gaming – Antenna http://blog.commarts.wisc.edu Responses to Media and Culture Thu, 30 Mar 2017 23:48:47 +0000 en-US hourly 1 https://wordpress.org/?v=4.7.5 Kollecting Kim K. Skills: Kardashianized Celebrity in Kim Kardashian: Hollywood http://blog.commarts.wisc.edu/2014/07/25/kollecting-kim-k-skills-kardashianized-celebrity-in-kim-kardashian-hollywood/ http://blog.commarts.wisc.edu/2014/07/25/kollecting-kim-k-skills-kardashianized-celebrity-in-kim-kardashian-hollywood/#comments Fri, 25 Jul 2014 13:30:38 +0000 http://blog.commarts.wisc.edu/?p=24299 Kim Kardashian: Hollywood, the celebrity legitimizes her image while also propagating her brand by redefining fame as an accumulation of skills.]]> “In order to win at life, you need some Kim K skills, period.” – Kanye West

In a recent GQ interview, Kanye West attributes new wife Kim Kardashian with teaching him to better manage his celebrity. However, analogous with popular discourses defining the couple as shallow and fame-obsessed, West’s verbiage ultimately doesn’t say anything. West never defines “Kim K. skills” as more than some kind of intangible communication skills, but expects that the interviewer, and subsequently the general public, will know exactly what he means. Though only mentioned peripherally by West, Kim K. skills are, however, delineated in the new mobile game Kim Kardashian: Hollywood. Through the game, Kardashian legitimizes her celebrity while also propagating her brand by redefining fame in her image – as the accumulation of “Kim K. skills.”

Kim’s avatar demonstrates the first Kim K. skill in the game’s initial sequence: charm is the key to everything. She charms you into reopening a boutique so she may outfit herself for an upcoming event. Your only option is to help Kim, which is rewarded when she invites you to the event. As you progress through the game, charm becomes a form of currency. You cannot connect with new people outside your current celebrity rank unless you use your hard-to-come-by K Stars to charm them. Whenever you choose “charm” as an action, your relationship grows stronger, which increases your celebrity.

Charming people to like you underscores another Kim K. skill: perceived relationships are paramount in achieving fame. Charm gets you into Kim’s event, but it’s your association with Kim that makes the paparazzi care. As a result, Kim sets you up with a manager and a publicist to help you work towards A-List stardom. Your relationships with these intermediaries are static, but they give you opportunities to improve your public personae. Other in-game relationships, however, are necessary to level up. Bars and clubs are populated with people of varying celebrity rank who can increase your celebrity. Whether you choose to network with or date new contacts, relationships are only cultivated in professional capacities.

Kim K. - Dating Level Up

Your network can join you at personal appearances, and dates happen in public to be seen and subsequently tweeted about. The game allows players to integrate their real-life networks, as you can interact with your friends’ avatars.  Even negative relationships gain fame. When a celebutant expresses jealousy over your relationship with Kim, she sparks a feud that establishes your Twitter following.

In addition to social currencies, the way to celebrity is through accumulating stuff. Kardashian herself comes from wealth, and the association between money and fame is integral to game play. Though the game itself is free to download and play, it becomes quickly apparent that advancing is easier by investing real money. Various reviews have reported how easy it is to spend real money on the game. The types of currency are in-game dollars, energy points, and K Stars. You earn money from constant modeling gigs and paid appearances. Energy is needed to do anything, and is easily expended causing you to wait until it’s replenished or trade precious K Stars for more. K Stars only come from leveling up or from in-app purchases.

Kim K - K Star Store

The dollars one earns are inadequate to keep up with Kim. Players increase their celebrity status with new outfits, homes, cars, and buying gifts to improve relationships, but most lifestyle enhancers can only be purchased with K Stars.

Kim K - Kim K. Clothes Store

Although many items have high price tags, acquiring them creates momentary relief before anxiety sets in again about what else you need to augment your celebrity lifestyle. And, as mentioned, K Stars also act as social currency.

The most ubiquitous Kim K. skill throughout the game is the power of personal branding. Kardashian’s brand is everywhere: the revamped Hollywood sign; each Kardash boutique interior mimics its DASH counterpart; the K Stars.

Kim K - DASH - NYCKim K - KARDASH - NYC

Kim herself is the most important brand and celebrity signifier. She is your entry point into the celebrity game/game-play and her approval makes you worthy of attention. The game reinforces the celebrity system and Kim’s position in it, both of which depend on hierarchies to establish their value. Likewise, Kim Kardashian: Hollywood addresses the specific dichotomy informing reality TV celebrity personae: that stars need to be approachable and authentic to attract viewers, but ultimately need to remain separate to be special. Celebrity reinforces capitalism because celebrities constantly remind regular people of what they don’t have and should want. In the game, you need virtual and real money for the Tribeca loft and new Louboutins to project a celebrity lifestyle despite whether or not you can afford it.

Even when you get to the A-list, you still need to accumulate fans to increase your ranking. Curiously enough, Kim Kardashian is not a rankable celebrity. Players don’t compete with her, as she is above the celebrity system because her celebrity is established. Kardashian is the definitive arbiter of Kim K. skills, and ultimately unreachable in her version of celebrity.

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Disney Infinity: A Promotional Platform [Part Two] http://blog.commarts.wisc.edu/2013/08/28/disney-infinity-a-promotional-platform-part-two/ Wed, 28 Aug 2013 14:00:35 +0000 http://blog.commarts.wisc.edu/?p=21523 lone-ranger_1b-xlAs mentioned in yesterday’s post, it would be wrong to suggest Disney Infinity signals a step away from licensed tie-in titles from Disney Interactive. Indeed, of the five “playsets”—6-8 hour open-world games based exclusively in a single Disney franchise—either included in the Starter Pack or available sold separately at a cost of $34.99, two are based on films released this summer: June’s Monsters University, and July’s The Lone Ranger. Disney Infinity was initially intended to be released in June just as those films were entering theaters, although subsequent delays mean the “tie-in” play sets are available after both films have largely completed their respective box office runs.

