Connected Marketing podcast

At the end of March, Kevin and I had an interesting chat with Justin Kirby of Connected Marketing for a series of podcasts he’s running (unfortunately our bit doesn’t have its own link UPDATE: which now has its own link on the new Connected Marketing blog). We chatted on Skype for a good hour, a fun conversation which Justin summarised thus:

We discuss many aspects of business blogging, including: how it is used to created a two-way dialogue with your audience; how businesses can gain insight from consumer conversations; how participation requires resource and commitment; the cultural changes required to incorporate blogging successfully into your business; and how corporate blogging in the Europe and the UK compares to that in the US.

Justin has split the discussion up in to three short episodes of about 15 minutes which you can manually download in M4A or MP3 format.

Episode 1

(3.5MB)

(4.99MB)

Episode 2

(3.52MB)

(5.02MB)

Episode 3

(3.77MB)

(5.44MB)

Supporting the Open Rights Group

I don’t normally write about the work of the Open Rights Group here because it seems a little off topic, but we have a really important fundraising event coming up on 11 April in London that I’d like to give a wee bit of bloggy love to. This is cross-posted from Chocolate and Vodka.

It’s just over a week til the Open Rights Group‘s Support ORG (and Party!) event, at which there will be public domain DJs, free culture goodie bags and the chance to win some really cool schwag. Our special guest speaker is the wonderful Danny O’Brien, who is always fantastic value for money and well worth coming along to see. So, if that sounds like fun, come along – it’s free! Well… it’s sort of free – we just ask that you bring someone who might like to become a new ORG supporter.

If you can’t make it, then you can still support ORG by buying a raffle ticket for just £2.50 (link to PayPal is at the bottom of that page). Prizes up for grabs include:

Many thanks to everyone who has donated! Buy your tickets on the night, or online via PayPal. At £2.50 each, they’re a snip!

Oh… and also, please blog about this as widely as you can. ORG has a busy year ahead and we really need to spread the word – your blog post is as valuable a way of showing support for the work that ORG does as buying a raffle ticket or becoming a supporter.

Guardian Changing Media: I’ll see you in court: the rights and wrongs of DRM

Nick Higham, moderator
Dr Ian Brown, board member, Open Rights Group
Elizabeth Gibson, corporate legal and IP, BBC
Andrew Gowers, Gowers Review of Intellectual Property
Paul Grindley, head of business affairs, Film4
Paul Keller, project lead, Creative Commons Netherlands

NH: Dr Ian Brown did a good demolition job of DRM in a session in this very room last year, so surprised to see it come up again. Should rights holders be suing infringers? Should we have more enforcement? Or should we scrap DRM completely and make as much as possible free to users? Ian, have things changed since last year?

IB: The technological problems with DRM haven’t changed, but many people in the music industry are beginning to realise that DRM isn’t going to do what they had hoped it would. Surveys have found that music execs are starting to think that DRM reduces sales, and evidence to show that artists who provide their music unencumbered are doing better financially.

NH: So this is moving towards an unencumbered format? And is this making more money?

IB: Many people in the music industry are starting to believe so, yes.

NH: Andrew, I mentioned the Gowers Review, can you summarise it in three lines?

AG: We were asked to look at the changes in the world economy, and look at intellectual property rights, which is a global system so there’s a limit to what you can do in just one jurisdiction, but there were some clear issues, including the effects of digitisation, globalisation, and flexibility – there were a number of sticking points where copyright law was being brought into disrepute or misunderstanding on the part of the public and it wasn’t the public’s fault it was also the industry’s point. How did the gigantic growth in illegal downloading begin? I began because the music industry wasn’t producing stuff in the format that the public wanted, and so they’ve been forced to play catch up and some are now beginning to address the right issues. Blaming consumers for the growth of that thing was not looking in the right place. The second place misunderstanding took place, and which made the law look like an ass, was the act that most of us commit ever day i.e. transfer of music from a CD to a PC and then an MP3 player, the act of format shifting, which is an offence. The fact that it’s on the statute books taints the rest of copyright law. Then the concept of fair use, which is a broader concept in the US and covers more exceptions than in the UK, and we looked at some new fair use concepts such as transformative use, satire and parody. Need to modernise copyright law.

NH: The reaction to your report hasn’t been very good in the music industry.

AG: Broadly, the report was received well and accepted by the government in full, and the Gowers Implementation Team (GIT), are in charge of implementing. There was a distorted response from the music industry – they welcomed the enforcement section, as enforcement for online infringement is lagging behind what’s possible in the physical world.

NH: So they were happy with that, but not everything?

AG: They weren’t happy that we didn’t listen to the unrelenting lobbying from the music industry to extend the term of copyright protection on sound recordings. We looked at the evidence and we could see no case to make a change, so we are leaving it as it is. It was a question of what is the problem we are trying to fix? If there is a problem with the incentives to create then there might be an issue to look at, but there is no problem with the incentive to create in this country or any other developed country. Most recorded works sell the majority of its sales in the first 5 years. Very few acts last even 50 years, which is the current term, and even fewer that last 95 years. So we were being asked to extend the rent for a very small number of musicians for the benefit mainly of one big record company.

NH: Significant for TV too?

PG: Yes, we have been watching the music industry, and we have to grapple with this ourselves. The debate is uncomfortable for those in the business of distributing more collaboratively created content, films are consumed in different ways, there’s a more dense ecology, more entrepreneurial companies working together. This creates a lot of dynamism, so our challenge is to find a more creative solution. C4 sites in the middle of the ecology, so we innovate, develop talent, are producers, we have to look at our own position and industry holistically, and look at DRM holistically, you can’t isolate it from broader economic and cultural trends.

