adamcrowe + entertainment 184
Wikipedia -- Next Media
september 2010 by adamcrowe
'Next Media publications are also known for highly academic articles which attract a wide range of readers, including critics. Next Media has often taken a clear and sometimes proactive support for democratic groups in Hong Kong. Some companies with ties to the government of China never advertise in any papers or magazines owned by Next Media. The bold style of journalism seems to trigger constant troubles with the triads with incidents of criminal damages at the offices of Next Media. Apple Daily and its parent company Next Media are thought to be pioneer of paparazzi and yellow Journalism in Hong Kong.'
business
news
journalism
entertainment
september 2010 by adamcrowe
Raph’s Website -- NBC turns their TV schedule into a game
may 2010 by adamcrowe
'"Q: What is Fan It?A: Fan It is NBC.com’s affinity program where members are awarded points for participation and interaction. Members can choose to redeem these points for a variety of rewards and/or experiences. Q: How do I earn points? A: There are two different ways to earn points: events and challenges. Events are the activities you do on the site and on the social networks you’ve linked to every day, such as leaving comments, watching videos, playing games, posting links or updating your status. Challenges require you to perform specific events within a specific amount of time and are typically worth more points." -- Of course, this has as much to do with traditional community management and traditional rewards points programs as with games. But note the prominent leaderboards, the featured members area on the home page, the badge system...'
socialdesign
gaming
entertainment
tv
loyalty
rewards
achievements
points
culturalcapital
casinogulag
television
may 2010 by adamcrowe
YouTube -- Freedomain Radio Interviews Max Keiser: Greece, Gold and Financial Terrorism
february 2010 by adamcrowe
'The economic war being waged against Greece, the EU - and North America!' -- 23:50 On socially-networked, entertainment prediction markets towards virtual currency casino subsistence clicking.
economics
socialmedia
entertainment
predictionmarkets
grinding
subsistenceclicking
StefanMolyneux
february 2010 by adamcrowe
Global Research -- Lights, Camera… Covert Action: The Deep Politics of Hollywood
october 2009 by adamcrowe
On the military entertainment complex.
hollywood
entertainment
war
propaganda
militaryentertainmentcomplex
october 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
Gladwell -- Brain Candy
september 2009 by adamcrowe
'Johnson: "When we watch these [reality] shows, the part of our brain that monitors the emotional lives of the people around us—the part that tracks subtle shifts in intonation and gesture and facial expression—scrutinizes the action on the screen, looking for clues. The phrase "Monday-morning quarterbacking" was coined to describe the engaged feeling spectators have in relation to games as opposed to stories. We absorb stories, but we second-guess games. Reality programming has brought that second-guessing to prime time, only the game in question revolves around social dexterity rather than the physical kind.' [Plus the game of decoding the producer's presentation of the action] -- On the "delayed gratification' of gaming: '"Playing a video game is, in fact, an exercise in “constructing the proper hierarchy of tasks and moving through the tasks in the correct sequence,” he writes. “It’s about finding order and meaning in the world, and making decisions that help create that order.”''
meta
culture
extradiegesis
diegesis
entertainment
gaming
tidying
tv
realitytv
productnarratives
storygraph
literaryculturevsoralculture
cognitivesurplus
play
via:diemkay
television
september 2009 by adamcrowe
Omni Consumer Products
september 2009 by adamcrowe
'Omni Consumer Products is a product development company located in the San Francisco Bay Area, with a focus on licensing, defictionalization, and reverse-branding.' -- Did Tru Blood
branding
transmedia
merchandise
entertainment
liminality
liminalobjects
objects
narrativeobjects
productnarratives
productplacement
trueblood
metabrands
defictionalization
agencies
september 2009 by adamcrowe
NYTimes.com -- Turning to Hollywood Tie-Ins, Lego Thinks Beyond the Brick
september 2009 by adamcrowe
'...experts like Dr. Jonathan Sinowitz, a New York psychologist wonders at what price these [movie tie-in] sales come. “What Lego loses is what makes it so special,” he says. “When you have a less structured, less themed set, kids have the ability to start from scratch. When you have kids playing out Indiana Jones, they’re playing out Hollywood’s imagination, not their own.” -- “I would like to see more open-ended play like when we were kids,” says Gerrick Johnson, a toy analyst at BMO Capital Markets in New York. “The vast majority is theme-based, and when you go into Toys “R” Us, you’d really be challenged to find a simple box of bricks.” ...when a minifigure “dies” in a “Star Wars” or “Indiana Jones” video game, he dissolves into a pile of bricks and then springs back to life, cartoon style. “We think kids really want to have this good-against-evil play; they want this fighting against each other,” says Charlotte Simonsen, a Lego spokeswoman. “But we want to do it with a wink.”'
