Posterous theme by Cory Watilo

Laurent Guerin

Laurent Guerin

Transmedia Producer
Active Content Entertainment
I have produced "Detective Avenue" in 2011
http://www.detective-avenue.com
Visit my "Active Content" scoop.it :
http://www.scoop.it/t/active-content

I am actually considering new professional opportunities
Linkedin : http://linkd.in/laurentg

AROUND THE TRANSMEDIA WORLD [DAVID DUFRESNE]

"Around the Transmedia World" is a series of interviews Laurent Guerin is conducting for Petitweb.fr
This is the complete interview of DAVID DUFRESNE. A shorter version is available on PetitWeb

Daviddufresne_attw

 

A propos de votre parcours
J'ai fait des fanzines de rock 'n' roll au début des années 80 qui m'ont emmené à aller dans la presse rock («Best»), puis chez «Actuel» avec Jean-François Bizot. J’ai ensuite j'ai travaillé dans un journal qui s'appelait «Le Jour» et j’ai progressivement arrêté le journalisme rock. Pour des raisons personnelles, je me suis beaucoup intéressé aux questions des libertés individuelles et des libertés collectives et j’ai fait beaucoup de travail sur la police et sur la justice, notamment à Libération pendant presque 10 ans et à Mediapart. C’est ce qui m'a amené à m'intéresser aux prisons américaines, d’où «Prison Valley». Parallèlement, j’ai plongé très tôt dans le web, j'ai fait mon premier site qui s'appelait «La Rafale» en 1995 et j’ai participé au «Manifeste du Web indépendant». A l’époque, tout était à faire. J'ai donc ces deux cultures :  un Internet des origines d'un côté (code source, entraide, partage) et de l'autre côté la culture de l'enquêteur (Libération et Mediapart). Je vis aujourd’hui à Montréal, qui s’avère être une ville remplie d’énergie et de volonté autour des nouvelles écritures. 

A propos des nouvelles narrations 
J'aime beaucoup cette idée d'histoire. Je pense que c’est central et je pense que c'est ce qui nous distingue de la publicité. Je n'aurais jamais dit ça il y a cinq ans mais je reconnais d’ailleurs aujourd'hui qu'il y a des choses à apprendre de la publicité. Les frontières s’estompent, il y a des univers et des cultures totalement antagonistes qui peuvent finalement se nourrir, se côtoyer et s’enrichir mutuellement. 
Mais je suis très attaché à l'idée de narration. Qu'est-ce que je raconte ? Comment je le raconte ? Le Web permet quantité de choses et mon travail c'est d’utiliser le Web finalement pour déconstruire la narration telle qu'on l’a connue jusqu'ici. Et quand je dis déconstruire, c'est avec le plus grand hommage possible. C’est essayer de comprendre comment un film est écrit, comment il fonctionne pour essayer de le dépiauter, de l’arranger différemment. Internet est évidemment le lieu idéal pour ça car c’est lui-même un endroit éclaté dans ces gênes. 
C'est un endroit où il n’y pas d’arcs narratif, où il n'y a pas de réseau central puisque ce sont tous les ordinateurs du monde qui se connectent les uns aux autres, permettant la propagation de l'information. 
Ce qui est extrêmement important pour moi c'est le rôle de l'internaute dans ce récit . L'internaute est coauteur. Dès lors qu'il arrive sur «Manipulation» ou sur «Prison Valley», on lui passe la main. Je l’ai souvent dit récemment : vous tenez la souris, vous tenez le récit...
Mon travail c’est d’accompagner les spectateurs. De trouver comment on donne cette liberté de manoeuvre...
On ne va pas supplanter et révolutionner le récit traditionnel, mais grâce aux outils dont on dispose, il est temps de proposer une autre forme d'écriture.
Si on peut faire différemment du «début-milieu-fin-nœud-dénouement», pourquoi ne pas tenter ? On tente. On essaye. Mon boulot c'est expérimentateur...
D’ailleurs, une fois que les projets sont en ligne, on peut faire des ajustages. 
Il y a aussi de bonnes idées à prendre en chacun des projets, qui ouvrent des portes, de même que des  idées moins bonnes, que l’on va laisser de côté. 
Aujourd’hui je ne suis pas loin de reconnaître que le cinéma raconte plus de choses sur la réalité que la réalité elle-même. Toute ma culture étant ancrée dans les faits, ce n’est pas un hasard si je suis à la charnière de ces deux grammaires là. D’un côté une grammaire de fiction, et de l’autre une grammaire de documentaire, d’enquête, d’investigation. Essayer de marier les deux, c’est très intéressant. 
Je n’ai pas de projet de fiction pour le moment, mais si ça venait, je serais ravi. 

Retour sur «Prison Valley»
Il y a eu une fusion extraordinaire des cultures et des métiers et c’est devenu la principale force de l’équipe. 
Avec Philippe Brault, on était les plus vieux... Par exemple, Philippe était celui qui avait le moins la culture Web. Il voulait faire les photos à la chambre noire !
Il a fallu marier toutes ces cultures. Certains voulaient totalement délinéariser le programme et ne comprenaient pas pourquoi je disais non. Je ne voulais pas qu’on puisse «zapper» des vidéos, j’avais besoin de tenir l’histoire. 
Le pari qui a été le plus fou, c'était de dire qu’on allait faire une histoire longue sur Internet... Tout le monde nous disait que ça n’allait pas marcher, que les internautes ne consommaient que des formats courts. Mais on a tenu. On a créé des tronçons, un récit en élastique, d’où le spectateur pouvait s’écarter pour y revenir ensuite, on a utilisé les cookies pour mémoriser sa progression,...
Parce qu’on croit en la vertu de l'histoire. On croit dans cette idée que «il était une fois», ça marche !
Le pari de la participation a aussi été gagné et la qualité des contributeurs est extraordinaire. 

A propos de «Manipulation» 
Sur «Manipulations», Upian, Sébastien Brothier (co-auteur, déjà sur Prison Valley) et moi sommes au service d'une enquête qui n'est pas la nôtre. C’est celle de Pierre Péan, Vanessa Ratinier,  Christophe Nick et Jean-Robert Viallet. Ce qui nous as séduit, c’est d’être purement dans la conception et la scénarisation.  Nous avions un matériau incroyable : deux ans d'enquête, des centaines d'heures de rush. Il fallait trouver une nouvelle façon d'écrire et de raconter tout ça. Quand tu fais une enquête comme ça- que tu sois journaliste ou pas- tu as des moments de grande difficulté. On a voulu recréer ça. Cette situation de solitude et de perte qu’il y a autour du rôle de l'enquêteur. Mais sur le net, on n’est pas tout seul. On croit qu'on est tout seul devant sa machine, mais en réalité il y a toujours des gens qui sont derrière l'écran. C'est pour ça qu'on a fait une aide en ligne, et en direct... C’est ce moment collectif qu'on essaie de faire partager.En tant que scénariste, auteur, concepteur, c'est extrêmement touchant de voir des gens te poser des questions, te souffler dans les bronches parce qu'ils comprennent pas, et surtout, c'est extrêmement touchant de voir des gens qui parlent entre eux et qui s'aident entre eux par le tchat.
On est complètement dans les nouvelles narrations.
Moi, je gère l’aide en ligne de Montréal entre 21:00 et 1h du matin heure de Paris...Je réponds aux utilisateurs, je donne des indices, des conseils.C'est extraordinaire de voir comment les gens s'approprient le contenu et ça fait partie de l'expérience. Nous sommes un peu dans la peau d'un cuisinier qui a préparé sa recette et qui demande à ses clients si c'est assez salé, assez poivré, ce qu'il faut le rajouter, si ça leur plaît pas ou pas, et pourquoi...Tout ça c’est amener du débat, amener de la réflexion...
C’est une chance inouïe qu'on a sur le Web : on peut ajuster. C'est vertigineux et ça peut avoir des vertus extraordinaires, mais il faut aussi rester extrêmement solide sur ses convictions et ses fondamentaux. Il ne faudrait pas avoir la tentation de tout changer parce que tout à coup, on a critiqué telle ou telle chose, il faut aussi tenir le cap.  

A propos de l’information
Je pense que le monde de l'information est totalement bouleversé, bien plus que les journalistes ne le croient ou ne veulent le croire.
L'information et le journalisme ont plus que jamais leur importance mais le bouleversement est total.Le bouleversement pour moi, c’est le fait de partager l'information.
Une information n'est plus détenue par un diffuseur qui diffuse à beaucoup de monde mais elle est partagée, discutée et transformée très vite.Et puis il y a la possibilité de contre expertise extrêmement rapide. Avant il y avait quelques journaux et ils faisaient la messe. Ils donnaient une information. Aujourd'hui cette fonction là est totalement terminée. L'érosion du journal de TF1 par exemple est quand même la meilleure nouvelle qui soit arrivée au journalisme, et cette érosion est en partie due au fait que l’information est partagée, que le «temps de cerveau disponible» qui était vanté par certains, n'est pas allé du tout là où on voulait qu'il aille. Il n'est pas allé vers la publicité, il est allé vers une modification des comportements, une modification du traitement de l'information, de «qu'est-ce que je regarde et à quel moment je le regarde».Je trouve qu’on vit un bouleversement et une révolution extraordinaires.
Comme dans toute révolution, il y aura des contre-révolutions qui auront leur mot à dire et ce sera intéressant de les étudier. Par exemple, c’est très intéressant de voir qu'il y a des gens qui continuent à croire en la vertu du livre, de l'enquête au long cours, de la solitude, et je suis entièrement de leur côté ! On est dans un big bang, et je trouve formidable d'y participer.
Je préfère être au coeur de ce big-bang, prendre des coups et être un peu perdu plutôt que de m'en extraire et de dire «c'était mieux avant», qui est un discours que l'on entend beaucoup trop. 
Un des bouleversements de l'information c'est aussi ce côté réflexif : toute information qui est sortie est discutée : d'où vient l'information ? Qui la sort ? A quel moment ? il y a immédiatement des gens pour enquêter, qui se sont pas forcément journalistes, et c'est plutôt sain. 

Retrouvez David Dufresne sur Twitter.

Son site internet : DavDuf

Follow Laurent Guerin on Twitter : 

 

 

 

 

AROUND THE TRANSMEDIA WORLD [ERIC VIENNOT]

"Around the Transmedia World" is a series of interviews Laurent Guerin is conducting for Petitweb.fr
This is the complete interview of ERIC VIENNOT. 
A shorter version is available on PetitWeb. Anyone willing to volunteer to translate this interview in English is welcome. Get in touch with me ;-) 

Eric_viennot_attw

A propos de vous
Je suis cofondateur et directeur de création de Lexis Numérique qui est un des plus anciens studios indépendants de jeux vidéo français, créé en 1990. 
Au départ on s'est beaucoup consacrés aux jeux pour enfants avec de beaux succès comme «Les aventures de l'Oncle Ernest» ou  «Alexandra Ledermann», une série de jeux d'équitation pour les filles. 
En 1999, j'ai eu une idée assez saugrenue qui était de faire un jeu qui se jouerait sur CD-ROM, vendu comme un jeu classique en magasin, avec une ouverture sur Internet. C’est devenu in Memoriam, sorti en 2003, qui est aujourd'hui souvent citée comme une fiction interactive pionnière dans le transmedia. 
Il y avait une importante dimension film pour raconter l’histoire, plus de 200 sites internet créés pour l’occasion, notre propre réseau social, des partenariats avec des sites medias,...
A l’époque c'était un ovni dans le domaine du jeu vidéo et on a même eu beaucoup de mal à le vendre à un éditeur. Comme il n’y avait pas encore de forfaits internet illimité, on s’inquiétait de savoir combien le public allait payer en connexion pour pouvoir finir le jeu !
Il s’agissait aussi d’un des premiers ARG (Alternate Reality Game) grand public. 

Le jeu a très bien marché, nous avons vendu 500 000 jeux dans le monde, dont 250 000 aux États-Unis. Je pense que c'est une des rares oeuvres transmedia à avoir été rentable et nous avons largement dépassé notre point mort. 

Du coup, In Memoriam 2 est sorti en 2006 et malheureusement les gens ont moins bien accroché. Le marketing a été moins efficace, l’effet de surprise et nouveauté n’était plus là. Il avait coûté plus cher que le premier car j’avais eu l’ambition de faire encore plus de contenus et de films. Sur ce deuxième opus, nous n’avons pas été rentables et cela a été fatal à la licence In Memoriam que nous avions créée 3 ans plus tôt. Ma conclusion à l’époque a été de me dire que le transmédia intéresserait un jour ou l’autre les industries du cinéma et de la télévision. 

