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George P. Johnson
                       Leadership Offsite
                       2011




Tuesday, April 2, 13
Stories, Games and Origami Unicorns:
                       remote engaging in our participatory
                       world

                       Kenny Lauer




Tuesday, April 2, 13
http://www.flickr.com/photos/headtraumamovie/870988845   3
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http://www.mikearauz.com/2009/03/thoughts-on-spreadable-media-parts-3.html   4
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“If I tell my Facebook friends about your
                       brand, it’s not because I like your brand,




                                           http://www.mikearauz.com/2009/03/thoughts-on-spreadable-media-parts-3.html   4
Tuesday, April 2, 13
“If I tell my Facebook friends about your
                       brand, it’s not because I like your brand,
                       but rather because I like my friends.
                                                                                 – Mike Arauz




                                           http://www.mikearauz.com/2009/03/thoughts-on-spreadable-media-parts-3.html   4
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Relationships are Redefined




                                                    6
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Relationships are Redefined

                       Traditional 1:1 relationship




                                                      6
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Relationships are Redefined

                       Traditional 1:1 relationship   Traditional 1:1:M relationship




                                                                                       6
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“The moment
                             we are
                                     living through [right now]—
                            is the largest increase in
                       expressive capability in human history.”
                                                           – Clay Shirky, TED


                            Expressive    To make known the opinions or feeling of
                             Capability   Having power and ability
                                                                                     8
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Remote Engagement

                                                            Defined
                                                            A Digital Experience interaction
                                                            that happens either:
                                                            1. outside the “4 walls” of the event
                                                               OR
                                                            2. within the “4-walls” but influences
                                                               or affects people outside the
                                                               “4-walls”




                       © David Armano darmano.typepad.com
                                                                                                     12
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Remote Engagement

                       Getting from “Me” to “Them”                                      Defined
                                                                                        A Digital Experience interaction
                                                                                        that happens either:
                                                                                        1. outside the “4 walls” of the event
                                                            Them
                                                                                           OR
                                                                                        2. within the “4-walls” but influences
                                                                                           or affects people outside the
                                                                                           “4-walls”




                                     Me                            Understanding Remote Engagement
                                                                   Convergence and participatory culture
                                                                   (e.g., gamification, transmedia storytelling)
                       © David Armano darmano.typepad.com
                                                                                                                                 12
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Egypt 2.0?




                                    13
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Egypt 2.0?




                                    13
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Egypt 2.0?




                                    13
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“I want to meet Mark Zuckerberg one day and thank him...
                       I'm talking on behalf of Egypt. ...

                       This revolution started online.
                       This revolution started on Facebook.
                       We would post a video on Facebook that would be shared by
                       60,000 people on their walls within a few hours. I've always said
                       that if you want to liberate a society just give them the Internet.”
                                                                          – Wael Ghonim
                                                                                              18
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+ 16504194196
                       + 390662207294
                       + 97316199855




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Social Media is changing the world.




                                                             Level 4 Ripples
                                                         4   Distribution through individuals
                                                             (email lists, etc.)


                                                         3
                                                             Level 3 Ripples
                                                             Distribution through “closed” networks
                                                             (Facebook, MySpace, etc.)

                                                             Level 2 Ripples
                                                         2   Distribution through “open” networks
                                                             (blogs, sites, feeds, widgets, etc.)



                                                        1
                                                             Level 1 Ripples
                                                             Distribution through mainstream media outlets,
                                                             digital and analog (press, influencers, etc.)




                                                                                                              22
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The most important word on
                       the Internet is not “SEARCH”.

                       THE MOST IMPORTANT WORD
                       ON THE INTERNET IS “SHARE”.
                                      – Hugh McLeod & Jyri Engstrom




                                                                      23
Tuesday, April 2, 13
Anywhere and everywhere
                                                Social networking now         connects 62 million US adults.
                                                                                                                      – Forrester


                         “There are more than   200 million active users [40 percent]
                         currently accessing Facebook through their mobile devices. People that use
                         Facebook on their mobile devices are twice as active on Facebook as non-mobile
                         users.”
                                                                             – Facebook official statistics (January, 2011).



