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July 11 2010
Hard Knocks of Crowdsourcing: Don’t Throttle Participation
Today, I am going to share a parable of net-native design for those interested in learning from the mistakes of others.
A few weeks ago, I launched the site and resources for my distributed object project, Sew By Numbers. Basically, I made a template that anyone could print out on a sheet of inkjet fabric, and if you followed the instructions on the sheet, you’d end up with a little doll. Because the whole thing is printed on the fabric, the doll’s and features can be easily customized without changing the template. It is basically papercraft, for fabric.
I had always planned to include a crowdsourcing element in Sew By Numbers, but since this was something I did in my spare time, I didn’t think I would get anyone interested customizing dolls without talking to them one on one.
And so, I published a blank template, with the half-hearted suggestion that people could design on them if they wanted to. The blank template had some flaws. The parts weren’t clearly labeled, and because constructing the doll involved flipping pieces over, it was almost assured that an arm or a foot would be backward if you didn’t know exactly where to place your graphics. The blank was really designed for testing, and to make “sketch dolls” that artists could draw on after assembling them.
There was also an artist template, with all of these flaws fixed, but at the time I was simply passing it around by email to a small group of artists, and had held off making it publically available, so I could tweak it if I felt like it.
Turns out I was wrong. About an hour after the project was mentioned to Aaron, an excellent character artist I’d never met, he finished a really excellent doll design on the publically available template – the one with all the design flaws. The result was usable, but needed hours of tweaking to add bleeds and fix one of those upside-down legs.
To fix it, I did three things – first, I made the proper template available at a short URL on our web site. Second, I emailed it to Aaron directly. Third, after talking to him a bit, I did all the necessary testing and tweaking for his design myself. I didn’t want the miscommunication to discourage an interested and talented person from making more designs in the future. The result looks great:
The lesson we can take from this snafu is – if you are going to get content from the crowd, make as many of your own resources as possible available to everyone. Don’t limit the average participant to working with substandard tools. This is doubly important for early adopters, who are more skilled, focused, and passionate about contributing than later participants.
It should also be mentioned that Aaron was a friend of a friend, not a complete stranger. It makes me think that crowdsourcing strategies might be useful even in smaller groups – basically, for anyone who you don’t speak to personally, your public presence is going to be your connection to them.
Luckily, this is not a post-mortem of my project. SBN looks to be proceeding apace – even in the early stages, it’s gotten the nod from Thingiverse, and Andrea demoed it at foo camp. I was even filmed putting together one of the alpha dolls for a documentary short about the Dallas Makerspace. So far, the process of making internet dolls has been fun and rewarding – as long as it’s done with the right tools.
July 10 2010
Hard Knocks of Crowdsourcing: Don’t Throttle Participation
Today, I am going to share a parable of net-native design for those interested in learning from the mistakes of others.
A few weeks ago, I launched the site and resources for my distributed object project, Sew By Numbers. Basically, I made a template that anyone could print out on a sheet of inkjet fabric, and if you followed the instructions on the sheet, you’d end up with a little doll. Because the whole thing is printed on the fabric, the doll’s and features can be easily customized without changing the template. It is basically papercraft, for fabric.
I had always planned to include a crowdsourcing element in Sew By Numbers, but since this was something I did in my spare time, I didn’t think I would get anyone interested customizing dolls without talking to them one on one.
And so, I published a blank template, with the half-hearted suggestion that people could design on them if they wanted to. The blank template had some flaws. The parts weren’t clearly labeled, and because constructing the doll involved flipping pieces over, it was almost assured that an arm or a foot would be backward if you didn’t know exactly where to place your graphics. The blank was really designed for testing, and to make “sketch dolls” that artists could draw on after assembling them.
There was also an artist template, with all of these flaws fixed, but at the time I was simply passing it around by email to a small group of artists, and had held off making it publically available, so I could tweak it if I felt like it.