The Lone Ranger play set, one of the two sold separately from the Starter Pack, functions more or less like any other licensed game tied to a film’s release. The play set was supposed to introduce the film’s world and its characters to audiences ahead of the film’s release, but instead—because of the delay, which was allegedly to appease retailers who wanted a release closer to the holiday season—arrives as a monument to a box office failure. While the play set was in development too long in advance to scrap entirely, the Lone Ranger and Tonto are absent from some of the promotional images surrounding the game’s release, and it is the only play set for which only two figures were produced (with fellow standalone play set, Cars, earning two extra figures beyond those included with the play set).

InfinityGroupShot

While not absent from all promotions for the film, this common piece of promotional material—found, among other places, on the official Infinity website—omits The Lone Ranger and Tonto.

Like any case of licensed content tied to a failed franchise, the Lone Ranger play set has a degree of novelty attached to it—after seeing I had purchased the play set, a colleague commented that it would either be worth a lot or nothing at all in thirty years. However, if the film had been successful, the play set would have offered a valuable case study for the future of Disney Infinity as a promotional platform. Would filmgoers have bought into the Infinity platform solely to access licensed content tied to a box office success, spending—at MSRP—$110 for the privilege? Would Disney Infinity gamers hungry for more content have picked up the play set and—provided the game was released during its planned June window—potentially gained greater interest in the film?

These questions are integral to the future productivity of Disney Infinity to Disney. Moving their licensed content onto the Infinity platform to help build interest in its release is certainly one of Disney’s goals, although one that is more likely to work with pre-existing franchises like Cars than with something entirely new. Disney’s selection of play sets to include with the Starter Pack—The Incredibles, Pirates of the Caribbean, and Monsters University—demonstrate a preference for franchises that appeal to both adults and kids, heavily relying on Pixar’s track record and largely obscuring Disney Animation Studios’ own animated output (although Wreck-it-Ralph figures are coming, and myriad Disney projects are represented in items available in the game’s Toy Box mode). These Starter Pack franchises are being used as gateways, which can then build an install base large enough that when Disney releases Frozen in November it will have figures available on store shelves ready to meet the demands of kids who’ve seen the movie.

FrozenImageHowever, Disney’s plans for Frozen in Infinity capture the difficulty of developing a new franchise through a still nascent platform. Although figures for Anna and Elsa are going to be made available, along with “power discs” offering special tools for the game’s Toy Box mode, there will be no open-world play set tied to the film. Instead, Disney will once again rely on an existing franchise to add value to the platform ahead of the Christmas holidays, with a “Toy Story in Space” play set launching in October alongside a collection of new stand-alone figures. And since players can only use figures from a particular franchise in a play set, the Anna and Elsa figures will only work in the sandbox Toy Box mode, with only a single character-specific mission built for each of the two characters as opposed to an entire “game.”

Although this may simply be a reality of the timing of Frozen’s release relative to the platform’s development, it signals that thinking about Disney Infinity as a replacement for licensed tie-ins—as opposed to the creative revolution they claim—may still be overestimating Disney’s plans. Rather, it may instead offer a way for them to avoid developing a traditional console and/or handheld title for particular films but nonetheless give those films a presence in the space of console and handheld video games. The company may otherwise be content to serve fans in the space of browser and mobile gaming, where development is cheaper and where Disney is having success with developing new franchises like Where’s My Water alongside derivative mobile titles.

FrozenInfinityThis plan would likely serve Disney’s financial and promotional goals for Frozen, but it also means the value the franchise is adding to Infinity is limited. Although the two Frozen figures will—as pictured—be sold bundled with the two power discs (which are in other instances purchased in packages of two for $4.99) to commemorate the film’s opening, that package offers minimal new “content,” primarily offering aesthetic changes in Toy Box mode. With no future play sets planned beyond Toy Story, the Infinity platform functions not just as a new way to released licensed content but also a way for Disney to scale back its licensed game development while nonetheless ensuring presence—if not substantial presence—on consoles in the future. The question becomes whether they’re offering enough value in these standalone licensed products for them to serve as a promotional platform for either Infinity or the films in question, a question I will explore further in the final post of this series, “Behind the P(l)aywall“. See also the first post, “A Low-Risk Revolution.”

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Disney Infinity: A Low-Risk Revolution [Part One] http://blog.commarts.wisc.edu/2013/08/27/disney-infinity-a-low-risk-revolution-part-one/ http://blog.commarts.wisc.edu/2013/08/27/disney-infinity-a-low-risk-revolution-part-one/#comments Tue, 27 Aug 2013 13:46:57 +0000 http://blog.commarts.wisc.edu/?p=21505 disney-infinity-starter-packWriting about Disney Infinity, the latest multi-platform effort from the company’s Interactive division, Salon’s Sarah Kessler claims “Disney has treated its video games like accessories for a long time” and “most [games] have been treated like character lunch boxes and developed on short deadlines in order to match movie release dates,” extending a long line of discourse lamenting the poor quality of licensed video games. She presents Disney Infinity as the antidote, “a dramatic shift in the way Disney’s executives think about gaming”: It has a big budget, a long development period, and the cross-platform integration necessary in a contemporary, digital moment.

