and limitations of concepts such as “the CCO” for advocating deeper cultural knowledge into a corporate setting. What new trends are developing that might impact the appeal of a brand’s products or services tomorrow, or even today? How does corporate America understand the developing etiquette and ethos of social media platforms? What benefit does knowing popular culture bring to brands and entertainment properties? What are the benefits to our society if brands are more tapped into cultural trends?
Moderator: William Uricchio – Principal Investigator, Convergence Culture Consortium; Panelists: Grant McCracken– Chief Culture Officer: How to Create a Living, Breathing Corporation (Basic Books); Sam Ford – Director of Customer Insights, Peppercom, and C3 Research Affiliate; Jane Shattuc – Emerson College; Leora Kornfeld – Research Associate, Harvard Business School
Starts with presentation from Grant McCracken (very quick presentation that was difficult to capture)
Panel
WARNING LIVEBLOGGER – not checked.
Session 3: Transmedia for Social Change
This panel will broaden the discussion of transmedia properties to areas beyond the commercial or promotional. What are the potentials for transmedia to be used to affect social change? What parallels can we draw between the activities fan communities and other sites of collective activity? How does participation in the collectives that emerge around transmedia properties equip young people with skills as citizens? What responsibilities should corporations bear, if any, as they try to court fan communities and deep engagement?
This panel will also consider the cross-over between the forms of collective activity that mark participation in transmedia narratives and other forms of collective activities that harness entertainment media for social good. With the ability to mobilize (often) large and passionate groups of people quickly in response to actions that threaten their values and practices, fan communities constitute collective bargaining units acting on the behalf of consumers. Increasingly, fan communities are also deploying their social networks to try and bring about political and cultural change, resulting in an emerging form of activism which may impact on public policy or social welfare concerns.
Moderator: Henry Jenkins – Provost’s Professor of Communication, Journalism and Cinematic Arts, USC Panelists include: Stephen Duncombe – NYU, author of Dream: Re-Imagining Progressive Politics in the Age of Fantasy (The New Press); Andrew Slack – The Harry Potter Alliance; Noessa Higa – Visionaire Media; Lorraine Sammy – Co-creator Racebending; Jedidiah Jenkins-Director of Public & Media Relations, Invisible Children
WARNING – LIVEBLOGGED and not checked!
Case Study: Transmedia Design and Conceptualization – The Making of Purefold
A collaboration between Free Scott (Ridley and Tony Scott’s newly launched entertainment division) and Ag8 (an independent studio based in the United Kingdom), Purefold is an upcoming transmedia narrative extension of the Ridley Scott classic Blade Runner. Set in the near future, the project explores what it means to be human. This case study discussion will examine how Purefold’s creators have guided the project through its early concept and design phase.
Drawing together members of Ag8, creative collaborators, and representatives from a major brand sponsor, this panel will examine the project from a variety of perspectives. Exploring the motivations for building a transmedia project around Blade Runner, the panel looks at the potential transmedia might offer for revitalizing older properties. It explores the roles different stakeholders play in the conception and design of a project, as well as the challenges of meeting varying desires and ambitions. The panel considers whether some genres are better suited for transmedia properties than others, and looks at how to extend existing properties with substantial fan bases, considering questions of co-creation and fan/audience production.
Moderator: Geoffrey Long – Gambit-MIT; Panelists include: David Bausola – Co-founder of Ag8; Tom Himpe – Co-founder of Ag8; Mauricio Mota – Chief Storytelling Officer, co-founder The Alchemists; C3 Consulting Practitioner; Leo Sa – Petrobras
Session 2: Changing Audiences, Changing Methodologies
Audience Research has long been a vital part of the media industries: research helps determine which ideas get produced, where content is distributed, and how content is monetized. Transmedia storytelling has forced media researchers to re-evaluate their notions of the audience since transmedia, by definition, allows audiences to engage at different levels across platforms. Research must now determine how to value audiences across different sites of engagement as they participate in different ways.
This panel will explore how research practices have adjusted to new ways of gauging audiences and making that knowledge useful. How does research understand and predict audience behavior? How does research contribute to monetization models for transmedia properties? How has traditional research adapted to keep up with the demand for better metrics? This panel will draw from a variety of industrial and academic perspectives to understand how we imagine media audiences and how we make them valuable.
Moderator: Eleanor Baird – Director, Partnerships & Analytics, Tube Mogul; Panelists include: JuYoung Lee – Co-Founder & Chief Scientist, ACE Metrix; David Spitz – Director of Business Development, WPP; Trapper Markelz – VP Products, GamerDNA; Joel Rubinson – Chief Research Officer, The ARF; Jack Wakshlag – Chief Research Officer, Turner Broadcasting System, Inc.