Turns out I was wrong. About an hour after the project was mentioned to Aaron, an excellent character artist I’d never met, he finished a really excellent doll design on the publically available template – the one with all the design flaws. The result was usable, but needed hours of tweaking to add bleeds and fix one of those upside-down legs.
To fix it, I did three things – first, I made the proper template available at a short URL on our web site. Second, I emailed it to Aaron directly. Third, after talking to him a bit, I did all the necessary testing and tweaking for his design myself. I didn’t want the miscommunication to discourage an interested and talented person from making more designs in the future. The result looks great:
The lesson we can take from this snafu is – if you are going to get content from the crowd, make as many of your own resources as possible available to everyone. Don’t limit the average participant to working with substandard tools. This is doubly important for early adopters, who are more skilled, focused, and passionate about contributing than later participants.
It should also be mentioned that Aaron was a friend of a friend, not a complete stranger. It makes me think that crowdsourcing strategies might be useful even in smaller groups – basically, for anyone who you don’t speak to personally, your public presence is going to be your connection to them.
Luckily, this is not a post-mortem of my project. SBN looks to be proceeding apace – even in the early stages, it’s gotten the nod from Thingiverse, and Andrea demoed it at foo camp. I was even filmed putting together one of the alpha dolls for a documentary short about the Dallas Makerspace. So far, the process of making internet dolls has been fun and rewarding – as long as it’s done with the right tools.
July 07 2010
Transmedia Storytelling: Getting Started
Having decided that you want to get into transmedia and write a transmedia story, where do you start?
Well, I’d recommend that you start with what you know and branch out from there. But knowing where and how to branch out means considering the type of experience you want to create.
There are five questions to ask yourself (shown in Figure 1):
- What is the story I want to tell?
- How will I deliver the story?
- What kind of audience participation do I want or need?
- How will audience participation affect the story over time?
- How much is based in the real world vs a fictional world?
The more audience participation you want or need, the more you’ll tend towards writing the storyworld before the story. Figure 2 illustrates what I mean by story and storyworld.
Think of a “story” as one implementation of the world of the story among many potential implementations. I guess you might think of story as one plot line and associated characters from a world of many plots, subplots, and characters and so on – I’ve called this a single “narrative space”. Figure 3 illustrates how an author might take a single narrative space (one story) and develop it into additional narrative spaces (new stories).
When thinking about delivering the story, put aside the specifics of particular platforms (just for now) and think about the experience in terms of:
- the narrative spaces you want to cover (location, characters, time – see above)
- the number and relative timing of the platforms (sequential, parallel, simultaneous, non-linear)
- the extent and type of audience involvement (passive, active, interactive, collaborative) .
There’s a lot to consider here so let’s tackle it as a two-stage process:
- Step 1: decide the narrative space, number of platforms and their timing
- Step 2: decide the extent of audience involvement.
Step 1: Narrative Space and Relative Timing of Platforms
Figure 4 shows a “typical” Hollywood transmedia project. It’s a series of single-platform deliverables – a book, a movie, a game. In many ways the platforms are independent except that they often cover different narrative spaces: prequel, sequel, flashback which may dictate a release order or schedule. In any case there’s no apparent audience interactivity between the platforms.
By contrast, an Alternate Reality Game (ARG) might cover a single narrative space across multiple platforms – each alone insufficient to carry the complete story but like jigsaw puzzle pieces they must be assembled to complete the picture (well… you know… story).
These different types to transmedia can be represented by the diagram in Figure 6. Of course it’s also possible to combine different types of transmedia as shown in Figure 7.
Step 2: Audience Involvement
Audience involvement in the story often bothers indie filmmakers. It’s not just that the indie wants to tell his story without interference; it’s also the fear that amateur involvement will sully the final result. And for those who have tried involving audiences there’s concerns about the effort of “community management” – the time and trouble to guide, motivate, appeal and appease.
