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Randomizers

 Posted by on July 22, 2009 at 12:49 pm  Add comments
 

A series of tools Gary has created for hundreds of his workshops and training, designed to help teams generate ideas or quick pitches from assigned stories/genre/intention/business etc: You will need Shockwave and/or Flash players installed into your browser to view these – get it from Adobe here.

Click the links below

SOCIAL MULTI PLATFORM TV BRIEF O’MATIC – “Flash app, designed as a tool to develop your audience/user centric thinking when creating Multi Platform Social properties. It gives you a well known existing story world and requires you to meet two ‘user centric’ objectives (primary and secondary) and also a business model to fulfil”

TRANSMEDIA-BRIEF-O-MATIC FLASH “This randomly chooses (on command) story/TV worlds and two simple ‘objectives’ to take into account in your presentation back. There are two sections TV extension and pure Transmedia.

PITCH-O-MATIC SHOCKWAVEFor students & media professionals to develop their ‘off-the-cuff’ pitch and presentation skills”!

WINDMILLS OF OUR TRANSMEDIA MINDS – FLASH “…that takes you on a journey!  To help exercise those ‘cross media’ muscles or drive you bonkers. It is a work in progress (what isn’t nowadays) and many more ‘user journey’ options will be added

MULTI-PLATFORM MOVIE STORY & BUSINESS INTENTION’ER – FLASH “A well known movie story world, across 5 selectable key genre

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

MASH-UP MACHINESHOCKWAVE “To get you thinking about new online services”

TWEETOMATORSHOCKWAVEFor tweeters who are sometimes lost for things to say”!

FORMAT-O-MATORSHOCKWAVEA ‘Cross Media Format Generator’ that plays on a few key concepts and potential new formats.”

In progress:

USER JOURNEY O’MATIC – will, based on your story fragments/settings create a route through multi platforms

SOCIAL MEDIA BALANCE – requires you to maintain and grow a user based community by carefully clicking at the right times across social media and PR releases!

ALTERNATE REALITY GAME O’MATIC – An extension of the windmills machine above, based on your story world and style of ARG it will give you a suggestive sequence of  ‘story based events’ in sequence

Mar 122009
 

Dying? More in the middle of this post – Thought I would share my lil’ introduction slides from ad:tech 2009 earlier this week. It is such a short time (each panel is given 50 minutes) to cover such a vast area and myself, Jeff (habbo.com.au) and Mitch (SmallWorlds.com) were all struggling to impart tons of great info/examples and have enough time to get interactive. I hogged the first 15 minutes by giving a broad overview and some examples I have been involved in that fitted the brief of the talk.

Below are my slides,  a little descriptive text below that and at the bottom of this post some deeper insight into SmallWorlds (given most of my readers probably know Habbo already? – If not, Why Not!? ). I included one slide from Jeff Brookes set looking at Hitwise’s stats on browser worlds and other sites in terms of session length which will raise a few eyebrows!

Virtual Worlds & Business: What’s The ROI?

Virtual worlds are maturing at a rapid rate and brands are realising there are valuable business opportunities within them. Whether the objective is engagement, research or brand presence, virtual worlds are proving to be a legitimate marketing channel. In this session our panel will look to provide insights into the business benefits of working within a virtual world.

Presenters

  • Gary Hayes, Director, Laboratory for Advanced Media Production, AFTRS & CEO MUVEDesign (Australia’s leading SL developer!)
  • Jeff Brookes, Regional Director – Asia Pacific, Sulake Corporation (habbo.com.au)
  • Mitch Olson, Co-Founder, SmallWorlds.com

There were several important messages in my introduction. Firstly making sure we all understand the different platforms social virtual worlds are operating on so I briefly described

