Thursday, October 1, 2009

ValemontU - The World, The Story, The Experience

Valemont is the university to enroll in. ValemontU is about you.

So what are you waiting for? :)
1. Enroll and explore Valemont University (ValemontU & ValemontU's Facebook ).

2. Get to know the students by:
a. Following & interacting with them on Twitter (Some of the more popular: @so_fields, @PoppyBarker, @PntheraHseLeo, @gabri3lr, @queen_beatrice).

b. Engage them at the student 'fan' forum (Valemont Commons).

c. Read student blogs (i.e. Poppy Barker).

d. Listen to student playlists (Music & Tones @ Verizon).
3. Find out more about @valemontsux.

4. Learn more about the mysterious "Watchers" (@jeanduprat, @SpecolaV, & @GigalRefaim).

5. Read up on some of the speculation @ the secretive "Valemont University Study Group" on Facebook.

6. Start investigating the mystery (Detective Loomis).

Valemont is getting noticed. Even MTV is on campus & they are taking 'reality' shows to a whole new level by following the life & experience of one of the 'students'. Check out MTV's coverage at Valemont University below (pretty cool!):

Episode 1 - Family Reunion



Episode 2 - Back to School

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Thursday, October 16, 2008

Brent Friedman to discuss Gemini Division EE


Afterworld and Gemini Division executive producer and series greator Brent Friedman will be a guest on the October 20th ARGNet podcast discussing the Enhanced Experience [EE] for Gemini Division, the growth of Electric Farm Entertainment's Alternate Reality Games from the Afterworld ARG through Gemini's EE and onward as new properties are released.

We'd like to thank ARGNet co-hosts Sean C. Stacey (Unfiction, Despoiler) and Jonathan Waite (ARGNet, Unfiction) and their panel [ Marie Lamb (ARGNet, Unfiction) and Michelle Senderhauf (ARGNet, varin.org)] for inviting both Tim and me to participate in the podcast.

We are looking forward to asking Mr. Friedman about the development process of the Gemini EE and his view on the the differences between an ARG and an EE as the evolution of EFE interactive experiences from AW thru upcoming projects. I am specifially curious about Brent's views on the future of ARG as it it combined with immersive entertainment and how he views the integration of immersive elements such as Hotel 626 in conjunction with web based series.

A little love to the folks over at ARGNet, Despoiler, and UnFiction , and Varin for including us; To listen live or participate in the chat (and maybe have your question answered by Mr. Friedman) visit the link posted below on Monday, October 20 at 5:30 PM Pacific Time:

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Thursday, October 2, 2008

The Benchmark for Immersive Experience: Hotel 626

In recent articles I’ve focused on Alternate Reality Gaming, Enhanced Experience content, and attempted to answer the question on how these types of ancillary components to television and web series could be used to forward the ‘immersive experience’ for viewers.

6:00 PM to 6:00 AM anyone searching for the benchmark of immersive entertainment needs look no further than Hotel 626. Tim emailed me the link earlier today and I just had a chance to visit the site. Once you provide your contact information you are advised to turn off all the lights, put on your headphones, and turn on your web cam and mic.

Fade in from black – first person view: YOU in a hotel bed.

Let the bedlam begin.

Hotel 626 utilizes digital video combined with cg animation to provide what can best be described as a ‘choose your own adventure’ book if it were written by James Wan, Ernie Barbarash, and Leigh Whannell and then turned in to a film directed by the bastard love child of James Cameron and James Wan.

As viewers progress through the ten scenes they are presented choices and puzzles…all the while those hairs on the back of your neck standing a little more at attention as each second ticks by. What makes 626 the benchmark relates directly to the way that players are presented with an almost 360 degree first person gaming environment while they watch the story progress. The closest thing comparable is a first-person-shooter where players would be able to interact with the cut scenes.

If Hollywood were to use this type of methodology in a web series the experience would be a level beyond what we see today. Not only would viewers be able to watch videos…they’d also be able to actively participate in the episode.

Imagine if you will, watching your favorite show and being able to interact real time with it. An example would be ‘picking up’ and reading through the patient’s chart while Dr. House and his team discuss the differential or being able to step out of the room the detectives are in and explore other rooms of a crime scene for CSI, Law & Order SVU, or NCIS. While you’re exploring the episode would be paused. When the exploring is complete or the puzzle is solved the episode resumes. Structured correctly it could appear as though you were an active participant in the episode.

When I talk about real-time interaction for 626 I mean real-time. At a certain point you are asked to supply your phone number. If you do you receive a call where the speaker accompanies your journey real-time. It is both amazing and extremely creepy. The item that blew past my expectations was the supplementary phone call I received about 30 minutes after completing the website.

If only the Big Four could harness this type of experience and deliver it to the masses.

Go, now, you’ll love it.

www.hotel626.com

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Saturday, August 30, 2008

Gemini Division, NBC, and Alternate Reality Gaming and Viral Marketing gone wrong.

