In Part II, this part of the study moves from industry context to empirical analysis, translating strategic questions into evidence-based insights drawn from primary research. While Part I established the historical and market foundations of Games as a Service (GaaS) and transmedia adaptation and framed the challenges of player retention, monetization, and franchise longevity, Part II examines how these dynamics operate in practice. Using findings from a 1,159-response U.S. consumer survey, nine industry interviews with developers, influencers, and experiential professionals, as well as supporting secondary research, this section analyzes player behavior perceptions and expectations. Part II identifies the mechanisms that drive sustained engagement and trust in live service ecosystems, evaluates the effectiveness of current GaaS and transmedia strategies, and surfaces actionable insights that inform the strategic recommendations presented in the final chapter.
This study provides a foundational analysis of how live-service game models and transmedia strategies are reshaping the contemporary video game industry, with a particular focus on Games as a Service (GaaS), player engagement, and franchise longevity. As gaming continues to outpace film and television as the world’s most lucrative entertainment sector, publishers face growing pressure to sustain player communities, balance monetization with satisfaction, and extend intellectual property beyond the game itself. Part 1 examines the historical evolution of GaaS and game adaptations, situating SEGA’s legacy within today’s competitive landscape. Drawing on existing literature, industry reports, and market context, this section frames the central research questions and methodological approach that guide the study. By establishing the strategic challenges and opportunities facing live-service games and transmedia franchises, Part 1 lays the conceptual groundwork for the data-driven analysis and recommendations presented in Part 2.
This article explores the evolution of murals from ancient cave paintings to modern digital advocacy, highlighting their role as a vital tool for social resistance and cultural preservation. Through this lens, the public wall is revealed as a primary battleground for community identity and the right to protest in the 21st century.
Laws & Legal, Artificial Intelligence, Public Policy, Extended Reality
As immersive technologies merge with AI-driven platforms, the boundaries between physical and digital life are rapidly dissolving - bringing new ethical, legal, and safety challenges into focus. This article examines the history of virtual harm in online and XR environments, from early text-based worlds to contemporary VR gaming and performance spaces, and argues for a privacy-first framework as the foundation for immersive safety. By analyzing legal gaps, platform accountability, and global policy efforts, it proposes digital “guardrails” that prioritize user dignity, data protection, and well-being as core design principles rather than afterthoughts.
This article explores the intersection of digital art, NFTs, and community governance through the lens of the furry fandom, a decentralized community of artists and enthusiasts. With the rise of NFTs, the ability to authenticate digital art and protect creators' work has become a critical concern. The study examines the resistance within the furry community to adopt NFTs, highlighting their reliance on community-based trust and governance over "trustless" blockchain systems. While some see potential in NFTs to safeguard intellectual property, many furries are skeptical, valuing social trust and ethics over commercialization. By studying the furry subculture's approach to art ownership and the challenges they face, the article poses larger questions about the future of NFTs and blockchain technology in creative spaces.
Last week YouTube did a two-day test to preview streaming capability, a move that would place them directly in competition with streaming sites such as livestream, ustream, and justin.tv. Streaming capability was available to four select YouTube partners — Next New Networks, Howcast, Young Hollywood, and Rocketboom for two days. Like the existing streaming sites, YouTube will allow for real-time comments and, eventually, embedding in widgets and archiving old streams.
In all of YouTube’s communications , they only address giving this capability to their “content partners” anytime in the near future. YouTube content partners are people and companies that post regularly to the site and apply to YouTube in order to monetize their content with ads and rentals, obtain better quality for their uploads, and use YouTube’s Insight analytics tools. (Note: YouTube has a special program for non-profit partners. Check it out.)
Evan Rosenberg of Anaheim Ballet, a member of YouTube’s nonprofit program, produces the series “Anaheim Ballet: More Than Dance…” (See below for an excerpt.) He described the company’s hopes for its channel.
“YouTube has made it possible to not only showcase ourselves (Anaheim Ballet), but ballet in general to a global audience to the tune of over 24 million views. We look forward to using this additional tool (live streaming) in our continuing effort to spread the art of ballet across cultural, age, and economic boundaries.”
What are the implications for performing and performance arts organizations as streaming video becomes more and more ubiquitous? As a company or an artist, live performance is our product. Thus, we have faced issues with online video platforms since their rise in popularity:
We wonder if capturing that artistic product and distributing it online dilutes the aesthetic appeal.
We wonder if we should side with our artists and unions who deserve credit, payment, and a future in their industry, or with the insistent board member who says we must post video to capture the elusive younger market segment. We wonder if these interests are indeed in conflict.
We wonder if it cannibalizes box office revenues. And we wonder if we should give our audience members more credit; we know the difference between live performance and video, and so do they…right?
Online video is here to stay. This announcement is one more step in a long staircase of live streaming video becoming the norm. Fifteen years ago everyone had to have a website. Four years ago everyone had to have a Facebook page. Last year, everyone was going to mobile apps. With YouTube’s announcement, it’s easy to see performance footage moving from the movie theatre and the ballpark to laptops, phones, and iPads.
Amelia is working on a follow-up to her article from last year on the London Symphony Orchestra's use of their interactive, online season brochure. While her follow-up will focus on the success and challenges that the LSO faced with this pursuit, we wanted to check in with our readers to see how you are sharing your season brochure information with your online visitors. Please, take a moment to respond to the following poll:
Alan Cooke knows arts donors. This opera-lover also happens to be a master marketer (formerly with Hewlett Packard) and he puts his passion and his skills to good use at fundraising software company Convio, specializing in systems for non-profit organizations across the spectrum.
Convio’s most visible campaign is likely the Susan G. Komen Race for the Cure team fundraising efforts. (They have also done a fantastic job with Pittsburgh’s own Carnegie Museum.) However, Convio provides a range of different tools—at the core is Convio online marketing, which is a collection of tools—email marketing, website design, platforms for peer-to-peer fundraising, etc.
I recently interviewed Alan after seeing his presentation on online fundraising at the Opera America Conference in June.
Arts organizations, more often than other non-profits, have two messages that they’re getting out there. They’re asking people to buy tickets and on the other hand, they’re asking for a donations. How do you find that different from your other non-profit clients when you’re working with performing arts organizations?
The ticket-selling organizations are a little bit different from the majority of our organizations which only have contributed income. I think that, in terms of opera companies, many people really don’t understand the economic model of an opera company very well. I certainly did not understand that when I was an occasional single ticket buyer for the opera.