EB: Covering the role of research in TS. In the last panel we were talking about measuring success. Research can help us assess impact; what they do as a result of engagement. Does it change behaviour, encourage spreading? Also what are the goals of TS. Research helps us figure out our goals and if we have met them
WARNING: LIVEBLOGGED – not checked
Session 1: Producing Transmedia Experiences: Stories in a Cross-Platform World
As the production of transmedia experiences becomes more commonplace, this panel seeks to pick apart some of the tensions emerging around transmedia as creative practice. As a narrative form, what is transmedia anyway? How can we keep it from being more than a shorthand excuse for multi- or cross-platform narratives? Is it anything more than that? Need it be?Focussing around a series of case-studies, this panel digs into questions around genre, interactivity, and franchising? Are there certain genre constraints to transmedia narratives, particular genres — science fiction, drama — better suited to become transmedia properties than others? What might a transmedia event built around a romantic comedy look like? What role does interactivity play in transmedia narratives? Can transmedia narratives be satisfying simply by distributing their narrative in lots of forms, or does an “effective” transmedia narrative require opportunities for the audience to “participate” in a more active way than simply interpreting and discussing amongst themselves? Does transmedia require room for the audience to take a narrative in their own directions?
Moderator: Jason Mittell – Middlebury College. Panelists: Brian Clark – Partner and CEO, GMD Studios; Michael Monello– Co-Founder & Creative Director, Campfire; Derek Johnson – University of North Texas; Victoria Jaye – Acting Head of Fiction & Entertainment Multiplatform Commissioning, BBC; Patricia Handschiegel – Serial Entrepeneur, Founder of Stylediary.net
(Now onto questions)
For the next couple of days I’m going to be liveblogging from the Futures of Entertainment conference being held at MIT. The sessions are long and intense – so expect some long posts!
Twitter Lists got widely released this past week and people are trying to get their head round what they mean. It’s a slow process categorising people, as there’s no quick way to put people into lists. With a new tool and a slow process, I think it’s going to take a while before user behaviour and list norms get established. It hasn’t stopped people putting their opinions out there though. Chris Brogan has decided he does not like the lists:
Immediately, I realized what I’m not going to like about them: they will exclude people. Sure, on the one hand, they’re a great way to group people and information together. For instance, I might make a list for news feeds. I might make a list about travel, like hotels and airlines. But the minute you move into the people department, things get sketchy quick.
Scoble responds:
Sorry Chris, but life isn’t fair. Steve Gillmor tells me all the time I’m not in control of how people view me. That’s why I don’t feel bad about lists I’m not on. I CAN control my own lists, though, and even when I do my own lists I leave myself off of most of them. That does NOT make me feel bad.
He gives examples of lists that are obviously exclusionary by nature, eg VCs; they’re a fairly objective description of what a person is, so lists like this are self-selecting. The problems that Chris refers are are going to more prevalent when lists are more about what a person is like, when it starts to move towards personal, subjective viewpoints; that’s when feelings are going to get hurt, in the same way that they can be if a person is not followed back. (because unfortunately that’s what people are like).
Another set of posts are about what lists are for – which this one probably falls into. As Alan says on Twitter, there was always bound to be one about how lists are the new measure of influence
On that linked post, Todd Zeigler says
I think Twitter Lists will end up helping separate the men from the boys when it comes to influence. In addition to seeing a Twitter users follower count, we can now see the number of other Twitter users who have added them to lists (example to the right). I would argue that getting added to a list is a bigger deal than simply getting someone to follow you.
And some are already acting on that, with mashable.com basically begging to be added to lists. But as I said earier, I think it’s still too early to determine where lists will go. Being on a list labelled ‘idiots’ or ‘met’ or ‘Bristol’ is not a measure of influence because the lists are being used for a different reason than to categorise expertise in an area.
So I’m going to examine ways in which I think may be used, having taken a look around the developing list frenzy. I think there could 3 main ways that people will categorise things
So how are list users categorising tweeters? Here’s a few methods that I’ve seen so far.
So how are you using your lists?
I like the idea of augmented reality, the idea that using a device (usually a mobile) I can get more out of the world. For someone who sits watching TV with the laptop, so I can dig into more information about what I’m watching, being able to do that on the move would be great. Yes, I can look it up via the web, but it can be easier to have it all pulled together.
Whenever I talk about the subject, I bring up my most desired application. Tube stations and restaurants tourist places and all that are fun and useful but I want something with a bit of depth, and that depth is time. I want a history tool. I want to be able to walk around London and know that Marble Arch used to be Tyburn. That this is the path of the Fleet. That Trafalgar Square used to be the Royal Mews. Point my phone at something and it would offer me the chance to move back and forward in time, giving me information about what it was. In some places, where the images are there, I want to see what it looked like. A perfect example is the paintings on the walls of one of the Tube tunnels at Charing Cross, which gives you street plans and drawings of buildings of the area. Let’s put that on the phone.
This isn’t a simple mash-up, it’s not pulling ready-made data together, because as far as I know, it’s not there. We’ll have to build the database, turn into historians to pull it together. I think that Layer is a possibility, with the ability to create data sets. This is what I want, but I have no idea how to build it..anyone out there doing it already?
Update: I went along to Mobile Monday London yesterday and ended up chatting about this app. A few more ideas got developed.