Wednesday, August 27th saw the release of the alternate reality game and immersive interaction content for Gemini Division, the new online-only series distributed by NBC Universal Digital Studios. Entertainment bloggers/reporters, fans, and entire ARG communities have been eagerly awaiting this release as this series is the first web only property produced by a Hollywood studio and distributed by a major network. With a production budget of just over $2 million dollars Gemini has received favorable reviews and is a smart, well filmed vehicle featuring an all star cast headed by Rosario Dawson.

In the media preview, series creator and Executive Producer Brent Friedman discussed the ARG portion of Gemini. NBC’s alternate reality immersive experience would be led by the creator of the Heroes ARG. Viewers who participated would join Rosario's character, NYPD Detective Anna Diaz, in becoming Gemini Division agents; sometimes researching for Anna, and sometimes working alongside her on missions. This was exciting news. In another first of its kind, this alternate reality type of game would provide what sounded like the first run of active immersive content in combination with a live, Hollywood created web/mobile series


In the Prime Time for Change post on July 26th we discussed the "corporate viewpoint" to illustrate the challenges facing both traditional broadcasters and program viewers as entertainment media corporations attempt to leverage the internet to increase their market share The concerns about corporate cultural impact were realized this week. With the premiere of Gemini Division on NBC.com viewers are able to sign up to participate in additional content, including text messages. This was to drive the alternate reality game that was to accompany the series.

In the Prime Time For Change articles, Looking Beyond the Box and Through Someone Else’s Eyes, both written in July, two primary points of concern were stated:

1) There is a disconnect between the ‘corporate think’ of primetime networks and the viewers who watch their content.

2) Major corporations don’t understand how to look beyond the immediate need of today and as such limit their ability to provide a viable product.

As entertainment media corporations attempt to leverage the internet to increase their market share, we believe that it is vitally important for major networks to:

1) Engage in active listening.

2) Think beyond today and be committed toward the rollout of a robust product.

Here you can see our concerns as well as our hopes for the progression of new media.

This week we waited in hope that our concerns would be laid to rest and looked forward to the imminent release of the interactive experience. With the premiere of Gemini Division on NBC.com, viewers are able to sign up to participate in additional content, including text messages. This was to drive the alternate reality game that was to accompany the series.

On Wednesday participants received a text message from Gemini character Pete Vacarella, Anna Diaz's partner, titled "Gemini What?". The message follows:

"What up? Listen, I need you to check out my MySpace page: http://www.myspace.com/petevacarella. Dug up some dirt on Anna's new boyfriend, and I don't think you're gonna like it. She's in Paris with the guy right now, and when our girl gets back, I think we better knock some sense into our girl.

Later, Pete "

This was followed by the legally required unsubscribe disclaimer that is also found on the Heroes ARG emails ...a bit of normal, but vital in our overly litigious society. Based on our fan research, first impressions of the Pete Vacarella profile range from "adequate" to "good". Not over done, the profile contains character information, pictures, and blog posts structured to replicate a real world MySpace page. Some of the photos and posts establish the character background while others tie directly to Gemini Division meeting the basics of the ARG 'this is not a game' [TINAG] tenant.

Readers progressing through the blog posts, oldest to newest, reported that NBC had done an adequate job of building this alternate reality character's persona. The blog on the Character Nick Korda included passport photos and travel itineraries. When readers switched between the blog and photo albums additional information about Korda was provided, as well as a tie from a newspaper article that doesn't appear to have a direct connection to the episodes that aired thus far.

However, the last most recent blog post and the separate awkward release of two branded “viral” videos saw the burgeoning realization of our previously stated concerns. Consequently, these events are causing a considerable amount of controversy among ARG fans.

Pete’s branded/subtitle video blog entry







Fan feedback about this game component ranges from moderate disappointment to irrational fury over the series logo, "episode title", and summary. Part of the joy in alternate reality gaming, especially when it is combined as immersive content, is the TINAG, or This Is Not A Game aspect. ARG fans feel that branding invalidates the game as there is no way that the ARG player can suspend disbelief which is necessary to build an attachment to the alternate universe where character Pete Vacarella lives.

Most reference sources agree that Alternate Reality Games are interactive narratives using the real world as a platform. They nvolve multiple media and game elements with clues embedded in everyday life, the most important concepts behind the ARG are the 'archaeological storytelling' and the 'Non-hoax' or 'This is not a game [TINAG]' atmospheres. Game designers provide only portions of the story, distributed across multiple platforms, allowing players to assemble and supply the connective points and determination of meaning. By the game's lack of acknowledgement that it is a game players experience the foibles of a real-world experience; websites may either be real or game related, phone numbers or email address shown on game websites work, and the game is played real-time. Players are forced to advance through the game using their own analysis, deductive reasoning, and speculative skills.

