1. Charging for Experiences: When Audiences Stop Paying for Content

    It is apparent that the traditional business model of the recording industry hasn’t been working.  They have seen dramatically declining profits for the past 10 years.  Topping the record companies’ claims for the reason of this decline a lack of copyright enforcement in digital spaces.  With current technology it has become far easier to download, in most cases illegally, than it is to go out a purchase the music legitimately.  Purchased music is on the decline, but music saturation is on the rise.  It is obvious that the demand for content has not decreased, but desire to pay for it has.  In a system that is seeing a significant loss of returns, one aspect of the music industry continues to perform well if not significantly better.  The live concert industry. 

    Why does a fan go to a concert?  They most likely already “own” the music.  They have the same songs on their ipod, computer, and stereo system.  Surely the sound quality is better at the fan’s home where they can listen to the digitally re-mastered music playing out of quality speakers, rather than at a nightclub or bigger venue.  And yet, fans continue to go to concerts even when ticket prices are in excess of several hundred dollars.  They go, not entirely for the music or content of the show, but for the experience of the event itself.  In the words of Yahoo Answers user Jukebox Breakdown (when poised a similar question), “The main reasons I go and see a band in concert is because I love the band’s music and want to see them perform it live.  Listening to a band’s music with other fans give[s] you a feeling like no other.  You’re all there for the same reason.  It’s like one big family.  Going to concerts, for me, [is] like taking drugs.  I need them to feel good” (Jukebox).  So in reality the audience is not paying for the music at the show, which they have likely listen to hundreds of times before, but they are paying for the shared immersive experience. 

    Like the music industry, many other media content providers are struggling to successfully transition their business models to a digital environment.  They have to address similar problems with pirated content in addition to lagging advertising sales.  However, unlike the music industry, many media providers do not have an equivalent to the live concert.  As these media providers look for ways to monetize their products in the digital age, perhaps they will turn to monetizing the experiences surrounding their content rather than just the content alone.

    Experiences are a dominant form of cultural expression.  Before there was TV, radio, or the Internet, audiences gathered at physical places to consume culture.  At its most rudimentary level, this community interaction is the “experience” that media producers could try to recreate and foster in order to monetize their content. Technology, like the television, originally replicated an experience and transplanted it across the country.  In the early days of television a concert would be shot live and broadcast.   This created a shared experience that had not been available to a home audience before.  Furthermore, there was a sense of urgency intrinsically embedded within the media, because it had to be viewed right then or not at all.  Today, however, content is easier to record, rewatch, and copy this has left media experiences in a precarious position.  A position where only some pay for content and they disperse it to the others who didn’t.

    Many other business models are based around experiences.  Think of a baseball game and the urgency that surrounds it.  A person could record the game and watch it a month later, but the thrill in a baseball game is that it is live.  Even more thrilling is being at a stadium or at a bar watching the game.  A fan will pay for tickets or beers, when they could just as well watch the game at home for free.  This experience is created out of the live experience that a baseball game creates.  Most TV does not encourage this type of experience-based behavior, because it is not in the live TV format.  It is hard to imagine fans of a traditional TV show like Law and Order participating in a ritual experience like the one surrounding baseball.  However, there are examples of taped (non-live) TV shows that create spaces for their fans to experience the urgency of the show.  Shows like LOST and Heroes manage to foster a sense of urgency in their content.  This translates from the TV screen to the living room and then into Internet spaces. LOST’s urgency is spawned by complex mysteries and cliffhangers written in as plot devises.  Fans of the show are driven to unravel these mysteries through online community discussion groups.  One of the most popular of these websites is a highly trafficked site called “Lostpedia.com”.  Interestingly, “Lostpedia.com” is an unofficial site meaning that it is unaffiliated with ABC, the producer of LOST.  While this site does drum up more buzz around the show.  ABC is missing out on a possible experience based monetary stream.