  1. Layered or Parallel worlds – cute 2D type avatars that move over the top of 2D web
  2. Browser Worlds – walled garden that run inside web browsers, often as isometric views as flash or shockwave
  3. Client Worlds – anything from 20MB to 3GB downloads of data and the world is obviously much richer than browser worlds but do need higher spec computers
  4. Console Worlds – a relatively new kid on the block, social spaces that exist on games consoles. All the rendering grunt is there and the avatars are often linked to the PS3, Wii or XBox360 real life account. PS3 Home is the easiest way to match to worlds like Habbo or There.com
  5. Note there are hybrids of the above and  I would put ExitReality down as a hybrid of 1 and 3 as it turns a web page into a client style world

Here are the images of the above part of the presentation

worlds_platforms

I decided that a good ‘spine’ to hang the introduction on was the sort of negative questions floating around from those who don’t really understand what’s happening with web 3.0, the live virtual world space. This includes the paranoid printed press, a few out-of-touch businesses, and digital media companies/consultants more interested in iPhone/mobile games or Facebook widgets which is something they can truly explain (read: make money off).

Press hyperbole or myths?

  • Virtual Worlds are on the decline?
  • There’s no one in them?
  • & people don’t spend long there?
  • They are for kids or social ‘games’ not business?
  • There are no marketing models?

But I then addressed each question in turn showing real world stats and examples which turned all of these on their heads. Obviously in recession investment in new tech/services are going to be hit and recent reports do suggest a minor consolidation of investment into kids worlds, hinting at a lowering of VC in the ones I highlighted in my presentation, but this whole area is still something education & business are advised to R&D and understand fully – as a minimum. As we know it will be new ways of doing business, more immersive and efficient ways to collaborate and alternate forms of entertainment that will be partly what will bring us out of recession. Some reports even say that investment is high regardless (hat tip Mitch)

For Virtual Startups, There Are VC Funds Aplenty

If there is an economic crisis, then it isn’t impacting any of the startups making virtual goods, online games or virtual worlds. In just the last month alone, three companies have raised mega-millions from venture capitalists.

  • Greystripe, a games-related advertising network, raised another $5.5 million in funding, bringing its total to $15.6 million. We have covered them in the past.
  • SuperSecret, a San Francisco-based online social gaming company, raised $10 million in Series A funding led by Opus Capital. They are targeting the tween market and hoping kids graduate from Club Penguin or Webkinz to their offering.
  • Offerpal, a startup that links virtual currency to real-world marketing deals, raised a whopping $15 million in funding late last month from D.E. Shaw Ventures and others.

The investor interest in these startups mirrors the growing popularity of social games and virtual worlds, especially among younger web users.

I finished the talk with a quick overview of the main models that virtual worlds (and most online games) can be monetized. Items 1, 3 and 4 were picked up in a talk on the 2nd day of ad:tech looking at how Nike engaged with console ingame campaign experts Massive across a few platforms.

  1. Static Advertising
  2. Promotions & Sponsored events
  3. Virtual Goods & Product Placement
  4. Dynamic InWorld Advertising
  5. Branded Spaces
  6. AdverWorlds & AdverGames

After my talk some great examples from Jeff Brookes from Habbo followed by Mitch from Smallworlds. I am always fascinated by the methods Habbo engages with its loyal and large community and was equally fascinated by Small worlds thinking too and how they are ‘integrating’ themselves with the existing 2D social networked web. This video by the infamous Robert Scoble features Mitch Olsen and Ted of SmallWorlds

They talk about the main traditional world features but then go onto the interesting areas of embeddable worlds (the Google Lively Killer app – not exploited), API integration with almost anything (twitter feeds, YouTube vids, FB updates on walls anyone) and the most interesting ‘missions’. You are encouraged to explore, meet folk, shop and basically get involved – Mitch says this is like the LinkedIn profile thinking, until your profile is 100% filled in you feel like you are missing out. I likened it much more like World of Warcraft, set players tasks, set them group tasks, give them rewards. This to me could be SmallWorlds real killer applet. At the moment they have around 400 000 users and that looks set to take off in the next months.

