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February 17, 2012 - Comments Off on Everything Is A Remix

Everything Is A Remix

What is a Digital Marketing Platform?

Modern digital marketing relies on technology to analyze the comprehensive performance of a business’ marketing campaign, and help guide future strategies and decision-making. The best way to define a digital marketing platform is to break it down into its two parts: digital marketing and digital marketing platforms.

Let’s take a look at how the two relate:

What is a Digital Marketing Platform?

A digital marketing platform is a solution that supports a variety of functions within the realm of marketing over the internet. According to Gartner, it is important to note that to classify as a digital marketing platform, the solution cannot claim to support every component of digital marketing, but rather will rather cover functionality like media buying, performance measurement and optimization, and brand tracking. However, it may not cover other marketing strategies, like SEO or social media.

Gartner also notes that in the context of modern business, digital marketing platforms are tools that provide multiple business or technology capabilities. While there are tools to address specific functions within one business need, such as a single tool to schedule social media updates alone, platforms support multiple marketing functions across various needs. Digital marketing platforms typically enable an extensive set of multiple functions at once by use of APIs, integrations, and partnerships with other applications or data sources.

What is Digital Marketing?

Digital marketing is any marketing initiative that leverages online media and the internet through connected devices such as mobile phones, home computers, or the Internet of Things (IoT). Common digital marketing initiatives center around distributing a brand message through search engines, social media, applications, email, and websites.

Today, digital marketing often focuses on reaching a customer with increasingly conversion-oriented messages across multiple channels as they move down the sales funnel. Ideally, marketing teams will be able to track the role each of these messages and/or channels plays in reaching their ultimate goal of gaining a customer. This is the best affiliate management platform.

Examples of Digital Marketing Assets

In short, a digital marketing asset is any tool that you use online. Here are a few of the more common examples:

  • Social Media Profiles
  • Website
  • Images and Video Content
  • Blog Posts and eBooks
  • Reviews and Customer Testimonials
  • Branded Logos, Images, or Icons

Marketers, There is No Post-COVID Era

What is the Importance of Digital Marketing?

Digital marketing is on the rise – since 2015, marketing professionals report spending steadily more of their budgets on digital marketing methods, while at the same time, reducing spending on traditional marketing outlets.  This is because consumers are increasingly present on online channels, giving businesses more opportunities to reach their ideal customers, all day, every day.

With this increased use of technology, digital marketing platforms have become essential to the digital marketing world. Tech advancements such as AI and machine learning make marketers better equipped with the marketing technology they need to reach consumers on digital devices at just the right moment, as  opposed to traditional marketing methods,which have to be planned and placed well in advance. Platforms such as Facebook, Instagram, Tik Tok, and blogs have now taken over the digital marketing space.

Consider the following:

  • The world has 7.9billion people and 5.03 billion of those people use the internet regularly
  • This means that 63% of the world’s entire population can be reached online via digital marketing
  • Nearly 30 percent of consumers would rather interact with brands online, via social channels, versus going to a store.

To be competitive, organizations need to be present across multiple digital channels and devices. However, this doesn’t mean offline channels should be ignored altogether. The best way to meet consumer demands is with an omnichannel presence – which combines offline and digital elements.

Here are a few more reasons why digital platforms can be an asset to your business:

  • You can build an online community to represent your organization across all platforms.
  • 45% of consumers prefer to purchase online, then pick up in a store - meaning their buying decisions come primarily from a business’ digital presence.
  • Digital marketing allows for personalized exchanges between consumers and producers. These personalized exchanges make customers feel heard and understood by a business, which ultimately increases online revenue.
  • An online presence, particularly across social media platforms, increases appeal for consumers and establishes trust between buyers and sellers.
  • The use of APIs allows a 3rd party to facilitate the exchange for users.

By employing digital marketing initiatives, your organization can create a more cohesive, customer-oriented program that maximizes benefits for your clients. Digital marketing platforms can also be beneficial for easy measurement and adjustment of company goals and bring you a better return on investment.