lego
toys
play
transmedia
entertainment
francise
fandom
nostalgia
evocativeobjects
liminality
liminalobjects
objects
september 2009 by adamcrowe
The L Magazine -- The Evolution of the Modern Blockbuster: Part 1
september 2009 by adamcrowe
'At a time when summer movies seem uniquely capable of consolidating the cultural discourse, our Evolution of the Modern Blockbuster series looks back to the summers, and summer movies, of 1984 and 1989, when MTV editing, post-Boomer cynicism and other cultural sea changes converged to shape the summer blockbuster we all know and can't avoid.' -- In 5 parts
america
theamericandream
popculture
tv
entertainment
musical
movies
cinema
criticism
editing
vernacular
culture
television
september 2009 by adamcrowe
FT.com -- Game plan keeps it simple (Miniclip)
september 2009 by adamcrowe
'Miniclip is also taking equity in third-party games that it hosts on its site which it hopes will prove lucrative. Club Penguin, an online virtual world for children which was available through Miniclip, was recently purchased by Walt Disney for a possible $700m fee. Miniclip is currently building its own subscription-based games and exploring deals to license its games characters to toy companies. Mr Small says large games companies are taking notice. “We get calls from [companies such as] EA... Now we are on the phone talking about strategic deals.” It has also developed seven games for mobile phones and is excited about a new genre of “advergames” after working for companies including BP, Gillette and Unilever. “A lot of blue-chip companies have realised this is a fantastic way to develop their brand.”'
gaming
businessmodels
entertainment
september 2009 by adamcrowe
Confessions of an Aca/Fan -- From Cinema to Games: Some Fascinating Data
august 2009 by adamcrowe
'...there has been a dramatic shift over time from games released only after the film has been successfully released towards simultaneous release. It is now taken for granted within a range of genres that there may be a market for the game even if the film itself does not do well. This situation is especially ripe for transmedia storytelling, since it lends itself well to a co-creation rather than licensing model, allowing for the game and the film to be developed side by side and for their release to be coordinated more fully than would have been the case a decade ago. The most likely genres to make the transition from screen to games are: Action (236), Adventure (222), comedy (169) and Thriller (152). Those genres least likely to be made into games include documentary (2), Western (9), War (11), and Musical (23).'
transmedia
franchise
gaming
entertainment
connvergence
august 2009 by adamcrowe
io9 -- Reality TV Host Boosted Ratings By Murdering People
august 2009 by adamcrowe
'Brazilian reality TV host Wallace Souza was charged earlier this month with ordering his bodyguard to kill people to boost ratings for his crime-themed reality show Canal Livre. Several episodes of Canal Livre featured Souza, a former police officer and politician, discovering the bodies of murdered drug lords in the jungles outside his home city of Manaus. To prove the police's incompetence, Souza would air segments like these, saying that his TV crew was doing a better job finding dead bodies than the police. Brazil, has brought Souza up on drug trafficking charges too. It seems that he was also running a drug ring along with several other ex-police officers, and that the killings he ordered helped eliminate his competition in the world of drug selling, as well as on television.' -- Inevitable snuff is inevitable. (Video inside)
entertainment
tv
realitytv
snuff
death
television
august 2009 by adamcrowe
Technovelgy -- Emotion Tracking Big Comedy Brother
august 2009 by adamcrowe
'An emotion tracking system has been patented by Sony; it detects laughter and other emotions in media consumers. The application picks up on metadata, which includes laughter recorded by the microphone and a user’s expression from the camera. Both devices are linked to a “game console”, shown as a PlayStation 3 in the diagram, which identifies the user, notes emotions, and transfers the data over a network.'
sony
entertainment
telescreen
facialrecognition
surveillance
interaction
design
emotion
performance
masks
circumscription
1984
august 2009 by adamcrowe
io9 -- Are Science Fiction Franchises As Popular As Religion?
august 2009 by adamcrowe
'Like all great religions, the franchises have mysterious histories, preserved in decaying books and obscure pamphlets. The thread that unites all of them is an overarching tale of social outcasts who find holy books that show them the light, and lead them to secret congregations where mystical debates and opinions are exchanged. Converted by these ancient books, the earliest fans began to build the franchises that would transform their visions of other worlds into the pillars of new belief systems. In the end, religious fervor is good for the pocketbook of the culture industry. The more we worship, the more we are willing to pay for action figures, for DVD box sets, for expensive reissues and signed first editions. These things are trinkets for our shrines, outward signs of our devotion. And like all religious objects they are dosed with a symbolic meaning that goes way beyond their unbroken plastic seals. They ward off what hurts us in the world. They promise better things to come.'
transmedia
storytelling
entertainment
franchise
sciencefiction
religion
fandom
cults
mythology
meaning
culture
#storage
august 2009 by adamcrowe
Tubefilter -- 10 Lessons From A Studio Exec For Web Series Creators
august 2009 by adamcrowe
'#4. Don’t produce too many episodes. Online audiences are finicky. They are constantly looking for something new. Don’t believe that you can keep their interest in something for several weeks or months. Program content in event bursts. If success is found, produce a new “season.” (The exception to this is news/lifestyle programming. Audiences do build relationships around these subjects and will check back often if not daily.) -- #8. Have a point of view/voice. This lesson is ubiquitous to all formats – web, print, film, TV, etc. A unique point of view with a compelling story is the most important thing a storyteller brings to the table.'