NH: Most film/TV content is high cost, lots of people involved whose time and effort needs reward, the comparison with music is that much music is lower cost and therefore lower value. So do you want more restrictions and more power over the end use of your product?

PG: Traditional models in film is that you can buy a copy, rent a copy, see it in a cinema, have it on TV, so challenge record industry has is that their value add which is marketing and finding talent is now in competition with social networks and other means by which film is discovered. In film, the value add is yes, distribution which will have to evolve, but as far as production is concerned that’s still an enormous cost. The transient copy that’s available on the website, if that became a permanent copy then there’s not much revenue left for the producer. DRM has an effect of alienating users, and that needs to be changed, and it doesn’t match what’s allowed legally under copyright but is it ever realistic that DRM would ever match what’s allowed under copyright. 4Docs, web based social network around documentary, uses Creative Commons licences.

NH: Does the BBC welcome the Gowers Review?

EG: BBC Always sits on the fence as both creator and user of intellectual property. So we accept things like the format shifting, just like it’s good to have time shifting. The exception for caricature, parody and pastiche, which is a natural creative thing to want to do, I’m delighted it’s been adopted although it’s causing a bit of disquiet, but I welcome that. As far as DRM is concerned, the BBC does use that out of consideration to the underlying rights holders and contributors, as they are anxious that their work isn’t used beyond the rights that they have given up. DRM could enable the idea of making one download of your CD on to something else, and our iPlayer trial needs DRM as programmes can be downloaded for a week.

NH: Tension for a public service organisation between making material which has been publicly funded as widely available as possible, and the need to protect and preserve copyright.

EG: We have the Creative Archive, which has just finished trialling, but we don’t have the rights usually. Old contracts didn’t include it. Plus we have BBC Commercial so we have to preserve the ability for them to make money out of things.

NH: The desire to make things widely available, in the final analysis, proves too difficult to do?

EG: It can do. And another problem is orphaned works where you can’t find the author.

NH: Creative Commons takes a different approach.

NK: CC offers copyright licences that allows others to use your work in certain ways. You can invite others to share, remix or reuse your materials. There’s six standard licences, and the main differentiation is between commercial and non-commercial licences. It acknowledges that copyright, which is this monolithic thing created when there were few players in the market, is now something which affects everyone. Everyone can create nowadays, and copyright is a one-size-fits-all thing, which doesn’t work now. We have serious issues with both copyright and DRM. We are interested in giving people the opportunity to express their rights in a way that invites creativity and reuse.

NH: Doesn’t it invite abuse?

NK: As an organisation we are young, so we don’t have statistics about this. But we think there are about 250m works licensed on the internet, but we have had only 3 cases that went to court that involved CC .So this way of expression rights in a term of ‘friendly guidelines’, and there is a bit of friction where people don’t understand the licence, but they are usually easily solved.

NH: What type of content is it?

NK: A lot of writing, lots of blogs, also lots of photography. Quite a lot of music, distribution platforms that take artists who reserve their commercial rights but give away the potential to share and remix.

NH: Are there lessons for the world of commercial copyright?

NK: If I listen to what was said here, CC has a three layered model, we have this licence which is 6 – 8 pages long and then we have a human readable version, and we need to explain what the rights and restrictions are. Need to be very clear about what the rights are, and that might remove some friction, even in commercial areas.

Questions from the floor
Does the BBC and C4 like YouTube?

EG: The BBC did a deal with YouTube, so yes, we like them. We can post trails and clips and specially made content where users can find it, and we get some advertising revenue out of it as well. You can’t download but you can post stuff up for your friends, but that doesn’t stop us enforcing our rights if our materials is posted up by other people.

NH: The BBC material that has adverts is the channel hosted by BBC Worldwide?

EG: Yes.

PG: It can be good if it supports your business, it can be bad if it compete. Maybe you have to tolerate a certain amount of competition in order to promote your stuff. The BBC stuff – what’s not to like, BBC doesn’t have to earn money from it’s material the way C4 does. But you can do other things, such as streaming short films on Second LIfe, no payment out of that, that’s about brand and developing authorial reputations of the creators of those films. Something else we’re doing is taking this community, and doing a movie that’s open source, inviting contributions form people, have input into idea, marketing, etc. Trying to find ways to innovate and try to find ways to use this technology.

AG: I think it’s heartening development – this can be seen as an ongoing negotiation. Sites like YouTube doesn’t mean that traditional means have got to role over and die, they’ve just got to find a new balance. And it’s always been a balance. Those copyright owners who compare their copyright to physical property are wrong, it’s not like physical properly. You can’t make endless copies of your house. What this is is finding a new balance, and there are areas that are grey in law.

NH: But isn’t YouTube encouraging a widespread disregard to copyright.

AG: It’s finding a balance. I’m sure that the courts will find that Viacom has somewhat of a pint and there’ll be a licence to be paid. But this is not

IB: This is about systems evolving, but in Viacom’s case, this was specifically considered in the DCMA. So they said that intermediaries don’t have to hunt through the content they host, but that they do have to take items down when someone complains. But Viacom want another bit of that cherry and want to try and change that.

NK: The problem with orphan works, if no one knows how owns the rights you can’t get permission, there’s a need to revert from the ‘if we can’t find the owner of the work then it can’t be used’ – that’s a waste.

You’ve mentioned different systems and US copyright law vs UK. Can copyright law really be negotiated on a national basis when consumption is international?

