Nov 152013
Gary scratches his head - photo by Rosemary Keevil

Gary scratches his head – photo by Rosemary Keevil

I was invited to keynote at the 2013 Merging Media conference in Vancouver last week and it was great to meet up with the wandering band of transmedia/multiplatform ‘global gliterati’ that frequent these events. All in all a top notch affair, well attended, mostly on the ball  in terms of topics and refreshing to take in the effervescent youthful passion that abounded from the attendees.

My next post will be detailed coverage some of the themes of my presentation but what follows below is something I sneaked into my talk last minute – partly as a response to some of the previous speakers on day 1 and the ‘challenges’ that still pervade this fledgling industry, still, after all these years.

The ‘digital’ brochure-ware website/mobile-app industry is doing fine and dandy – quaint silos inside traditional broadcasters, studios and ad agencies make ‘broadcast interactive’ stuff that is proven standard fare for large sections of the mostly passive audience –  but where are the truly original and/or mature multi platform transmedia services and how will we get there? I then thought of a series of scales on which to gauge and see if we can really get a sense of the State of Play in ‘whatever’ we will finally agree to call this thing.

I presented this section partly interactively (well the sort of magician like interactivity we all sometimes despise) – I asked the audience to shout out where we think we are on the scale and then I pressed the magic button and the needle floated across ala an interactive worm (in fact of course these were all my already set valuations – but anyway most of the time it was within 1 or 2 points!). I did tell the audience by the way, although they probably sussed it after the 2nd or 3rd one 🙂

So the State of Play of the Multiplatform / Transmedia Industry across 10 scales of measurement


001_Transmedia Multiplatform State of the Industry


Language and Grammar – Tower of Babel or Industry Shared – 3/10 – It is critical everyone is singing off the same song sheet for it to be a mature industry, how else can we create a business on something if it is not a shared terminology? Imagine if for example in film we called the editing stage either the compile, the chop, the edit, the merge, etc: depending on who was producing or which country we were in. Chaos.  But as we know in multi platform circles, we don’t have to look far to see the cracks – not only are the transmedia folk stretched from arty fluffiness at one of the spectrum to hard core marketing at the other but there is still across the industry (& academia) no real agreement on what the ‘T’ word actually means. Then on the ‘serious digital production’ side of the fence, whole swathes of the industry who  do bare bones digital ‘cloning’, nothing new, just pure turning the app/site production handle. Every sector from academia to agency to studio to broadcaster all use different terms. 3 out of 10 suggests we have at least another 10-15 years before we settle down into a shared taxonomy – lets hope it is sooner.

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Game Generator

 Posted by on July 22, 2009 at 12:57 pm  Add comments

Install Shockwave PlugIn First from here. Game Generator v 0.1a 07/09 – In progress

“For teachers and students to come up with the seeds of a new game”!


Click ( or press the corresponding letter) on each of the lines to generate a cool combination of your ‘new game’ attributes. ONLY click once and use your game design prowess to work within the first click contraints!

Suggest that Genre, Players and Type are the main three – the other two are there for ‘detailing’

  • GENRE – Is the game’s thematic world
  • STYLE – The major activity undertaken as a user
  • PLAYERS – How many, and with or against whom
  • OBJECTIVE – The purpose of the game
  • TYPE – The game format or platform
  • Devised by Gary Hayes
  • Programmed by Gary Hayes
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.

Feb 012009

What may save TV may also truly grow Social Virtual Worlds. As online audiences continue to ignore TV and vanilla/social virtual worlds suffer from a lack of direction, perhaps the marriage of the two will save both from irrelevancy? A report by Gary Hazlitt in various TV branded virtual world spaces.

twinityspiritThere have been several forays by TV properties (gradually losing their audience and associated ad revenues) into social virtual worlds over the past two years. I don’t just mean branded one-off events but actually setting up shop, building a familiar and representive space for the ‘users’ to play in. These forays range from at one end, simple branded spaces pushing episodes on screens through to actually running variants of the TV format to be played out by participant avatars in a detailed build -with many points in-between. But before the meat of the post (a couple of new entrants) here is a quick list to give you an idea of some of the shows and channels that have tried, had some success or failed. As I have been involved in a few of them and visited all, I have listed ones I think have had most impact (engagement) through to those who didn’t quite get it (reversioning).