    Star Wars is a venerable cultural brand that shows a model of how an experience can be monetized.  They use a classic fan club model that they call “Hyperspace”.  Hyperspace allows fans to get exclusive content and discussion boards.  While the content itself eventually will disseminate amongst all of the fans (even those not using Hyperspace), it is the other perks that encourage fans to continue to pay for membership.  These experience based perks include, sneak peaks at new Star Wars projects, Beta testing for new site features, exclusive discussion boards, and user profiles (Hyperspace).  Fans pay the toll so that they are able to be involved with the Star Wars fan community.  The membership cost $14.95 and demonstrates the lengths that fans will go to in order to access the urgent and community.  Since the content from the discussion boards will invariable be leaked to unofficial channels it is only the single person experiences that make a membership uniquely valuable.  This could be an option for shows like LOST, adding not just additional content online, but additional experiences for an individual to explore.

    Besides urgency another key concept needed to understand experiences is community.  Sites like StarWars.com are a digital space in which fans can create and share their own content that is themed in the cannon of the Star Wars imaginary-entertainment environment.  In Derek Johnson’s interview of Will Brooker, “Star Wars Fans, DVD, and Cultural Ownership”, Brooker argues that a cultural icon like Star Wars has become as much the property of the fans as that of George Lucas.  The interview is in reaction to a revised version of the film that was being released on DVD in 2005.  However, Johnson mentions fan online experiences when he states, “In this intersection of realms of audience and producer Brooker offers a theory of “overflow” in which the experience of media consumption has been altered and expanded by the spillover of textual content onto internet sites that offer immersive, more participatory experiences,
    where audience members are actively encouraged by designers to contribute to the production of cultural content” (Johnson 37).  “Overflow”, as Brooker describes it, is all the tertiary content that is not explicitly in the Star Wars movies.  For example the overflow of content can include websites, video games, books, fan fiction, and remixes.  While it is not unheard of to monetize overflow, many content producers have not truly maximized its potential.  The additional profits from the monetization of community works may not act as an exclusive source of revenue, but could certainly work in tandem with other sources such as ads. One must also remember that official overflow needs to be carefully monetized.  Too many ads or too high of fees can make the overflow content seem disingenuous and can lead to users abandoning the site for unofficial ones leading to associated loss of revenue.  Community is a difficult thing to foster and subscription based business models are also tricky in an age when so much is free online.

    Agency plays an important role in creating full-fledged media experiences, because it adds to the immersive nature of the experience and allows a user to govern some control over the media itself.  American Idol makes a fascinating study of experiences not only because of the urgency that it creates, but also because of the community it develops both in the online space but also around the water cooler.  It has more than just a television show it is a worldwide phenomenon.  One of the reasons that the show has created such buzz is that it invites audience participation. The audience is encouraged to vote for contestants, with the winning ones remaining on the show until its finale.  The audience is able to extend their agency into the world of the show and American Idol is able to monetize this extension.

    In 2002 AT&T’s revenue for SMS messaging in the Untied States was little more than a couple million dollars.  This is not very impressive when compared to Europe where text messaging was a $14 billion dollar market the same year (Elkin 2).  However, this was about to change thanks to a deal that was quite lucrative for both American Idol and AT&T.  Rather more traditional means of voting such as telephone or email, text messaging provided a way for both companies to charge for this interactive feature.  Furthermore, since text message charges show up on the user’s monthly bill it is not a huge hassle to charge an additional fee for the feature.  This means that users can vote without having to think about the exact monthly charge as they vote.  AT&T claims that it cost the average subscriber around 10 cents per text message (Elkin 1).  With AT&T’s 22.1 million subscribers and American Idol the top ranked show it is easy to see the potential for profits (users are, of course, not limit to a single vote). Tobi Elkin of Ad Age points out the further potential of messaging when he writes, “With ‘American Idol II,’ AT&T Wireless is expected to push SMS beyond voting, offering subscribers with SMS-enabled wireless phones the ability to engage in text-based messaging activities such as gossip, games, jokes, quizzes and real-time chats with fellow ‘American Idol’ fans, the contestants and possibly the judges, as well as other interactive experiences” (2).  SMS messaging provides a monetization stream in which interactive overflow is allowed to swell.  It shows a method in which a content provider uses urgency, community, and agency to create an experience that is unique for each individual audience member.

