Time
Okay so this thing's been broken for a while now ... time to fix it up.Posted by Nicko Wed, 25 Jun 2008 13:46:23 GMT
Posted by Nicko Wed, 25 Jun 2008 13:46:23 GMT
With the now common use of Bittorrent and P2P file sharing media companies are facing huge problems trying to adapt as their entire catalogues of films, music, video games and comic books are available for free online. While slowly moving to adopt solutions such as iTunes and online distribution, sites such as The Pirate Bay which offer bittorrent files are thriving. It is impossible to try and regulate or police the use of these sites now that they have become part of the accepted internet culture, with most users having no problem with what is described as "stealing" media.
So how can a media company still sell a product that is online for free? One thing i have found is that companies producing products which retain some kind of product "aura", an artistic value and rarity beyond the common mass produced product, have a better chance of success than replicating what the consumer can already get for free in a digital form. This applied across all media and can include deluxe extras, special packaging and other additions to create a more materially attractive object then just a plain CD, DVD, Book etc. Several music artists have found that distributing online for free and relying on live concert revenues is one way in which the music industry is moving. The comic book industry has likewise found that while interest in the industry and medium is growing rapidly sales are remaining the same as many users are simply getting their product online, something that remains distinctly different to other media forms for print.
It seems that over time as digital forms become the normal distribution methods that companies will have to do far more to maintain the material side of their products beyond the digital.
Posted by Nicko Tue, 10 Jun 2008 16:03:00 GMT
The recent trend in using online "viral" marketing campaigns is a pretty cool use of themes and concepts for the films they are advertising, showing a developed online creativity and involving fans of these films in innovative ways. Two i have been particularly impressed with were the Cloverfield campaign from last year and The Dark Knight campaign in the last few months, which has been extremely complex and involved online and real-world stunts developing the characters and events before the movie has even been released. Sites such as www.whysoserious.com and www.ibelieveinharveydent.com have pushed the boundaries of the narrative within and surrounding the film and built up anticipation to a new level. The creators of the campaign have even made websites for Gotham City shops, a newspaper and the transit system, all fictional parts of the story that are seeping into the real world. It seems these types of campaigns work best with Comic Book style movies deeply entrenched in popular culture, with a rich tapestry and background of information and narrative to draw upon in creating these campaigns that can involve the audience far beyond the movie experience. Maybe something to try out?
Posted by Nicko Tue, 03 Jun 2008 03:19:00 GMT
One of the biggest issues for users of communication technologies at the moment is making sure the internet and its affordances remain both free and accessible to all users, with the competing interests including media companies, ISP's, governments and users all pushing in different directions to try and control the future of the internet. The network neutrality of the internet is what makes it such a democratic form allowing almost anyone access to the same information, the same rights and the same ability to publish and distribute knowledge and ideas.
Piracy, terrorism and other crimes are cited by governments and companies trying to restrict the internet in conflicting ways, mostly trying to protect their own interests rather than finding ways to work with the new online sphere, something that may work in the short term but shifting uses of communication technologies in society will negate any long term benefits, as those in the music and film industries have found.
Having networked rather than broadcast communication technologies moves control to the audience, something which has proven advantageous to some groups working online who have identified this and are producing content and integrating audiences in a networked way, something which should be celebrated and exemplified for all media makers, entrenching the use of the internets affordances and increasingly negating other, more controlled communication forms.
For more information check out:
Posted by Nicko Thu, 29 May 2008 21:38:00 GMT
As an on/off player of video games, machinima is a new media concept that has gauged minor interest in the past although I had not considered the potential of this style of remediation beyond minor amusement, with Machinima works such as Red Vs Blue and this Nintendo clip by Lonely Island being the extent of my interest in the form. It seems that something i previously only looked over has since gained a huge following in not only gaming circles but new media theorists, with Machinima having come up a number of times in our lectures etc throughout the degree.