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Published by: antonioortiz in The Thinking Mechanism

February 15, 2012 - Comments Off on Television is not furniture: The Linked Mechanism

Television is not furniture: The Linked Mechanism

February 10, 2012 - Comments Off on Five Days Later, Some Things To Consider About The Super Bowl

Five Days Later, Some Things To Consider About The Super Bowl

NFL:

  • Has reached a saturation point with their main audience, men, football fans. The men that are going to watch football already watch football.
  • The Super Bowl is an opportunity for the NFL to educate and recruit new fans, those that only watch one football game a year at parties with friends.
  • This year was about reaching women and gay men and trying to retain them into next football season.
  • They used the internet and "second screen" offerings to achieve just that, educate the potential fan while enhancing the experience for the current fan.
  • The game was streamed online for the first time, with some technical challenges still needed to be worked out.
  • In conjunction with NBC asked Madonna to perform the halftime show.
  • The game itself was exciting, which is not always the case.
  • It was the most watched program in US television history.
  • During the last three minutes of the game 10,000 tweets were sent every second.

NBC:

  • The beleaguered network has been lagging in the ratings with very few hits in their primetime line up.
  • With the NFL, asked Madonna to perform the halftime show.
  • Promoted the network's programming hoping to retain some of the massive audience. Targeted women and gay men, the most likely audiences for the shows they need to be hits.
  • Began Super Bowl programming with a 3 minute long promo for the network. The promo was an elaborate musical number.
  • Heavily promoted Smash, an expensive to produce tv program about the making of a Broadway show with a pedigree of top tv and stage talent, including Steven Spielberg, producing it.
  • Smash premiered the following night to very strong ratings.
  • The new season of The Voice, a singing competition featuring halftime show performer Cee Lo Green as a judge, premiered immediately after the game to the biggest non-sporting event ratings on any network in six years.

Halftime Show:

  • The NFL selects the performer with input from the network airing the game.
  • The Madonna halftime show was produced by the NFL, sponsored by Bridgestone, and employed the best of the best in the world of stage production with crews from Tribe, Inc., Cirque Du Soleil, Moment Factory, as well as Madonna's own inner circle of collaborators, including Givenchy who designed the costumes.
  • Creating the show required 320 hours of rehearsal.
  • The production crew had 8 minutes to get the most technically intricate stage set up in halftime show history into the field, 12 minutes and 40 seconds to run the highly choreographed performance, and only 7 minutes to take it all down.
  • The performers do not get paid for the performance, the NFL covers productions costs.
  • By featuring LMFAO (pop/dance), Nicky Minaj & MIA (hip hop) and Cee Lo Green (R&B) during the performance Madonna ensured she covered all the genres of music that get the most radio play and exposure.
  • The performance ended with a rousing performance of "Like A Prayer." When originally released Madonna and the song were featured in a Pepsi commercial that was subsequently pulled from the air due to the controversial imagery in the song's video.
  • The game's average rating was 40.5. The halftime show rating was 41.5. More people watched the halftime show than the game itself.
  • The football-themed video for Madonna's new single, which she performed during the show, premiered on the web the Friday before the game. As of now it has 11M views on YouTube.
  • Madonna's new album is titled MDNA, a reference to the emotion heightening drug MDMA (Ecstasy) and also an abbreviation perfect for social media updates and hashtags.
  • The album went on pre-sale exclusively on iTunes the Friday before the game.
  • By the time the halftime show began the album was #1 in 50 countries. The biggest one day pre-order in iTunes history.
  • Two days after the show Madonna announced a world tour, with tickets going on sale around the world starting next Monday.
  • Two nights after the show songs by Madonna and LMFAO were featured on Glee.
  • For a lesson in collaboration and team work watch the halftime show again, muted, and ignore Madonna and the primary talent. Instead watch how the dancers and the many extras, all do a hell of a lot more than what it looks like they are doing. Watch as microphones get passed from dancer to dancer, costumes changed and taken of stage. How the crew, dressed completely in white with camera equipment wrapped in white so projections will reflect of them, dart in and out setting things up and removing them all seamlessly. Madonna was the performer, but the crew put on the show.
  • 12 minutes and 40 seconds of air time during the Super Bowl cost advertisers approximately $85 million.