Perhaps one of the things that needs to happen is that organizations need to do a much better job, first of all, of making the case that simply selling tickets is not going to cover the cost of the productions. A lot of that is just education. You can make that case pretty well on your website and also through your communications with people, but you do need to make that case. Secondly, there’s the question of where you want to start. In the case of ticket-selling organizations, it’s logical to optimize your website for ticket purchases. There are things that you can do after someone has actually purchased a ticket where you can start to move them down a path and start to make your case--really simple things, like when they buy a ticket give them the option of making a small donation or trying to get people on a monthly plan where they’re giving a relatively small contributions every month. It’s automatic, you don’t have to worry about it and typically the lifetime value of those donors is very, very high.
One of the things that I have seen with digital communications in arts organizations is that you have the marketing department… And then you have the development department. Sometimes they play together very well, but sometimes, you’ll see accounts that are very obviously controlled by one or the other, and not a lot of overall relationship building. Your thoughts?
This problem of silos is a very common problem throughout the whole non-profit world. I think we have marketing departments that have their own agenda and their own tools and then you have a development department that has their own separate tools and they don’t talk about it to each other very much, which causes all kinds of confusion. Breaking down those organizational silos is easier said than done. Often smaller organizations have an easier time because they have fewer people, but as organizations get large, those walls sometimes can become very, very strong. It’s true that there is a lot of marketing chatter, which often doesn’t have very much to do with relationships. I think we’re starting to figure out how to build relationships the way that the development people have always done—you can do those same things online.
A lot of organizations are getting people’s email addresses after they’ve attended one performance and then they get an email asking for, for example, a $150 donation. Marc Van Bree has made the point that that’s like asking someone to marry you after the first date.
That’s right. It’s all about relationships. The online world is not dramatically different from the real world. You need to ask permission and you need to build a relationship with somebody before you start hitting them up for money. That’s a simple thing to do but there’s a surprising number of people who don’t do that.
Then how do you build that relationship and making the case for support to new pools of donors? In your Opera America session, you mentioned the concept of a welcome series.
So, the idea of a welcome series is that when somebody takes that step of raising their hand and saying, “I am interested in what it is that you have to offer” by giving you their email address, at that point you can’t just ignore them. You can’t just take it for granted and then immediately start asking them for money. Just like you would in a normal face-to-face relationship, you need to welcome that person to your community and you do that by seeking out some spaced email communications thanking the people for getting to know your organization and giving them some background information. Gradually, as you move down what we refer to as the relationship pathway, you give them more and more ways to become involved and to get more deeply embedded in the culture of the organization.
One of the very good things about using a technology platform is that you can automate all that, so you don’t have to write these things every time. It can be completely built out beforehand and automated. And we have found that by doing that, by making sure that as soon as someone joins your list, they get put into that communication stream. Not only are the open rates higher, but the conversion rates are much higher. And once they actually convert and donate, becoming a financial supporter of the organization, you can take them out of that stream and put them in a different stream. All of that can be automated and set up quite easily.
One of the ways that you mentioned non-profit arts organizations could combat the current economic climate is to reposition themselves as a community resource. How can an organization do that via digital means?
This came out of a conversation that I had with the general manager of my local opera company in Austin and I think that what they had said was fascinating. The difficulty that they encounter, especially in a medium-sized market like Austin, Texas, is that it’s not easy to sell opera. There is a relatively small audience for opera in that kind of a city and particularly in times of recession, it’s difficult to make the case. So this was an enormous struggle for the opera company in Austin, as I feel it is for many opera companies.
What they decided to do, which I thought was very clever of them, was they built an excellent music school on the premises right next to the concert hall and they started to garner quite a bit of attention in the city because of the quality of the music education that they offered to children. They had promoted that pretty heavily on their website and they have started to build a whole new pool of supporters for the opera who are people who would have never been on their list before—parents of children who now go to the school at the opera. It’s a completely new donor pool for them and it’s a donor pool that is amenable to different techniques, so they have started to do a fair amount of online fundraising to that audience, and that’s been pretty effective. They are obviously younger people and people who are not perhaps as familiar with the opera as the traditional audience. It’s basically given them a new pool of donors.
I heard that you recently added a database component to your collection of online tools. Tell me about that.
The database component an interesting new development for us. There are obviously a lot of vendors out there that sell databases to non-profit clients, but it became apparent to us that a lot of clients didn’t only want a set of on-line tools. They wanted a set of online tools, but they also wanted an entire CRM [Customer Relationship Management] system, where everything worked together. I think we have done a pretty good job in the past of integrating with programs like Raiser’s Edge. Data flows back into the master database and flows the other way. But it became apparent that a lot of those database tools were expensive and were relatively complex and that there was an opportunity for us to build a more integrated system together, and that was really the approach that we took.
What we decided to do rather than actually building something from scratch ourselves is we partnered with Sales Force. Sales Force has what they refer to as a non-profit template, which is a kind of a database for non-profits based on their commercial product. We built on top of that core piece and we built a product which is called Common Ground™. It’s a database specifically for non-profits, which talks to our online pieces.
So, if I were a development director, sending out emails and getting fine return on investment, but I really want to take my fundraising to the next level, what’s the first thing I should look into from Convio?
Rather than even looking for a tool, Convio is known for extremely interesting and high-quality research. For someone who is just thinking about how to get to the next level, I think they are thought-provoking. Obviously, they are not going to get you there automatically, but there very interesting. For a technology company, we do a lot more research than many technology companies and I think that’s one of our great assets. It depends on who you are; if you are a small organization, I would hope that you are really at the point where you are strongly thinking about bringing in technology to help you get to the next level, I would hope you’d look at product tours, which are short. They are a pretty good way to see what’s possible.
Welcome to the first installment of the Social Media Spotlight, our monthly feature focusing on arts organizations’ social media strategies.
Vancouver Opera’s social media presence, headed by photography/fashion buff and technology maven Ling Chan, goes where few opera companies have gone before. In order to achieve their goal of increasing brand awareness and facilitating two way communications with their followers, the $9 million opera company has launched initiatives like manga (a traditionally Japanese style of comic) and an annual animation contest, for instance. Currently on the company’s blog is a serial feature written in the voice of the main character of their world premiere opera, Lillian Alling.