J'ai commencé alors à travailler sur «Twelve», un nouveau projet transmedia, davantage tourné vers l’univers de la télé, avec l’idée d’une série TV interactive et participative. Je suis allé voir quelques chaînes de télévisions qui trouvaient l’idée formidable mais trop en avance. Je l’ai donc mis un peu de côté tout en continuant à faire évoluer le concept. Il y a 2 ans et demi, j'ai fini par trouver un partenaire pour le co-produire et si tout va bien, le jeu sortira fin 2012. 

En parallèle de nos activités transmedia, on travaille sur d'autres jeux et sur d'autres supports qui sont plus traditionnels, comme la Nintendo DS, la Wii, PSN (Playstation Network) et on prépare des sorties en fin d'année sur PS3 et Xbox. 

A propos du transmedia
Le transmedia c'est un peu comme le sexe au collège : tout le monde en parle mais très peu de gens l’ont pratiqué...
Nous on le pratique depuis 10 ans ! C'est à la fois une chance car on a acquis de l'expérience, et en même temps ça a été très difficile de convaincre, et ça l’est toujours.
Aujourd’hui je ne vois pas beaucoup de choses qui se démarquent de ce qu’on a appelé le crossmédia ou la convergence à la fin des années 90. C'est du pinaillage et beaucoup d'effet de marketing comme les américains savent très bien le faire. 
Pour moi le transmedia c'est autre chose. C'est vraiment une écriture à part entière qui empreinte à la fois au monde de la télévision, de la fiction, de la série télé, un peu du journalisme, car ce sont des projets qui doit être énormément documentés, et évidemment du jeu vidéo et de ses mécaniques. Le mariage de ces univers donne lieu à une écriture qui est assez spécifique et qui n'a rien à voir avec tout ce que beaucoup de gens mettent derrière le transmedia aujourd'hui : des adaptations de contenus créés pour la télévision ou pour le livre, avec des spécificités attachées à chacune des plateformes. 
J'ai vu assez peu de réels projets transmedia qui correspondent réellement à cette écriture spécifique que j'appelle «fiction totale» pour me démarquer des ARG qui sont des formes de fictions interactives un peu complexes, pas très grand public et souvent malheureusement à caractère promotionnel.

 A propos de la «fiction totale»
C’est parti de l'expérience des gens qui m'ont parlé de leur expérience de joueurs d'In Memoriam. Ils avaient ressenti des émotions qui étaient complètement différentes de ce qu'ils avaient pu ressentir dans d’autres jeux ou dans des fictions télé. Ils avaient vraiment l'impression d'être en immersion dans l’histoire, en relation directe avec des personnages, en devenant eux-mêmes un personnage de l'univers. 

Il s’agit d'inventer des histoires et des personnages ancrés dans la réalité où le spectateur joueur joue son propre rôle. Dans la grammaire du jeu vidéo on propose en général d'incarner un avatar. Dans la fiction totale, les joueurs incarnent leur propre rôle. Le jeu entre dans leur vie sous la forme d’e-mails, de SMS. Ce n’est plus le joueur qui entre dans un monde virtuel, c’est le virtuel s’incarne dans la vie quotidienne. Cela donne à la fiction une dimension réaliste et immersive que n’apportent pas les médias classiques.

A propos de Braquo (saison 2)
Autour de Braquo, nous avons fait un jeu interactif et transmedia. Ça ne rentre pas dans ce que j’appelle la fiction totale. 

Sur ce projet, Lexis Numérique a mis au service de Capa, producteur de la série, son expertise jeu, transmedia et ARG. Pour en apprécier toute la teneur, il faut vraiment regarder l’épisode télé, puis aller sur le web pour effectuer une mission qui va nous permettre de comprendre certains aspects de l'histoire qui ne sont pas toujours traités et surtout, ce qui est assez valorisant pour un internaute, ce sera d'avoir les prémices des épisodes suivants et de voir un peu avant tout le monde certains aspects de l'histoire se jouer en parallèle sur le Web. 
On a un dispositif complet mêlant ARG et transmedia avec des sites créés pour l’occasion, des emails, des SMS,  une forte implication des joueurs dans l’histoire. 
C'est une première dans le sens où, à ma connaissance, en France, aucune série n'a eu jusqu'à présent un prolongement interactif sur le Web en temps réel qui permette aux spectateurs d'avoir un prolongement interactif au moment où la série est diffusée. 
On a aussi eu la chance de travailler en même temps que le tournage avec des acteurs qui se sont prêtés volontiers au jeu parce qu'ils trouvaient ça assez innovant. 

Je crois que le grand mérite de cette première tentative c'est que ça s'adresse avant tout à des spectateurs qui ne sont pas forcément des consommateurs de jeux vidéo. Pour cela, nous avons vraiment souhaité créer avec Capa des mécaniques de jeu simples et accessibles qui demandent peu d’investissement temps. 
Pour la suite, si on peut très tôt travailler en synergie avec les auteurs d'une série télé sur quelque chose qui serait encore plus ambitieux, je suis évidemment partant...

A propos des diffuseurs
Les chaînes aujourd'hui sont très protectrices. Elles voient bien que que le Web commence à leur prendre des parts de marché. Chez la Génération Z, la rupture des écrans se fait à 7-8 ans, c’est là qu’ils commencent à passer plus de temps devant l’ordinateur que devant la télévision. Pour ces gamins, la télévision, c’est les grands-parents, c’est le Moyen-Âge...
Les chaînes sont encore arc-boutées sur les contenus traditionnels parce qu'elles ont trop peur de l'évolution des parts de marché que sont en train de leur tailler le Web et donc aller dans le sens de l’accélération en privilégiant des créateurs transmedia, c'est pas leur tasse de thé. 
On vit sur un système de privilèges où c'est quand même beaucoup plus simple de faire des séries qui ont des recettes de fabrication et des modèles économiques depuis 50 ans, pourquoi essayer de faire changer les choses ? 
Elles vont changer de toutes façons et les chaines devront inévitablement suivre le mouvement à défaut d’en être l’élément moteur.

 A propos de l’avenir
Je vois bien qu'une nouvelle génération arrive avec une nouvelle façon de consommer les histoires, de les vivre, de les expérimenter.
En plus des trentenaires qui sont nés avec les jeux vidéo, on voit des gamins de 10-12 ans aller sur Facebook, utiliser dans une même journée un iPad un iPhone une Wii, ça va forcément modifier leur rapport au cinéma et surtout à la télévision. La télé va devoir se transformer et réinventer ses séries et la façon dont on raconte des histoires.
Les pratiquants de jeux vidéos voudront interagir davantage avec l'histoire, avec les personnages et trouver leur place dans l'histoire, pas forcément à chaque fois mais au moins dans des prolongements qui leur permettront de rentrer dans l'univers créé autour de ses histoires.
Ça va forcément modifier le paysage de la fiction telle qu'on la voit encore aujourd'hui majoritairement.

A propos de «Twelve»
C'est donc le fruit d'une expérience commencée il y a dix ans avec In Memoriam mais qui prend en compte les grandes évolution du web depuis cette époque : dématérialisation, réseaux sociaux, plateformes mobiles, géolocalisation, etc…
Mon but est d'essayer de faire participer un maximum de gens à ce qui s’apparente à un ARG sans les défauts classiques des ARG (difficulté, morcellement…) sans tomber toutefois dans le simple quizz. Mon but de réussir à intégrer des éléments de jeu accessibles, avec différents niveaux d’engagement, mais dans un univers très immersif et narratif. 

J'essaye de faire un jeu qui soit à la rencontre de certaines séries américaines que j'aime bien, ancrées dans un aspect fantastique, de créer un univers complètement original et vraiment interactif avec les principes d’engagement et d’implication que l’on maîtrise depuis longtemps dans le domaine du jeu vidéo (formulation des énigmes, accompagnement du joueur, récompenses, etc.). Au niveau de la narration, ce sera quelque chose qui est complètement propre aux jeux vidéo : une narration archéologique, c'est-à-dire qui est linéaire mais en même temps qui offre des points de vue multiples sur l’histoire avec une façon de la vivre l’expérience qui soit différente d'un joueur à un autre. 
On essaye de marier à la fois la série télé -on espère qu'il y aura une série télé en plus du jeu-, le jeu vidéo et les réseaux sociaux. 

Pour moi l’avenir du transmedia est dans la rencontre de ces trois univers. 

Les jeunes qui sont aujourd'hui sur les réseaux sociaux, qui sont fans de séries et fans de jeux, vont forcément avoir envie d'aller vers ce type de nouveaux formats, qui sont encore à inventer. C’est ce qu'on appelle aujourd'hui le transmedia, et même si je critique beaucoup certaines formes, je perçois quand même une véritable écriture dans certains projets que j'ai pu voir, et évidemment dans ce que j'essaie de faire depuis une dizaine d'années. La difficulté c’est qu’on est dans un domaine qui est en train de se faire. Dans le jeu vidéo, il y a une grammaire qui s’est construite depuis 30 ans. 
Avec «Twelve» et ce qu’on invente autour, on est en train de débroussailler des choses qui j’espère aideront d’autres créateurs. Je ne dis pas qu’on aura toutes les bonnes réponses mais on essaye de faire avancer notre domaine et c’est ça qui est formidable. Et quand on est un créateur, c’est plus intéressant à mon sens de figurer parmi les pionniers d’un art en devenir que d’être le millionième en train d’essayer se démarquer dans un art établi.

Lexis Numérique 

Eric Viennot sur Twitter 

Son blog

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AROUND THE TRANSMEDIA WORLD [BORIS RAZON]

"Around the Transmedia World" is a series of interviews Laurent Guerin is conducting for Petitweb.fr
This is the complete interview of BORIS RAZON. 
A shorter version is available on PetitWeb. Anyone willing to volunteer to translate this interview in English is welcome. Get in touch with me ;-) 

Boris_razon_attw

Boris Razon est Directeur des Nouvelles Ecritures et du Transmedia chez France Télévisions. 

Background
Je suis journaliste. J’ai fait des études de lettres et d'histoire à l’Ecole Normale Supérieure de Fontenay Saint-Cloud. Par passion j'ai rejoint des amis qui montaient un magazine il y a 15 ans qui s'appelaient Don Quichotte. Un fanzine qui est devenu un magazine en kiosque, partenaire du Monde. Mais on avait pas assez d'argent et on a arrêté. C’était fin 2000. Je suis alors rentré au monde.fr comme chef des informations et j'y suis resté 10 ans. 

La définition du transmedia ?
Je n'ai pas vraiment de définition. Je considère que nous sommes dans des univers très mouvants où à un moment donné le marché et ses acteurs s'accommodent d'un «mot valise», qui pour le documentaire était «Webdocumentaire» et pour ces architectures narratives un peu complexe s'est posé sur «transmedia».Si je devais en donner une définition je dirais que ce sont des architectures architectures narratives multisupports ce qui veut tout dire et rien dire. C’est l'idée qu'on raconte quelque chose -pas nécessairement que de la fiction- en utilisant tous les supports comme les pièces d’un puzzle, ce ce qui demande une forme et de connaissances et d'intimité avec différents médias. 

Un «terrain de jeu» large 
Effectivement, par exemple, je découvre plus en détails la production audiovisuelle et je m'élargis à de nouveaux sujets comme la jeunesse et la fiction. Ça fait partie du challenge que je trouvais très intéressant. Mon parcours professionnel a toujours été guidé par la volonté d'essayer de nouvelles choses, et je trouve ça intéressant d’aborder ces questions là par le prisme du numérique et de ce qu’il a changé dans ces univers, y compris dans la production audiovisuelle.

Les enjeux pour France Télévisions ?
Il y a un enjeu qui est évidemment de refaire émerger l'innovation numérique et la création innovante numérique sur France Télévisions.
Le second c'est aussi que nous sommes dans un univers de plus en plus concurrentiel et de plus en plus difficile pour la télévision, et que nous passons d'une audience de masse a une audience de communautés. Il est donc primordial pour les différentes chaînes et entités du groupe de commencer à travailler en essayant d'explorer ce ce que peuvent être les communautés autour de produits audiovisuels en ligne, qu’ils soient web ou pas web d’ailleurs. 

