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video killed the internet star…

11 Apr

the dea skinny on what’s happening:

if video killed the radio star, as the buggles 1979 song noted, it will also kill the free internet as we know it today. perhaps one of the most frustrating things we see is the telecom industry self-disparagingly blaming and flagellating itself for their “telco-head” slow innovation mentality. go easy on yourselves. we don’t even remember that stupid isdn idea from decades ago. we forgive you that. unlike 2-person-inked-hipster-social-video-internet startup types who can move quickly in their studio apartment virtual world-is-flat businesses, telcos have major constraints for good reasons. we all need to get that.

it is a simple fact that telecom companies are huge, their employees numbering in the many hundreds of thousands of people, who deploy billions of dollars of network infrastructure comprised of expensive switches, fibre-optics, cell towers, transmitters, microwave, and yes, miles of conduits and telephone poles. did we mention software?  read their balance sheets. these are BIG players. you try doing it. and try doing it quickly. plus they have to deal with pain-in-the-neck regulators in a million different jurisdictions who sometimes want pie-in-the-sky open everything for nothing. in the end, if you want a simpler business to run, buy a large international airline – it is child’s play by comparison. and telcos are the people who supply you your life’s blood: the internet.

to add insult to injury, we all expect it from them for free. like free video. facebook,  webex, youtube, netflix, hulu and The Content Which Cannot be Mentioned, porno, which some estimate already consumes almost 30% of the internet at any given time and is video-bandwidth intensive in nature.  video, unlike “bursty” interactive traffic which is more easily multiplexed for which the telco nets were originally designed (voice and now data), is long content, persistent in duration and session length and THE ultimate major bandwidth hog which multiplexing technologies cannot help as a “biggest loser” medium as easily. there is short and long form video and the long form is REALLY long.

on video traffic growth, ask the whizzes at cisco if you don’t believe us nor trust what the telco engineers have been saying for ages. the recent cisco visual networking index report  which tracks visual networking traffic stats that by 2015, video traffic on the internet will be 70% of all consumer traffic. sure, this is a self-serving vendor forecast (man, did they blow their e-learning traffic growth projects in the past!) but you catch the general drift so go with us on this. they are directionally dead-on. in the ballpark. no one is arguing against their general case.

for a telcom provider, the arithmetic for all this stuff adds up. adds up big. adds up huge. as in billions and trillions of dollars world-wide. by 2015, some projections say worldwide capital spending will reach $225 billion dollars per annum. but we are a spoiled “trophy” generation who expects its sushi and creme brûlée just so and we therefore naturally expect free bandwidth because we are “digitally entitled”, having grown up and actually gotten used to the freemium freakonomics of internet access. the era of over-investment and global crossing and worldcom and excess bandwidth is long over. video ate it up while you were grooving out on youtube videos of singing cats and your company’s mind-numbing webex meetings. but if you do the math kids, you will see the party is over and you need to grow up. video is here to kill it all for all of us.

the stakes:

trillions of dollars over decades in capital expenditures and at least $225 billion/year worldwide by 2015. we said that already. did it sink in? you don’t need a nobel prize in economics to figure out “free internet video” is over. but  who will pay? you. many telecom players will start taking it out of your pockets. they have to….it’s only business to quote michael corleone in the godfather. the recent att kerfuffle around “cramming” your cell bill with extra “value added network” charges is only the beginning. 

