Showing posts with label Marketing. Show all posts
Showing posts with label Marketing. Show all posts

Wednesday, January 18, 2012

Dreams in Digital

A discussion about the premise of Copyright, IP and Artificial Scarcity #SecondLife

 

The premise of Artificial Scarcity is, at the core, flawed at best and woefully inadequate at worst in the context of the digital age. It is no secret that copyright and intellectual property is gravely threatened by the digital culture we live in today, and increasingly so at an alarming rate of advancement. Such is the nature of the Internet to effectively circumvent censorship and treat all attempts to censor as damage and route around it.

 

 

android_female

 

 

After all, the Internet is a digital system that was at its very core designed to withstand a nuclear war and come out relatively unscathed.

 

What is most disconcerting is not that the Internet itself is nearly impervious to the worst attempts of censorship, but that the paradigms that fostered the creation of this system are no longer relevant to the situation at hand. Worse, still, is that this understanding of distribution of materials and information in the digital age is entirely counterproductive to the existing paradigms which create these media forms.

 

I can give a quick lesson on the past ten years or so of innovation in this digital culture, but I’m fairly certain most of us already know the drill. Peer2Peer came about in systems like Napster, and the copyright and IP industry lost their nut trying to kill it. All that managed to do was throw fuel on the fire, leading to more advanced networks of distribution and even after those legal battles ensued – first against the networks (which by law should have been protected under safe harbor) but later against individuals as young as twelve years old and as old as your dear grandmother in what amounted to a legal paperstorm.

 

Astronomical fines and penalties, legal cases that no individual could possibly afford to protect themselves against, and what turned out to be further fuel on the fire of piracy in the form of the invention of Bittorrent.

 

Clearly the attempted enforcement of artificial scarcity within the confines of a system that does not acknowledge scarcity at all is likely to lose, or make the problem worse.

 

There are very interesting insights from people like Jaron Lanier who believe that artificial scarcity is a necessity in order to give digital experience value and meaning again, but I will have to disagree with his assertion (at least in part). When it comes to Jaron, I rarely disagree with his vision – but this is one of those topics where I have to respectfully shake my head.

 

It’s called artificial scarcity for a reason, and that reason is because it is an artificial construct in a system specifically designed without scarcity in the form of digital media in all forms. When music was simply on CDs, there was natural scarcity in the availability of the content in physical form, but in the digital world it doesn’t cost anything to copy data. There is no physical cost in duplication, and the very least of the costs is relegated to the production of the original media.

 

But that’s where the costs really end. Unlike pre-digital days, the costs no longer carry over past the production cycle, and such things as marketing and distribution are freely available, if not exponentially so and for free. Even the production cycle has a diminishing cost, as we can see with DJs, Mashups and Youtube.

 

Nobody has to pay a distribution center to get airplay on the radio any longer, or produce physical compact discs for the record store shelves. Terrestrial radio airplay isn’t as important as it used to be in the face of countless internet radio stations, satellite radio subscriptions and more.

 

This is the dilemma.

 

It’s a matter of old school thinking versus new age. In a world that became accustomed to the natural scarcity of products, and literally based their entire business model on that natural scarcity and the control of the distribution channels from start to finish, it must be terrifying to suddenly lose that control – and so we see a constant battle between copyright and IP holders (RIAA & MPAA) and the “Pirates”, culminating in toxic legislation such as SOPA and PIPA, as well as the attempt of leveraging $75 Trillion dollar fines (RIAA vs Limewire).

 

This isn’t a new problem, however. This goes back to the printing press itself, wherein the same arguments were leveraged and fought tooth and nail. It carried on further with the invention of BetaMax and VHS, the Cassette Tape, Blank CD Media, and the MP3 Player itself (Roxio), and even into the right to use the MP3 Format altogether (Thanks, Fraunhofer, for the legal battles).

 

The thing about this history is – no matter how much we cry and complain about the damages that a new technology will bring to an industry in the form of piracy, those fears never seem to materialize. Even more interesting is the seemingly opposite effect that piracy has had on the music and film industry, with the record profits of those industries plain as day despite their constant arguments that piracy is hurting the industry and costing them hundreds of billions of dollars a year. Uproxx provides an excellent insight to this by giving an overview to the situation (further reading)

 

Pirates are your friends (Yarr!)

 

Yes, I just opened up a massive can of worms with this statement, but it had to be said. Given the industry of intellectual property and copyright, it can be shown time and again that the greatest harm to the copyright and IP industry are themselves.

 

Let’s break this down logically…

 

Modern piracy is simply the enactment of a highly efficient and targeted distribution system without any centralized control or overhead of cost. We can’t necessarily claim that piracy is stealing, because theft is the removal of the original instead of making a copy. Piracy is copying, plain and simple. The only difference today versus prior to the Internet is that there was a physical component which acted as the barrier to entry – Cassette tapes, blank CDs, VHS tapes, etc. and those media forms came with an additional blank media tax to compensate for perceived losses to the industry. The only reason that piracy is equated to theft is because of the false assertion that every file downloaded is automatically a lost sale.