Opinions vary greatly on the driver for "the game", though most agree that ARGs have become a tool for additional marketing of an entertainment property. An excellent example of this is the recent Dark Knight ARG where players worked through numerous websites leading up to a special six minute opening preview of the movie provided as "live coverage" on the Gotham News Network website. GNN provides a cross of real world news and DK characters in 'live' interviews driving the storyline. While players understood that they were participating in a game, the real world components made the game, and the movie, much more personal and believable. Dark Knight took the additional steps to stage live election campaign rallies in major cities and a live scavenger hunt that ended with the participants receiving one-of-a-kind swag.

While we agree that a comparison of the Dark Knight ARG and Gemini Division's is apples to oranges, the same basic gaming 'rules' apply. This can be best illustrated by a comparison of two ARGs that are similar in scope and managed by the same administration: Heroes and Gemini Division.

The Heroes experience started with the same fan sign-up at NBC. Fans who chose to participate received text messages and cell phone calls from show Characters. The kickoff ARG on MySpace also found fans logging in to view a character profile, Samantha48616e61, which directed them to her ARG blog, which provides additional links to other ARG websites as well as multiple puzzles and videos.

Here the delta between Heroes and Gemini becomes evident: While the Samantha blog has multiple videos the TINAG concept is maintained. No branding on the Heroes vids, nor is there a direct branded link back to a broadcast site. Further exacerbating this divergence are the two additional 'viral' videos also released on Gemini Division on Wednesday. Beyond the issues of the videos being labeled viral they were also preceeded by the standard generic advertisement that leads the regular series videos.












Fans were again baffled and upset that these self-titled 'viral' videos were posted on the main production website instead of being buried on the web, "to find as one would expect in an ARG". Feedback we received in our research for this article ranges from the simple, "NBC just don't get it..."[Powerdog], to the succinct, "Today we learned about how the term 'viral' can fail miserably and create apathy and distrust in viewers"[DaJackal]. What driving factors cause the Heroes game to be successful and the Gemini game to have such a poor launch?

As a long time Gary Larson fans, the Far Side cartoon of army generals hunched over a table with the caption "But gentleman, what if we had a war and everybody came!" sprang to mind as soon as we reviewed this week's NBC Universal Digital Studios release of the Gemini Division immersive content alternate reality game. The following is our updated version of that cartoon:

The Not-So-Far-Side-cartoon: "But Ladies and Gentlemen, what if we called it "Viral" and EVERYBODY watched?!
Touching back on our post of July 26th and contrasting that corporate culture against the release of this new ARG it is evident that a disconnect exists somewhere in the system. We expected to see an experience similar to Heroes and were both concerned and surprised when it was released with the issues that we've reported in this article. With the buzz importance placed on this series, the first of it's kind, allowing such an obviously controversial ARG launch is not in the best business interest of NBC. That it may be intentionally designed to create this controversy could harm more than help this fledgling form of entertainment as fan apathy for the game may be taken as apathy for the program content.

We encourage everyone, even the apathetic, to continue the Gemini experience. It may be that a disaffected employee wanted to harm the show, or possibly mutant deaf ninja hacker penguins broke the ARG ...whatever disappointment you experienced this week give it a little longer; remember, this series is the first of it's kind and there are bound to be oppses.

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Saturday, August 16, 2008

Gemini Division Preview

I was privileged to be invited to a prescreening of Gemini Division both as a fan and to represent the blog Prime Time For Change. What an exciting and novel experience. Electric Farm truly does emulate the best of what we write about here. While there are other factors that contributed to starting up this blog, the number one influence is Electric Farm Entertainment (EFE). They are truly pioneering the way to rethink media in a digital media age.

First off, we (the invited participants) were treated with the opportunity to view the first two episodes of Gemini Division. I must say, I was very pleased with what I saw. The first two episodes were a stark contrast to the trailer. The trailer felt disconnected (to me at least). However, with the episodes there was an almost immediate emotional connection. Anna (Rosario Dawson) shares who she is and holds nothing back. Wrapped up in this are her emotions and the events that stir them up.

She pours out her heart on her PDA and it is just like she is talking to you personally. The episodes appear to be a video diary of sorts shared with a very close friend who she absolutely trusts. Over time we will find out more about the person that Anna is talking too. It would be interesting if Electric Farm Entertainment tied us into the story and revealed how we (the viewer) happened to stumble upon someone else’s very personal mail.

It was interesting to see EFE seamlessly incorporate brand ads into the content. Even if I had something to selectively filter out the brands, I wouldn't want to. It really added to the show and made it that much more real. Rather than interrupting the viewing experience, it actually added realism and immersion to the show. Very nice. A pleasant experience.

After the videos, we (other bloggers/media) had the opportunity to talk and interact directly with Brent Friedman. The following is a summary of that discussion.

When asked whether personalized narrative is a key device for web distributed content, Brent responded that this was a key question. He noted that personalized narrative is a great tool for maintaining a one to one connection.

TV often maintains a one to many ratio while viewers of web/mobile distributed content are more likely to consume their media in a one-to-one relationship. Brent indicated that personalized narrative really highlights the power of this type of medium.