Vancouver Opera takes ideas that many non-profit arts companies might deem risky or unsustainable and, through a combination of sheer creativity, thorough execution and diligent tracking, have made the Vancouver Opera social media sites vibrant, interesting, and unique.
Social Media Manager Ling presented her work this summer at the Opera America Conference. I caught up with her to chat:
Everything in the Vancouver Opera social media presence looks so vibrant. When you first set out, what were your goals for your organization and your audience?
Thanks! Vancouver Opera is a vibrant and innovative company that loves to engage with our community. When we first started out with social media, our goal was to put a face on the organization as well as increase awareness of the art-form of opera through educating and entertaining our tech savvy, minimally to moderately engaged supporters.
Vancouver Opera was one of the first arts organizations to really use social media tools. From the start, we were committed to reaching the next generation of opera lovers using the media of the times and integrating it into our marketing/PR mix.
Your summer blog features keep your readers captivated during Vancouver Opera's off-season. Tell me about Opera Mania 101 and the other summer blog features.
During the summer months, we needed to come up with ways to keep our followers engaged, so we came up with some regular features for the blog.
• Operamania 101 is a feature I came up with and thought would be helpful for the opera-curious. It’s opera education from a pop culture perspective. Everyone’s heard snippets of opera in movies, TV shows, cartoons and commercials and yet people might think they don’t know opera. They are more familiar with opera than they think.
Some other blog features have included:
• Bizarre Opera Videos where we post odd, unusual, or notable performances of opera found on YouTube.
• Tuesday Trivia where we come up with opera themed quizzes.
• Top Ten Lists where we invite readers to vote for their #1 choice. For example: Top 10 Villains, Top 10 Opera Tearjerkers, Top 10 Fantasy Operas
• Other features: 20 Questions with an Artist, Everyone’s a Critic, Lunchtime Poll, Opera Props
Lego Carmen, one of the "Bizarre Opera Videos" posted by Vancouver Opera to keep interest in opera during the summer months
You have a background in photography. Was this the impetus for Flickr Fashion at the Opera? What are the goals of the program and what inspired you to create it?
I love taking pictures and I have always had a passion for fashion. I went to fashion design school years ago and worked as an assistant stylist on a couple of magazine and music video shoots.
While working down at the theatre during Eugene Onegin in November 2008, I couldn’t help but notice how many young people went all out, dressing themselves “to the nines” for our operas. It wasn’t all just formal wear either. Our audiences mixed dressing up with elements of street, punk and preppy fashion, bringing a whole new flava to the world of opera.
The people who dressed up for our operas inspired me to come up with Fashion at the Opera, which you can find on our Flickr.
Describe Blogger Night at the Opera. How did it engage new audiences? Did it show an increase in sales?
Our very first Blogger Night at the Opera was in January 2009 for our Carmen opera. A prominent local blogger named Rebecca Bollwitt, aka Miss 604, came to our Eugene Onegin that previous fall and she ended up blogging about the experience on her own personal blog. We got to talking and she suggested we coordinate a blogger night, which we did and it has since became so wildly successful that other opera companies started calling us to find out how to set it up for themselves.
We invited bloggers who were opera newbies to join us, blogging pre-show and during intermission their thoughts on the opera and the whole experience of being at the opera. We gave them backstage tours and also invited them to mingle with cast, staff and guests at the post-show party on opening night.
We live streamed their web links on our VO blog, so that our readers can follow along in real time. This was great exposure for us and a way of getting the next generation interested in opera. Most of their readers have never been to the opera. But after reading about Blogger Night at the Opera, they became excited about our operas and what we’re doing with social media and bought tickets to the next performances. I had a few of them seek me out on the theatre floor to tell me they were here because of Blogger Night at the Opera.
What's Opera Ninja and how did you come up with the idea? How do other people in the organization feel about giving control of their communications over to (basically) a volunteer?
Opera Ninja evolved from Blogger Night at the Opera. We had blogger night on Opening Night. What should we do for dress rehearsal? We came up with Opera Ninja March 2009 for our Rigoletto dress rehearsal.
It was inspired by Welsh National Opera when they tweeted 12 hours in the life of the Welsh National Opera's The Marriage of Figaro, including a live relaying of the performance (also translated into Welsh).
On our dress rehearsal nights, the Opera Ninja would live tweet. Followers were engaged with seeing an event unfold and have an insider view of what was going on behind-the-scenes. The tone of Opera Ninja is cheeky, fun, irreverent. We didn’t necessarily want it to be a play-by-play of what was happening on the stage. Instead it could be the Opera Ninja’s reactions to what was going on. Our followers have found this entertaining and fun. They would add comments and also re-tweet our tweets to their own followers.
I was the original Opera Ninja but have since invited our bloggers to take on the character in their own voices. I give a lot of freedom to our Opera Ninjas in what they tweet because I trust them. They are high-profile and active Twitter users. They know the etiquette, the advantages and the drawbacks of Twitter. They understand that they can have fun as the Opera Ninja but as they’re also representing VO for the night, they have to be professional too.
Vancouver Opera has started publishing manga, a comic book based on the opera. Manga is sort of an unusual foray for an opera company to take. What inspired you to take the stories of operas to this new medium?
It may sound like a strange combination but the partnering of opera and manga has worked extremely well for us. We were approached by Vancouver artist & editor Roy Husada of Rival Schools four seasons ago with the idea of “manga-nizing” our operas. It started out in black & white and written in Japanese, but has evolved into colorful mangas in English. The mangas are eye-catching and it helps give readers an idea of what the opera is about, thus sparking their interest in coming to the opera. Our mangas have proven to be very popular with our followers.
By my count you have at least four Twitter accounts for Vancouver Opera. Why? What are the advantages to have many accounts? And how do you track and get a good picture of your audience?
We have 4 Twitter accounts:
1. Vancouver Opera which is our main Twitter account where I tweet daily. It's the one with the most followers and the most activity, so it’s this account where I keep track and measure all our questions, responses and re-tweets.
2. Operabot which was started for our Operabot contest, an animation contest for our Golden Anniversary season. Professional and student animators were challenged to create animated shorts of one of the four productions last year. The tweets posted to Operabot related to updates on the contest, the submissions received and any fun or wacky robots related links.
3. Opera Ninja – We wanted a dedicated Twitter account just for our exclusive “behind the scenes” tweeting during dress rehearsals.