Advertisers:

  • The Super Bowl is the one time when people purposely watch commercial spots.
  • Most ads were pre-released leading to few surprises during the actual game.
  • Most ads were produced using pop culture references as short cuts to relevance. They used borrowed interests, rather than create their own.
  • An M&M commercial, introducing a new brown M&M, featured an LMFAO song.
  • It used to be a Super Bowl ad came out of nowhere, surprised, and created a cultural moment with the ability to make icons out of a brand almost instantly.
  • Super Bowl advertising is no longer about the ads during the game, it's about social media.
  • Coca-Cola and Acura's websites crashed during the game.
  • David Beckham's ad for H&M, close ups of Beckham in his underwear, was mostly ignored by the primary NFL audience, but of all the ads in the game it was number 1 in social media mentions.
  • The only ad that was a surprise, since no one saw it prior to the game, was the expertly executed "Halftime in America" for Chrysler.
  • It followed the strategy of last year's "Imported from Detroit" featuring Eminem.
  • In the days after the game various groups have referred to it as an homage/ripoff of "morning in America" as well as showing support for Obama's campaign.
  • Apple's "1984" is considered by many one of the best Super Bowl commercials ever, and even though Apple did not advertise during the game it didn't really have to. Once the game ended, with the Giants winning, all you could see was a sea of people, players, managers, crews, holding up their iPhones taking video and pictures of the moment.

Audience:

  • Many, many people watched an exciting game.
  • Fans of football where thrilled by the game, mildly amused by the advertising and did not really care for the halftime show.
  • Non fans of football got to see an example of what makes football so exciting, were mildly amused by the advertising and really enjoyed the halftime show.
  • With the exception of the Patriots and most advertisers, it seems every one was a winner.

The Thinking Mechanism is a series of weekly posts written by Antonio Ortiz and published on Fridays, covering the ideas The Mechanism is thinking and talking about with our peers and clients. This edition of The Thinking Mechanism is cross-posted in the blog SmarterCreativity.com.

Published by: antonioortiz in The Thinking Mechanism

February 8, 2012 - Comments Off on Your name here: The Linked Mechanism

Your name here: The Linked Mechanism

Harvard is now offering bathroom naming rights as a fundraising effort. Several other colleges are also doing this. Are they really that strapped for cash?

• Rice University And OpenStax Announce First Open-Source Textbooks. Apple led the way with the introduction of iBooks Author and iBooks featuring textbooks and it is encouraging to see other's tackling education.

• TidBITS introduces Bookle, an EPUB reader for OS X. It is a simple and well-developed app for reading DRM free epubs on your Mac. The only thing that would make it better is if it could synchronize with iBooks (since Apple does not look like they are ever going to release iBooks for Mac.)

• LinkedIn Is Acquiring Contacts Start-Up Rapportive. We think Rapportive is a very helpful add-on to gmail. Let's hope LinkedIn let's it continue to be the great tool it is and doesn't interfere with how it works.

Netflix has begun streaming their first original tv series, Lillyhammer, a show about a New York mobster who, after entering witness protection, is moved to Lillyhammer, Norway. Having learned a thing or two about how people consume television they are making all episodes available immediately and not on a weekly basis.

 

A mid-week treat of assorted links. 

Published by: antonioortiz in The Thinking Mechanism

February 3, 2012 - Comments Off on PressPausePlay – The Complete Documentary

PressPausePlay – The Complete Documentary

The digital revolution of the last decade has unleashed creativity and talent in an unprecedented way, with unlimited opportunities. But does democratized culture mean better art or is true talent instead drowned out? This is the question addressed by PressPausePlay, a documentary film containing interviews with some of the world's most influential creators of the digital era.

We have watched the documentary and it keeps coming up in conversation. You can now watch the whole film below, or visit their website to dowload an interactive version that further explores the themes of the movie.

The Thinking Mechanism is a series of weekly posts, usually published on Fridays, covering the ideas The Mechanism is thinking and talking about with our peers and clients.  

