Business Insider -- DOWN ON THE (CONTENT) FARM: Here's Why I Would Never Invest In Demand Media
november 2010 by adamcrowe
'Demand contracts with thousands of freelancers to produce hundreds of thousands of pieces of low-quality content, the topics for which are chosen according to their search value, most of which are driven by Google. Because Google’s algorithm weights prolific and constant content over quality content, Google’s algorithm places Demand content high on their search engine result pages. Google search results drive enormous amounts of traffic to Demand’s sites, which Google is then happy to monetize for a hefty split of ad revenue. So, Demand creates the content cheaply; Google then sends free traffic to those pages; and then Google sells ads to those same users. Arbitrage defined. The worse the content the cheaper it is for Demand to produce and the more likely a visitor to that content is to click on a Google AdSense link as that is often the most compelling thing on the page. Demand’s content threatens the quality of the user experience on Google.'
advertising
content
spam
seo
search
storygraph
businessmodels
from delicious
november 2010 by adamcrowe
The Daily Bell -- Rupert Murdoch to Ban Google?
november 2009 by adamcrowe
'Mr. Murdoch added the fair-use doctrine, which allows for use of copyrighted materials "could be challenged in the courts and barred altogether." -- THE most powerful media titan is seriously considering severing the foundational cord of Western science and literacy to preserve his power base and his sponsors. Fair use is at the heart of the tradition of Western science and rational thought. If one cannot quote (or even reference) the thought and findings of others, then the conversation of literature and science virtually dies. All scientific research is referential, as is all academic study. What Murdoch is suggesting is a nightmare scenario where the courts will be empowered to decide, absent fair use, what constitutes a legal summary of a document, what constitutes appropriate vocabulary for that summary, etc. ...the result would be a legal mess that would take decades if not centuries for the West's tradition of scientific and academic thought to recover from.'
content
copyright
fairuse
november 2009 by adamcrowe
Marginal Utility Annex -- Filtering information to suit the self
november 2009 by adamcrowe
Reminiscent of McLuhan's insight that people dress themselves in newspapers rather than read them. -- 'Information can now be a matter of facts, data, opinions, or retail purchases -- anything that could be deployed in signaling. The goal is not to become informed so much as to signal a tentative, tactical self in the marketplace of identity. Choice in informing oneself is now driven by the social-networking self (the self that can be ranked and archived and broadcast to ever-more people), which covertly serves the ends of the corporations that control those networks. Less important to be informed than to know the passwords to admission into chosen hierarchies structured in networks online.'
socialnetworking
signalling
culturalcapital
content
news
statusupdates
themediumisthemessage
media
november 2009 by adamcrowe
Marginal Utility -- Authentic Listening: Are We Selling Out Our Tastes?
october 2009 by adamcrowe
'If I put a bunch of tracks on an MP3 blog ... I’ve crossed the line into being a freelance marketer, a wannabe A&R person. I want strangers to applaud my taste under the auspices of “sharing.” -- It’s no better if I talk about my musical tastes on a social network—the context changes the relevance of what I am saying and my opinions can be aggregated and sold as demographic data, or could lead to my friends being hit with certain sorts of targeted ads. By the terms of service, my opinions become part of a commercial public record. Our intentions in listening will be harder and harder to keep pure; the temptations to sell our tastes out by blogging/tweeting/social network posting about them will continue to increase.'
consumption
behaviours
consumering
authenticity
taste
signalling
attention
content
selfobjects
objects
music
october 2009 by adamcrowe
Paul Graham -- Post-Medium Publishing
september 2009 by adamcrowe
'When you see something that's taking advantage of new technology to give people something they want that they couldn't have before, you're probably looking at a winner. And when you see something that's merely reacting to new technology in an attempt to preserve some existing source of revenue, you're probably looking at a loser.'
software
media
publishing
content
PaulGraham
september 2009 by adamcrowe
The New York Observer -- Brand-tastic! Ben Silverman Might Look Back to Find Ad Models for the Future
september 2009 by adamcrowe
'Consider Illeana Douglas’ Easy to Assemble, a Web show written and produced by Ms. Douglas, who stars as an Ikea worker trying to escape showbiz. Ikea signed on as a sponsor, and marketing head Magnus Gustafsson joined to oversee story lines and plot outlines. Yet, for the most part, they let Ms. Douglas do as she pleased, even poking a little fun at the store’s quirkiness. When she first told her friends she was going to make a Web show sponsored by Ikea, “it was very, very controversial with people,” she told The Observer. “People had no idea why I was doing this and asking why would I do this instead of doing a movie. I said, ‘Well, you know, Ikea is the 400th most viewed Web site in the world.’ Who cares about NBC and CBS, I said, if you can get them to show your show in an IKEA.”'
storytelling
entertainment
narrativeenvironments
productnarratives
IKEA
brandedcontent
content
september 2009 by adamcrowe
HBR -- The IKEA Effect
september 2009 by adamcrowe
'Labor is not just a meaningful experience – it’s also a marketable one. ...labor enhances affection for its results. When people construct products themselves, from bookshelves to Build-a-Bears, they come to overvalue their (often poorly made) creations. We call this phenomenon the IKEA effect... We also investigated the limits of the IKEA effect, showing that labor leads to higher valuation only when the labor is fruitful: When participants failed to complete an effortful task, the IKEA effect dissipated. Our research suggests that consumers may be willing to pay a premium for do-it-yourself projects, but there’s an important caveat: Companies hoping to persuade their customers to assume labor costs – for example, by nudging them toward self-service through internet channels – should be careful to create tasks difficult enough to lead to higher valuation but not so difficult that customers can’t complete them.'
content
selfobjects
objects
diy
do
engagement
production
motivation
incentives
september 2009 by adamcrowe
my6sense - your digital intuition
august 2009 by adamcrowe
'my6sense brings the good stuff from your information streams. What's unique about our technology is that there's no need for you to set preferences or give any explicit feedback. The m6s system learns what's valuable to you by translating your consumption behaviour into a personalized ranking function. Not only that, it's a dynamic system - so the more you use it, the better it gets and delivers more relevant content.'
socialmedia
content
filters
relevance
intuition
signalvsnoise
tools
august 2009 by adamcrowe
YouTube -- Your Digital Intuition
august 2009 by adamcrowe
"Your digital intuition knows you and brings the stuff you want. You know, the good stuff." -- She's flexible and not demanding. You never have to give her any feedback, but she can show you interesting stuff you've never even thought about before. All you have to do is act naturally. (I think I can handle that.)