Kessler is not the only one to position Disney Infinity as a bold shift for Disney in the gaming field (see also: USA Today, The Hollywood Reporter, The Wall Street Journal), but her article—unlike some of the others—downplays the derivative nature of Disney Infinity both as a game and as a gaming platform (focusing instead on the company’s broader approach to digital media, which I will explore in a subsequent post). Disney Infinity represents an intersection of risk and risk-aversion, a game designed to revolutionize—or at least claim to revolutionize—how Disney licenses their franchises within the gaming industry while simultaneously emulating pre-existing business models from within that industry.

SkylandersAntennaWhen considering Disney Infinity as a business model, there is no question that Disney is looking closely at one of its competitors. Activision’s Skylanders series, which will release its third iteration Swapforce this fall, became a surprise success upon its debut in 2011. The series’ USB interface allowed gamers to transform collectible figurines—running roughly between $8 and $13—into in-game characters before their eyes, encouraging consumptive collecting as kids sought to gain access to all available characters. The Skylanders series has generated more than $1.5 billion in retail sales since its launch, a huge success for Activision and a definite inspiration for other companies wanting to cash in.

Disney Infinity is unable to hide its debt to Skylanders’ success. A $75 starter pack offers a collection of three figures—Jack Sparrow, Sulley, and Mr. Incredible—and a USB “Infinity Pad,” designed to activate the 17 figures from beloved Disney franchises available at launch (you can find the full lineup of content here). Infinity continues the convergence between the action figure aisle and the video game aisle, helped by prominent placement at retailers like Toys R Us (who embraced Skylanders, and who have partnered with Disney for an exclusive figure and other store-exclusive Infinity content). With additional figures and playsets—which add additional content—arriving beginning in October, Disney has positioned itself to take advantage of the holiday rush while simultaneously capturing early adopters looking to fill their virtual—and physical—toy boxes.

Although ambitious in scale, that Infinity is so clearly copying—if also altering, as I’ll explore in subsequent posts—Activision’s business model seems at odds with Disney’s corporate focus on creativity. While the game’s appeal is built around a “Toy Box” mode that expands on Skylanders‘ success and offers gamers the chance to bring different Disney franchises together and create their own levels in the Disney tradition of imagination (highlighted in the above trailer), even that mode is very purposefully modeled on recent success stories like Mojang’s Minecraft and Media Molecule’s Little Big Planet series.

While Disney Interactive’s Avalanche Software—who previously developed the licensed tie-in based on Toy Story 3—has created a game built on the rhetoric of imagination and creativity, Disney Infinity is also a game that has carefully calculated its structure based on the market—and critical—success of other companies. Although it is true that any gaming investment on this scale is a risk, in this case it’s a risk that has been mitigated by Disney’s conscious effort to copy their competitors in this field.

It’s also a risk that despite its initial scale is designed to simplify the process of Disney continuing to leverage its film and television content in the way it has for years. Although an ambitious undertaking in terms of initial financial investment, an established platform like Infinity provides Disney with a game engine, an install base of consumers, and a development familiarity that will allow them to efficiently deliver content tied to new feature films or television projects without the challenges of working with a range of development studios on separate licensed titles. Disney shut down multiple in-house studios and various in-progress licensed titles to funnel development toward Infinity, betting on its long-term potential not to revolutionize the quality of licensed video games but to make it more efficient to develop the kind of “lunch box” paratexts that Kessler prematurely signals are no longer part of Disney’s strategy.

Disney Infinity is at its core a fancier, more expensive, and multi-compartmentalized lunch box, one that in its engagement with so many Disney franchises appeals to both nostalgic parents and avid young Disney fans alike. It’s an impressive monument to the Disney legacy, but at the same time it’s a monument to a legacy of “Imagineering” that shows substantive creativity in neither its short term risk-aversion nor its long-term goal of franchising efficiency. Although the game offers a platform in its “Toy Box” mode to build your own worlds and engage in gamers’ creativity through downloading user-generated levels from a central server, at launch it’s difficult to see Disney as innovating in the space of video games so much as they are slightly recalibrating the way they use video games in response to prevailing market trends.

In part two (“A Promotional Platform“) and part three (“Behind the P(l)aywall“), I will further explore how Disney intends to handle the development of promotional paratexts within the Infinity platform, as well as how the company is defining gaming “value” within the platform both at launch and in the release of additional content in the months and years ahead.

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One World, Two Ways In (For Some): Syfy’s Defiance http://blog.commarts.wisc.edu/2013/02/20/one-world-two-ways-in-for-some-syfys-defiance/ Wed, 20 Feb 2013 16:37:07 +0000 http://blog.commarts.wisc.edu/?p=18626 Screen Shot 2013-02-17 at 6.39.58 PMWhen Syfy president Dave Howe introduced Defiance’s at the TCA Press Tour in January, he referred to the project as “a groundbreaking transmedia event that unites high quality scripted television and online gaming in an unprecedented way. In short, Defiance is one world, but with two ways in.” While my previous post on Defiance considered the ways in which the respective futures of the video game and the television series could follow different paths, here I want to focus on who Syfy and developer Trion Worlds expect to travel through the respective entrances to the world in question.

