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Finnish media producer and commentator Simon Staffans provides a lovely service at the end of each year by interviewing a range of thinkers via email regarding their thoughts on what he now calls 'now' media, with a review of the past year and predictions for 2018. He formats those responses along with a selection of his own posts from the year for a nice and varied read about our industry. The entire property can be viewed on his website. Here is my contribution.
Simon Staffans, the emoji
What have you seen in the world of media in 2017 that has made the biggest impression on you? What do you feel it signifies?
In 2017 I’ve focused even more intensely on early stage companies and the world of startup accelerators. I continue to advise at IDEABOOST, a Toronto-based accelerator focused exclusively on media/tech startups. This year I visited seven accelerators in four Chinese cities in May, and am developing a first-ever media/tech accelerator in Los Angeles in partnership with Startupbootcamp, the largest innovation network in Europe, where I have also visited several programs.
Accelerators provide a unique window into innovation, in that we analyze the potential of founders, the technologies and products they see coming in the future, rather than mature products that took years to reach scale. That said, in order to help these fledgling companies find their place in a very complex media landscape, we must constantly assess developments within today’s markets and audiences.
More than ever, the media business is a story of platforms dominated by GAFA (Google, Apple, Facebook, Amazon). Their Internet-enabled delivery systems and devices have spawned thousands of products and have enabled new business models that are displacing traditional media.
Meanwhile, the tech world is obsessed with the next big platforms that can deliver growth and disruption on the scale of the Internet – machine learning/AI, cryptocurrency/blockchain, autonomy/robotics, and mixed reality (including AR and VR).
Among these, only MR/AR/VR would seem to be a “media” business, but in truth, all of these underlying technology layers will have dramatic impact on humankind, requiring new formats and metaphors that deliver stories, images, content and context – e.g., media -- to serve as gateways for entirely new applications and experiences.
In 2017 we’re beginning to see signposts of these new media forms.
The House of VR is a Toronto-based consumption venue for VR, AR and related content. Their viewing environments feature blue screen capture so that a user can be composited within the environment s/he is exploring, and then displayed on a screen that others can watch. This shared viewing model helps create an easier way to participate in this new medium and will spread. Earlier this year I got a demo of a multi-user distribution network for VR content at Two Bit Circus, a cool LA-based location-focused company started by Nolan Bushnell. Other VR venues like The Void and IMAX VR are growing.
Content discovery is the goal of another Canadian company, this one from Vancouver called Northway Games , They demo’d the alpha version of a VR Museum app that featured some 80 independent VR projects, a very interesting type of aggregation channel that curates 3D VR content inside a navigable VR space that looks like a museum. I spent an hour tooling around inside the museum and saw only a fraction of the content. He has the idea of wanting to create a coop payment system that provides economic support for indie VR producers, which I of course found interesting.
I keep coming back to your contribution from some years ago, where you stated you’ve not encountered any “new media” content that would have been able to move you to tears, the way a brilliant movie for instance can. With the advent of the new wave of VR, plus a number of other projects in other fields, have you found anything like that yet? If not, why do you think that is?
“I’ll believe in ________ media when it makes me cry,” I think that was my snarky one-liner. This is a preposterously high bar for media that is less than three years old, when novels have been around for 400 years, cinema more than 100, and TV more than 50. Traditional narratives satisfy because of dramatic compression that enables Identification with characters journey over time. Interactivity disrupts this dynamic, in large part because the user/player gains direct agency within the story world. No longer is there an omniscient storyteller shaping the story for maximum dramatic and emotional effect. Instead, the viewer/user/viewser controls the flow of the story, and with VR, even where s/he looks.
Emotional involvement in VR to date seems to be sought by placing the user inside environments that evoke feelings – Chris Milk’s famous “empathy machine” theory. An interesting one this year was Autism Simulator, which allows the user to understand what it might be like to have symptoms of that disease, like earlier VR experiences that turned the user blind or put them into a prison.