  1. NBC’s Gossip Girl
  2. MTV’s – Laguna Beach on (also Hills, PimpMyRide etc)
  3. Big Brother – PersonalizeMedia detailed report & at launch
  4. Showtimes The L Word
  5. CBS -  CSI:New York and from TechCrunch
  6. Weather Channel – Info, simulations and Extreme Sports area
  7. Australia’s ABC TV Island – Channel & some programmes (eg: Librarians)
  8. NBC Universal Media Island – Channel & concerts & events
  9. London Live – the first music show to appear on the cyberchannel: Virtual Life.TV
  10. SkyNews Island – News Set role play
  11. The Money Programme BBC screening
  12. Channel 4 – Radio Station
  13. Sundance Channel – Virtual screening room
  14. Inhabited TV 1997! – BBC, BT, Illuminations and others
  15. many more…0ver to you and comments!

twinityspirit01There is a rule of thumb regarding TV execs and virtual worlds or serious games initiatives – do not let the TV folk take control as they have too much ingrained baggage around non-participatory media and the resultant compromise is often of no use to anyone – get people who understand game play (and be aware that often excludes traditional game developers) and social media involved or face the consequences. The ones above that really worked allowed the participant audience to really ‘live’ in the shoes of the characters either by having activities similar to the protagonists, meeting the ‘fictional characters’, a social space that resonated with the shows aesthetic or a great set with game-like elements. I have talked a lot about Mixed Reality Entertainment in the past and how one of the most innovative uses of virtual space is to extend the TV or Film property into a 24/7, participatory environment. The main reason for doing this is to drive traffic to the TV but also to keep existing followers loyal to the branded property. As an example there is more detail about the reasoning on my post on Big Brother (good and bad) in Second Life (Witnessing the Birth of an Entertainment Form) as well as posts nearby on CSI in Second Life and many of MTVs properties in (TV Property Branded Virtual Worlds – The Beginning). There are moves around the world including BBC and many European broadcasters who are creating worlds alongside and in some cases in front of the TV episodics and this is the important point. Promoting films with games or virtual world spaces has a very limited life span, forging a strong link between virtual world events and TV episodics is to me a virtuous circle – especially considering the 200 plus worlds populated by the youth audience who are typically turning off TV – teens and tweens. Earlier there were many experiments of TV/World hybrids and I was involved, as mentioned before, in the Mirror. Here is John Wyver (then Illuminations) talking about that (remember this is circa 1997!).

The other key element that contributed to the success of The Mirror, much as in real life, was the provision of regular “hosts” for the space. These needed to be frequent visitors who spent a significant amount of their time in the world, and whom users could have some reasonable expectation of encountering when they logged on. These hosts would greet new entrants, introduce people to each other, point out activities and generally help people around. More than this, however, over time they became the core of the community of the world, encouraging people to return and beginning to develop the particular language and culture of The Mirror. Needless to say, they were the saddest to see it turned off after seven weeks – although a number of relationships begun virtually have continued in the real world – including at least one marriage and one recently born child.

Recent company start-ups or collaborations also suggest that there are moves afoot. Icarus studios are squarely aiming at the TV/VirtualWorld hybrid and about 18 months ago Endemol & EA teamed up to create Virtual World TV formats (VirtualMe) based on Deal or No Deal and Big Brother. Also there have been a plethora of immersive film launches (play-in-the-set-type builds) across the metaverse and I Legend, Digital Hollywood, Iron Man, Quantum of Solace and Transformers spring to mind as I write – but as I said this post is more to do with a continuous, what happens on TV resonantes into the virtual world and what happens there is reflected into the TV episodics. (I regularly consult on this specific area so won’t go into any more detail!)…


So, it is interesting to see this trend continuing as new world Twinity starts to do more experiential ‘film’ property marketing and even more ‘demographically focussed’ the current series of Heroes being extended into Habbo

The agreement was brokered by the William Morris Agency and marks the first time ‘Heroes’ has partnered with a virtual world.

..but not in the usual way. As reported by LA Times “‘Heroes’ hops on to Habbo’s virtual world” they will be introducing a virtual-only character Syn Anders who will act as a bridge or guide to the TV series. NBC themselves give more detail here.

While following directions from a mysterious virtual messenger, the new character will take the audience on an adventure as she discovers the history of ‘Heroes’ through a journey that travels back and forth between and the ‘Heroes’ Evolutions site. “We’re excited to work with Habbo to introduce a new character that will extend the enormously popular and Emmy® Award winning ‘Heroes’ interactive story beyond the official Web site on,” said Stephen Andrade, senior vice president, Digital Development and General Manager, On, fans of the show will be able to interact with the new virtual hero through a variety of in-game activities. Habbos participating in a weeklong quest will discover their own special powers and will be recruited as new heroes. Those who successfully complete the mission will be awarded various virtual prizes. On the ‘Heroes’ Evolutions site, the new virtual hero will be woven into several of the in-universe, interactive extensions of the on-air show, including a character profile, the Primatech Paper Assignment Tracker and new chapters of the ‘Heroes’ graphic novels.