While Henry Jenkins and others have rightfully observed the potential for innovative storytelling and expanded audience engagement through convergent media practices, transmedia storytelling also functions as a solution to a problem. Howe positions Defiance as the result after Syfy “imagined the future of entertainment as technology evolves across new digital screens and platforms,” but fails to acknowledge that this was not simply the result of innovative thinking but rather data suggesting Syfy and channels like it were losing viewers to other forms of media, including video games. The commercial imperatives behind convergence may not appear in public relations copy, but cross-platform projects like Defiance are about reaching certain audiences productive to Syfy’s long-term programming and branding goals in a convergent media environment

To be clear, this does not necessarily devalue the creative potential of Defiance as a transmedia storytelling experience (this DICE keynote features some intriguing production culture details), but I choose to foreground commercial imperatives due to incongruence between the audiences these projects seek to draw. While Howe is correct that there are two entrances into this world, those entrances are functioning within two industries where audience targeting works differently, and the gaming doorway is considerably narrower—and more male-oriented—than the television one.

BenzDefianceIn the case of Syfy, Defiance is positioned within a broader tradition of science fiction on the channel, including Battlestar Galactica and Farscape. One could look to the frontier setting and the presence of a brothel as evidence of the series appealing to male audiences, but Defiance mirrors Galactica’s focus on women in power (Julie Benz’s Amanda Rosewater is the town’s mayor) and follows NBC’s Revolution into the realm of young, tough female characters (Stephanie Leonidas’ Irisa). While the series contains elements we could deconstruct as being aimed toward male audiences, it ultimately seeks a balanced approach designed to maximize viewership within fans of science fiction programming (already a niche that is dangerous to narrow further, as demonstrated by Syfy’s efforts to extend their brand away from high science fiction toward lighter genre fare).

However, when I asked a Trion Worlds developer about the target audience for the video game, his answer was simpler: “Shooter fans.” The game’s claim to notoriety is not simply its transmedia relationship with the television series, but also its combination of Massively Multiplayer Online gameplay and third-person shooter mechanics similar to series like Gears of War. In this, the game seeks to merge the MMO model with what stands as the largest gaming audience on home game consoles, the audience that has made series like Gears of War or Call of Duty so successful. This is also an audience that is almost exclusively imagined as male by those within the gaming industry.

DefianceScreenshotOf course, female gamers are among those who have made the shooter genre so successful—I spoke with one female critic who identified as a shooter fan as we discussed playing Defiance at TCA—but they are not the audience being sold to when a company like Trion Worlds develops a game like Defiance. Although there is plenty of evidence to suggest that women make up a large percentage—up to 60%—of those who play video games, industry logic suggests that gameplay takes place within more casual gaming spaces, which could include web browsers, mobile devices devices, or home consoles like the Wii which came to be known for their cross-gender and cross-generational appeal. While Massively Multiplayer Role-Playing Games (MMORPGs) are considered a space where women make up a substantial portion of active players, Trion’s decision to focus on third-person shooting pushes Defiance’s demographics toward an imagined collection of male core gamers age 18-34 considered more likely to own the consoles or gaming hardware necessary to take part in this experience, a demographic often referred to as the “lost boys.”

Trion’s development choice creates an imbalance between the two entrances Bell refers to: while fans of the game can easily transition their attention to a television series (something they could even watch on their game console or PC), the choice to emphasize core gamer mechanics rather than a more accessible gameplay style limits the likelihood of viewers—both female and male—with only casual gaming experience accessing the complete Defiance experience.[1] While Defiance the television series may seek to expand its focus beyond a primarily male audience, Defiance as a broader—yet narrower—transmedia initiative highlights the gendered reality of convergent media practices tied to the video game industry’s male-dominated logics.

Trion and Syfy’s decision to focus on hardcore gamers does not preclude female gamers from experiencing Defiance as a transmedia narrative, but their adherence to game industry logics—most likely to manage financial risk in a big-budget console video game space—shapes their imagined user as a “lost boy” Syfy seeks to find. Although the show could enable Syfy to embrace this young male demographic—which sister channel G4 recently gave up on—should the game be successful, it also confines the transmedia narrative to a gendered understanding of convergence that imagines gaming as a lure for male viewers rather than a creative extension for all viewers.

 


[1] The Trion developers overseeing Syfy’s TCA event admitted the difficulty setting was set very high on the demo made available (which had been made for a gaming industry event months earlier), to the point where more casual players—including several Syfy executives and stars—who tried it were often frustrated by a lack of progress.

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More Lively Than Life is Our Motto: Better Living Through Gamification http://blog.commarts.wisc.edu/2013/02/01/more-lively-than-life-is-our-motto-better-living-through-gamification/ http://blog.commarts.wisc.edu/2013/02/01/more-lively-than-life-is-our-motto-better-living-through-gamification/#comments Fri, 01 Feb 2013 14:45:33 +0000 http://blog.commarts.wisc.edu/?p=17566

Way of Life, "The Ultimate Habit Building App"

On New Year’s Day, instead of signing up for a gym or joining a writing group, I binge downloaded apps on my iPad. Perhaps it was the grease hangover from a night of eating only chicken wings in a comedy club upstairs from a Chinese restaurant, or perhaps it was the usual grad student anxiety made worse by habitual procrastination to Academic Coach Taylor memes. Whatever the cause of my guilt, my answer was in the App Store. So, I downloaded a bunch of apps: one to count calories, another to create ambient music in order work better, harder, and faster, and another to figure out what mental roadblocks weigh me down, in order to – as the app urges – “live better every day.” To top it off, I bought a habit building app that reminds me to record whether I counted my calories, whether I worked harder, better, and faster, and whether I overcame those mental roadblocks. The app charts my progress over time and shares it with my social networks.

