This is my re-cap of the How to Monetize the 2nd Screen Evolution panel from SXSW 2014. Check out the overview of all my SXSW 2014 re-caps here. Presenters: Gregory Consiglio, President & COO, Viggle Inc. Jesse Redniss, CSO, Mass Relevance Inc. The most favorite second screen apps remain Twitter and Facebook. Show- and network-specific ones still struggle. Twitter and FB remain so popular because they allow social consumption – fans of a show want to share their thoughts and reactions with others, especially if they don’t have friends or family in the same physical space who share their
Just when I thought Disney couldn’t get any bigger after acquiring Marvel and launching The Avengers as a transmedia franchise, the entertainment giant proves me all wrong. Today, Disney announced that it will purchase Lucasfilm for approximately $4 billion, complete with its rights to the Star Wars and Indiana Jones franchises and Lucasfilm’s special effects arms. While this message left me – and according to my social media feeds, many others as well – completely stunned, the news probably shouldn’t have come as too much of a surprise after all. If you take a closer look at the current entertainment landscape, you’ll find that
Last week I spent two days at this year’s re:publica conference (#rp12) in Berlin. re:publica conferences focus on all kinds of issues around the web, in particular on blogging, social media, and digital media’s effect on society. This year, re:publica’s topic strands included law & politics, education, innovation, civil action, health, and entertainment, and how each of these areas have been impacted by recent developments in digital media.
[NB: While I’m talking specifically about the (US) TV industry in this post, the principle of direct global distribution to reach the global audience is applicable for pretty much any medium that can be digitized.] In this blog, I have again and again referred to a variety of trends that currently impact entertainment consumption around the world immensely. I will not go into detail on each of these because I have done so before, but I will compile them in a quick re-cap so we’re all on the same page:
DAY 3: Talk: Story Architecture – Crafting Transmedia Design Siobhan O’Flynn, Karine Halpern with Scott Walker How to lead audiences across different platforms is still a challenge of transmedia, and it is a crucial question for experience design. Stories are so popular because they communicate experiences and emotions. Design principles for transmedia stories: Non-linear spatial storytelling – whilst keeping the coherent and cohesive. Break the 4th wall: augmented reality. Transmedia offers tremendous opportunities for individuals to enhance their own experience of the story, to play with the content on their own terms.
DAY 2 – Morning Talk: It all started with a Mouse – Orrin Shively (Disney) in conversation with Alison Norrington Mickey’s 10 commandments (by Marty Sklar): Know your audience. Wear your guests’ shoes. Organize the flow of people and ideas. Create a weenie. Communicate with visual literacy.
In case you couldn’t make this year’s StoryWorld Conference in San Francisco, I’ll be offering a few short re-caps of key talks and themes throughout the next three days. Here we go. DAY 1 – Morning Key Themes: The story remains crucial to transmedia. A transmedia project should not originate from the desire to make use of new technology, but from the desire to tell a captivating story. After centuries of ‘broadcasting’ (radio, TV, film, publishing, etc. – offering mass content to isolated consumers) storytelling now returns to its social roots, particularly due to new media’s possibilities to share content.
Needless to say, today’s workshops at DIYDays LA were filled to the brim with great speakers and innovative perspectives. For those that couldn’t attend today’s workshops, here’s a re-cap of the most important bits: Common Points There were a few common themes mentioned in almost every talk I attended, and they were all based on experiences (good and bad) from existing projects: 1. Your audience consists of three main groups: Casual consumers (around 70% of your audience), active consumers (25-30%) and enthusiasts (5-10%). Your transmedia strategy must try to lead your audience members from casual to active consumers, and ideally
As the concept of transmedia storytelling becomes increasingly mainstream it is important that we do not lose ourselves in continuous debates on what transmedia storytelling is and what it is not. It is relatively easy to theorize and predict with no end; what is considerably harder, however, is to turn all this transmedia theory into practical advice. Granted, we are still experimenting a lot with what works and what doesn’t, but I do believe that it is important to begin to compile transmedia successes, basic economic mechanisms, and common-sense into manuals, guide-books, and/or best-practice sets. What follows is my attempt
Today saw two very important and very similar announcements by two key players in the entertainment industry: YouTube announced the launch of Merch Store, a tool that allows artists sell their merchandise, concert tickets, and more, whilst Amazon declared that it will also start publishing – both digitally and physically – starting with 122 books coming this fall. These two revelations come only six months after Netflix announced its plan to enter the original content business, and less than two weeks after YouTube publicized its original content deal with Tony Hawk and Warner Bros., amongst others.