4. Where’s Lillian – For our upcoming world premiere, we wanted to introduce our Twitter followers to Lillian Alling as she makes her epic North American journey from Ellis Island to the wilds of British Columbia. She travels on foot in search of a man named Josef. We have someone taking on the persona of Lillian Alling and tweeting in their own voice the adventures and hardships that the real Lillian Alling might have encountered. From these tweets, we hope that followers will become intrigued with Lillian Alling and want to come to the opera.
Each Twitter account serves a different purpose and we wanted to have a dedicated account for the audience who wanted just Operabot updates or just Opera Ninja updates. Also it frees up our main VO Twitter stream by not bombarding our followers with too many tweets or random-sounding trains of thoughts.
What have been the results of all of these programs for Vancouver Opera? Many times it is difficult to track the effects of social media programs. How have you been tracking your initiatives at Vancouver Opera?
Our social media initiatives have garnered a lot of positive attention from newcomers to opera, opera lovers, our peers in the industry and the media.
I track and report data to measure the impact of our social media efforts in various ways:
• Blogger – Google analytics, Like This / Tweet This buttons
• Facebook – analytics
• I use the Bit.ly shortener for our tweets to see how many people click on our links
• Through promo codes in our Tessitura software, I can find out how many tickets were purchased whenever a sales offer was put forth on our social media channels.
Any initiatives for the 2010-2011 season that you'd like to preview for us?
I have some exciting things planned but it’s a surprise. Everyone will just have to stay tuned to Vancouver Opera.
In other news, Amelia Northrup is back from her summer in Washington, DC! On Thursday, she and Corwin Christie presented a TITA webinar on creating and using online video. If you missed the webinar, you can check out the recording here.
Last year around this time, we launched our Technology in the Arts webinar series. To keep this service relevant to the needs of our online community in the coming year, please share with us the topics and types of webinars you would like for us to offer. Type your ideas directly into the box below and click on "Finish Survey" - it's that easy. Thank you in advance for your thoughtful responses!
This afternoon, I had the pleasure of working with Jerry Yoshitomi on a conference session dedicated to grassroots fundraising for the attendees of The Association of American Cultures (TAAC) conference in Chicago. Below are the slides for each of our presentations.
Jerry's presentation on grassroots fundraising:
Crowdfunding websites are a simple way for artists to solicit and accept donations online. One of the best-known sites is Kickstarter, which hosted the record-breaking crowdfunding of Diaspora.
With Kickstarter, you set a fundraising goal and have three months to achieve it. If you reach your goal within three months, you keep the cash. If you don’t, the funds are returned to your backers. You design a menu of rewards to motivate backers to give. And, you keep 100% of ownership over your project -- an important consideration for artists dealing with copyright and distribution issues.
Helen DeMichiel, who funded a series of webisodes with Kickstarter, says the all-or-nothing structure is a great motivator. “You have to hustle,” she explains, and your backers get caught up in the excitement.
A previous project backer and current project starter, Tirzah DeCaria points out that most projects are funded largely by backers within the artist's existing network. She advises artists to look at Kickstarter as an opportunity to consolidate and mobilize your network rather than as a tool for reaching large groups of new fans.
Of course, Kickstarter isn’t for everyone. The site is curated, and in addition to an application process, projects must have a U.S. address and a U.S. bank account. And there are the guidelines.
In a quick scroll through Kickstarter’s current projects, I came across many projects posted by individual artists or small groups, as well as projects by a design studio, a non-profit performance company, and a video game developer. Kickstarter clearly doesn't exclude businesses, but established organizations aren't the primary users. If your organization is considering a project, Joe's post on micro-donations has some good thoughts and advice. And, again, consult Kickstarter's guidelines.
Other crowdfunding sites for artists:
Projects on IndieGoGo can be based anywhere in the world. Unlike Kickstarter, the site isn’t curated, so projects cover a broad spectrum -- creative endeavors, causes, and entrepreneurial work. And, IndieGoGo is not an “all-or-nothing” enterprise. You can keep any funds you raise along the way. IndieGoGo also has several innovative partnerships, including a fiscal sponsorship program through Fractured Atlas and the San Francisco Film Society.
RocketHub is another “all-or-nothing” crowdfunding site geared toward artistic and creative projects. RocketHub is not curated, though projects must be legal and “in good taste.” You must have a PayPal account to start a project.
What is your experience with crowdfunding art? Should established organizations stay out of it or join in the fun?
Has the spark gone out of your relationship with your audience?
Thursday, September 2, 2010
2:00pm-3:30pm Eastern
The Quick and Dirty: Making a VideoPresenters: Amelia Northrup and Corwin Christie
Register today for $25
Video technology is a cost-effective way to promote your work and engage your current (and potential) audience through channels that are widely accessed and have a broad reach. Arts organizations can effectively harness this technology to improve their visibility, attract new audiences, and find exciting ways to tell their story. This webinar will help you identify ways in which a video might best be used by your organization and discuss the tools you will need to physically produce and promote your video.
In this 90 minute webinar, you will learn:
Strategies for using online video - identifying the message as well as your goals for using video.
How to produce online video content in an affordable manner - assessing the available hardware and software to identify the best tools to meet your needs.
Case studies and best practices - examples of arts organizations currently using online video to promote their work.
PresentersAs the Web & Social Media Assistant at the Center for Arts Management and Technology, Amelia Northrup writes for the Technology in the Arts blog and has been featured on numerous podcasts. She has worked on numerous social media and multimedia projects with Kansas City Repertory Theatre and Wolf Trap Opera Company. Amelia is currently researching a white paper about the legal issues involved in the use of video footage from performances.
L. Corwin Christie graduated from Oberlin College before moving to Denver and founding a theatrical production company. Her work in development and marketing inspired her to attend Carnegie Mellon University's Arts Management graduate program. She recently worked as the Social Media Assistant at the Center for Arts Management and Technology, and is the current Marketing Director of Future Tenant Artspace in Pittsburgh.
American Express recently started a grant program funding arts organizations through online voting instead of traditional non-profit success metrics. Quality of art, financial stability, and community impact were not the deciding factor in who received a $200,000 grant this summer, votes were.
In a scene reminiscent of American Idol or Dancing With the Stars, arts organizations compete for the grand prize. Twitter, Facebook, and E-mail, took center stage as organizations launched their online campaigns. A competition was born and America voted to determine the winner.
