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DIGITAL MEDIA FROM THE INSIDE OUT: My focus is digital content -- production, distribution, collaboration, innovation, creativity. Some posts have appeared across the web (HuffPo, Tribeca's Future of Film, The Wrap, MIPblog, etc.). To receive these posts regularly via email, sign up for my newsletter here.

Entries in conferences (40)

Sunday
Jul082018

What Ever Became of the Transmedia Movement?

Remember “Transmedia”? At the beginning of this decade ‘transmedia’ was a buzzworthy catch-all term describing an emerging group of media formats and practices that seemed poised to become a major force within the entertainment business.

I found myself pondering the fate of transmedia after participating in three events in California that had once been hotbeds of the movement:

  • StoryWorld 3.0, a scaled-down edition of an event that, as much as any, showcased the theory and practice of transmedia when it premiered in 2011;
  • Digital Hollywood, now in its 24th year, a sprawling array of media, business and tech sessions that closely track buzz and trends; and
  • San Francisco-based TV of Tomorrow Show that has been tracking interactive and advanced television developments for 11 years.

Transmedia became a handy and very elastic term for the kinds of content powered by the rapid adoption of mobile devices and social platforms like YouTube, Facebook and Twitter. Stories and entire story worlds could be consumed across multiple media, and could invite direct audience interaction. Dozens of format experiments by producers from around the world began to coalesce into a movement that some called “transmedia.”

Even as movie studios, TV networks, game companies and brands began to underwrite projects that they eagerly labeled “transmedia” in order to catch the buzz, there was a less commercially oriented group that resisted, preferring small-scale efforts like “alternate reality games.” These folks pushed back when the Producers Guild of America designated an official credit for “transmedia producer,” igniting a war of words, as I reported at the time. Indeed, my own work as a consultant and observer was fully caught up in the movement during its heyday.

Today, we rarely hear the word “transmedia” when trying to describe the contemporary media production, distribution and consumption landscape. And so, yes, “Transmedia” per se is dead, victims of what transmedia producer and author Andrea Phillips called the transmedia diaspora. Name-brand leaders of the movement like Jeff Gomez and Lance Weiler, both of whom presented at StoryWorld 3, are still in the field, but like the movement they helped spawn, focus upon the mechanics of story, not the nomenclature and categorization of the movement.

The truth is, the principles championed by the transmedia movement can be seen everywhere today across dozens of programs, platforms, formats, entertainment experiences, and media types. The reality of our media ecosystem and audience behaviors have demanded that all media is, without much fanfare, transmedia storytelling.

Here are some features of today’s media ecosystem with roots in the short-lived transmedia era.

Click to read more ...

Monday
May222017

Entrepreneurship in China

China intends to win at yet one more key component of modern capitalism, entrepreneurship and the startup culture, as it has most certainly done in other areas of competition. Between 2000 and 2013, China’s non-state-owned business sector increased 18-fold, compared with the state sector that grew six-fold. Official government policy has strongly supported innovation and entrepreneurial enterprises in recent years. It is kind of mind-blowing to grasp the fact that this Communist-run economy may be the most successful capitalist in world history.

I say a few words at the pitch session during the Global Entrepreneurship Incubation Summit in Chengdu, China.I learned many nuances of the Chinese startup ecosystem during a ten-day trip, during which I visited seven business incubators and accelerators in four Chinese cities, and participated in a two-day Global Entrepreneurship Incubation Summit that marked the 30th Anniversary of the first business incubator in China.

Representing my client, Toronto’s IDEABOOST accelerator, I was a judge during a startup pitch competition on day two of the conference, along with a who’s who of the Chinese VC community. Many featured startups reflect China’s very strong focus on artificial intelligence and IOT solutions, as well as a few VR startups. I met dozens of interesting people from both China, and from around the world. Business is flocking to China, because the opportunities are immense, and of course, so is the market.Getting ready to begin a talk about the CFC's IDEABOOST accelerator program to a group of Beijing engrepreneurs at the UIS incubabator.

My trip to China was organized by United Innovation Services (UIS), whose CEO Christine Du is an amazing businesswoman I met at a VR conference last year, and who has joined IDEABOOST’s investment advisory group. UIS operates software parks across China’s major cities, which include incubators and accelerators for startups, alongside a who’s who of international technology firms.

Christine Du, CEO of United Innovation Services, poses with me at her Chengdu incubator.

I visited UIS incubators in Beijing, Yangzhou, Chengdu, and Chongqing. UIS will soon announce its first venture outside China.

Here I am with some of the startup entrepreneurs at the UIS incubator in Beijing.

Some of the startups I met were part of the country's robust VR sector, both hardware and software. China is likely to continue as a major driver in the growth of VR, with massive investment, strong support from the government, and a media consumption pattern that supports arcades and out-of-home gaming experiences, like the kiosks I saw at train stations and airports.

I visited the HTC Vive X Accelerator in Beijing, one of a network that includes programs in Taiwan, Shenzen, and San Francisco – each of these accelerators invest in up to 20 startups per year, making HTC one of the world’s biggest VR investors.One of the startups in the Chongqing UIS incubator has developed a VR system that uses body rigging and sensors to enhance the gameplay experience.