AG: It already is international. Much of our review is about EU law and we hope to have input to the review process in Brussels. Whether it needs to be standard is debatable. In the US you can’t get royalties for playing music in bars and hairdressers, but you can in the EU. You will see convergence, not universally, but it’s always in an upwards direction. Since WWII the tendency has been to ratchet upwards, because producers are more articulate than those who consume it.

NH: Is it realistic to expect intermediaries like ISPs to supply revenue to rights holders

IB: It shouldn’t happen in a compulsory way, but there are already ISPs who are negotiating licences, and it’s worth experimenting.

AG: ISPs loomed in our discussions, and the music industry saying that ISPs sold their services on the back of downloading, so the ISPs should look at that.

NG: What will happen is that the ISPs will become part of the content industry, and having a strong legal framework promotes that negotiation.

EG: Contributors should have nothing to fear from this new platform, it’s another way to get more revenue.

NK: we need to take account of open systems, that’s not distributed by major players that deserve remuneration.

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Guardian Changing Media: Game on: Gaming and virtual economies – players in control

Nick Higham, moderating
Ed Bartlett
, vice president, Europe, In Game Advertising (IGA)
Justin Bovington, CEO, Rivers Run Red
Gavin Forth, head of entertainment, Orange
Timo Soininen, CEO, Habbo Hotel
John Burns, senior director of e-commerce, Electronic Arts Europe

NH: Justin, what is Second Life?

JB: Virtual world where users create everything in the world. 5m unique users. But that’s half the story. 1.6 million people log in in for average of 4 hours in there. Very difficult to monetise social networks. Second Life has an economy. 1.7 million USD exchanged, thousands of businesses earning real money within SL.

NH: How is this money transferred to the real world?

JB: Linden Dollars have an exchange rate with USD, just like air miles have an intrinsic value, so do Linden Dollars. SL is just one – there’s also things like World of Warcraft.

NH: What do people do?

JB: People create things, run events, wedding planners, all sorts of thing. From the last panel, content and brand, people are getting behind their own content and their own brands.

NH: Who are these?

JB: Average age of SL is 33 – these are not 17 year olds, it’s actually very sensible people. [audience laughs] All high education mostly college graduates, 10% are professionals, e.g. doctors.

TS: Difficult to explain Habbo without being able to show it. Business model is different to most, it’s end-user based, not advertising. It’s a personal virtual world ad online community for 13 – 15 year olds, 50/50 split male female, non-violent, moderated virtual world. About self-expression, UGC, about being who you want to be and playing together. Four areas, Habbo Hotel, 19 ones around the world; Habbo home page; Habbo multiplayer game section; users’ own web pages.

74 million player characters, started in 2000, 7.5 unique users per month, 400m page views.

Opportunities for companies to sponsor an area, or have in-game advertising, or holed events, create your own virtual area and advertising using interstitials as people navigate from room to room, us IM to communicate message, sponsor games and prizes. Market surveys are popular because kids are very responsive – response rates 10x higher than industry average. Create background themes. Brands are most powerful form of self-expression for teenagers.

Brands that have used Habbo including iPod, and various music artists, Moo cards (?? – they looked like them).

NH: What’s the different to SL?

JB: Mythical thing about ‘brand immersion’, how you move people from conversation to brand loyalty. SL allows people to have immersive experience, collaborating with the brand. How do you make brands content, that’s when people will really engage. But the bottom line is that if you add value to someone’s virtual life that you’ll be successful, if you try to crowbar your message into their world, they won’t engage with you. The internet has always been about the head, about information, but SL have really hit people’s hearts, it’s very emotive.

JN: EAE has a more conventional history. How do you see this going/

John B: I agree with Justin’s point, gaming itself is a reality now as a media forum, and a forum for a vast group of consumers. It’s not niche. And the online revolution is happening and the definition of online for games is changing, all gaming is beginning to develop an online aspect, whether through broadband or mobile. Tremendous opportunity for major bands and consumers. We have a franchise, Battlefield, and we have an active community playing that game, 1.2 million users, and people interact, it’s not a passive experience. Beyond gaming being such a large market, and online being key, one of the differences between gaming and a lot of the other things that exist on the net, Gaming is interactive, we make people engage, sometimes at a deep level.

JH: Who are the gamers? Habbo it’s 12 – 15, but SL is 33?

JohnB: Both are correct. ‘Gamers’ is too narrow a definition, it’s consumers. Gaming is on your mobile, it’s on the net, it’s many things on many platforms. We see this, yes there are hardcore consumers, but when you look at the Sims which is one of the most popular games, they are female with a broad age range, so the stereotype of gamers is out of date.

Ed: This is an entertainment media, our core demographic is 18 – 34 male, but we have a lot of female, and a lot of ‘grey gamers’, so we cover a large range of people and products. Cost of developing games has spiralled, so some of the EAE teams are over a 100 people, and the games themselves are getting cheaper, so the margins are narrower. So advertising is a way to do that.

2003, Hive was the first product placement for gaming, did a lot of work with RedBull – couldn’t make product claims on TV but could put them into a game. Move to become a platform channel, so aggregate games into a single channel. When you look at these games, there are so many choices, so we take entire game spectrum, and aggregate together through our tech, can then insert ads seamlessly, and can do it in context.

Games are now very realistic, and these environments have to be believable, and adding brands increases the realism. Can also add geographical relevance – can geotarget advertising, so someone in Germany would see different advertising to someone in the UK.

NH: How important is this for Orange?