This remedy is one part Lifehacker’s cult of productivity, half part Anthony Robbin’s self-help-ism, and two parts Kevin Kelly’s Quantified Self. And like eating fried chicken in the dark, this remedy instantly gratifies but never quite satisfies. Like other purported technological cure-alls today, this one is identified through a neologism, is criticized as a buzzword, and is hailed by proponents as a movement. “Gamification” is this process of using game logics such as points, badges, levels, challenges, and rewards to enhance traditionally non-game experiences. This experience might be uploading your fitness milestones onto Nike+  and syncing it with your workout on the Xbox 360 Kinect; it may be boosting productivity at a call center by using leaderboards and badges; it may be competing with your roommate for tangible rewards using a sophisticated system of rules to more pleasantly accomplish household chores. It is the carrot and the stick; it is putting more life into your life.

Nike+ Kinect Training

In all these examples, there is a representational structure linking reward to achievement, cause to effect – a structure that gamification enthusiasts claim produces unprecedented behavior change. Gamification allows you to incentivize anything in your (or your employees’) life to make it more fun, more efficient, more effective. In the words of Jane McGonigal – the movement’s high priestess who galvanized a legion of marketers and game designers in that TED talk – games can make a better world and make us “SuperBetter”™ – incidentally, also the name of her latest game.

At MIT’s Futures of Entertainment Conference, a panel of gaming experts playfully refused to respond to a persistent question rising to the top of a crowdsourced backchannel – “What is the future of Gamification?” Dismissed by these experts as a a fancy name for customer loyalty programs that are a perversion of game mechanics, and disdained as “marketing bullshit,” it is easy to write off gamification as the latest marketing buzzword. However, as media scholars have witnessed in half a decade of critical deconstruction of what was known as “Web 2.0,” technological buzzwords are never empty – they are ciphers for configurations of cultural values that iteratively shape relations between people, systems, and institutions.

The gamified website for NBC's The Office

On The Office’s gamified website, users signed up as employees of the fictional Dunder Mifflin paper company and earned “Schrute Bucks” for making comments, posting photos and performing tasks that built engagement and buzz for the show. It didn’t take long for the site to be populated with user-generated content. In an interview with Mashable, the gamification startup Bunchball raved that “NBC loved it because they were paying all these users fake money to do real work.” Unlike the conception of pure waste that game scholars such as Roger Caillois have used to define play, the playfulness of gamification is consummately productive.

According to the Pew center’s survey of experts, gamification may retreat as a fad, but only because its mechanisms will become more entrenched and quotidian – a trajectory that Web 2.0 took in becoming simply “social media.” Therefore, despite the fatigue from yet another marketing revolution, media scholars must map the contours of Gamification’s discourses as they erect and legitimate motivational structures for narrowly predetermined behaviors in our work, leisure, and psychic lives. These are structures that capture our playfulness, our guilt, our desires, our energies, and convert them into quantifiable outcomes such as engagement in platforms, loyalty to brands, user-generated data, and user-generated content. In Blade Runner (1982), the visionary doctor proclaimed that “commerce is our goal here at Tyrell; more human than human is our motto.” And as the film has taught three decades of moviegoers, we have to ask ourselves what it means to be human. Similarly, as we reinvent our lives through gamification, we have to ask ourselves what it means to be alive.

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What Are You Missing? January 6-19 http://blog.commarts.wisc.edu/2013/01/20/what-are-you-missing-january-6-19/ http://blog.commarts.wisc.edu/2013/01/20/what-are-you-missing-january-6-19/#comments Sun, 20 Jan 2013 15:27:41 +0000 http://blog.commarts.wisc.edu/?p=17414 Ten (or more) media industry news items you might have missed recently.

1. China had a big box office year in 2012, though a good chunk of the revenue came from American studio imports, like Life of Pi. The Hangover-esque Chinese comedy Lost in Thailand has become the country’s biggest domestic hit ever, though, and some expect the rise of China to global number one movie market status to come courtesy of shallow blockbusters.

2. Hollywood studios are turning to outside funding to support its films that aren’t shallow blockbusters, while Disney is looking at budget cuts for everything. DreamWorks is still a great place to work, though. Video game makers want greater control over the films Hollywood makes from their properties, while Disney is meshing together gaming and its movies with the upcoming Disney Infinity game.

3. We’re getting more info about Redbox Instant, which is expected to launch in March, because a group of users have gotten to beta test it. We know that it will be focused on movies, not TV shows, and Redbox’s CEO also says the company won’t abandon DVDs. But Austin Carr isn’t impressed with the service.

4. Home video revenue finally rose a bit last year, halting a seven-year skid, with streaming getting most of the credit for the uptick. UltraViolet also continues to grow, and Walmart’s “disc to digital” cloud service has been improved. Don’t expect Amazon to extend its “Amazon-purchased CD to digital” plan to movies, though.

5. Amazon has also launched a new mp3 store targeted toward iPhone/iPod users, offering a shot across iTunes’ bow. iTunes now has a partnership with Rolling Stone, whose iPad magazine will have links to Apple’s music store. The blog Asymco has graphed the iTunes economy.

6. 2012 music sales indicate the CD’s impending demise and the digital single’s growth. Other trends revealed from the figures are that big hits take up an increasing share of download sales; rock and pop music dominated, though country music sales rose compared to 2011; and indie labels grabbed one-third of album sales.

7. The number of children reading books on digital devices is rising, though over half of kids still have never read an e-book. Libraries are also said to be losing their influence among children, but maybe video games at libraries can help. There’s also a plan in the works in Texas for a bookless, all-digital library.

8. The Wii U is bringing in more revenue than the original Wii did in early sales, but that’s only because it costs more. Nintendo’s president says sales of the Wii U are “not bad,” given the competitive landscape, and Nintendo is merging its console and handheld divisions to better deal with that landscape. Xbox 360 has finished its second year as the best-selling console, and Microsoft says that the next Xbox system will fill your living room with images to immerse you in games. And we can now say goodbye to the dominant console of the past, the Playstation 2, which will no longer be made.