I also was fortunate to visit the Beijing Film Academy (BFA), one of the top film schools in the world. Among the areas BFA’s digital lab program is developing are real-time interactive previsualization, immersive content (like VR), 3D visual information reconstruction, and next-generation sound stage.  The BFA will expand from its historic in-town campus to a new 110-acre campus in Huairou district, north of Beijing, where the government has created incentives for film industry companies to locate.

Standing at the entry gate of the Beijing Film Academy with my host, Lulu, secretary to the dean of the secretary of Film and TV Technology Department

The BFA case illustrates the Chinese method, in which the central government creates an industrial policy, then provides funding, infrastructure, R&D, private sector incentives, capital and educational resources to intensify the chances of success. Startups get a leg up in a favored sector, which means that entrepreneurs may start companies that stay alive, even if they are not long-term winners in the race to find customers and profits.

But once a company gains traction, they have access to a home market unlike any in the world. Just witness the amazing growth of homegrown Internet companies like Baidu, Alibaba, and TenCent – all are ubiquitous tools of daily life on a scale that is rivaled in the West only by Facebook and Google, both of which are banned by the Chinese government (although most tech-savvy Chinese I met routinely use virtual private networks to access these and other banned sites). We should expect the same results in other targeted sectors like big data, AI and IOT in coming years.

A scale model of the Xiaotao Big Data Valley outside Chongqing In Chongqing (formerly known in the West as Chungking) I visited the Xiaotao Big Data Valley, a government-directed industrial park focused on growing China’s big data cluster, including storage, cloud applications, small sensors/IOT, and data mining. A mix of Chinese and international companies have already moved into phase one of the development, which will unfold over the next decade. I spent time at Shining 3D, which manufactures 3D printing and scanning systems. The company operates a 100-seat classroom to train students (starting in middle school) on how to use 3D software. These parks generally include education, startup facilities, VC and other investment support, residential and infrastructure, including transportation.

Similar sector-specific “new cities” are under construction across China, including a “biodiversity new city” in Yangzhou that I visited. By the mid-2020’s, Yangzhou will have a new city center, planned around a cluster of skyscrapers above a bullet-train station connecting with Beijing to the north and Shanghai to the south and beyond.

Chengdu is proud of its network of innovation hubs for startups. I spent the most time in Chengdu, capitol of Sichuan province, home of the pandas, and a major inland commercial center. UIS’s Chengdu accelerator is part of an eight-building Jingrong Global Startup Center housing hundreds of startups. A few miles away is an office tower housing the Thinkzone incubator and a new Startup Bootcamp accelerator, which hosted an afterparty the last evening of the conference. Chengdu touts itself as China’s ‘ideal place for innovation and entrepreneurship” with these and other facilities built as part of the country’s 2015 national policy on entrepreneurship. 

When people ask, what do you think of China, the word I always come back to is ‘scale.’ It’s difficult to grasp the scale of this country, its built environments, number and size of initiatives, and the volume of companies and people involved in every area of modern enterprise. If you’re building a global company, understanding China is a must.

Thursday
Mar032016

The Here-and-Now of VR Innovation

Five great innovators in virtual reality from Canada joined me in New York for a great conversation, focusing upon the here-and-how of VR production during the Media Summit New York, a Digital Hollywood event.

“The VR Cutting Edge from Canada: A Look at VR, AR, and Immersive Entertainment from our Northern Neighbors” was a panel that lived up to its title. Here’s how I described the March 3rd event: As the market for new VR and immersive technologies explode, centers of innovation like Canada are making significant contributions, both creatively and technologically. With two of North America’s busiest film/TV production centers and arguably the deepest bench in 3D animation technologies in the world, Canadian artists, entrepreneurs and institutions are making waves in a market that requires both. Join Nick DeMartino, senior advisor to the Canadian Film Centre, and a stellar panel from north of the border to explore the cutting edge of entertainment.

Speakers all hailed from Canadian companies, with quite a range of experience.

C.J. is a senior member of the 60-person Toronto team that won the first Emmy given to a VR experience for its work on Fox’s Sleepy Hollow. Ian is an innovative VR producer who joined the staff of the CFC, which is investing heavily in VR production (more details on that will become available soon). Kim is a legendary visual effects pioneer whose company Side Effects produces the industry-leading Houdini 3-D package, which is now being used not only for films, TV and games, but for virtual reality, as well. Les is a game designer whose passion for VR has led the production of some of the first VR experiences that leverage the Oculus social platform. Ben has jumped into VR to provide Globacore’s clients with amazing immersive experiences at trade shows, events, museums and other out-of-home environments.

These guys presented an engaging mix of theory and practice, which I found refreshing compared to many VR discussions, which concentrate primarily on monetization strategies and speculations on the market. 

Wednesday
Sep232015

Innovation from the North

I'm pleased to announce a panel I've assembled for the fall Digital Hollywood conference track on virtual and augmented reality: Innovation from the North: A Look at VR, AR, and Immersive Entertainment in Canada

Last spring Victor Harwood produced a stellar group of sessions on virtual reality and related innovations at this long-running conference. Sessions were so well attended and interesting that expanded the number and breadth of topics across three days of the conference. Take a look at all the sessions here.