Gavin: Gaming is the second largest revenues stream for Orange. Lagest is music and ringtones in particular. It’s interesting when you start looking what peopple are doing with virtual communities and how you can start bringing that into mobiles. Starting to see mobile access and get people playing against each other in environments that reflect the real world, e.g. if it’ ssnowing in the real world it’s snowing int he game.

Broad spectrum of users, from deeply immersed people who are into Second LIfe; mid-range gamers who like console games; also strong area of casual gamers, like most people in the audience, playing things like Sudoku, most of those people are significantly different to traditional gamers, so older, more females, and they are games like Sudoku, crosswords, and ‘Deal or No Deal’.

NH: What are the ad opps?

Gavin: branding is key, so one of the most successful was Sudoku sponsored by The Economist. Looking at sponsors to subsidise the price of the game, as most games are around £5, so sponsor puts ads on to make those games cheap or free. Provide click-throughs after the game, that works.

NH: How welcome are branded messages and advertising in the game environment?

TS: The biggest risk is that people start treating it as another media space, but it’s not, it’s the space of the users. Don’t allow any flashy banners, or anything in-your-face. Kids love and hate brands, but they are self expression, so we give them the opportunity to use the brand in clever ways. But we are taking careful measures not to over-commercialise it, because otherwise that’s the end of the story. We work with things like Coca-Cola, but I’m sceptical of brands going there directly, and brands have to go where the users are, not that he users have to spend time with the brand.

NH: What about Second Life? Lots of brands have stores in Second Life and they’re all empty.

JB: there are monolithic buildings that sit empty, and you have to ask why do that? Have to think about where the brands are going rather than corporate identity. Most brands think of themselves as content, and virtual worlds are an obvious part of their mix. It’s all about picking the right audience for the right product, so in Second Life, have had some weird and wonderful people thinking they can come in and get something from it. What wouldn’t work would be, say, Cillit Bang adverts. It’s less traditional things that you think would work, and Penguin publishers are great, because people can discuss novels. Radio works, because people can come together as an event based processed.

John: Our experience is that advertising in games in and of itself isn’t new, so consumers have adapted to that, they like it, it ads reality to their experience. What is new is connectivity, think of games in the broad sense. As that accelerates, that enables us to change ads to messaging. E.g. Need for Speed, ads are relevant to today, and tomorrow you’ll see new, different ads. You have to be sensitive to the needs of the users, and understand what they will accept. As more games go online, our ability to deliver great content is growing. Major brands should look at games as a valid place for their spend.

Questions
Historically, minority markets haven’t been well catered for, e.g. gay and lesbian.

Gavin: Games are being developed for all communities, including niche communities such as battlefield surgeons. ten years ago games were all about shooting, but companies like Nintendo span every genre, sexuality, race. Everyone is a consumer, and everyone can find something to entertain them.

Lord Puttnam: Replicating real life online, Timo said that brands are the most powerful way of expression for children, but that’s alarming. I’ve worked hard to support creativity in the online world, and it’s an entertainment medium, but so is TV and radio, and they are also agents for serious change. When will the creatives in this medium join the human race and start tackling serious problems instead of being pure entertainment?

JB: Youth don’t define themselves so much through fashion, and inside Second Life there’s been a huge outpouring of political movements, in France, Mr Le Penn opened offices and was greeted with derision. But people in Habbo and SL, People are creating their own stuff, young film makers and content producers are coming through and creating their own culture. People ask how does someone spend all this time in there? Well, these people are not watching TV so much or going to the cinema, and it’s up to all of us to go with them.

TS: Habbo is a social environment and if you behave badly, you’ll not get friends. It’s like practising real life. Average session is 35 minutes a day, so it’s a part of their life for socialising typically with existing friends from school. Habbo culture is non-violent, it is responsible, and want to be the good guys. Work with several governmental and non-profits, sponsoring virtual infobus, where there are trained adults who can talk about problems users face, like obesity, or drugs. Not trying to simulate reality, but as these things are important to them.

John: I think we already have that, clearly gaming is an entertainment medium so you serve a variety of tastes, but we all understand the validity of the question and the gaming industry continues to offer positive things to consumers: helping people to act responsibly in online spaces, helping them work around making decisions and choices which they might work into their life. So there are many positive things in games.

Ed: It’s a good question. We have a network of over 50 games, and lots of engagement. Games industry only really 30 years old, only since 95 that it’s become the industry it is now. So we’re seeing the same stories about games that our parents saw about rock music. It’s become so commercial now, it has to have a commercial element to it. But you are seeing more serious games, using it for helping people with disabilities, or helping reform people in prison.

Q: What’s the space for government in these communities?
Q: What do brands do if they aren’t cool? Can we still get involved? E.g. universities.

Gavin: Any advertising has to be relevant to the customer, so if you put advertising for government in front of people who aren’t interesting it’s not going to work.

Ed: The COI are one of the early adopters in this space, it’s a great way for them to engage with things ike drugs messaging. Universities might be less relevant but we’re all expanding into new areas

John: Yes, there’s absolutely space for it. In some of our games we had a campaign from Frank, the drug advice agency. And cool brands have their place, but the real estate in games is pretty broad, so I think.

Timo: It’s all about packaging and making it relevant. If you have to go there and deal with the issue to that it fits with the environment, not be too serious, offer something interesting. Non-profits are popular because they’ve worked in a style that fits with the environment. Virtual worlds and communities have an opportunity to refresh your brand, but you can’t just put banner ads up.

JB: Lots of examples of this already in SL, Swedish Embassy is in SL, John Edwards and Rudi Giuliani are already in there Great captive audience to get your message across. Cool brands have to still tell their story better.

