Nov 162011

Not the most concise title but I wanted to cover a bit of ground with it. I am leading a week long Multi Platform development residential lab next week in the Southern Highlands of New South Wales with some of the worlds leading mentors and Australia’s top projects – all linked to Screen Australia. This is followed by a one day seminar in Melbourne called ‘Idea to Market’ and top and tailing all of this, I have taken up the Executive Producer ABC Multi Platform TV role. More on each coming up.

054_Southern Highlands NSW Australia II 10 000 pixels wide!

Intensive Clinic

As you know last year I founded StoryLabs, a global transmedia IP development network, with 3 other individuals in Canada, US and UK. Then, new format funding body, Screen Australia who were looking for a very practical, production orientated rapid development structure for their Digital Ignition initiative, looked to StoryLabs.

Screen Australia has engaged transmedia collective StoryLabs to direct the first workshop, under the guidance of its key founder Gary Hayes. He is recognised as one of the foremost digital thinkers. An award-winning multi-platform producer, author, educator and director. The founding director of global multi-platform training initiative StoryLabs he has recently become Exec Producer of ABC Multi Platform TV. He was the director of AFTRS’s LAMP program for 5 years, was Senior Interactive Development Producer at the BBC for 8 years, and was a Social TV Producer in the US. Gary has designed and lead multi-platform/transmedia courses internationally and in Australia with AFTRS and Metro Screen. He also runs MUVEDesign (creating story based augmented reality, virtual worlds and transmedia) and the influential media and marketing site PersonalizeMedia.. Gary will be supported by up to eight high-calibre international and domestic experts.

“The Digital Ignition Multi-platform Clinic falls within the suite of support offered through our All Media Program, which seeks to ignite and strengthen digital understanding, expertise and activity within the Australian screen content sector,” said Screen Australia Investment Manager Mike Cowap. “We’re thrilled to be working with Gary and his StoryLabs network to make this as rich and practical a workshop as possible.”

Founder of StoryLabs Gary Hayes said, “We’ll deliver a highly structured program focused on all the important practical topics, including storytelling, user experience, design, technical, business and marketing. We’ll be using case studies and tried and tested exercises to hone participants’ processes, and ensure they leave with a tangible ‘bible’ and clear list of next steps for their project to get it off the ground.”

Continue reading »

Mar 222011

Goodbye book stores - eBook Judas in our Midst 01

Angus & Robertson, Borders and Whitcoulls In Administration – Covered nicely by Teleread‘s “Go Bust!’

An “In Administration” notice spotted at our local Bondi Junction Borders by – I decided to make it a ‘Picture word a billion digital words’ and show it in context with the culprit in the same shot. RIP ”many” big book chains 🙁 (Ironically the picture taken on a Samsung Galaxy Tablet – a nice eReader in itself!) – The book store industry unable to adapt to a hybrid model of in-store paper and electronic purchases? I for one would love to browse the paper book/mag version and then buy the eBook equivalent, selected titles only of course…

Need some statistical evidence of the reason for the decline?

  • $805 mill made from physical books in the US in Jan 11, 30% drop from same month last year Source AAP Mar 2011
  • $69.9 mill made from eBooks in Jan 11 in US a 115% increase from same month last year Source AAP Mar 2011

These stats now reflected on the ‘heritage’ tab on my Social Media Counter – ht – Serge for the heads-up on the January 2011 Association of American Publishers Report

Goodbye book stores - eBook Judas in our Midst 02

Note: I will from now on, be posting short, game changing mini-items that provide a little more context and commentary than my tweet stream – while also avoiding just reposting cool, YouTube Eye-candy 🙂 Of course still doing the long, resource style tomes!

Mar 312009

A cross-post from the LAMP blog I also run: LAMP mentored ‘Social Media, Multi-Platform’ Drama Scorched won the coveted International Interactive Emmy Award from the Academy of Television Arts & Sciences last night at MIP TV. The first time Australia has won this award.

A big congratulations particularly to producers Marcus Gillezeau and Ellenor Cox from Firelight Productions. These awards are held annually at MIP TV in Cannes and celebrate the most innovative drama, documentary, informational and entertainment services delivered on multiple platforms.

iemmy-awardThrough these awards, the International Academy of Television Arts & Sciences is celebrating a significantly growing sector of the television industry and recognize excellence in content created and designed for viewer interaction and/or delivery on a digital platform.

The 2009 Winners.

Fiction category winners “Scorched” Firelight Productions in association with Essential Media & Goalpost Pictures, Australia

Non-fiction category winners “Britain From Above,” BBC / Lion, United Kingdom

Children and young people category winners “Battlefront”, Channel 4, United Kingdom

Brian Seth Hurst (Second Vice Chair at Academy of Television Arts & Sciences and CEO at The Opportunity Management Company) who helps organise these awards sent through this Twitpic of himself (mid left), Chris Hilton from Essential Media and Entertainment (far left), Marcus Gillezeau (mid right) and Mike Cowap (Innovation Head at Screen Australia – far right), at the after awards (30 minutes ago!). Picture from Brian Seth Hurst (actual photographer as yet unknown).