The concept of using game graphics toward building a cohesive narrative has a range of possibilities for creators, especially with the leaps in video game technology and the control the player now has over the environment and characters within the game. Effectively feature length stories could be created using parts of games, changing the original meaning and intent toward anything the remediator wishes. The South Park episode using World of Warcraft (Season 10 Episode 08) is probably my favourite and one of the most creative uses of machinima yet, with the mix between the regular parts of the cartoon and the Warcraft game showing the potential beyond just game clips.
As a writer machinima is not a medium i would personally want to work in with the constraints involved and the need for a deep knowledge of gaming, a medium i used to play often but have found less and less time for just as the games are becoming deeper, more complicated and more time consuming. I'm still not convinced of the mainstream appeal of the form and the ability to take it beyond a niche remediation culture, although as the machinima form develops further with new game graphics and even more creative uses i'm sure i will be hearing from it again.
Posted by Nicko Sun, 11 May 2008 19:12:00 GMT
Mobile media is a form that is constantly being pushed and discussed in media but something i have personally never found much use for or interest in the works or formats that are being developed. For the most part it seems the phone companies and media makers know they have this product that is widespread in society and compatible with video, audio, internet etc. but they can't seem to develop must have media to use on it. As a user there are very few video functions i want to watch on my mobile phone, ipod or other portable device with a tiny screen. Live sports or news highlights, short youtube videos to show friends and perhaps movie trailers are all i could stand watching on a small screen.
The iPhone (something i know Jeremy is writing on) is an interesting concept for mobile media as it seeks as a product to bring better uses of mobile functions toward the ipod and apple product design. While the first iphone has limited functions the upcoming iphone sounds a little better. While it is primarily a phone, one problem i have with the concept is the lack of memory it currently holds, with 8gb or 16gb being quite low when being marketed partly as a music player when i have a hard drive with around 200gb of music. As a user, I dont really want to carry around both an ipod and iphone, although the GPS and internet capabilities seem to be much better than other phones on the market (with tiny screens and huge internet costs).
When Mobile, really i want to be able to carry music rather than video, with the form being much better suited to public use, and I also want a phone that works effectively rather than tries to have too many functions that are not relevant to mobility or public use, most of the companies producing these products don't really seem to get that.
Posted by Nicko Fri, 25 Apr 2008 05:01:00 GMT
Posted by Nicko Wed, 02 Apr 2008 14:28:00 GMT
This semester we have been doing research into research itself as a lead into using this knowledge toward our own research. Our research is published in the labsome wiki (which is still growing). Which leads me to be asked ...
How would i use my research into applied research in my own practice?
As we are all "Applied Communication" students technically all our research should be of the "Applied" variety, giving me a framework into how I should be researching toward my production folio and accompanying research. I can work my knowledge around what applied research is considered to be and the processes of researching in this way (basically, toward finding a solution to a problem or question with results and recommendations and applying these practically). Having a stronger knowledge of exactly how to research in this way and frame it academically gives my own work greater direction throughout the research process, improving the end result. In presentation of academic content being able to frame and provide findings, recommendations etc. correctly will greatly enhance our work. Finding out more about *how* to research and *why* we research in certain ways will make our research in itself easier and improve our content.
Posted by Nicko Mon, 31 Mar 2008 13:13:00 GMT
Posted by Nicko Tue, 25 Mar 2008 12:58:00 GMT
Why is my research a productive problem?
My research opens up a number of questions about adapting to new media that are framed in the context of a particular medium but can be applied across the media as entertainment products and objects become increasingly digital and marketed differently to consumers, presenting challenges to creators and publishers. All media companies and forms are currently grappling with the questions involved and these problems are not only relevant to the current changes but can present options for adapting to future developments in media technologies.
Why does it matter?
It matters because the speed of change in media technologies is forcing people within these industries to adapt constantly, and any insight into how to adapt proficiently is a valuable resource.
Who does it matter to?
Media creators, publishers, retailers, audiences across a range of mediums, although it is most relevant to the comic book medium.
Who do I think my work is for?
Primarily the work is for me, allowing me to create a folio of work. On another level it is also for any others interested in the area, as I am also documenting my practice in using and publishing the folio using new media technologies and researching the most effective ways to take advantage of these advances.
Posted by Nicko Wed, 19 Mar 2008 13:48:00 GMT