web
entertainment
storytelling
narrativeactivism
spread
august 2009 by adamcrowe
BBH Labs -- The Storyteller’s Story
august 2009 by adamcrowe
'Mark Cridge talked about the need for a creative director to be comfortable with the idea of curation, rather than control. -- The new movie marketing model shows us that storytelling doesn’t need to be written off as antiquated, one way communication, quite the opposite. Sophisticated stories are spun around the core characters & concept behind a film, all with the aim of driving anticipation, buzz and deeper, more rewarding relationships with fans. -- ...the fundamental shift in storytelling is simply this: we are now in the business of starting stories, not attempting to nail them down from beginning to end. Letting stories take on a life of their own, to be played with, passed around, modified and enriched by the audiences they’re developed for. -- #4. Fans may want to be “hunter gatherers” (see Henry Jenkins on the subject of world-building), piecing together dispersed pieces of content in order to build a fictional world, but they only have so much time to do so.'
literaryculturevsoralculture
transmedia
storytelling
entertainment
marketing
huntergatherer
collectiveintelligence
curation
tidying
additivecomprehension
meaning
retribalization
august 2009 by adamcrowe
Gamasutra -- SIGGRAPH: Wright Talks Perception And 'Entertaining The Hive Mind'
august 2009 by adamcrowe
'“It’s about filling the pipe with meaning.” "The data becomes the hub for other experiences," he added. "The IP sits on the data model and the community a data hub for entertainment moving forward. The game becomes a tool set for creativity." Says Wright. So to Wright the challenge for the future is reaching and entertaining the new world, literally. To Wright, the world has not moved from hierarchical to flat, but from hierarchical to interconnected. "More and more I have to think of entertaining the hive mind," says Wright.'
entertainment
sandbox
gaming
data
productnarratives
collectiveintelligence
hivemind
WillWright
august 2009 by adamcrowe
Psychology Today -- Unpopular Popular Culture: Holocaust Films
july 2009 by adamcrowe
'... perhaps it was the philosopher Aristotle who was most enlightening when, in his Poetics, he described the core elements and appeal of dramatic tragedy. He specualted that people are driven to watch tragedy on stage in order to purge feelings of pity and fear that life (and its dramatic stage depiction) elicits; but also because through this purging or 'katharsis' as he called it, we derive a certain pleasure from the collective relief we experience as we depart the theater and say "I am so glad it was not me. -- Holocaust movies, as painful as they can be, and perhaps as financially motivated and emotionally exploitative as they sometimes seem to be, are what popular culture is all about. They are about our ability to translate our deepest shame, horror, evil and inhumanity into these magnificent memorials and testimonials to our deepest and most profound courage, strength, resilience and humanity.'
psychology
entertainment
storytelling
horror
catharsis
july 2009 by adamcrowe
Psychology Today -- Professional Competitive Eating: Socially Sanctioned Bulimia?!
july 2009 by adamcrowe
'I found an article in the Iowa Journal of Cultural Studies by Vivian Nun Halloran entitled "Biting Reality: Extreme Eating and the Fascination with the Gustatory Abject" (2004, issue 4, pp. 24-42). She believed that people are drawn to these eating spectacles in order to purge themselves of the forbidden desire to consume taboo foods (in mass quantities). -- Even more fascinating and stomach-turning than the competition (which lasted all of 10 minutes) was the audience's reaction to share in the un-eaten leftovers. They stormed the stage, stuffing pretzels in their mouths and pockets. Mass bulimia?! A primitive group oral orgy?! Fifteen thousand inadequate anonymous souls seeking fifteen minutes of fame? To this day, my questions remain unanswered, and I have come to ask even more. Is this sport or spectacle, or both? Is it a stage for vicarious satisfaction of unacceptable needs, orality gone wild in a society that values speed, records, and self-debasement, or just plain old fun?'
psychology
entertainment
selfcontrol
food
gluttony
repression
perrnission
july 2009 by adamcrowe
Manolith -- 13 Worst Reality Shows That Ever Made it Into Production
july 2009 by adamcrowe
'#Sexual Healing: As another show taking advantage of the hilarious suffering of others, Sexual Healing aired live sexual therapy with distraught couples. Sexual therapy, in case you were wondering, is not sex itself, it is talking therapy about what specifically has not been working right in you and your partner’s sex life. The show capitalizes on whats known as the “train wreck effect.” This means the stories you see on the show are so terrible to watch that you cannot look away. Couples must, in one episode, undergo a week long therapy workshop which can get pretty racy, and also quite embarrassing. Anyone who believes that real therapy is being administered here is kidding themselves. Anyone watching soon understands that the show is a ruse, and that its only reason to exist is to play off the human tendency to find enjoyment in the embarrassing suffering of others.'
entertainment
realitytv
tropes
archetypes
voyeurism
sadism
status
catharsis
july 2009 by adamcrowe
1AmongMany -- truTV
july 2009 by adamcrowe
'The manual includes two primary strategic ideas, both intended to embrace the brand’s ideal of capturing truth and actuality, coupled with a new business model that would redefine the role of a TV network in today’s digital landscape. The first strategy allows truTV to bring their audience into every step of the creation process, from ideation and script-writing to casting and distribution, creating an entirely new show based on the unbelievable moments of “actuality” that truTV viewers have experienced in their everyday lives.'