socialmedia
content
filters
relevance
intuition
signalvsnoise
august 2009 by adamcrowe
The Onion -- Study: Watching Fewer Than Four Hours Of TV A Day Impairs Ability To Ridicule Pop Culture
august 2009 by adamcrowe
'"An hour or two of television per day simply does not provide enough information to effectively mock mediocre sitcoms, vapid celebrities, music videos, and talk-show hosts—an essential skill in modern society," said Dr. Madeleine Ben-Ami, a professor of cognitive science and chief author of the study. Ben-Ami said she and her colleagues fear that, if it is not corrected, television illiteracy could result in an American sub-group unable to function in the modern world. "Because the ridicule of pop culture comprises the bulk of today's social discourse, a non-viewer is at a distinct disadvantage in the workplace, on campus, and in the dating scene."'
*
productnarratives
meta
culture
popculture
snark
tv
content
lulz
television
august 2009 by adamcrowe
A VC -- What We Can Learn From Mess
august 2009 by adamcrowe
Only real markets create mess -- 'The company has no marketers. To quote Gary again, "By eliminating marketing, sales, and business development, craigslist's programmers have cut out all the cushioning layers that separate them from the users they serve." -- "People are good and trustworthy and generally just concerned with getting through the day," Newmark says. If most people are good and their needs are simple, all you have to do to serve them well is build a minimal infrastructure allowing them to get together and work things out for themselves. Any additional features are almost certainly superfluous and could even be damaging. -- A system like Craigslist does result in a lot spam, fraud, and abuse. But it is also certainly the most efficient and cost effective way to make a market.' -- Pure data
design
socialdesign
markets
content
publics
craigslist
august 2009 by adamcrowe
Muddy
july 2009 by adamcrowe
'Muddy is an indexing and categorisation tool for use by people and companies with lots of content. Using information derived from Wikipedia, Muddy finds notable people, places and organisations in any webpage, and references them against other information sources. This helps you to categorise your content and to provide new navigation features on your website.'
wiki
semantic
aggregation
content
tools
july 2009 by adamcrowe
Guardian -- User-generated content is only the beginning
june 2009 by adamcrowe
'The paper is now offering user-generated advertising as a service and competence to its advertisers. -- Bild's partnering with readers is part of a trend that this paper's editor, Alan Rusbridger, is calling the "mutualisation of news". The separation between reporter and reader, he said, blurs as they work together. That is the future - and natural state - of media; collaboration not just in content creation, but now in advertising as well.'
content
advertising
fandom
june 2009 by adamcrowe
Brand Republic -- Ridley Scott unveils ad-funded UGC venture
june 2009 by adamcrowe
'Ridley Scott is launching a project called Purefold that will harness user-generated content, RSA directors, scriptwriters and online aggregators to create brand-funded premium quality online TV programmes. Described as an open licence cross-platform franchise, Purefold works by scanning social networking sites for online conversations across all social media. These conversations are collated and the most highly rated can be used by brands as the basis for storylines that are fleshed out and rewritten by professional scriptwriters. The scripts are then turned into five-minute, high-quality web-based programmes directed by RSA directors from around the world. Once online, consumers can become involved with developing the storyline through talking or blogging about it. The most talked-about stories will be kept and further developed while the least talked-about will then be discarded.'
storytelling
fanon
crowdsourcing
content
brandedcontent
businessmodels
RidleyScott
purefold
june 2009 by adamcrowe
BBH Labs -- “An Epochal Debate over the Value of Content”
may 2009 by adamcrowe
"In our new data-driven world, micropayments might begin to apply to how creative agencies are compensated as well. Creative and media will likely increasingly begin merging services, molding to a more performance-based system. This doesn’t need to adversely effect creativity though, since appealing to more sophisticated eyeballs might pay better than the blunderbuss approach. Watch for Labs to be dabbling in exactly these kinds of methods in the months ahead. We welcome further conversation by potentially interested partners and clients here."
agencyagency
content
micropayments
may 2009 by adamcrowe
New Statesman -- "We were so keen to believe that Web 2.0 would make the world fairer that we rejected all evidence to the contrary"
may 2009 by adamcrowe
The "techno-utopian manifest destiny" of Wired magazine via MIT MediaLab pwnage: 'Negroponte was seeking a publicity vehicle for his “concept factory”, a novel business proposition spun out from the venerable Massachusetts Institute of Technology. Negroponte’s Media Lab didn’t trouble itself with boring engineering and scientific research – the empirical bedrock of technological innovation, which takes years to bear fruit. The Lab was designed to coax corporate sponsorship with attention-grabbing ideas. Few of the whimsical concepts from the Lab – furry alarm clocks that run away, “ambient furniture” – would ever be viable products, but they generated acres of newsprint. And the press coverage drew in the sponsorship. Negroponte sold the proposition that his whizz-kids knew the future, and if you, too, suspended disbelief, so could you. A new business had been created. Negroponte became [the magazine's] first investor, and his flagship guru. Wired magazine was born.' -- Content is kin!
criticism
economics
free
businessmodels
hype
pr
productplacement
content
wired
NicholasNegroponte
theadvertisedlife
technoutopianism
may 2009 by adamcrowe
BBC iPlayer -- Newswipe: Episode 2
april 2009 by adamcrowe
'Charlie Brooker sets his satirical sights on news and current affairs. In charting the rise of the public's role in making the news via vox pops and mobile phone footage, Brooker examines the good, the bad and the absurd in citizen journalism. Plus, reviews of two big stories making the news, controversial authored pieces, a poem and much more.'
journalism
news
content
emotionallabour
voyeurism
sousveillance
reality
realityprogramming
culture
satire
newswipe
CharlieBrooker
april 2009 by adamcrowe
The Pirate's Dilemma -- The Network is the Story
january 2009 by adamcrowe
"Stories that include their audiences in the creation process become more complex, go off on tangents and create new relationships between the broadcaster and the audience. Giving the audience space to create their own stories within the broadcast story is a great way to create mass media. Instead of creating one story with broad enough appeal for a mass audience to find it palatable, it’s now possible to create a piece of mass media without much of a storyline at all, but instead, the tools the audience needs to create millions of their own, that they in turn can change and narrowcast to their peers. The audience knows what they need from narrowcast entertainment better than the broadcaster does, and they know the target audience for that entertainment (their friends and families) better than the broadcaster ever will. When mass entertainment properties encourage and add value to the networks that grow around them, they make it easier for the network to reciprocate."
