Cross-Media + Transmedia Entertainment

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An archive of the first few exciting years exploring this area…

Finally! A Comprehensive ARG Report from the PMs

Although I mentioned this in my last update of ARG Stats (of which there is more to come), I felt the report deserved highlighting. In 2007 Hazel Grian was awarded a place in the Arts Council England Interact programme, Diffraction:

Diffraction, the pilot title of Arts Council England Interact programme, offered placements to already established artists in innovative research and industry contexts for up to 9 months between the end of 2005 and the end of 2007. Aiming to unlock artists’ professional potential and demonstrate their vital contribution to the social, cultural and economic landscape, the placements offered inspiration and support to participants to continue to produce work that is challenging and innovative. A sum of £10,000 was allocated to each placement by Arts Council South West, with additional funds available for advertising, recruitment, project management, mentoring and documentation.

Hazel decided to do an ‘alternate reality game’ to specifically explore the narrative-possibilities of the genre:

In January 2007, Hazel moved into an office in Watershed and launched MeiGeist, an Alternative Reality Game created from the research undertaken as part of the residency. Blending fiction with reality by telling its story across different media including websites, text message, live events and email, 30,000 people around the world took part in the game which lasted eight weeks.

A report was issued with two parts. The first section includes feedback and observations as gathered by Watershed, and the second was ‘written by Hazel Grian, Jonathan Williams and Kenton O’Hara and summarises feedback and learning around the production of the game’. In the report, the difference between a commercially-funded and publicly-funded ARG is outlined:

ARGs have two main benefits for contemporary creative practitioners. They are conducive to multi-media,
multi-contextual expression whilst also having a commercial application. [...] We see therefore that MeiGeist, as the first ever publicly funded ARG, has unusually taken a form of innovative advertising and turned it into a piece of work for its own sake. An interesting question here is whether there are any real differences between the commercially funded and the publicly funded ARG. From the creative practitioner’s point of view, public funding for MeiGeist gave the makers a free hand in the content and time-scale of the project. MeiGeist reached a wide audience and the feedback shows they considered it to be a highly successful additional to the genre. This is very good news for those who supported the game financially. From a practitioner’s point of view it is obviously also very satisfying. However despite the great critical success of MeiGeist the producers have been left without anything to show financially for what was in effect a twelve-month project with global impact. Having said that, there is a postscript – the increased reputation gained from the game’s success has drawn in valuable commercial work for the producers. 

Another difference between a commercially funded and publicly funded ARG is the sharing of data and insights afterwards! The report includes data collected from 400 players through the following channels:

• MeiGeist Sign-up form – name, address, email, phone numbers.
• Sphere Research Institute (Eva’s fictional college) student enrolment test – in the form of a spoof
psychological questionnaire – contact details, marital status, personal/political interests and
opinions, reading habits and state of mind.
• End of game feedback form.
• Website activity statistics.

The report also outlines the role of the player-created meta-sites, points that support my arguments in my forthcoming paper about Player-Created Tiers in ARGs:

This documentation serves an important role in the experience that relate to the pragmatics of playing this and other ARGs. A good example here concerns the long timescale of the game and the fact that they are played out only once from a particular start date. For this reason, many players do not experience the game right from the beginning either through lack of awareness, practical constraints of getting involved, or through a deferred commitment to a game until it had received a sufficient stamp of credibility from other players on the ARG forums. Consequently as the game evolved momentum and credibility overtime, new players continued to join throughout its lifecycle. Joining the game in this way could be an arduous task given the complex and  distributed nature of the game elements and characters and the vast amount of player supposition accompanying the story. These meta sites provide an easier way in for new players to join in the game without getting bogged down in the forum history. Given the importance of player participation for everyone experiencing the game (whether actively or passively), the addition of new players is helpful for the ongoing experience of the game. A second example concerns the practicalities of time management in relation to playing the game in the context of everyday life. Following and contributing to the forums, visiting the chat room, accessing the web sites, participating with the characters and solving the puzzles can potentially consume a vast amount of time for any player. Even for the most dedicated player this time has to be managed. In the forums we saw examples of postings where people had been away from the game for a few days and unable to contribute due to work and family commitments. For more casual players, too, they would experience the game by dipping in and out of it.

Apparently Hazel is now working with Jan Libby, another talented ARG creator who was also snapped up, to work on Kate Modern (by the creators of LonelyGirl15). 

Some more info:

SXSW Alternate Reality Games transcript online

Dan Hon, COO of Mind Candy has put the transcript of the 2007 SXSW conference panel: ARG! The Attack of the Alternate Reality Games transcript online. It is a fantastic talk that addresses alot of questions people have about ARGs and marketing and emerging trends. I’ve cherrypicked some quotes that stand out for me.

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Major Study on Brands in Second Life

I just discovered through Ilya’s post a study of the Perception of the Presence of Brands in Second Life by CB News in partnership with Repères Second Life. It is an excellent study because it gives some spot on advice about brands in SL but also because it provides a snapshot of SL residents. Here are some of the findings:

The main thing learnt from the poll was that the presence of RL brands is perceived as positive by a great majority of Second Life residents: 66% believe that the presence of RL brands has a positive impact on SL, whereas 22% believe that RL brands have no impact on SL, and only 11% believe that RL brands have a negative impact on SL.