The story has also been covered in The Hollywood Reporter, TVAusCast,  TV Tonight, Digital Media, Campaign Brief, ShowHype and NineMSN

Digital Media magazine has a few ‘delegates’ over there at the moment who are twittering events as they happen you can follow them here. This is how we found out about the award over here from several other tweeters…

  • PipRMB: Aussie digital media company Firelight Prods. have won the first ever International Digital Emmy for best drama for Scorched – huge congrats
  • BrianSethHurst: Winner Fiction Int’l Digital Emmy Award “Scorched” Australia Goalpost Media, Essential Media
  • FanTrust: Check out Scorched which just won a digital Emmy— outstanding fictional drama for 3 screens. Live from #miptv

The Digital Media magazine also featured an article prior to MIP TV referring to LAMP’s involvement in the project –

“Meanwhile the makers of NineMSN cross-platform drama Scorched, Marcus Gillezeau, Ellenor Cox, Michael O’Neill and Brad Hayward, have been nominated for an International Digital Emmy Award. The awards ceremony will be held on March 30 at the MipTV conference. Scorched was financed by Nine Network, ITV International, Screen Australia and the New South Wales Film and Television Office and developed through the Australian Film Television & Radio School’s Laboratory of Advanced Media Production (LAMP), which is Australia’s premier emerging media research and development production lab.”

Other awards winners noted by TV Week

The International Academy of Television Arts & Sciences revealed the winners for the International Digital Emmy Awards at the MIP TV opening festivities in Cannes, France.

Australia won its first International Digital Emmy award in the fiction category for “Scorched.”

The non-fiction category went to “Britain From Above,” while “Battlefront” won the children and young people category. Both programs were from the U.K.

Below is a shot of the team with Jackie Turnure (far right – now at Hoodlum) back in May 2006 when they started planning the Social Media elements of the experience on a LAMP residential. There were then several follow up sessions with them to help crystallize their ideas. (Pic Catherine Gleeson)

Scorched has received a great deal of attention and commentary from press and also those closer to the project. This is the LAMP post about the launch, here is Guy Gadney at MIPTV at the moment (then head of PBL New Media, Channel 9) and Gary Hayes (LAMP Director’s personal media blog). It is great news that another LAMP connected project has won the International Emmy’s – examples of earlier ones included Jim Shomos (LAMP mentor) with his Forget the Rules projects, the winner of the Ogilvy Amex award by then LAMP mentor Jackie Turner and other LAMP projects such as The Deep Sleep won development awards too.

xeno_cannes01-ghayesPrevious iiEmmy award winners in related categories have included Canadian Xenophile’s Alternate Reality Doco/Drama Regenesis and Total Drama Island plus fellow Canadian’s Zinc Roe with their Zimmer Twins service (now featured globally).

Link to the Canadian’s winning most awards two years ago here and the image below is of the two teams during the awards taken by Gary Hayes.

Jan 272009

Seem to be in list/research mode at the moment and was looking for one place on the web that had a list of stats about the mix of male and females across the ‘game/virtual world’ space. I have actually found it useful to highlight many of the type of stats to clients who still believe console games, online ‘quest’ based games and virtual worlds are still the domain of twenty something, slightly overweight, couch potato, anti-social males. Nothing could be further from the truth. Read on, and in no particular order!

note: Cross-posted on MUVEDesign (my virtual world build site).

PDF report by Pew Internet. “Adults and Video Games”

  • More than half – 53% – of all American adults play video games of some kind
  • Independent of all other factors, younger adults are still more likely to play games.
  • Among older adults 65+ who play video games, nearly a third play games everyday, a significantly larger percentage than all younger players, of whom about 20% play everyday.
  • Gaming consoles are the most popular for young adults: 75% of 18-29 year old gamers play on consoles, compared with 68% who use computers
  • Computers are the most popular among the total adult gaming population, with 73% of adult gamers using computers to play games, compared with 53% console users, 35% who using cell phones, and 25% using portable gaming devices.

“Games Women Play” Sep 08 from the Edge

  • Online casual games bring in 150 million women every month– roughly half the population of the United States.
  • Nearly two-thirds of women casual players online are over 35.
  • Women play casual games 5 to 10 hours per day – significantly greater than the 7.4 hours per week by a survey by the Casual Gaming Association.
  • Competition, rather than simple relaxation or escapism, motivates them to play.
  • Female players who are 18 and older represent one third of the game-playing population while male players who are 17 or younger represent only 18 percent of casual gamers
  • Playing casual games is often the first thing women do after waking. They check their ranking and play for on average of 2 ½ hours every morning.
  • Women engage in trivia games with the family members but play action games alone.
  • Most women players are married or in a relationship and have children.

Online Gaming Popularity Grows Among Youngest and Oldest Female Segments in the U.S. ComScore report.

  • Significant user growth among teenage girls between the ages of 12 and 17 and women between the ages of 55 and 64.
  • Growth in the 12 – 17 age range was 55% compared to the total female online gaming audience rate of 27%
  • The over-55 age range grew 43%.

