Showing posts with label media. Show all posts
Showing posts with label media. Show all posts

Wednesday, January 27, 2010

Speculation: Media in 2030

Following on from the last post, I wondered what life will be like for a teenager in 2030. (*) I want to hear your thoughts - add them in the comments:

***

Do you want to listen to something? Watch something new? Well, for the most part it's available instantly. You want it? Say it to your voice-activated googler and there it is.

Which means there's no cachet for someone who's dedicated themselves to collecting rare singles, B-sides or concert footage. All that stuff is just ... there.

What you do get cachet for is having a reputation as an explorer and a discoverer. Can you introduce your friends to the new, the old, the unfamiliar and the fresh? Can you discover and point out the history and inter-connections between music (its sounds, producers, rivalries and riffs)? In the world of 2030, there's so much stuff to experience, that most of it has never been heard or watched before. The shit that's been lost due to quantity and the death of the mainstream would boggle your mind. It means that media archaeologists are cool.

And pretty much everything's digital, right? I mean, your grandparents have shelves full of books. Your parents might have a few. But you? Everything's stored, waiting for you to access and project onto your wall or your hud.

But what use is a book? You can't search it, except you know via eyeball. You can't tag it, rec it, comment on it or read what your friends or the author thought of your favourite passage. Books are dumb.

(They're also maybe, like, increasingly unnecessary. For some of your friends it's a mark of pride not to be able to read. I mean, when do you really need to? But post-literacy is like way out on the fringe. Maybe for your grand-children it'll be normal but you don't even want to think what the world'll be like when your hypothetical grand-children are teenagers.)

Oh, yeah. And everybody who wants to create something, can. The engines of creation have been open-sourced for decades now. Record an album, remake Lord of the Rings again - you're a teenager: you've got tech and free time. Go nuts.

***

(*) Of course, all of this assumes the continuation of civilisation as we know it.

Anyway, add your ideas in the comments. And let's apply brainstorming rules: don't disagree or say why someone's idea wouldn't happen. Just write something different.

Saturday, January 23, 2010

New Media: Kung Fu Monkey on Netflix

Here's your essential post to read about the changes to online distribution that are coming: Netflix will win. And with your newspapers, too.

Bullet-points:
  • Netflix now gets to stream Warner Brothers movies to their customers, 28 days after the movies have been released on DVD.

  • E-readers (like the Kindle) will be replaced by tablet computers. This totally makes sense, but John Rogers goes on to point out that the Kindle is deliberately a gateway drug, to get people used to the idea of paying for downloading books to a convenient piece of hardware.

  • TV networks will probably be replaced by content-aggregating sites like Hulu, Netflix and the Apple store.

... oh, and Seth Godin speculates about what happens to libraries, when everyone can download any book ever printed whenever they want. His answer: they become training centres, to teach people how to find and use information.

I'd say we're looking at 20 years max until print becomes a novelty rather than the default. 50 years until printed goods become artifacts and souvenirs rather than common-place possessions. And when I actually try to imagine the media-world for a teenager in 2030, I think I'm being way too conservative with those timelines.

Saturday, December 19, 2009

New Media: Create ideas that will be spread

Seth Godin gives a talk on the publishing industry that adds a powerful new question to my process of deciding which project to work on next:


Will this idea spread?
Here's the link to Seth's talk: http://toccon.blip.tv/file/970223/

And here's a summary of the points he's making:

1. Ideas that spread, win.
This implies that I need to ask myself, "Is this an idea that people will want to spread?"

2. Free ideas spread better than ideas you need to pay for.

3. An idea spreads when people benefit from telling others about it.
You'll do way better if other people blog, tweet or talk about what you've created. Ideas should be designed to encourage (or make) other people write about it. Seth's talk gives 10 real world examples of how he's marketed his books.

... wait, wait, wait, I said at this point. How do you make money if you're giving your ideas away? That's when Seth completely turned the idea of publishing on its head for me.