Les projets ?
Mi-novembre, nous sortons un objet hybride qui accompagne "Manipulations", une série documentaire sur France 5. L'objectif de ce projet est de proposer deux expériences -une linéaire à la télévision et l’autre sur le web- mais c'est le même projet. Ce sont les mêmes images et le même contenu. Il y aura juste deux manières de regarder. Ça devrait être très très bien. Nous sommes aussi en train aussi de mettre en écriture et en développement certains projets en fiction transmedia et en websérie, et nous avons deux à trois projets de webdocumentaires qui sont quasiment engagés et on va continuer...

Des nouveaux talents ?
Je suis bien évidemment à la recherche de nouveaux projets. Je pense qu'il y a une jeune génération d'auteurs à venir -qui ne travaille pas pour la télévision aujourd'hui- qui ont des idées, et c'est aussi mon rôle de les trouver. Sur les réseaux sociaux, les plateformes de diffusion, à l’étranger,...C'est un peu la même chose en terme de productions avec des nouveaux producteurs qui vont arriver. 

Il faut que cette émergence des nouveaux médias nous permette effectivement d'identifier des nouveaux auteurs, des nouveaux producteurs, nous-mêmes d'être  des diffuseurs un peu différents, avec l'idée que cette génération dont on parle à la capacité à être très agile sur les médias et sur les technologies et c'est ça qui compte car du coup, ils seront probablement aussi capable de faire des choses très classique. 

L’état du marché
Arte a fait des choses super en France, Channel 4 a fait des choses très étonnantes en Angleterre, il y a pas mal de choses qui paraissent intéressantes un peu partout. Je commence à constater aussi qu’il n'y a pas non plus un endroit où c'est beaucoup plus avancé qu'ailleurs. Les projets font jouer les mêmes ressorts.
C'est le signe aussi d'une certaine manière d’un marché qui se normalise. 
Ça commence à exister et après on jugera du succès de tel ou tel projet, non plus sur son caractère innovant, mais sur son caractère réussi.
Moi je travaille dans un esprit où la réussite est évidemment un critère, mais aussi avec une capacité d’identifier un point d'innovation nouveau sur chaque projet, qui nous permette de progresser et d’être meilleurs la fois suivante.

 

Les webdocumentaires du Monde, retour d’expérience et rentabilité
Ils ont tous très bien marché avec des audiences de plus de 100 000 visiteurs. 
«La Zone», «Vies de jeunes», «Vieillir en France» ont atteint 200 000 à 300 000 visiteurs. On a développé un vrai savoir-faire. Par exemple, sur le découpage de la mise en scène.  
Ils n’avaient pas de rentabilité directe au sens propre. Ils ont une rentabilité d’image de marque, d’innovation, et puis, c'est toute la différence entre le schéma audiovisuel et le schéma journalistique, ils s'intègrent dans le travail d'une équipe (quand ils sont faits en interne) et ça fait partie de l'amortissement d’une rédaction et d’une masse salariale, ce qui leur confère une certaine rentabilité.

 

 

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AROUND THE TRANSMEDIA WORLD [UBIWORKSHOP]

"Around the Transmedia World" is a series of interviews Laurent Guerin is conducting for Petitweb.fr
This is the complete interview of LOUIS-PIERRE PHARAND and JULIEN CUNY. 
A shorter version is available on PetitWeb. Anyone willing to volunteer to translate this interview in English is welcome. Get in touch with me ;-) 

[UPDATE] : Nice article in English here: el33tonline

 

Pharand_cuny_attw

Présentations 

Louis-Pierre Pharand :  producteur Transmedia et dirige Ubi Workshop. Avant j’étais producteur de Far Cry 2 chez Ubisoft. J’ai travaillé chez Electronic Arts (Golden Eye, Medal of Honor). Encore avant j’ai fait de la production d’animation 2D ou 3D pour des séries télé et des films. 

Julien Cuny : Je suis Transmedia Develoment Director chez UbiWorkshop. Avant j’étais au département Editorial Marketing à Ubsoft Montral sur Far Cry 2 et d’autres marques, et bien avant ça, j’ai été entrepreneur et monté une startup : une web agency spécialisée en streaming (DreamUp) avec un satellite média : Ze Web Tv 

Ubiworkshop

On est un tout petit département à Ubisoft Montréal. On était deux il y a un an, on va sur 10 maintenant. UbiWorkshop a des activités qui sont du «vrai» transmedia et des activités qui n’en sont pas. On fait une bonne séparation entre les deux. 

Ubiworkshop a un statut un peu particulier, on vient tous les deux du jeu vidéo. On était chez Ubisoft Montréal, on a basculé hors jeu. Pour nous le transmedia, c’est tout ce qui gravite autour du jeu. UbiWorkshop, on est une sorte de boîte à idées et de production pour aller proposer des projets autour des univers narratifs qui sont développés par ailleurs côté jeux. 

Lorsqu’on a décidé de basculer en dehors du jeu, on est sorti de la zone de confort d’Ubisoft Montréal (2 200 personnes, le plus gros studio de jeux vidéo au monde), et la raison pour laquelle on a décidé de sortir de ce tracé, c’est parce qu’on était usés par la qualité parfois très pauvre des «produits dérivés» dans tout ce qui touche au narratif. On s’est dit qu’il n’y avait pas de raison qu’avec tout l'amour que l’on met dans nos univers narratifs, la qualité soit inférieure dès que ça change de médium. 

Pour améliorer la qualité, il fallait casser la chaîne, qui est principalement une chaîne de «licensing out», qui parfois fonctionne mal car elle est avant tout motivée par du business et pas par l’histoire.  
Ubisoft Montréal étant une énorme force de production vidéo, on souhaitait monter une force de production autre que le jeu vidéo. On savait qu’il fallait mettre les mains dans le cambouis, apprendre, et faire progressivement car Ubisoft est une très grosse compagnie bien lancée sur ses rails, et on ne bouge pas les rails si facilement. 
On a appelé ça Ubiworkshop car on s'est rendu compte qu'on allait devoir faire beaucoup de choses tout seuls, aussi bien en conception, en production et en business development et il nous fallait une visibilité auprès des consommateurs. Une sorte de label qui permette de nous donner une visibilité et une légitimité auprès des gens qui veulent consommer autre chose que les produits Ubisoft. C’est rapidement devenu un site Web et aujourd'hui c'est une pointe émergée de l'iceberg. On est un peu comme une start-up à l'intérieur d’Ubisoft. Cela correspond aussi au mandat qu'on a reçu de la part du président d’Ubisoft Montréal : explorer, prendre les marques d’Ubisoft, nos acquis et voir les possibilités de déclinaisons, tout en conservant le contrôle et la qualité sur le contenu. 

C’est un sorte de laboratoire ? 

Laboratoire, ça peut facilement tomber dans le théorique et dans l’idée qu’on se fait plaisir avec des concepts super intéressants mais totalement déconnectés du marché, or nous, on s’impose que tous nos projets soient rentables parce que l'un des gros dangers c'est que tout ce qu'on fasse se retrouve comme une sorte promotion pour le média maître qui est le jeu. Or si fait ça, c’est l’impasse, parce que si tu n'es pas rentable, ça veux dire que tu fonctionnes à perte et que tu es financé par le marketing, et là, on va commencer à tordre ton histoire et les besoins narratifs qui sont propres à ton medium dans l'unique but de vendre le jeu vidéo, et à partir de là le consommateur va s'en rendre compte, la qualité va baisser et en plus, il n’y aura aucune pérennisation. 

Donc au niveau des idées, c'est un laboratoire parce qu’on a la chance de pouvoir aller au Mip à Cannes, au Comic Con à San Diego, à la Book Fair de Francfort, et de pouvoir regarder un grand nombre d'industries du divertissement, de pouvoir décortiquer les business models, de pouvoir rencontrer les auteurs, mais on a toujours en tête à chaque fois qu'on a une idée, de s'assurer qu'on ait bien compris le modèle derrière pour assurer la rentabilité. Et aujourd'hui on est un centre de profits. On se définit comme une force de production et on rêve qu'un jour on puisse dire que Ubisoft Montréal, c’est un studio de production qui fait du jeu vidéo et bien d'autres choses...

Comment vous travaillez le transmedia ? 

On a des règles au niveau du transmedia qui sont importantes. Quel que soit le médium on ne raconte jamais l'histoire du jeu, sinon c’est du cross média. Le transmedia, c’est une nouvelle avenue narrative dans la marque, qui est connectée à la marque, qui respecte les paramètres de la marque, mais qui est entièrement indépendante, qui est un «standalone» product et une personne qui ne joue pas au jeu vidéo va avoir une excellente expérience avec ce médium là. On appelle ça aussi un point d’entrée dans la marque. 

Par exemple avec la série de comic books américains qu’on a fait autour d’Assassin’s Creed, quelqu'un pourrait consommer la marque Assassin via le Comic Book mais jamais jouer au jeu. S’il s’investit davantage dans la marque, c'est tant mieux. Mais si il ne consomme que le comic book pour nous c'est important que ce livre soit un produit standalone mais surtout un produit de qualité pour que nos produits auent une pérennité financière, mais aussi au niveau de la qualité. C’est primordial avec des produits narratifs, car sinon on crée uniquement des produits qui sont éphémères, ou qui sont perçus comme étant du marketing même si ce ne l’est pas. Car les produits qui ne sont pas de qualité sont facilement mis dans cette catégorie-là. Et là le transmedia ça devient rapidement du «bullshit», parce que tout se mélange, et aussi parce qu’il y a une longue histoire de produits dérivés, surtout dans le jeu vidéo. 

 On a une philosophie de travail qui est sur trois piliers qu'on appelle le CSB : Créatif, Stratégie, Business. Chacun de nos produits commence par un concept qui provient du groupe. Il faut que ce soit stratégique pour Ubisoft Montréal et qu’il y ait des opportunités Business avec un objectif de rentabilité. On connaît bien les marques d’Ubisoft Montréal et on travaille étroitement avec leurs créatifs très en amont. Ainsi ce qui est fait du côté jeu a aussi un sens du côté transmedia. Parce que même si le transmedia, ce sont des produits en bout de ligne, pour nous c'est surtout une philosophie de développement. Quand on développe un jeu vidéo, on développe un peu avec des œillères. On va développer ses personnages et son univers en fonction de notre médium, et on oublie qu’un personnage secondaire devrait être développé avec une biographie complète pour devenir un personnage principal sur un autre medium. Du coup, quand on atteint le succès et qu’il faut faire des suites, c'est là qu'on tombe dans le piège et qu’on développe du contenu de mauvaise qualité : parce qu'on ne l’a pas prévu. 

Assassin’s Creed : le comic book

Dans le Comic Book on a créé un nouvel assassin : Nikolai Orelov.
C’est une branche entièrement nouvelle dans l’univers Assassins, qui se connecte directement à une portion névralgique de la trame narrative de Assassin 2, et qui potentiellement pourrait se reconnecter d'autres façons plus tard ce soient dans d'autres mediums. 

Pour le Comic Book, nous avons aussi pris en compte les aspects de territoire. Certains territoires ne consomment pas de comic book : ce n’est pas dans leur culture. 

En Russie par exemple, le jeu vidéo est massivement piraté. On a beaucoup de gens qui apprécient l’univers Assassin’s Creed mais qui ne dépensent pas d’argent. En revanche d’un point de vue transmedia c’est très intéressant, parce qu’ils sont ces gens forment une communauté. Et en Russie, les jeunes lisent énormément. Certaines marques de jeu vidéo qui ont des romans qui sortent tous les mois dont certains se vendent à 100 000 exemplaires. En revanche, le marché du comic book n’existe pas. Donc nous avons dans ce pays une opportunité de faire un roman autour de Nikolai Orelov, qui est un assassin russe qui interagit avec les tsars et plein d’événements réels. Ce genre de produits nous permet aussi de faire connaître nos marques en prévision de l’augmentation du taux d’installation des consoles dans les foyers, comme au Brésil. 

Assassin’s Creed : l’encyclopédie

L’encyclopédie Assassin’s Creed est un autre exemple. C'est une grande valeur ajoutée pour tout fan de la marque, en revanche, ce n’est pas vraiment un point d’entrée vers la marque. Et même s’il y a des nouveaux contenus par rapport au jeu et des contributions de fans, on considère plus ça comme du crossmedia. L'encyclopédie sera très probablement un produit rentable. C'est une oeuvre importante qui justifie la valeur de la marque et qui engage les utilisateurs puisque environ 50 % du contenu a été écrit par des fans. Bien sûr il y a eu un éditeur derrière, mais on a une qualité d'écriture très impressionnante et on a même eu des suggestions sur des parties narratives qui sont déjà closes qu'on a fini par intégrer parce que elles étaient très fines et très intelligentes et qui sont aujourd’hui canon dans l'univers. Cette encyclopédie sera tirée à plus de 100 000 exemplaires, et disponible en standalone et dans un certain nombre d’éditions collector. Pour améliorer notre chaîne de production et trouver notre rentabilité, on a créé une maison d’édition...