the dea takeaway:

if you are a telecom service provider, consider handling demand with special video rate schemes. yes, we know the natives will revolt and everyone will hate you but somebody has to pay for this. the airline seats are packed to the gills now and airfares are high, but at least, for now, they are temporally profitable. you are already working with the major bandwidth hogs for revenue shares, when they will take your calls, at youtube, hulu, netflix and the porno industry (we have no idea how to contact that last group) as well as the networks. so you have 5 simple alternatives: 1.) revenue sharing with the IP video providers (and that is chump change relative to your future build-out costs) unless you share rev with google, et al. 2.)  dampen video demand through new revenue streams a/k/a higher prices, a blunt instrument which works well (aka tariff play) at the access & service layers and then tango dance with regulators to do this as only your century-experienced clever rates & tariffs people and lobbyists know how to do so well, 3.) partner again or re-think cable franchise deals/acquisitions Justice Department be damned, 4.) develop new bundled services like att’s U-verse,to offload it and charge value-add as you are doing now, or 5.) and this is the least attractive, suck it up and build massive parallel new infrastructure and cross-charge and nickel-and-dime everybody else, within the letter of the law for offerings ala internet access and cross-charge and nickel-and-dime everybody else, within the letter of the law for offerings ala internet access.

if you are a video IP TV content provider or content-producer or anyone else creating services, applications and, most importantly content, get used to the idea that you will need to bake increased IP video network telco access, transport and costs into your models now. don’t act shocked or angry when the telcos start to tell you this stuff costs money and that you have been getting a free ride for years. them days is over.

if you are a network-centric hardware, firmware or software infrastructure or service player, start innovating faster. you can make a ton of money if you continue to find new ways to compress, compact, route and shrink down bandwidth-consuming fat into nothing. this will take decades.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

augmented reality: sell your cleverness and buy bewilderment.

10 Apr

the dea skinny on what’s happening:

reality is bad enough at times without bloody augmenting it, you say. agreed. now get over it. we get you don’t need more stuff to follow in this digitally cluttered world. but suddenly there is a rash of new augmented reality (AR) mobile applications on the street which actually work. these aren’t science experiments nor expensive either. most are offered on a lite/freemium software download biz model basis for mobile apps from the apps stores out there at apple and google as well as the vendor’s own sites. there’s an avalanche of them… with a zillion of cool to gimmicky potential ways to use it them all. it is early days yet on great uses for this but it’s here to stay so get with the program. we will only discuss a few here. that’s why god invented google… you can track the others… unless you are clever. if you are “clever”,  you probably also walked out on minority report.

mobile AR apps work by recognizing a pre-established pattern you design or select using your mobile, tablet or laptop camera and “trigger” what we have termed a rich media “overlay.” it can augment the image you are pointing your camera at in ‘real time’ through your mobile camera with a video clip, a 3d image, animation, or architectural model  etc. on the scene on which you are focusing  your mobile or tablet or laptop camera. point, click and augment it… snap! you have mobile AR!

the stakes:

the future of the human/machine interface is changing very quickly whether it’s apple’s siri voice app or microsoft’s kinect gesture metaphor. now comes mobile AR for mobile & tablet apps. this new mobile AR stuff lends itself to a wide range of mobile and geodetic advertising/marketing and business applications to entertainment, gaming, interactive, mobile-specific, education, and government and military mobile applications. one of the coolest entertainment apps is action movie from bad robot which allows you to overlay special effects from mission impossible onto your relatively boring life to blow things up, crash cars and helicopters and place tornados on, well, anything. on the geek front, you already know that Google’s project glass is playing with an AR glasses prototype so we can all possibly become uber-geeksters. (remember, “can’t hit a kid with glasses!”)  Googles goggles are not commercially  available however. sighs. 

one small company doing interesting AR overlays is total immersion who did rayban’s virtual mirror site where you can try on cool rayban shades with AR using your laptop, tablet or mobile phone camera. this is great for lots of cool game apps and marketing brand applications. we also like one of the newest yet most well-backed kids on the block for advertising applications – aurasma. they debuted at sxsw a few weeks ago and are owned by autonomy who, in turn, are owned by hewlett packard.  there is new york city-based goldrun which develop rich media overlays for marketing and other promotional campaigns. one of the coolest companies we have found is metaio, a german company who has built stuff for mercedes benz and others. metaio seems to be trying to position themselves as the apple of AR and have a wide range of applications from marketing to architecture and industrial applications which you need to see on their site where you can download the software SDK for free.