 

If we were paying attention, we’ve seen this claim for as long as these industries existed – case in point:

 

 

piracy02 

 

 

Clearly this turned out not to be true, as the recording industry continued to make record profits and even today they continue to post profit gains and not losses. The only losses they are claiming are entirely imaginary losses based on fabrication.

 

We could make a convoluted claim that even the unauthorized copying is costing the owners of the copyright and IP the premise of future revenue which is entirely estimated, and based on fuck all, as seen with the RIAA statement that they believed Limewire owed in damages an amount that exceeded all the money in the world. The RIAA and MPAA can spew out all the make believe numbers they want, but it’s not based on anything substantial. It’s a lot like me saying that because people read this blog I estimate the damages from lost revenue to be 400 trillion dollars a year. I’m just pulling a number out of my ass, and totally out of context to the total situation at hand, much like the RIAA and MPAA does regularly.

 

Zen and the Art of Piracy

 

So how do we effectively stop piracy? I’m the first to proclaim that protection of intellectual property and copyright is something that needs to happen – despite my advocacy of piracy in the same breath. It’s really about looking at the bigger picture and actually taking the time to see the widespread implications past narrow interests of the old paradigm.

 

 

pirates_profit

 

For instance, think about all the money spent in the promotion and distribution of media by the RIAA and MPAA. More specifically, let’s look at the process for the RIAA wherein they spend an astronomical amount of money to A&R representatives in order to essentially buy a spot on the radio to play a new single for promoting an artist. This is a regular occurrence, and it baffles me.

 

When I was younger, my highschool actually had its own radio station and radio communications was one of the classes offered. Of course, I was enrolled in that class and managed straight A’s (45 days away from having my radio communications license to work as an on-air personality). Even then, the process baffled me due to the no solicitation rules. The station manager would have us regularly listening to new music coming in, and checking to see if it violated any of the rules, but that list of music always came from some A&R representing a label, whereas local bands trying to get heard would be routinely turned down. As DJs, our hands were pretty tied, as the station manager would be approving the playlist and helping to compile them.

 

Even if we were approving music on the list or disapproving it, most of the time that didn’t even matter. Those songs would be inexplicably stricken from the list when we approved them, or oddly added to the playlist when we as DJs decided the music was utter crap by consensus.

 

It more or less came down to who was willing to pay more money to get a band heard and played, and not necessarily based on merit. 

 

The apparent point of this process is to get an artist’s material heard by a large population of listeners, and they treat this process as a marketing expense, yet if we turn the tables and look at piracy – this is exactly the sort of distribution and outcome that Bittorrent has without the overhead. Interestingly enough, piracy is based entirely on merit and not who has the most money or connections for marketing and distribution – a stark contrast to how it used to work. Today, that local band (Garageland) wouldn’t have to be bending over backwards to get their music heard, and instead they’d simply make an official website for the band and distribute their own music via Bittorrent as a marketing loss. Those local bands would simply exist on their own merit and ability – which I always felt was how things were supposed to be.

 

So let’s call this what it is – it’s the inability of the industry to differentiate between personal piracy and commercial piracy. Commercial piracy is the problem and by all means should be fought or at least intelligently channeled, whereas Personal Piracy should actually be encouraged to no end.

 

The moment we stop trying to lump together personal piracy and commercial piracy, the faster we realize the benefits that personal piracy gives us. This idea that personal piracy costs the media industry hundreds of billions a year is absurd (as absurd as the assertion that it cost the RIAA $75 Trillion dollars in damages from Limewire) – because if anything it is actually increasing the revenues through widespread proliferation of new media at a cost that is exactly zero to the distribution channel (and subsequently to the media holders). What scares them the most is that media is now based on the idea of a meritocracy and not who has the most money or connections.

 

Personal piracy is good as long as we’re willing to call it what it is in proper context. The best course of action for the media industry going forward is to literally, and without hesitation, pirate their own media and make it available at a high quality to the masses.

 

 

stress-suit-man

 

 

Why on earth would I suggest this? I mean, I just offered the equivalent to the digital media apocalypse as the solution to the digital media apocalypse.

 

Natural Scarcity

 

This brings us back the idea of artificial scarcity versus natural scarcity. Natural scarcity was the model that the media industry was originally built on and it worked absolute wonders. It wasn’t until the introduction of mass reproduced media that they began to panic and invent methods of artificial scarcity to sustain a model that is based on natural scarcity. Natural scarcity was the sold out concert you couldn’t get tickets to, artificial scarcity is deliberately limiting the amount of CD’s pressed to inflate worth arbitrarily or (in the digital age) creating convoluted DRM schemes to restrict the usage rights of agnostic digital media.