Some of the negatives about brands:

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Hitwise on Cross-Media Bundling

Sandra Hanchard, analyst for Hitwise Asia Pacific, responded to my post about cross-media bundling by offering some stats on what areas of entertainment are most searched for on the Net. The idea being that those with the greatest amount of interest on the Net shows that people are actively looking for other information and other media forms within that subject. As Hanchard says: “This may be used to inform at least the online component of a cross-media bundling strategy”. Good stuff!

See Sandra’s post at Hitwise

Chinese Youth Culture Blog

Tricia Wang — a Ph.D. candidate in Sociology at University of California, San Diego — blogs about ‘the nexus of Chinese Youth culture, Media, Technology and Information within a global context’ at YouMeiTi. China, she reported recently, has 830 million phone users and 132 million people online. Tricia is also the current reblogger for Eyebeam.

You Tube Trends Analysis #2

Continuing on from his last one, Asi Sharabi has published his second report on You Tube.

MySpace Movie and YouTube stats

I recently posted about a great MySpace parody/homage: MySpace: The Movie. Well, I just listened to a podcast of Inside the Net, where Steve Chen the CTO of YouTube was interviewed. He gave the following stats:

  • MySpace The Movie had 5 million views within 1 week of being uploaded on YouTube;
  • MySpace The Movie producer was then offered a deal with MTV;
  • YouTube receives 80,000 registrations every day;
  • YouTube has 9 million unique visitors every month;
  • Google Video and Yahoo Video have about 6 million unique visitors every month.

2005 ELSPA UK Gaming Report

The 2005 ELSPA UK Interactive Entertainment Industry Report is available now at their website [pdf]. It covers console, mobile, on-line (to some degree) and causal gaming. I found their section on why people don’t play games the most interesting. Particularly this quote:

Gaming is a lifestyle pursuit which is in competition not only with other forms of entertainment and hobbies but also the primary activities which certain age groups prioritise at different life stages. These could be teenage dating, university, first job, career and marriage. These people do not have hours to spend unwisely when they are being so wise the rest of the time. (p. 53)

I know what they’re getting at with the last line, but gee it is funny.

 

Simultaneous Media Usage Update

I’ve provided an overview of the different studies that have been conducted into how people are using multiple media. An update from BigResearch and their SIMM study is online [pdf]. From their email release dated 15th June:

Last week in Shanghai, BIGresearch for the 3rd consecutive year presented its breakthrough media consumption model from its Simultaneous Media Survey [SIMM] at ESOMAR’s Worldwide Multi-Media Measurement conference.

The presentation demonstrated how SIMM helps advertisers increase marketing ROI by tightly linking media consumption to actual purchase behavior, utilizing its 8 unique media consumption clusters. Dr. Joe Pilotta, VP Research for BIGresearch, presented in collaboration with Drs. Don Schultz and Martin Block of the Medill School of Integrated Marketing Communications at Northwestern University.

This presentation of SIMM, and the 8 Consumption Clusters designed with Drs. Schultz and Block, represents another example of BIGresearch answering the need for consumer-centric measurement that enables advertisers to increase marketing ROI.

The study looks at 31 ‘media alternatives’:

website, word-of-mouth, television, cable, internet service provider (ISP), search engine use, retail channel shopped, radio, article about product in media form, in-store promotion, news-papers, newspaper inserts, direct mail, television, magazine, internet advertising, outdoor billboards, picture phone, instant messenger, email advertising, yellow pages, satellite radio, text message, MP3player, web radio, video games, personal digital assistant (PDA), cell phone and TiVO.

In this paper, they give further information about their eight clusters that I’ve spoken about before.

Sorry, I don’t know what is wrong with my template with archived posts.

Quick Stats: Top 10 Social Networking Sites

On May 11 Nielsen//NetRatings released their press release on the top social networking sites for the US [pdf].

“Social networking sites are the reality television of the Internet,” said Jon Gibs, senior director of media, Nielsen//NetRatings.

Top 10 Social Networking Sites for April 2006 (U.S., Home and Work)
1. MySpace
2. Blogger
3. Classmates Online
4. YouTube
5. MSN Groups
6. AOL Hometown
7. Yahoo! Groups
8. MSN Spaces
9. Six Apart TypePad
10. Xanga.com

In summary, 45% of of web users are reached through these sites. Good summary of some relevant sites, but I wouldn’t call them all “social networking” sites. What isn’t social on the web? They’re a mix of sites that try to encourage socialising, sites that facilitate self-publication, sites that facilitate finding each other, sites that facilitate grouping according to interests…a big mix which I think is silly to bunch together. I guess the list is more for advertisers to reach consumers, it is about sites that have the greatest reach, sites that people gravitate too. Anyway, quick stat and quick rant over.