4. You're not selling a book; you're selling a souvenir (of the experience of having read the book).
The idea is that people will want an souvenir of an experience they've already had and enjoyed. Instead of thinking you're in the business of selling books, think of yourself as being in the business of creating souvenir editions of ideas that have already spread.

Seth goes on to discuss how this is unnecessary for people who've already established themselves as a brand (Stephen King, Dan Brown, Vincent Baker, Meg Cabot). I've seen this in action for myself - I am sorely tempted to buy a paperback copy of Cory Doctorow's 'Little Brother', which he distributed for free online.

Friday, December 11, 2009

New Media: Audience, Self-Authorisation, and the Death of Video Stores

A couple of excellent videos linked to by Bill Cunningham at Pulp 2.0.

Here's an excellent panel discussion about how to build an audience on the internet. Some points I took away from it:
  • I really like internet celebrities like Kos and Jonathon Coulton. They have a really low-key vibe about them
  • Coulton talks about building an audience by releasing a song every Friday, regardless of whether he thought it was good
  • The idea that people surf the internet by rotating through 5 to 10 bookmarks rings true for me. The trick is to get into that rotation.
  • Go and get involved in popular sites, and be available to communicate with people. Schedule time to keep in contact ... but have a 'hub', an site that's yours that people can come back to
  • Get your audience involved in a project; give them ownership of something they think is cool
  • Don't neglect to actually spend time creating
Here's the video:



This second video is about the importance of net neutrality, but I loved the first two minutes which provide inspirational examples of how easy it is to start creating web-based solutions to problems. It's helping me do some thinking about what my next New Thing might be.



And David Poland identifies something that eluded me: while everything is going to get digitally streamed to us, it's going to be increasingly difficult for third-parties like Netflix to do it. The studios who own the movies, music and TV will try to be the ones providing us with the content in order to maximise their profit. The studios will try and eliminate video stores, Fatso, and pretty much anything that draw eyeballs away from themselves.

Tuesday, November 17, 2009

New Media: No more CDs! No more DVDs!

I suspect reading about what the media landscape is going to look like over the next five to ten years has made me decide I'm not going to buy CDs or DVDs ever again.

First off, EVERYTHING is going to be available for us to download. This BBC article about spotify.com has convinced me that having access to everything and not needing to own it is the way forward.

I'm looking forward to owning less stuff. As I see it, there are three tiers of media: stuff I'll watch once, stuff I'll watch more than once, and stuff I develop an emotional attachment to. It's only stuff in that third category I really need to own. The other stuff I'm happy to download as bandwidth becomes cheaper. (In fact, I watched the first episode of The Cult on TVNZ on Demand and thought the experience was fine.)

But, obviously, this raise concerns about the companies providing these downloads censoring material or restricting access to them (through price, digital rights management [DRM], or whatever. But the counter to that is torrenting.

I also think that JP's concerns about not being able to own the physical artifact are going to be addressed through:

i) treating the physical items as rarities
ii) being able to manufacture any item you want in-store (burn a CD, if that's what you want, or print any book you have the files for).

I also recommend checking out Amanda Palmer's post, 'why i am not afraid to take your money':
artists will now be coming straight to you (yes YOU, you who want their music, their films, their books) for their paychecks.

please welcome them. please help them. please do not make them feel badly about asking you directly for money.

dead serious: this is the way shit is going to work from now on and it will work best if we all embrace it and don’t fight it.

And a bit of an RPG geek-out: The Future of Tabletop Gaming. If that post was too long, and you didn't read it, then here's the summary: Technology is going to change gaming. That's inevitable. So figure out what tech-assisted games are going to look like, and go out and make them.

Tabletop gaming favours young people.(*) Pretty soon, we're all going to be carrying around extremely powerful computers (iPhones, smart phones, PDAs). The costs for developing programmes for these ubiquitous technologies is getting cheaper.