ideas
tv
entertainment
platform
experience
serendipity
socialmedia
cocreation
open
epistolary
storytelling
storygraph
television
july 2009 by adamcrowe
Standpoint.Online -- The Golden Age of Conspiracy
june 2009 by adamcrowe
'"There exists," Cohn wrote, "...a subterranean world where pathological fantasies disguised as ideas are churned out by crooks and half-educated fanatics for the benefit of the ignorant and superstitious. There are times when this underworld emerges from the depths and suddenly fascinates, captures and dominates multitudes of usually sane and responsible people, who thereupon take leave of sanity and responsibility. And it occasionally happens that this underworld becomes a political power and changes the course of history." -- ...they are driven as much by a psychological need as a totalitarian ideology. Their delusions impose a comforting coherence on the mess of life and randomness of death. By "suggesting that there is an explanation, that human agencies are powerful and that there is order rather than chaos," the conspiracy theorist places himself in a sophisticated elite that discerns connections where the multitude sees only happenstance.' -- Um, spot the 'coherence' -making?
paranoia
conspiracy
thoughtcrime
patternrecognition
metanarratives
realityprogramming
irrealism
entertainment
memetics
memes
hysteria
standalonecomplex
june 2009 by adamcrowe
Los Angeles Times -- Why Gore Verbinski is developing video games -- and likely not directing 'Bioshock'
june 2009 by adamcrowe
Gore Verbinski: "As a filmmaker, I’m absolutely fascinated with the idea that the protagonist is the audience. That mandates a new form of narrative at its core. When we design a game here, my mantra is "gameplay first." We start on a game with the way controlling it feels in your hands. Narrative has to be a byproduct of that in the same way story is a byproduct of character in films. Some of the stuff we’re doing is taking a conventional [first person shooter] experience and tweaking it in a way that hasn't been thought of before. We looked at it from a different angle and changed the experience. All the way on the other side, we're doing big epic narratives that are four quadrant experiences. -- We are a transmedia company at our core. We’re not siloed in the sense of Internet content or gaming or animation or feature film or television. All the heads talk to each other ...just because you can make a movie doesn’t mean you have a good game."
gaming
gamedesign
entertainment
transmedia
storytellling
narrativeenvironments
june 2009 by adamcrowe
Vimeo -- 5D Conference - New Television Pt 4: Kevin Slavin
may 2009 by adamcrowe
'From the plasma screen in your media room, to the portable device in your pocket, to the side of a high-rise in Manhattan, savvy broadcasters are creating comprehensive "ecosystems" for rich media content with multiple consumer touch-points and immersive interactivity, blending television, web, movies and gaming to redefine the experience of television now and for the next generation. This panel will explore the intersection of design and technology in the creation of "new television", the experience in front of the screen and the experience in the screen created by the blending of media and the interaction of the consumer.' -- (Notes in tag: areacode)
areacode
tv
transmedia
entertainment
gaming
television
may 2009 by adamcrowe
Beyond The Beyond -- The New Television mutates analog television
may 2009 by adamcrowe
Area Code... On people being the killer app [via Russell Davies' quotation]: "Computers are better at connecting you to another person than they are at simulating one." -- On ambient gaming: "These are games with computers in them rather than the other way around." -- Notes: Everything is an object, every object is an environment, the act reverses them... -- McLuhan: "The content of a medium is always another medium." -- *through the looking glass*... narrative objects (foreground) narrative environments (background), narrative acts (user/viewer). Shark Runner (Battleships/"it" mechanic) Shark (object) movement (act) generates map (environment) -- Numb3rs: Fake billboards (environment) for fake products (object) = Proof (act). Video game is actually an interface to !RL crypto !app via !distributedcomputing (acts-objects-environment:instance=object(!app) -- Parking Wars on FB: IDEAL-ACTION. Do(act) media(object:environment). The user is the content. Design for the event (instantiation).
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cognitivesurplus
do
media
transmedia
entertainment
behaviours
tv
events
design
gaming
ambientgaming
mixedreality
alternativerealitygaming
areacode
narrativeobjects
objects
narrativeenvironments
narrativeacts
via:russelldavies
television
may 2009 by adamcrowe
YouTube -- The Onion: Software Indicates Missing Child Likely A Prostitute By Now
april 2009 by adamcrowe
"Today Now! utilizes computer technology to show a mother how rampant drug use and prostitution has ravaged her little girl's body."
tv
news
entertainment
grief
exploitation
realityprogramming
simulation
television
april 2009 by adamcrowe
TIME.com -- Populist Rage? …Never Mind
march 2009 by adamcrowe
'So, yes, people are "angry" at Wall Street. They are also "angry" at Octomom. I wonder if the depth and quality of those two rages differ--or is this all just a television show? I mean, how many demonstrations, how many economic riots, have there been?' The problem with outrage is that it occludes vision. If you want to be angry about something, get pissed at a media culture that goes beserk about bonuses one week and forgets all about them the next. And be worried, quite worried, about a society for whom anger is a form of entertainment.'
economics
entertainment
realitytv
popculture
journalism
fraud
RAGE
anger
denial
ignorance
conformity
groupthink
twominuteshate
hate
boredom
via:diemkay
culture
march 2009 by adamcrowe
Paul Graham -- Why TV Lost
march 2009 by adamcrowe
Social applications: "This was the most powerful force of all. This was what made everyone want computers. Nerds got computers because they liked them. Then gamers got them to play games on. But it was connecting to other people that got everyone else: that's what made even grandmas and 14 year old girls want computers."