It’s not only indie filmmakers that worry about how to tell their story and yet still find room for audience participation. Talk to game designers about audience (i.e. player) interaction and story and they’ll tell you that the more control you give to players (audiences), the less control is retained by the author. In fact the problem is even more pronounced in MMOs where virtual world guru Richard Bartle says “Virtual world designers can’t add story, they can only add content. Content provides experiences that can be made by those who come through or observe them into story.” So at its most open-ended, the virtual world (or transmedia experience) creates a world with lots of actionable content and choices but no plot?
This player-author struggle is tackled by games like Fallout3 and Red Dead Redemption (which are console games, not MMOs) by offering players the choice to explore (create their own stories) or tackle quests (follow the author’s story). Cut-scenes of course offer the most extreme authorial control.
It’s clear that transmedia experiences can borrow from the lessons of games and virtual worlds – creating a storyworld into which the author places a mix of story and content with opportunities for sit-forward and sit-back participation.
Looking further into audience participation I discovered the “storytelling cube” (Figure 8 ) first presented at the 2002 Game Developers Conference by Raph Koster and Rich Vogel to describe how narrative is explored in online virtual worlds. It applies particularly well to ARGs. The three axes are control, impact and context:
- Control: How much freedom does the audience have to create their own experience and how much control will you have as the author?
- Impact: What long-lasting impact will the audience have on the evolution of the experience?
- Context: How much of the experience is based in a fictional world and how much exists in “real life”?
There’s no right or wrong position to be inside this cube: it’s up to you to decide based on experience, preference and resources. At one extreme you might have an entirely fictional world, tightly controlled by the author with no audience interaction and at the other you could have an experience based around real-world places & events in which the audience is free to completely change how the story evolves and is experienced. And of course the two can be mixed and there’s a lot of space in between.
To be continued….
Transmedia Storytelling: Getting Started
Having decided that you want to get into transmedia and write a transmedia story, where do you start?
Well, I’d recommend that you start with what you know and branch out from there. But knowing where and how to branch out means considering the type of experience you want to create.
There are five questions to ask yourself (shown in Figure 1):
- What is the story I want to tell?
- How will I deliver the story?
- What kind of audience participation do I want or need?
- How will audience participation affect the story over time?
- How much is based in the real world vs a fictional world?
The more audience participation you want or need, the more you’ll tend towards writing the storyworld before the story. Figure 2 illustrates what I mean by story and storyworld.
Think of a “story” as one implementation of the world of the story among many potential implementations. I guess you might think of story as one plot line and associated characters from a world of many plots, subplots, and characters and so on – I’ve called this a single “narrative space”. Figure 3 illustrates how an author might take a single narrative space (one story) and develop it into additional narrative spaces (new stories).
When thinking about delivering the story, put aside the specifics of particular platforms (just for now) and think about the experience in terms of:
- the narrative spaces you want to cover (location, characters, time – see above)
- the number and relative timing of the platforms (sequential, parallel, simultaneous, non-linear)
- the extent and type of audience involvement (passive, active, interactive, collaborative) .
There’s a lot to consider here so let’s tackle it as a two-stage process:
- Step 1: decide the narrative space, number of platforms and their timing
- Step 2: decide the extent of audience involvement.
Step 1: Narrative Space and Relative Timing of Platforms
Figure 4 shows a “typical” Hollywood transmedia project. It’s a series of single-platform deliverables – a book, a movie, a game. In many ways the platforms are independent except that they often cover different narrative spaces: prequel, sequel, flashback which may dictate a release order or schedule. In any case there’s no apparent audience interactivity between the platforms.
By contrast, an Alternate Reality Game (ARG) might cover a single narrative space across multiple platforms – each alone insufficient to carry the complete story but like jigsaw puzzle pieces they must be assembled to complete the picture (well… you know… story).
These different types to transmedia can be represented by the diagram in Figure 6. Of course it’s also possible to combine different types of transmedia as shown in Figure 7.
