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Co-Creating Value through
Collaborative Entertainment




   Presented to Disney Imagineering R&D
   Glendale, CA
   March 10, 2010
OBLIGATORY TRANSMEDIA SLIDE




      Mention Transmedia




             2
The Bad News

1) You don’t own your brand

2) You only think you own your content

3) Good content isn’t good enough anymore




                              3
1. You don’t own your brand
           4
I DON’T LIKE DISNEY
(but I   DISNEYLAND)




           5
YOUR BRAND IS A CHEAT CODE




            6
YOUR BRAND IS META




        7
YOUR BRAND IS NOT YOURS




           8
“Brands that enhance our sense of well-being and
freedom further our sense of self. They can enhance
our higher needs for esteem, socialization and self-
actualization. These are people-centric brands that
help us to obtain value.”




Nicholas Ind
Author
(Beyond Branding, 2003)

                          9
2. You only think
you own your content
     10
11
12
13
“Today’s audience isn’t listening at all – it’s
   participating. Indeed, audience is as antique a term
   as record, the one archaically passive, the other
   archaically physical.

  The record, not the remix, is
  the anomaly today. The remix
  is the very nature of the
  digital.”



William Gibson
Author
(interview on NPR from Nov. 30, 1999)

                                        14
15
“Downfall” HD / Blu Ray Remix Meme
                16
RECENT REMIXES




      17
WARNING: The following content may cause yawning.




              +                    =


     Law             History           Legal History




                        18
Congress on the purpose behind copyright law:

 “to promote the Progress of Science and useful
Arts, by securing for limited Times to Authors
and Inventors the exclusive Right to their
respective Writings and Discoveries.”




                       19
The concept of copyright inherently recognizes
the utility of conditional remix under copyright
protection and the utility of limited-duration
copyright protection.




The implementation of copyright has, over the
years, come to be at odds with the original intent.




                         20
“Fans are lead users – early adopters of new products
and properties but also early adapters who retrofit those
materials to better serve their needs; studying how they
modify media properties may help companies to better
identify otherwise unnoticed flaws and potentials.”




Henry Jenkins
Provost’s Professor of Communication, Journalism and Cinematic Arts at USC
(http://www.henryjenkins.org/2006/12/how_transmedia_storytelling_be_1.html)

                                       21
COPYRIGHT IS AN ARTIFICIAL BOUNDARY
 BETWEEN CREATOR AND CONSUMER




                          Creators

   Creators /
                         Copyright
  Consumers

                         Consumers




                 22
3. Good content isn’t
good enough anymore


      23
PRODUSAGE MODEL


              (Passive)                     Consumption

               (Active)                            Usage

              (Creative)                      Produsage

   Produsage: “the collaborative and continuous building and
   extending of existing content in pursuit of further improvement.”


Alex Bruns
author, researcher
(Blogs, Wikipedia, Second Life and Beyond, 2008)

                                       24
CO-CREATING VALUE

  Value creation comes from personalized experiences,
  not products or product-based transactions.

     • The individual consumer is at the heart of the
      experience
     • Companies can no longer control/own all of the
      resources necessary to provide personalized
      experiences


C.K. Prahalad and M.S. Krishnan
The New Age of Innovation, 2008


                                  25
“Customers play an active role in co-creating value.”


               Better                         Awesome




                                        C.K. Prahalad and M.S. Krishnan
                                                   The New Age of Innovation, 2008
                                26
“Customers are increasingly a source of competence.”




                                     C.K. Prahalad and M.S. Krishnan
                                                The New Age of Innovation, 2008
                              27
“…a whole generation of consumers will [be] expecting
to be treated as unique individuals, and they will have
the skills and the propensity to engage in a marketplace
defined by [personalized experiences].”