He continued by saying that personalized narrative maintains a very subjective viewpoint or portal into the alternate world that the story takes place in. It is only one person’s view, a small window into that world allowing a big and epic story to be told through a little, tiny window.

Brent was asked how far into the future the story was set. He replied that it is set five minutes in the future. This helps keep the content from being dated. When the show is viewed three years from now, Gemini Division will still be set five minutes in the future.

Upon being asked to state a more definitive time, Brent said he felt that the technology portrayed in the show could be available within three years (Not sure that he was referring to the biotechnological aspect here).

Brent mentioned that some of the functionality of Anna’s (Rosario Dawson) PDA do not currently exist as a PDA function, but do exist in other real world technology. For instance Anna’s (Rosario Dawson) PDA can zoom in and track the user. While this technology doesn’t exist for current PDA’s (that I know of), it was found to exist for some web cams.

Some features of Anna’s PDA are truly futuristic. These features of the PDA are attributed to being the product of a high-level government agency with access to technology beyond the bleeding edge. As Anna becomes associated with Gemini Division her PDA may actually be upgraded by Gemini Division. This lends further credibility to the idea that the technology of the show could be set in the immediate to near future.

Next up was a discussion of interaction. This was a particularly interesting segment.

Brent noted that with EFE’s first show Afterworld they were able to create crude levels of interaction. Intially they wanted to do much more but those plans were hampered by cost as well as just trying to keep up with the hectic bleeding edge and ground breaking production schedule.

With Gemini Division EFE wanted to set the bar higher and provide an even more interesting web experience. This time they designed the interactive experience into the show from the very beginning, armed with the knowledge they gained from their previous web production.

It sounds like Gemini division’s interactive ARG-like experience is similar in a lot of ways to NBC Heroes Evolutions. However, what is particularly striking about Gemini Division and what really sounds like it will set it apart from the Heroes interactive experience is the inclusion of an alternate storyline. A storyline that converges with and parallels with the main story. An alternate story line that includes mainstream video content and that was planned out from the beginning.

For mobile devices, Gemini Division will include light versions of their episodes. Also, graphic novels (comics) will be released exclusively for the mobile platform. These graphic novels will provide additional background depth to the story helping to create an even richer experience. This again sounds reminiscent of Heroes.

Gemini Division will also feature a story based mobile game. Afterworld’s mobile game was exclusive to Verizon. Hopefully, Gemini Division’s mobile game will not be exclusive to one provider.

Viewers will have the opportunity to be recruited by Gemini Division. Choices players make in the interactive experience will parallel the choices of characters within the main story. In this way viewers will actually have the opportunity to influence the story (though not significantly as this would be too costly). Also, at some point participants will have to make an irrevocable choice, essentially shutting them out from other sources of information.

It is good to hear that all the video has been shot for Gemini Division and that it is in absolutely no danger of cancellation. I won’t have to worry about having the rug pulled out from under me. Brent mentioned that they were producing Gemini Division in much the same way video games are and that they are seeking to integrate TV and video games into a converged, truly interactive experience. This really is the best of what we talk about here on Prime Time For Change.

Rosario Dawson has committed to at least two productions (sounds like a better word than season) of Gemini Division. Depending on the success and response to the first story, a second story may be produced. Brent commented on this saying that the first story will focus on the mystery of what has happened.

It sounds like Gemini Division will be a quest for the truth. A quest that will change Anna and characters around her. A quest that examines the extent that people will go to uncover the truth, and how that journey can transform them. The first story will satisfy Anna’s intellectual and emotional journey for answers. She will find the truth and a lot of those elements will be tied up. However, upon that journey her actions become the catalyst for a cascade chain of events.

Brent said that the conclusion of the first story ends in a very enigmatic place. Rosario’s quest is resolved, but the larger problem in the world is still at large.

Gemini Division will be released globally in much the same way that Afterworld was and will roll out to different territories at different times. Each rollout will have its own replicate ARG like experience.

The release schedule for Gemini Division is:

First Week: Monday (Episode 1); Tuesday (Episode 2); Wednesday-Friday (Extra content, no episodes).

Second Week: Monday (Episode 3); Tuesday (Episode 4); Wednesday-Thursday (Extra content, Friday the start of the ARG).

Third week: Monday (Episode 5); Tuesday (Episode 6); Wednesday (Episode 7); Thursday (Episode 8); Friday (Advance of ARG);

Fourth week and on: Same as the third week. Each Friday sees an advance of the ARG.

I can’t wait. It is a prime time for change and EFE looks to be one of the leaders.

Related links:
Special Preview of Episodes One and Two
Gemini Division Preview
Dawson engages viewers in 'Gemini Division' on Web
Five Minutes Into the Future
When ARGs Take Over Movies And TV, Gemini Division Is Born
Gemini Division a Litmus Test for Old Media, New Media
Web series review/recap: Gemini Division (2008)

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Thursday, August 7, 2008

Immersive viewing illustrated


I’d like to start my post this week by thanking everyone who drudged through the ‘corporate view’ post from last week.  I felt it was important to illustrate the perception of those managing the networks that are canceling our favorite programs.  After some comparisons I am going to talk about some profitable alternatives available for shows being seen beyond just television broadcast.  If you are less interested in the business market please jump to Media Moving Forward, or skip straight to to the immersive viewing experience example.