NH: Are today’s gamers people who will behave differently or will they grow out of it?

Gavin: No, people continue to game as they grow.

Ed: TV is evolving, and gaming is a part of that. Trick is to get as many eyeballs together at once as possible.

John: There is a shift, it’s just part of the entertainment medium, but it’s at the cutting edge of the move from passive to interactive. In other passive mediums, like TV, they are trying to become more interactive, but gaming’s already there.

Timo: Yes, we’re like a training platform for the more serious online games, so people learn the netiquette, learn behaviours that are never going to go away. People talk about user generated content, but we’re moving to user demanded advertising.

JB: Step forward 10 – 15 years, I’m from the Star Wars generation and that’s where my cultural references rae from, where as these people’s references will be from games.

I’m surprised that no one mentioned in their answer to Lord Puttnam’s question the variety of serious projects going on in Second Life. There are support groups for stroke victims and educational places such as a house which explains what it’s like for someone who has schizophrenia. There’s also a huge presence from universities whose students are gathering not just for social reasons, but to attend classes and tutorials. And there are NGOs such as Creative Commons who hold talks and lectures and provide information. I’ve no doubt that’s that’s just the tip of the iceberg, because I’m way behind with my Second Life news these days.

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Guardian Changing Media: Care in the community – from new media to social media

Session chair: Emily Bell, director of digital content, Guardian News and Media
Kevin Anderson, blogs editor, GuardianUnlimited
Gavin Newman, executive producer, Virgin Media Television
Jay Stevens, vice president, sales and operations, MySpace
Joanna Shields, president, international, Bebo
Celia Taylor, director of programming, Trouble, Challenge, Bravo and Bravo 2 for Virgin Media Television (by video)
Patrick Walker, head of video partnerships, Google

Celia can’t make it today so in the spirit of the session, her thoughts are delivered via the internet.

Celia Taylor, at Trouble have been working with UGC for over a year, didn’t analyse it just jumped in. Didn’t take a genius to see it was growing, launched Homegrown which is a UGC web site. commissioned a half hour weekly user generated content (UGC) TV show called MyTV. Didn’t know if they’d get the content to sustain a strong TV show but it’s been a huge success. Constantly try to move it on. Doing a TV show felt old-fashioned, so wanted to be more inventive, Sunday morning, MyShout, send in material and be on air in minutes. Experimental, only going a few weeks. Important – in world of TV to have a strategy where you can be inventive and creative is exciting. Have strong relationship with audience, communicate well with them. Important for Trouble, risky but rewarding.

In terms of rights, users accept they have to transfer all rights in order to show it. Obviously need the rights to broadcast, so have to be organised about that. When they started, had to get sign off from the board and let them know that here’s an element of risk and in terms of music it’s not always clear if it’s been cleared. If there’s something that someone complains about on the Homegrown site, they take it down. Contributors are generally thrilled to get their stuff on to TV or MyTV website, so no problems or accusations of exploitation – the opposite. They have made a significant number of TV shows, no problems so far, feel they have a good relationship.

People worry about copyright infringement, but came at it from a different angle. How can they work with copyright owners, so work with record companies, e.g. Oasis allowed people to download a track and make your own videos, and ran as a competition. Copyright owners working to connect with their fanbase. Done it with Justin Timberlake and Gwen Stefani. Also did it with movie companies, Rocky Balboa. Did paid-for campaign with Step Up, and potentially monetise this, which is what people are interested.

Come at it creatively first and foremost, rather than think about making money, has allowed it to be a success.

How do you monetise it? Come at it from a different variety of ways – MyTV was ad funded, sponsorship opportunities are there, advertisers working creatively thinking about how to use UGC for their brands. Find the right people to work with. Not going to be a huge pot of gold but it’s about ‘can I actually make UGC commercially viable as well as creatively viable”.

The future for UGC and Trouble as a company is quite exciting. Making Homegrown into a social network site, much richer experience. Still moderate it, and now with Virgin Media Television that’s opening opportunities and are very excited about what’s coming up.

EB: Not a large pot of gold. But Viacom took out a case against YouTube/Google.

SL: Important to remember YouTube isn’t just UGC, it’s an open platform so rights holders can put their own stuff up too. Important to recognise that it’s open, and it’s meant for east of contribution and sharing of video content on a global scale. Very clear guidelines and policies regarding content submission. Proud of the platform, and are fulfilling their legal obligation, but in many ways it’s an attack on the DMCA, and the safe harbour of ISPs that that provides.

People take different approaches – BBC and CBS are really taking advantage of it instead. Developing policy.

EB: Their approach is that they can put up poor resolution clips, and if you want a higher resolution one they’ll add advertising. But is Viacom going to do damage?

SL: It’s really about DCMA and this will affect all web domains that provide content to users, as they don’t have to police the content just take down content when they are informed that it’s infringing. But this might take several years, but most importantly usage of YouTube has grown, and the number of partnerships growing, so don’t think Viacom is going to impact the business.

EB: Is there an emergent model for giving back revenue?

SL: Absolutely. When our partners do well, we do well, and we distributed a lot of money to our AdSense partners. but there’s a lot of experimentation, so trying to engage rather than just extract revenue, so it’s about ease of use, trust of users, and it’s a place for them to express themselves. Perception of the need to monetise, but other objectives too, .e.g. might be promotional. So CBS uploaded clips from late night chat shows and saw a rise in audience numbers as soon as they did that .

EB: Two speed approach to copyright. Copyright is broken on the one hand, but the reach of copyright keeps getting extended. Who wins that debate?

