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Iron Men and Nails
A couple of interesting updates in our ongoing Media Models discussion.  First off the new Iron Man movie is reportedly so stuffed full of product placement that it is little more than and giant advert ;

When Downey busts out of his desert jail in his MacGyver-meets-Robocop suit, for example, the first thing he says he's going to do when he gets home are hold a press conference and get "a real American cheeseburger". Cut to the next scene, and there he is at the press conference, very conspicuously holding a Burger King wrapper in his hand....Consumer group Campaign For A Commercial Free Childhood have already complained about Burger King, but look on the back of last week's Film & Music supplement, or virtually any other current publication, or the TV ads, and there's Iron Man/Downey with his sporty new Audi supercar.

Which makes you wonder why execs would worry if it ended up on the net being shared?  And goth-techno musician Trent Reznor (of Nine Inch Nails) has taken the sharing music thing and really run with it ;

Two months after releasing a new album online, and quickly selling [a $300 deluxe version] that earned him a pretty penny, he's back offering another new Nine Inch Nails album as a completely free download in a variety of high quality formats. However, it's not just that. He's also planning to then sell (scarce) versions of the product as well, in CD and vinyl format for those who want it. And, given his past experiments, it seems likely that he'll figure out a way to make it worth buying.
 
GTA: Games vs Films

Grand Theft Auto IV is out – and the hype is huge.

As with the launch of its predecessor, San Andreas ;

The fact that Grand Theft Auto: San Andreas eclipsed the sales of every other videogame in the UK on its launch weekend is important, but only to the games industry. The fact that revenues from the opening weekend of the game narrowly beat the UK's biggest ever movie box office opening weekend (Harry Potter and the Prisoner Of Azkaban, if you're wondering) is a lot more relevant; and combined with the fact that the buzz and media coverage generated by the game has touched the hallowed levels reached by a new movie release, it provides more proof of the growing importance of videogames than could be provided by a mountain of figures.

It is again being compared to film. This time not as an equal, but as a predator !

GTA IV is expected to earn more during its first few days of release than the $400m made by the third instalment of Pirates of the Caribbean, the Hollywood record holder, in its opening weekend....The film magazine Variety has suggested the game's success could affect interest in this summer's blockbusters, which may struggle to compete for the same audience of young men....Iron Man, the high-octane movie based on the comic book character, which is expected to be one of the year's biggest action films, is just one of those which could be harmed by going on release the same week as Grand Theft Auto IV.

 

GTA IV Logo (with the old release date!)

 

 
Made for Product TV
The internet has been witnessing a revitalisation of the short film.  Once seen as a stepping stone, these small morsels of entertainment are becoming more and more high profile, BMW's 3 minute wonders are a fine example of this.  We originally talked about this idea in the plugincinema book as well as in a recent blog entry.  Now the idea is really taking off ;
"A newly formed NBC Universal production unit is teaming up with an advertising agency to create programs around sponsors' products, the company said....NBC Universal Digital Studio will work with a division of Omnicom Group Inc. to create programs that help advertisers sell their products, the entertainment giant announced in a statement Thursday. The programming will be broadcast on NBC Universal's digital properties, such as Web sites."
Product placement has been a familiar concept for many years now, in films as well as on TV.  In the past, studios have been able to receive money from both the exhibition of the artefact, such as on a TV channel etc. and by selling copies, such as a DVD;  as well as selling advertising and product placement.  In the digital age, where the physics of media mean the first and second income method are on the way out, in terms of advertising at least, what would be the point in restricting the number of people who consume it?  As we said in the book :
"In this case, the more the show is copied, the more 'viewers' it gets and the more people see the sponsors' message: TV on your PC."
There will of course, be a cultural creative cost associated with this method; the narrative will in some way need to be tailored to reflect the product.  As we have all ready said, however, this is not a new concept just a little more overt.  This is just one of the fascinating newly emerging models for providing revenue for content provision on the internet.
 