(*) As you get older, it's tough to get people together for a game once you factor in family commitments, transport, and work.

Therefore, we'll move away from books, and into creating technology assisted imaginary spaces. And the business model will change:

... [Do] whatever it takes to get people playing your game. The old model was Selling More Books = Making More Money. That’s gone. Already gone. The future is more people playing = making more money.

... Sell your content. No, I don’t mean your fifty pages of history for your setting. I mean new classes, new skills, powers, gear. Stuff your players can use. Stuff they can play with.

... The lesson here is not “Augmented Reality is going to change tabletop gaming.” AR is just one component of it. The fact that all the players in the target demo will live with and on their personal mobile web devices complete with cameras and social networking is the lesson. The fact that they’ll pay you $5 for a new class or race is the lesson.
I think I disagree with one minor thing in the article: I can see how tech like virtual tabletops and Skype can get older people together, while still balancing families and work. But the rest of the article seems pretty damn sound to me.

Tuesday, June 30, 2009

New Media: State of Play 2009

It's been a while since I posted about the state of media - how we create, receive and make money from making stories.

In that time:
  • the mainstream has disintegrated (at least for me) (*)
  • the noun I use to describe watching a movie or a DVD is changing; I've started to saying
    I'm watching a 'show' or an 'episode'. I suspect someday I be saying I'm watching a file; the activity is being detaching from something physical like a tape or a disc.
  • the US writers' strike led to the creation of internet shows like Dr Horrible's Singalong Blog
  • someone I know has filmed a web-series
  • editing software and vid-cams are so widely available now that I have one.

(*) I no longer watch TV. I now have to have careful conversations with people when discussing shows like Lost and Supernatural to make sure we're not revealing spoilers to each other, because we're out of sync with our viewing.

And check out this comment from an anonymous commenter on Kung Fu Monkey, describing their set-up for downloading shows. Key quote:
If I'm out with friends and they recommend a show or movie to me, I can go to a public search engine with my smart phone, enter in the name of the film, and when I get home, that movie will be waiting for me to watch in blu-ray perfect HD.

... I'm a reasonably well-seasoned techie in my early 30's, and I set this system up in a weekend with a terabyte of storage for under $600. That means in 1 year, 18 months tops, the price will have halved, the installers will be polished, the software will STILL be free, and this sort of thing will be taking off in homes all over the country.
So, yeah, the situation has shifted.

Obviously, distributing and replicating shows is basically free.

Creators are now producing their own high-quality material, independent of major studios. Leverage, a heist show was shot and post-produced using domestic equipment. It has no major studio financing. It was successful enough to get renewed for a second season on TNT, a legitimate, well-thought of network.

Revenue? Well, that's still the issue - Leverage (I assume) is earning money through screening on TNT - and the basic rule still applies: the moment you release something, it will be available for free on the internet. If you're in this to make money, you need to confident of making it before that happens.

We have entered the era of DIY stories, pulled by readily available tech, and pushed by market forces and outmoded business models.

Bill Cunningham, over at Pulp 2.0 lays out a bunch of relevant links, which I summarise here.

Ted Hope over at Truly Free Film provides a list of 38 problems with the American independent film scene. Here are the ones that stuck out for me:
  • Too many leisure options for film to compete without further enhancing the theatrical and cinematic experience.
  • Too many "specialized" films opening to allow such films to gain word of mouth and audience's attention.
  • Too many films available and being distributed to allow films to stay in one theater for very long, making it more difficult to develop a word of mouth audience.
  • Distrib's abandonment (and lack of development) of community-building marketing approaches for specialized releases (which reduces appeal for a group activity i.e. the theatrical experience).
  • Distrib's failure to embrace limited streaming of features for audience building.
  • Reliance on large marketing spend release model restricts content to broad subjects (which decreases films' distinction in marketplace) and reduces ability to focus on pre-aggregated niche audiences.
  • Recession has reduced private equity available for film investment.
  • No new business model for internet exploitation at a level that can justify reasonable film budgets.
Recently, some of my friends (Winged Ink) have been telling me about how Kristen Hersh runs her music career now - from home, communicating with fans via the internet and providing them with customised products. It's very much in the spirit of the 1000 True Fans model. That fits with this article by David Byrne, describing a spectrum of business models that musicians can apply.