the dea takeaway:

in a mobile world of apps vying for attention, AR promises to provide a huge range of useful and fun applications across an entire spectrum of uses where a visual real world environment can be augmented with a rich media overlay. and isn’t that, in the end, all we are all really looking for in life? stay bewildered… it is early days on all this. if not excited by it, listen to france’s magician version of david copperfield, marco tempest at TED this last month.

full disclosure: we have no business or economic interests in any of these companies.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

trans-media is a confusing term: let us explain… although we get you may not care ;-)

17 Jan

(eyeball time: 45 seconds  but you might read much faster if you took evelyn woods’ speed reading course in 1957 like president kennedy did…)

our map of the world: the dea trans-media framework (with a nod to dr. jenkins) (c) 2011

 we hate doing this but think it is important to say what we mean by “transmedia”. when we use the term we mean “going across different media at different business layers and building an experience ecosystem.”  this is the opportunity for fortune 500 companies as well as entertainment companies as we see it. it is what we help them do.  here is what we don’t mean: “trans-media narrative” or “convergence.” we feel compelled to state this because we see so many things flying around twitter and elsewhere on “trans-media” that chiefly seem to define the trans-media space in terms of “narrative trans-media.” ditto for the “convergence” term.  for us, (and with a generous and obligatory nod to professor jerkin’s seminal work on this topic in his book convergence culture)  we think about trans-media and design and develop experiences with clients in much broader terms than just “trans-media narrative” experiences. we have avoided the term “convergence” because for us, nothing is converging at all, and therein lies the opportunity. also because many large media companies lost billions betting on things coming together in the media space, e.g., major roadkill: time warner/aol.  there are many other failed convergence business models out there as well. we have issues with both these terms and here’s why.

“trans-media narrative” means telling stories across media. And it is limited to story telling. For us, therefore, “trans-media narrative” is a subset of the trans-media metaverse.

“convergence” is term which has been used over the last decades and became a pejorative term due to the broadcast industry’s major failures in making it happen. but the larger and more major issue we have with the “convergence” term is it implies that things are coming together and converging but they are not. just look at the number of television and vcr controllers you own. 

 so… for us,  “trans-media” is a media mashup or experience ecosystem across a broad framework of content, context, applications, services and infrastructure. we use it to refer to a large space where this is happening, including but not limited, to digital television, social networking, electronic gaming & immersive worlds, interactive advertising, mobility & communications, digital film, digital music, and animation. that is our map of the world. got it? we hope this helps and apologize in advance for a seemingly academic rant. but maps show the road to the new world and the riches therein.

check please…mobile electronic payments are the missing plumbing we need

8 Dec

(eyeball time: 2.2 minutes unless you fast-scrub the video)

the dea skinny on what’s happening:

www.google.com/wallet

by now you know we are not anybody’s lapdog (we tastefully forgo using the rap music alternative submissive relationship adjective here so please note our class).

look, you have lots of stuff to track and worry about out. so we bring this to your attention because it is one of the most non-glamourous but important things you need to track so pls listen up:  it’s how you get paid. we have discussed micro-payments and all the other plumbing needed to power games and all other forms of digital entertainment. but let’s get real. digital entertainment isn’t a big enough tail to wag an electronic commerce payment solution dog. even with facebook credits. but retail business-to-consumer sure as hell is…but you already knew that. besides amazon’s, apple’s, ebays’s and paypal’s legendary contributions in the digital payment space, google now makes it possible to purchase stuff on a mobile basis in physical retail outlets with their initial wallet offering.

google, with mastercard, is blazing a trail here with no help from our friends at the telcos. verizon just delayed allowing google’s electronic wallet solution on the samsung galaxy phones. we won’t waste your time or your pixels on a deep dive on this, the la times already did a brilliant job so check this if you need more.