Market Comparison

 I know that I have touched on this point previously, but I wanted to further describe the correlation between the American Auto industry and the American Broadcast Industry. General Motors was once the largest corporation on Earth {now replaced by Wal-Mart}.   $54.00 a share in 2003, however, as of this writing, GM stock has bottomed at $10.00 a share, the lowest price since 1974.  That is an astronomical market and profit loss, especially when you do a comparative dollar valuation and see that after conversion today’s stock price it is actually less than the lowest value reported in 1974.


While I concede that the current higher cost of fuel is a contributing factor I disagree that it is the major driver behind the $15.5 Billion dollar loss reported for Q3 by GM.  A comparative analysis between GM and import auto makers shows that while GM has tanked, import corporations like Honda have seen a steady progressive increase in stock value over the same period.  [As of this writing BMW $27.50 per Share, Honda $32.00 per Share, Toyota $86.00 per Share]


In 2003, around the same time that GM began to bleed market share, Toyota created a division called Scion.  What followed was a truly unique vision for marketing that we interweb peeps would consider viral marketing.  In the hard copy world of 2003 it was known as guerrilla marketing.  Toyota moved beyond the traditional hard copy advertising to embrace the digital medium with resounding success ($86.00 a share).


Broadcast television would do well to heed the lesson illustrated above, especially with the drive for convergence between media outlets.  A quick look at their stock performance over the last seven years displays the same loss trend experienced by the US auto makers (like GM).


Company

Stock Value per Share Aug 2000

Stock Value per Share Aug 2008

% Value Lost

ABC

$54.43

$31.02

-43.01%

CBS

$84.00

$16.10

-80.83%

FOX

$26.09

$13.49

-48.29%

NBC

$56.90

$28.70

-49.56%


With the recent announcement of News Corp (FOX) [August 5] losses on domestic television revenue we continue to see local and national market loss.


Media Moving Forward
Today I can place a phone call to a single vendor and purchase mobile service, FiOS (Fiber Optic) mega-fast-speed internet, cable television, and a land line phone…all connected to one account.  Add to that the HDDVR and you have a one stop shop for all your media needs.


With this type of converged service infrastructure and the current and soon-to-be-released mobile technology platforms, I have the ability to read my email through my TV, phone, or laptop.  Soon I will be able to DVR my favorite TV show and view that DVR on my mobile or laptop…all courtesy of that FiOS broadband connection.

As someone who spends two hours a day commuting by train that type of service model strongly appeals to me.  Beyond having a way to catch up on my favorite series while I ride the train, this model also speaks directly to the bleeding edge vision of companies like Electric Farm Entertainment, Mutant Enemy Productions, and NBC Universal.


Speaking of bleeding edge entertainment, be sure to check out an excellent example of web based entertainment at Gemini Division (EFE/NBC) or, for those Joss Whedon fans among us, Dr. Horrible’s Sing Along Blog. Whedon’s master plan was to produce a short series with limited budget [read non-existent budget by normal Hollywood standards] that would find a following.  It did, but then Joss tends to do that.


Note that unlike the traditional ‘webisode’ produced by independents these two vehicles are developed and distributed by established Hollywood production companies; as such they are prime examples of how Broadcast Television can migrate some of the cancelled 2007 schedule to the web and still drive revenue.  Not to leave the independent’s feeling disparaged, productions like Ask a Ninja and Chad Vader have risen to become pop-culture icons without the financial backing of “Hollywood”.


As we continue forward, broadcast television will have to delve more deeply into the immersive user experience or fall by the wayside, much as broadcast radio did in the late 50’s.

Current and future technology is leading toward media availability 24/7 wherever you can receive a signal.  As someone that lives in the ‘outback’ of Washington State, this is vital to me on my Saturday morning fishing trips.  While sitting on the lake awaiting a nibble, I can still cruise the web on my BlackBerry, make phone calls, or download and watch video, albeit not as much cool video as is available on my fishing’ buddies iPhone.  Often I check the real-time online fishing reports to help me in finding the best place to drop line.  Having that connectivity is something that wouldn’t have been possible even a few years ago.

Take that same experience and port it over to the viewing of your favorite dramatic show.  Weekly episodes on TV with additional ‘sub-episodes’ (5-7 minute webisodes) released daily could fill in plot points or provide additional information between the weekly television releases. This would work well for a series like October Road.  Expanded immersion could include additional three to five minute ‘episodes’ distributed by mobile.  Beyond that, there is also the ability to release a full season straight to DVD and OnDemand.


Dramatic shows are limited in leveraging tools that science fiction vehicles have in place.  An already alternative reality show such as Moonlight is able to make full use of the internet’s alternate reality game base for additional supplemental immersive content beyond the examples provided above for a dramatic series.  ARG websites in combination with the afore mentioned television, webisode, mobisode toolset would allow for that all encompassing experience the industry gives lip service too.