Step 2: Audience Involvement
Audience involvement in the story often bothers indie filmmakers. It’s not just that the indie wants to tell his story without interference; it’s also the fear that amateur involvement will sully the final result. And for those who have tried involving audiences there’s concerns about the effort of “community management” – the time and trouble to guide, motivate, appeal and appease.
It’s not only indie filmmakers that worry about how to tell their story and yet still find room for audience participation. Talk to game designers about audience (i.e. player) interaction and story and they’ll tell you that the more control you give to players (audiences), the less control is retained by the author. In fact the problem is even more pronounced in MMOs where virtual world guru Richard Bartle says “Virtual world designers can’t add story, they can only add content. Content provides experiences that can be made by those who come through or observe them into story.” So at its most open-ended, the virtual world (or transmedia experience) creates a world with lots of actionable content and choices but no plot?
This player-author struggle is tackled by games like Fallout3 and Red Dead Redemption (which are console games, not MMOs) by offering players the choice to explore (create their own stories) or tackle quests (follow the author’s story). Cut-scenes of course offer the most extreme authorial control.
It’s clear that transmedia experiences can borrow from the lessons of games and virtual worlds – creating a storyworld into which the author places a mix of story and content with opportunities for sit-forward and sit-back participation.
Looking further into audience participation I discovered the “storytelling cube” (Figure 8 ) first presented at the 2002 Game Developers Conference by Raph Koster and Rich Vogel to describe how narrative is explored in online virtual worlds. It applies particularly well to ARGs. The three axes are control, impact and context:
- Control: How much freedom does the audience have to create their own experience and how much control will you have as the author?
- Impact: What long-lasting impact will the audience have on the evolution of the experience?
- Context: How much of the experience is based in a fictional world and how much exists in “real life”?
There’s no right or wrong position to be inside this cube: it’s up to you to decide based on experience, preference and resources. At one extreme you might have an entirely fictional world, tightly controlled by the author with no audience interaction and at the other you could have an experience based around real-world places & events in which the audience is free to completely change how the story evolves and is experienced. And of course the two can be mixed and there’s a lot of space in between.
To be continued….
May 25 2010
DIYDays NYC Michael Margolis [vid]
Michael Margolis of GetStoried gave a presentation on personal branding to a packed room at DIYDays NYC. The following vid captures the presentation – please excuse the camera mic.
THE REAL YOU: PERSONAL BRANDING, SOCIAL MEDIA & STORYTELLING
Hello, is this microphone on? As an artist or creative, it’s easy to talk about your passions. Sure, everybody has a story to tell. Yet getting others to see, care, and believe in the same things you do is a different story. How can you market your truth in way that’s still relevant and genuine? This session introduces a new ego mindset for social media with brand frameworks that will encourage people to embrace and buying into your work.
For more on Michael:
www.getstoried.com
@getstoried
special thanks to Raffi and his team for documenting the day!
DIYDays NYC Michael Margolis [vid]
Michael Margolis of GetStoried gave a presentation on personal branding to a packed room at DIYDays NYC. The following vid captures the presentation – please excuse the camera mic.
THE REAL YOU: PERSONAL BRANDING, SOCIAL MEDIA & STORYTELLING
Hello, is this microphone on? As an artist or creative, it’s easy to talk about your passions. Sure, everybody has a story to tell. Yet getting others to see, care, and believe in the same things you do is a different story. How can you market your truth in way that’s still relevant and genuine? This session introduces a new ego mindset for social media with brand frameworks that will encourage people to embrace and buying into your work.
For more on Michael:
www.getstoried.com
@getstoried
special thanks to Raffi and his team for documenting the day!
April 21 2010
Evolutionary Entertainment: A 5-stage Development Process for Transmedia Projects
The key to creating a great transmedia project is to see it as a living, breathing, evolving entity. Even though my preference is always to plan rather than wing it, trying to find all the pieces of the puzzle from the start can be exhausting, demoralizing and may later prove to be misplaced. Right now all media and entertainment experiences are built on shifting sands: better not to be locked in to one particular set of ideas if you don’t have to be.