SL: It’s important for content creators to think about clearance for all formats right at the beginning. But one thing that’s encouraging is the willingness of people to take risks, and think we’ll see a lot more of that, even whilst there’s uncertainty – e.g. mashups, how do you deal with that?

EB: Google used to be quite techy, now it’s much more about communities. How well is Google adapting to do that?

SL: Google is a very geeky, tech-driven company, and that’s good because we focus on our position as a search tech based organisation and where we’re adapting is in partnerships, bringing in people with different areas of expertise that don’t necessarily have a tech background. Company growing very quickly.

EB: Is there a danger now that there’ll be more concerted efforts by content producers that they will want to close you down because they are threatened?

SL: Depends on which services you are thinking about. I don’t think anyone can say that you don’t benefit from having more people sent to you via search. But YouTube, people want to keep control of their content. But we didn’t invent the internet, we just want to make it easier for people. But that’s threatening to those who prefer to keep things behind a wall. Those who understand this, they can partner with us in ways that protect their traditional business and extends their reach. So BBC is doing well – promotional, introducing their shows to new people, and providing people with content that they love to help build the brand.

You can’t just put stuff up, you can’t speak at an audience, you have to have a conversation with them. So Chelsea FC wanted to put up a clip from Chelsea TV, and they had a huge umber of comments, in all sorts of languages. Became a dialogue between them and their fanbase, so it’s a different environment.

EB: Joanna, UGC really is your site. How do you monetise it?

JS: 30m users of Bebo, 8.5m registered users in UK, largest social network in their demographic, under 30, mainly 16 – 24. Most interesting things about Bebo and its community is that the idea that kids go online to express themselves. Highest engagement of any site in the UK. Frequency that people connect with Bebo – great opportunity for advertising, brands, even politicians to engage the audience.

One of the things that’s different about Bebo is that much more progressed on the profile, and media is a personalisation tool. People post the music they are interested in, write blogs, share photos, all about personal expression. So when someone adds a clip from a media rights holder, it’s more about ‘this is what I like’. It’s not a channel. Need a different discussion – if someone uploads a video of themselves that’s great, but if it belongs to someone else, that’s a challenge. There’s impressive economics for brands, need to com up with a model to help them to communicate, and delivers revenues.

EB: When you talk about being in the profile business, is that the key driver for your economic health?

JS: Largest no. of page impression comes from profile views. Helping brands and media companies to promote their content. But we’re a new site, just 32 people running it. Almost 1 member of staff to 1 million users ratio.

EB: Do you publish your revenues?

JS: We don’t, but we are profitable. When people are spending that much time, it’s more about sponsorship than page views. We’re trying different models and we’ll take it.

EB: Hackneyed old question of fads. Is there just another format that will come along and everyone will migrate?

JS: There’s always a chance that there’s going to be a new technology that will challenge us. But when we do get a winner, it’s big, and sometime the things that bring people in are very simple. It’s about constantly innovating. At our core we’re a technology company, and we just try to perfect that technology and keep it fresh.

EB: Kevin, what’s your take on this?

KA: For news organisation, talking about monetising community it’s putting the cart before the horse, as they don’t have a community to monetise. Readers aren’t a community. News organisations are often still mired in anger and denial, and there’s a lot of fundamental outreach to do. They think it’s a ‘build it and they will come’, but there’s never been a field of dream on the web, you need outreach.

For news organisations, we’re in a competitive market with things we don’t understand. What was state of the art a year ago gets tired quickly and we’re not used to having to change technology so quickly. How often do we buy a new printing press? Gannett rolled out social tools, and found that blogging and social networking worked best. But you have to keep things new and fresh and try to be as nimble as a start up, which doesn’t describe too many news organisations. Lots of cultural changes to go through.

EB: Audience here comes from a one-to-many model. What are the basic rules?

KA: Biggest mistakes is not looking at what is of community interest for their audience. People think ‘news’, and that’s the first thing they go to, but perhaps that’s the last thing they should look at – there are opportunities in news, but mainly it’s orthogonal areas. How much lived experience do you include? Also, participation trumps celebrity – celebs who are not interested in engaging with their audience don’t make for successful sites.

Listen to your audience. Too many times, it’s like a zoo – we throw scraps out to our audience and let them fight over it. Need to have a feedback mechanism, needs to be a virtuous cycle, it can’t just be content out/comments in.

Questions
Pete Cranston, Oxfam GB: Will colonisation of these spaces by charities drive people away?

JS: Underestimate young people, they are dying to express themselves, and they are very serious about charities and the environment, and to build charities into the network and help them communicate is important. Last Friday had a Red Nosed Day competition to design the site, and the outreach that happened on the site was inspiring. They wanted to engage and help.

GN: It’s about supplying the tools to allow people to say what they want to say.

EB: Gavin, do you ever want to hasten the end of channels?

GN: We are an entertainment focus, so we’re about giving people an incentive to participate, and giving them a platform.

EB: Fame over fortune?

GN: We’re trying not to take the celeb route, but to nurture talent, and give people a voice. Whilst it’s entertainment it can still be serious.

Jemima Kiss: Ben Hammersley at a conference yesterday announced that nobody cares about media brands. His point was that what people are really after is the content. IF someone wants to watch lost, they don’t care which channel it’s one. Do brands matter?

GN: I think that’s quite true actually. Channels would like to put themselves as the brand people come to, but it’s the opposite, it’s the content people are interested in. So we work closely with the record labels and film production houses, so we’re allowing users to engage directly with the copyright holders.

SL: For those who don’t engage in content production, it’s more of a challenge. People look for Lost if you can’t get it.