Assassin’s Creed Embers : le court-métrage
C’est un court-métrage animé de 22 minutes qui sort courant novembre. 
Il y a un pipeline technique qui a été développé qui fait que ce court métrage a été produit d'une manière qui est unique au monde et totalement en dehors des méthodes de production habituelle. On réutilise les environnements du jeu ainsi que des personnages, des animations et des modèles et on les intègre à l'intérieur d'un pipeline plutôt traditionnel d'animations et d'images de synthèse. On fait notre repérage à l'intérieur du jeu vidéo !  

Ensuite on exporte, on utilise des outils pour avoir un look différent du jeu vidéo et on obtient des environnements complètement hallucinants qui se détachent de tout ce qui se fait en animation. Bien sûr, il faut écrire la portion narrative, scénariser, écrire les plans, faire le montage et ensuite animer. On est capables d’avoir une place remplie de gens, plein de vie, des chevaux, et des personnages animés qui ont tous été animés au moment du développement du jeu. 

Cela permet aussi d’avoir des coûts de production réduits de manière impressionnante. Ce piepline nous permettrait à terme par exemple de faire de la série télé...
Avec ce court-métrage, on raconte aussi une portion narrative qui ne peut pas être racontée dans le jeu, en reprenant la trame de «Assassin Creed Revelations» (qui sort le 15 novembre) et d’Ezio (le héros du jeu), 10 ans plus tard. C’est l’épilogue de sa vie...C’est un aspect très intéressant de convergence narrative et technolique. A la manière de l’encyclopédie, «Embers» sera présent dans des éditions collectors et également disponible à la vente sur Xbox Live et Playstation Network, et il sera rentable. 
«Ascendance», le court métrage que nous avons fait l’an dernier, est encore dans le top des ventes sur iTunes dans de nombreux pays.  Notre avons amélioré notre process technique et «Embers» va beaucoup plus loin au niveau de la qualité. 

Hollywood devrait faire comme vous... 

A Hollywood, il n’y pas beaucoup de prise de risques en ce moment et du coup, pas beaucoup de nouvelles IP.  Et le plus souvent, les grosses propriétés intellectuelles comme Batman ou Harry Potter, elles n’appartiennent pas à Hollywood (référence à l'article de Simon Pulman). Quel est leur intérêt de développer un univers qui ne leur appartient pas ?  Nous on a un intérêt stratégique à développer narrativement l’univers, parce que l’univers appartient à 100% à Ubisoft. 

http://www.ubiworkshop.com/

Louis-Pierre Pharand sur Twitter : @lppharand

Julien Cuny sur Twitter : @Max3dmoon

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AROUND THE TRANSMEDIA WORLD [SIMON STAFFANS]

"Around the Transmedia World" is a series of interviews Laurent Guerin is conducting for Petitweb.fr
This is the complete interview of SIMON STAFFANS. 
A French shorter version is available on PetitWeb

Simon_staffans_attw
About you

I work as a format developer at MediaCity Finland on the west coast of Finland in a small town called Vaasa. My personal background is in the media, with over 20 years experience in media. 15 years were spent in traditional types of media, starting out in radio, television and newspapers as an editor, as a producer as a radio show host. I worked for the Finnish Broadcasting Company for seven years. I’ve calculated that I started up and developed something like 50 different shows during those years, and I think I have I discontinued as many shows. This was basically where I got my first experience regarding how to develop stuff, with an audience and with interaction in mind. 

In 2005 I jumped ship from the Finnish Broadcasting Company to Media City Finland and I started working as a format developer for interactive formats, cross media formats and transmedia formats.

I and my colleagues have a very strong background in television and traditional media and storytelling, so that's the foundation for most of our formats and projects. 

About the format market 

The format market is a phenomenon that's been growing quite steadily over the past few years. Back in the 90s formats weren't quite common at all. Disregarding "Wheel of Fortune" and other similar good but fairly ancient shows, the first formats that were international and successful were along the lines of "Who wants to be a millionaire", "Big Brother" or "Survivor". A format is a recipe basically. You build a show in one territory and then you sell the “recipe” for how to make that show to other territories. I.e., if you buy the format "Who wants to be a millionaire", you get everything you need – all the model questions, all the instructions for building the set, the music, how long the show host should wait before he asks the question "are you really sure?" etc. and that's just a game show. Then you can sell formats like "Survivor" and so on, where all the games the teams play on the island are included and so on. So if you buy a format, what you buy is a guarantee that the show should work in your country as well, because it's been a success in another country. That's the market we are in,  television formats, branching out to cross media and transmedia.

About Media City FInland

Media City Finland is a bit of an odd institution in this field, because we are an on-campus company. We are owned by a university. 14 people work here, on the format development department but also in production and in our user experience laboratory, where we do research on how people experience different types of media. 

The research covers everything from web portals, to films, to newspapers, to iPhone apps etc.. They use skin conductance level research equipment, eye tracking equipment, brainwave-reading helmets and so forth. In connection to the laboratory, what we do as format developers should serve two purposes: the formats should be marketable nationally and internationally, but they should also serve as focus for research in the laboratory, so that we gain new knowledge of how people experience different types of media, especially interactive and cross media and transmedia content. 

This setup is probably totally unique. I haven't come across anything like it. It started out in the early 90's as a part of the university, focusing on training journalists and media people, but became a separate institution in 2002. Since then, the focus has been on research, production services and the development of new formats and new content. We have a 450 m² television studio where we can shoot pilots, rent it out to other companies and so forth. I will admit it is a good setup for us as format developers. 

About your formats 

We developed the first interactive quiz show in Finland back in 2004/05, for set-top-box interactivity and Java-app-powered mobile interactivity (years before anyone was used to downloading apps to mobil phones). It was called “Enigma” and ran for two seasons in Finland, and was nominated for an AFDESI Interactive TV Award. Our next project was nominated for an international digital Emmy in 2010. It’s a children's language training game show in space, a cross media format called "The Space Trainees".

And now we're working on a number of other formats, from reality to game shows to music show, amongst them some transmedia formats. Naturally, the international market this is what we're aiming for, it’s the final goal for us. 
Of course we want our formats to be marketable in national market but the Finnish market is a fairly small one. It’s always best to launch a format in your own territory first, but for many of our shows, the direct route internationally is the most natural one. 

«The Space Trainees» started out as a project for interactive television and set top boxes, but we soon found out -which many other people have found out- that if you want people to interact live with the television show it's really difficult through set top boxes. As only about 10% of the viewers are interacting live with the television show, the other 90% should have something to watch, but it can't happen too much stuff on the television show because then the 10% who are interacting will be lost when they get back to the television show, so to speak. It’s another ballpark now, when talking natural 2nd screen interactivity, social tv and so on. But back then we quite quickly skipped the set-top-box interactivity for The Space Trainees and went cross media instead. 

Basically what we built was a television show with action games, language games and a lot of humor. Then we built a web portal for the broadcaster where all the kids in the audience it could go and play the same games and be in the same fictional environment with their friends. 

It ran for two seasons in Finland on FST5 (one of the channels of the Finnish Broadcasting Company) and is now being distributed by Delphis Films from Canada.

We've been devoting a lot of time to this past year to a show called "the Mill sessions", a music show. We are situated in an old mill built in 1849. This is  where we have our studio as well. What we've done is create «The Mill Sessions» which is a place, a venue, for top artists to come and be who they are as musicians, as artists, without the star facade. The aim is to get really down deep into what music means to them. At the same time, we also built on the background story of the mill itself, all the blood, sweat and tears that's been poured into these walls over the past 160 years and how we now are pouring our blood and sweat and tears to create beautiful music and beautiful content. 

What we've done up until now is build a foundation for the storytelling and we are aiming at rolling out a third-layer of the story to take it into transmedia territory for the second season next year. This “C-plot” is already designed but not produced yet.

About business models 

One of the most unique components of The Mill Sessions is the distribution and financing model. When I work with formats and transmedia formats, one of the most important things in my opinion is how to make them financially viable. I think, in contrast, if you create a transmedia campaign as a marketing campaign for a blockbuster movie in Hollywood, you have your marketing money to spend. You develop, create, produce something magnificent and burn it all on an online ARG or a host of other things, and then it's done and dusted. You've done what you were hired to do and everyone walks home happy.

But if you work in the television field or the format field, what you need to be able to do is make your projects financially viable. Only by doing that can you successfully make the case that you should be allowed to produce the next season, and the next season after that. 

You most likely won’t find anyone who is happy to continuously pour money into your projects. At the same time, you want to continue to do what you're doing. Building on this, what we created around The Mill Sessions is a fairly unique financial concept, where a lot of partners ended up paying a little for exclusive and nonexclusive content. It’s not much per partner, but all combined together made up the sum needed to make it all happen. Different versions of the show were distributed via free to air television, via IPTV and video on demand services, on our YouTube channel, on our Web portal, basically everywhere. 

So the IPTV company paid for their exclusive content, the record label paid for their share of the content, the distributors of future DVDs and Blu-Ray paid , the television channel gave free air time with ad revenues around it, sponsors came in… adding all these things up made a first season possible.  

I think finding viable business models for cross media and transmedia is as important as creating the content itself. I wouldn't say I'm an expert at it but we're getting better and better at getting the right things going.  The 30 second ad model is not dead just yet, you have people watching TV a lot. Television viewing figures are up in the UK and not declining very heavily in the US, people are watching a lot of TV still. The 30 second spot is still there but it is not going to last forever. This means we need to think ahead and look closely at how to get money in from different sources and from different platforms and have people pay in different ways for the content that we create. This, in my opinion, is the only way to make sure we as producers are able to make more content. In my book therefore, the business model is a very important part of the whole structure  

What is the best lead to set up these business model ? 

The best way is still great content. You need to do a unique setup for every project that you are working on. You need the platforms and their interactions to feel logical and feel exciting and engaging to the audience. For instance, you can't say that you need crowdfunding if it's something that isn't fit for crowdfunding. You can't bring sponsors into something that has no room for sponsors, you can't make IPTV pay for something that IPTV doesn't want… so you need to take everything into consideration from the outset, including user experience. You need to tailor make the business solutions as much as you tailor make your decisions on technical platforms and on content depending on the needs of your project. 

You need to have partners onboard as early as possible in the process and then perhaps you need to give away some percentages of your IP or percentages of future revenue to get it all going. In the long run it can definitely be worth it, because well, if you still have 60% of 50% of your original IP, 60% or 50% of something is a lot more than 100% of nothing... 

Sounds complicated...

It's a bit of a jungle but I think we are going to get more “best practice”-cases going. It's also a question of not banging your head against the walls. It's a question of being able to remake stuff, or rethink, or reschedule as quickly as Internet memes are coming and going, as quick as social media is working, as quickly as we are now for instance connecting to people experiencing an earthquake in NYC, making the people over in Canada hear about over Twitter minutes before it actually hits Canada, since the Twitter feeds travel faster than the Earth is moving.

We need to be able to be quite flexible when it comes to developing stuff and getting partners in. We’re seeing encouraging examples in this are, and I think it will be a manageable jungle within a fairly short period of time. 

Brands and broadcasters don't move that fast...

It's absolutely true, and that's why I think that when we're working with transmedia formats, if you want to sell it to a traditional broadcaster, you shouldn't necessarily sell it as a transmedia format. You should have a strong format as a regular television show, and you have of course created all your crossmedia and transmedia stuff, everything's been developed together with the television show from the ground up so everything fits logically. But if you go and sell something, and try to pitch it to a broadcaster, concentrate on the great television show, and don't overpitch by going into too much transmedia and crossmedia stuff. It’s fairly easy to get an acquisition executive to say "no". It's a lot harder to get them to say “yes”, so you should give them as little reason as possible to say «no».

Best pratices for transmedia ? 