                       Twitter is now attracting 190 million visitors per month and generating 65                      million
                       Tweets a day. Most users don’t Tweet at all, but rather use Twitter as a consumption
                       media.
                                                                             – Twitter COO Dick Costolo, at the Conversational Media Summit


                                    It gets   300,000 new users a day.
                                                        – Biz stone, Chirp
                                                                                                                                              24
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Over 6 million people are engaging
                       Fortune 500 brands through key social
                       media channels.




                       Source: “The Social Media Habits of the Fortune 500” study, iMediaWorks, 2Q, 2009   25
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500 Billion Impressions

                        People in the US generate more than 500
                        billion online impressions on each other
                        regarding products and services — more than
                        one-fourth the number of impressions
                        advertisers make.



                                                                      26
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US Social Network Ad Revenues, 2009 –
                       Billions and % Change




                         Source: eMarketer, January 2011
                                                               27
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US Social Network Ad Revenues, 2009 –
                       Billions and % Change

                                                                                          $3.93
                                                                                         (27.7%)
                                                                                $3.08
                        Why are US marketers                                   (55.0%)

                        spending 55% more                             $1.99
                                                            $1.43    (39.0%)
                        than last year ($3.08B)            (20.3%)
                        to advertise on social
                        networking sites this year,
                        as predicted by eMarketer?
                                                            2009      2010      2011     2012




                                   That’s where consumers are influenced.

                         Source: eMarketer, January 2011
                                                                                                   27
Tuesday, April 2, 13
Technology
             is
           changing
                       our lives
                                   Convergence culture
                                     is a world where
                                    every story, image,
                                    sound, idea, brand,
                                     and relationship
                                     will play itself out
                                    across all possible
                                     media platforms.
                                         – Henry Jenkins




                                                            28
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Participatory Culture: The Prosumer




                                                             29
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Participatory Culture: The Prosumer




                                                             29
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Technical Portal vs. Phenomenon




                                                         30
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Dino Ignacio   Bert


                                             32
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Mashup and Remix




                                          34
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Era Mashups




                                     35
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Participatory Culture: Social Skills and
                       Competencies




                                                                  37
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Transmedia Storytelling: What is it?




                                                              http://social-creature.com/page/3   38
Tuesday, April 2, 13
Transmedia Storytelling: What is it?
                       •   According to Henry Jenkins: A
                           process where integral elements of a
                           fiction get dispersed systematically
                           across multiple delivery channels for
                           the purpose of creating a unified and
                           coordinated entertainment
                           experience. Ideally, each medium
                           makes it own unique contribution to
                           the unfolding of the story.”


                       •   According to Kenny Lauer: Enable
                           the audience to experience the story
                           in a lot of different ways through a lot
                           of different ways.

                                                                      http://social-creature.com/page/3   38
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Harry Potter
                       movies, video games and other elements
                        are all retellings of the books that JK
                                     Rowling wrote
                                   = Not transmedia




                                                                  39
Tuesday, April 2, 13
Harry Potter
                       movies, video games and other elements
                        are all retellings of the books that JK
                                     Rowling wrote
                                   = Not transmedia




                                         Julia Child
                             autobiography, My Life in France
                        + Julie Powell’s blog The Julie/Julia Project
                           + Nora Efron’s movie, Julie and Julia
                                       = Transmedia




                                                                        39
Tuesday, April 2, 13
Elements of Transmedia Storytelling

                       •   Participatory.
                           Not just watching.
                       •   Recursive.
                           Ties back into the core narrative(s) and builds
                           intelligence.
                       •   Scalable.
                           Grows into other forms or properties to some extent.