Sci-fi shows could also incorporate both mobile and PC/platform based video games to compliment the show. There is also the option of releasing straight to DVD or On Demand, another very viable profit driver.


Immersive Viewing: An executive summary using the cancelled CBS series Moonlight as an example.  This type of science fiction vehicle is able to utilize all avenues of distribution.   Note:  an additional value add for advertiser marketing can be built in to any of the elements below.

  • Television Spots


    • Weekly episodes – 16 per season, 41 minutes in length.

    • Broadcast prime time, one day per week.


  • Web Spots:  Daily webisodes – 110 per season, 5 minutes in length


    • Released once per week day through the season

    • This equates to five additional television weekly episodes, bringing the entire season to the 21 episode level.  These episodes could be shot in conjunction with the regular shooting schedule then edited to include additional content as a supplement to the plot of the 16 episodes edited for television broadcast

    • Supplemental information discovered should add to the plot of the broadcast television show.


  • Mobile Spots: 27 per season, 90 seconds in length.


    • Released once per week, the day after broadcast of Prime Time

    • These 27 mobile spots equate to one 41 minute television episode and could be shot in conjunction with the regular shooting schedule then edited to include additional content as a supplement to the plot of the 16 episodes edited for television broadcast.

    • Supplemental information discovered should add to the plot of the broadcast television show.

    • Additional five spots could be shown after the season finale as additional driver for the following season


  • RPG Mobile Game:  Role playing game developed to lead the user through a series of tasks providing additional back story or plot information in conjunction with the season plot line.


    • Released the week after the broadcast television premiere.

    • Number of levels should equal approx. one hour of game play.

    • Supplemental information discovered should add to the plot of the broadcast television season.


  • RTSRPG Video Game:  Real time strategy role playing game developed to lead the user through a series of tasks providing additional back story or plot information in conjunction with the season plot line.


    • Released in conjunction with the mid-season climax

    • Should be multi-platform: Online, PC, and Console based release.

    • Number of levels should equal approx. two hours of game play.

    • Supplemental information discovered should add to the plot of the broadcast television season.


  • ARG Online Game: Alternate reality online game.


    • Released in conjunction with the season premiere

    • Number of ‘levels’ should equal approx. two hours of game play.


      • Users will be led through a series of websites that offer tasks, clues, and solvable puzzles

      • Some websites will be difficult to find requiring ‘hard core’ fan research.  These websites will offer the most supplemental plot information.

      • Direct tie to advertisers websites providing viable click through revenue:


        • Example: Show sponsor Dell places a link on their “Home Computer” page.  When a user looks at a specific product there is a disguised link out to an ARG website for the season.

    • Supplemental information discovered should add to the plot of the broadcast television season.

    • Users may choose to subscribe to ARG communications such as emails, mobile texts, or mobile messages.

    • Additional ‘real’ sources may play in to the ARG universe.  Example, contracting a link from the local news website in Los Angeles to a false ‘news’ section related to the season.  To prevent confusion users would be required to enter a user name and password gained from one of the other tools, such as either the mobile or video game.


      • Can be multilayered: Entering the password from the mobile game will only get you to “X”.  To go beyond “X” you have to enter the password found in the Video Game.  Once that content has been viewed you need a password found in one of the ARG websites, then one leaked on the fan community, ect.

  • Fan Communities:  Social networking to drive fan enthusiasm about the season.


    • Social Networking profiles on sites such as Facebook and MySpace

    • Preview, interview, and teaser video should be made available on SN sites like Facebook, MySpace, and YouTube.

    • Official and unofficial fan community websites.


      • Official sites will list additional information, approved spoilers, additional behind the scenes video, interviews, and live fan/talent/crew interaction (chat/BlogSpot)

      • Unofficial fan sites may also be managed by the distribution or production company and offer ‘leaked’ photo or videos in a viral manner.

  • Additional online resources:  additional resources that can be used to drive enthusiasm for the season.


    • Exclusive content agreements


      • Exclusive content supplementing the season could be released on websites like E, AOL, MySpace, Facebook, and other entertainment web sites.


    • Additional information


      • Sites such as IMDB and Wiki can be utilized to provide additional information to drive fan enthusiasm.

There are many other ways to continue this model to add additional levels of immersive participation by the viewer.  This executive summary is meant to provide the highest level view without focusing on the granular details.

As we see in this model there are a large number of tools not being utilized by broadcast television, though we do have to note that NBC is making large advances in tool utilization with Heroes and their new web series Gemini Division.


At this point, using the model above, I’d like to hear your feedback.  If television shows were offered with these supplemental elements how do you think it would impact your viewing?  Would you be more or less likely to watch the show?  Would you be more or less likely to participate in the other non-television options?
Comment and let us know!