American Express’s use of the high school prom queen method to choose a winner evokes many new questions for funders and fundraisers alike:
Does the idea of a contest remove art from arts funding?
Is the best organization being rewarded?
Is this a popularity contest or a social media war?
How do you send a message for support without degrading the integrity of your opponents?
How will social media be affected through this type of funding?
Galloping ahead of many traditional forms of communication, technology and social media have taken the arts community by storm over the last few years. This contest adds yet another facet to their use: fundraising. With the voting apparatus hosted online, social media makes perfect sense as the advertising weapon of choice, but is this a good choice for the arts?
Building communities, starting conversations, and sharing information top the list of ‘the best ways to use Social media.’ Advertising and sales lead the least effective uses. In an attempt to gain votes, organizations risk alienating their supporters through using inflammatory messaging or hyper focusing on their votes and forgetting the online communities they created.
Bashing the competition, touting superiority, or focusing on why one organization ‘needs the money more’ represent strategies and messaging that could easily be adopted. These messages are uncomfortable for many people and can fracture the arts community. However, without competitive messaging the prize would simply go to the organization with the highest online presence, essentially starting the contest on an unfair playing field.
Assuming an organization crafted an effective campaign without causing any damage, the biggest question still remains unanswered. Should grants be determined by popular vote?
On one hand supply and demand compose the framework of the funding structure. The organization with the highest public demand receives a reward to create more art. On the other hand, many see this as a popularity contest with the biggest flashiest organizations gaining a clear advantage. Unfortunately, art comprises no part of either approach. This funding model is not based on the organization, what they do, who they do it for, or why they do it: a counterintuitive approach in my opinion.
While increased online support and a focus on technology use to reach constituents could provide benefits in this funding model, the prom queens method of distributing support should probably be left where it belongs: high school. This model has no way of insuring the best organizations reap the rewards or that the most efficient and effective programs receive funding. Popularity does not always equal quality, but it will always decide the winner in this funding model.
Reluctance to embrace social media as an appropriate avenue for reaching arts patrons has often been blamed on the demographics of the user base. Many people look at sites like Facebook and immediately write them off as platforms only representing a younger generation. Not any longer.
In 2010 educated adults over the age of 40 comprise the fastest growing demographic on Facebook, the age group 55+ grew by over 900%, and 40 million Facebook users in the US are now over the age of 40. This exposition of established professionals opens up the world of social networking even wider and begs the question: Are we properly using social media in the arts?
With 10 million Facebook users over the age of 55, Baby Boomers are staking their claim in the world of social media. This new demographic is college educated, professionally employed, and comprised of over 60% women. If that sounds familiar, you might be recalling the audience profile for the average arts patron in the U.S. The fastest growing segment on Facebook matches the traditional arts patron in the United States almost perfectly.
Other social media platforms have experienced similar growth outside of the traditional 18-34 age bracket. Currently users between 35 and 55 comprise the largest age bracket on Twitter. LinkedIn’s primary constituents are over 50 and MySpace continues its strong hold on original members now between the ages of 30 and 50.
These statistics along with the growing momentum around interactive websites, electronic outreach, and digital networking make social media the next frontier for audience development in the arts.
Innovations in social media within the arts have already sprouted around the country with great success:
Characters from plays now have their own Facebook accounts to entice theatre goers to interact with them before and after the show.
Interactive confession booths in galleries across the country load videos directly online for audiences to view and interact with.
Viral online marketing is playing a larger and larger role in making buzz around productions and increasing web traffic.
But is it enough?
We can look to Australia for a prediction. Australia adopted social media faster that the US, UK or mainland Europe, with the highest user rates per capita in the industrialized world and the highest percent of users over the age of 35. Arts organization in Australia use Social Media to interact with patrons before, during, and after performances/exhibitions.
In the article Geeks, tweets and bums on seats, Elissa Blake discusses the adoption of social media in Australia and its affects on the arts. In the article, she writes about a production of King Lear where a woman asked permission to tweet during the performance. When asked why she did so, her response was:
It's about sharing your emotions and your experience of the show. You might have a favourite scene or a line that you love and you want to share it instantly. I thought King Lear might be dry, but it was really interesting, and I wanted my friends to go and see it...
Many Australian arts organizations and artists see social media platforms as a way for audience members to interact with companies, individual artist and each other. This interaction builds new passions for attending live performances as friends that could not attend receive enticing updates through their Twitter feed. This free viral marketing increases audience participation and makes Australia a leader of innovation in social media for the arts.
Fee Plumey, the digital program officer at the Australia Council for the Arts stated:
If arts companies want to attract new audiences, they have to jump in and chat about the minutiae of what's going on, Audiences are not just interested in a celebrity on stage. They really want to know how the show works, how the set was made, how it was cast, who's doing the lighting and what goes wrong… [social media provides that outlet].
Australia is a great case study for how social media can affect the arts. Now it is time for the US to see how social media can be creatively applied in audience development within our own country.
What should arts organizations expect when working with web developers?
Most web developers approach their work in a logic-driven, sequential manner. The structured nature of their work demands this of them. Correspondingly, developers will want to have all of the functionalities for a project locked-in prior to beginning the work. If changes are made after the start of the work, then the logic for the site may change, and the developer may be forced to redo all of his or her work.
Arts organizations should expect their web developers to deliver the completed project as articulated in the project agreement. Be sure to walk through the project agreement verbally with the developer to make sure that you both have the same understanding of the deliverable.
After your organization tests the deliverable, the developer should be willing to fix any errors in the code. These are often referred to as "bugs."
How do you know the difference between a bug and new work?
When there is an error in the website’s code that prevents it from working, then the site has a bug. Most developers will fix bugs within six months of a project’s completion date. It is good practice to make certain that this is articulated in the development agreement. Since bugs can develop over time, it is also good practice to consider adding maintenance or ongoing support to the development agreement or as a separate annual agreement.
If the website’s code is functioning properly but you would like for it to do something that wasn’t articulated within the development agreement, then this is likely to be considered “new work.”
Many clients have difficulty understanding why their developer would charge them more money to make the project do what they want it to do. (And if everything is spelled out in detail, then the developer should not charge extra for making it work.) As mentioned above, making a change once the project has begun may require the developer to redo all of the work that they just completed.
If you are vague or uncertain about what you want the final deliverable to do or how you want it to function, then you should brainstorm with the developer and hammer out these details prior to signing the agreement.