                                                                                  40
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Linear, Control, Push
                         Story         Produce   Watch




                                                         41
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Linear, Control, Push
                         Story          Produce         Watch




                       Non-linear, Participatory, Push/Pull




                                                                41
Tuesday, April 2, 13
Linear, Control, Push
                            Story                       Produce                           Watch




                       Non-linear, Participatory, Push/Pull
                       Franchise Transmedia
                       Multiple platforms create a collection of individual experiences



                                    Comic Book                       Sequel




                                                      Story
                                                                         Computer
                              Webisode
                                                                          Game



                                                     Website




                                                                                                  41
Tuesday, April 2, 13
Linear, Control, Push
                            Story                       Produce                           Watch




                       Non-linear, Participatory, Push/Pull
                       Franchise Transmedia                                                       Portmanteau Transmedia
                       Multiple platforms create a collection of individual experiences           Multiple platforms contribute to a single experience



                                    Comic Book                       Sequel
                                                                                                                        Twitter
                                                                                                             Audio                  Video


                                                      Story                                                               SMS
                                                                                                              Blog                   Flyer
                                                                         Computer
                              Webisode
                                                                          Game
                                                                                                              Image                  Email
                                                                                                                         Event
                                                     Website




                                                                                                                                                         41
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Transmedia Storytelling




                                                 42
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Transmedia Storytelling
                                                                     Movie      TV Series
                                                       Download                              Novel

                                                                                                        Flash Mob
                                          Knit-Along                         Big
                                                                          Adventure/
                                                                                                              Twitter
                                   Video Games                            Main Story
                                                        History of the                  Future of the            iPhone
                                     Flickr              Storyverse/                     Storyverse
                                                         Backstory                                                  Podcasts
                                   Blogs
                                                                                                  Story of
                                                       Music                                       Minor                DVDs
                               Facebook
                                                                       Story                     Character/
                                                                                                  Alt POV                 iPad/Tablet
                              Live Events          True
                                                  Stories             Universe               Fan Assets:                Websites
                             Social Games                                                   Video, Photos,
                                                        Myths                                   MP3s
                                    Concerts                                                                        YouTube

                                                                                User Generated
                                                                Backstage/                                          CDs
                                       Comics                                      Content/
                                                                Making of         Fan Fiction
                                                                                                              Webisodes
                                       Merchandise
                                                                                                   Graphic Novels
                                                   Toys
                                                                Theater                Documentary
                                                                             Radio
                                                                                                                                    Jill Colick, Story2OH.com   42
Tuesday, April 2, 13
Platforms relationship and time in a
                       transmedia experience




                                                     http://www.flickr.com/photos/andresfox/5396499222/in/
                                                     photostream/                                           43
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Platforms relationship and time in a
                       transmedia experience
                         Pre/ Past      During / Present                  Post / Future




                                                           http://www.flickr.com/photos/andresfox/5396499222/in/
                                                           photostream/                                           43
Tuesday, April 2, 13
Platforms relationship and time in a
                       transmedia experience
                         Pre/ Past      During / Present                           Post / Future


                                           Video game


                           Comic                                                            ARG
                                                   Migratory cue




                                        Initial platform
                                        (movie, website, book)



                                                        Fandom production
                                                                    http://www.flickr.com/photos/andresfox/5396499222/in/
                                                                    photostream/                                           43
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Transmedia Rising
                       -JWT
                                           52
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Participatory Culture: Social Skills and
                       Competencies




                                                                  53
Tuesday, April 2, 13
Gamification

                       •   Applying the basic elements that
                           make games fun and engaging to
                           things that typically aren't
                           considered a game
                       •   Fun
                       •   Rewards
                       •   Social connections




                                                              54
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It’s not new




                                      55
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Gartner Hype Cycle




                                            56
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Gartner Hype Cycle
                                        Peak of Inflated Expectations



                                                                 Plateau of Productivity



                                                      Slope of Enlightenment



                                     Trough of Disillusionment

                             Technology Trigger

                                                                                           56
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A report published in
                       January by M2
                       Research, a media
                       and entertainment
                       research firm,
                       estimated that
                       spending on
                       gamification projects
                       will grow to as much
                       as $2.8 billion by
                       2016 from $100
                       million this year.