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Tuesday, August 5, 2008

Finding Forrester

This post is Part I of a series examining the TV executive viewpoint outlined in Doug’s last post. This series should make it clear that the reports and analysis he presented do not support the assertion that online use hasn’t changed all that much. Rather, it will reveal that the landscape has changed, is changing, and will continue to change.

I believe that the corporate broadcasting executive view (as presented by Doug) is out of step with Forrester, with Gartner, and with present reality. Cancellations drive apathy, not enthusiasm. Instead of winning viewers back they push them away.

Broadcast networks appear to be resistant toward realizing that the landscape has changed and instead have a tendency to cling to an antiquated position forged from the anvil of entrenched historical practice. I think they would be wise to continue to move away from the sand that still engulfs their view (think of a large bird that likes sand) and take advantage of the opportunities that exist in a new digital media age.

This view appears to be maintained:

1. Through the inaccurate analysis of reports not directly or centrally related to the position in question.

2. By filtering recent and unprecedented phenomena through a rigid mesh of incongruent historical categories.

This post primarily examines the Forrester report titled, “Social Technographics”. This report advises companies to adapt and change to this socially transformed world. Further, it encourages them to adopt a more coherent approach toward social computing.

It is interesting and pertinent to note that this initial report was later expanded into a book titled, “Groundswell: Winning in a World Transformed by Social Technologies” with a publish date of April 21, 2008.

Groundswell is described in part by one of the authors as, “a book about a very powerful trend that is happening right now, the trend of people connecting with and drawing power from each other online, and how that threatens corporations" (You can see this here).

In contrast, it appears that the corporate executive would have us believe that the book should be titled, “Status Quo: Doing Business in a World That Hasn’t Changed All That Much”.

Advertising Age, in an article dated June 2nd, 2008 gives background information about Charlene Li (the author of the Forrester report) which provides additional insight.

“‘Charlene is a pivotal force in helping marketers navigate tectonic disruptions heralded in by social media,’ says Max Kalehoff, VP-marketing at Clickable.

‘She has an uncanny ability to instill calm and real understanding of the threats and opportunities inherent in a world composed of savvy, connected consumers.’

Asked to grade how marketers are facing up to those changes, Ms. Li gives them a C.

‘They're treating it more like a marketing channel than a relationship-building opportunity,’ she says, adding that a big roadblock is corporate cultures that aren't built to handle the lack of control over brand or message or even product development in a consumer-controlled environment.

‘Marketers are horrible at getting close to customers,’ she says. ‘They say they want it, but they don't.’”

At the bedrock level, both the Forrester report and the subsequent book maintain that the landscape has changed and that businesses need to adapt.

Ms. Li gives such an excellent summation of the divide between a corporate culture that still pines for the way it used to be and the ever increasingly consumer-controlled environment.

And now the kicker.

Intrepid reader, you may want to strap on your seatbelt and brace yourself. The next stop is the Forrester report, “Consumer’s Behavior Online: A Deep Dive”.

Are you ready to dive in…?

Here is the summary:

“Forrester tracks more than 150 activities, diving deep into 38 common and emerging media, shopping, communications, entertainment, and social networking online activities. The results are sometimes surprising. For example, shopping is only an occasional activity; receiving photos via email is the fastest-growing activity; instant messaging use is growing only among younger consumers; and PC time has surpassed TV time, even among Gen Xers. But the real value of tracking online behavior is that it helps interactive marketers and tech product marketers identify and target the best consumer segments”.

Houston, hold the horses, I think we just discovered the true Forrester.

Wow! PC time has surpassed…? TV? How can this be? And this report is dated January 2007?

It must be that… that… aberrant youthful generation. But wait…
This is true… even among Gen Xers?! According to Forrester, it is (and they aren’t alone).

Stay tuned for the next post in this series… “Category Confusion: Gartner, the Federal Census Bureau, and You!”

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Monday, July 21, 2008

Cancellation Fallout

I want to thank Doug for the great post and for joining this discussion. I appreciate the opportunity we have to interact with each other and with our readers.

Doug is correct when he states that this year’s network cancellations were not a result of the Writer’s strike. I believe that cancellations in general highlight the need for continued adaptation and change in this digital media age.

Previously broadcast networks decided when and what viewers could watch. Viewers were limited to the television set, and had a limited number of channels to choose from. Consequently, networks attracted a very large viewing base and advertisements were displayed for the majority of viewers.

This is no longer the case. Cable increased channel and content selection. VCR’s and later DVR’s allowed viewers to skip commercials. Personal computers, internet, youtube, myspace, torrent sites, and mobile devices all further diversified the market.

Suddenly, media consumers can choose what they watch, when they want to watch it, and can do so wherever they choose. The viewer is now free to spend their limited time on what interests them most. As a result, niche audiences and communities develop.

Ivan D. Askwith, in his excellent thesis Television 2.0: Reconceptualizing TV as an Engagement Medium writes,
“Time-shifting and location-shifting technologies make traditional assumptions about the television viewer impossible, since network executives no longer have the power to control when, where, or how audiences consume their programming. Competition for audience attention is more intense than ever, as television shows compete not only with each other, but also with video games, DVDs, and the near-infinite supply of information and entertainment options accessible on the internet.