Tony Fendall blogged about a particularly cute feature that allows (his words) –

One important thing which was missed is that they didn’t have time to talk about all the cool micropayment features (which Ted alludes near the end) such as Gambit, OfferPal and Zong. Gambit and OfferPal are both services which allow users to earn SmallWorlds currency by completing tasks. These tasks include things such as answering surveys and give amounts of currency proportional to the amount of effort put in. This is a great way for players (who may not have a credit card) to still be able to earn a premium SmallWorlds experience. Zong is a simple cell phone payment service, where by users can pay for a premium SmallWorlds experience using their mobile phone. For an excellent look at how we have integrated Zong into SmallWorlds, check out this YouTube video created by the developers at Zong:

Mash-Up

 Posted by on October 23, 2008 at 9:44 pm  Add comments
 

Install Shockwave PlugIn First from here. GARY’S MASHUP MACHINE v0.6

In progress Shockwave as part of a bigger – format machine series.

Instructions: To get you thinking about new online services

  • SERVICE: Click web app 1 then web app 2. Invent a service incorporating both
  • GENRE: Click niche. Rejig the hybrid service to fit this interest area
  • OPTION: Click virtual world. Can this service cross-over into the metaverse?
  • CAPTURE: Write your million dollar idea down!

Presentation

 Posted by on August 11, 2008 at 8:40 am  Add comments
 

Selected, public worldwide conference presentations, many of the PDFs at the bottom given as BBC Senior Development Producer in New Media, BBC Broadcast, later ones as Director of LAMP and Virtual World Developer. Topics include transmedia, new forms of entertainment, games & virtual worlds, future gazing, personalization standards, creative and emerging production. These represent around 30% of all Gary’s presentations, others were NDA company specific and/or strategic or duplicative. Future presentations to be added and others from archive on-going. The selected slideshow embeds are from Gary’s Slideshare.net which have over 400 000 views as at mid Sep 2016…

What is interactivity anyway? Beyond Story,Tech & Futurism. Designing Experiences


Navigating the Expanding Transmedia Multiplatform Universe and State of the Industry


In An Ideal World – The Multiplatform Production Process


Killer 2nd Screen and Social TV: Production Methodology


Precious Alchemy or Worthless Chemistry – Value of Transmedia & Multi Platform


Predicting Present Futures – Navigating the Perfect Media Storm


The Hybrid Media Challenges for Broadcasters


What’s Wrong with Transmedia Content? Where’s the Funding?


Pervasive Entertainment – Games, Film, Physical, Print & TV merged with social networks


 

The Value of Experiential – New Augmented Reality Business Models


 

The Gamification of Social TV Inspiring the stories of tomorrow


 

Fragments of Attention – Transmedia Alchemy


Arresting Audiences, Co-creating Communities, Transmedia Storytelling


Augmented Reality Barriers & Drivers for Widespread Adoption


Recognising Augmented Reality Business Opportunities


RU Game? Games & Public Libraries


Social IPTV: Interactive and Personal


The Rise and Rise of Social Media


The Fragments of Play – Transocialmedia Entertainment


The Art & Craft of Machinima


Online Human Collaboration


Games: Seriously


TV 2.0: Socialised & Participatory TV Online


What’s The ROI? Virtual Worlds Introduction


InGame Advertising, 3D Worlds Marketing


Future Of Social Media Entertainment


Marketing Opportunities in Social Virtual Worlds


Innovating Global Social Media Entertainment


Growing Worlds – Turning Stories into Games


Sublime Immersion – Art in Second Life


What New Audiences Really Want


User Journeys, Personal Services, Natural Evolution


TV vs Metaverse – The Mixed Reality Perfect Storm


Beyond Linear, TV 2.0, The Future of Film and TV


Personalised Audiences, Immersive Services


A Presentation About You – The Personalized Audience


New Roads, New Directions, New Markets


360 thinking, experience designing, cross-media storytelling


Something In The Air – The Future Of Personalization


Personalized Home Entertainment and Human Behaviour


Getting IPTV Content Right


Personal Television Futures


Collaborative Virtual Worlds & LAMP


Brands in Social Virtual Worlds – Subtle Alchemy or Dangerous Chemistry?