One thing that everyone should be looking quite heavily at is crowdfunding. I don't know if the market is saturated or not, I don't think it is yet. The crowd funding that is going on right now in all sort of fields, everything from crafting stuff to people needing money for cancer treatment, but also to stuff like transmedia projects… crowd funding can help. It helps you get your idea and what you want to do into a short pitch form, which can only help you in your development. You should be able to quickly pitch it to anyone and make them understand what you are pitching. It is also a good way to A) get people to know more about what you are trying to create, it's also B) a good way to build a fan base, C) a good marketing tool (because if you can pitch your project to a broadcaster or to a software developer who can pay for some of it, then you can say "I've got this many people engaged already, I have this many retweets, this many Facebook comments, I have a market of sorts already) and also D) it can gain you some money. What use you have of the money is naturally depending on your type of project, but I've seen a lot of transmedia projects getting funded fully or a lot more than what they'd asked for in the past months. An example is Adrian Hon with "Zombies, run!". Many of these feature people who have resumes that can almost guarantee that it will be good stuff once it’s produced. 

I’ll conclude with my favorite “one sentence definition” of transmedia. It’s by Andrea Philips and goes like this: "A transmedia project is one in which the audience can seek out, find and consume different pieces of narrative in order to figure out what the full story is". I’ll be using that one from now on.

Simon Staffans’ blog : http://muchtoolong.blogspot.com/

Simon Staffans on twitter : @simon_staffans 

 

 

Follow Laurent Guerin on Twitter : 

 

 

 

AROUND THE TRANSMEDIA WORLD [GUNTHER SONNENFELD]

"Around the Transmedia World" is a series of interviews Laurent Guerin is conducting for Petitweb.fr
This is the complete interview of GUNTHER SONNENFELD. 
A French shorter version is available on PetitWeb

Gunther_sonnenfeld_attw

Your background

My background is in different areas of media. I started in broadcast television, then I transitioned into broadcast design, then interactive design and then brand marketing. During those stages I worked in a variety of media disciplines: from film to television to online media and to various forms of off-line media as well, basically as a creative. I was a creative when I started, and then as I got into design and production, I started to do projects that utlilized multiple platforms in unique ways, some that told stories, others that were more about immersive experiences – for example, I wrote and produced the opening sequence for the Sony PS2 console, and we extended parts of that onto other platforms like iDVDs, large interactive displays and such. In the last few years, I've been working more on the strategic side of things. So I kind of evolved from someone who created and produced stuff to thinking about how various media types and respective assets were going to potentially make money for businesses. I suppose I’m a business consultant who can develop plans around the use of multiple media properties.

How would you define «being a strategist» ? 

In short, I would say strategy is the process by which a business can think creatively about its growth. A strategist plays a catalytic role – someone who brings different camps and lines of businesses together to achieve a growth objective.

I think strategy in general has evolved quite a lot in recent years, particularly on the agency side – really an effort for decision-makers to gain a better understanding of how products and/or respective media could be monetized. Which is not to say that anyone has really figured it out, but more to say that we’ve been forced to bring a lot more holistic thinking, rigor, data and analysis to the disciplines that were already resident within creative spaces or production spaces or media buying spaces. And the new push in recent years is to either merge disciplines or connect them in ways that make more sense especially since there's more media and more options for distributing media than we've ever had before.  

So I would say that first and foremost I'm a strategist, but to be a strategist I also have to be a practitioner so I actively am producing and creating transmedia projects on my own, I also advise various media companies - agencies, networks, brands, tech companies, independent production outfits, etc. - on different content initiatives, whether it's pure digital media or multi-platform. I would say the most important thing I try to do for them is to turn those efforts into real product opportunities, or take the products that they have in their possession -and this could be anything from consumer products to technologies- and turn them into bankable platforms from which they can generate revenue. 

You say you work for disruptive company. What is a disruptive company ? 

I think anyone who's disruptive is probably doing one of three primary things:

First, they are trying to bridge the gaps between inefficiencies in media or product design or technology. 

The second thing that they do is they make connections between people that improve their lives or make them more efficient on a daily level.  

And the third thing they do are things that help improve the economic environment in general and social environment in general, and I think there are some companies that do all three, I think the most progressive companies do at least two of those three things. They can be large companies, they can be Fortune 100 companies but there are also startups and companies that are mid-size or middle stage, and I’ve been fortunate enough to work with all types. 

I would say that disruption is also not something that interrupts. I think disruption was viewed in the technology space for many years as a means to catch attention or grab eyeballs away from one of medium or platform to another. I don't think that's the true design of it though, I think the real design of the disruptive companies is a company that solves complex or wicked problems, and wicked problems can be those problems where there's a solution yet there's another problem or set of problems around the corner, and that's kind of the world we live in now -- it's very complex.

Examples of disruptive companies ? 

Zappos -the online shoe distributor- is a very disruptive company. Their model is very very progressive and very innovative. The way they work from the inside out is pretty much the opposite of what most companies have traditionally done over the last 35 years, and their whole propositions is about utility and service and making people a part of the supply-chain.

 Tom Shoes is another one, where they are using the production and supply chain to create a story with people about how to affect change. Specifically what they do is that for every pair of shoes that you buy they'll offer a free one for charity and donation, and then a percentage of the company's revenue goes to these causes that they reprensent.

3M is a great example of a more traditional Fortune 500 company that has worked hard to create both disruptive products and a disruptive corporate culture. The company has adapted very well to socio-economic change, and applies innovative thinking to every line of business.

I would say on the media side, Red Bull is disruptive, for a variety of reasons. Not the least of which their entire approach to branding and marketing and customer relationships are based on cultural movements: they create new sports, they create experiences, they use their athletes as role models and persona figures whom people can relate to, they use media intelligently and they coordinate it and they also leave a lot for experimentation. One of the reasons why they're so successful is that they don't necessarily control their messaging in the same way that Apple does (and Apple's also another disruptive company of course), but Red Bull really leaves a lot to chance mostly because they create their own media environments, earned, owned and paid. They've had a television network which didn't do very well for a variety of other reasons but they're experimental, and I think this is a huge part of why they're disruptive.

I've been working with one company that is becoming its own network and it started out as a product, a consumer product, which grew into a sports phenomenon, and now they are literally building their own media empire from the ground up and they've done it in less than two years (I can’t say who the brand is just yet). The reason why they are taking off is quite simply because they are connecting with people at the ground level and even if they don't have a very strong social media presence right now - they will soon - what they've done during their first year really is gone out and built organic audience engagement and participation. People are of an active part of their brand, their lifestyle and their product, and it’s exploding. They're probably gonna grow to numbers that are going to reach those of a mid-size company probably in the next year or two year, so you're looking at within three or four year cycle, a company going from nothing to becoming a player in the consumer goods market along side of a lot of big brands. 

It’s really exciting to be a part of it. It also shows you how Darwinistic the business landscape is right now. 

What role for transmedia in disruptive companies ? 

I think if you look at transmedia as an extended dialogue between people and you add the element of experimentation, I think you have what are the seeds of transmedia or transmedial approaches to product development, along with experience design and media distribution. More specifically, when you take that approach the media that you create is more intelligent and more coordinated - it's really a liberation of media. 

The company I mentioned earlier, they own all of their own content outright, and they even have a TV show that's the highest-rated show on one of the US networks. They've come up with an approach to creating and developing and distributing content where they own the content from the getgo and so every deal that they do when they distribute it or every idea they come up with creatively, for the most part, they're not inhibited. Whereas in other cases in film or TV or even the web, If you try to build a franchise through a core property and you're in partnership with a studio, you're gonna have challenges right off the bat. IP, licensing, franchising, distribution, the whole shabang. And if you’re asking people to participate in storyworld elements you can potentially fall into challenges there, copyright infringement, all that stuff.  

So I think the new wave of companies are going to do what the guys I mentioned are doing, which is to approach it from a very strong economic perspective, meaning that they’re going to find ways to be self-funded, or they're going to find ways to produce content on their own, independently of the studio or a network or a media company, and then they're gonna come to the table and strike interesting distribution and syndication deals. I think that's kind of where things are headed so to me that's the allure of transmedia and that's what lies beyond transmedia. 

Transmedia storytelling, transmedia marketing, or anything that requires a more intelligent and potentially more profitbale approach in the longer term is hard to do, and most of that is attributable to the fact that you're dealing with media companies buying or placing inventory for profit as opposed to buildnig or sustaining a media franchise. But again, the damn is breaking and new opportunities abound. 

About brands becoming media

Procter & Gamble's a great example, they're probably the most popular example of a brand as a publisher. They just released a site in beta called «life goes strong», which is basically a lifestyle site and what they're doing is there's very little brand presence on site -brand logo, marks, messaging- and they're just basically just allowing people to curate content that they know is meaningful to their audience. The plan is to leverage that content for other uses both in marketing and original branded content creation, and also to understand the composition of their audiences better, and to use that data to also look at their new market opportunities – product development and the like. It’s nothing really all that new, but it's really smart.

Currently, I work with Toyota, and we're developing a really cool content and analytics initiative for them for a few of their online properties and part of it of course was spawned by the recalls and some of the challenges facing the brand and its reputation, but on a larger level, they've finally decided that they need to be transparent in a way that gives people an inside look into how they operate and they need to tell stories around it. They're making an incremental transition as a publisher, as they come to terms with the fact that they no longer dominate the automotive category. I would say they’re a little bit slower than most of the really progressive brands but at least they're doing it and they're making headway. 

Ford in the automobile space has really gotten this down pat. Ford stories is a phenomenal example of how they’re becoming a publisher in the space, and beyond that really how they’re tying consumer interaction and participation into the development of their own vehicles and products and design, and this whole idea that user generated designs are now becoming part of the engineering process and the supply chain process, which also gives rise to other stories about the company itself. 

Even the  pharmaceutical companies here in the States are starting to get a jump into the publishing space, from Pfizer to GSK and others, where they're realizing that the sale of pharmaceutical products is really contingent on how people use them in their daily lives, and what they're realizing is that if we can get people to share and tell stories and experiences, they don’t have to push clinical products in a clinical way and with all the disclaimers and governance issues they’re faced with. 

About User generated Design

To me, the future of product development will bank on merging the design process with stories that create rich metadata for companies to use – to better understand a product’s utility through acute observations of behavior, and allowing people to share the associated data with each other. It’s sort of like designing around collective intelligence, and actively keeping people – in some cases, advocates of as brand – within that loop.

A number of brands have done creative experiments around this in the form of digital media and some very cool ad campaigns, but I think this will become far more ingrained in experiences that are ongoing.

The popular OpenIdeo and the more niche site, Quirky are two examples of where social design, user generated design and crowdsourcing are used to align companies with people out in the world who have really inventive ideas, and they can build product around it. More specifically, if you look at user experience design, that is becoming more closely aligned with storytelling.

For example if you go to those sites you'll see ideas and merging stories from which the brands or the corporations can take and shape with people out in the in the real world, and curate them, and then what they do is they arrive at a place where there's a really strong product idea and really strong story ideas associated with those products. Then the brands are basically strategizing via the crowd and making decisions around what to do next - putting this product idea in production and with all these cool stories along with it – and from there, they end up talking to their internal marketing teams and their engineering teams, sometimes simultaneously, about where to go and how that kind of lands.

I think in all of this the major catalysts are two things: human need and human behavior. Human need being what do people in the market place need on a daily basis that's gonna  help them improve their lives. And human behaviors that are associated with that, are all the things that they talk about in physical spaces which validate or support that need. And those two things are what companies that are progressive and innovative are looking more at, in order to design experiences.

I think at the root of it given where we are in the world today economically we've got a lot of problems, and it's global and the markets are global. So where storytelling plays a major role and where transmedia storytelling can play a major role is kind of exposing those relationships in how we solve social problems  and economic problems. When you look at how transmedia disciplines are being applied to areas like education or being applied to activism, or how they’re being applied to different forms of brand marketing and then of course film and television, you start to see those things all heading in the same direction.

Will Transmedia drive to a better world ? 

The challenge is to build a better world, which is not to suggest that within every transmedia story or platform there is a participatory role. Sometimes film should just be film, you don't necessarily need people to co-write the narrative, but I think in general if you use film and other elements as an experience to bring people in on a transmedia level, I think you could attack core issues that are really deep and penetrating and hard on society in general. Film is a really interesting example to me because I think some of the best transmedia elements come into play once audiences have taken in a really amazing cinematic experience, and have time to ruminate on what struck a chord with them. Batman did that with « Why so serious ? » and I think on the Indy side, projects like Pandemic were amplified by all of the social themes resident within that narrative, not so much what was used to bring people into that storyworld, if that makes sense. It kinda puts the idea of the « medium is the message » on its head. 