9. Pingdom offers a slew of stats on how we used the internet around the world in 2012, from search to mobile to email, while Mashable has an infographic specifically on social media use in 2012. The FCC is looking to expand Wi-Fi spectrum space so we can do even more online in 2013, like look at video ads.

10. Some of the finer News for TV Majors posts from the past few weeks: Anger Management Returns, CNN-SI Change, OWN Hopes, Double Your FX, TCA & Twitter, The Killing Will Return, Dish & CBS Battle Ropes in CNET, Corrie Coming to Hulu, Five-0 Ending, Time-Shifted Viewing, Soap Revivals, Video Sharing Passed, Netflix & Ratings, Al Jazeera America, PBS at TCA, The CW at TCA, CBS & Showtime at TCA, Arrested Development at TCA, ABC at TCA, FX at TCA, Fox at TCA, NBC at TCA.

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Episodic: What Games Learned From TV http://blog.commarts.wisc.edu/2012/12/05/episodic-what-games-learned-from-tv/ Wed, 05 Dec 2012 14:25:30 +0000 http://blog.commarts.wisc.edu/?p=16855 In two short years, The Walking Dead has become one of the hottest intellectual properties in America. Starting as a comic book series in 2003, the introduction of a record-breaking AMC television adaptation in 2010 begat a media juggernaut, with the additions of a live talk show, fan conventions, media tie-ins and more. Yet it is perhaps a video game adaptation by Telltale Games that has had the most impact of all on its particular medium, as The Walking Dead: The Game has succeeded both financially and critically with a unique televisual-model of distribution, releasing ‘episodes’ of a single season over the course of 2012, possibly heralding a new age (good or bad) in video games thanks to digital distribution as well as unique gameplay possibilities.

The Walking Dead is certainly not the first video game to borrow from television, particularly in terms of aesthetics and style. Alan Wake, published by Microsoft for the XBox 360 in 2010, is a full-length psychological thriller that is internally structured like a television series. ‘Levels’ of the game are presented as ‘episodes,’ each with their own arcs and cliffhanger endings. The most overt element is a “Previously On Alan Wake” cinematic that plays before each ‘episode,’ quickly recapping the events of the game so far. The function here is less practical (as it is used on actual television shows to remind viewers of possibly long-forgotten plot points) as it is much more stylistic, meant to imitate the particularly televisual device, perhaps even parodying it.

While Alan Wake certainly captures the aesthetics and presentational aspects of television, it is still a primarily singular experience. Yes, the game features episodes and levels, but games have always had levels since their very inception. Whenever Mario (well, Jumpman) would reach the Princess in Donkey Kong, he would quickly whisk her away, prompting the next episode’ of conflict and adventure for our hero. But Alan Wake shows the inherent structural similarities between these two media. Both television and many video games utilize a particularly fragmented organizational style, wherein smaller yet distinct parts come together to form a whole that allows starting and stopping, as opposed to film which is meant to be experienced in a single sitting. Games often take several hours to complete, and television seasons and entire seasons certainly tie to this mode. With all of these connections, as well as the obvious fact that games are primarily played on televisions, the real question is why episodic gaming is the exception and not the rule?

An 'Episode' of Donkey Kong

The first episode of The Walking Dead game was released in April of 2012. Subsequent episodes (2-5) were released roughly every two months, meaning the entire ‘season’ of the game took about seven months to be fully released. While a disc-based, physical release containing the entire season will be released in December, over 1.2 million unique players have downloaded and experienced the game so far (and these sales numbers only take into account the first three episodes) and was the highest-selling game in August 2012. What is most fascinating about the game’s success, from an economic standpoint, is the growth in downloads from Episode 1 into later installments. Like a television show gaining viewers from season to season, The Walking Dead gained players as word spread in the months between releases. The episodic television model was not some gimmick as it played aesthetically in Alan Wake, but a financially successful distribution model for a gaming product.

There are many factors required for this system to be successful. First and foremost, digital distribution is needed by publishers like Telltale Games in order to keep costs down. The idea of packaged episodic content would raise prices exponentially, particularly considering that each episode only contains roughly 2-3 hours of content (as opposed to full-retail games ranging from 20-50 hours). Players are even able to buy a ‘Season Pass,’ getting all five episodes cheaper than buying them individually, encouraging early adoption.

Beyond the digital technology, the game had to be good, which allowed for both popular and critical acclaim to spread, increasing interest in the product while it was still on the market, so to speak. Instead of possibly buying a game most people had already purchased and played to completion, new players could ‘catch up,’ and join the conversation. Herein lies the rub; while episodic gaming is a new frontier for how developers make games, helping avoid the huge risk market of long development cycles and increased budgets, it is perhaps an even larger divergence in terms of how we play games.

Fan Art for "The Walking Dead" Game

One of the more lauded aspects of The Walking Dead is the element of player choice. The game frequently confronts players with moral and practical choices that change the plot throughout the rest of the game, with decisions as major as killing or saving certain characters. This entire system gains more worth for the player when it is shared socially, with players discussing stories and divergences in various play-throughs, leading to a variety of unique narratives. Communities like The Walking Dead Confessions (SPOILERS!) have sprung up around the game, and the episodic nature was crucial to these discussions, as posts before the final episode frequently featured theories and hopes for how the rest of the game would play out. Players were socially-constructing their play experience because of the episodic nature, rather than individualizing the experience and sharing after-the-fact.

As television continues into its (arguably) new “golden age,” the shift in video games towards the televisual model of both aesthetics and distribution may be a sign of quality to come. Despite the entrenched history of AAA-games and off-the-shelf distribution, the rise of digital and more small-scale games portends a seismic shift in the industry, for players, developers, but perhaps most importantly, for the games themselves.