The figure below expands on the transmedia business model to incorporate the idea of “evolutionary entertainment” – that is, entertainment that evolves. It evolves with time, technology, audience preferences, financing and your story. Adopting this approach will keep you open to new opportunities.
Not only do I suggest that the “live” transmedia project evolves but also that it’s possible to use this evolutionary approach to development.
Five Stage Development Process
I’ve identified five key elements to a transmedia project:
- The story
- The audience
- The (technical/media) platforms
- The business model
- The execution
The goal is to get all five working in harmony together – supporting and reinforcing each other.
Rather than try to tackle all five considerations in a single swoop, allow your ideas to evolve through multiple iterations – start with a small concept, run it through the all the stages and see what comes out. Now start again, this time taking the outputs from each stage and feeding them into the other stages.
Developing the project in this way makes the process manageable and ensures you think carefully about what you plan to do.
Each of the five stages warrants its own blog post but for now I’ll stick to explaining the process. Also, I know that ideas can come from many angles but I’m going to assume here it starts with an idea for a story.
Stage 1: Story
Start with the story basics: characters, plot, premise, theme, genre and location.
Stage 2: Audience
Who does this story appeal to? Try to identify as many audience segments as you can ranging from fans of this genre to those who will agree with the premise; those who will identify with the themes, characters, genre etc.
Now iterate back to the Story. What might you add to the story to increase its appeal to these audiences?
(There’s an excellent post related to identifying your audience at Dennis Peter’s blog)
Stage 3: Platforms
By “platforms” I mean the combination of media plus technology. So YouTube and iTunes would be two different platforms even if they can both deliver video. A printed book and The Kindle would be two different platforms. A cinema, a living room and an outdoor public are all different platforms.
Almost any technology, medium and place can be used to convey your story but think about your audience again – what’s their lifestyle? Where and how do they hang out? If you’ve got a story appealing to single-parent families is it likely they’re going to attend live events? Maybe if it’s during the day and they can bring their babies but most likely not in the evenings – they have problems with babysisters, cash and free time. Which platforms will appeal to this audience?
Think of your project as a lifestyle choice: it needs to slip into your audience’ lives with the minimum amount of friction.
Now iterate back to the story. What might you do with the story to have it play out better across these platforms?
Stage 4: Business Model
How are you going to pay for this project? You have three main choices:
- Free
- Premium (only available for sale)
- Freemium (mix of free and paid).
Look at the platforms you’ve chosen for your audience – which of them supports free and which supports paid? Look again at your audience – what do they buy and what don’t they buy? Do you platforms and audience support your business model?
Consider the CwF+RtB=$$ equation – which parts of your content can be pirated (shown in the diagram below as “infinite” availability to all) and which parts are “scarce” (not easily or can’t be copied). What content can be easily copied but some audience members might pay on a platform that offers convenience and immediacy (for more on this see Ross Pruden’s excellent blog).
Now iterate back to the story but this time think about the timing of the story delivery. By this I mean how will the story be released to the audience on the platforms you’ve identified- a free book chapter a week over 12 weeks simultaneous with a paid Kindle version? A free feature film followed by a paid comic book?
How can you develop your story and platforms to better suit the business model?
Stage 5: Execution
Finally look at the resources you have. If you’re an indie you’ll likely have more time than cash – how can you use that to your advantage? How much cash do you actually need to get going on the Transmedia Business Model? What favors can you pull in?
To answer these questions, consider this equation: outcome = probability x impact. It’s usually used to measure risk – how likely are bad things to happen and if they do happen, what’s their impact. But you can use it to make informed choices about the steps you take to implement your project.
For example, you may feel that a feature film has the highest impact – on your career and/or your audience – but what’s the probability of getting it made? Only you can answer that because you know what resources you have available (money, crew, kit etc). If the probability is low – because, say, you need to get a studio to green light the project – then you might think it better to do something with a higher probability of success even if there’s potentially lower impact.