With VR literally exploding across the landscape of entertainment and technology, I wanted to make sure we included innovators in this space that I've met during my work in Toronto with the IDEABOOST Accelerator. Here's what I came up with:

As the market for new VR and immersive technologies explode, centers of innovation like Canada are making significant contributions, both creatively and technologically. With two of North America’s busiest film/TV production centers and arguably the deepest bench in 3D animation technologies in the world, Canadian artists, entrepreneurs and institutions are making waves in a market that requires both. Join Nick DeMartino, senior advisor to the Canadian Film Centre, and a stellar panel from north of the border to explore the cutting edge of entertainment.

Speakers include: 

  • Ana Serrano, Chief Digital Officer, Canadian Film Centre
  • Eric W. Shamlin, Managing Director / Executive Producer, Secret Location
  • Sean Ramsay, Founder, Bubl Technology
  • Roy Taylor, Corporate Vice President and Head of Alliances, AMD
  • J. Lee Williams, Producer-Director, 1188 Films & Occupied VR  
  • Nick DeMartino, Chair, IDEABOOST Board: Moderator

Date: Wednesday, October 21st. 9:00 AM - 10:15 AM - Marina Vista Room. (Billed as the Immersive Breakfast Roundtable).

Click to read more ...

Tuesday
May052015

Ten Things To Know about Today’s Music Biz

I recently organized and moderated two music panels at the Digital Hollywood conference, showcasing the views and expertise of eleven professionals from virtually all aspects of the contemporary digital music business. There were two panels with two discussions (music & YouTube; music and social), but truthfully, this is an ongoing conversation in which music is the canary in the coal mine – trends we see now in music are trends we’ll see throughout the digital media ecosystem.

Many thanks to the panelists, listed below, for their enthusiastic and frank discussions, and apologies that I don’t have direct quotes for attribution. I was busy moderating :) Here’s some of what they said:

The “traditional” music business has collapsed – meaning consumers spend dramatically less on recorded music today than they did at the peak of the business --- whether it’s CDs, downloads, or subscriptions to streaming services. And yet, the ecosystem survives, with money flowing from more sources to more participants.

This was and still is a blockbuster business, with a disproportionate share of the revenue going to the most popular artists. In some ways, the “network effect” has cemented this reality even more than the old days when radio ruled (which, by the way, it still does, sort of).

There are only 300,000 songs that make any money, and 20+ million songs that don’t. That “long tail” can be monetized, but it takes focus and innovation to do so (and one of our panelists has a company that is doing just that). With the cost of production so low, professional musicians now compete with millions of amateur tracks.

We are in the era of music discovery, but most people don't really want to discover anything new. Socially connected apps and streaming services providing many new ways for consumers to sample new artists. And yet, statistically, in the blockbuster music economy, we find that most people don’t actually want to discovery new music. They want to listen to the music that everyone else is listening to.

Now that Everyone (including you) is a brand, all that seems to matter is the size of your audience. Emerging artists are increasingly required to conduct their lives as if they were a commercial brand – connecting with consumers on many different social platforms, and providing content (video, posts, images) well outside the creation and distribution of the music itself, in order to accumulate fans. Partnerships and additional opportunities are now determined at least as much by fan metrics as the music itself. (Ouch!)

Brand partnerships is perhaps the fastest growing source of revenue for artists, with many examples of relatively non-intrusive sponsorships of artists, music, and events emerging. Brands want the cool factor. And they want the exposure potential of the artists’ fan bases.

Social Media Platforms are the Banks; Engagement is the Currency. The savvy artist understands that the levers of their career (building a team, getting a record deal, booking gigs and tours, etc.) depend upon how much currency, e.g., fan engagement they have. In some cases, that is literal currency, because there are numerous ways to purchase fan-count and fan-engagement.

Careers can be made in A Single Event. A tune on a social platform like YouTube (or now Vine, Instagram, Snapchat) can go viral, and sometimes all it takes is attention from somebody with a huge fan base. From Justin Bieber to Shawn Mendes, talent

Radio exposure is still important for an artist, and is one of the best things a record label can get for talent.

Very few people have bad things to say about YouTube, at least in public. Google’s massive video site provides free distribution for every artist, and therefore has the most comprehensive library of music content --- mainstream and niche. Millions of people, especially millennials, use YouTube as their audio streaming service. It’s pending launch of a paid subscription service may be bad news for the Spotify's and Pandora's of the world.

Tidal Will Fail. The high-fidelity music subscription service launched by JayZ and a bevy of blockbuster artists are swimming against the tide, and, our panelists uniformly predict it will not survive. Most of the panelists thought that Apple’s new streaming service, without the “Beats” name, would be one of the survivors, because of its hardware.

Music is inextricably tied to the tech economy, which is why the battle will be slugged out between tech giants like Apple, Google, Amazon, Facebook, etc – these companies are fighting versions of this same fight over video, television, books, and much more.

Thanks to my speakers: Take a look at their sites to find out where the business is going.