Game On!: Intelligent Designs or Fan Aggregators?
Once relegated to the margins of society, today's media fans are often considered the "advance guard" that studio and network marketers eagerly pursue at Comi-Con and elsewhere to help launch virtual word-of-mouth campaigns around a favorite film, TV series, computer game, or comic book. Since tech-savvy fans are often the first to access Web 2.0 sites like YouTube, Wikipedia, and Second Life in search of a like-minded community, it was only a matter of time before corporate marketers followed suit. After all, these social networking sites provide media companies with powerful tools to manage fans and commit them to crowd-sourcing activities on Twitter, Facebook, and elsewhere. Two corporate leaders--Warner Bros. and Disney -- have entered the fray, pursuing disparate routes to monetize the game industry, each targeting a different type of consumer. While WB is investing in grittier, visually-arresting, adult-oriented, console games like Batman Arkham Asylum, Disney is banking on interactive entertainment like Club Penguin's online playground built for kids and family members. Hard-core gamers worry that the kid-and family-friendly Disney approach will neuter the video game industry; however, the unasked question is whether these interactive playgrounds linked to corporate IP are training next-generation consumers to bridge the gap between entertainment and promotions.
A similar revolution is taking place in the post-network television industry as creators form alliances with network marketers in an effort to reach out to engaged fans. Many of the cutting-edge creative team at Smallville forged this path in the wilderness, creating innovative on-line campaigns that they later took to Heroes. Fans avidly pursue TV creators who incorporate an arsenal of visual design elements derived from films, comic books, games, web-series, and theme park rides in the series proper and in the online worlds. Experimenting with ways to reinvent an aging medium and buoyed by a WGA strike that assigned derivative content to showrunners, the question remains whether these creators won the battle but lost the war as more and more network dot.coms have asserted control over the online interactive entertainment space. Do web-series like Dr. Horrible and The Guild represent the next frontier for enterprising creators or can creative personnel learn to play within the confines of the corporate playground?
We will ask creators from both industries -- gaming and television--to explain their philosophy about the intended and unintended outcomes of their interactive properties and immersive entertainment experiences. Marketers clearly love it when fans become willing billboards for the brand by wearing logo T-shirts, deciphering glyphs, or joining mysterious organizations such as Humans for the Ethical Treatment of Fairies, Elves, and Trolls, and then sharing clues, codes, and supporting content across a virtual community. These and other intriguing questions will be posed to the creative individuals responsible for designing many of these imaginative and engaging transmedia worlds.
Moderator: Denise Mann
Panelists:
- Steven DeKnight (Spartacus, Smallville, Buffy, Angel)
- Jeph Loeb, EVP/Head of TV, Marvel Entertainment (Heroes, Smallville)
- Craig Relyea, SVP, Global Marketing, Disney Interactive (Epic Mickey, Toy Story3-The Game)
- Avi Santo, Assistant Professor, Old Dominion University (co-creator of Flow: A Critical Forum on Television)
- Matt Wolf, Double 2.0, ARG/Game Designer (Bourne Conspiracy, Hellboy II ARG, The Fallen ARG)