Ultimately you’ll likely have a range of things to implement – a “portfolio of opportunities” – that get you started with some quick wins and lay the foundations of longer term, higher impact successes.
Now iterate through the five stages again and keep honing and refining.
As I said at the start, don’t feel you need all the answers from the get-go. After a few passes through the five stages, start thinking about implementation and give it a go. Then, in the light of that early experience go back to the development process and evolve.
April 20 2010
Creative extensions to the stories I tell
I find myself baffled at times by the lack of willingness to experiment. Where is the innovation? We find ourselves at an amazing time, one in which storytelling has vast possibilities thanks in part to advancements in technology. Yet many confuse this opportunity with what they literally see others doing or what bubbles up in various press coverage. Social media hype clouds the true creative potential. In fact in many ways the types of transmedia I find myself drawn to are all about story and have little to do with promotion and marketing. Now some of that becomes a natural byproduct but it isn’t what’s driving the story I’m telling. If I can build an audience along the way – why wouldn’t I? In fact they’re more than an audience to me they’re collaborators. Of course some will be passive viewers but others will be active participants.
The technology that we use to design, delivery and tell engaging stories with; is more than just a twitter, blog or facebook account for a character. It isn’t just about documenting the behind the scenes of a film or TV project that we’re making. Not that there’s anything wrong with documentation of a process in many ways that’s what makes the WorkBook Project possible. But for me It’s about creative choices that effect a vast world where the characters and stories we tell live. Where a scene can play through time and space. It can resolve itself on a mobile device, in a dark theater or in someone’s living room. The technology that we use is merely another creative tool no different than a lens or a camera.

There are some amazing projects that embrace technology and data sets. Data is something that touches all of our lives and it is a language that we all will find ourselves learning whether we like it or not. In many ways data is boring but it can also become a beautiful moving piece of art. For instance We Feel Fine jumps to mind. The project is emotional and tells a collective story that connects people all over the world. I could argue that it is as beautiful as some of the foreign films I love. It is an amazing piece of art yet informative and touching all at the same time.
Now Transmedia isn’t for all stories. In fact for some it could be considered a distraction especially if you try to shoehorn it into a project. But that’s because the language for telling stories across multiple devices and screens is relatively a new form. Like writing a good script it takes time to develop a rich storyworld one where you feel a connection to the characters, engage in the story and escape into the world that surrounds you.
One area that I’ve been focusing over the last year is within the mobile app space. The following column from Filmmaker Mag explains some of the reasons why.
It’s a known fact that the film industry has no shortage of middlemen. The path between filmmaker and audience is littered with them – some good, some bad. But the promise of a direct connection to an audience has become the currency of the future. These days it seems as if everyone is trying to find a way to capitalize on fostering stronger relationships with audiences. Much of these efforts are focused after the film is finished when it comes time to promote and market the work. Although some filmmakers are including audience development in their initial business plans, many are still only working to build awareness around traditional elements such as theatrical, DVD and VOD.
Are we missing a window of opportunity by limiting ourselves to formats, running times and traditional markets?
Consider the Following:
* To date, Apple has shipped more than 70 million iPhone and iPod Touch devices and it’s projected that within the next two years they’ll have more than 200 million in the market.
* More than 140,000 applications have been created for the iPhone and iPod.
* Each day, 60,000 Android devices ship.
* The fledging Android Market has more than 10,000 apps.
These stats are just one part of a growing mobile device market, which is currently expanding due to a new generation of tablets. Apple’s iPad and a slew of other computer and handset manufacturers have tablets entering the market over the next few months. Larger screens, faster processors, wireless connectivity and the ability to run various browser and mobile-based applications will all be here soon. We don’t know yet if this generation of tablets will resonate with consumers but, as we have seen in the past, devices do have the ability to influence user behavior and consumption. The iPod revitalized the value of a music track and now the publishing industry is hoping the iPad can do the same for books and zines.