EB: On YouTube?

SL: But that is a challenge for those who don’t have a certain relationship with the produce itself. You can have a branded presence, but people don’t go to the content via a linear model. The vast majority of our traffic comes directly to the video assets themselves, not to the names of the broadcaster. Important to have that information, to build a halo effect of your brand, but it doesn’t drive interest.

EB: Do you have to give people content rather than brands?

JS: Kids love brands.

GN: Brand is often more important to the industry than the users.

SL: We see that, brands that focus on their products do really well. Also brands look down their noses at unbranded content, often to their detriment. It’s about the idea, the creativity, and immediacy.

KA: The way that we think about brands is different to the way that consumers think about it. they don’t think ‘I have a brand relationship to Buffy’, no human beings think about brands like that. People don’t enunciate it like that – it’s an over-intellecutalised way of thinking about it.

EB: Kevin, you said audience isn’t a community. How would you define community?

KA: There was talk of an engagement model, and whether you look at blogging, or whatever, we’re moving away from a passive audience that consumes content, the sites that are successful have engagement. What we’re trying to do at the Guardian is to create various levels of participation on the site around our content, but give them different ways to engage, and whether it’s on-site, or off-site and we’re a hub, that’s the real shift, from being passive consumers to active engagement. Just thinking that because you have a loyal audience so you have a community is a misconception.

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Search useless for blogs

Interesting little piece from eMarketer about how people find the blogs they read. It’s really no surprise to discover that 67% of respondents find blogs through links from other blogs, and 23% via recommendations, but I like the way they analyse this for the benefit of businesses used to dealing with old-style websites who try to use search engine optimisation techniques to make their site more visible:

The fact that blog awareness is effectively spread by word-of-mouth is key for anyone using one in a campaign. Not only can you not build it and expect them to come, you cannot even build it and optimize it for search and expect them to come. Blog launches must be accompanied by links on established blogs, and some good recommendations from established, influential bloggers.

My only quibble with that advice is that you have to launch your blog without links from established blogs – you can’t just go round emailing influential bloggers and asking them to link to a blog they’ve not yet had the opportunity to read! Trust – and links – have to be earnt over time and there’s just no way round that. You can’t have a “launch accompanied by links on established blogs”, you have to launch, write what you write, and the links will come if you are good.

Another quote:

Two-thirds of blog readers said that they read to be entertained, and 43% said that they read to keep up with personal interests or hobbies (multiple answers were allowed).

Businesses really need to understand this point. People don’t read blogs to be marketed at, they read blogs to be entertained and kept up to date with stuff they are interested in. If your blog doesn’t do either of those things, it just won’t be read. Bunging any old crap up on a blog isn’t going to cut the mustard – you’ve got to be passionate, interesting, and entertaining.

Of course, none of this is news, but it’s good to see some statistics to back it up.

UK start-ups: They are out there

I’ve been having conversations lately with a few people about British start-ups. As Tom Coates noted, it is a conversation we’ve been having for quite a while now, but rather than pontificate, I thought I’d do another one of my list blog posts. Who are the British start-ups? And what do they do? I’ll be editing this post as I go along to reflect new info, but here’s my starter for ten:

Ning
“Ning is the fast and free way to create custom Social Websites!”

TrustedPlaces
“word-of-mouth community where people can remember, share and discover great places”

eTribes
“etribes is used by thousands of people like you who want a simple, secure personal website.”

Snipperoo
“Web Widgets. Snipperoo is for collecting and using them without hacking code. Add widgets to your account and they appear on your site. It’s like magic! And it’s free.”

Webjam
“Webjam is a flexible tool that allows you to manage multiple pages, on your own or with people you invite, with just one account.”

Spinvox
“Blog instantly by speaking your entry into your mobile phone. Simply call your Speak-a-Blog TM number and speak your post. SpinVox converts it to text and posts the entry live to your blog, within minutes.”
Last.fm
“The social music revolution.”

Zopa
“The marketplace where people meet to lend and borrow money.”

Dropsend
“Email large files easily and securely”

I just know I’ve forgotten some, so tell me… where are the other UK tech start-ups? And which ones do you rate? Equally, I feel pretty confident of the provenance of these start-ups, although it’s not always clear, so please correct me if I’ve got it wrong.

Open publishing – A few questions left

This week is my turn to work with the students on De Montfort’s Online MA in Creative Writing and New Media, which I am very much looking forward to. But first, an apology: I had promised to put together a video lecture, but it turns out that video is a lot harder than it looks. I spent most of the weekend struggling with the technology, only to end up at 1am this morning with a video which was both too long and rubbish. I’ve thus concluded that I need to acquire a few new skills before I start making rash promises about video – I hope you’ll forgive me, but I honestly think those are 30 minutes of your life that you can do better things with.

Everything I would have said in the video has already been published, however, in the Open Publishing category of this blog:

But I’m left with a few questions.

  • What are the numbers? How have Penguin, Tor and Baen seen sales develop over the live of an open book? Do they have any information that would allow a comparison between downloads and sales?
  • Does open publishing prolong the shelf-life of a book?
  • Is success genre specific, and focused on internet-literate readers such as science fiction fans and tech books?
  • Do authors who open publish earn more overall? Do they get more requests to speak, or write for magazines or newspapers? Do they get other paid gigs alongside their writing?
  • Will the model work when we don’t need paper at all? Is open publishing a blip, viable only during the period within which ebooks are non-interchangable with paper books?
  • Do ebook downloaders buy more books overall?
  • What’s the relationship between audiobooks and ebooks?

