how technology is changingthe business of culture:configurable culture and web 2.0
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How Technology is ChangingThe Business of Culture:
Configurable Culture and Web 2.0
Prepared for Communicate! 11/9/06Aram Sinnreich
Radar Research/USC Annenberg
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We are currently experiencing a sea change in how
audiences consume media.
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2006: The summer of remix, mashups and “configurable culture”
• Music– Beck: invited consumers to
remix his new album– Janet Jackson: fans
“remixed” album cover– CBC’s “Remix the Ring”
challenge – Number one song is
“Crazy” by Gnarls Barkley• From bete noir to best
hope for music industry• Song is extremely popular
subject for mashups, remixed and covers
Source: Radar Research, Nov 2006
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In Focus: Gnarls Barkley
• Gian Pero Reverberi, 1968
• Gnarls Barkley, 2006• Nelly Furtado, 2006• Countless remixes
and mashups, 2006
Source: Radar Research, Nov 2006
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2006: The summer of remix, mashups and “configurable culture”
• Movies– The Onyx Project – Awesome; I Fuckin’ Shot
That! Beastie Boys concert documentary
– Snakes on a Plane• Fan buzz impacted both
production and marketing strategy
– Reshoots based on fan feedback
– Marketing leveraged mass customization and viral hype
Source: Radar Research, Nov 2006
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In Focus: Snakes on a Plane
• Summer 2005: Principal shooting. Title changed.
• August 2005: Blog post by writer Josh Friedman.
• Fall/Winter 2005/6: Internet hype percolates.
• March, 2006: Title reverts. Five days additional shooting.
• 8/15/06: Snakes on a Train released to DVD
• 8/18/06: Snakes on a Plane theatrical release
Source: Radar Research, Nov 2006
"Enough is enough!I have had it with these motherfucking snakes onthis motherfucking plane!"
New Line got it right: film marketing echoed online viral marketing
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2006: The summer of remix, mashups and “configurable culture”
Videogames– Counter Strike
• Total conversion mod of Half-Life
• Has become most popular “first-person shooter” game in history
• About 5 billion player minutes per month – more than three times the volume of its next competitor
– Adidas and Toyota set up shop in Second Life
• Leo Burnett and BBH follow
Source: Radar Research, Nov 2006
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2006: The summer of remix, mashups and “configurable culture”
• Television– American Idol
• Spurred SMS adoption• Attempts to integrate
audience feedback into story architecture
– The Colbert Report• Green screen challenge –
Leverages “star wars kid” meme
– Has been mashed with Phantom Menace, ipod ads, video games, and OK Go music videos
Source: Radar Research, Nov 2006
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2006: The summer of remix, mashups and “configurable culture”
• Internet– Explosion of social networking sites:
MySpace, Facebook– Online video: Youtube, Google Video,
MySpace Video– Blogs, RSS– Application mashups: Zillow,
Sopranos/Google Maps, Flickr mashups
Source: Radar Research, Nov 2006
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What is configurable culture?
– Instantaneous– Global– Multi-sensory– Archival
– Editable– Networked– Interoperable– Customizable
– Hackable
Source: Radar Research, Nov 2006
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Expertise as Spectrum: Colonizing the “Gray Area”
Consumer Enthusiast Prosumer Professional
Source: Radar Research, Nov 2006
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The “culture of configurability” influences every aesthetic practice:
fashion, architecture, design
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But wait a second – how much of this is simply a new “flavor” of entertainment? How
many are actually doing these things?
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Niche is the new Mainstream
15.8%
9.4%
10.3%
15.3%
15.8%
19.9%
20.0%
23.3%
25.8%
28.0%
30.2%
35.4%
46.0%
55.1%
76.5%
0% 10% 20% 30% 40% 50% 60% 70% 80%
None of the above
Software mashups
Machinima
Video mashups
Game mods
Game emulators
trading game currency
Anime music videos
Music Mashups
TV or film remixes
TV commercial remixes
Music sampling
Altered photos
Music remixes
BlogsWhich of the following practices have you heard about before?