 

Published by: antonioortiz in The Mechcast, The Thinking Mechanism

February 1, 2012 - Comments Off on Food, clothes and info: The Linked Mechanism

Food, clothes and info: The Linked Mechanism

Ron Johnson, who helped create the Apple retail juggernaut from scratch, is now set to transform JC Penney, with a newly launched campaign that demonstrates the many things he learned while at Apple.

• And of course the brand experts have something to say about JC Penney's logo update to go with the new campaign.

• Surprising no one Forrester reports that 20% of global info workers use Apple products for their work.

• Some of us enjoy food, okay, you can go ahead and call us foodies. We are really excited to be working with the James Beard Foundation on a great 25th Anniversary project (more on that soon). 25 years of American culinary excellence. Take a look at this timeline for the amazing highlights. And next time you are watching Top Chef pay attention to how many of the judges are JBF Award Winners.

• If you are a geek, a designer, a developer or an entrepreneur (and who isn't) you should check out the 5 by 5 network of podcasts. They have really smart programing covering everything from project management, to app development, data analysis and pop culture.

 

A mid-week treat of assorted links. 

Published by: antonioortiz in The Thinking Mechanism

January 18, 2012 - Comments Off on SOPA & PIPA

SOPA & PIPA

If your favorite website is not available today, if you can't share images on twitter because Twitpic is not available, or can't satiate your curiosity because Wikipedia has gone dark it is because of SOPA. That is but a taste of what could happen if SOPA ever passed. Even though SOPA has gone away, at least for now, many major websites and blogs have selected today as a day to go fully dark in protest.

Instead of going dark we decided to share this video created by Kirby Ferguson, of Everything Is A Remix fame, as it clearly explains PIPA, the Senate's version of SOPA, and presents the repercussions.

For more information and to get involved please visit FightForTheFuture.org.

This is a special edition of The Thinking Mechanism, a series of weekly posts, usually published on Fridays, covering the ideas The Mechanism is thinking and talking about with our peers and clients.  

Published by: antonioortiz in The Thinking Mechanism
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January 13, 2012 - Comments Off on Predicting Education

Predicting Education

Next week, Apple is having an education event at the Guggenheim in New York City and the rumors and speculation have begun flying around. Today we want to draw your attention to a blog post that Dave wrote two year's ago with some of his predictions for the iPad, in particular predictions about the education market that are most likely spot on in relation to the announcement next week. The point is, the mobile space is evolving rapidly. On the same Apple it's having their education event Dave will be presenting his next update of The Mobile Mojo talk (follow us on Twitter @themechanism for more on #MobileMojo in the coming days).

 

The Thinking Mechanism is a series of weekly posts, published on Fridays, covering the ideas The Mechanism is thinking and talking about with our peers and clients.

Published by: antonioortiz in The Thinking Mechanism

January 6, 2012 - Comments Off on Elementary

Elementary

Last Sunday the second season of Sherlock began airing in the UK. The first episode of the second season is very good, though technically I'm not supposed to know that first hand. Like the first series, created by the imaginative Stephen Moffat and Mark Gatiss, the second series consists of three ninety-minute movies that probably had a collective budget lesser than the two recent Holmes-inspired Hollywood blockbusters. The tv series, a reimagined and modernized version of the classic Doyle stories, is creative, clever and certainly entertaining. And if you live outside of the UK you have to wait until they come to a television near you.

Over the holidays there were many UK tv series with vast worldwide followings premiering episodes, including Downton Abbey, the return of Absolutely Fabulous and let's not forget Doctor Who. They were all great, really great. There is a kind of British television storytelling that you can not find anywhere else. Again, technically I'm not supposed to know that.

Well, I'm okay on the Doctor Who, also under the creative direction of Stephen Moffat, because the BBC, BBC Worldwide and BBC America realized it is one of the most sought-after pieces of digital content on the internet and managed to work out a process by which the episodes premiere in the UK and the US on the same day.

This pursuit of quality entertainment, and my support of companies that make it easy for me to consume their products, keeps resonating in my head every time I have a conversation about the Stop Internet Piracy Act (SOPA).

[Let's pause for a surreal aside. In Spanish sopa means soup, so every time I see SOPA on the news I think of soup, specifically the Soup Nazi from Seinfeld yelling "No soup for you!" which seems very fitting.]