                             i
                        My
                      You

                                        C.K. Prahalad and M.S. Krishnan
                                                   The New Age of Innovation, 2008
                                 28
Intercreativity: 
                            “Building together, being creative together”




Tim Berners-Lee
Creator of the World Wide Web
(interview, http://hpcv100.rc.rug.nl/tbl-int.html)

                                            29
“In the groundswell, relationships are everything.
The way people connect with each other – the
community that is created – determines how the power
shifts.”




Charlene Li and Josh Bernoff
Forrester Research
(Groundswell, 2008)

                         30
Collaborative Entertainment
              (finally, some good news!)




         31
TRADITIONAL v. COLLABORATIVE ENTERTAINMENT



Traditional entertainment model:
   “I create value that you consume.”




Collaborative entertainment model:
   “We co-create value together.”



                           32
TRADITIONAL v. COLLABORATIVE ENTERTAINMENT

  Traditional Model
   • Serial
   • Monologue
   • Product-based       Creator       Content       Consumer
   • Passive

                                     Experiences
  Collaborative Model
   • Parallel
   • Dialogue
                        Co-Creator      Co-Creator
   • Experience-based
                                                   Co-Creator
   • Active                    Co-Creator

                        33
Collaborative entertainment is more than just
interacting with content.
Collaborative entertainment allows fans to
participate meaningfully, canonically, and
monetarily in the creation of entertainment.


 Engagement   Interaction   Participation Collaboration Contribution



  Value Consumption                   Value Co-Creation




                               34
SONY’S “LITTLE BIG PLANET”




                 +       =




            35
NINE INCH NAIL’S “THE LIMITLESS POTENTIAL”




                         +       =




                    36
CORY DOCTOROW’S “LITTLE BROTHER”




                    +     =




               37
take180

                                        Platform
                                  • Supports content
                                  • Nurtures community
                                  • Gathers feedback



           Stories
• Sharing of personal stories
• Encouraging self-esteem
• Promoting a social good


                            38
The Good News

1) You don’t own your brand, but
    you do control the experiences that affect your brand

2) You only think you control your content, but
   controlling your content has increasingly limited value

3) Good content isn’t good enough anymore, but
   it can position you to co-create value




                            39
40
Scott Walker
      scott@braincandyllc.com
       http://braincandyllc.com
http://thismonkeycantype.com
                 @scott_walker

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Co-Creating Value through Collaborative Entertainment