    Canadian Idol is almost a carbon copy of its American sister show.  The producer’s methods are in the same vein as the techniques that the American version utilizes.  Canadian Idol’s producers, according to Doris Baltruschat, “attempt to create all-enveloping experiences that transgress the boundaries of traditional broadcasts.  They accomplish this by staging media events and engaging audiences in online environments” (42).  This technique of expanding a show so that it becomes “all-enveloping” affects an experience.  The experience now transcends the limitations of the screen and even the urgency indicative of a live show and has become fully immersive.  Immersion is enhanced by pervasive technologies, such as computers, mobile phones, and enhanced television.  These technologies allow audiences to create a simulacra Idol environment around them, where they consume the media through “cross-platform interactivity” (53).  The immersive experience requires that the audience be allowed to participate in the show’s content.  “Interactivity is built into reality formats intentionally to increase profits margins through text messaging, enhanced character identification, and immersion in virtual communities (as in the case of Canadian Idol’s online chatrooms), in which commercial products are often key in resolving the narrative arc,” states Baltruschat (53).  If a viewer wants to get involved in any of Idol’s overflow they better be prepared to pay for their immersion. 

    Immersive experiences allow for the greatest perspective of monetization.  This is due to the connection and relationship that the audience member has with the environment in which they are immersed.  In the Idol shows it can lead to downloading usable content like mobile ringtones or sending text messages.  However, this is merely paying for part of the experience rather than its entirety.  Online games are an example of the massive earning potential that immersive experience can produce.  Games like Second Life and World of Warcraft (WOW) demonstrate different, yet successful models for charging for experiences.  WOW charges users a monthly subscription fee, while Second Life provides free membership but taxes digital property exchanges.  Another characteristic that WOW and Second Life have that make them so popular and such a valuable business model is that a single game never ends.  Unlike a television show, there is no official ending to the experience.  A player could feasible start a game and play for years.  The game producers continue to reinvest and provide game enhancements so that the game remains fresh and continually enjoyable for its players.

    The World of Warcraft is a MMORPG or massively multiplayer online role-playing game.  This classification of game cannot be pirated, because it needs to run on the producer’s server subsequently connecting the multiple players.  The game is intrinsically based around the community experience and therefore is able to successfully monetize that experience.  A player is unable to play the game offline or without a subscription.  Since WOW requires agency in order to experience the play, it cannot be copied.  Or rather, if it is copied it can only be a video pf single player’s experience or that is copied.  There is a drastic difference between playing a game and watching video of someone else’s play.  This is a further example of how an experience differs from content, because unlike the game a video copied off of TV is the same no matter the number of copies.

    Struggling traditional content producers can learn from the successful examples of monetizing experiences and apply interactive aspects to their shows.  By making the business model involve either live broadcasts, overflow environments, communities, or audience agency they can possibly discover new streams of revenue.  Content producers can combined all of these aspects to create an entire immersive experience for which users are certainly willing to pay.  It is estimated that the World of Warcraft has over 12 million subscribers as of April 2009, and each of those pay $14.99 per month making it an extremely profitable business model (Holisky).  Like the live music concert, an immersive experience provides its users with interaction that they cannot get from content alone.  Perhaps, these online experiences will become more prevalent in the future attempting to recreate the analog world digitally.


    Works Cited


    Elkin, Tobi. “AT&T Wireless to drive texting through alliance with ‘Idol II’.” Advertising Age Vol. 44 Issue 2 (2003): 4-49. Academic Search Premier. The New School, New York City, NY. April 2009. <http://www.ebscohost.com>

    Baltruschat, Doris.  “Reality TV Formats: The Case of Canadian Idol.”  Canadian Journal of Communication.  34 (2009): 41-59.

    Gray, Michael. “World of Warcraft hits 11 million subscribers worldwide.” WoW Insider.  28 October 2008.  25 April 2009. <http://www.wowinsider.com/2008/10/28/world-of-warcraft-hits-11-million-subscribers-worldwide/>

    Holisky, Adam. “WoW subscriber numbers still increasing, multi-boxers trivial.”  WoW Insider.  6 April 2009.  25 April 2009. < http://www.wowinsider.com/2009/04/06/wow-subscriber-numbers-still-increasing-multi-boxers-trivial/>

    “Hyperspace.” StarWars.com. 2009. 25 April 2009.  <http://starwars.com/fans/hyperspace/>