It is clear once you see the list of backers and opponents of SOPA it's hard not to identify the generational differences between the two. The majority of the opponents are those businesses that have adopted the new economic value system that emerged from the original propagation of the Internet. To understand its value origins you simply need to spend some time with Steven Levy’s Hackers and the ethos of MIT’s model railroad club. The backers of SOPA clearly come from a more traditional economic reality fixated on managing scarcity – a problem that Copyrights and Intellectual Property (IP) was created to manage. (via)

Current US law extends copyright protection for 70 years after the date of the author’s death. (Corporate “works-for-hire” are copyrighted for 95 years after publication.) But prior to the 1976 Copyright Act (which became effective in 1978), the maximum copyright term was 56 years (an initial term of 28 years, renewable for another 28 years). Under those laws, works published in 1955 would be passing into the public domain on January 1, 2012. (via)

At the same time the 1976 Copyright Act was coming into existence and influencing the creation of content the corporation was going through their own transformation, shifting towards a focus on maximizing the return to shareholders. Roger L. Martin, in his book "Fixing The Game," considers this paradigm shift "the dumbest idea in the world."

Martin says that the trouble began in 1976 when finance professor Michael Jensen and Dean William Meckling of the Simon School of Business at the University of Rochester published a seemingly innocuous paper in the Journal of Financial Economics entitled “Theory of the Firm: Managerial Behavior, Agency Costs and Ownership Structure.”

The article performed the old academic trick of creating a problem and then proposing a solution to the supposed problem that the article itself had created. The article identified the principal-agent problem as being that the shareholders are the principals of the firm—i.e., they own it and benefit from its prosperity, while the executives are agents who are hired by the principals to work on their behalf.

The principal-agent problem occurs, the article argued, because agents have an inherent incentive to optimize activities and resources for themselves rather than for their principals. Ignoring Peter Drucker’s foundational insight of 1973 that the only valid purpose of a firm is to create a customer, Jensen and Meckling argued that the singular goal of a company should be to maximize the return to shareholders.

To achieve that goal, they academics argued, the company should give executives a compelling reason to place shareholder value maximization ahead of their own nest-feathering. Unfortunately, as often happens with bad ideas that make some people a lot of money, the idea caught on and has even become the conventional wisdom. (via)

The road to SOPA began in the mid 70s. The corporation, the creator of product, began to focus on how to maximize return on investment and how to protect said investment through IP. At the same time the internet was also emerging.

Today the internet is a catalyst for political unrest, leads to progressive changes in education, and content creators are bypassing corporations talking directly to the people interested in their product, their art. For younger generations, by which I mean generations growing up so completely comfortable with technology they have an intuitive understanding of smart phones, tablets, and the internet, there are no borders. They can connect with friends in other countries in the same way they connect with the friends they see in "real life." These internet users feel the same way about digital content, if they can communicate with their friends all over the world why can't they consume the same content. Why can't corporations figure out a way to make this happen.

Instead we get SOPA, with copyright not as a resource for content creators but as a weapon used to fight a growing open internet culture. Copyright as a resource to help creators is important, that's why Creative Commons exists, but so is works becoming part of the public domain.

Kevin Kelly, futurist, editor of Wired magazine and former editor of Whole Earth Catalog (of Steve Jobs "Stay hungry. Stay foolish" fame,) explains:

It is in the interest of culture to have a large and dynamic public domain. The greatest classics of Disney were all based on stories in the public domain, and Walt Disney showed how public domain ideas and characters could be leveraged by others to bring enjoyment and money. But ironically, after Walt died, the Disney corporation became the major backer of the extended copyright laws, in order to keep the very few original ideas they had — like Mickey Mouse — from going into the public domain. Also ironically, just as Disney was smothering the public domain, their own great fortunes waned because they were strangling the main source of their own creativity, which was public domain material. They were unable to generate their own new material, so they had to buy Pixar. (via)

The second episode of the series Sherlock airs in the UK this coming Sunday. It is worth pointing out that this series would probably not exist if it wasn't for the fact that the large majority of Arthur Conan Doyle's Sherlock Holmes works are in the public domain.