Media Models Part 4 - Old Ways, New Ways
Following on from Part 1, 2 and 3; So, if the old method of sponsorship and advertising (see this great example of a viral ad by Spike Jonze) is back, has the new digital revolution created any new ideas? Yes it has - and it will continue to to. We have seen the term 'Prosumer' develop - a producer-consumer, people who make and consume. Sites like Zipidee.com are hoping to take this vibe and run with it, creating an eBay-type environment for buying and selling digital goods online. Cultural institutions, such as the comic 2000AD (home to Judge Dredd) have also been getting in on the act of digital distribution via the hub clickwheel - where users can subscribe to get their comic fix. Of course subscription is nothing new, but the 'push' or 'cast' technologies we now have make this process easier and more seductive. Clickwheel offers lots of comics in one place, but I have to pay for each bit, a piecemeal approach that some have speculated won't work - especially when your 'shadow' competition on ThePirateBay is offering a one-stop-shop for free;
"No one wants to shop at one store for Sony BMG musicians, another one for Warner Bros musicians, another for EMI musicians, another one for Universal Music musicians and yet another for indie musicians. And, at the price point Sony BMG is talking about ($9 to $12/month) if you want subscriptions to all the fragmented stores, you end up pay $75 to $100/month for DRM-encrusted subscription plans. That's not going to work. Time to go back to the drawing board and not come up with ideas that were discarded five years ago."
Indeed it is rumoured that Apple, currently one of the top players in the digital-downloads world is considering an 'all-you-can-eat' model;
"Apple is in discussions with the big music companies about an 'all you can eat' model for buying music that would give customers free access to its entire iTunes music library in exchange for paying a premium for its iPod and iPhone devices. Finally, it looks like the industry (or at least Apple) is 'getting it'. The real question is not whether the big music companies will go for it, but rather, who will be the first one to get smart and agree to offer it?"
Because the rules of the game have changed and creative producers need to 'get it';
"But first, lets take a look at the physics that are shaping today’s media space....We’re moving from a world of limited distribution channels and therefore abundant attention (CBS was not scared of losing any of us as customers 20 years ago, I came home from school every day and watched Brady Bunch and Gilligan’s Island because it was THE ONLY THING ON), to a world of unlimited distribution and therefore attention scarcity (when Zoe watches TV it’s TiVo and she doesn’t even watch TV after school, she gets on the computer, uses Facebook, does her homework with the help of Wikipedia, IMs with friends, etc)."
the physics of media law have changed

Which brings us to the idea of 'added-value' - in a world where attention is short but content is not, what will people pay for? The former or the latter? Take the example of Guitar Hero 3 - a great game that builds on version 1 and 2 with more features and a wireless guitar
- but most importantly, via the network, the user can download extra tracks for a small free - result? A billion dollar franchise. On their own the music tracks could be got for free, but added to the value of the game, people will pay. Is it in the interests of bands to get popular to sell value-added tracks on Guitar Hero 4+? If so, why not give it away for free? This is not the only example, both Radiohead and Nine Inch Nails have been giving music away and selling 'value-added' box sets for those who want it. Result? Radiohead made more money through 'In Rainbows' than they ever made from the label albums and NIN are doing really well selling $300 box-sets for uber-fans.

Finally a project of note with possibly the most interesting idea of all - bottom-up funding. In our book back in 2004 , we talked about the idea of how the band Dodgy had asked fans to pay in-advance for a new album after they were dropped by their label and the idea was a great success;
"In 2001 the UK Band 'Dodgy' raised enough money to finance an album through this very method. The group raised £15,000 ($25,000) through Internet based micro-payment systems (such as PayPal), combined with an appeal to their fan base. Fans were offered either a small share for £25 ($40), which also gave them a mention on the album sleeve, or a large share for £1000 ($1800) with a percentage of the profits from the sale of the album. Triumphantly, the band's website proclaimed "...we finally raised the entire recording budget to record their fourth and best album to date by encouraging fans, supporters and visitors to this marvellous site to 'invest' in the album." If this has worked for music, it seems logical that the same ideology could be applied to other artistic outlets including online film."
Well, it has - A Swarm of Angels is an open-source media project with lofty aims;
"A groundbreaking project to create a £1 million film and give it away to over 1 million people using the Internet and a global community of members.."
As one commentator noted ; "As a concept, 'swarming angels' is a brilliant idea to make creator-led media. The paradigm has been aching to be broken for years."

The future is bright...but what colour?
 
Media Models Part 3 - Sponsorship & Advertising

Following our look at the general issues facing the media and the difficulties of trying to transplant existing business models into the digital realm (part 1) - via Digital Rights Management (part 2), what are we left with (we note the failure of Weedshare, the p2p project that aimed to distribute DRM media files).  Well, there are a couple of well established methods, as well as a few new ones that have arrived on the scene.  Today we look at those staples of media; advertising and sponsorship.