storytelling
transmedia
space
narrativeenvironments
fanon
fandom
fanfiction
socialmedia
openmedia
production
content
sandbox
roleplay
january 2009 by adamcrowe
Fast Company -- Seth MacFarlane’s $2 Billion Family Guy Empire
january 2009 by adamcrowe
'MacFarlane describes as edgier versions of New Yorker cartoons come to life. Running from 30 seconds to just over two minutes, the shorts are sponsored by advertisers and noteworthy for a host of reasons. For fans, they are MacFarlane's first non-TV venture and so exist outside the reach of censors and network suits and introduce a universe of entirely new characters. For the entertainment industry, they mark the first experiments with a bold new method of content distribution (and the entry of the beast Google into its world). This purportedly unsophisticated hack comic now finds himself, in some ways by accident, at the intersection of advertising, television, and the Web -- all of which are blurring together. MRC provides the funding and sells the ad partnerships, MacFarlane provides the content, and Google serves as distribution outlet, providing the "broadcast" via its AdSense network.'
google
storytelling
transmedia
entertainment
content
distribution
convergence
brandedcontent
businessmodels
SethMacFarlane
january 2009 by adamcrowe
Apture – Add Multimedia to Your Site with One Click.
january 2009 by adamcrowe
"Apture provides the first rich communication platform allowing publishers and bloggers to easily turn flat pages of text into multimedia experiences."
web
content
context
annotation
hyperlinks
tools
aggregation
analytics
january 2009 by adamcrowe
Wired -- Japan, Ink: Inside the Manga Industrial Complex
january 2009 by adamcrowe
'"The dojinshi (nonprofessional self-published manga) are creating a market base, and that market base is naturally drawn to the original work," ... the anmoku no ryokai (unspoken, implicit agreement) arrangement provides publishers with extremely cheap market research. To learn what's hot and what's not, a media company could spend lots of money commissioning polls and conducting focus groups. Or for a few bucks it could buy a Super Comic City catalog and spend two days watching 96,000 of its best customers browse, gossip, and buy in real time... These settings often provide early warnings of the shifting fan zeitgeist... the established publishers and the dojinshi creators [relationship works like] something resembling the prisoners' dilemma: If they cooperate — that is, if they honor the terms of anmoku no ryokai — they both gain. But if one overreaches — if publishers crack down aggressively or if dojinshi creators go too far — they both suffer.'
fandom
remix
narrativeactivism
manga
comics
japan
publishing
copyright
businessmodels
content
symbiosis
january 2009 by adamcrowe
YouTube -- The Making of Little Big Planet
january 2009 by adamcrowe
Alex Evans, Co-Founder of developer Media Molecule: "It's fun, you can make stuff, and you can share it with your friends."
littlebigplanet
content
games
design
gamemechanics
creativity
play
experimentation
peerproduction
tools
fun
january 2009 by adamcrowe
Gamasutra -- The Megatrends of Game Design, Part 4
december 2008 by adamcrowe
"#Player-created content: ...It is natural for an individual to wish to share the fruit of his creativity, thereby rising from obscurity. Once tasted, the reward of creation often becomes an irresistible need... give power to the players, and they will take over your game... creation becomes the game. #The aging of players: Older gamers will increasingly hold a greater interest in themes that are presently uncommon or poorly developed, such as economic or political simulations. They will assign a greater importance to game-generated emotions and moral dilemmas... [they] will have a harder time becoming immersed in less believable plots or universes. #The emergence of emotions: ...powerful emotions, such as compassion or love are very rarely touched upon. Older players will likely be the first to fully appreciate this emotional dimension of gaming, since it connects with their own life experience; we are, after all, far more sensitive to emotions we have felt before."
gaming
games
design
gamemechanics
content
trackmania
littlebigplanet
simulation
seriousgames
politics
participation
engagement
narrative
storytelling
emotion
emotionalintelligence
nostalgia
virtualworlds
december 2008 by adamcrowe
Nokia -- Press Release: Nokia premieres its newest research laboratory, in Hollywood, USA
december 2008 by adamcrowe
'"Hollywood has an enormous variety of academic institutions, innovative media businesses and unique creative talent. It offers exactly the right ingredients for research into topics that will be vital for Nokia's business in the future. The link with the movie industry is naturally strong, however the entertainment concepts we will be working on at the NRC Hollywood laboratory are even more diverse. The laboratory will explore new entertainment experiences that combine the physical and digital worlds. Our research work will focus on mixed reality experiences, with a strong community flavor. We will develop new user interfaces that fully explore the role of the human body and human motion for more natural forms of interaction. Mobile devices will play a central role in this," commented Rebecca Allen, Laboratory Director of NRC Hollywood.'
nokia
entertainment
content
mixedreality
experience
design
haptics
gesture
interface
research
december 2008 by adamcrowe
YouTube -- (Little Big Planet)リトルビッグプラネットでゼビウス?
november 2008 by adamcrowe
Xevious remake inside Little Big Planet
littlebigplanet
xevious
retro
games
remake
content
november 2008 by adamcrowe
YouTube -- (Little Big Planet)リトルビッグプラネットでグラディウス1面
november 2008 by adamcrowe
Gradius remake inside Little Big Planet
littlebigplanet
gradius
retro
games
remake
content
november 2008 by adamcrowe
YouTube -- (Little Big Planet)リトルビッグプラネットでテトリス?
november 2008 by adamcrowe
Tetris remake inside Little Big Planet
littlebigplanet
tetris
retro
games
remake
content
november 2008 by adamcrowe
Wired.com -- First Impressions: LittleBigPlanet's Ever-Expanding World of Wonder
october 2008 by adamcrowe
"LittleBigPlanet could still be incredibly enticing for non-creators, because it offers us the allure of an ever-growing, unlimited, crowdsourced world full of new levels that are churned out for free on a constant basis. It is, without question, fun to play. But without the constant addition of new content, it wouldn't be half the game it is now. So the LittleBigQuestion is: Will LittleBigPlanet's gameplay limitations give it a shelf life longer than that of the average game? After the new-game smell wears off, will all the levels that users create just be endless iterations of the same basic mechanics?"