BBC 23 December 2008 “Battle of the Sexes”

  • It found that the most hard-core players are female, that gamers are healthier than average, and that game playing is an increasingly social activity.
  • Despite gaming being seen as a male activity, female players now make up about 40% of the gaming population.
  • The study (detailed link here from Wiley interscience) looked at gender differences in more than 2,400 gamers playing EverQuest II.

Industry Facts from Entertainment Software Association ESA

  • The average game player is 35 years old and has been playing games for 13 years.
  • The average age of the most frequent game purchaser is 40 years old.
  • Forty percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (33 percent) than boys age 17 or younger (18 percent).
  • In 2008, 26 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999
  • Sixty-three percent of parents believe games are a positive part of their children’s lives.

Boy Gamer by Gary Hayes

Women Embrace Casual Games from RedHerring “Casual Gamers Anything But”

  • Spend as much as 20 hours each week playing their favorite games.
  • More than 70 percent said they play at night, and 58 percent have no children living at home.
  • Results from the Harris research reveal that 67 percent of the women over 40 who play games do so at least four times per week. Nearly half play every day.
  • Some 60 percent say they would rather play a casual game than talk on the phone or do projects around the home, while nearly 50 percent said they would rather play a casual game than go to a movie.

BBC 17 Sep 2008 “Online gamers are not unhealthy

  • The “couch potato” image of computer gamers is unfounded, with many in better than average shape, claim US researchers.
  • More than 7,000 players of the online game EverQuest II were quizzed about their health by scientists.
  • They found gamers’ body mass index (BMI) tended to be lower than the US average – with many taking “proper” exercise more than once a week.

Driving Force in Video Gaming: Women and Baby Boomers. Reported on PC World Aug 2008. IBISWorld claims that:

  • 38 percent of US gamers are women
  • The average player is 35 years old
  • 24 percent are over 50.
  • The percentage of female video gamers climbed from 33 to 38 percent in five years bolstered in part by Nintendo’s Wii, but also “interactive group games” such as Singstar, Rock Band, and Lips, as well as The Sims, The Movies, Nintendogs and NeoPets.

Demographics of the top 3 games on Facebook – from Bret on Social Games

  • Scramble which is the only game among the top three developers dominated by women(63%).
  • The age of Zynga players is spread more evenly among the three age segments, but with ~50% in the 22-25 age bracket.
  • Blake Commagere’s Monsters games also have ~50% of their users in the 22-25 age bracket.
  • They also have a fairly even male-female ratio.

Second Life demographics and usage – reported by Lost in Bananaverse

  • 83.79% of the population is 25 years and older, and the older users spend far more time in Second Life than younger users
  • Females spent nearly twice as long online in Second Life as males. Females make up 45.5% of the Second Life population.
  • Total user hours for April totaled 29,069,684 hours
  • Those 45 and older continuing to be the heaviest users on average.
    • 45 and older: 70.17 hours per user per month
    • 35-44: 66.06 hours per user per user per month
    • 25-34: 55.55 hours per user per user per month
    • 18-24: 37.84 hours per user per user per month
    • Teen grid: 24.67 hours per user per user per month

The demographics of World of Warcraft (useful but old 2005 data from Nick Yee)

  • The average age of the WoW player is 28.3
  • 84% of players are male
  • 16% are female. Female players are significantly older (32.5) than male players (28.0)
  • On average, they spend 22.7 hours per week playing WoW.
  • There are no gender differences in hours played per week.


  • 13 is the average number of years adult gamers have been playing computer or video games. Among most frequent gamers, adult males average 15 years for game playing, females for 12 years.
  • 59% of gamers play games with other gamers in person. This is a rise from 56% in 2007 and from 51% in 2006.
  • The average age of the most frequent game purchaser is: 40
  • 56% of online game players are male 44% are female.
  • What is the One Type of Online Game Played Most Often?
    • 12% Other
    • 47% Puzzle/Board/Game Show/Trivia/Card
    • 16% Action/Sports/ Strategy/Role-Play
    • 14% Downloadable Games Such as Bejeweled and Diner Dash
    • 11% Persistent Multi-Player Universe

Women are hardcore gamers from bNet in 2006

  • Electronic Arts’ casual game site draws 11 million unique users per month. Fifty-five percent of those are women.
  • On the subscription side, 75 percent of the more than 1 million subscribers are women over the age of 35.

Study: Women Gamers Outnumber Men in 25-34 Age Group – from GameDaily 2006

  • Consumer Electronics Association study found that 65 percent of women in the 25-34 age bracket play video games, while only 35 percent of men in that group said that they play video games. The key factor involved with these findings is the increasing popularity of casual games, especially among women. (These casual titles are typically found on web portals like Yahoo!, AOL Games, PopCap Games, EA’s and elsewhere.)
  • Women were found to be slightly less likely than men in the 25-34 bracket to play traditional console games on systems like PlayStation or Xbox.

Old (2000) but interesting item on ‘gender bending’ in games from

  • 6% of subjects play female characters for 25% or less of their gaming time
  • 24% play females for 26-50% of their gaming time
  • 15% play females for 51-75% of their gaming time
  • 42% play females for 76-100% of their gaming time
  • 12% did not answer this question