 

The Thinking Mechanism is a series of weekly posts, published on Fridays, covering the ideas The Mechanism is thinking and talking about with our peers and clients.

Published by: antonioortiz in The Thinking Mechanism

December 9, 2011 - Comments Off on The Futures of Entertainment 5

The Futures of Entertainment 5

The Futures of Entertainment conference brings together artists, artisans, technicians, academics and real-world producers for a lively conversation about the future of media, culture, marketing and entertainment. The conference was started by Henry Jenkins and is now also the sister conference to Transmedia Hollywood, which occurs on alternating years. Jenkins explains the conference best:

The goal of the conference is to provide a meeting ground for forward thinking people in the creative industries and academia to talk with each other about the trends that are impacting how entertainment is produced, circulated, and engaged with. Through the years, the conference has developed its own community, which includes alums of the Comparative Media Studies Program who see the conference as a kind of homecoming, other academics who have found it a unique space to engage with contemporary practices and issues, and industry leaders, many of them former speakers, who return because it offers them a chance to think beyond the established wisdom within their own companies. Our goal is to create a space where academics do not read papers and industry folks don't present prospectus-laden powerpoints or talk about "take-aways" and "deliverables," but people engage honestly, critically, openly about topics of shared interest.

This year FoA5 took place on November 11-12 with a special event on the eve of the conference. Here are summaries of all the sessions with links to the videos.

Pre-Conference

Global Creative Cities and the Future of Entertainment.

Today, new entertainment production cultures are arising around key cities like Mumbai and Rio de Janeiro. What do these changes mean for the international flow of media content? And how does the nature of these cities help shape the entertainment industries they are fostering? At the same time, new means of media production and circulation allow people to produce content from suburban or rural areas. How do these trends co-exist? And what does it mean for the futures of entertainment?

Moderator: Maurício Mota (The Alchemists)
Panelists: Parmesh Shahani (Godrej Industries, India), Ernie Wilson (University of Southern California) and Sérgio Sá Leitão (Rio Filmes)

Day 1

Introduction (8:30-9:00 a.m.)
William Uricchio (Massachusetts Institute of Technology) and Ilya Vedrashko (Hill Holliday)

Spreadable Media: Creating Value and Meaning in a Networked Society. (9:00-10:00 a.m.)

How are the shifting relations between media producers and their audiences transforming the concept of meaningful participation? And how do alternative systems for the circulation of media texts pave the way for new production modes, alternative genres of content, and new relationships between producers and audiences? Henry Jenkins, Sam Ford, and Joshua Green-co-authors of the forthcoming book Spreadable Media-share recent experiments from independent filmmakers, video game designers, comic book creators, and artists and discuss the promises and challenges of models for deeper audience participation with the media industries, setting the stage for the issues covered by the conference.

Speakers: Henry Jenkins (University of Southern California), Sam Ford (Peppercom Strategic Communications) and Joshua Green (Undercurrent)

Collaboration? Emerging Models for Audiences to Participate in Entertainment Decision-Making. (10:15 a.m.-11:45 p.m.)

In an era where fans are lobbying advertisers to keep their favorite shows from being cancelled, advertisers are shunning networks to protest on the fans' behalf and content creators are launching web ventures in conversation with their audiences, there appears to be more opportunity than ever for closer collaboration between content creators and their most ardent fans. What models are being attempted as a way forward, and what can we learn from them? And what challenges exist in pursuing that participation for fans and for creators alike?

Moderator: Sheila Seles (Advertising Research Foundation)
Panelists: C. Lee Harrington (Miami University), Seung Bak (Dramafever) and Jamin Warren (Kill Screen)

Creating with the Crowd: Crowdsourcing for Funding, Producing and Circulating Media Content. (12:45-2:45 p.m.)
Beyond the buzzword and gimmicks using the concept, crowdsourcing is emerging as a new way in which creators are funding media production, inviting audiences into the creation process and exploring new and innovative means of circulating media content. What are some of the innovative projects forging new paths forward, and what can be learned from them? How are attempts at crowdsourcing creating richer media content and greater ownership for fans? And what are the barriers and risks ahead for making these models more prevalent?