the stakes:

think of it this way. basic trans-platform digital currency. digital currency which works the same in ALL worlds…on all devices and all services the same way: game worlds, movie worlds, tv worlds, music worlds, real world restaurants, stores and any point of sale. the same consolidated financial transaction records and interconnected devices. beyond paypal, ebay, second life world lindens or game coins, frequent flyer points,  way beyond amex, visa or mastercard or even square up. the ancient long-gone roman empire sorta pioneered this concept with the “coin of the realm” idea. the euro, which ain’t so hot these days, is a build on it since charlemagne.  the stakes are so huge it would be an insult to even try and convince you because you are already there.

we believe telcos are in a unique position to move the mobile payment world forward, despite the vision-impaired executives at verizon (who would now go work in the netflix marketing department where they belong). players like sprint already are leading as a small mighty mouse as usual in this area,  but asia, as with most things, is way ahead of the u.s.a. on this. so we don’t see them doing it in the u.s.a. we believe all new digital payment innovation will come from asia, driven by a.) smart innovators, b.) a mobile computing-based population of 4 billion people, c.) lots of great mobile device manufacturers who work well with infrastructure players like telcos.

the dea takeaway:

if your are a creative industry content creator or publisher, get educated fast in this area and built these digital payment solutions into everything you build at the service layer. bet on multiple tables and allow your customers multiple payments options. don’t worry about accepting diners club though. we think that is over. (as they say in japan, “we just told a joke to you [now laugh or I lose face]”

if you are a telco executive, try and forget that fact, “think differently” to quote our patron saint steve jobs, and do something your industry never does: innovate. no more excuses about massive capital deployments, security, etc. that is just too lame a set of luddite excuses. all cell phones now have security built in and players like google have baked it in already. wake up and answer the phone! hellooooo! you guys need to lead. you finally woke up to the net at the turn of the century, after pushing stupid failed isdn concepts for decades, don’t make us wait on this for pete’s sake! this is huge! what are we missing here? and revise your tariffs now to make it work and don’t be so greedy like you have been with sms fees which are so high they have completely stifled innovation.

if you are a credit card player like mastercard, visa, amex, etc. continue to make the smart moves you are making with micropayment and mobile payment companies. if you don’t, risk adjustment notwithstanding, you will lose. but the good news is that you guys get it. sorta. keep pushing and spending. this is the future and you know it.

if you are a retailer, check out new alternatives in the payment space. small businesses are loving square up despite some of its severe limitations. monitor google and the phone companies if the later ever start elephant-lumbering forward soon.

serious games…seriously ?*!? get out of here, really?

24 Aug

(eyeball time: 1.5 minutes but you might read much faster if you took evelyn woods’ speed reading course in 1961…)

the dea skinny on what’s happening:

www.seriousgames.org

when you think of video games you thing of…well, fun. entertainment! yeah, that’s the ticket!  but there is a whole other world of  “serious gaming” out there.  a “serious game” is one that intends more than entertainment for its players. “serious games” focus on simulating some part of a real world system. according to dr. jane mcgonical, author of  reality is broken (buy book), they include business training games, marketing/advertising (known as “advergaming”), disaster preparedness games, flight or driving simulations, games that help patients understand how their bodies work, and so on. they allow players to test and experiment with systems.

an “alternate realty game” (a/k/a an “ARG,” you buzzword aficionados) on the other hand, is an interactive, trans-media narrative that evolves in response to what its players do. an ARG is truly a trans-media game in that it often involves multiple media and game elements and game mechanics to tell a story which evolves based on participants’ responses and with characters designed by the games designers. ARGs are internet-based an interesting because they have been able to attract large numbers of players in collaborative efforts to solve very difficult puzzles and challenges. jane mcgonical built an interesting game at institute for the future almost 4 years ago called world without oil in which participants gamingly collaborate on solutions to live without oil. ARGs tend to have a pro-social “change the world” focus in many cases, although not always.