Let me give you another lateral example of what I mean by that: one of the things that I thought was really powerful was a form of transmedia activism that evolved as a result of James Cameron's Avatar. If you look at Avatar as a story itself, a lot of people kind of wrote it off, Hollywood writers said  "the stories has been told 1000 times", but I think Cameron did that on purpose. I think what he was saying is "look this story is not new" but I'm gonna contextualize it in a way that is new, because I think we need to be given new context as to why we are fighting with each other, why we are taking up our natural resources, why we are putting other cultures down, why we are supressing people».  

I thought his message was incredibly powerful and I think he used visual media, specifically 3 dimensions, to have people go "Wow, maybe we are ignoring what's been so obvious to us all this time», so if you take Avatar - and Avatar is a great sort of commercial example of how transmedia storytelling is employed - there were incredible «extensions» of it. There was protest in the city of Bilin, Palestine, over land rights usage. And the people started live-action role playing, they put on the Avatar costumes and they played different character roles and archetypes within the story to show what was going on -- they were saying «look, the story that you've read about and heard about and seen in the movies is happening to us in real life, and we're gonna use that as a way to show people how serious we are about our land rights problem here». And of course when they protested, the story was picked up on major news outlets like CNN and AOL and others, and so I think that's the power of transmedia right there. It’s to take a media property so big and so grand and so commercial and to be able to distill it and extend it out into other parts of the environment in the world, so that people can use it as renewed context for the problems that they're dealing with in their particular region or environment . 

To be clear – and this is something I’ve been forced to rethink in conversations with folks like Mike Monello, Alison Norrington and Brian Clark - Transmedia storytelling doesn’t use new stories. Stories have been told for centuries. If you look at "Arthur" in the cinematic medium they've sort of done regurgitations of different story themes over time, but all done with their own signatures and their own sort of unique color and flair and imagination, and that's kind of the idea. But we're dealing with similar themes that we have since civilization began - since heiroglyphics, since word of mouth started, since the Bible was created- but the point is that you use technology and culture and epistemology and metaphysics to approach storytelling differently now, and I think that's what makes it new, not that stories are new, I just think that the filters and the methods and the delivery systems are new and that's what's interesting.

You’ve worked in agencies, how are agencies doing now ? 

This is sort of an obvious statement, but most agencies suffer from the fact they’re service businesses. Ironically, creative media can just as easily be developed as a product, but for myriad reasons agencies just don’t seem to approach it from that angle. Agencies that are parts of holding companies have the problem compounded because they’re bound to industrial models that can’t really support hybrid revenue streams, let alone innovation. You have to make your margins, and it's based on billable hours and it's very hard if not impossible to innovate under these circumstances because there is no real active investment in innovation just for the sake of it and if's not tied to client initiative or scope -- it’s pretty hard to get funding for things that are new or experimental. To boot, often times agencies people in decision-making positions who lots of client experience, but have little or no experience building businesses or being entrepreneurial, and that’s a problem when the landscape in general is erring towards self-sufficiency and scale.

With that said, I think agencies are very important. The agencies that can adapt and become agile enough to keep talent around and incentivize their contributions will do great things. There are a lot of creative forces at play in the industry, and a lot of unmined talent. There are people roaming the hallways of big agencies who could transform those businesses if management would just get it together ;)

Some agencies have innovation arms and they are trying to make innovation a part of the the daily service model that they have, and some are doing it with some success, and I think they're trying to break ground. Then there are agencies that are independents and smaller agencies that really doing some interesting stuff.

Rockfish for example is an interactive agency and what they did very early on was they decided that their business model was to be a hybrid model meaning that they were gonna build proprietary products while they were servicing these big brand clients, and they experienced phenomenal growth. Then this year they started Rockfish Ventures and the venture arm is literally an investment arm for angels and early capital investment of technologies that they feel are going to help their business and help the market in general. 

About Old Spice

There are two things that really struck me about the campaign that I'm surprised Wieden did not take advantage of. I'm not sure that this was their fault - it might just have been the client not wanting to act on it - because Widen+Kennedy is a very progressive agency and they do terrific work. But I remember reading an article in Ad Age 2 weeks after the first Mustafa online campaign broke, where one of the people on the P&G side said : "Yeah but we're still trying to work out the numbers across the different channels", and I thought to myself... your channel's there and your sales funnel is there on YouTube, you've got these unique subscribers and they're participating, what more do you need?! What other evidence do you need?! And so the second part to that was: why didn't they sustain that as a platform, why didn’t they keep this whole Mustafa meme going as a platform with its own storyworld ? 

So, they did release a number of other commercials afterward and all the commercials are very cool and cute and crafty, but why didn't they sort of concurrently alongside of that have a platform based on a dialog around the YouTube participants? And keep those viewers and those people activated ? Because to me, that's your new market, that's your new audience. They could have done all sort of things, they could have started a new channel, a new network. So I'm a little surprised by that, and I think that was where the value of the case study is, not so much in its virality. Because – as a few people have pointed out - virality is not a thing, it's something that just happens. There's really no such thing as viral marketing. Virality is just a thing that happens with marketing or other things because people are curious and they want to be conductors of or participants in a social experiment.

Best practices and challenges in transmedia ?

I don't think there are best practices. It's a constant mode of experimentation and discovery and I think that the biggest challenges for us who are practitioners and explorers of the space are really to come up with defensible business models for the transmedia platforms that we create and I think it's a reasonable ask for companies that have the media dollars.

I think creative people need to own the discipline of data analysis, analytics and business modeling for « experimental »revenue models. We need to own that because no one else is gonna figure it out for us, and if you think about it from a very simple level: if we're the ones exploring, we're the ones who're gonna have to advise on where the economic opportunities are. A studio is not gonna figure that out for us, a media company is not gonna figure that out for us… we’ve got to crack that nut, so those are the big challenges for us, and I think we're getting closer.

Producers and creators need to understand everything and anything that's happening in the marketplace that relates or affects their media properties.
They need to understand what is going on, with and around their media property so that they can create a viable revenue or business model. 

They need to develop disciplines around analytics - not just measuring asstes or properties after-the-fact – but develop real market intelligence and audience segmentation going into the development of an idea and then and of course measuring it once the media goes to market and then they have to build a real business plan around what they're seeing there. So when they go back to a studio or a brand or a partner they can say "look at what we're seeing, here are the numbers, and here are the assumptions that were gonna make based on these numbers that equates dollars or sales or revenue, and that revenue stream can come in a number of different ways». And that's what they need to be able to own.

When some of my friends complain to me saying «the media companies and the studios and the networks just don't get it», I say it's not their fault, there's nothing for them to get, you've got to show them what you're talking about. Why is your story, why is your creative idea a product? Why can it be franchised? How? How can it be licensed? You have to be responsible for that discussion.

Gunther Sonnenfeld’s blog : http://goonth.posterous.com/

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AROUND THE TRANSMEDIA WORLD [SIMON PULMAN]

"Around the Transmedia World" is a series of interviews Laurent Guerin is conducting for Petitweb.fr
This is the complete interview of SIMON PULMAN. 
A French shorter version is available on PetitWeb

Simon_pulman_attw

About you

My background is as an attorney. I went to law school, worked for MTV network’s Country Music Television in their legal department while I was in law school and got a little bit of a background in entertainment, then moved out to New York City to follow my then fiancée, now wife.That was really when I happened upon seeing one of Jeff Gomez's «Power Transmedia Storytelling» workshops and it really reconciled a lot of things that I was noticing and I was realizing about the media world, the way I was seeing producers starting to try to monetize their work and find financing, and just from a basic storytelling level the things Jeff was saying just absolutely clicked with me instantly. So I asked Jeff «how do you become involved in transmedia?» and the advice that he gave me was «Go out there because it's still fairly new and read all the articles, follow people on Twitter and try to get involved in the community, and then if you have the time and you're still interested, start writing a blog, try to participate in the discussion». So I did that, I started a blog it's called «Transmythology» and I've tried to explore transmedia from a lot of different angles. 

It has given me to the roots into the community online from of a lot very smart people doing interesting things and then that in turn, led to me working at Starlight Runner Entertainment.

About your job

I essentially work both ends. On one hand my primary career focus and interest is in business strategy and business development: helping to make the deals and put the strategies in place that will allow us to extend the company's business and also provide value for the clients. On the other hand I also help with the actual creative which is helping to write mythology, bibles, produce of the content strategies for clients, occasionally story treatments and scripts and things like that. Don't get me wrong - there are people who are much better writers here than me and I've learned a lot from them.

About Startlight Runner Entertainment clients

Starlight Runners has worked on properties such as "Avatar", "Hot Wheels", "Tron" and «Pirates the Caribbeann» or Coca  Cola’s «Happiness Factory». I can’t talk about ongoing projects, we are under NDA, which is for good reason because  we are often intimately involved in the creative DNA of a property.

We are represented by a talent agency in Hollywood. 

In terms of how we find clients, some people go to Jeff directly, obviously he's been speaking all around the world...

We also have some small coproduction deals and we are working with some smaller parties doing things like television series, documentaries, as well as some kind of more digitally native projects that will be distributed through more progressive transmedia means.

About Starlight biggest success (answered by Jeff Gomez entering the room at that moment)

We measure success in different ways. In some ways our our first success "Hot Wheels" feels great because it was not just a good client that followed our advice but they employed our creative content, they allowed us to tell our story with their products and their distribution and that felt wonderful, we got to see what was in our imagination spread across every media platform so from that respect it was a great success even though it was not financially the most sucessful thing that we've done. Career wise, "Avatar" is the greatest success because of course everyone in the world knows Avatar and we worked on this, it's a very successful property, and it was fantastic to work with James Cameron. And yet, on the financial front, "Halo" was even more successful, so it depends of your perspective. I'm a storyteller so I feel the success that is best is the one where our stories are told.

And we're working with the major studios on terrific blockbuster movies... Very soon we'll be able to announce...

About the «Action Drive System»

«Action Drive» was originally -when Starlight was founded over 10 years ago- a proprietary process that Jeff built for engineering the transmedia properties and in fact, I believe it was originally going to be a piece of software that could be licensed to IP developers to allow them to build their own to build their own transmedia experiences both at the development stage and also in the execution stage.

«Action Drive» as we apply it now is a highly specialized, specific process for developing a brand or an intellectual property, or a story that requires transmedia implementation.

About user engagement 

The monitoring of engagement, of user activity, of dialogue with the audience is fascinating and we're seeing a lot of companies in the storytelling world, in the content world, but also in e-commerce who are really tracking user activity through Twitter and Facebook and so on. 

What's more interesting than simple demographic data, I think, is being able to break things down to find out precisely the kinds of individuals who are reacting to different kinds of stories and elements and brand characteristics and so on, we’re gonna see more and more details and then on the retail side it would be things like shopping habits. Walmart Labs just acquired OneRiot (socially targeted mobile advertising), it's a huge thing. It might be useful to consider a distinction between «data-driven» audience interaction, and  «dialogue driven» interaction.

So data-driven would be looking at activity, how people actually acting which could be whether  they're coming to your stores, what time, what they're retweeting about, all these kind of things – lots of numbers. Whereas dialog would be more of the emotional side, what they're talking to you about in terms of emotional resonance or story substance, what they're talking to each other about, are they having a long conversation on the message boards – how the community is being formed. That side requires more emotional intelligence on the part of the storyteller or IP. It’s an art vs. science distinction.

About transmedia jobs

The story architect I think is how Lance Weiler describes himself, which makes a lot of sense because he's not simply writing a screenplay, he's actually trying to find a way of guiding the way that the users navigate themselves through the story. He's looking into how users are actually behaving and I think that maybe that's part of the distinction, it's not just about writing something and sending out into the world, maybe the story architect is building a structure that can also react to how users are behaving in the real world.

On a similar note, I often see this phrase experience designer which I think comes maybe from the alternate reality game world. It’s one that would seem to be particularly important in situations where you're guiding people from one media platform to another. You've got to know the different qualities of each platform you've got to know how people are actually going to be accessing them, what the external conditions around them, how are they going to be enjoying the media.

The PMD is interesting because it's not something that's necessarily transmedia specific, it was actually pointed out by a guy called Jon Reiss in his book "Think outside the box office" and it is really native to the independent film world. It means «producer of marketing and distribution» and it's the idea that you can't necessarily just make your film, sell it to a studio and have them take care of everything, you've got to focus on grassroots marketing, build an audience  through social networking, and perhaps even distribute directly in that manner. So there are certainly transmedia elements there, there are crossovers in the roles but it's not focused purely on transmedia. 