littlebigplanet
gaming
content
gamemechanics
storytelling
narrativeenvironments
narrativeacts
october 2008 by adamcrowe
Wired -- Video Gallery: Top 10 User-Created 'LittleBigPlanet' Adventures
october 2008 by adamcrowe
"#7. Duckroll mobile by Tempy-kun: This level is just a riff on duckrolling, the soon-to-be-forgotten internet meme that spawned the far more popular Rickroll. Defining moment: So why is this here? Because even silly levels like these have serious benefits: Users can take the Duckroll mobile and use it in their own levels. It'll still contain the original creator's ID in the metadata."
littlebigplanet
memes
lulz
toys
narrativeenvironments
objects
narrativeobjects
gaming
levels
gamemechanics
gameplay
content
mediaclouds
storytelling
transmedia
october 2008 by adamcrowe
YouTube -- Little Big Planet Beta Hell Level
october 2008 by adamcrowe
"Here is my level for Little Big Planet Beta! You can get two bonus prizes from this level! Its kind of an underground hellish level! :D" -- Bo!
littlebigplanet
content
gaming
toys
gamemechanics
levels
october 2008 by adamcrowe
WebTVWire -- Seth MacFarlane Scores A Hit With ‘Cavalcade Of Comedy’
september 2008 by adamcrowe
"The Cavalcade was announced back in June as a tie up between MacFarlane and Google, which is distributing the original series around the Internet using its Content Network, which in turn is part of Google AdSense. Burger King are sponsoring the first ten episodes of the Cavalcade."
google
tv
content
businessmodels
burgerking
television
september 2008 by adamcrowe
Edge Perspectives with John Hagel -- Stupidity and the Internet
august 2008 by adamcrowe
"Stories offer potential to communicate some elements of tacit knowledge. They help to provide enough of a sense of context to reconstruct and extend parts of the tacit. Stories, properly told to communicate the richness of context, do not reduce to snippets. In the end, though, tacit knowledge will only flow through shared practice and the deep relationships that build up around shared practice." -- Yup. It's all about the Guilds.
via:chromacomms
guilds
craft
storygraph
reflexivity
learning
content
context
#storage
#processing
#complexity
august 2008 by adamcrowe
Bright.ly -- The converging Experience
august 2008 by adamcrowe
Option #2: A pill-popping manifesto for branded entertainment. (Clients shout in reply: "But we're not entertainment content companies?!1")
agency
brandedcontent
content
entertainment
experience
service
design
simulacra
storytelling
productnarratives
via:zeroinfluencer
august 2008 by adamcrowe
Sphere
august 2008 by adamcrowe
"Sphere connects your current articles to contextually relevant content from your archives as well as from Blog Posts, Media Articles, Video, Photos, and Ads from across the Web."
publishing
tools
advertising
content
context
august 2008 by adamcrowe
Wired -- Hollywood Has Finally Figured Out How to Make Web Video Pay
august 2008 by adamcrowe
'Rogow is thrilled with Cisco's digital signs, which can be remotely programmed to display anything you want — like a coded message for Anna. "Which is, I think, why you really invented it: for superspies to get secret messages in malls," he quips. "We think that's real cool." He's equally happy with the surveillance system, which can send Anna a digital alert on her smartphone. "But we want to make sure we've got the Cisco logo in a prominent position"
GeminiDivision
businessmodels
productplacement
transmedia
storytelling
interactivedrama
alternativerealitygaming
entertainment
web
tv
content
#processing
#complexity
objects
#bandwidth
#socialization
television
august 2008 by adamcrowe
Britannica Blog: Sven Birkerts -- A Know-Nothing's Defense of Serious Reading & Culture: A Reply to Clay Shirky
july 2008 by adamcrowe
"[Tolstoy's 'War and Peace'] ought not be mocked quite so glibly. It is not just the work, it is the inheritance of the work, the vision of history, the understanding of the intersection of the singular with the societal, that is at issue."
reading
internet
literacy
literaryculturevsoralculture
culture
history
mapping
metanarratives
modernism
postmodernism
context
content
communication
#processing
#storage
#bandwidth
retribalization
july 2008 by adamcrowe
Extenuating Circumstances –- SXSW 2008: Edit Me! How Gamers are Adopting the Wiki Way
july 2008 by adamcrowe
"... that’s where the MMO industry is going, a seamless experience between the web, between wikis that have information about the game... the wiki communities never sleep. They’re more passionate about information being correct than the developers."
gaming
mmorpg
fandonvscanon
fanon
fandom
fanfiction
wiki
communities
management
content
documentation
collectiveintelligence
activism
agile
feedback
prototyping
productnarratives
serviceecologies
intellectualproperty
storytelling
transmedia
july 2008 by adamcrowe
Havas Media Lab -- User Generated Context
july 2008 by adamcrowe
"Context > Content: Most user generated content, is, in fact, context. The bulk of what connected consumers create isn’t content: its context – information
content
context
data
intention
complements
socialmedia
culture
language
storygraph
strategy
economics
pdf
july 2008 by adamcrowe
Lively Worlds
july 2008 by adamcrowe
"Lively Worlds will be a place where Google Lively users can share their Lively Worlds." ... on a Google Map -- User-generated curation. Gotta love the initative of web folks.
virtualworlds
google
lively
mapping
content
curation
july 2008 by adamcrowe
Roadmap to the Virtual World -- Is Google Lively?
july 2008 by adamcrowe
"Large media companies who are publishers of virtual worlds have told me directly that they are not interested in having their work in a new medium hosted by Google; they fear that they’ll lose more advertising models to Google down the road."
virtualworlds
google
lively
content
publishing
businessmodels
july 2008 by adamcrowe
bit-tech.net -- Spore: Hands-on Preview
june 2008 by adamcrowe
Sporecasted 'pollentated content' from Sporepedia to your procedurally-generated universe with built-in storytelling/machinima tools that post to YouTube - And there's a game in there in case you get bored! Spore = Your very own Pixar 'game' studio.
spore
WillWright
games
review
gaming
creativity
content
machinima
mediaclouds
storytelling
transmedia
virtualworlds
june 2008 by adamcrowe
BusinessWeek - Hands On with Will Wright's Spore
june 2008 by adamcrowe
"...enabling players to limitlessly create and share new creatures and objects, seems to have the most scalable potential... up to 20% [est.] of players will be so taken with these artistic tools they won't ever play the title in traditional story mode."
spore
content
tools
toys
creativity
objects
narrativeobjects
storytelling
narrativeenvironments
june 2008 by adamcrowe
Level Up -- Exclusive: Will Wright Gives Level Up the Scoop On Why Spore Is Taking So Long to Get Right, Part II
june 2008 by adamcrowe
'having social currency around the game play experience with things like achievement ladders on Xbox Live... In some sense, it's a self esteem generator... you should walk away [from the computer] thinking, "Wow, I didn't know I was so good at that."'