the  serious game initiative is focused on exploring how the public sector can forge productive links with the electronic games industry in projects involving training, health, education, and public policy. several members of the initiative produced an initial and highly useful taxonomy of serious games which mapped out the landscape as they see it in a presentation in 2008 [ their presentation may be downloaded here on the “connections” page of our site].

the stakes:

this newly-emerging niche in the game world is very powerful. today, for example, the u.s. department of defense spends $5 billion us annually on building “serious game” simulation games, according to the defense acquisition university. that includes everything from large u.s. air force flight simulators to warfare strategy  “kill” simulators developed by the u.s. army. “full spectrum warrior,” a commercialized “shooter” game was originally developed for the u.s. military. ea games’ medal of honor” and a whole genre of single and group shooter games like bungie studios’ epic  halo 3are part of that military simulation game genre tradition.

but there is a gentler, perhaps more peaceful set of serious games in the marketplace today in a large number of categories: heath and wellness, training, education, science & research, production and work used by a variety of organizations such as corporations, government, healthcare, industry and ngo’s trying the save the world. while the u.s. government is by far the largest spender on serious gaming ($ billions), the corporate business market is spending much less (under a $1 billion u.s.), this space will be expanding quickly in categories like “advergaming”. car companies like mini cooper and jeep have games on their sites to promote brand experience, as do insurance companies such as progressive. increasingly, serious gaming and ARGs will be woven into our lives everywhere with tie-ins to facebook, google and yahoo games and many other trans-media venues.

the dea takeaway:

“serious gaming” will continue to evolve in the government and defense community on a massive scale and probably set the pace for major large spending efforts on complex simulations. they have the seemingly unlimited fountain of government money to fuel it as well as an entire “beltway bandit” group of private sector companies clustered in washington, d.c. and government-sim biz city orlando, florida, sucking up billions of our tax dollars. we have, in effect, what we are calling a gaming industrial complex, to paraphrase dwight d. eisenhower, when he coined the term “military industrial complex” in the good old 1950s.

the ARG movement, which is very new and still being born, may take major steps over time to accomplish what dr. jane mcgonical is seeking….games to change the world.  after the arab awakening in spring of 2011, which lead to political change and turmoil in tunisia, libya, eygpt and syria as well as the english rioting and looting, which occurred  in the summer of 2011, new attention is being given to the power of crowd-sourcing tools like facebook and social media. maybe ARGs will become effective tools to change reality as well. why not gamers?

see our presentation,Transmedia Gamification Opportunities for Serious Gaming dea Presentation @ Serious Play Conference, Seattle 08-23-11 and under our “connections” page.

be clear about trans-media navigation… “the new yorker” magazine is… “wired” isn’t…

5 Jul

(eyeball time: 45 seconds but you might read evelyn woods wicked faster…but if you eyeball the funny great video add 2.2 minutes…)

full disclosure: we have no business or commercial interests with the new yorker magazine or conde nast. wish we did though! this is an independent assessment.

the dea skinny on what’s happening:

www.newyorker.com

when we think of trans-media we tend to overlook the amazing traditional magazine space moving onto tablets like the iPad and others. it is exploding. this is the quintessential new wild west for trans-media coming together with text, image, video and games. but the navigation user experience metaphor is up for grabs. many think that wired magazine made the first best new effort at designing the new tablet magazine. we find it as confusing as a rubik’s cube to navigate and read. and that tends to get average readers hostile to content and drives advertisers crazy as well. the iPad navigation experience design metaphor in wired is just too cool for school, convoluted as a table of periodic elements and well, a pain in the ass, although their web site is fine. on the iPad or other tablets, wired is tired in trans-media or at least, tiring and exhausting to experience.

comes the new yorker magazine iPad app.  they get it. well, why wouldn’t they? they have managed to port their content perfectly, giving it that classic new yorker magazine look and feel. it is easy to navigate and the ads and the editorial content all work together. just check out their  “department of explanations” video when you download your subscription. you will see what we mean.