Source: Radar Research/Intellisurvey; n=1765; US Only; Oct 2006
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Popularity of remix doesn’t yet hinge on production
64.4%
2.0%
2.5%
2.6%
2.7%
5.5%
5.8%
6.5%
8.5%
10.9%
23.6%
0% 10% 20% 30% 40% 50% 60% 70%
None of the above
Created a remix video
TV/movie karaoke
Contributed to a video sharing site
Shared my playlist
Create a playlist
Blogged about TV/film
Shared digital video
Access easter eggs on a DVD
Used a DVR
Accessed bonus features on DVD
Source: Radar Research/Intellisurvey; n=1765; US Only; Oct 2006
In the past year, which of the following film and TV-related activities have you engaged in?
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Popularity of remix doesn’t yet hinge on production
64.7%
1.2%
3.0%
3.2%
4.4%
6.9%
9.8%
12.4%
21.6%
0% 10% 20% 30% 40% 50% 60% 70%
None of the above
Sold sample music
Created sample bank
Created sample music
Custom online radio
Blogged about music
File sharing
Karaoke
Made play list
Source: Radar Research/Intellisurvey; n=1765; US Only; Oct 2006
In the past year, which of the following music-related activities have you engaged in?
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Popularity of remix doesn’t yet hinge on production
81.0%
1.7%
1.8%
3.8%
4.4%
5.7%
7.4%
11.8%
0% 10% 20% 30% 40% 50% 60% 70% 80% 90%
None of the above
Hacked game code
Modded game
Exchanged items
AIMed with players
Blogged about game
Customized character
Cheats
Source: Radar Research/Intellisurvey; n=1765; US Only; Oct 2006
In the past year, which of the following video game-related activities have you engaged in?
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Popularity of remix doesn’t yet hinge on production
52.6%
6.4%
9.2%
10.7%
11.0%
26.5%
32.6%
0% 10% 20% 30% 40% 50% 60%
None of the above
Custom photo product
Blogged about photo
Shared remix photo
Photoshopped "mash-up"
Shared photo
Simple edits
Source: Radar Research/Intellisurvey; n=1765; US Only; Oct 2006
In the past year, which of the following photo-related activities have you engaged in?
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What’s considered “mainstream” is in the age of the beholder
Source: Radar Research/Intellisurvey; n=1765; US Only; Oct 2006
Percentage of respondents reporting “none of the above” to previous questions (by age)
0% 20% 40% 60% 80% 100%
Music
Film/TV
Video games
Photos
55+45-5435-4426-3418-25
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Entertainment is the number one motivator for remixing
2.12.32.32.32.42.4
2.62.72.7
2.9
1 1.5 2 2.5 3 3.5 4 4.5 5
Social protest
Create a "calling card"
Economic necessity
Win a contest
Cultural Criticism
Because I'm a fan
Amuse my friends
Create Art
Hone technical skills
For the fun of it
How important do you consider the following reasons for creating remixes or mash-ups?
Source: Radar Research/Intellisurvey; n=1765; US Only; Oct 2006
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Moving on:Programming Strategies for Web 2.0
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Stakes are getting high… AGAIN
• Feb 03: Google buys Blogger for $20M• Jul 04: Cnet buys Webshots for $71M• Jul 04: Yahoo buys Oddpost for $20M• Feb 05: IAC buys Bloglines for $25M• Mar 05: Yahoo! buys Flickr.com for $35M• Jul 05: News Corp buys MySpace for $580M• Sept 05: eBay buys Skype for $2.6B • Dec 05: Yahoo! buys del.icio.us for $35M• Aug 06: Sony buys Grouper for $65M• Aug 06: Viacom buys Atom for $200M• Oct 06: Google buys YouTube for $1.65B
Source: Radar Research, Nov 2006
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What makes this bubble different?