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What Are You Missing? November 4-17 http://blog.commarts.wisc.edu/2012/11/18/what-are-you-missing-november-4-17/ Sun, 18 Nov 2012 15:17:37 +0000 http://blog.commarts.wisc.edu/?p=16444 Ten (or more) media industry news items you might have missed recently:

1. Giant publishers Penguin and Random House are combining forces, a move which some say is absolutely necessary for survival against the onslaught of e-book competitors, and it’s likely that consolidation will continue, with money rather than culture driving publishing. A new era is also heralded by the Macmillan Dictionary going online only.

2. Brooklyn is becoming a key moviegoing region, thanks to new ventures like a hybrid theater/DVD rental store/bar. Further south, Virginia has seen its status as a movie production region boosted through tax incentives, with Lincoln providing a model example. The loser in that scenario is Los Angeles, which has lost over 16,000 production jobs since 2004, and now LA stands to lose porn workers too.

3. It’s shaping up to be a decent year at the movie box office, and there’s also increasing money to be made in video-on-demand, foreign markets (though China’s now a question mark), product placement, and branding.

4. Warner Bros. is beset by in-fighting, while Sony Pictures’ financial struggles continue. And though Sony insists the studio’s not for sale, Viacom’s CEO says fine, we totally don’t want to buy your stupid studio anyway. And now here comes Michael Eisner getting back in the game with Universal, which might mean…Are you sitting down? (Right, you’re probably sitting at a computer)…a new Garbage Pail Kids movie.

5. 33% of North American peak residential downstream internet traffic now involves Netflix, but while Netflix’s growth may have drawn some online video pirates away from BitTorrent, traffic via BitTorrent is still increasing. Mega is getting back in business in New Zealand, while Pirate Bay’s founder, already in detention in Sweden, is looking at new charges.

6. Spotify’s valuation just went down, but the music service has had a good 2012, with new investors and expansions and plans in place to rescue the music industry after it finally craters. Web radio is also doing well, though the battle over online royalties stands to get fiercer, and musicians are growing more dissatisfied with Pandora. The impact of such services on music fan habits is muddled, but at least one big label is now at a digital tipping point. And through it all, the hated Nickelback just keeps making bank.

7. You’ve heard this before: Console video game sales are down, the eleventh straight month of declines. Though the impending release of new generation consoles could break that streak, rumors are that there might not be as many physical games to buy soon anyway. But here’s something new: good old-fashioned board games are growing in popularity, apparently sparked by online gaming and the desire for social alternatives.

8. Election night was a big internet and social media night, as Twitter and Facebook saw huge activity, and Instagram also made its mark. Google+? Not so much. President Obama spent considerably more on social media than his challenger did and took greater advantage of internet marketing and data, and Obama’s tech team is getting high praise for its role in his re-election success.

9. Former Hollywood exec Peter Chernin has joined Twitter’s board of directors, and it seems he has some catching up to do as he helps to plot a new future for the social media service. That future will include tweets from the Pope, though His Holiness might want to get on board with the impressive Tumblr too.

10. Some of the finer News for TV Majors posts from the past few weeks: Social Media Data, Amazon Money, Time-Shifting Down Too, ESPN’s Tebow Obsession, TV Wars, First & Second Screens, +3 Compared to +7, +7 Ratings, House of Cards Trailer, New MTV Programmer, BBC Crisis, Fox News & the Election, Rove’s Performance, Return of The Killing, Gay TV Impact.

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What Are You Missing? October 7-20 http://blog.commarts.wisc.edu/2012/10/21/what-are-you-missing-october-7-20/ http://blog.commarts.wisc.edu/2012/10/21/what-are-you-missing-october-7-20/#comments Sun, 21 Oct 2012 14:51:50 +0000 http://blog.commarts.wisc.edu/?p=15864 Ten (or more) media industry news items you might have missed recently:

1. YouTube is ramping up its investment in branded channels to make itself more like TV. There’s a danger, though, in alienating the amateurs that YouTube initially capitalized on to distinguish it from TV. More favorably, YouTube is trying to help out nonprofit campaigns, and it has tweaked its search algorithm to better favor videos that viewers truly engage with.

2. Some big numbers in the news this past fortnight: There are now six billion cell phones worldwide (though that still leaves one billion without one), and there are one billion smartphones out there. Internet advertising reached $17 billion for the first half of 2012. American mobile devices ate up 1.1 trillion megabytes of data across 12 months, and US high speed broadband connections are up 76% over last year. The biggest number in the news? A French woman received a mobile phone bill for $15 quadrillion.

3. Amazon is going to take advantage of all the consumer data it gathers by working more closely with advertisers and ad agencies to place ads on Amazon sites. The Do Not Track movement is trying to limit what consumer data advertisers can obtain from our web browsers, much to advertisers’ chagrin. Adding more chagrin is a study highlighting how frequently mobile ad clicks are merely accidental.

4. The newspaper audience is shrinking — or maybe it’s not — but either way, Britain’s Guardian is the latest to look at ending its print edition. In the US, the Chicago Tribune is shifting to a paywall strategy online, which sounds like a bad move if you buy the idea that print outlets should be following what The Atlantic is doing. Newspapers in Brazil don’t like what Google is doing, and they’re now going to have to deal with the New York Times encroaching on their turf in an effort to expand its global audience.

5. A new study finds that young people commonly copy and share music among family and friends, but it was also determined that file-sharers buy more music than non-file-sharers, lending some food for thought to the music industry, which will see peer-to-peer users warned about illegal sharing activities soon. Unfortunately, the musicians’ cut of digital music income remains paltry, but Pandora insists the money is there.