the stakes:

one of the newest biggest spaces and places in trans-media for traditional magazine advertisers to place ads is on tablets. duh. we know you know that. the adoption rate is exploding and the venue is tailor made for a new style of “reader” experience. the wall street journal has gotten the user experience navigation mostly right (yes, it is also worth paying for!). so has the washington post.  the new york times is a rich site in terms of content and media assets, but still has a few miles to go in improving navigation, but they are close. and check out all your fav magazines. martha stewart living has totally nailed it, as usual. but we expected that. she is the queen of trans-media and was before anyone else. it is no accident her holding company is named martha stewart living omnimedia and was named that before anyone got trans-media.

the dea takeaway:

for content/tablet development people: get the navigation metaphor right. make it simple. the rules are similar when a traditional print reader transitions to your new tablet version. be gentle with them. don’t go crazy with vertical/horizontal sideways layouts just because you can. the conventional metaphor which seems to be winning now seems to be a simple left-to-right scrub pan with in-depth reading top-down scroll. ads should be nested throughout…and not left as an “add-on.” imitate the new yorker magazine if you want to keep life simple.

for advertisers: in seeking advertising venues with traditional print-going-to-tablet publisher offerings don’t rush into any magazine or newspaper ad space if you don’t feel the navigation makes sense. ask their team about views, placement and your fav metric, CPM. do what works best for your brand. also consider doing video for your ads. the view rates for video dwarf everything else.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

e3 & the state of the game industry (and why sony gets it despite hacker issues)

8 Jun

e3 2011

(eyeball time: 3.0 minutes but you might read faster…but if you check the cool video links …god only knows… you are on your own…)

full disclosure: we have no business or commercial interests with sony. this is an independent assessment.

the dea skinny on what’s happening:

www.e3expo.com

o.k. so we are at e3 in los angeles with all the pimply gamer geeks and tons of scantily-dressed video game demo bimbos hired to make geeks-who-can’t-talk-to-girls feel better about themselves and buy more games and looking at everything and finding no big breakthroughs this year. you were smart to stay home. sure, there are more microsoft kinect-enabled titles. sure there astounding looking 3d/hd graphics making major video titles look like, well, movies you direct. and yes, there are hand-held 3d nintendos and new psp (psvita) units coming out as well as the 100th. version of “medal of honor 4” and “halo 4” with ad-on pack features as well as a million new shooter games which all look the same. blah, blah, blah. sighs.

the bigger picture is this: the entire video game industry had negative growth this last year, down 2-5% depending on whose unreliable numbers you look at. and that is because it is in the middle of a major disruption, moving from a predominately console-based world of $60 games to cloud-based free-to-play cloud based, mobile social games and a much more complex gaming audience being fueled by older baby boomer and women. yes, the blockbuster shooter titles will always be there and aren’t going anywhere soon. but interesting enough, traditional players like ea are finally get it and are doing something about it as are brick-and-mortar-but-on-online retailers like gamestop who are transitioning their business models brilliantly so they don’t become the next blockbuster video roadkill in the game retail space (more on them later and elsewhere).

but for us, sony is one of the most interesting companies navigating this transition and is best-in-class at managing the elephants-can-dance paradigm shift, tipping point, black swan, creative destruction transition thing (enough cliches there for you?) going on in the video game world today. despite all the hoopla around the playstation network security break-in (don’t gloat buddy, you are next on the hacker’s list- just ask Nintendo), and its slow growth on psp game console sales, sony is well-positioned to play on multiple tables with different content, service and hardware offerings: traditional console games for the trans-media living room (ps3+), mobile gaming devices psp (new psvita), pay-to-play games on the Sony Playstation Network and the newer Sony Online, sony’s MMO cloud offering you have heard about lately for all the wrong reasons.

