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As an extension of the New Media Fund, currently in its inaugural year, the Tribeca Film Institute teamed up with SilverDocs to present a Transmedia Lab at the Festival.
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Caitlin Burns: "Microcelebrities and in-jokes have gone global. Rare is the life untouched by memes and even if you don’t know their individual formal titles, you’ve probably encountered Scumbag Steve, Nyan Cat or of course– the current Queen of Internet Memes: Grumpy Cat™."
And, here's another informative article for those interested in internet memes: The lifespan of a meme: The rise and fall of Grumpy Cat and other Internet celebrities.
Note: The picture of Grumpy Cat, above, is from this second article.
Memes market. Can't wait to have my first client asking me to make him a memes campaign #buzzcampaign #viralcampaign #talkofthetowncampaign #don'thavebudgetsocreatesomethinghugewithzerodollarsplease #ahwell
Simon Staffans: 'I was quite amazed and fairly impressed by the quotes from Game of Throne’s director David Petrarca at the Perth Writers’ Festival regarding the effects piracy have had on the tv series. Game of Thrones is by far the most pirated show on Earth at the moment, but David shrugs it off, since the show thrives on ”cultural buzz”.'
And, you should also read Simon's follow up post: Substituting piracy for exchange of favors?
De makers van Game of Thrones beschouwen het feit dat de serie tot de meest 'illegaal' gedownloade ter wereld behoort als een gegeven. Waar ze eigenlijk ook veel voordelen in zien.
Steve Peterson: "Trion SVP Nick Beliaeff on how this game and TV show developed together."
An interesting look at the business model behind Defiance.
Juliana Liu: "The video games industry is increasingly shifting towards China's freemium model to safeguard earnings from the threat of piracy."
Innovation isn't just about technology, here's a great article about the freemium business model.
Freddie Wong AKA freddiew has a released an infographic breaking down how his 'Video Game High School' web series spent its $636,000 budget.
Very useful and fabulously presented.
excelente infografía, que resume los costos de los nuevos formatos para producir
Fascinating breakdown of financial budgeting for video game production.
Ben Fritz: "An effort to reshape the world of entertainment backed by Los Angeles' wealthiest man has taken a big step back" ...
Gunther Sonnenfeld: "Things don't always go according to plan... And that's a good thing. A while back, my sister roped me into an independent project with Michael Caplan on the life and times of Nelson Algren."
Tadhg Kelly: "Social games brought pay-as-you-go, pay-to-cheat and pay-to-skip to games, and the consequent explosion in free play has fundamentally changed what many players expect. The question is whether the so-called mainstream games industry can really survive it" ...
Because digital is now a serious entertainment money-maker in its own right, argues beActive Media's Bernardo
Graham Button: "A film crew is a group of professionals answering to investors, working with a budget to make a marketable product in a competitive business. Sound familiar?"
Adam Davidson: "There must be an easier way to make money. For the cost of “Men in Black 3,” for instance, the studio could have become one of the world’s largest venture-capital funds, thereby owning a piece of hundreds of promising start-ups. Instead, it purchased the rights to a piece of intellectual property, paid a fortune for a big star and has no definitive idea why its movie didn’t make a huge profit. Why is anyone in the film industry?" ...
"The downward trend in movie attendance and DVD purchases are really the result of one, simple catch-all word: “technology.” Technological advances in home theater, especially since 2005 have shrunk the difference between watching movies in the home and watching in the theater."
"Comic-book nerds are about to have it all. Beginning this month, all new Marvel releases are available digitally the same day they hit shelves."
DRC: An interesting article on how Marvel is working with its retail partners to make this a win-win for everyone.
Nuno Bernardo: "Don't try and build the Louvre from the outset, says beActive's Bernardo: focus on your Mona Lisa first" ...
Some great advice ....
"[...]"I used the Mona Lisa metaphor to explain this problem when talking to one producer. It’s a fact that a big percentage of visitors of the Louvre go to the museum to see the famous Leonardo Da Vinci painting and only visit the corridors from the main entrance to the Mona Lisa room and back. But the Louvre has many other corridors and exhibition rooms that are not that popular: they are only seen by a small portion of the museum visitors.
My advice to that producer, at the time, was: focus on your Mona Lisa, the core story, characters and elements of your project, and the “corridors” that lead to that core element. Don’t try to set up the full Louvre with its dozens of rooms and corridors, especially if your resources are limited. Down the line, if you succeed with your initial approach, you will be able to add another room or another corridor. [....]"
"Let's start by making a distinction between participatory culture and Web 2.0. Today's participatory culture is the result of more than a hundred years of struggle" ...
Part II of Frank Rose's interview with Henry Jenkins about his upcoming book, Spreadable Media. Part I of the interview can be found here.
Sam Ford: '"Transmedia storytelling" has become a common phrase in many media industries circles. But what does it look like for B2B?'
Further insight into the work of the Annenberg Innovation Lab at the University of Southern California.
"The difference between B2B brands and B2C brands is that B2C brands typically have to use their storytelling to create the illusion of "brand personality" or of a relationship between the product/company behind the product and the customer."
Anita Li: "An infographic reveals how the film industry is using social media and viral marketing to compensate for declining ticket sales."
Another great infographic.
In applying this to documentary filmmaking, I think the "Varied Monetization" section to be particularly interesting. As most documentary films don't have a very long or wide release in theatres, exploring other venues for splitting up the rights to your project may prove to be a more successful and lucrative option for most independent filmmakers.
Awesome infographic to show how the declining film industry is fighting back!
Gr8 Infographics on how Documentary films are using Technology
John Gaudiosi: "[...] one thing that stands out with the approach [Mark] Long is taking with HAWKEN is that he’s bypassing traditional marketing in favor of a transmedia approach. Long talks about this unique strategy in the exclusive interview below" ...
What Games Are: "Technically you can charge for everything in every way in a game, but it usually makes the experience hollow. The Free-To-Play Triangle aims to help you keep your game fun" ...
Jim Thacker: "Your cross-media project is well under way. You have a killer pitch, great teaser content, and are ready to start talking to development and finance partners. But what else will they want to know about it?"
Image: "Your project’s emotional hook may not be the obvious one. Is the thrill of watching a supersonic parachute jump that of seeing a world record – or that the parachutist might die live on air?"
Mina Hochberg: "A film’s success depends on perfect casting just as much as a company’s success depends on hiring the right talent. No one understands this better in Hollywood than casting directors" ...
Gunther Sonnenfeld: "With global economic parity looming, companies can no longer rely on themselves for the answers. They must co-create new value systems with their customers and other businesses not only to survive, but to grow. And stories – or the act of curating them – can provide amazing new opportunities for growth."
Haexagon Concepts: "Transmedia is still a country for pioneers & prospectors. We are embarking on the big gold rush" ...
Nuno Bernado: "In the last few decades storytelling suffered from established and rigid formats and lengths but now, with new digital platforms, storytelling can regain more freedom and creators can focus on proper story and character development" ...
Orly Ravid: "In today’s digital distribution market, which ranges from VOD to iTunes and other smaller online outlets, the numbers are hard to find or verify."