Then finally there's what we talk about, which is the Producer's Guild of America’s transmedia producer credit. It's really the person that has the role in conceiving and a organizing the multiplatform strategy for an IP. In terms of the qualifications for somebody doing that, it's being able to listen, it's being that person who is familiar  with the language of lots of different departments, you've got to know how game developers think, how screenwriters think, how directors think, comic book writers, illustrators, artists, people who are doing viral videos, so you can go between them and act as a translator or a mediator between those departments. Some existing companies can be quite siloed, so somebody could go through and start to facilitate it. I think in time we will see these kind of roles in house a lot, or the companies will restructure themselves to make it easier, but in the time being I think it can be indispensable to have somebody come in who's familiar with the  emotional intelligence, this is necessary to get these things going, getting everyone cooperating.

About the «Mad Men» collection by Banana Republic

One of the strength that series -it is unbelievably well-written- but also the very distinctive style: the production designer, the costume department did a fantastic job, and this is something distinctly cool about it, so it's not really narrative those sort of extensions but as long as they're authentic to the series, I think they definitely add to the experience because you go out there you want to dress like Don Draper, now you can.

Now I don't know if you're gonna be quite a  successful with the ladies as Don is, but you can go and give it a go... So it's a licensing attempt on behalf of Banana Republic, I think it's very smart, very interesting, would I be considering wearing a Don Draper suit ? Or Roger Sterling suit? maybe...  . Where these things go wrong is when you have these licensing extensions which don't fit with the brands or they betray some kind of things about the underline theme or aspiration qualities of the brands. One of the things that Jeff and Caitlin talk about at Starlight Runner is Disney and the Jack Sparrow's toothpaste which of course doesn't make a lot of sense because Jack Sparrow wasn't know for brushing his teeth too often. So I do think that greater care needs to be taken by everybody with these kind of licensing extensions to make sure it's on brand because what happens if you don't? Somebody goes out and they buy the product or the clothing and they say «This isn't how it was in the show, this isn't right, this isn't how Don Draper would really dress» or whatever, and they talk on social media and it dilutes, it hurts the quality of your brands, and it hurts the show.

About upcoming challenges 

For me the number one problem is trying to tack on these multiplatform extensions and apps and digital content after the initial development is completed. It becomes exponentially harder to have something that fits together like a jigsaw puzzle with narrative and non narrative elements if you're bringing your transmedia producer or your digital producer, or your writers after you’re done with the original property. I think everything has to be conceived with the ground up. 

Aside from that challenges are really different depending on which sphere you’re in. For the people who are doing net native content like alternate reality games, the challenge is to find a business model. In the big IP sphere I think the challenge is producing secondary content that is as powerful as the original and that comes off as something that’s an authentic extension and adds material and values to the story. In the video game sphere, the challenge may be to finally write a movie from a videogame that makes sense to the average moviegoer. I sincerely hope Naughty Dog is going to do that with its «Uncharted» movie, because I think there’s enormous potential there. Note that it’s all about playing to the strengths of a platform. Instead of trying to recapitulate an existing game story, which can be simple but effective, as a movie, the movie should be a supporting narrative that tells us more about the characters we already love.

Follow Simon Pulman on Twitter : @simonpulman

Simon Pulman’s blog : http://www.transmythology.com

Starlight Runner Entertainment website : http://www.starlightrunner.com/

 

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Twitter [101] : 10 basic recommendations

This post was inspired by Nicolas Clairembault's tips for Twitter that showed up in my Timeline the same day I had lunch with a good friend who is new to Twitter and was looking for advice. 

 

There are tons of articles and materials out there about how to make good use of Twitter. Here are my 2 cents :  

1- Replace that egg picture with your profile picture

If you don't, it clearly shows that you're not serious about your Twitter account.  

A nice picture of you is appreciated. If you don't want to show your face, choose an image your audience will easily associate with you. You can use a recognizable picture with vivid colors for example. Twitter users go through their timelines so fast that being able to identify you graphically is a big plus.

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2- Fill in your bio and add a link to your website

After looking at your avatar, the second thing Twitter people (otherwise known as Tweeps) do before they decide to follow you is read your bio and visit your website. A few words are enough. Again, they're fast readers. Go to the essential. Be sharp in your description, attractive and inviting. You don't have a blog or a website ? How about your company's url? Your LinkedIn profile? Online content you worked on? How about supporting a friend? (i.e. :"don't have a blog but a big fan of ..."). This will give your potential followers another hint of who you are and what you like. 

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3- Follow people

This might seem obvious but many new users set up their account and never follow anyone. Friends, coworkers, your LinkedIn connections (you can even follow them directly from their LinkedIn profile), journalists, people in your field are all obvious choices. Also, don’t forget to follow people who you want to notice you. Experts in your field, bloggers, CEO's, established brands, and even people you hope to work for some day. I don't use RSS anymore. Did you ever? Instead, whenever I run into a great article, I just follow the author and/or the website it's published on. 

4- Publish at least one tweet a day

Most people who are beginning on Twitter consider themselves observers, which is fine. It might take a while to get used to micro-blogging and become a regular contributor. However, getting followers is very satysfying, you'll see. You won't get any if your latest tweet dates back to 2009. Of course you can skip a few days, grant yourself with weekends and holidays, but make the effort. One tweet a day as a minimum is not much. Not inspired? We all were there at some point. 

Note that people who have written 22 545 tweets in the last year might not get followers either -since they might be considered as "flooders"-

5- Get familiar with the language

Followers, Replies, mentions, RT (retweet), DM (direct message), hashtags (using "#" as a marker), #FF (follow friday), #TT (trending topics), timeline, livetweet. These are the 10 Twitter words you want to get familiar with. Honestly, it's gonna take you less than a few minutes to figure it out. It's worth the effort. 

6- Use the search engine

Want to read what Twitter says about your brand? Type it in and hit the search button. An artist? Another twitter user? Anything? You can save your searches and "monitor" special interests. You'll eventually expand your search functions to outside tools. (see below #11)

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7- Get into the discussions

Feel in a humorous mood? Reply to a tweet and make a joke. Twitter users love jokes. However, remember that your name is attached to that joke, so make sure it’s appropriate and tasteful. Not sure about the joke? Enrich the discussion. Link to other sources on the same subject. Still not inspired? For an easy start, occasionally retweet something you strongly agree with with saying "I agree". 

Discussions will soon lead you to new contacts on Twitter--people you'd never have met otherwise, online or in real life. 

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8- Learn how to shorten url's

This used to be one of the complicated things when Twitter first launched. Not anymore. Long urls are now automatically shortened by Twitter. That is, if you tweet from the Twitter website. Uh oh, wait, can I tweet from anywhere else ? I'll come to that. Meanwhile, you might want to get familiar with url shorteners. It will help you figure out those strange urls that have been around for a few years and look like yet another crazy code. 

9- Use lists, or try to...

The concept of lists on Twitter is still very complicated. The best thing you wanna do when you begin on Twitter is to create lists (maximum 10) and each time you follow someone new, put them in one of your lists. This isn't easy to do and I won't blame you for not doing it. However, when you'll get to the point where you follow more than 1 000 people, you wish you'd done it...

What are lists for ? Well let's say you started a list called "great people" (and put me in ;-), well you can look at the "great people" timeline only. Lists help you manage your time on Twitter. 

If your lists are "public," be cautious with their names. No one wants to be under a list called "idiots." Then again, why would you follow idiots?

Oh, people you put in public lists see that they are listed. They like it. Thus, they like you... 

10- Mark your favorite tweets

Sometimes when you're going quickly over your timeline, you don't have time to follow the links that are mentioned. These are sometimes great articles you really want to read, websites you want to explore. Well, marking a tweet as a favorite is like bookmarking a website. You can come back to it later and God knows there's no way you're gonna find again that tweet if you don't mark it. To go to your favorites, go to your twitter page (twitter.com/yourtwittername) and click on the "favorites" tab. Use it as a press review and come back to it when you've got some time available. And if you don't come back to them, never mind: people whose tweets you mark see that you favorited them and tend to follow you back. 

That covers enough basics to get you started. But after a while you’ll be ready for more. That’s why I’ve included an extra tip:

11- Use external tools

External tools have been created to do the things that users want but that the Twitter website itself doesn’t do.

You might want to try Hootsuite or Tweetdeck as your main social media dashboard and also download their smartphone app. 

I enjoy http://isfollow.com/ whenever I need to DM someone but I'm not sure they're following me (you can't DM people who are not following you).

I confess having already checked on people who unfollowed me (bummers) on http://who.unfollowed.me.

I've tried a few tools to organize my lists but couldn't find anything intuitive. 

 

Now, if you want to follow me, I am one click away...

AROUND THE TRANSMEDIA WORLD [MIKE MONELLO]

"Around the Transmedia World" is a series of interviews Laurent Guerin is conducting for Petitweb.fr
This is the complete interview of MIKE MONELLO. 
A French shorter version is available on PetitWeb

Mike_monello_attw

About you

I am the founding partner and CEO of Campfire, which is a marketing agency in New York City.  We specialize on launching brands and changing perceptions, but we do it through storytelling and we like to tell stories across multiple platforms and we like to tell them through experience rather than pure content. So we do make content but our general philosophy is don't necessarily be the storyteller don't think of yourself as a storyteller but think of yourself as building a world and experiences that get people your story to tell.  

Your background

I started actually studying films at the University of Central Florida in Orlando, and went to work for the Florida film Festival and studied independent films. I eventually got together with four other filmschool buddies and made the «Blair Witch Project», as one of the producers. 

Coming out that I was completely in love with telling stories online because it felt so immediate and collaborative with the audience in a way that film wasn't. It just felt like something entirely new and exhilarating. So after «Blair Witch» we began to be approached by brands and marketers who wanted to do something similar on behalf of their brand, and at the same time we were trying to get the TV networks and the studios here in the US to fund and finance movies that were connected to online experiences, and to think about media in a more integrated way, organized by story.

But they just weren't interested. To them, a website was a thing you do to get people to buy a ticket for a movie, or a place where you put some pictures, a press kit for your film and directions for the theater.

The movie studios and the TV networks know how to make money from movies and TV shows and at the time, they didn't yet understand how to make money from the Internet and thruthly they still don't... 

They didn't recognize the power of fans, which I think now they do -if you look at the success of things like Comic Con in San Diego- they realize that if you've got a fan culture around something, you make for the stronger franchise.

It's always been hard for a studio to spend money into something that doesn't have a direct revenue stream.

Now with marketers who weren’t looking to make money from telling stories online -all they want is to get people’s attention-, it was kind of an interesting possibility :  we could tell stories and experiment with the form of what we’re doing. The value to advertisers is that we bring people to their story and they will get the message in an interesting way that is not about pushing commercials that are interrupting other content, but actually creating content and telling stories on their own.

So we started some early transmedia project for marketing, like «Beta 7», a marketing campaign we did for a football video game.  

About television 

People love stories. And television has been for a while the dominant medium for storytelling for people. The Internet, mobile devices, Ipads, laptops and some of the platforms and technologies like Youtube have enabled individuals to tell stories now, and that has changed the way we want to interact with the stories that are produced for TV. 

So I think that what we're going to see is more and more of this convergence that's happening. We still want television shows and movies that are created out of brilliant stories but we also want to interact with those worlds, and we're starting to see more and more studios, filmmakers and TV producers recognizing that and conceiving their shows with that ability for people to participate in them more, not just for TVs but for any media we're seeing JK Rowling doing it now with the Potterverse for example. 

The market is absolutely growing and people are trying to figure things out so we're in a bit of the wild west here which is actually the great place to be because there are no rules right now, which means we get to wildly experiment.

About «True Blood»

"True Blood" was interesting because at the times HBO did not really have anything on the air that was geared toward horror fans. They weren't really on the radar of people who really like horror shows. So we created a 3 month prequel that played out over marketing channels as well as online, that told the story of vampires coming out and being a part of civilization, and acknowledging their existence. That story led right up to the first episode and was played out in real time. We engaged horror fans and started to help develop the fan culture around the show even before the first episode went to air. We created a mailing that was written in dead languages, like Babylonian. People realized that these things were made for them but it was a puzzle to decipher, and that puzzle actually was part of a deeper story about vampire culture living in the underground at the time. 