tv
entertainment
media
socialmedia
socialnetworking
communication
mediumisthemessage
extensionsofman
centralnervoussystem
#socialization
PaulGraham
television
retribalization
march 2009 by adamcrowe
The Atlantic -- The Future Is Cheese
february 2009 by adamcrowe
"...it’s difficult for a media consumer to care enough about any one thing to stick with it—and for a network trying to build allegiance to a brand, convincing anyone that what you’re showing matters becomes almost impossible. The only thing network television can uniquely offer us non-digitally-optimized saps and dipshits is the promise of immediacy. Leno’s content—like that of Jon Stewart and Stephen Colbert, the breakout stars of the past few years—is news-driven, hypertimely, and ultimately disposable, insofar as it loses almost all its value within 24 hours. ...viewers will (I think, and hope) happily continue to pay for quality. Those who don’t will get what they don’t pay for." -- The book was better.
storytelling
news
gossip
media
distribution
disintermediation
entertainment
tv
businessmodels
attention
continuouspartialattention
literaryculturevsoralculture
#bandwidth
#ubiquity
television
february 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
YouTube -- My Home 2.0 Trailer
january 2009 by adamcrowe
"Check out Lloyd, Yue, and Brian as they tech out the Kaczor's house! " -- More related videos of other families
socialmedia
marketing
verizon
serviceecologies
transmedia
storytelling
entertainment
realitytv
productnarratives
narrativeenvironments
narrativeobjects
archetypes
makeover
transformation
casestudy
campfire
january 2009 by adamcrowe
Adweek -- Social Media: Building on Tradition
january 2009 by adamcrowe
"My Home2.0 is a makeover/reality show that documents tech-challenged families learning to use the screens, gadgets, and tools that FiOS enables. The show provides a platform to unite previously disparate efforts, and to provide a communications stream reflecting the family's stories -- online, on TV and in person -- with FiOS as a subtle superhero. But what's particularly compelling is how we are able to use many of the tactics I already had at my disposal, ranging from local parties to door hangers and gas giveaways, in new and more effective ways. With the promise of being part of a TV show, door hangers have become invitations, not junk mail. Gas buy-downs are transformed into show-themed promotions. Local events become casting calls. The TV show drives new and different conversations between Verizon and customers or prospects -- both in person and online."
socialmedia
marketing
verizon
serviceecologies
transmedia
storytelling
entertainment
realitytv
productnarratives
narrativeenvironments
narrativeobjects
transformation
casestudy
campfire
january 2009 by adamcrowe
Tropes -- Television Tropes & Idioms
december 2008 by adamcrowe
"Tropes are storytelling devices and conventions that a writer can reasonably rely on as being present in the audience members' minds and expectations." -- Lore!
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storytelling
narrative
archetypes
objects
narrativeobjects
narrativeenvironments
narrativeacts
entertainment
writing
wiki
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
MIT News -- Media Lab creates Center for Future Storytelling
november 2008 by adamcrowe
"Storytelling is at the very root of what makes us uniquely human. It is how we share our experiences, learn from our past, and imagine our future. But how we tell our stories depends on another uniquely human characteristic -- our ability to invent and harness technology. From the printing press to the Internet, technology has given people new ways to tell their stories, allowing them to reach new levels of creativity and personal fulfillment."
storytelling
mit
entertainment
storygraph
transformation
november 2008 by adamcrowe
io9 -- Future Media: A Future Where Actors are Robots
november 2008 by adamcrowe
"... at the core of the project is finding new ways for stories to become living, changing products of human interaction. Says Bove: Imagine what people could do in storytelling if our rooms and our furniture and our cars and our shoes and everything else we interacted with could be collecting information as in a diary and we could play that all back and use that as part of creating stories."
storytelling
mit
entertainment
storygraph
productnarratives
november 2008 by adamcrowe
Guardian -- The power of Heroes worship
november 2008 by adamcrowe
'"The internet allows networks to view an instant fan response and then react to it," says [John Ramos]. "Of course, that doesn't always mean that they will respond. Buffy's creator, Joss Whedon, famously said, 'I'm not giving you what you want - I'm giving you what you need.'"
fandom
tv
entertainment
writing
collaboration
heroes
television
november 2008 by adamcrowe
Los Angeles Times -- Fallen 'Heroes': Jeph Loeb and Jesse Alexander are fired
november 2008 by adamcrowe
"It's understood that Alexander and Loeb were let go because of Peacock execs' frustration with the creative direction of the show. The show is also said to have been grappling with hefty budget overruns this season that are going well beyond its already sizable $4 million per-seg pricetag. Reps for NBC and UMS declined comment." -- Comment: Anon: "They constantly reuse the same plot devices -- traveling into the future to see a disaster, people painting the future, people coming back from the dead. The show has also become painfully convoluted, with plot holes, continuity errors, and retcons left and right. That a show only in its third season even HAS retcons shows just how bad the writing has been."
heroes
tv
entertainment
writing
retcon
continuity
television
november 2008 by adamcrowe
Guardian -- Charlie Brooker brings zombies to Big Brother
october 2008 by adamcrowe
"Brooker has conjured up a very clever satire, mocking the people who take part in these shows and the sort of people who watch them. In one brief scene a zombie, drooling blood and spittle, sits transfixed by the Big Brother live feed. Such are the perils of watching too much telly. Endemol, which makes Big Brother, also produced Dead Set. Talk about having your cake – or should that be zombie? – and eating it."