  • 1. Co-Creating Value through Collaborative Entertainment Presented to Disney Imagineering R&D Glendale, CA March 10, 2010
  • 2. OBLIGATORY TRANSMEDIA SLIDE Mention Transmedia 2
  • 3. The Bad News 1) You don’t own your brand 2) You only think you own your content 3) Good content isn’t good enough anymore 3
  • 4. 1. You don’t own your brand 4
  • 5. I DON’T LIKE DISNEY (but I DISNEYLAND) 5
  • 6. YOUR BRAND IS A CHEAT CODE 6
  • 7. YOUR BRAND IS META 7
  • 8. YOUR BRAND IS NOT YOURS 8
  • 9. “Brands that enhance our sense of well-being and freedom further our sense of self. They can enhance our higher needs for esteem, socialization and self- actualization. These are people-centric brands that help us to obtain value.” Nicholas Ind Author (Beyond Branding, 2003) 9
  • 10. 2. You only think you own your content 10
  • 11. 11
  • 12. 12
  • 13. 13
  • 14. “Today’s audience isn’t listening at all – it’s participating. Indeed, audience is as antique a term as record, the one archaically passive, the other archaically physical. The record, not the remix, is the anomaly today. The remix is the very nature of the digital.” William Gibson Author (interview on NPR from Nov. 30, 1999) 14
  • 15. 15
  • 16. “Downfall” HD / Blu Ray Remix Meme 16
  • 18. WARNING: The following content may cause yawning. + = Law History Legal History 18
  • 19. Congress on the purpose behind copyright law: “to promote the Progress of Science and useful Arts, by securing for limited Times to Authors and Inventors the exclusive Right to their respective Writings and Discoveries.” 19
  • 20. The concept of copyright inherently recognizes the utility of conditional remix under copyright protection and the utility of limited-duration copyright protection. The implementation of copyright has, over the years, come to be at odds with the original intent. 20
  • 21. “Fans are lead users – early adopters of new products and properties but also early adapters who retrofit those materials to better serve their needs; studying how they modify media properties may help companies to better identify otherwise unnoticed flaws and potentials.” Henry Jenkins Provost’s Professor of Communication, Journalism and Cinematic Arts at USC (http://www.henryjenkins.org/2006/12/how_transmedia_storytelling_be_1.html) 21
  • 22. COPYRIGHT IS AN ARTIFICIAL BOUNDARY BETWEEN CREATOR AND CONSUMER Creators Creators / Copyright Consumers Consumers 22
  • 23. 3. Good content isn’t good enough anymore 23
  • 24. PRODUSAGE MODEL (Passive) Consumption (Active) Usage (Creative) Produsage Produsage: “the collaborative and continuous building and extending of existing content in pursuit of further improvement.” Alex Bruns author, researcher (Blogs, Wikipedia, Second Life and Beyond, 2008) 24
  • 25. CO-CREATING VALUE Value creation comes from personalized experiences, not products or product-based transactions. • The individual consumer is at the heart of the experience • Companies can no longer control/own all of the resources necessary to provide personalized experiences C.K. Prahalad and M.S. Krishnan The New Age of Innovation, 2008 25
  • 26. “Customers play an active role in co-creating value.” Better Awesome C.K. Prahalad and M.S. Krishnan The New Age of Innovation, 2008 26
  • 27. “Customers are increasingly a source of competence.” C.K. Prahalad and M.S. Krishnan The New Age of Innovation, 2008 27
  • 28. “…a whole generation of consumers will [be] expecting to be treated as unique individuals, and they will have the skills and the propensity to engage in a marketplace defined by [personalized experiences].” i My You C.K. Prahalad and M.S. Krishnan The New Age of Innovation, 2008 28
  • 29. Intercreativity:  “Building together, being creative together” Tim Berners-Lee Creator of the World Wide Web (interview, http://hpcv100.rc.rug.nl/tbl-int.html) 29
  • 30. “In the groundswell, relationships are everything. The way people connect with each other – the community that is created – determines how the power shifts.” Charlene Li and Josh Bernoff Forrester Research (Groundswell, 2008) 30
  • 31. Collaborative Entertainment (finally, some good news!) 31
  • 32. TRADITIONAL v. COLLABORATIVE ENTERTAINMENT Traditional entertainment model: “I create value that you consume.” Collaborative entertainment model: “We co-create value together.” 32
  • 33. TRADITIONAL v. COLLABORATIVE ENTERTAINMENT Traditional Model • Serial • Monologue • Product-based Creator Content Consumer • Passive Experiences Collaborative Model • Parallel • Dialogue Co-Creator Co-Creator • Experience-based Co-Creator • Active Co-Creator 33
  • 34. Collaborative entertainment is more than just interacting with content. Collaborative entertainment allows fans to participate meaningfully, canonically, and monetarily in the creation of entertainment. Engagement Interaction Participation Collaboration Contribution Value Consumption Value Co-Creation 34
  • 35. SONY’S “LITTLE BIG PLANET” + = 35
  • 36. NINE INCH NAIL’S “THE LIMITLESS POTENTIAL” + = 36
  • 37. CORY DOCTOROW’S “LITTLE BROTHER” + = 37
  • 38. take180 Platform • Supports content • Nurtures community • Gathers feedback Stories • Sharing of personal stories • Encouraging self-esteem • Promoting a social good 38
  • 39. The Good News 1) You don’t own your brand, but you do control the experiences that affect your brand 2) You only think you control your content, but controlling your content has increasingly limited value 3) Good content isn’t good enough anymore, but it can position you to co-create value 39
  • 40. 40
  • 41. Scott Walker scott@braincandyllc.com http://braincandyllc.com http://thismonkeycantype.com @scott_walker