                                               57
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Gamification 101




                                         58
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Gamification 101




                                         Game




                                                58
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Gamification 101



                                                Consumes
                                         Game

                                                           Player




                                                                    58
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Gamification 101



                                         Creates          Consumes
                                                   Game

                              Designer                               Player




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Tuesday, April 2, 13
Gamification 101

                                         Creates          Consumes
                                                   Game

                              Designer                               Player




                                                                              59
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Gamification 101

                                            Creates            Consumes
                                                      Game

                                 Designer                                 Player


                       Journey   Rules                System               Fun




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Gamification 101

                                            Creates            Consumes
                                                      Game

                                 Designer                                 Player


                       Player
                       Journey   Rules                System               Fun




                                                                                   60
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Gamification 101

                                             Creates              Consumes
                                                        Game

                                  Designer                                    Player


                       Player
                       Journey     Rules               System                   Fun


                       Player
                       Journey   Mechanics             Dynamics              Aesthetics



                                                                                          60
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Good games balance Skill and Challenge




                                                                61
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Good games balance Skill and Challenge
                              High         Anxiety
                                                               “Flow”




                        Challenge


                                             Apathy                 Boredom


                              Low
                                     Low                                High
                                                      Skills
                                                                               61
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Player Journey = Lifecycle + Progression



                                                             Player Journey = Lifecycle + Progression




                                                          Good games take the player on a journey towards mastery



                                                                                                                    62
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Gamification 101




                       Player
                       Journey   Mechanics   Dynamics   Aesthetics



                                                                     63
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Gamification 101

                             Control: Game designer       Control: Player
                                 Formal rules and        How people behave due
                                 structure of game       to these rules
                                 • Game prepared         • Processes and behaviors   Way it feels to play
                                 • What action can         that arise when you       the game
                                   players take            actually play the game    • Overall experience
                                 • Victory conditions    • Rules in response to
                                                                                     • Emotional
                                 • Rule enforcement        actions
                                                                                       engagement
                                 • Time Based systems    • Make Progress Visible
                                                                                     • Curiosity,
                                 • Reward schedules      • Points, levels,
                                                                                       satisfaction, delight,
                                 • Progressive Unlocks     leaderboard, badges,
                                                                                       trust, fun, pride,
                                                           missions
                                 • Pacing                                              envy


                       Player
                       Journey    Mechanics                 Dynamics                     Aesthetics



                                                                                                                63
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Gamification 101: Monopoly




                       Player
                       Journey   Mechanics   Dynamics   Aesthetics



                                                                     64
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Gamification 101: Monopoly




                       Player
                       Journey   Mechanics   Dynamics   Aesthetics



                                                                     64
Tuesday, April 2, 13
Gamification 101: Monopoly


                                                              Control: Player
                                                              • At the beginning of
                                 Control: Game designer         the game,
                                                                everybody starts        • Feeling of tension
                                   • Everything you need        equal                     and joy in the
                                     to play                                              beginning
                                                              • One player
                                   • Relationship between       inevitably gets rich,   • Gradual loss of
                                     the board, the pieces,     while the other           interest for the
                                     and the money              players are driven        losing players
                                   • Rules specifying how       to poverty lose the     • The joy of winning
                                     you play                   game                      for the winner

                       Player
                       Journey       Mechanics                   Dynamics                Aesthetics



                                                                                                               64
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Mechanics   Dynamics   Aesthetics



                                                           65
Tuesday, April 2, 13
Who am I playing with? How are we
                       engaging?
                                          Help   Players                         Acting   Comment
                                                              Challenge
                                    Taunt
                                                           Share                   Show-off
                                                                                              World
                            Socializers
                                                                                              Express
                                          Compare                    Achievers
                           Interacting
                                                                   Compete                Explorers
                                                    Like                           View


                               Mechanics                           Dynamics                   Aesthetics



                                                                                                           65
Tuesday, April 2, 13
And we’re back...to Events

                       •   Integrate Remote Engagement as a discipline: consume/engage

                       •   Participatory Culture: remember your attendees want to participate.
                           Participation is not an option, it’s a requirement. How does that differ in
                           physical and virtual? How do we create opportunities to support this
                           culture.