Thus, if the television industry hopes to survive in a digital, Internet-enabled era, the existing models and practices that govern the television business will require some dramatic change. Even more important, if television executives hope to effect meaningful change, the industry will have to accept that everyone – executives, advertisers, and audiences alike – needs to rethink not only the role of the television business, but the nature of television itself.”

Increased competition in this digital media age necessitates adaptation. The broadcast networks do see this need for change and are continuing to place more and more priority toward “engaging” their viewing audience. However, if the networks are seeking to engage viewers in active participation, I believe they need to rethink cancellations.

Doug is correct in stating that the primary reason networks give for deciding to cancel a show is “A lack of X where X equals advertising dollars or Nielsen stats”. I would further agree that the primary reason cancellations exist is related to underperformance. But I believe that this underperformance is on the part of the networks, not the canceled shows. Networks must perform better in order to remain competitive.

I believe that cancellations exist for at least three main reasons:
1. A failure to realize that it is much more difficult to draw the mass audience of the past.

2. A failure to expand and extend traditional content in a manner that actually brings about active participation and also increases the marketability of that content.

3. A failure to consider the fallout of cancellations in a digital media age (this is the primary topic of this post).

Content which attracts a loyal viewing base is a key opportunity for engagement as well as for advertisement. I believe that the cancellation of this content not only evidences the divide that exists, it actually increases that distance. Rather than networks winning viewers back, they push them further away.

As viewers participate and interact within a story they become immersed into that reality, and they identify with it. The viewer personally identifies with the experience and they have a stake in how the story plays out.

The deeper a viewer is immersed into a show, the more invested they become. The more invested they become, the more they will react negatively to the cancellation of their experience. At that point, it isn't just a show that is being canceled, it is part of their life.

Take for instance someone who immerses themselves into a video game. They spend hours investing themselves into the game and come to have a stake in what happens. They talk about the game with their friends, blog about it, and even make a video remix. They post the remix on youtube and receive primarily positive affirmation for their work.

The gamer loads up the game and eagerly jumps back into the action. After finishing a major subplot they are rewarded with a nice cut scene. Multiple story lines converge together, the plot deepens, and their enthusiasm builds. At this point, the screen fades to black and a message pops up. It reads,

“Sorry, due to factors related to underperformance, your game has been canceled.”

A second message takes its place,

“On the positive side, do you want to try this new game we just developed, but may not finish?”

A third message appears,

“Oh, and by the way, we really want to win you back. We know that there are other game companies who finish the games they start, but really, try out this new game that we might not finish.”

It becomes evident that cancellations have more fallout with active engagement.

This is a fundamental principle that I believe networks would do well to consider. Video game production companies finish and provide adequate closure for the games/stories they start. Cable networks also have a tendency to finish the stories they start. Broadcasting networks need to remember who they are now competing with and who they are competing for. The landscape has changed and they need to rethink cancellations.

On one end of the spectrum is cancellation fallout, at the other end is something I refer to as network loyalty ROI (Return on Investment).

Network loyalty ROI is the idea that active participation and network loyalty will create and foster commitment from viewers. If convergence leads to immersion and product identification and the viewer knows that the network is committed to finish the stories it starts, networks won't have to promote their shows, their viewers will do it for them (Oh, the irony). :)

Network loyalty and commitment to viewers will inevitably lead to profit loss for some shows, no doubt about it. I believe that the networks that will succeed, are those that can provide a long term approach to account for these short term losses and be absolutely committed to finish the stories they start.

This year's cancellations provide a great opportunity for a network to invest in network loyalty ROI. A network could bring back one of the shows they decided to cancel or a network could save one of the canceled shows. My picks are October Road and Moonlight.

Engage the viewers by expanding the media and perhaps even, take a loss in the short term. What you gain is reputation, commitment, loyalty, and fans. This would also draw viewers from other networks. Viewers who want to get behind a company that listens, is committed to its viewers, and is committed to finish out and provide adequate closure to the shows they start.

When networks engage viewers in active participation, loyalty and commitment go hand in hand. Brand/network loyalty will be key. Otherwise, viewers are left with an Ovaltine commercial!

Cancellation fallout and network loyalty ROI are polar opposites. One pushes people away, the other draws them in. Viewers now choose what, when, and where they watch content, will they choose your network or will they go somewhere else (Video game, books, youtube, myspace, Gemini Division, etc., etc., etc.)?

P.S.
Thank you all for the comments. This interaction adds an amount of depth that blog posts alone simply cannot bring about. Engaging in conversation involves us all in the process of bringing about change. As you share your opinions, your insight, and your feelings you are an active participant engaged in a larger community. Whether the reader is a network executive, a writer, a producer, a CEO of an ad company, or a viewer it is our hope that by engaging in this discussion together we can improve our media experience.

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