*
thegamingofeverydaylife
experience
performance
transformation
design
sims
spore
toys
content
machinima
simulation
tools
creativity
learning
synaptics
WillWright
june 2008 by adamcrowe
BusinessWeek -- More Than 250,000 Creatures Created and Shared in the Spore Creature Creator
june 2008 by adamcrowe
" June 18, 2008" -- That figure is up to 459,086! (June 19 2008)
spore
sporepedia
content
june 2008 by adamcrowe
Gamasutra -- In-Depth: The Evolution Of Maxis' Spore
june 2008 by adamcrowe
"...user-generated data from Spore.com is output in RSS or as embeddable HTML, and can be easily integrated into blogs and social networking sites such as Facebook... Spore will upload a demonstration video of your creature directly to a YouTube account."
spore
sporepedia
content
socialmedia
socialnetworking
rss
widgets
facebook
youtube
june 2008 by adamcrowe
Terra Daily -- 'Sims' creator lets people play god in new computer game
june 2008 by adamcrowe
'"It is more of a social experiment," Wright said. "Science, economics, sociology, things like that are very fun to simulate in the computer." The game culminates with what Wright describes as a "toy galaxy" for players to explore.'
spore
WillWright
simulation
content
evolution
june 2008 by adamcrowe
Times Online -- Bryan Appleyard tries out Spore and creates his own species
june 2008 by adamcrowe
"What [computers] are really exploring is the collective creativity of millions of people. They are aggregating human intelligence into a system that is more powerful than we thought artificial intelligence was going to be." -- Metabrains
spore
metabrains
collectiveintelligence
artificialintelligence
distributed
content
june 2008 by adamcrowe
Wired -- Hands-On: Spore Creature Creator
june 2008 by adamcrowe
"The purpose of the Creature Creator, which goes on sale June 17 for $10, is to give the world a taste of the main characters of Spore. That, and to flood the game with user-made content long before it actually hits store shelves."
spore
content
tools
june 2008 by adamcrowe
Wired -- Grand Theft Auto IV Shifts Into Media Overdrive
may 2008 by adamcrowe
"But what blew me away was the in-game internet. I clicked around on the in-game internet for more than an hour, and experienced a growing sense of astonishment as I kept hitting page after page after page after page." -- Should leak out.
GTAIV
gaming
content
mediaclouds
mediaverse
reality
storytelling
transmedia
verisimilitude
may 2008 by adamcrowe
R*M -- KUDOS: A planning and evaluation framework for social media marketing
may 2008 by adamcrowe
"Can it be linked to or have you gone and wrapped them up in a big Flash movie that no one can link to? If it’s a Flash movie then there’s less material that can be shared in social book-marking sites." -- Flash: The Enemy of the People. ;^)
socialmedia
measurement
planning
content
strategy
flash
may 2008 by adamcrowe
Dailymotion -- Snow Angel (Sony Vaio)
may 2008 by adamcrowe
"Sony VAIO's Online Script Project started with a scene written by John Malkovich. He invited you to continue the story and chose three winners from your entries. Now you can see how the script lives on in this beautiful animation." -- Wow.
sony
campaign
authenticity
media
content
storytelling
scripting
collaboration
animation
may 2008 by adamcrowe
Wired: How To Wiki -- Make Money Around Free Content
april 2008 by adamcrowe
"Here's a list all the revenue models you can find in the media industry, all based around a core of free or almost-free content"
free
content
businessmodels
april 2008 by adamcrowe
A VC - What My Kids Tell Me About The Future of Media
march 2008 by adamcrowe
"They feel that TV shows are better written and more interesting. For roughly $40US, they got something like 25 episodes... My son read four 600 page Harry Potter books on our two week trip..." -- Again: They're hungry. Beware of their appetite.
themediumisthemessage
media
consumption
content
storytelling
storygraph
performance
design
entertainment
tv
children
television
march 2008 by adamcrowe
Bitstrips
march 2008 by adamcrowe
"YouTube for comics." Oh man. More like 'Bitch Strips'.
comics
storytelling
tools
content
cocreation
socialmedia
illustration
writing
march 2008 by adamcrowe
Out to Pasture - SXSW Notes
march 2008 by adamcrowe
"Linden Lab allows you to keep the IP (copyright) of the art you create, the scripts you write, or the textures you upload. They do not grant you ownership of the objects in the world (which can be deleted at their discretion)" -- Nice clarifation
intellectualproperty
content
copyright
virtualworlds
march 2008 by adamcrowe
BricaBox
march 2008 by adamcrowe
"We've taken the best of blogs and social networks, added some amazing new tools and features, and created a platform for you to create your own version of your favorite social content website." -- Good for small stuff. Early-Ning-cloning-clone. OpenID.
bricabox
web
publishing
socialmedia
content
aggregation
mashups
tools
ning
netvibes
widgets
applications
march 2008 by adamcrowe
Kzero - The depth of content creation in Second Life
february 2008 by adamcrowe
Graphs: "In total, almost 326,000 items have been created and made available for purchase." -- And socialisation IS content creation. It creates culture, community, and trust. How to measure it? Retention?
virtualgoods
statistics
numbers
content
shopping
retail
brands
virtualworlds
february 2008 by adamcrowe
Kzero - The scale of content creation in IMVU
february 2008 by adamcrowe
Graphs: "The graph below shows a break down of the 1.17 MILLION items available for avatar and room (basically the crux of the IMVU environment) customisation - a marketplace over 3.5 times larger than SL." -- 3.5!