the stakes:

the key ingredient for success for managing through an industry disruption, like the one facing the video game industry today, is the ability to build new franchises while preserving or actually cannibalizing existing franchises. what makes sony different from others with its 75+ million plus subscribers on all their gaming platforms (compared to Microsoft’s XBox’s console-based approximately 25+ million users)  is that they have separate segmented offerings by platform type. they are playing on many tables and are ready if the MMO cloud world takes over beyond their current small base of around 800k users. but what we also love the most is sony’s ability to make bets on new, innovative indie game developer video game content (such as “flower” discussed on this site and a video preview is available to your left on the video menu). they provide developers with a free set of game development tools and support indie game developers more than any other major industry player. (see www.indiecade.com) their virtual world capabilities on the playstation network enables your Sony avatar to enter and play different game in different virtual worlds, something only once-promising star “second life” enabled. in short, sony, unlike any other industry player is well-positioned on many tables to dominate over time.

the dea takeaway:

for general management & biz dev people: we get that making millions is very, very hard to do and that established cash-cow franchises are hard to move off of in order to explore seemingly much less certain bets in new spaces which your management team may not believe in or support. the old cash cow franchise always dwarfs the potential new one almost every time, even when the cow’s milk slows down and stops flowing, ergo no interest in anything but short term thinking. but all the evidence shows that when companies or product lines fade, die or fail, it is because everyone is in collective denial and running to the legacy revenue mattresses. net net, make some wide-ranging bets like sony has and think deeply about where things are going. think partnering on a revenue-share basis or licensing if new spaces are spooky to you.

for game developers: think about the fact that while building casual games for Facebook and the apple and android app stores looks attractive and easy, realize that your odds of making it are probably slightly worse than getting signed as an indie rock band at SxSW with 10,000 other bands playing at the same time. check out the big players like sony and see how you can fit in their ecosystems.

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

“the game layer” at sxsw and “leveling up” game mechanics you can use now…seth priebatsch

23 Mar

(eyeball time: 16 min minutes if you watch the TED video clip or check out the slide links…)

the dea skinny on what’s happening:

http://www.slideshare.net/chiefninja1/sxsw-keynote-the-game-layer-on-top-of-the-world

http://s3.amazonaws.com/data.tumblr.com/tumblr_lhzbgaBHYR1qgm1xxo1_1280.jpg?AWSAccessKeyId=AKIAJ6IHWSU3BX3X7X3Q&Expires=1300990171&Signature=CYR37wuUqYB0WakQBAQG6phCsF8%3D

there are always wiz kids around doing amazing things or bringing new ideas…comes seth priebatsch, current TED darling, and “chief ninja”, at scvngr.com, a location-based gaming advertising play, ala foursquare, gowalla and now mimicked on facebook. what makes seth interesting, who insists you “get” his  ivy league “drop out” profile (which he likes to drop more than a phd title to get you to associate him with gates, zuckerberg, bucky fuller and thoreau to pump scvngr’s market valuation), is that despite his careful self-image management program and youthful enthusiasm, he thoughtfully discusses “game mechanics” and how they can be applied to any business.

seth had recycled and added to memes developed by another wunderkind, who actually does have a phd,  dr. jane mcgonigal,  director of game r & d at institute of the future and author of a fab book entitled reality is broken (buy book) which you should get today.  seth gives you a playbook for how to build engaging experiences. we suggest watching the TED video first, then checking out his SXSW slides. then, if still interested, look at dr. jane’s TED video under our “networking” page under “gaming and immersive worlds” and get her book. (o.k., madoff  transparency moment: no, we don’t make money off her book! easier ways to get rich fast than that!). she is the source and mother lode of all seth’s great new ideas. together, they pretty much have it nailed and are part of that larger branch of pioneer experience designers like nathan schedroff and brenda laurel.