CharlieBrooker
bigbrother
zombies
tv
entertainment
narrativeenvironments
archetypes
siege
television
october 2008 by adamcrowe
Max Keiser -- The Oracle presented by Max Keiser
october 2008 by adamcrowe
"BBC World News is working with Max Keiser, the creator of the Hollywood Stock Exchange, to produce "The Oracle," a weekly entertaining look into the future with the help of today's headlines and prediction market charts. The Oracle is planned to air every weekend from early 2009 on BBC World News. Celebrity and expert guests join Max to pore over the prediction market charts to see where people are predicting today's news might lead."
MaxKeiser
predictions
markets
entertainment
news
october 2008 by adamcrowe
Wikipedia -- America's Most Wanted
october 2008 by adamcrowe
"America's Most Wanted is an American TV show produced by 20th Century Fox, and is the longest-running program of any kind in the history of the Fox Television Network. Its purpose is to profile and assist law enforcement in the apprehension of fugitives wanted for various crimes, including murder, rape, child molestation, white collar crime, armed robbery, gang violence, and terrorism many of whom are currently on the FBI Ten Most Wanted Fugitives list. On May 2, 2008, the program's website announced its 1,000th capture."
crime
tv
realitytv
entertainment
formats
archetypes
hunting
television
october 2008 by adamcrowe
Bruce Sterling -- "Computer Entertainment," Flurb #6
september 2008 by adamcrowe
"... these are the weird ones—the convergence culture people. They will play your game all right, but they play it while using six or seven other kinds of media. They don’t make any distinction between the media they use. They use the networks as a meta-medium. They don’t play the roles in your role-playing games. Convergence people are metamedia people who are looking for meta-fun. Not your fun. Their meta- fun. Why are they important? Because they are you. You’re outside the game because you developed it, and they want to be in the same space that you are in. They’re super-knowledgeable game fanatics. They’re the people from whom you recruit your own talent."
BruceSterling
gaming
thegamingofeverydaylife
entertainment
meta
metanarratives
objects
narrativeobjects
storytelling
narrativeenvironments
narrativeacts
september 2008 by adamcrowe
NewTeeVee -- TubeMogul Creates Web Show Marketplace
september 2008 by adamcrowe
"The service lets advertisers search through TubeMogul’s catalog of video producers using such criteria as web show category (entertainment, technology, vlogs etc.), minimum views and demographic reach. Each web show has a profile page that includes a synopsis of the program, sample video, viewership statistics and contact information."
brokerage
entertainment
businessmodels
advertising
markets
september 2008 by adamcrowe
Universe Creation 101 -- It’s Manifesto Time!
august 2008 by adamcrowe
42 Entertainment’s 5 ARG Tenants: '#3. The 18-35 demo has grown up in a marketing-saturated environment and has developed a sophisticated set of tools for avoiding the vast majority of marketing messages. As a rule of thumb, the bigger the neon sign the faster they’ll run the other way. So the premise here was, instead of shouting, go the opposite way and whisper—hide it. Finding it becomes an act of discovery—something they can feel proud of and are willing to talk about with their friends. It shifts entertainment presentation from exhibitionist to voyeuristic. #4. In doing so we turned those other media elements from “must be avoided” into “must be dissected.” For a very small amount of additional media dollars, it turns your large investment into something people will seek out.'
manifesto
alternativerealitygaming
transmedia
entertainment
storytelling
puzzle
mystery
marketing
#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
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
NYTimes.com -- A Product’s Place Is on the Set
july 2008 by adamcrowe
"raise[s] questions about potential conflicts between the intended message and news content. The ad agency that arranged the promotion said the coffee cups would most likely be whisked away if KVVU chooses to report a negative story about McDonald’s."
mcdonalds
advertising
productplacement
news
journalism
tv
entertainment
theadvertisedlife
reality
bias
parasitism
television
july 2008 by adamcrowe
NYTimes.com -- Google and Creator of ‘Family Guy’ Strike a Deal
july 2008 by adamcrowe
"Every time someone clicks on one of the syndicated videos, the associated advertiser pays a fee." -- Great play for context/targeted product-placement (!ads) within animation. Narrative <--> Generative via attention profiling. Your story will be graphed.
google
businessmodels
distribution
entertainment
advertising
marketing
productplacement
metabrands
virtualgoods
search
intention
attention
storygraph
theadvertisedlife
socialobjects
objects
july 2008 by adamcrowe
Neoco’s blog -- Coke’s Trans-media Storytelling
july 2008 by adamcrowe
"Trans-media Storytelling properties are: #An immersive world with a past, present and future #Involving characters #Compelling story arc #Timeless theme #Multiple access points #Loyal fanbase" -- Via: Faris
transmedia
storytelling
entertainment
marketing
coca-cola
july 2008 by adamcrowe
Confessions of an Aca/Fan -- Talking Transmedia: An Interview with Starlight Runner's Jeff Gomez (Part Two)
june 2008 by adamcrowe
"...producers must accommodate [fans] with structures that allow for guided user-generated content, story material that dovetails with the current storylines set in-canon, and perhaps one day, the opportunity to touch and interact with the canon itself."