 

The future of media is authentic experience. Natural scarcity is something you cannot reproduce in a digital form, and thus holds intrinsic value over time. You can film a concert, and maybe sell the t-shirts online, but you can’t pirate the actual unique experience of actually having been there. You can create DRM and other artificial scarcity methods to continue propping up your old business models, or attempt to force the old business methodologies on new media, but the sad truth is – artificial scarcity in an environment built without scarcity is a costly and failed endeavor.

 

In the movie industry, I’ll just cite all the DRM and Ultra-Violet Digital lockers having no effect on Bittorrent distribution except to make it more popular. However, I’d also state that all the unskippable garbage and advertisements on those DVDs are also a major factor, just like advertisements in between and during shows on television send people off to pirate the more authentic experience of the DVD version off of Bittorrent.

 

Physical goods and actual experiences that are unique are the new media paradigm to embrace, while the old media paradigm (currently being propped up desperately by artificial scarcity tactics) should be relegated to marketing channels in order to promote the natural scarcity of unique experiences and sales. Sure there are people out in the parking lots selling knock-off t-shirts for $5 out of their trunks, but the only reason they manage to make a killing is because you’re charging $10 for a cup of beer, $5 for a hotdog and $40 for a t-shirt inside. The problem isn’t the counterfeiters, it’s your inflated sense of worth and douchbaggery to the honest customers and fanbase.

 

Instead of writing piracy off as a revenue loss, we should be saying it is a marketing and proliferation surplus without additional cost. We’re actually saving money through personal piracy, if we’d actually figure out how to embrace it and wean ourselves off the artificial scarcity paradigm, we’d see that it’s actually helping far more than it hurts. As far as counterfeiters – actually curtailing them has less to do with trying to stop them and more to do with stopping yourself.

 

Telling a Story

 

Remember when VH1 had the Storytellers concerts? Only a certain amount of people could attend those intimate concerts, and there was far more natural scarcity for the experience than listening to it in MP3 or watching the recorded show on VH1. There’s a level of abstraction there, and anyone who watched those VH1 Storyteller episodes has at least once thought to themselves how amazing it must have been to actually have been there.

 

 

Authentic experience is the new reality of media | Greenday at Storytellers – Extraordinary Girl

 

 

Hopefully you’re starting to get the bigger picture now. VH1 Storytellers was (and is) a unique experience, an authentic experience, and not easily reproduced. It had intrinsic value – far more than the DVD version or the MP3 Soundtrack. In this manner, we foster the piracy of the VH1 Storytellers albums online, and even offer the videos online without restrictions (but maybe advertising is alright). The end result is you are utilizing the piracy aspect of a lesser experience in order to strengthen the value of the natural scarcity of a greater experience. You can always offer a pay what you want model as well, but you should never be under the delusion that it won’t be pirated for free after a short period of time.

 

If you want to offset that personal piracy as marketing loss, sit down and figure out how to charge for live streaming access to that experience, as well as the much more valuable experience of the tickets to attend that experience in person (since it’s a limited audience). These limited experiences should be more available as the revenue source, creating a value based on natural scarcity and access instead of artificial scarcity. The more authentic the experience, the more it is actually worth.

 

It’s always much better to attend a Broadway show than to watch it online, but if you were streaming it online for free, you’d drastically raise awareness (the point of marketing) and increase the demand for the personal experience of actually attending that play in person as an authentic experience.

 

The other benefit to pirating your own media is that you are immediately sabotaging the bigger threat of commercial pirates who are trying to sell the media illegally. Why would anyone buy what they can get for free? More importantly, what is left to pirate commercially is something that cannot be pirated at all – the authentic experience. Authentic experience creates loyal customers – which is another lesson for Social Media.

 

I actually applaud Deadmau5 in this context for the way one of his recent concerts was handled – it was streamed live on Youtube for the first hour (maybe half hour) as a preview and then turned into a pay-per-view sort of experience. However, this doesn’t entirely grasp the full potential of unique experience or utilize it to the fullest advantage. It’s a good start, but could definitely have been done better.

 

Sure, the ideal here for the limited access to a live streaming concert is still considered artificial scarcity, but it is based on natural scarcity at the root and not just arbitrarily applied as we normally see. For instance, in the context of the Deadmau5 concert, it would have been better to stream the entire concert for free in SD quality and make the HD stream a pay per view stream. The first half hour would have been an HD preview of the live concert, switching to the SD quality free stream afterward unless you had already paid for the stream access in advance.

 

Again, we’re going on the concept of pirating your own media for your own benefit, and writing it off as marketing expenses instead of lost revenue through piracy. It’s a balance between marketing and natural scarcity, creating additional value in a digital product or unique experience.