If you have already signed an agreement and start asking questions that begin with phrases like “Would it be possible for it to …”, then you are most likely talking about new work.
General rule of thumb: If it is broken or simply not working, then it is likely to be a bug. If you would like for the site to do something differently, then it is probably new work. This can be very frustrating for visually oriented people who have difficulty mapping everything out theoretically in advance and prefer to give feedback on something once it is “already up and running.” If you know that you will need to be able to give feedback and make changes (within reason) once a project is in the testing phase, then you should probably increase the budget for the project beyond the developer’s estimate by 20-30%.
How do you handle a situation when a developer stands behind the hours allotted to a project vs. standing behind the deliverable?
Make certain that all of your development agreements are based upon deliverables and not estimated hours spent on the project.
Pay no more than 50% of the project’s total cost prior to completion. This will give you more leverage in possible negotiations than if you pay for the majority of the work at the outset.
Be certain that you haven’t changed the scope of work during the course of the project. If you did alter the scope of work, then you need to be flexible about the added burden placed upon the developer.
Many arts organizations have experimented with using “trailers” to promote upcoming performances or exhibitions. But what if you don’t have the time, equipment, or expertise to film and edit a video? What if all you have are photos?
Enter Animoto, a free tool that lets you quickly create short videos using a combination of photos, text, and/or video clips of up to five seconds in length. You can choose background music from Animoto’s library or upload your own.
To try it out, I created this 30-second promotion for Misnomer Dance Theater's performance back at our 2008 conference. It took about 20 minutes, including the time I spent actually finding the photos on our Flickr account.
The process is a pretty straightforward drag-and-drop design. You can add text and choose particular images to “spotlight” with extra screen time. Once your elements are arranged, one click mixes them together into a flashy 30-second video.
Other than changing the order of your elements, though, you don’t have a lot of control over the final product. Because Animoto automatically mixes the elements together for you, there’s no opportunity to fine-tune individual transitions. This is great if you’re looking for something quick and easy, but it can be a real downside for the more detail-oriented user.
Throughout the process, there is a strong push to upgrade your account, which can get a little annoying. If you’re with a 501(c)3 organization, you can request a free Pro account (normally $250/year), which allows you to make full-length, high resolution videos that are downloadable. The Pro account also includes a commercial-use license.
What have you created with Animoto? Do you have other favorite video tools?
No guards. Always open. And I assume you won't have any alarm surprises.
Welcome to the latest frontier in arts meet technology: Adobe Museum of Digital Media, the world’s first virtual museum.
What is a virtual museum? This is not simply a museum website where you can view the collections by clicking an index. Nor is this a museum placed in a virtual world such as Second Life (which interestingly enough has a thriving art scene).
The mission of the AMDM is to “Showcase and preserve digital work and illustrate how digital media shapes and impacts society.” Adobe "has changed the world...and we wanted to celebrate that,” says Rich Silverstein, Museum Director.
Keith Anderson, Creative Director, says the main question asked when developing the idea was, "how would this work in the real world?" Architects and designers were hired to create a museum that could theoretically be placed in any city in the world. There is an outside atrium, gallery space, and towers where the archives will be housed.
So how do you walk through this virtual space? There are no avatars. Instead, a sea-jelly-meets-futuristic floating machine eyeball is your guide to the space (complete with cute old-school-computer-takes-an-underwater-journey sound effects).
One of the greatest aspects of this new space is the freedom to create work that would be impossible to show in a traditional museum. Often, digital pieces are printed out on paper, or projected, and depending on the artist, a lot of the meaning behind the piece is lost (not to mention quality). It's like taking a Polaroid of The Birth of Venus. Sure, the photograph might turn out amazing and some people could like it better than the original because it has a neat 1960's quality to it... but I doubt that was the image Sandro Botticelli had in mind in 1486.
I’m excited and a bit hesitant at the prospect of this museum. Yes, I think a virtual museum will have enormous potential for artists who work in digital media. Images of many artists’ work do no justice to their pieces. However, I am someone who likes to be physically immersed in a museum. It is an escape from the real world into another universe: sometimes confusing, sometimes controversial, sometimes just beautiful, but always refreshing. It’s the same comfort as getting lost in a good book. I worry that, personally, I will not get the same satisfaction exploring the very cool looking structure from the 15-inch screen of my MacBook. But then again, I am also one of those people who refuse to use a Kindle because I like to physically hold a book. So who knows, it might be a heavenly solution to dealing with crowds and the hassle of checking your coat. And the fact that you never have to worry about hours or off days is pretty great.
What do you think? Is this where we are headed? Will virtual museums help create demand for the arts by allowing everyone to have access from the comfort of their homes?
The first show is entitled, "The Valley," and is curated by Tom Eccles. It will feature work by Tony Oursler, an amazing video artist who has already been pushing the boundaries of what digital media should look like and how it can be displayed (Did anyone catch his recent show at the Mattress Factory?). Oursler tends to highlight the strangeness of humanity in his work, and the medium of the internet and how it reflects society will obviously play a role in this new show.
Membership is free and just takes an email address. I am curious to see where the Adobe Virtual Museum goes from here. Will there be any social aspect to the museum? Will they ever partner with real life spaces for exhibits? Will they try to place a version of the museum in Second Life?
Opening night is August 2, 2010! I expect to see all of your sea-jelly-machine-eyeballs there so we can crack open a bottle of cyber wine and toast to the latest in technology meets museums!
Check out Part I for an overview of the NEA’s recent report Audience 2.0: How Technology Influences Arts Participation
While Audience 2.0 gives some useful statistics on technology and media participation in the arts, the report does not provide the answers or the data that I am looking for regarding arts participation and technology.
How does arts participation through one technology affect participation in other technologies? For example, how does participating through television affect web participation?
What impact has social media had on arts participation?
How do people participate in the arts digitally and online? What are they doing on the web when they are participating?
Has participation in the arts via technology affected online giving to arts organizations?
Audience 2.0 draws into question the timeliness of national arts research, the vehicle being used to conduct this research, and the understanding of where arts audiences are heading in the future. This report was a useful audience analysis for 2008, but the survey upon which Audience 2.0 bases its analysis lacked a sense of forward motion as well as the ability to predict future arts participation through rapidly changing technologies.