transmedia
entertainment
fanon
fandom
fanfiction
cocreation
storytelling
socialmedia
mediaclouds
storygraph
june 2008 by adamcrowe
Confessions of an Aca/Fan -- Talking Transmedia: An Interview With Starlight Runner's Jeff Gomez (Part One)
june 2008 by adamcrowe
".... depth and complexity are built around the show, rather than weighing it down by presenting it front and center."
transmedia
entertainment
tv
alternativerealitygaming
storytelling
distributed
narrative
literacy
television
june 2008 by adamcrowe
MIT CMS/C3 -- Futures of Entertainment 2: Program
june 2008 by adamcrowe
Futures of Entertainment 2 Videos -- The Metrics and Measurement talk is very good.
storytelling
transmedia
convergence
marketing
entertainment
metrics
measurement
june 2008 by adamcrowe
Los Angeles Times -- Sci Fi Channel is game to join the virtual world
june 2008 by adamcrowe
"Sci Fi is entering a brave new world by teaming television writers with video-game designers to create a franchise that is both a television series and a massive multiplayer game on the Internet." -- Interesting...
virtualworlds
mmorpg
games
gaming
tv
entertainment
transmedia
storytelling
narrativeactivism
chaoticfiction
sciencefiction
television
june 2008 by adamcrowe
The Next Issue 1 -- Faris Yakob: In The Future You Are The Entertainment
june 2008 by adamcrowe
"... user experiences narratives will become entertainment themselves."
performance
design
productnarratives
objects
narrativeobjects
narrativeenvironments
narrativeacts
entertainment
storytelling
transmedia
storygraph
june 2008 by adamcrowe
Brand Republic -- RDF Digital and Ogilvy go into partnership to develop entertainment
june 2008 by adamcrowe
'"The glass walls that kept advertisers and programme-makers apart are coming down, enabling innovative and popular content to be created through new creative and commercial partnerships"' -- Branded content, last refuge of the damned?
brandedcontent
entertainment
businessmodels
june 2008 by adamcrowe
Adam Crowe -- Virtual Goodies
may 2008 by adamcrowe
"Back in June 2007 Stanford University hosted the Virtual Goods Summit with speakers from all over the Virtual World gathered to investigate the “emerging market opportunity for virtual goods and economies.” -- Videos and notes
entertainment
businessmodels
mmorpg
virtualworlds
virtualgoods
functionalitems
decorativeitems
storytelling
objects
narrativeobjects
productplacement
habbohotel
neopets
nexon
may 2008 by adamcrowe
Wired -- Rare: Microsoft's Best Hope For All-Ages Gameplay
may 2008 by adamcrowe
'"It's like a Pixar movie," says Justin Cook, lead designer of Trouble in Paradise. "I love some of those movies more than my kids do, but we'll all sit and watch them. There should be more games that do that."'
family
entertainment
gaming
children
xbox
may 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
[SD:E] [E:SD]
march 2008 by adamcrowe
"Service Design as Entertainment [SD:E] asks what can service design learn from the world entertainment? I believe the daily interactions we have with services can not only serve our needs but also enrich our lives in both playful and poetic ways."
entertainment
performance
service
design
gaming
thegamingofeverydaylife
march 2008 by adamcrowe
Have You Got The Nerve? TV
march 2008 by adamcrowe
Have you got the nerve? Community site
haveyougotthenervetv
entertainment
tv
web
realitytv
people
television
march 2008 by adamcrowe
Clickable Culture - For The Record: Walsh on Writing Alternate Realities
march 2008 by adamcrowe
"... some of the most exciting possibilities are provided by players as storytellers... I think the successful games of the future will provide player with story hooks and loose ends with which to co-create shared narratives within a cohesive framework."
gaming
alternativerealitygaming
seriousgames
transmedia
entertainment
objects
narrativeobjects
narrativeenvironments
narrativeactivism
storytelling
productnarratives
march 2008 by adamcrowe
Gawker - Celebrity-industrial Complex: Art School's Julia Allison Training Program
march 2008 by adamcrowe
Video: "In a crumbling America that can't actually make anything except narcissistic "reality" entertainment, Parsons has taken the ingenious step of launching a class where grades are determined by internet fame."
celebrity
fame
art
narcissism
america
entertainment
realitytv
web
psychology
attention
trenddaq
education
experiencepoints
theadvertisedlife
AndyWarhol
march 2008 by adamcrowe
/swords - “Entertainment Content Convergence in Virtual Worlds”
february 2008 by adamcrowe
"2. Virtual worlds will become more like social networks. What we’re doing today are very small projects. In the future we will see major projects that drive entire shows."
virtualworlds
socialnetworking
entertainment
convergence
avatars
socialgraph
storygraph
narrativeenvironments
storytelling
objects
narrativeobjects
february 2008 by adamcrowe
Vodafone receiver magazine » #18 - The new television
february 2008 by adamcrowe
"... the social component of talking about shows will remain a big factor in television. What is important will not be the channel that broadcasts the specific content, but instead the theme of the content and how the users acquire television and games."