                       •   Extend outside the 4 walls. What happens online shouldn’t end online.
                           What happens offline, shouldn’t end offline

                       •   Take advantage of what technology has to offer



                                                                                                         66
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We are all experience designers




                                                         67
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We are all experience designers

                       ‣ Games are worthless
                       ‣ Stories are worthless
                       ‣ Events are worthless




                                                         67
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We are all experience designers

                       ‣ Games are worthless unless people play them
                       ‣ Stories are worthless
                       ‣ Events are worthless




                                                                       67
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We are all experience designers

                       ‣ Games are worthless unless people play them
                       ‣ Stories are worthless unless people listen to them
                       ‣ Events are worthless




                                                                              67
Tuesday, April 2, 13
We are all experience designers

                       ‣ Games are worthless unless people play them
                       ‣ Stories are worthless unless people listen to them
                       ‣ Events are worthless unless people go to them




                                                                              67
Tuesday, April 2, 13
We are all experience designers

                       ‣ Games are worthless unless people play them
                       ‣ Stories are worthless unless people listen to them
                       ‣ Events are worthless unless people go to them


                       •   Consumers don’t come for the game/story/event.



                                                                              67
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They come for the experience.
                                       Kenny Lauer
                                       @kennyL
                                                     68
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Stories, games and origami unicorns remote engaging in our participatory world