The data used in Audience 2.0 was gathered three years ago before many current technologies were available and before many new technology users had invaded the digital market. In his blog post Back To The Future, onDanceusa.org,Marc Kirshner states that:
Since the beginning of the 2007 survey period [for the 2008 report]:
Four generations of iPhones have been released [and the Android network has been launched]
Facebook’s user base has grown from 20 million to 400 million users
The entire book publishing industry has been turned upside down by e-readers, such as the Kindle, Nook and iPad
Millions of set-top boxes, Blu-ray DVD and home theater PCs have connected televisions to broadband Internet
Hulu launched its online video service to the public
More than 300,000 people viewed simulcasts and encores of the Metropolitan Opera’s Carmen
The first 3-D network began broadcasting
The three year time gap between data collection and report publication created a lack of focus on many forms of new media and social networking platforms currently leading many technology discussions in the nonprofit arts industry today. Correspondingly, the relevance of the report in our current environment is brought into question, and we must remember that the reportrepresents a snapshot in time more than a study of current habits. Due to the speed with which technology advances and its usage changes, traditional forms of data collection and publication no longer appear as useful for tracking these trends.
The survey asks about participation in the arts through technology, but Audience 2.0 does not provide answers about specific actions and their effects. The survey does not ask participants if electronic and digital media makes them more or less likely to attend a live event, but the report draws based upon a perceived correlation in the participation data. Without causality data, this correlation leaves us with a “chicken or the egg” dilemma. Does electronic/digital/online participation in the arts lead to an increase in live participation, or are participants in live arts events simply more likely to participate in electronic/digital/online arts events?
I would like to see more direct questions being asked of people who responded that they participated in the arts through electronic and digital media. Obtaining this next level of understanding will provide us with a deeper understanding of the effects of electronic and digital media on arts participation.
Audience 2.0 raises more questions than it provides answers, but it does show a commitment on the federal level to assess the impact of technology on the arts. I am hopeful that future reports will delve deeper into the seemingly symbiotic relationship between technology and arts participation by focusing more specifically on the digital/online arts participant.
In May, I participated in a webinar hosted by the National Assembly of State Arts Agencies that focused on creative technology strategies for state arts agencies. One of the issues that came up during the Q & A was backing up communications from social media platforms. As entities within state government, many state arts agencies are required by law to retain copies of their communications. But how do you archive communications that take place on social networking platforms like Twitter and Facebook?
Over the past two months, I have been using a potential solution. Backupify provides daily online backup for your social media and software-as-a-service data. They are the only online backup and storage provider to seamlessly back user data to the Amazon S3 cloud with its strong security and data duplication policy.
So here are the pros and cons of my experience with Backupify...
PROS
Backupify provides a centralized backup location for a number of online services, including: Flickr, Facebook, Twitter, Google Docs, WordPress, Basecamp, Gmail, and many more.
Businesses utilizing Google Apps can back up all of their data at relatively low cost.
Quick and easy setup.
With the free account, you are able to backup one account per online service. The premium account level backs up an unlimited number of accounts per service for just under $60/year.
Users are able to choose whether their accounts are backed up daily or weekly.
Users are also able to opt for a daily email notification of backups, weekly email notification, or no email notification.
The system maintains a backup history identifying when accounts were backed up, whether or not the backups were successful, and how many files were backed up per online service account.
CONS
There is no standardized format for backups because the backup file type is determined by the service providers. For example:
Facebook photos are backed up on the site as photo files, but other Facebook elements (friends, statuses, links, notes, and events) are stored as an XML (Extensible Markup Language) file - which I view using Microsoft Excel.
For Twitter accounts, users can download a PDF workbook containing the following data: profile, updates, received direct messages, sent direct messages, favorites, and mentions. Users may also download XML files for each of those individual data pieces as well as an XML file containing information about the user's Twitter followers.
WordPress blogs and websites are backed up as a MySQL database in the sql.gz format.
Currently, users may backup their personal Facebook profiles but not fan pages. I asked Backupify CEO Rob May if there are plans to add backing up Facebook fan pages to the service's offerings. He informed me that they are working with Facebook on this functionality over the next two weeks, so this option should be available in the very near future.
My personal experience with Backupify over the past two months has been a very positive one. Once the service adds the capacity to backup Facebook fan pages, it will be even more useful for arts organizations and governmental agencies using social media.
In part I of this two-part post, I summarize the findings of Audience 2.0, while tackling the problems, questions and lack of answers in part II.Audience 2.0: How Technology Influences Arts Participation, the newest study released by the National Endowment of the Arts gives empirical quantitative data to support how technological trends affect arts participation, the health of the arts in the US, and the ways that arts patrons use electronic media to engage in the arts.
Audience 2.0 takes data from the NEA’s 2008 Survey of Public Participation in the Arts and the three other SPPA studies from 1982, 1992, & 2002 and “examines how Americans participate in the arts via electronic and digital media.” The media platforms: Radio, Audio recordings, Television, Video Recordings, Internet, & Portable Media Devices were tracked, but there is not consistant data available from every study.
The study cited three main conclusions:
Technology is not going to be the downfall of live performances, the arts or culture in our society,
Technology provides a new outlet for people to experience the arts who may not otherwise have participated at all.
Participation in the arts through electronic and digital media actually spurs participation in live arts performances and exhibitions.
The study found that “people who engage with art through media technologies attend live performances or arts exhibits at two to three times the rate of non-media arts participants.” This statistic should quell many of the concerns arts organizations have about digital media replacing them and help arts institutions embrace technology as a way to reach enrich their patrons. The study shows that technology provides a way for people to interact with arts and culture outside of the traditional venue, but it does not replace attending the physical arts or event space.
“53% of US adults used TV, radio, CDs/DVDs, computers or portable media devices to view or listen to arts performances, programs about artists, art works, museums or programs about literature.” Far more people participate in the arts as a whole than those who physically attended arts events. This shows a greater interest in arts and culture from Americans than many people had previously thought.
“For every arts performance outlet besides theater, adults were more likely to view or listen through electronic media than to attend live events.” This statistic has many people concerned about the impact of technology on the arts, however; the data shows this to be a good thing because a majority of the participants who make up the media only category represent people who would never have attended an arts event in the first place. The NEA then draws the correlation that these people would not participate in the arts at all without media and electronic technology outlets. Technology helps to widen the breadth of reach for the arts and allows people to participate in the through new portals.