Using the audience gathered by a media event and offering space to other companies to either tell the audience about their products (advertising) or associating the media event with the company (sponsorship) are ubiquitous methods of financing media.  Indeed, the very term 'soap opera' comes from the original sponsors of content aimed at selling housewives washing powder.  You might have noticed that recently this was taken up a level when dance outfit, Groove Armada 'signed' to drinks company Bacardi.  Bacardi already promote their products via music events, so this fits well and unlike the music-selling model of media, when the band put out an MP3, the more sharing the better, from the point-of-view of their sponsors.  Some might ask, so what about creative freedom?  It is now unlikely that Groove Armada willbe playing a gig for the Boycott Bacardi campaign any time soon, but then would they have anyway?  Tours have had commercial sponsors for some time, it is just that now the band are cutting out the middle-man.

How might this work for film?  Films already have product placement, the James Bond franchise being a good example - the same idea taken further would mean that for the sponsors of the film the more sharing of the film, the better - the studio can still charge for the cinema tickets (after all, going to see a film is about the event as much as what is on the screen - we pay for the experience and not so much for the film itself).  They might not make the money from the DVD sales, the increased sharing means they can charge the sponsors more.  (There is a core question about commercialism and artistic freedom here, but selling CDs and DVDs is not the answer!)

This method is not unlike a viral approach - short, catchy films that push a message.  One example of this is the exploding mints & cola film that reputedly netted its creators over $35,000.  Not only that, but this sort of 'guerilla' marketing is what lots of companies are keen to do to reach younger audiences who are using increasingly less and less old media.

On the subject, advertising is the business model of that media behemoth Google, and it is so successful because the internet allows it to sell targeted advertising space to people interested in the products.  The old-media advertising model is struggling with this as more and more advertising moves to new media for this very reason; on TV or a newspaper I can take out an ad and know that a certain percentage of people would be interested in my product, but it is a bit of a scatter-gun approach.  With Google, my ads only appear next to the search of people interested in my product - a far more efficient method!  This is the revenue method used by YouTube - but also sites such as blip.tv and Revver, who offer their creators a share of the money.

To underline this shift in ad-patterns;

"Everyone talks about advertising dollars shifting online, but when you're fighting all day in the trenches it's easy to miss the big picture.  Here's the big picture:  US advertising revenue at 4 big online media companies--Google (GOOG), Yahoo (YHOO), AOL (TWX), and MSN (MSFT)--grew by $860 million in Q2, or 26%.  US advertising revenue at 15 big television, newspaper, magazine, radio, and outdoor companies (Time Warner, Viacom, CBS, etc.) shrank by $280 million in Q2, or 3%."

But not content with being the biggest online advertiser - Google has moved in on the TV and radio markets too!

 
Spring Update
Spring is with us here at plugin-HQ, Bristol, UK, the sun is warming us and we are all springing back to life - due to the pretty heavy weekend we just had ;>...

Thanks to Knowledge West's backing we are going to be at the fourth Viewfinder Film Festival (7th-12th April 2008 Cheltenham's Cineworld and at a range of venues across the South West).  We are giving a talk on the 7th April on, 'What is Film in the Age of YouTube?' and 'Cash, Copyright, Corporations and Creativity in the 21st Century'.  We hope to see you there!

Thanks to all who downloaded our films from CatBot - we had a lot of downloads in a short time; which is exactly what we needed to test the new p2p system we are collaborating on.  CatBot is about to go live with version 2 (thanks to South West Screen) adding very cool folksonomy-search tagging of torrent files to the system.  This means that users will be able find related media files easier - but also tag the files with their own content descriptions.  More on this project as it happens!
 
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cinema

skate dreams

skate dreams
skate dreams
This film is an experiment in on-line, low-bandwidth/resolution filmmaking using Tony Hawk's Skateboarding as the original inspiration. I got some mates to play the game..to varying levels of ability, and then recorded the footage onto VHS. I then edited the bits together using Premiere and some snazy transitions I acquired. I used some original music by Parasite to edit the footage to, using traditional skateboarding videos as a model.

The idea was to create a gutsy, lively and entertaining film using engines from a computer game that could create low bandwidth/quality images that would be fitting to be screened on the net. One of the things I really like about it is the extreme pixellation in places where it has undergone quite dramatic compression for the web...it really adds to the grungy feel.

Realplayer version

 

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