Need to Know Stats: MediaPost Publications Social Media "Likes" Means Give Me An Exclusive 12/21/2011

Excerpt from post by Jack Loechner:

"But brands are missing the boat, says the report. They see the benefits of reaching out to customers through social channels, but they aren’t yet fully invested. While 52% of marketers reported they believe their brands have enjoyed greater influence thanks to their presence in social networks like Facebook, only 17% said that social media is fully meshed, aligned, and integrated into the overall marketing mix.

55% of consumers say they engage with brands through channels like Facebook and other social networks largely to learn about new products, 65% enter unique promotions or contests, or to play games offered specifically, and often exclusively, through these channels. 25% of consumers use social specifically to connect with other fans, or to 32% to share positive experiences.

Customers also have high expectations when connecting with brands through social. They expect answers within 24 hours, with only 12% willing to wait days for resolution of support issues. Increasingly, the expectation is an immediate response: 22% of consumers want instant gratification, with an additional 19% looking for resolution within hours.

The top expectation that comes with a “like” is to be eligible for exclusive offers (67%), followed by the opportunity to interact with other customers who share a consumer’s own experiences (60%). Games and contests are also big draws; 65% of consumers want to find them when making online brand connections, and 57% expect them from brands on Facebook."

http://www.mediapost.com/publications/article/164414/social-media-likes-means...

 

Here's a Gift from Mike Jones: A How-to Guide for Your TV Series Bible - mikejones.tv

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Short excerpt from a post to bookmark:

"...What I am proposing here is a more clearly defined third kind of series bible; the Development Bible. The purpose of this is for the bible to serve as an effective writing and project development tool. Certainly parts of the Dev Bible might become part of the pitch and indeed it may also serve to guide writers of a series into the future when a show is in production, but its primary purpose is to give the creator of the show a firm structure and platform to flesh out story-worlds, natural dynamics, characters and story-archs in a way that will feed the series scripts.

In specific, the dev bible structure proposed below is an attempt to deal with one of the more common issues writers new to series development (particular younger filmmakers whose headspace has more readily come from short and feature films) fall afoul of; that is the development of Plot or Story-Arch before Story-World. The Development Bible focuses on ensuring you don’t put the cart before the horse and go for Plot before you’ve established your World. A series has to be able to sustain and maintain drama over a long period of time as opposed to a feature film which generally has a single protagonist focused on the fulfilment of a singular goal in the tiny span of 2 hours. A series will often see several characters pursuing different goals, facing different problems, and being beset by new problems at different times. The Story World is therefore of primary importance as it provides the fuel to ensure that your show doesn’t run out of steam. If you create a world that is too confined, limited or lacking in natural dramatics then you will find your show will quickly collapse regardless of how intricate your plotting on interesting your characters. If however, you can construct a world beset with contradictions, conflicts and engaging potential problems in an authentic and considered way then you will have given your story a much bigger fuel tank...."

Interactive ebooks take on fiction novels with embedded content & Twitter feeds — Tech News on gigaom.com

Excerpt from a longer post:

"...Chafie Creative Group, based in Dallas, is introducing a new iPad app called Immersedition, the first in what it believes is a new form of interactive book-reading apps. The app will feature as its first book a story called The Survivors, a young adult piece of fiction from new author Amanda Havard, who designed the story to ultimately be an enhanced media experience. The 283-page book, which went on sale earlier this year in print and tells the stories of descendants from participants in the Salem Witch Trial, includes 300 touch points that reveal 500 interactive frames of content embedded in the pages of the book through watermarks.

The watermarks reveal things like historical facts, maps, photos, videos and character profiles that change depending on where in the story a user is. There’s also embedded music including three original tracks that can be turned on at key points. And there’s even live Twitter profiles from five of the main characters, who continue to tweet and add background to the story. All of the content works offline except the maps and Twitter feed...."

Full post here:

http://gigaom.com/2011/12/07/interactive-ebooks-take-on-fiction-novels/

Ten examples of games used to tell news stories | Detailed post on Journalism.co.uk

Ten examples of games used to tell news stories

December 16th, 2011Posted by in Multimedia, Online Journalism

One of the sessions at news:rewired – media in motion will look at how newsgames and gaming mechanics are being used in journalism.

Shannon Perkins, editor of interactive technologies at Wired.com and who created Cutthroat Capitalism, a game where the player puts themselves in the position of a Somali pirate, will be coming over from the US to speak at news:rewired. In a Journalism.co.uk podcast he said a reader should “develop a deeper sense of the underlying themes of a story” by playing a game.

Another speaker presenting in the newsgames session at news:rewired is Bobby Schweizer, a doctoral student at the Georgia Institute of Technology and co-author of Newsgames: Journalism at Play. He will also be joining us from the US.

Here is a list of 10 newsgames to give an idea of how games can be used in storytelling.

1. The world at seven billion (BBC)

This BBC interactive, which uses gaming mechanics, is proof that newsgames go viral. The world at seven billion was the most shared and “liked” news story on Facebook of 2011 with 339,149 shares, comments and likes. It was also the most clicked story on Facebook this year and was the fourth most popular news story on Twitter in 2011 with 73,783 tweets.

Peter Broderick's New Post on Maximizing Distribution Through Crowdfunding | via Tribeca's Future of Film

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Excellent detailed case study by Peter Broderick:

"My Reincarnation shows how a well-executed crowdfunding campaign can be used to maximize distribution. In addition to enabling the funding of the theatrical rollout, the campaign increased awareness among core audiences, generated substantial press coverage, and facilitated partnerships.

I’ve known and admired the film’s director Jennifer Fox for many years, and consulted with her on the distribution of her remarkable series, Flying: Confessions of a Free Woman. As tenacious as she is talented, Jennifer has learned, during more than 30 years of independent filmmaking, that it’s “change or die.” After exhausting every familiar fundraising route from grants to pre-sales for My Reincarnation, she tried crowdfunding as a last resort.

Filmed over twenty years, My Reincarnation is a documentary about her teacher, the Tibetan-trained Buddhist master Chögyal Namkhai Norbu and “his Italian born son who refuses to accept the destiny he inherited from birth.” Although the film was technically completed and being shown at international festivals, Jennifer still needed $100,000 to pay the bills she’d amassed finishing the film after a producer defaulted on that amount..."

read the full post on tribecafilm.com