Adults who used electronic media and technology only to participate in the arts had a higher likelihood of lower-than-average household incomes, residing in rural residents, belong to racial and ethnic minorities, belonging to that age group 75+, and/or having achieved no more than some college in their life. This profile directly mirrors the profile of people who do not participate in benchmark arts events at all.
The big picture of this survey is that it really just repeated many of the SPPA findings from the past three decades through the lens of technology. Overall, Education still has the greatest weight in determining arts participation, racial and ethnic minorities participate less than non-Hispanic whites, and racial and ethnic minorities tend to participate more frequently in arts event that are associated with their heritage.
This study leaves more questions than answers and those will be tackled in part II of this series.
This just in: Audience data from 2008There have been plenty of reactions to the Audience 2.0 report released last month by the NEA. In his article on the Dance/USA blog, Mark Kirschner of TenduTV reminds us that since May 2007, the beginning of the survey period, Apple has released four generations of the iPhone and Facebook's user base has grown 20-fold. Marc Van Bree digs into what we can learn from the report, even though the data can’t be easily compared to data from earlier iterations of the study. And Jennifer Edwards and Sydney Skybetter read the report as a call for dance artists to start engaging audiences online. What is your reaction? Is this report useful?
Newspapers are over
In an interview with the Guardian, Clay Shirky, author of Cognitive Surplus: Creativity and Generosity in a Connected Age, predicts that the traditional print newspaper is doomed and that Rupert Murdoch’s experiment in charging for online content will fail. On a related note, the internet is over as well. How is your marketing team taking the news?
Video may have killed the radio star, but it has done wonders in shifting the paradigm of visual art.
Since the 1960s, video art has been challenging preconceived notions about how art was supposed to look. At the time, these video artists had to fight to be recognized as worthy enough to be hanging in the same space as Monet or Picasso. And nowadays, you cannot walk into a contemporary art museum without some type of video art installation. Barriers were successfully broken down. Hooray!
Let’s take a quick look at the opposite end of the art world spectrum. A magical little land on the internet where hours (and probably days) at a time can be spent: YouTube.
“We’re looking for things we haven’t seen before,” says Nancy Spector, deputy director and chief curator of the Guggenheim Foundation.
No pressure.
So what happens after videos are submitted? A panel will review all of the videos and narrow it down to 200. From those 200, 20 will be selected to show in the first Biennial of Creative Video at the Guggenheim Museums. Yes, museums. The show will be simultaneously running at the Guggenheim in New York City, Berlin, Bilbao, and Venice. All 200 finalists will have their videos shown on the YouTube Play Channel.
Partnering with the Guggenheim and YouTube, is Hewlett-Packard, who will be providing all the equipment at the museums to display the videos, as well as online tutorials about video basics such as editing and lighting.
So even if you know absolutely nothing about videos or video art, your work could be shown in one of the most renowned museums in the world. Interesting. And exciting. I think.
What are your thoughts? Will this produce great art worthy of showing in Guggenheim museums around the world? Is that even the point?
Now there is a question worth exploring… In this rapidly changing world where absolutely anyone with a camera, phone, or computer can create “art,” how do you define what is museum worthy anymore?
I think there are two schools of thought on the matter. On the one hand there are the purists who think the art world should remain an elusive and elite club that few artists ever manage to penetrate. Unfortunately, these limitations of access are crippling to the sustainability of our field. Which is what the focus should be, according to the second group. Yes, the art world must educate, question, and preserve beautiful and interesting things, but if you can’t get people to walk through the doors then what is the point? Keeping today’s audience engaged with art, regardless of the means, has become a focus for both visual and performing arts organizations. Technology is a great entry point, because everyone understands it and uses it on a daily basis. The same holds true for artists. Almost every artist I am friends with uses technology in some fashion to produce their work. They are creating amazing things, but the likelihood of top curators and critics ever hearing about them is slim to none. Which is why YouTube Play is such a great concept.
Obviously, there will be no way of creating installation style pieces similar to Bill Viola’s piece for the 2007 Venice Biennale, Ocean Without a Shore. But in this case, that is ok. Unknown artists get to show their work, interesting pieces will be created, and the museum doors will be as convenient as your computer screen.
The other day, we talked about crossing into different genres of art than you are used to… well here is your chance! Everyone is an artist.
Interested? Absolutely anyone in the world can apply by uploading your video (less than 10 minutes and created in the last 2 years) to the YouTube Play Channel. The deadline is July 31, 2010, so start creating!
They’re cute, they sing pop songs, and they made Tori Amos cry (in a good way).
And they have over 18 million views on YouTube.
On June 14th, the Webby Awards named PS22 Chorus its 2010 Artist of the Year “in recognition of their online contributions to music, popular culture and the online medium itself.” PS22 Chorus, a 5th grade chorus from a public school in Staten Island, joins the ranks of previous winners such as Trent Reznor and the Beastie Boys.
Formed in 2000, the chorus began to gain online popularity in 2006, shortly after choral director Gregg Breinberg (AKA Mr. B) started posting videos of the chorus. Celebrity blogger Perez Hilton started promoting the PS22 Chorus videos, and their legions of fans grew.
While your organization may not yet have celebrity fans -- and your work may or may not involve dozens of adorable children singing pop music -- it’s worth taking a closer look to see what other strategies worked for this group:
• Take advantage of YouTube’s channels. PS22 Chorus customized their YouTube channel to create a look all their own. And by encouraging subscriptions, they could notify interested viewers whenever they posted new content. With more than 27,000 subscribers (as of 6/30/2010), there’s an opportunity for new videos to viral.
• Promote across platforms. PS22 Chorus embedded YouTube videos on their blog, increasing their view count without having viewers leave the site. And, their YouTube channel prominently links back to the blog. With your own online presence, consider how easily followers can access your content from different platforms.
• Consider giving your unconventional marketing ideas a shot. PS22 Chorus’s fame was, as New York Magazine writes, accidental. Mr. B mentioned on a Tori Amos fan message board that he was teaching her songs to his students. He followed up with video posts. Amos was charmed, and months later the chorus performed for her in person.
• Don’t be afraid to have a personality. PS22 Chorus’s energy and excitement come across in their online presence. Finding your organization’s own voice can help you connect and engage with followers.
• And finally, update regularly with fresh content.
What else is PS22 Chorus doing right? Which Webby Award winners are inspiring you?