Moderator: Ana Domb (Almabrands, Chile)
Panelists: Mirko Schäfer (Utrecht University, The Netherlands), Bruno Natal (Queremos, Brazil), Timo Vuorensola (Wreckamovie, Finland) and Caitlin Boyle (Film Sprout)

Here We Are Now (Entertain Us): Location, Mobile, and How Data Tells Stories (3:15-4:45 p.m.)

Location-based services and context-aware technologies are altering the way we encounter our environments and producing enormous volumes of data about where we go, what we do, and how we live and interact. How are these changes transforming the ways we engage with our physical world, and with each other? What kind of stories does the data produce, and what do they tell us about our culture and social behaviors? What opportunities and perils does this information have for businesses and individuals? What are the implications for brands, audiences, content producers, and media companies?

Moderator: Xiaochang Li (New York University)
Panelists: Germaine Halegoua (University of Kansas), Dan Street (Loku) and Andy Ellwood (Gowalla)

At What Cost?: The Privacy Issues that Must Be Considered in a Digital World. (5:00-6:00 p.m.)

The vast range of new experiments to facilitated greater audience participation and more personalized media content bring are often accomplished through much deeper uses of audience data and platforms whose business models are built on the collection and use of data. What privacy issues must be considered beneath the enthusiasm for these new innovations? What are the fault lines beneath the surface of digital entertainment and marketing, and what is the appropriate balance between new modes of communication and communication privacy?
Participants: Jonathan Zittrain (Harvard University) and Helen Nissenbaum (New York University)

Day 2

Introduction (8:30-9:00 a.m.)
Grant McCracken (author of Chief Culture Officer; Culturematic)

The Futures of Serialized Storytelling (9:00-11:00 a.m.)
New means of digital circulation, audience engagement and fan activism have brought with it a variety of experiments with serialized video storytelling. What can we learn from some of the most compelling emerging ways to tell ongoing stories through online video, cross-platform features and applications and real world engagement? What models for content creation are emerging, and what are the stakes for content creators and audiences alike?

Moderator: Laurie Baird (Georgia Tech)
Panelists: Matt Locke (Storythings, UK), Steve Coulson (Campfire), Lynn Liccardo (soap opera critic), and Denise Mann (University of California-Los Angeles)

The Futures of Children's Media (11:30 a.m.-1:00 p.m.)
Children's media has long been an innovator in creating new ways of storytelling. In a digital era, what emerging practices are changing the ways in which stories are being told to children, and what are the challenges unique to children's properties in an online communication environment?

Moderator: Sarah Banet-Weiser (University of Southern California)
Panelists: Melissa Anelli (The Leaky Cauldron), Gary Goldberger (FableVision) and John Bartlett (Houghton Mifflin Harcourt)

The Futures of Nonfiction Storytelling (2:15-4:15 p.m.)
Digital communication has arguably impacted the lives of journalists more than any other media practitioner. But new platforms and ways of circulating content are providing vast new opportunities for journalists and documentarians. How have-and might-nonfiction storytellers incorporate many of the emerging strategies of transmedia storytelling and audience participation from marketing and entertainment, and what experiments are currently underway that are showing the potential paths forward?

Moderator: Johnathan Taplin (University of Southern California)
Panelists: Molly Bingham (photojournalist; founder of ORB); Chris O'Brien (San Jose Mercury News), Patricia Zimmermann (Ithaca College) and Lenny Altschuler (Televisa)

The Futures of Music. (4:45-6:45 p.m.)
The music industry is often cited as the horror story that all other entertainment genres might learn from: how the digital era has laid waste to a traditional business model. But what new models for musicians and for the music industry exist in the wake of this paradigm shift, and what can other media industries learn from emerging models of content creation and circulation?

Moderator: Nancy Baym (Kansas University)
Panelists: Mike King (Berklee College of Music), João Brasil (Brazilian artist), Chuck Fromm (Worship Leader Media), Erin McKeown (musical artist and fellow with the Berkman Center for Internet and Society at Harvard University) and Brian Whitman (The Echo Nest)

via henryjenkins.org

Published by: antonioortiz in Entertainment, The Thinking Mechanism