• Core business principle #1: Every consumer benefit (demand side) must be matched by an equal benefit for the programmer (supply side)
• Core business principle #2: Web 2.0 is user-driven. This has five elements:
• Network• Identity• Content• Location• Modularity
Source: Radar Research, Nov 2006
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10 Pillars of Web 2.0
Demand Side Benefit (audience/consumer)
Supply Side Benefit (business owner)
Network Network effects Virality
Identity Customizability Nichefication
Content Participation Volume
Location Portability Geo relevance
Modularity Extensibility Interoperability
Source: Radar Research, Nov 2006
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Pillars 1 & 2: Network
• Network effects (demand side): Metcalfe: the value of a network is proportional to the square of the number of users. This means that a site or service gets more interesting and useful as other users engage with it. • Virality (supply side): A site that benefits from network effects must allow its users to recruit others, thus lowering marketing and customer acquisition costs
Source: Radar Research, Nov 2006
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Pillars 3 & 4: Identity
• Customizability (demand side): Successful Web 2.0 sites allow users to specify which content and features they will access, and to organize the way in which these content and features are presented • Nichification (supply side): Customization tools yield rich data about users, spot emerging tastes and trends, and lower production and delivery costs by pre-formatting content to suit the anticipated needs of specific customer segments, or niches
Source: Radar Research, Nov 2006
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Pillars 5 & 6: Content
• Participation (demand side): The degree to which users may contribute to the experiences of other visitors at a given site or service. Users who have invested their own time and energy in contributing to a site are both more loyal and more valuable to publishers
• Volume (supply side): Participation tools bring the cost of content production down significantly, and provide publishers with the raw materials for a more immersive, customizable site than either editorial or syndicated content.
Source: Radar Research, Nov 2006
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Pillars 7 & 8: Location
• Portability (demand side): As mobile devices and wireless networks continue to proliferate, consumers will increasingly see value in sites and services that are formatted to leverage multiple points of entry. • Geo-relevance (supply side): Location-specific advertising and services will be a major engine of revenue growth and a key point of differentiation between the successes and failures of the Web 2.0 era.
Source: Radar Research, Nov 2006
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Pillars 9 & 10: Modularity
• Extensibility (demand side): A successful Web 2.0 site offers consumers the promise of increased value over time through the use of extensions, plug-ins, software mash-ups, and other functionality-boosting additions. • Interoperability (supply side): Publishing APIs and helping third-party developers to add functionality will be rewarded with genuine customer loyalty and, ultimately, a more robust, functional, and competitive product.
Source: Radar Research, Nov 2006
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Score card: Pandora
Demand Side Benefit (audience)
Supply Side Benefit (business owner)
Network Network effects: 2 Virality: 6
Identity Customizability: 7 Nichefication: 8
Content Participation: 3 Volume: 3
Location Portability: 4 Geo relevance: 1
Modularity Extensibility: 2 Interoperability: 2
SCORE (10-100) DEMAND: (18) SUPPLY: (20) Total: (38)
Source: Radar Research, Nov 2006
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Score card: del.icio.us
Demand Side Benefit (audience)
Supply Side Benefit (business owner)
Network Network effects: 10 Virality: 6
Identity Customizability: 8 Nichefication: 10
Content Participation: 9 Volume: 10
Location Portability: 8 Geo relevance: 6
Modularity Extensibility: 10 Interoperability: 10
SCORE (10-100) DEMAND: (45) SUPPLY: (42) Total: (87)
Source: Radar Research, Nov 2006
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Score card: Your Choice
Demand Side Benefit (audience)
Supply Side Benefit (business owner)
Network Network effects: Virality:
Identity Customizability: Nichefication:
Content Participation: Volume:
Location Portability: Geo relevance:
Modularity Extensibility: Interoperability:
SCORE (10-100) DEMAND: (*) SUPPLY: (*) Total: (*)
Source: Radar Research, Nov 2006