April 15 2010
Followers
Here is my interview with Scott Kirsner, who is the author of Friend, Fans & Followers: Building an Audience and a Creative Career in the Digital Age. Scott spoke on various panels at SXSW.
What did you take away from SXSW this year?
SXSW is always great. I tell filmmakers that it’s the best annual event for figuring out how film and technology work together, and how new online dynamics are changing the way people will consume video. As far as what I took away, I did sessions at SXSW with the videoblogger/Internet artist Ze Frank and Gary Hustwit, who makes documentaries like “Helvetica” and “Objectified.” Both of them really underscored for me that if you do something you’re interested in (or even obsessed about), do it well, and let people get involved (giving them ways to participate and support you), there really is a viable way to be an independent artist in these digital times…without being a shameless self-promoter.
How should film schools adapt to a new media landscape?
I think they ought to be encouraging students to think about making new forms of content that take advantage of technological possibilities: short-form stuff that’s linked in new ways, that connects to location, that engages the viewer in different ways than feature-length, cinematically-exhibited films do. What can you make that lives in Facebook, that spreads via Twitter? Does there need to be a boundary between film and games? I’d like to see more film schools encouraging students to ask those kinds of questions.
When you wrote Fans, Friends And Followers what information did you find surprising?
Mostly, how experimental you have to be to figure out a strategy that works for you to build an audience. A remix contest may work for someone, but not someone else. You need to let a thousand flowers bloom.
Will creators have to spend more money on marketing as the web becomes crowded with new entertainment?
Well, spending lots of money on marketing, whether it’s billboards along every major highway or a Super Bowl ad, is a pretty time-tested way to get people to be aware of your product. But I actually think the online world gives creators more opportunities to organically build word-of-mouth about what they’re doing, rather than buying awareness. And when you do buy stuff, like ads on Facebook or Google, you can do it in a targeted, inexpensive way, without needing to hire an ad agency. That’s really revolutionary for individual creators.
How can artists do more to recognize fans who actually buy their content?
Well, crediting or thanking them is one way. Integrating them into the content somehow is another. M dot Strange incorporated images of some of his fans into his debut feature, “We Are the Strange,” and Jill Sobule sings about some of the donors who made her 2009 album “California Years” possible.
Is content still king or have aggregators taken its crown?
I am a believer in democracy, not monarchy. I think great work will always be recognized, will always find an audience, and that there will be ways for its creators to earn a living. People vote with their dollars, and they are still purchasing books, CDs, movie tickets, movie downloads, videogames, etc. And I’m hopeful that content and aggregators can coexist peacefully.
If you were going to be a financier in the entertainment industry what would be the best investment and why?
Well, I’m really interested in companies like JibJab Media or Next New Networks that have been trying to create new kinds of studio models… What would the next Disney or Paramount look like? What would the production costs be? What kinds of stories would you be telling, and how can the audience be involved in new ways? That said, there have been some failures already in that arena— but I also believe we’ll eventually see some successes.
April 06 2010
My Vision (guesses) for the Future
These predictions are based on my experience at SXSW:
1.The film and music industry will create casual games for Facebook. It will be an effective way to organize fan communities, sell them digital goods, merchandise, tickets to new media events, and introduce them to similar films and music they might like.
2.Apple, Amazon, and Netflix will compete against each other as film buyers to have exclusive rights to hot titles at the Sundance Film Festival.
3.Tastemakers who curate music and film content will actually get paid for their service.
4.Film studios will do more to reach out to Silicon Valley and fund/acquire their own web startups.
5.More entertainment created specifically for the web will be optioned to become TV shows or films.
6.Most film schools will teach 3D film production.
7.With a growing audience excited to watch everything in 3D, including ads, more TV shows are going be produced.
8.Major corporations will create platforms that support entertainment and finance the creation of content. They can own their TV network online versus paying for ads to place on another network.