imvu
avatars
virtualworlds
virtualgoods
socialnetworking
content
markets
shopping
numbers
statistics
february 2008 by adamcrowe
/swords - “MMO Goal Structures as a Panacea”
february 2008 by adamcrowe
"We need a new word. Goal interface trumps user interface. Goals are measurable, comparable, accessible, meaningful, scale in challenge as user progresses. User interface should exist to support goal interface."
transaction
design
goals
virtualworlds
content
february 2008 by adamcrowe
New York Times - Sorry, Boys, This Is Our Domain
february 2008 by adamcrowe
Girls blogging: “Girls are trained to make stories about themselves. From a young age they learn that they are objects, so they learn how to describe themselves." Boys posting videos: "are less about personal expression and more about impressing others"
web
technographics
gender
blogging
content
numbers
statistics
february 2008 by adamcrowe
Agency Model (SlideShare)
february 2008 by adamcrowe
#Storytelling: Constructing narratives that increase affinity and engagement over time #Creating spectacles and technologies that build awareness and make it easier for consumers to engage with brands #Content developing entertainment vehicles for brands
agencyagency
planning
storytelling
content
presentations
ZeusJones
ac
february 2008 by adamcrowe
Bubblegeneration Strategy Lab - Is Etsy the Next Google?
february 2008 by adamcrowe
Ysss. Product, product, product!
product
storytelling
productnarratives
socialmedia
matterware
content
ecommerce
do
etsy
february 2008 by adamcrowe
Mint Digital – Notes from UGTV ‘06
february 2008 by adamcrowe
“Kids don’t want to do anything without being watched”.
web
content
children
behaviours
psychology
february 2008 by adamcrowe
Sprout Builder
february 2008 by adamcrowe
"With Sprout, you can create sophisticated and dynamic interactive content including mini-sites, widgets, mashups, and more!" - This is good.
sprout
web
tools
content
widgets
mashups
editing
webdesign
microblogging
february 2008 by adamcrowe
EMW - Entertainment Media Works
february 2008 by adamcrowe
Embedding ecommerce into context aware social media content.
retail
ecommerce
socialmedia
socialobjects
narrativeobjects
objects
content
context
product
productplacement
storytelling
productnarratives
shopping
rfid
spimes
february 2008 by adamcrowe
Spore -- Spore Release September 7 2008
february 2008 by adamcrowe
"Maxis today announced that Spore™ will be available at retailers worldwide the weekend of September 7. Spore will be available for the PC, Macintosh, Nintendo DS™, and mobile phones." -- Oh man. Just tell me where to start queuing.
spore
games
mobile
ds
content
virtualworlds
universe
simulation
evolution
february 2008 by adamcrowe
ValleyWag - Jason Calacanis searches for hits
january 2008 by adamcrowe
'Less than two months after he launched his search engine [Mahalo], Calacanis has shifted strategies, emphasizing how-to content on the so-called "human powered search engine."' (Apparently, this 'shift' was an intentional diversion.)
JasonCalacanis
mahalo
search
socialsearch
howto
content
january 2008 by adamcrowe
Spinebreakers
january 2008 by adamcrowe
"Spinebreakers.co.uk is Penguin's pioneering online book community for teenagers, run by teenagers themselves. Editorial control of the site is in the hands of a core editorial team of nine teenagers aged between 13 and 18 years." Authentic
penguin
books
communities
youth
reading
writing
authenticity
content
january 2008 by adamcrowe
Guardian - User-generated content channel MTV Flux to close after 15 months
january 2008 by adamcrowe
"The timeshifted MTV One will launch at the beginning of February 2008 and will replace MTV Flux," said a spokesman for MTV. "We are therefore evolving the Flux community." Haha! Yeah, right. 'We are...' No. Your users are. (See what I did there??!)
mtv
socialmedia
content
failure
spin
january 2008 by adamcrowe
HoneyShed
january 2008 by adamcrowe
Something approaching the ultimate.
theadvertisedlife
advertising
content
selling
honeyshed
january 2008 by adamcrowe
Fabbaloo
january 2008 by adamcrowe
"Fabbaloo tracks developments in Fabbing, 3D Printing and Desktop Manufacturing. We believe in a future where everyone can easily make any 3D objects by using inexpensive desktop equipment." -- "Fabbing" Fab!
3d
priniting
rapid
prototyping
content
product
design
technology
diy
do
printing
january 2008 by adamcrowe
Life moves pretty fast - Don't write me a script, write me the press release
january 2008 by adamcrowe
"Alex Bogusky of CP+B fame, has instructed his creative department not to write him scripts anymore, he wants press releases instead. He wants his teams to be able to answer the question, why would anyone be interested by this piece of content."
content
thinking
do
january 2008 by adamcrowe
TheSims2.com - The Sims™ 2 H&M Fashion Stuff
january 2008 by adamcrowe
"Dress up your Sims in the latest H&M® clothing collections for men and women with The Sims 2 H&M® Fashion Stuff*!"
h&m
sims
virtualworlds
games
fashion
retail
roleplay
consumering
content
shopping
narrativeenvironments
objects
narrativeobjects
narrativeactivism
productnarratives
storytelling
january 2008 by adamcrowe
Ponoko
january 2008 by adamcrowe
"The ponoko.com marketplace connects creators, consumers, digital manufacturing hardware and service providers to promote, make and trade products on Ponoko and social networking websites."
manufacturing
markets
retail
shopping
content
product
design
diy
socialnetworking
january 2008 by adamcrowe
YouTube - Content, Life & Everything
january 2008 by adamcrowe
Video: It's all Digital in 2025. Woo let's have a party! (Tacky)
planning
digital
content
numbers
january 2008 by adamcrowe
YouTube -- Charlie Brookers Screenwipe S4E4P2
january 2008 by adamcrowe
Video: "More on youth TV including what the youths themselves actually think" -- Wait for 06:50 for Da Yoot Like Adam Curtis Documentary Shocker!