6. As the compact disc turns 30, Neil Young is pushing for a new digital format, one superior in sound quality to mp3s. Meanwhile, music streaming marches onward, with Xbox now joining the fray and the BBC starting its own service, while Spotify looks to expand in new areas, such as in Japan and on smart TVs.

7. 20th Century Fox professes to be very excited about new technologies, while one of the most pervasive of Hollywood’s recent technological efforts, 3D, is supposedly on the decline (again). Given recent studio turmoil, it’s unclear who exactly will lead Hollywood through this next stage of technological production, but it’s seeming likely there won’t be as many unpaid interns working for them as before.

8. The new documentary nomination rules that Michael Moore helped the Academy usher in for this year’s Oscars have apparently only caused new problems, so now Moore is proposing new solutions, including getting rid of the old solutions. Much of this revolves around issues of distribution, and the story behind Detropia illustrates how challenging distribution of docs has gotten today.

9. The gaming company Zynga is experiencing all sorts of turmoil, from declining stock to rumors of employee revolts to lawsuits against an ex-employee being portrayed as a threat to current employees. But at least there’s FarmVille 2, now with 50 million players. Of course, it’s no Angry Birds, now with 200 million players.

10. Some of the finer News for TV Majors posts from the past few weeks: Community Art, Ratings Takes, Scrambling Ban Eliminated, Cord Cutting Boxes, Connie Britton’s Hair, New Moonves Contract, New Local Ratings System, Real PBS Issues, DVR Boosts, Variety Sold, House of Cards Scheduled.

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What Are You Missing? Sept 16-29 http://blog.commarts.wisc.edu/2012/09/30/what-are-you-missing-sept-16-29/ http://blog.commarts.wisc.edu/2012/09/30/what-are-you-missing-sept-16-29/#comments Sun, 30 Sep 2012 14:31:47 +0000 http://blog.commarts.wisc.edu/?p=15486 Ten (or more) media industry news items you might have missed recently:

1. In-flight airline entertainment is at a crossroads, as airlines decide between spending on wifi upgrades to let people use their own devices and on airplane entertainment technology like seat-back systems. JetBlue is going for the wifi option, and Boeing is upgrading wifi systems on their planes, while a few international airlines are passing out pre-loaded iPads to keep passengers entertained. In addition to the ever-rising costs to access in-flight wifi, there’s also the matter of it inevitably being slow.

2. Netflix has new competition to keep an eye on: Sky made a deal in the UK with Warner Bros., the new Redbox-Verizon service plans a Christmas debut, there’s word Disney could jump into the fray soon, UltraViolet might finally make some noise, and cable VOD stands to encroach further on Netflix’s territory.

3. Predictions are starting for the Foreign Language Oscar race, but you can take Iran off the table for the back-to-back win because it will boycott the Oscars due to outrage over Innocence of Muslims. Or at least that’s the reasononing Iran’s culture minister claims. Alyssa Rosenberg thinks there might be more to it. Either way, Iran won’t be thrilled to hear that more film projects about Muhammad are in the works.

4. Theaters continue to struggle, with the iconic Lumiere Theatre in San Francisco and the Roxy Theater in Philadelphia darkening for good. A pair of designers believe new design thinking can help turn theaters around. Theater owners might also follow the branding advice of AMC Theaters’ Shane Adams, who impressed many on Twitter last week. At least AMC and other theaters can continue to charge whatever high prices they want for snacks, thanks to a lawsuit dismissal.

5. There was a huge deal in the music business, as Universal Music Group finalized the acquisition of EMI Music’s recorded music unit following European Union and US approval, which was contingent upon the new combo selling off some assets, including the contracts of some prominent artists. Even after that, Universal will end up with control of about 40% of the US and European music market and immense power over the future direction of the industry.

6. Alyssa Oursler insists that Pandora and other music services have nothing to worry about from the Universal deal, and Pandora’s attention is elsewhere right now anyway, specifically on supporting a proposed bill called The Internet Radio Fairness Act that would lower streaming service royalty fees to put them par with what satellite radio and cable companies pay. Independent stations also support the bill.

7. There’s a redesigned PlayStation 3 coming out, but don’t expect to get a cheaper deal on a previous model. You can expect more mobile options from Sony, and Electronic Arts is also trying to take advantage of multi-platform gaming. You’ll be able to play multiple Hobbit games on multiple platforms, and Sesame Street is also pointing the way toward the future of gaming.

8. Wal-mart won’t be selling Kindles anymore. The stated reason why is somewhat vague, and it could just have to do with frustration with Amazon. Some readers are getting frustrated with higher e-book prices from Amazon, while Amazon will try to hook more with Kindle Serials. Amazon will have a new competitor thanks to a new e-book venture formed by Barry Diller and Scott Rudin.

9. Conditions at China’s Foxconn factory, which makes the iPhone 5, got even worse, with a riot temporarily shutting down production. This has come at a tenuous time for China’s corporate environment and raises larger questions about Chinese manufacturing, while Foxconn’s owner is looking to expand his business efforts beyond the country. Apple insists it is improving foreign factory conditions.

10. Some of the finer News for TV Majors posts from the past few weeks: Cheers Oral History, Live TV Controversy, Auction Plans, The CW Signs With Nielsen Online, Dish Talking Internet TV, Changing Households, Variety Buyer, Cable Battles Consoles, Emmys Coverage, Female Employment, Netflix & A&E, Measuring Social Buzz, Tweeting Isn’t Watching, Microsoft Hire, New BBC

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