  • 1. George P. Johnson Leadership Offsite 2011 Tuesday, April 2, 13
  • 2. Stories, Games and Origami Unicorns: remote engaging in our participatory world Kenny Lauer Tuesday, April 2, 13
  • 5. “If I tell my Facebook friends about your brand, it’s not because I like your brand, http://www.mikearauz.com/2009/03/thoughts-on-spreadable-media-parts-3.html 4 Tuesday, April 2, 13
  • 6. “If I tell my Facebook friends about your brand, it’s not because I like your brand, but rather because I like my friends. – Mike Arauz http://www.mikearauz.com/2009/03/thoughts-on-spreadable-media-parts-3.html 4 Tuesday, April 2, 13
  • 8. Relationships are Redefined 6 Tuesday, April 2, 13
  • 9. Relationships are Redefined Traditional 1:1 relationship 6 Tuesday, April 2, 13
  • 10. Relationships are Redefined Traditional 1:1 relationship Traditional 1:1:M relationship 6 Tuesday, April 2, 13
  • 12. “The moment we are living through [right now]— is the largest increase in expressive capability in human history.” – Clay Shirky, TED Expressive To make known the opinions or feeling of Capability Having power and ability 8 Tuesday, April 2, 13
  • 26. Remote Engagement Defined A Digital Experience interaction that happens either: 1. outside the “4 walls” of the event OR 2. within the “4-walls” but influences or affects people outside the “4-walls” © David Armano darmano.typepad.com 12 Tuesday, April 2, 13
  • 27. Remote Engagement Getting from “Me” to “Them” Defined A Digital Experience interaction that happens either: 1. outside the “4 walls” of the event Them OR 2. within the “4-walls” but influences or affects people outside the “4-walls” Me Understanding Remote Engagement Convergence and participatory culture (e.g., gamification, transmedia storytelling) © David Armano darmano.typepad.com 12 Tuesday, April 2, 13
  • 28. Egypt 2.0? 13 Tuesday, April 2, 13
  • 29. Egypt 2.0? 13 Tuesday, April 2, 13
  • 30. Egypt 2.0? 13 Tuesday, April 2, 13
  • 37. “I want to meet Mark Zuckerberg one day and thank him... I'm talking on behalf of Egypt. ... This revolution started online. This revolution started on Facebook. We would post a video on Facebook that would be shared by 60,000 people on their walls within a few hours. I've always said that if you want to liberate a society just give them the Internet.” – Wael Ghonim 18 Tuesday, April 2, 13
  • 41. + 16504194196 + 390662207294 + 97316199855 20 Tuesday, April 2, 13
  • 47. Social Media is changing the world. Level 4 Ripples 4 Distribution through individuals (email lists, etc.) 3 Level 3 Ripples Distribution through “closed” networks (Facebook, MySpace, etc.) Level 2 Ripples 2 Distribution through “open” networks (blogs, sites, feeds, widgets, etc.) 1 Level 1 Ripples Distribution through mainstream media outlets, digital and analog (press, influencers, etc.) 22 Tuesday, April 2, 13
  • 49. The most important word on the Internet is not “SEARCH”. THE MOST IMPORTANT WORD ON THE INTERNET IS “SHARE”. – Hugh McLeod & Jyri Engstrom 23 Tuesday, April 2, 13
  • 50. Anywhere and everywhere Social networking now connects 62 million US adults. – Forrester “There are more than 200 million active users [40 percent] currently accessing Facebook through their mobile devices. People that use Facebook on their mobile devices are twice as active on Facebook as non-mobile users.” – Facebook official statistics (January, 2011). Twitter is now attracting 190 million visitors per month and generating 65 million Tweets a day. Most users don’t Tweet at all, but rather use Twitter as a consumption media. – Twitter COO Dick Costolo, at the Conversational Media Summit It gets 300,000 new users a day. – Biz stone, Chirp 24 Tuesday, April 2, 13
  • 52. Over 6 million people are engaging Fortune 500 brands through key social media channels. Source: “The Social Media Habits of the Fortune 500” study, iMediaWorks, 2Q, 2009 25 Tuesday, April 2, 13
  • 53. 500 Billion Impressions People in the US generate more than 500 billion online impressions on each other regarding products and services — more than one-fourth the number of impressions advertisers make. 26 Tuesday, April 2, 13
  • 54. US Social Network Ad Revenues, 2009 – Billions and % Change Source: eMarketer, January 2011 27 Tuesday, April 2, 13
  • 55. US Social Network Ad Revenues, 2009 – Billions and % Change $3.93 (27.7%) $3.08 Why are US marketers (55.0%) spending 55% more $1.99 $1.43 (39.0%) than last year ($3.08B) (20.3%) to advertise on social networking sites this year, as predicted by eMarketer? 2009 2010 2011 2012 That’s where consumers are influenced. Source: eMarketer, January 2011 27 Tuesday, April 2, 13