the stakes:

we believe, that the holy grail of everything, is simply knowing the rules of experience design. this, more than anything, is the core ingredient of trans-media and digital entertainment success. but it also applies to all organizations offering products, services, causes or missions.  today, it is cliche’d to say that customers own your brand, your product, your experience, your…everything. your job is to design experiences for them so they engage with you for their lifetime. seth describes some of the principals of what make up the “mechanics” of game design and how they can be applied to any business (e.g., “happy hour”). mentor dr. mcgonigal talks about the larger profound meaning all people want from life, as manifested in gaming experiences, which may be incorporated into any general experience design, as does nathan schedroff, in his very detail examination of the field of experience design. to overlook these principals, is simply to miss the core of what you and your experience are all about.

the dea takeaway:

for experience designers of all types: we don’t care if you design social networking, mobility, interactive, gaming, film, tv, music or other experiences, embrace seth’s and dr. jane’s experience design concepts in every experience design effort you undertake. as the old hippie bumper sticker says “question authority”….we suggest “question experience”…the one you currently provide and begin to re-imagnine how it could be improved, deepened and made more profound.

for general business people: maybe you don’t get it yet and still think the job title on your biz card says what you do. it is wrong. you are an experience designer. that is where all revenue comes from. think about it. but…

for more information, please contact us at 512.825.6866 to discuss the issues more fully and the specific impact & implications to your business. it’s free!

invitation from the dea to attend the “Digital Entertainment & Mobile Apps 2.0 Executive Brainstorm & Developer Forum”, 6th April, Palo Alto

15 Mar

the dea would like to invite you to participate in (or send a delegation to) a very different kind of interactive event we are supporting in palo alto on 6th april for senior strategy execs, exploring “new growth opportunities and business models for film, tv and games in a multi-screen, 3d, mobile world”:

The ‘Digital Entertainment 2.0 & Mobile Apps 2.0’ AMERICAS Executive Brainstorm, 6th April

based on new analysis and supported by the dece consortium and the world economic forum, the event uses a unique interactive format (‘Mindshare’) to progress a number of strategic topics:

  • multiplatform services & digital lockers strategies: how to exploit the transition from old to new methods of media consumption?
  • mobile apps 2.0: how to marketing, merchandising and monetising apps?
  • connected home 2.0: how to understand and responding to consumers’ adoption of new devices, technologies and applications?
  • out-appling apple: how to foster alternative distribution ecosystems?

there is also an evening ‘AppCircus’ showcase event with 200 local app developers.

the other participants and stimulus speakers are very senior executives from the hollywood, telecommunications and internet communities.

there is a fee to participate, but the dea has negotiated a 50% discount for our contacts. just use this vip code when you register online – VIP992 – here: http://www.newdigitaleconomics.com/Americas_April2011/pricing.php

enjoy!

the trans-media convergence future and “pervasive experience”…from Corning

14 Mar

(eyeball time: 5.3 minutes for the cool video clip…)

you may not know it, but corning was a stagnant usa rust belt glass company until they pioneered the development of high impact glass for mobile devices, large flat screen tvs…and yes, even that “telestrator” blackboard wolf blitzer and everyone at cnn uses non-stop to show you election results to earthquake data…today, they own the world…look at your phone…your computer…your video screen…corning is in your face… with practically bullet proof glass… and wait till you see the new flat screens we saw at ces this january in las vegas which will hit the market by june, 2011 at a best buy store near you…

our transparency moment about our relationship with glass companies, with a nod to madoff’s folly: we have no economic or business interests or relationships with corning (they don’t even know we exist, much less care)…so we show you this blatantly wonderful visionary video made by corning that shows one of the many ways we believe that trans-media/convergence is entering our lives…sooner than you think…  we call this the world of “pervasive experience…” we remember the first apple visionary video from the 1990s…visioning an iPad-like device…and tablets…they are here now and the technology curves are much steeper…so you get things much faster…

so as the perfume ad for obsession perfume says…”share the fantasy”….

nothing else to say…