tv
entertainment
socialmedia
curation
socialgraph
storygraph
television
february 2008 by adamcrowe
Bebo - ORANGE AND BEBO PARTNER TO PROVIDE MOBILE SOCIAL NETWORKING
february 2008 by adamcrowe
"Combining SMS access to the Bebo, a Bebo mobile browsing experience and a members-only entertainment club (invitations to music gigs, film releases), the new service enables Orange users to stay in touch with their friends when they are on the move. "
bebo
orange
socialnetworking
mobile
sms
entertainment
february 2008 by adamcrowe
GameSetWatch - Opinion: The Case In Favor Of Cross-Media Convergence
february 2008 by adamcrowe
"Because of advertising and microtransactions-supported business models, companies will earn their money from products that users love enough to buy, or are engaged with enough to spend more time playing."
convergence
businessmodels
transmedia
gaming
casualgaming
virtualworlds
mmorpg
roleplay
tv
movies
entertainment
socialnetworking
socialmedia
narrativeenvironments
objects
narrativeobjects
narrativeactivism
storytelling
productnarratives
experience
design
television
february 2008 by adamcrowe
MTV - The Gamekillers
february 2008 by adamcrowe
"From the time a young man wakes up in the morning to the time he goes to bed, he has but one thing on his mind: getting girls."
axe
lynx
mtv
dating
brandedcontent
gameshow
entertainment
learning
archetypes
roleplay
february 2008 by adamcrowe
World's Dirtiest Film on CollegeHumor presented by Axe Shower Gel
february 2008 by adamcrowe
"Axe teamed up with David Spade and people just like you to create The World's Dirtiest Film. We shot some of our footage, and you submitted the rest. Now it has all come together in a film so dirty, you'll beg for a shower."
axe
lynx
advertising
campaign
entertainment
february 2008 by adamcrowe
People Passion Planet
january 2008 by adamcrowe
"... advises individuals, companies and charities on how to develop their own specific brands and concepts with the intention of getting media coverage, utilising the power of cross multi-media platforms and ultimately inspiring people to change lives."
agencyagency
transmedia
entertainment
storytelling
change
people
performance
design
haveyougotthenervetv
january 2008 by adamcrowe
Have you got the Nerve? - A Crowdsourced TV Production Company
january 2008 by adamcrowe
"The hunt is on for 3000 individuals who will become the crucial foundation in the launch of a new breed of TV production company and share in it's future profit - Have You Got The Nerve?"
collectiveintelligence
crowdsourcing
entertainment
tv
training
investment
media
production
communities
television
january 2008 by adamcrowe
AOL Television - Wonder Years Cast: Where Are They Now?
january 2008 by adamcrowe
Why do I suddenly feel all weepy?
tv
popculture
entertainment
life
nostalgia
television
culture
january 2008 by adamcrowe
Guardian - Why mobile Japan leads the world
january 2008 by adamcrowe
"Japanese commute on trains. The average person commutes at least an hour each way every day - that's a lot of eyeball time. Only teenagers in Europe can match this sort of availability" -- It's as simple as that.
japan
mobile
technology
behaviours
time
entertainment
january 2008 by adamcrowe
Cool Hunting - mi Innovation Center: Adidas Sport Performance Store in Paris
january 2008 by adamcrowe
"With just a few steps walking and running on a catwalk-style scanner, foot and pressure sensors analyze shape, size and pressure points. Customers enter details like color and accents on a large touch screen." (Includes link to promo video)
adidas
retail
experience
brandedenvironments
training
customisation
performance
product
design
storytelling
productnarratives
shopping
sports
rfid
interactive
installation
technology
learning
entertainment
january 2008 by adamcrowe
TVgasm Archives
january 2008 by adamcrowe
'The Dunder Mifflin Paper company is hiring "online" employees.' -- The future, innit.
transmedia
entertainment
advertising
participation
storytelling
narrativeenvironments
work
tv
realitytv
television
january 2008 by adamcrowe
thatgamecompany
january 2008 by adamcrowe
"our goal is to make video games that communicate different emotional experiences the current video game market is not offering. We encourage innovation and experimentation and believe that our creative games will appeal to new, yet untapped, audiences."
agency
gaming
entertainment
interaction
design
flow
JenovaChen
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
Nowheremen
january 2008 by adamcrowe
"Valedictorian, scholar, genius... Meet Derek Francis Border. On June 7th 2002, the day of his graduation he disappeared without a trace. Each day since Derek's disappearance more questions have arisen. This site is dedicated to finding answers..."
nowheremen
entertainment
alternativerealitygaming
transmedia
storytelling
ning
january 2008 by adamcrowe
ReadWriteWeb - ABC's Web Adventure for Lost - The Future of Entertainment
january 2008 by adamcrowe
"Companies like Hoodlum, whose business model is producing this new type of "blended" entertainment, will be poised to become the next big media giants - while the major networks continue to squabble over paying writers for webisodes."
hoodlum
transmedia
entertainment
interactive
tv
lost
storytelling
businessmodels
productplacement
television
january 2008 by adamcrowe
The Hollywood Reporter - Race on to create studio model for the online market
january 2008 by adamcrowe
Auerbach says. "One of the toughest things about Internet productions is getting eyeballs to your site," he says. "You can have the best production in the world, but how do you get people to watch it?..." Watch? Same mentality. 'Be it.' Be the production.
entertainment
businessmodels
tv
production
socialmedia
via:zeroinfluencer
television
january 2008 by adamcrowe
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