CharlieBrooker
AdamCurtis
documentaries
youth
boredom
taste
feedback
tv
entertainment
content
realism
television
january 2008 by adamcrowe
Yuwie.com
january 2008 by adamcrowe
Get paid to be your digital *self*.
attention
socialnetworking
businessmodels
content
stocks
money
work
identity
self
immateriallabour
theadvertisedlife
january 2008 by adamcrowe
tweetgift
december 2007 by adamcrowe
"tweetgift is a simple way to show a little appreciation to a friend. all you need is a twitter account." Pay for better gifts? Content creators for micropayments?. Come on. Get to it!
twitter
virtualgoods
gifts
content
communication
december 2007 by adamcrowe
Metaversed.com - The Future of Content: Watching the Detectives
december 2007 by adamcrowe
"Eventually such entrepreneurs will prevail, however, in the long run in the Long Tail because ultimately, people don't want others telling their story for them; they want to tell it themselves."
advertising
media
tv
entertainment
socialmedia
brandedenvironments
virtualgoods
virtualworlds
transmedia
augmentationistsvsimmersionists
narrativeenvironments
objects
narrativeobjects
storytelling
narrativeactivism
content
television
december 2007 by adamcrowe
ClickZ - Activating Brand Content Online
december 2007 by adamcrowe
"How can the brand act as a facilitator to the content and the community? What tools can be created for the community? The line between what is brand entertainment and what is brand utility is blurred within the online spaces you design."
brandedcontent
content
objects
narrativeobjects
narrativeactivism
storytelling
narrativeenvironments
performance
design
planning
december 2007 by adamcrowe
related tags
"capitalism" ⊕ #bandwidth ⊕ #complexity ⊕ #processing ⊕ #socialization ⊕ #storage ⊕ * ⊕ 3d ⊕ ac ⊕ acc ⊕ activism ⊕ AdamCurtis ⊕ ADHD ⊕ advertising ⊕ advice ⊕ affectivelabour ⊕ agency ⊕ agencyagency ⊕ aggregation ⊕ agile ⊕ AlexKrotoski ⊕ alternativerealitygaming ⊕ ambientgaming ⊕ ambientintimacy ⊕ analytics ⊕ AndrewKeen ⊕ animals ⊕ animation ⊕ annotation ⊕ anomaly ⊕ api ⊕ apple ⊕ applications ⊕ archetypes ⊕ archives ⊕ argumentation ⊕ art ⊕ artificialintelligence ⊕ artificiallife ⊕ attention ⊕ attentiondeficithyperactivedisorder ⊕ audio ⊕ augmentationistsvsimmersionists ⊕ augmentedreality ⊕ aura ⊕ australia ⊕ authenticity ⊕ avatars ⊕ backlash ⊕ bbc ⊕ beacon ⊕ bebo ⊕ behaviours ⊕ bigbrother ⊕ biology ⊕ bittorrent ⊕ blogging ⊕ blogs ⊕ body ⊕ books ⊕ boredom ⊕ brandedcontent ⊕ brandedenvironments ⊕ brandedutility ⊕ branding ⊕ brands ⊕ bricabox ⊕ broadcasting ⊕ browser ⊕ building ⊕ burgerking ⊕ business ⊕ businessmodels ⊕ campaign ⊕ career ⊕ cars ⊕ casualgaming ⊕ cctv ⊕ celebrity ⊕ change ⊕ chaoticfiction ⊕ CharlieBrooker ⊕ children ⊕ circumscription ⊕ classifieds ⊕ cloud ⊕ clubpenguin ⊕ cocreation ⊕ code ⊕ collaboration ⊕ collecting ⊕ collectiveintelligence ⊕ comics ⊕ comments ⊕ commons ⊕ communication ⊕ communities ⊕ competition ⊕ complements ⊕ consumering ⊕ consumerism ⊕ consumption ⊕ content ⊖ context ⊕ continuouspartialattention ⊕ convergence ⊕ conversation ⊕ copyright ⊕ craft ⊕ craigslist ⊕ creative ⊕ creativecommons ⊕ creativity ⊕ criticaldesign ⊕ criticism ⊕ crowdsourcing ⊕ culturalcapital ⊕ culture ⊕ culturevsplatform ⊕ curation ⊕ cv ⊕ cyworld ⊕ data ⊕ datamining ⊕ dating ⊕ dci ⊕ democracy ⊕ demographics ⊕ design ⊕ development ⊕ diagrams ⊕ digital ⊕ digitalagency ⊕ disintermediation ⊕ distributed ⊕ distribution ⊕ diy ⊕ do ⊕ documentaries ⊕ documentation ⊕ DONTBEEVIL ⊕ dopplr ⊕ drama ⊕ ds ⊕ ecology ⊕ ecommerce ⊕ economics ⊕ editing ⊕ editorial ⊕ education ⊕ emotion ⊕ emotionalintelligence ⊕ emotionallabour ⊕ endemol ⊕ engagement ⊕ entertainment ⊕ environment ⊕ ethnography ⊕ etsy ⊕ everyware ⊕ evolution ⊕ experience ⊕ experimentation ⊕ extensionsofman ⊕ ExtropiaDaSilva ⊕ facebook ⊕ failure ⊕ fairuse ⊕ fame ⊕ fandom ⊕ fandonvscanon ⊕ fanfiction ⊕ fanon ⊕ fashion ⊕ feedback ⊕ fiction ⊕ filesharing ⊕ film ⊕ filters ⊕ firebrand ⊕ flash ⊕ flickr ⊕ folksonomy ⊕ formats ⊕ free ⊕ freedom ⊕ fun ⊕ funny ⊕ future ⊕ gamemechanics ⊕ gameplay ⊕ games ⊕ gaming ⊕ geeks ⊕ GeminiDivision ⊕ gender ⊕ generationC ⊕ generative ⊕ geotagging ⊕ gesture ⊕ gifts ⊕ gluttony ⊕ goals ⊕ god ⊕ google ⊕ googleearth ⊕ googlemaps ⊕ gossip ⊕ gpl ⊕ gradius ⊕ GTAIV ⊕ guide ⊕ guilds ⊕ h&m ⊕ habbohotel ⊕ hackersvsvectoralists ⊕ hacking ⊕ hacks ⊕ halo ⊕ haptics ⊕ history ⊕ home ⊕ honeyshed ⊕ howto ⊕ hype ⊕ hyperlinks ⊕ hypermedia ⊕ hypertext ⊕ ideas ⊕ identity ⊕ ideology ⊕ IKEA ⊕ illustration ⊕ immateriallabour ⊕ immersion ⊕ imvu ⊕ incentives ⊕ information ⊕ innovation ⊕ intellectualproperty ⊕ intention ⊕ interactive ⊕ interactivedrama ⊕ interface ⊕ internet ⊕ intertextuality ⊕ introspection ⊕ intuition ⊕ ip ⊕ iptv ⊕ japan ⊕ JasonCalacanis ⊕ journalism ⊕ katemodern ⊕ kipple ⊕ language ⊕ law ⊕ learning ⊕ levels ⊕ lifecasting ⊕ liminality ⊕ lindenlab ⊕ linkedin ⊕ list ⊕ lists ⊕ literacy ⊕ literaryculturevsoralculture ⊕ literature ⊕ littlebigplanet ⊕ lively ⊕ location ⊕ london ⊕ lonelygirl15 ⊕ longtail ⊕ ludology ⊕ lulz ⊕ luxury ⊕ machinima ⊕ maerketing ⊕ magazine ⊕ mahalo ⊕ management ⊕ manga ⊕ manufacturing ⊕ mapping ⊕ maps ⊕ marketing ⊕ markets ⊕ markup ⊕ mashups ⊕ matterware ⊕ measurement ⊕ media ⊕ mediaclouds ⊕ mediaverse ⊕ memes ⊕ memory ⊕ men ⊕ meta ⊕ metabrains ⊕ metadata ⊕ metanarratives ⊕ metaplace ⊕ microblogging ⊕ micropayments ⊕ mit ⊕ mixedreality ⊕ mmorpg ⊕ mobile ⊕ modding ⊕ modernism ⊕ modification ⊕ mods ⊕ money ⊕ money2.0 ⊕ mosh ⊕ motivation ⊕ mtv ⊕ multiverse ⊕ music ⊕ music2.0 ⊕ mysapce ⊕ myspace ⊕ narrative ⊕ narrativeactivism ⊕ narrativeacts ⊕ narrativeenvironments ⊕ narrativeobjects ⊕ narratology ⊕ navigation ⊕ neopets ⊕ netvibes ⊕ networks ⊕ news ⊕ newswipe ⊕ NicholasNegroponte ⊕ nike ⊕ ning ⊕ nintendo ⊕ nokia ⊕ nostalgia ⊕ numbers ⊕ objects ⊕ online ⊕ openmedia ⊕ opensource ⊕ opinion ⊕ organisms ⊕ p2p ⊕ parody ⊕ participation ⊕ PaulGraham ⊕ pdf ⊕ peerproduction ⊕ penguin ⊕ peoplearethecontent ⊕ performance ⊕ personas ⊕ pets ⊕ photography ⊕ pixar ⊕ place ⊕ planning ⊕ platforms ⊕ play ⊕ playstation ⊕ pokemon ⊕ politics ⊕ popculture ⊕ popoculture ⊕ portal ⊕ portals ⊕ portfolio ⊕ postmodernism ⊕ power ⊕ pr ⊕ precuperation ⊕ presentations ⊕ priniting ⊕ printing ⊕ product ⊕ production ⊕ productnarratives ⊕ productplacement ⊕ programming ⊕ propagation ⊕ propp ⊕ prototyping ⊕ psychographics ⊕ psychology ⊕ publics ⊕ publishing ⊕ purefold ⊕ quarterlife ⊕ radio1 ⊕ rampindustry ⊕ rant ⊕ rapid ⊕ rating ⊕ reading ⊕ realism ⊕ reality ⊕ realityprogramming ⊕ realitytv ⊕ recall ⊕ reflexivity ⊕ relevance ⊕ remake ⊕ remix ⊕ replicants ⊕ research ⊕ research2.0 ⊕ retail ⊕ retribalization ⊕ retro ⊕ review ⊕ rfid ⊕ RidleyScott ⊕ riversrunred ⊕ roleplay ⊕ rss ⊕ rv2.0 ⊕ sandbox ⊕ satire ⊕ scripting ⊕ search ⊕ segmentation ⊕ self ⊕ selfobjects ⊕ selfservers ⊕ selling ⊕ semantic ⊕ semiotics ⊕ seo ⊕ seriousgames ⊕ service ⊕ serviceecologies ⊕ SethMacFarlane ⊕ sex ⊕ sharing ⊕ shopping ⊕ signalling ⊕ signalvsnoise ⊕ sims ⊕ simulacra ⊕ simulation ⊕ singularity ⊕ skin ⊕ snark ⊕ soap ⊕ soapopera ⊕ socialdesign ⊕ socialgraph ⊕ socialmedia ⊕ socialnetworking ⊕ socialobjects ⊕ socialsearch ⊕ sociology ⊕ software ⊕ sony ⊕ sousveillance ⊕ space ⊕ spam ⊕ spimes ⊕ spin ⊕ sponsorship ⊕ spore ⊕ sporepedia ⊕ sprout ⊕ statistics ⊕ statusupdates ⊕ StevenJohnson ⊕ stocks ⊕ storygraph ⊕ storytelling ⊕ strangeattractors ⊕ strategy ⊕ survey ⊕ symbiosis ⊕ synaptics ⊕ tactics ⊕ tagging ⊕ tags ⊕ talent ⊕ talk ⊕ taste ⊕ taxonomies ⊕ technographics ⊕ technology ⊕ technoutopianism ⊕ teens ⊕ television ⊕ tetris ⊕ theadvertisedlife ⊕ thegamingofeverydaylife ⊕ themediumisthemessage ⊕ theory ⊕ There ⊕ thinking ⊕ time ⊕ tools ⊕ toys ⊕ trackmania ⊕ trade ⊕ transaction ⊕ transformation ⊕ transmedia ⊕ transparency ⊕ travel ⊕ trends ⊕ trust ⊕ tv ⊕ twitter ⊕ uk ⊕ universe ⊕ urban ⊕ user ⊕ usergeneratedcontext ⊕ usevaluevssignvalue ⊕ verisimilitude ⊕ vernacular ⊕ via:chromacomms ⊕ via:zeroinfluencer ⊕ video ⊕ virtualgoods ⊕ virtualworld ⊕ virtualworlds ⊕ voice ⊕ voyeurism ⊕ w+k ⊕ web ⊕ webdesign ⊕ widget ⊕ widgets ⊕ wii ⊕ wiki ⊕ WillWright ⊕ wired ⊕ words ⊕ work ⊕ worldvsplatform ⊕ writing ⊕ WTF ⊕ wtf? ⊕ xbox ⊕ xevious ⊕ yahoo ⊕ youth ⊕ youtube ⊕ ZeusJones ⊕Copy this bookmark: