“Aporia Cross-Media Entertainment” is the new name for a company set up (formerly Naked Rabbit Studios) by Jason Chrest and Jessie Greene. Their “main goal is to provide the best service and product possible by creating valuable multi-media entertainment with mass advertising appeal”. From their website:
As a grassroots development group, Aporia CME has produced low budget games with little to no corporate financial backing. Though Aporia CME has begun the process of forming itself into a marketing development team, the primary goal is to continue making exciting and intriguing ARGs. Once a grassroots development group, Aporia CME seeks to become a familiar entity within the game community as our growth allows us the opportunity to focus primarily on the games and offer better swag to players world-wide.Â
Our goal is to produce intriguing storylines which evolve through innovative puzzles and believable characters. We use various media sources to relay the games to the players while maintaining professional quality graphic interfaces. We design our own websites, and refuse to follow suit with many of the other grassroots developers who use free webhosts laden with advertisements to run their game. We see value in unique launch methods to broaden the audience demographic and give a the players an unusual experience.
I find their name interesting, of course, because these are all terms I use quite alot: “cross-media entertianment” and “aporia” (as in Espen Aarseth‘s “aporia” and “epiphany”). I also find their website interesting as their approach of having different entry-points according to interest is exactly what I recommended to the ARG SIG for their website. They should be doing some interesting things as their 2006 ARG Ny Takma was highly regarded by the ARG community.
Jak Bouman told me about this research resource developed by Australian Paul Budde when I was in Sweden! Here is a bit from his bio:
He specialises in the strategic planning of interactive services such as video media, Internet, multimedia and intelligent and value-added networks based on telecommunications, broadband and satellite networks. His particular expertise lies in identifying how these new media can be used by organisations to enhance their competitive edge in the market, and how they can be applied in mass markets.
I also just missed out on participating in the broadband study and trade mission to The Netherlands.
In March 2007 I organised a broadband study and trade mission to The Netherlands. The Australian Minister for Communications, Helen Coonan, participated (via video), as did three other executives from her Department (DCITA). A total of 15 Australian and New Zealand delegates took part in the mission as well as 50 people on the Dutch side. The mission included trips to the various centres where FttH and digital media activities are most active, as well as an Australia-New Zealand Roundtable with the Dutch delegation. In addition to The Netherlands events, I also visited the United Kingdom and Sweden.
Just recently, at the Virtual Worlds 2007 Conference, Matt Bostwick of MTV spoke about MTV’s use of virtual worlds. They have created virtual worlds for the television shows Laguna Beach and The Hills and soon also for Pimp My Ride. Bostwick has stated the metrics for the ‘worlds’ created with There.com technology:
[T]he metrics for the two virtual worlds were an advertiser’s dream: 64 percent of users come back regularly, users visit 1.4 times per week for an average of 37 minutes each time, and users have so far logged more than 72 million minutes in-world. [c-net article by Daniel Terdiman]
At the conference, Bostwick called the approach of extending the television show with a 3D virtual world as “4D”. Here is a description from an article:
The company is calling its new cross-platform strategy “4D.†Essentially, the approach will attempt to combine content from MTV Networks’ television shows with fully 3D virtual worlds and then put it all through a feedback loop in which people can interact with TV personalities and create content that becomes part of the shared experience. [virtual generations article]
So, “4D” is just another buzzword for transmedia, but it specifically refers to a virtual world extension of a television show, or traditional media. I’ve posted about a few transmedia projects that have virtual world components here. According to the stats, the worlds seem to be quite popular. What I’m interested in, however, is:
* how many of the virtual world visitors watch the TV show?
* how many are non-US visitors?
* how the experience of the virtual world affects the experience of the TV show?
* whether the content of the TV shows is being adapted at all for the virtual world iteration?
* how the two iterations interplay with each other?
If you have any answers to these questions let me know.