  • 56. Technology is changing our lives Convergence culture is a world where every story, image, sound, idea, brand, and relationship will play itself out across all possible media platforms. – Henry Jenkins 28 Tuesday, April 2, 13
  • 57. Participatory Culture: The Prosumer 29 Tuesday, April 2, 13
  • 58. Participatory Culture: The Prosumer 29 Tuesday, April 2, 13
  • 59. Technical Portal vs. Phenomenon 30 Tuesday, April 2, 13
  • 66. Dino Ignacio Bert 32 Tuesday, April 2, 13
  • 70. Mashup and Remix 34 Tuesday, April 2, 13
  • 71. Era Mashups 35 Tuesday, April 2, 13
  • 73. Participatory Culture: Social Skills and Competencies 37 Tuesday, April 2, 13
  • 74. Transmedia Storytelling: What is it? http://social-creature.com/page/3 38 Tuesday, April 2, 13
  • 75. Transmedia Storytelling: What is it? • According to Henry Jenkins: A process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes it own unique contribution to the unfolding of the story.” • According to Kenny Lauer: Enable the audience to experience the story in a lot of different ways through a lot of different ways. http://social-creature.com/page/3 38 Tuesday, April 2, 13
  • 77. Harry Potter movies, video games and other elements are all retellings of the books that JK Rowling wrote = Not transmedia 39 Tuesday, April 2, 13
  • 78. Harry Potter movies, video games and other elements are all retellings of the books that JK Rowling wrote = Not transmedia Julia Child autobiography, My Life in France + Julie Powell’s blog The Julie/Julia Project + Nora Efron’s movie, Julie and Julia = Transmedia 39 Tuesday, April 2, 13
  • 79. Elements of Transmedia Storytelling • Participatory. Not just watching. • Recursive. Ties back into the core narrative(s) and builds intelligence. • Scalable. Grows into other forms or properties to some extent. 40 Tuesday, April 2, 13
  • 81. Linear, Control, Push Story Produce Watch 41 Tuesday, April 2, 13
  • 82. Linear, Control, Push Story Produce Watch Non-linear, Participatory, Push/Pull 41 Tuesday, April 2, 13
  • 83. Linear, Control, Push Story Produce Watch Non-linear, Participatory, Push/Pull Franchise Transmedia Multiple platforms create a collection of individual experiences Comic Book Sequel Story Computer Webisode Game Website 41 Tuesday, April 2, 13
  • 84. Linear, Control, Push Story Produce Watch Non-linear, Participatory, Push/Pull Franchise Transmedia Portmanteau Transmedia Multiple platforms create a collection of individual experiences Multiple platforms contribute to a single experience Comic Book Sequel Twitter Audio Video Story SMS Blog Flyer Computer Webisode Game Image Email Event Website 41 Tuesday, April 2, 13
  • 85. Transmedia Storytelling 42 Tuesday, April 2, 13
  • 86. Transmedia Storytelling Movie TV Series Download Novel Flash Mob Knit-Along Big Adventure/ Twitter Video Games Main Story History of the Future of the iPhone Flickr Storyverse/ Storyverse Backstory Podcasts Blogs Story of Music Minor DVDs Facebook Story Character/ Alt POV iPad/Tablet Live Events True Stories Universe Fan Assets: Websites Social Games Video, Photos, Myths MP3s Concerts YouTube User Generated Backstage/ CDs Comics Content/ Making of Fan Fiction Webisodes Merchandise Graphic Novels Toys Theater Documentary Radio Jill Colick, Story2OH.com 42 Tuesday, April 2, 13
  • 87. Platforms relationship and time in a transmedia experience http://www.flickr.com/photos/andresfox/5396499222/in/ photostream/ 43 Tuesday, April 2, 13
  • 88. Platforms relationship and time in a transmedia experience Pre/ Past During / Present Post / Future http://www.flickr.com/photos/andresfox/5396499222/in/ photostream/ 43 Tuesday, April 2, 13
  • 89. Platforms relationship and time in a transmedia experience Pre/ Past During / Present Post / Future Video game Comic ARG Migratory cue Initial platform (movie, website, book) Fandom production http://www.flickr.com/photos/andresfox/5396499222/in/ photostream/ 43 Tuesday, April 2, 13
  • 104. Transmedia Rising -JWT 52 Tuesday, April 2, 13
  • 105. Participatory Culture: Social Skills and Competencies 53 Tuesday, April 2, 13
  • 106. Gamification • Applying the basic elements that make games fun and engaging to things that typically aren't considered a game • Fun • Rewards • Social connections 54 Tuesday, April 2, 13
  • 107. It’s not new 55 Tuesday, April 2, 13
  • 108. Gartner Hype Cycle 56 Tuesday, April 2, 13
  • 109. Gartner Hype Cycle Peak of Inflated Expectations Plateau of Productivity Slope of Enlightenment Trough of Disillusionment Technology Trigger 56 Tuesday, April 2, 13
  • 111. A report published in January by M2 Research, a media and entertainment research firm, estimated that spending on gamification projects will grow to as much as $2.8 billion by 2016 from $100 million this year. 57 Tuesday, April 2, 13