About the metrics

Metrics are different for every program and it's really important when we're hired by a client that they define what metrics they want they want to address before we actually create a program. 

With «True Blood» there was a lot of interest in creating PR, creating buzz in conversations and making a cultural impact. But there were other metrics : part of the «True Blood» campaign had these video pieces that were on HBO on demand and we were able to drive from about 2 million views of the on-demand episodes before the premiere which are huge numbers for HBO on demand at the time, and we're talking about a show that haven't even aired yet. 

About the word transmedia

I don't think it's a marketing word, I think it's a storytelling word. I like to think of it as stories that are not bound by any single media format. It’s what happens between a TV show and an online experiment, or between a book and a game. 

That what makes it different than franchising where you take a character like Batman and put him in a video game and then put him in a movie and then we have a cartoon on the air and then we have comic books...

The difference is that when you think about transmedia storytelling, you're thinking about the meaning that's created between those forms of media and how each of those story builds a larger story.

I think the word transmedia is really an adjective, so you can have transmedia storytelling and you can have Transmedia marketing but I don't think you can point to something and say "that's transmedia". 

About the future

The biggest challenge is to getting good at it ! 

We have a lot of people who are using the word and promoting the word and talking about it philosophically and academically, but you know from my own experience I have to say that nothing compares to actually doing it and figuring out what works and what doesn't.

Very few of the theories can be duplicated... Which make them wrong. The only way to realize that is to be continuously doing it and refining the process and refining our understanding of it.

We need to worry less about the meaning of it and about how to define  it and we need to worry more about how to actually do it.

Transmedia requires you to think about a story maybe the way an architecting thinks about a building... A transmedia story is kind of empty and meaningless until it's occupied by people, and so you have to kind of design around behaviors, you have to design around more basic kind of desires.

People don't sit down like they do in a theater and go "oh I'm really looking for new Transmedia experience", what happens is they fall into that because they've been designed so well that they attract people and just next thing you know they’re thinking "Wow I'm living in this fantasy world...

About brands 

Some brands are ready and some brands are not, but wether they're ready or not is almost irrelevant because the as things keep moving they're just gonna have to be. They start realising that they don't control the message in the same way that they used to. 

About key players 

There’s a lot of people who are doing interesting things, but I keep finding new elements and pieces and experiences from out of nowhere that are really surprising and interesting.

I feel like it's wrong at this stage to try to identify the leaders or the key people, on the one hand I think there's people who’ll have more experience than others but I feel like we're so new to it that to me the next big thing could, and maybe should, come from someone who nobody's talking about right now.

Some people who have written brilliantly about it, some people have helped break it down and helped understand, people who have been great teachers about it and then there's people who have done incredible work with but I feel like all of us are still experimenting and changing and adjusting  and I would hate to think that we would start to hold somebody up as a leader because as soon as you do that things get still.

I believe that right now transmedia is something that is gonna be best actually be done by independents. The success of «Blair Witch Project» had less to do with having a deal for a movie which we didn't have, it was more about how we'd managed to get lucky with a story that resonated with people and told that story in a format that made sense for the way the Internet was at the time. We captured people's imagination and that drove the success of the movie.

I think that companies who make movies or TV shows now have too much at stake to risk, so their experiments are happening slowly, and I feel like that an independent creator who understands the value of fans and is willing to think about «how do I build fans for my story», and «how do I make them live in the storyworld» and «what stories do I tell in the storyworld», well I think there's a chance for somebody to create that and have hopefully a bigger success than Blair Witch.

I think right now advantage is to the independents, I don't know much longer that's gonna be so I think a lot of independent creators need to get their asses kicked to get in gear and just do it.

 

Mike Monello on Twitter : @mikemonello

Campfire website

Follow Laurent Guerin on Twitter : 

 

 

AROUND THE TRANSMEDIA WORLD [GARY HAYES]

"Around the Transmedia World" is a series of interviews Laurent Guerin is conducting for Petitweb.fr
This is the complete interview of GARY P. HAYES.
A French shorter version is available on PetitWeb

Gary_hayes_attw

Tell us about your profession...

I’m working in four different areas : I am a producer developer with mine company called MUVE design which develops what I call experiential transmedia very much combining augmented reality, virtual reality, pervasive entertainment. We are developing prototypes and for third-party clients as well as some of our own projects 

I am also the founder of story labs which is a development multiplatform transmedia development training group where we get the best producers and work with them in intensive workshops and with the storytellers -usually linear storytellers TV and film. That's ongoing venture and I team up with some of the big agencies and commercial companies. 

The other two key things I do in this space at the moment are consultancy so I'm generally on three or four major projects helping out of the development of strategic development, the social functionality, the gamification elements, as well as the transmedia storytelling components and really helping new projects get off the ground from a consultancy perspective, and the last thing I do is I regularly teach and train classes in multiplatform and transmedia around Australia (Metro Screen, Australian film TV radio school).

Your background...

My background goes back to pretty early days in music industry and in the early CD-ROM industry in the UK. 

I'm originally from Manchester and lived there a long time.

I was at the BBC for 8 years as a senior development producer. It was call interactive tv in those days. I was doing what I call social broadband TV where we have the back channel and non linear content around the social element and indeed back in those days as well we were developing 360 media were the terms we were using to describe multiplatform content or even the stories from multiplatform content. 

I then spent a couple of years in the States running my own consultancy company but developing transmedia projects with CBS, Showtime and NBC with some of the big properties there like "The L-Word" and "Law and order", really developing non linear video and multiplatform content as opposed to true transmedia and then back  to almost present I came over here to run the LAMP initiative for 5 years which was a transmedia development training group very similar to story labs. 

So what I’ve been doing is a mixture of production, training, evangelizing, bringing good storytellers into this area, helping them understand the good and bad of multiplatform development in terms of it it's worth or not and I'm usually very clear of it's worth doing depending on their original idea. 

I am also involved is virtual world and game production.

The nature of Multiplatform is that it tends to be small projects moving at once. 

One major project for me is an augmented reality film I am currently developing with green screened actors layered into the real world using augmented reality technology.

Using almost the same structure, there is a game version where the live actors are replaced by game characters and so it's a very locative cinematic experience.

With «Physical TV», I am also developing a sort of spiritual dance augmented reality experience which has story components as well. 

Accomplishing so much, how do you make it ?  

Training. Even when I was at the BBC I was one of the main evangelist, spreading news of cool new services across all over the BBC. I think it comes down to the type of filtering and multitasking brain that we are all developing, constantly assimilating new information and taking onboard what you need.  

I think it's less to do with time and it's more to do with how quickly we become in developing new processes ourselves for finding, filtering, forwarding and producing ideas and content. 

 I think to produce transmedia and turn it around quite quickly you've got to be almost running on multiple levels at the same time for quite an extended period, much more than in linear production where you can follow a formula. 

Transmedia production really requires this parallel processing type of brain which is one of the reasons I'm always fascinated by the type of people who move into this space. It's a very unique skill to be able to not only imagine a narrative spread over time and over different devices for channels, but also now we're adding the extra dimension of places as well so it's becoming quite a complex type of entertainement for a new type of person. 

Tell us about The Transmedia Production Bible you’ve written for «Screen Australia» ...

Screen Australia is a funding body and it's effectively taxpayers money. I think around the world all of the funding bodies have good people in them. It's all about one or two people that are really switched on to the changes that are happening and it's not necessarily Screen Australia but it's a few people inside it that drive these kinds of initiatives and I think the same is true in Canada, UK and across Europe.  

There are independent bodies as well and finance groups where the people really get this stuff. 

Screen Australia is very good because they listen to people, watch the trends in how things are developing and respond to it in a much more rapid way.They are very closely connected in Australia and across Asia to a lot of the transmedia initiatives and keep an eye on the good aspects of them. 

About the transmedia Bible : I  judge a lot of projects for quite a few funding bodies and and one of the things that I've always found a problem with, is that the submissions tend to be quite varied. Some of them are very light on what I call the transmedia storytelling and some of them are very light on the business side. Often it's very hard to judge them against each because from a story universe perspective. They're all very good stories to tell but they express them in a not so easy to judge way through a document.

With the Bible, we have a structure on which to start to judge them more effectively. It's not really a development document. It helps to get you started, once you’ve got the original idea of course. I think over the next 2/3 years we're gonna see some quite robust tools so that anyone who wants to devise a multiplatform story can draw on some good mature resources and I hope the Bible will be developed by other people as well and extended and so on…

I've  been using that structure for the last seven years across my own productions and consultancy and teaching so it's nothing new to me.I hope there's gonna be more people that would just put out good templates and structures for people to work, this is a very complex area if you've not done this beforeThe structure itself has to be quite general so that you could fit any form into it. I've tried the Bible across everything from social webisodes type services right through to quite complex ARG, and it works quite well.  

What did you find appealing in Australia ?  

Australia is a fabulous place for free idea thinking because it's wide open country.  

It tends to give you and quite big idea vistas and you can sort of remove yourself from the busyness of the big cities. Having worked in London and Los Angeles, even Sydney is a very small town in comparison. The only thing Australia doesn't have is a lot of good people to draw when you're doing big productions. 

There are a few great companies around Australia (i.e. Hoodlum) but it is a really small pond. They have a great transmedia expertise, because I think the openness of the country.

It's a good place to come and develop ideas as well. 

I've been trying to work with some development agencies to set up a digital center in one of the mountain ranges here for people to come from all the over the world to retreat and develop transmedia multiplatform ideas. 

I am also working on a five-day residential lab to develop miltiplatform strategies.

What’s your definition of transmedia ? 

To me transmedia is a sophisticated way of storytelling across multi platforms. It's not this new thing that suddenly appeared. It's part of the evolution probably of the early TV and web services, which moved into cross media, which moved into multiplatform thinking and now sophisticated storytelling across multiplatforms.  It's a very simple definition. Transmedia is intensive storytelling, literally, you have a 20 minute window to pick up the story on a mobile phone and then you'll be reading part of a book, and then some will be acting in a location you have to go to. An interesting aspect of the definition is the dependency as you move between the platforms.

Favorite Australian projects ? 

I think the projects that Hoodlum have done. "Fat Cow Motel" (2003) which is a very early, very organic community driven story -sort of South Park with real people- and which involved quirky outback slightly surreal character driven tale, which spilled out on line and then into the forums and them back out in the episodes. 

Hootlum is currently doing "Slide". It's a story of 5 or 6 young characters who are thrown together in some interesting scenarios. The Web component allows you to follow the story in between episodes, and connect with them and talk to them. To me one of the hallmarks of good transmedia is where the characters have lives outside any of the big linear media, and actually become part of your life that are intertwined with your social existence. 

On an international level, one of my favorite is Lance Weiler's "Pandemic", mainly because of the intensity again, I like that sort of very live and focused intensity you get with type of projects. 

I also like Thomas Dolby’s «Floating City»  transmedia game. 

The biggest challenge of transmedia ? 

How to make it ubiquitous. How people can immerse themselves in it and share the experience, because to be honest the traditional media, TV, Film, and music are extremely shareable and people can talk about experiences across the world to each other.  You can meet someone in the middle of the Borneo jungle and talk about a James Cameron film but you could talk to another transmedia expert about a transmedia experience and they wouldn't know anything about it. The challenge is for people around the world to know that it exists and that these are really great experiences but also to say what it is.  

How can we get to something that the general mass users around the world can refer to this type of content. Do they just call it "web online experiences" ? What are they gonna call it so they can share it. You can't share anything unless you can say what it is. 

For example, the only way to share an experience like "Pandemic" is through a video trailer, which is interesting because you're having to rely on linear media to share the experience. Still an issue for transmedia is that you can't contain it, and express the effect it had on you. That, to me, is the challenge. Because it is multiplatform, it's almost like "trying to herd cats"…

However multichannel devices are fabulous. It’s great to see probably one of the best transmedia tools appearing which is the locative tablet, which means that content can move with the user now -you can carry now your gaming / filming / tv / music worlds- and then layer them all over the real world all trough one device. It is a great benefit to transmedia storytellers. The word transmedia almost becomes slightly irrelevant because nowadays we're seeing a kind of "convergence" to some very personal devices, it's great for storytelling. We are starting to see trans-channel storytelling moving between the services and the channels on single devices potentially. 

Links : 

twitter : @GaryPHayes

http://www.muvedesign.com/

www.storylabs.us

http://www.scoop.it/t/pervasive-entertainment-times

http://www.personalizemedia.com/

Follow Laurent Guerin on Twitter :