There is, obviously, a lot more to say about open publishing and my curiosity is very much piqued by what I’ve read and written so far. I look forward to delving into the topic even more and look forward to everyone’s questions and comments.

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Open publishing – The opposite of open is DRM

It’s difficult to have a discussion about open publishing without also considering digital rights management (DRM), the software that attempts to control what people do with digitally distributed content. For many publishers, the thought of publishing books under a Creative Commons licence is anathema, but yet they don’t want to pass up on the opportunity to distribute their material digitally online. Instead of experimenting with open publishing, they try to find a middle way and frequently they think that middle way is to use DRM to lock up their ebooks and audiobooks.

As you can tell from my tone, I’m none too keen on DRM. It’s something I’ve done a lot of work on with the Open Rights Group, where I was until recently Executive Director. Rather than rehash all the arguments here as to why I believe DRM is bad, I’m going to give you a nice list of links:

The problem with DRM is that it’s a fundamentally flawed technology which erodes our rights and favours contract law over copyright law. It prevents users exercising their fair dealing rights (called fair use in the US), restricts access to those with disabilities, and does nothing to benefit the consumer.

I have been surprised by the relish with which some publishers approach DRM, but in looking for a middle way they’ve ended up down a cul-de-sac.

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Open publishing – Collaborative writing

It’s not just publishing that is becoming an open process, but also writing. The advent of wikis and blogs allows people to collaborate on creative works with complete strangers, regardless of geographic divides. The idea seems a bit strange to creative writers used to what is most frequently a solitary pursuit, but for certain types of writing it can work very well. Opening your work up for proof-reading and criticism right from the beginning can be an emotionally difficult task for some, but bringing together a number of experts to work on a book and provide feedback can result in a much better end product.

Some types of writing are clearly good for collaborative writing – technical books, such as books about computer programming, or factual books with a lot of fine detail benefit from the insight and expertise of more than one person. One such example is The Django Book, written by Adrian Holovaty and Jacob Kaplan-Moss. Here’s a very quick tour of their site:

Clive Thompson did something similar way when writing a feature on radical transparency for Wired. He published his initial ideas about what the feature should cover, and asked his readers for their input. They gave him information and links to use in his research; discussed the implications of his ideas on secrecy, transparency and the hivemind; and helped him shape his feature with views from around the world.

And a project that De Montfort students might already be aware of is the Million Penguins wiki, a join Penguin/De Montfort project attempting to bring strangers together to write a novel. Rather than using a blog and comments to solicit feedback, this wiki allows people to write and edit the novel directly. Unlike The Dango Book or Radical Transparency, which are examples of factual writing where people can pool their expertise on a given subject, A Million Penguins is an experiment to see if people can write fiction together.

The problem with writing fiction is that it’s not just a series of scenes put into a logical order, it has to have an internal structure of its own, and that usually comes from one person’s imagination, or collaboration between a small number of people (frequently two). It’s also difficult for a group of strangers to write with a consistent voice, to avoid cliché, and to develop working plots, sub-plots, themes and motifs. But A Million Penguins is an experiment to see if people can self-organise, and to see how parallel storylines develop as individuals and small groups pick up a concept and run with it in different directions.

It reminds me somewhat of the email role playing games (RPG) that I’ve been a part of in the past, where people come together, each create a character and weave a story together email by email. Sometimes, email RPGs work really well – when you have a cohesive group who respect each other’s contribution, not only is it a lot of fun but the story that unravels is creative and interesting. But it only takes one person being difficult to turn a fun RPG into something tedious and annoying, and I fear that the same is true – possibly more true – of a wiki novel. I guess we’ll have to wait and see.

Wikis can also be used for non-fiction, just as blogs can be. Justin Patten is currently writing a book called Blogging and Other Social Media: Technology and Law, and is using a wiki to open up the writing process to other social media experts. Again, I think it’s slightly easier to write a non-fiction book on a wiki than a novel, but either way it’s a non-trivial task.

One issue that springs to mind is, how you deal with someone else posting content that infringes someone else’s copyright? It’s not feasible to double-check every passage added to the wiki by every user, particularly if your wiki takes off and you have a lot of contributors. It could be troublesome if such a passage was not picked up until the book was in print, potentially forcing all copies to be pulped if legal action was taken.

The answer is, I think, not just that you can generally trust your contributors, but also to encourage contributors to add in references if they spot a passage they recognise as being quoted from another source. Then, inclusion of infringing text – whether innocent or malicious – could be picked up fairly early in the process. Of course, there are no guarantees, but we’ll have to wait and see if this sort of concern is even valid.

One final method that I’ve used a lot for writing up collaborative conference notes is simultaneous note taking, using software like SubEthaEdit (on the Mac). SubEthaEdit allows multiple people to edit the same document at the same time – so you can see people typing, letter by letter. It’s an amazing tool for real-time collaboration, and I’d love to experiment with writing something substantive with it. Certainly it’d be a fun tool for co-writing a novel, so long as your collaborators are in the right time zone!

But this openness isn’t suitable for everyone or every project. Sometimes, the joy of writing is sitting, on your own, somewhere quiet, and just working through your own thoughts, figuring out what you really mean, getting your own words out of your head and into a medium where they can eventually be shared – when you are ready. Much of writing for me is about self-expression, and that’s something that’s never going to go away, no matter how much technology provides me with the tools and opportunity to collaborate. That’s not a rejection of collaboration, but recognition of the fact that I like to put my self into my writing, and no one else can do that for me. Neither way of writing is right or wrong, it’s just horses for courses.

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