    Johnson, Derek.  “Star Wars Fans, DVD, and Cultural Ownership: An Interview with Will Brooker.” The Velvet Light Trap 56 (Fall 2005): 36-44. Academic Search Premier. The New School, New York City, NY. April 2009. <http://www.ebscohost.com>

    Jukebox Breakdown.  “Why do people like going to concerts to see bands live?”  Yahoo Answers.  11 September 2008.  25 April 2009 <http://answers.yahoo.com/question/index?qid=20081109135036AAOeF0R>

     
  2. Media Bites

    • Quividi.com … Company uses face recognition technology to monitor the amount views of a public add.  It records age, gender, and length of time that a person looks at the ad.  There website claims that “over 30 million people have already be counted by VidiReports!”  Quividi also claims that they only record the data and not the actual monitorial video.   →Anyone say Minority Report? Can this techniology be used to index every video and photo? Maybe, an giant index of every single person’s image? Privacy?  (NPR- On The Media)
    • Facebook, in an attempt to become the ultimate social portal is once again opening up several more of its codes to the masses.  In what it calls “Facebook Connect”, Facebook is trying to create a single ID management tool for the entire web.  This effort is in conjunction with the OpenID movement and they are even holding an OpenID summit soon. Ars Technica, points out the criticism that Facebook is creating a “walled garden” not unlike AOL did back before Netscape made free-range web surfing possible.  While Facebook claims they are merely trying to make web surfing seamless and easy as possible, I feel that it is an effort to keep people funneled into the social network for even more time.  Facebook, like Google, will only be happy when we need them to do everything online.  Perhaps, in the future we will not log on to the Internet, but login to Facebook.  Can Facebook become synonymous with the Internet itself? Facebook= The Internet shared.  (Ars Technica)
    • Amazons.com Kindle 2.0 came out today.  This shows how Amazon is in the process of remaking its image as a distributor of digital media (DRM free music downloads as well).  Amazon wants to control and profit from the distribution of all media whether in the physical or digital form.  As part of the promotion for the new Kindle, Stephen King has written an exclusive story for the devise. (Nytimes)
    • Major League Baseball has a enhanced some of their dynamic features on MLB.TV.  While the website is turning into its own portal for all-things MLB they are still trying to maintain their current relationship with Network television.  A person cannot watch the team in their area through the website, however they can watch the other 29 teams.  This way the audience has to still watch the game on broadcast TV.  With a half a million users paying $120 each to use the service, I wonder how long it will be until MBL.TV scraps their traditional relationship with broadcasters. (Nytimes)
    • According to comScore Americans viewed 14.3 Billion online video clips in December.  This is an increase of 13 percent from 2007.  (Meda Bistro)
    • Google Latitude is a GPS based system that combines GPS with Google maps to create a mash-up social network.  Now a person can be track and be tracked by their contacts.  This has limitless applications, but seems poised to usher in a new world of social networking.  No longer are the social communities purely based online, but now can be accessed in the real world.  This new technology offers exciting strategies for Alternative Reality Games and Live Action Role Playing. Oh, and let’s not forget the extreme corporative/government “Big Brother” implications.  (Google)

     
  3. “…We have confused reason with literacy, and rationalism with a single technology.  Thus in the electric age man seems to the conventional West to have become irrational.”

    —>Marshall McLuhan, The Medium is the Message

     
  4. Subway Graffiti

    So over the past few days I have been heavily thinking about the Graffiti in the subway system.  Usally, the vandels write vulgar and often offensive remarks on the pictures.  They comment on the nature of the poses by the models and draw sexual imaginary on the models faces and other parts of their bodies.  I am pretty certain that the intent of the vandels is just to get a rise out of the other commuters or perhaps just to kill time while they wait, but the Graffiti got me thinking.  The ads which are first to be “attacked” are the ones that use sexually suggestive photography in order to sell their message.  In some gorilla way the graffiti artists are actually bringing out the ads true message.  What I mean, is that by placing an ovbious sexual word bubble saying “I want you to pump my hole” the vandal is really just confronting the message that is already latent in the ad.

    I am considering placing an ad on craigslist in-order to find some of the vandels to interview.  I think it would make for and interesting addition to the discussion in my media classes, because the “analysis” that they are doing is most likely not intended for that purpose.