9.Film studios will hire community managers and some will volunteer to manage fan communities for a movie even after a flick has left theaters.
My Vision (guesses) for the Future
These predictions are based on my experience at SXSW:
1.The film and music industry will create casual games for Facebook. It will be an effective way to organize fan communities, sell them digital goods, merchandise, tickets to new media events, and introduce them to similar films and music they might like.
2.Apple, Amazon, and Netflix will compete against each other as film buyers to have exclusive rights to hot titles at the Sundance Film Festival.
3.Tastemakers who curate music and film content will actually get paid for their service.
4.Film studios will do more to reach out to Silicon Valley and fund/acquire their own web startups.
5.More entertainment created specifically for the web will be optioned to become TV shows or films.
6.Most film schools will teach 3D film production.
7.With a growing audience excited to watch everything in 3D, including ads, more TV shows are going be produced.
8.Major corporations will create platforms that support entertainment and finance the creation of content. They can own their TV network online versus paying for ads to place on another network.
9.Film studios will hire community managers and some will volunteer to manage fan communities for a movie even after a flick has left theaters.
February 24 2010
EVENT: Join the Conversation at Columbia
On March 27th The Conversation comes to Columbia University. Started in 2008, The Conversation is a look at the future of filmmaking and how advancements in technology are enabling new opportunities for filmmakers. The program for March 27th is extensive and will bring together a number of innovative thinkers in the space. For more information visit www.theconversationspot.com
We had a chance to sit down with Scott Kirsner to discuss The Conversation.
Five questions about the Conversation
WorkBook Project: Can you explain why the Conversation and why now?
Scott Kirsner: We did the first Conversation event in the Bay Area, back in late 2008. There was lots of interest in doing an East Coast version, but it was tough to find the right venue, until Ira Deutchman at Columbia got involved and suggested we do it there. The time seemed right to bring people together to talk about digital distribution, social media, and all of the ways that the Internet and new technologies are changing the business of film and visual storytelling, creating all kinds of new opportunities (and also challenges, if you’re wedded to the traditional ways of doing things.)

2008 speakers Gregg and Evan Spiridellis of JibJab
WBP: What are some of the innovations that you’re seeing in the space that excite you most?
SK: I’m personally really interested right now in the way new set-top boxes like Roku and Boxee are making it possible for anyone to create channels and deliver digital content to viewers’ televisions. That seems like it could have a really positive democratizing effect on the media landscape. I’m also interested in the experiments people are doing with episodic video on the Internet, trying to find business models that will support it, whether it’s sponsorship, advertising, selling merchandise, or eventually collecting the series on a DVD.
WBP: In your opinion what are the most pressing issues today for filmmakers or others working in the digital content space?
SK: There are three big issues, I think: what are the new forms and formats that are emerging, and how can you tell compelling stories within them; how can you continually expand your audience, and connect with audience members in meaningful ways; and how can you generate a solid financial return on what you’re doing?
WBP: What are some of the topics of discussion for the Conversation?
Using Twitter effectively as a filmmaker…creating content especially for the Internet…talking about films that have actually done well in digital channels…and Peter Broderick is doing a workshop about how to carve up the rights to your film (DVD, TV, digital, theatrical, etc.) to generate the most revenue.
WBP: What do you hope comes out of the Conversation?
SK: Well, as with the last one, I hope there’s a lot of spontaneous things that happen on the day of the event that we haven’t planned in advance. We have these opportunities to lead lunch discussion groups, so you can literally just jump up and declare that you want to talk about promoting your film at festivals, or getting lots of YouTube views, or whatever — and have a group coalesce around that. Another big goal for The Conversation is to bring together people who’ve actually been pioneers in lots of different areas, so they can share their stories about what has worked well for them — and what hasn’t. I think this event, like the DIY Days gatherings that you run, and like The Workbook Project itself, is really about giving people the information and tools to be smarter pioneers, and smarter businesspeople in this new environment we’re in.
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