The 360, or equity, deal, where every aspect of the artist's career is handled by producers, promoters, marketing people, and managers. You achieve wide saturation and sales, while becoming a brand, owned and operated by the label.

The standard distribution deal. The record company bankrolls the recording and owns the copyright to the recording; the artist gets a royalty percentage.

The license deal. Similar to the standard deal, except the artist retains the copyrights and ownership of the master recording.

The profit-sharing deal. The artist gets a minimal advance from the label, and they share the profits from day one. The artist retains ownership of the master.

The manufacturing and distribution deal. The artist does everything except manufacture and distribute the product. The artist gets absolute creative control.

The self-distribution model, where the music is self-produced, self-written, self-played, and self-marketed. CDs are sold at gigs and through a Web site. Promotion is a MySpace page. Within the limits of what they can afford, the artists have complete creative control.

For me, the key quote from Byrne's article comes here:
Radiohead adopted this DIY model to sell In Rainbows online — and then went a step further by letting fans name their own price for the download. <snip> ... As one of Radiohead's managers, Bryce Edge, told me, "The industry reacted like the end was nigh. They've devalued music, giving it away for nothing.' Which wasn't true: We asked people to value it, which is very different semantics to me."
Stories, created in a bunch of different ways, released into the wild, and then valued by the audience according to a business model that you decide on.

Wednesday, August 13, 2008

N - an animated Stephen King story

There's a new Stephen King story on the net. This one has been done as a series of two-minutes episodes, drawn by Alex Maleev, and partially animated.

The story is a neat cthulhoid take on obsessive-compulsive disorder, and some of the animation works better on screen than I think it will on the pages of the soon-to-be-published short story.

Watch it here. (And count the stones!)

There are going to be 25 episodes in total: a new one will be published each weekday, and they're about halfway through at the moment. There's some weak-ish voice acting to start with, but that soon gets better. I'm also a fan of its mood.


Friday, March 23, 2007

Links - the future of media

Advertising

Pop-ups in TV shows are being considered as a possible near-future form of advertising. For instance, viewers might see a commercial playing in a TV in the living room of the set. Then the commercial would pop full-screen.

Netvibes is a stie that gives its users to build a web page that gathers their favorite sites, blogs, etc, together. It does not accept paid advertisements. Instead, it makes advertisers create a Netvibes that provides a useful service to its community.


Online businesses

Over at GigaOm, there's an article about how the toughest part of a new venture is to get your users to pay you anything at all.

"The biggest gap in any venture is that between a service that is free and one that costs a penny."

As Anne Zelenka says,

"the reason there’s a huge gap between people paying you nothing and people paying you something is because that’s where you go from hobby to business. Between zero revenue and positive revenue lies your business model. Going from zero pay to a penny is where you’ve discovered how to make money–and that’s what businesses are about. The penny gap separates the winners from the losers, economically speaking.


Downloads, Music, & DRM

If every music listener in the world paid $50, they could have access to every song ever recorded while maintaining or increasing music sales. That's according to Cambridge-educated economist turned music-manager (Pink Floyd, The Clash, Ian Dury And The Blockheads, Billy Bragg) Peter Jenner.

Here's the story of how one man's terrible DRM experience trying to legally download a single piece of music has led to him giving up on online music altogether. Over-reaction or flawed business model? You can decide.

CD sales keep declining. The artificial demand for replacing all your old music with CDs has been over for a while. Now, sales in the first quarter of 2007 a 20% lower than the same quarter last year.