Vimeo YouTube Transmedia Project

What is the story about?

A band of explorers discovered “Videoland”, (the market major platforms of Vimeo and YouTube) and their expedition produced a research paper/mind map/website/presentation, which they presented to the Digital Explorers Society (reminiscent of the Victorian Era National Geographic Society).

The explorers are planning another expedition to “Videoland” to further learn and make new discoveries of the on-line environment. They are enlisting new recruits to further the goals of their expedition.

Each enlisted participant assumes an explorer persona (with specific character traits) to apply to thier path of discovery and curiosity from their own vantage point.

Who are we trying to reach? – Find niche audience.

17-24 year old girls/women who are students at The New School.

We suggest focusing this particular demographic of girls/women for multiple reasons:

  • there is a niche need/trend/movement in advancing digital/web literacy for females due to a gender gap
  • it is a focused audience
  • Demograpic: affects the language and make of the story to be colloquial, and the design will be interesting outside of a business/corporate aesthetic
  • the notion of the explorer is largely male-dominated with examples/personas mostly men: Jack Kerouac, Stephen Deadlus, Indiana Jones,  etc.

 What is our goal? – Group goal not personal goals.

To ask relevant questions regarding Videoland’s nether-diversity and the cultural forces that motivates on-line behavior.

Possible questions if needed for a follow up to that question:

  • Why do people upload videos?
  • What makes a video viral, likable, share worthy or even comment worthy?
  • What do you look for in a video?

These questions attach to the idea of discovery and process in the sense that the answer is not conclusive but discoverable, thinkable, observable and make-able through targeted processes. This reflects on the expansive and detectable qualities of viral video culture, and in creating an adventure in Videoland. The route that the participants/storytellers/explorers take depends on many variables such as questions and attraction to content. The goal is to foster and understand these behaviors, that unveil a rich reservoir of viral video, and the exploration literacy has some caveats, morals (not ethical, but the moral of the story) and obstacles that need to be charted and addressed. This allows us to contextualize user behaviors, legal limitations, cultural climates/environments, and services provided by the content platforms.

The goal of the story is to set up evocative points, to pose questions, and to set off individual trajectories, showing that there are worlds within this platform, and fitted with some inquisitive tools/approaches, the participants (audiences) actually become pro-active consumers of the viral video terrain, allowing them to receive content and define it within a context of wonderment, curiosity, and allowing the material to collect in personal “field books”

Disruption: Crowd Funding Confirms Niche Audience

The Age of Disruption is upon us. Repent if you’re a studio major that scoffed at the likes of a Veronica Mars movie or Firefly Movie (in this case sequel) ever reaching its puny fan base. Turns out the fan base ain’t so puny… Veronica Mars creator Rob Thomas launched (with the participation of key cast members) 2 days ago a Kickstarter campaign to raise $2 Million and achieved the funding goal in 24 hours. There remains still a little less than a month before the Kickstarter campaign comes to a close but its already a considered success story and surely a record breaker. With over 50’000 backers the project has confirmed its niche audience and this has not gone unnoticed by the Majors. 24 hours after the launch Warner Bros. confirms it has greenlit the project and its Digital Distribution arm will finance distribution of the film and its marketing to the Marshmellows (Nick name for the Veronica Mars Fan Base). Let’s just hope for our sake that the Majors don’t co-opt the Disruption like they successfully did with the Indie Movie sub-culture in the 90s.

The Kickstarter Campaign’s rewards column deserves some attention as it demonstrates the Fan base’s financial clout and willingness to push this project through the production pipeline. 271 backers willingly pledged $1’000 or more (the maximun pledge was $10’000) to the campaign

Though this not a direct example of Transmedia it does bring to mind Vladan’s class discussion about disrupting the traditional business model, identifying/quantifying your audience. This case provides some serious food for thought for the prototypes of our future projects.

Myst: A Case Study

Ciao Classmates,

Hope this finds you all well. My case study concerns the 90s classic video game franchise: Myst. I  have included both the written version of the case study and the PowerPoint presentation for your own personal referal.

For those of you who have a personal interest in the game I have also included the following websites:

I hope you will enjoy it. I certainly did. See you all in class this thursday.

Best,

TS