  • 112. Gamification 101 58 Tuesday, April 2, 13
  • 113. Gamification 101 Game 58 Tuesday, April 2, 13
  • 114. Gamification 101 Consumes Game Player 58 Tuesday, April 2, 13
  • 115. Gamification 101 Creates Consumes Game Designer Player 58 Tuesday, April 2, 13
  • 116. Gamification 101 Creates Consumes Game Designer Player 59 Tuesday, April 2, 13
  • 117. Gamification 101 Creates Consumes Game Designer Player Journey Rules System Fun 59 Tuesday, April 2, 13
  • 118. Gamification 101 Creates Consumes Game Designer Player Player Journey Rules System Fun 60 Tuesday, April 2, 13
  • 119. Gamification 101 Creates Consumes Game Designer Player Player Journey Rules System Fun Player Journey Mechanics Dynamics Aesthetics 60 Tuesday, April 2, 13
  • 120. Good games balance Skill and Challenge 61 Tuesday, April 2, 13
  • 121. Good games balance Skill and Challenge High Anxiety “Flow” Challenge Apathy Boredom Low Low High Skills 61 Tuesday, April 2, 13
  • 123. Player Journey = Lifecycle + Progression Player Journey = Lifecycle + Progression Good games take the player on a journey towards mastery 62 Tuesday, April 2, 13
  • 124. Gamification 101 Player Journey Mechanics Dynamics Aesthetics 63 Tuesday, April 2, 13
  • 125. Gamification 101 Control: Game designer Control: Player Formal rules and How people behave due structure of game to these rules • Game prepared • Processes and behaviors Way it feels to play • What action can that arise when you the game players take actually play the game • Overall experience • Victory conditions • Rules in response to • Emotional • Rule enforcement actions engagement • Time Based systems • Make Progress Visible • Curiosity, • Reward schedules • Points, levels, satisfaction, delight, • Progressive Unlocks leaderboard, badges, trust, fun, pride, missions • Pacing envy Player Journey Mechanics Dynamics Aesthetics 63 Tuesday, April 2, 13
  • 126. Gamification 101: Monopoly Player Journey Mechanics Dynamics Aesthetics 64 Tuesday, April 2, 13
  • 127. Gamification 101: Monopoly Player Journey Mechanics Dynamics Aesthetics 64 Tuesday, April 2, 13
  • 128. Gamification 101: Monopoly Control: Player • At the beginning of Control: Game designer the game, everybody starts • Feeling of tension • Everything you need equal and joy in the to play beginning • One player • Relationship between inevitably gets rich, • Gradual loss of the board, the pieces, while the other interest for the and the money players are driven losing players • Rules specifying how to poverty lose the • The joy of winning you play game for the winner Player Journey Mechanics Dynamics Aesthetics 64 Tuesday, April 2, 13
  • 129. Mechanics Dynamics Aesthetics 65 Tuesday, April 2, 13
  • 130. Who am I playing with? How are we engaging? Help Players Acting Comment Challenge Taunt Share Show-off World Socializers Express Compare Achievers Interacting Compete Explorers Like View Mechanics Dynamics Aesthetics 65 Tuesday, April 2, 13
  • 131. And we’re back...to Events • Integrate Remote Engagement as a discipline: consume/engage • Participatory Culture: remember your attendees want to participate. Participation is not an option, it’s a requirement. How does that differ in physical and virtual? How do we create opportunities to support this culture. • Extend outside the 4 walls. What happens online shouldn’t end online. What happens offline, shouldn’t end offline • Take advantage of what technology has to offer 66 Tuesday, April 2, 13
  • 132. We are all experience designers 67 Tuesday, April 2, 13
  • 133. We are all experience designers ‣ Games are worthless ‣ Stories are worthless ‣ Events are worthless 67 Tuesday, April 2, 13
  • 134. We are all experience designers ‣ Games are worthless unless people play them ‣ Stories are worthless ‣ Events are worthless 67 Tuesday, April 2, 13
  • 135. We are all experience designers ‣ Games are worthless unless people play them ‣ Stories are worthless unless people listen to them ‣ Events are worthless 67 Tuesday, April 2, 13
  • 136. We are all experience designers ‣ Games are worthless unless people play them ‣ Stories are worthless unless people listen to them ‣ Events are worthless unless people go to them 67 Tuesday, April 2, 13
  • 137. We are all experience designers ‣ Games are worthless unless people play them ‣ Stories are worthless unless people listen to them ‣ Events are worthless unless people go to them • Consumers don’t come for the game/story/event. 67 Tuesday, April 2, 13
  • 139. They come for the experience. Kenny Lauer @kennyL 68 Tuesday, April 2, 13