One of the more obvious links between TV and film of course is simply to broadcast a seed back story as a series, animated makes most sense to keep a strong visual link and then run a MMOG alongside it. This extends, involves the audience more in the narrative and allows them to personalize the experience. We are seeing this about to play out (in Asia at least) with Fusion Fall on the Cartoon network.

This is a great use of virtual worlds and it also shows that you don’t need richly rendered environments to be able to engage with participants in these spaces. Also in terms of the ‘linking’ paradigm, it is close to ‘my’ level 3 wikipedia cross-media definition

Excerpt “Cross-media 3.0“ Bridges. – The truest form of cross-media where the story or service structure is specifically authored to drive the audience using strong Call-To-Actions, across media devices to continue the journey. The content placed on the other platform is critical to staying in touch with the experience and the narrative bridges tease you towards investigating or moving to another media form/platform. Obvious examples include a TV show that ends suddenly and gives you a URL to explore more. It may be an SMS that teases and points you towards a live concert in a city square which then leads you to a TV show, then to a podcast then to subscription emails. The trigger, or bridge, is the critical component of this in motivating the cross-media action.”

twinityspirit02Onto Twinity and the images here and above are me playing around in the pre-build set of the recently released and not universally praised film The Spirit. Although it grossed $10 million in the first 4 days it was pulled up for being unemotional and 2D. Well part of the problem generally with many big features now is that audiences have changed and want something more experiential – especially with ‘comic-noir’ films – why not let them ‘live’ in the story environment (my wikipedia item)? Twinity though have teamed up with Will Eisner studios to do this event (not in any way my ideal episodic but potentially a way for the Twinity user base to ‘create episodic, comic-noir’ machinima on-going?

CineStar Spirits you Away to Another World – CineStar’s CUBIX cinema in virtual Berlin is the premiere address for all movie-related events in Twinity. The cinema is currently showing the trailer and other exciting movie material from the upcoming premiere of The Spirit, a movie based on Will Eisner’s cult 1940s comic book series, which will be coming to a cinema screen near you from 5 February.  Fans of the movie can get their hands on exclusive Spirit merchandising: including posters, standees, and an incredible Spirit mask that lets you see special visual effects inworld. Find more information here. Save the date and come to the opening party!
Date: Monday, 2 February
Time: 17:00 Berlin, 11am NYC, 00:00 Singapore
Where: CineStar CUBIX

twinityspirit03Twinity (by Metaversum, the German created virtual world) are a long ways from a mature stable platform, hence being in beta for the past 12 months or so, but are already exhibiting the best ‘world-led’ event-based, user activation. This in my mind is high on the list of reasons for likely success over many of the areas that over-hyped Second Life suffered from in the early days. OK the world is quite big and empty and many ‘social’ tools are not yet available inworld but the kind of activity quoted below (calling for videos, images, stories etc: attached to some well know brands) is great first step community building and more importantly getting a growing community to market for you. Even I had a go at one a few months ago – video embedded below 🙂 BTW Metaversum you really need to improve the video tools (detached camera please!).

Submit Your Artwork and Win! – Take part in The Spirit Screenshot and Machinima Contest and win an exclusive film poster signed by cult film director Frank Miller or The Spirit action figures.
Things Are Looking A Little Different Around Hereos
Wear the mask and see Twinity through the eyes of the Spirit! – Use Twinity’s screenshot and recording tools to create incredible Spirit- inspired images! To be eligible to win the contest, screenshots must be created while wearing the Spirit Mask and its visual effects must be demonstrated in your machinima. Screenshots may be submitted in jpg, png or gif formats.
Sensational Prizes – You have the chance to win sensational The Spirit prizes! Three prizes will be given out to the lucky winners of the Screenshot and Machinima Contest:
* 1st prize: The Spirit action figure and film poster signed by Frank Miller
* 2nd prize: The Spirit film poster signed by Frank Miller
* 3rd prize: The Spirit action figure
To take part in the contest, all you have to do is:

  • Submit your screenshots together with your Twinity name to or
  • Upload your movie to a video sharing website, for example “YouTube”, then submit the link to your uploaded video together with your Twinity name to
  • Competition deadline: 28 February 2009

We’ll celebrate the winning entries with a Winner’s Gallery party in the CineStar Event Hall! Artwork will be displayed in the CUBIX cinema during The Spirit promotion. Keep an eye on Twinity’s Event Calendar for further details!

Of course I would encourage all TV producers to think about their current audience and whether they want to reach them this way. More importantly you need to think of the appropriateness of creating inworld characters or environments for them to exist in – serious games (from documentaries) and childrens episodics are hot ones at the moment . The real effort is more about having great characters that are persistant in the space but beware of bots or NPC’s (non player characters) pretending to be real, this can have a strong counter productive effect. More later.

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