 

 

 

 

 

 

 

 

Producing interactive TV – overview presentation 225k PDF 1999 Union

Future of media consumption – a first introduction to PDR’s 209k PDF 1999 PTV Conf

UK interactive TV futures – a look at iTV in early days in UK 200k PDF 1999 Union

What audiences want – consumer centric awareness 497k PDF 2000 Industry Lab

The future of media – Brief 2009 predictions given in 2000, one bullet slide 32k PDF 2000 Aus

Interactive horizons – where are we headed? 194k PDF 2000 Industry Lab

Benefits for users & content providers – The PDR 294k PDF 2000 PTV

Real world scenarios leading open standards – Personal TV 531k PDF 2000 IBC

I think therefore I watch – Interactive documentary programmes 74k PDF 2000 Aus

Personal TV and linear programming – overcoming integration challenges 130k PDF 2000 PTV

Enabling or disabling technologies – look at tech landscape 317k PDF 2000 Industry Lab

New relationships, new business models – The Personal Digital Recorder 247k PDF 2000 NAB

Jobs in interactive TV – For external producers 98k PDF 2000 Union

Professional metamorphosis – New Skills needed for Interactive Producers 72k PDF 2000 Aus

Through the looking glass – Digital & interactive emergence 437k PDF 2000 Aus

Business models driving specifications – Personal TV 411k PDF 2001 PTV

Where are we heading – interactive futures based on 2001 694k PDF 2001 Industry Lab

The home networked consumer – Broadcaster perspective 972k PDF 2001 HN Conf

Subtle alchemy, dangerous chemistry – Interactive music brief 130k PDF 2001 Industry Lab

Challenges of enhanced TV – eTV production issues at Paris forum 240k PDF 2002 OpenTV

Personal TV standards – TV-Anytime intro at Paris forum 372k PDF 2002 OpenTV

Personal television futures – NAB presentation of now to future 665k PDF 2003 NAB

Future of personalised media – A look at world beyond search 1.7MB PDF 2004 Industry Lab

Media Futures USA – Opening brief for three panels on super-distribution 610k PDF 2005 USA

Interactive and IP TV – A BBC History 1.3MB PDF 2005 Aus

New Roads, New Directions, New Markets – The changing media landscape and emerging content types 2.4MB PDF Sep 2005 Aus

Getting IpTv right – A consumer centric look at IPTV futures 610k PDF 2005 Aus

The Personalised Audience – A presentation about you and services relevant to you 1.1MB PDF Oct 2005 Industry Lab

Building Audiences… – through Broadband, TV and mobile interactive service futures 7.9MB PDF Nov 2005 Aus (2 hour breakfast presentation)

User Journeys, Personal Services – ‘natural evolution’, presentation at LAMP ABC 6.5MB PDF Dec 2005 industry Lab

 

Evolving Media Creative Dilemmas – A look at the networked planet and audience fragmentation 3.7MB PDF Mar 2006 Aus

Dont Get Lost, Discover Findability – Presentation looking at making sure your service is found in the noise 4.2MB PDF Apr 2006 Aus

Beyond Linear – a look at advanced video formats 2.3MB PDF May 2006 Industry Lab

Global Media Journeys – for personalised interactive audiences. Multi-platform TV production. 8.2MB PDF May 2006 Aus

Immersion: Beyond Linear – A brief look at Experience Design 2.2MB PDF Jul 2006 Industry Lab

Personalised Audiences, Immersive Services – Latest audience statistics, trends and engaging services 5.4MB PDF Oct 2006 Industry Lab

Personalised Home Entertainment and Human Behaviour – A short talk give at the Australian Communications and Media Authority annual get together 3.1 MB PDF Nov 2006 Aus

Key:

  • PTV – various European conferences on Personal TV
  • NAB – National Association of Broadcasters, Vegas, USA
  • IBC – International Broadcasting Convention, Amsterdam
  • Aus – Presentations given at Film, TV or Emerging Media seminars in Australia
  • Union – Presentations given to UK industry bodies looking at employment issues
  • HN – Home Networking Conferences
  • Industry Labs – Various one day or longer development labs. Non-specific presentations