 

Who got this brilliantly right?

 

Pomplamoose

 

This is how you pirate your own music for marketing benefit. Take note, media industry.

 

 

Even better would have been if those concerts were streamed using not just high definition audio, but a Binaural audio stream for spatial audio fidelity. One step further would have been to offer that binaural stream in conjunction with 360 degree video so the viewers could pan around in real time with full spatial audio.

 

This is a massive step up from the lower definition of a simple SD stream for free, and something that constitutes a unique experience worth more money to the fans. The more authentic the experience, the more value it has in a culture where the lowest common denominator is mass distributed media.

 

And that’s the point, really.

 

It’s not piracy we should be afraid of, but the clear indication that non-authentic experience is nearly worthless in the digital age. It is this understanding that should be shaping our decisions going forward concerning digital media, copyright and intellectual property. Authentic experience has value, and that value can be used as marketing to sell more authentic experiences with increasing tangible value. The very fact that this point is being ignored on the whole is far more troubling than the specter of piracy.

 

Virtual Environments

 

Which brings us to the idea of virtual environments and the idea of prosumer culture. In a virtual environment where the users can create anything they want, it is no surprise that they more often choose to create what is familiar – as in brands that exist to them in real life. Companies have done an excellent job in marketing their brands into ubiquity and pop culture, but seem to be utterly confused when the ultimate result of that comes to pass.

 

Of course people want Coca-Cola in a virtual world and any number of other familiar brands, and they aren’t in a position to have to wait until such time as those brand owners decide to give it to them. This creates a conflict of interest, because we’re trying to apply the artificial scarcity rule to a virtual environment that (much like the Internet) has no such constraint of scarcity.

 

The current accepted practice is to file DMCA notices and have the offending content removed, which is a direct violation of the Streisand Effect, having the exact opposite of the intended outcome. Agnostically, we look at media overall – whether it is an asset or an MP3, and we should already know that it’s not in our best interest to call it piracy, but instead call it marketing.

 

In the end, what is more important to the end-user is authentic experience. As long as you control the authentic experiences, the non-authentic experiences of lesser digital value should serve as marketing in order to support the authentic experiences.

 

Case in point – let’s go back to Coca-Cola.

 

The proliferation of unlicensed digital representations of branded merchandise in a virtual environment like Second Life constitute the lower quality and less authentic experience, and as such act as the user generated marketing and advertising for the authentic experiences which they will gladly pay for in real life. Accordingly, the Coca-Cola merchandise in a virtual environment, generated by the users themselves is the best viral marketing the company could ever hope for, because it creates further brand loyalty (and is in fact a display of that loyalty) which in turn leads to the authentic experience of actually drinking Coca-Cola.

 

Even if those virtual representations are being bought and sold, it is in the best interest not to place that into the category of commercial piracy in that the users themselves are showing a willingness to pay to be advertised to on a wider basis than you could ever hope to achieve had you spent a few millions dollars on a 30 second Superbowl ad.

 

Does this necessarily mean that you should be relinquishing your right to the brand? By no means! It’s more about how you choose to handle that brand in context to the environment of experience. Much like Youtube offers a ContentID matching system for videos, virtual environments should offer something similar – wherein a ContentID match wouldn’t necessarily mean the content is removed, but instead simply labeled as being owned by a certain content or brand owner.

 

This follows the general rule of sanctioned personal piracy as marketing. If a content creator exceeds a certain amount of money in a virtual world from the sales of a branded item, then it should trigger an automatic percentage paid to the brand owner as compensation (a virtual item license fee).

 

In this manner, the brand owners actually make some money on what normally is seen as purely a piracy loss, instead treating it as pure marketing and licensing gain across the board. It also costs a lot less in legal fees, DMCA and litigation because you aren’t in a mindset to try and stop the actions but instead finding ways to foster it to the extreme for your own (and the prosumers) total benefit.

 

The end goal should always be promoting authentic experiences and fostering additional value in things which cannot be pirated, through encouraging personal piracy and brand loyalty to the extreme.

 

This doesn’t mean, however, that DMCA takedown requests aren’t needed. In context, it should be treated as the absolute last resort instead of the first. Explore all of our options first before we invoke censorship as a solution, because the potential for backlash with censorship is far more damaging than trying to work within the system of digital experience and organic community.

 

Tuesday, November 22, 2011

A Rosedale by Any Other Name…

clearly is not the same when it comes to @Rodvik in #SecondLife

 

As reported by Wagner James Au on New World Notes (and probably other places), Kim Salzer has left Linden Lab for greener pastures elsewhere. As the former Head of Marketing & Product at Linden Lab, Kim found quickly that a Metaverse is a wholly different platform than a video game. This is a valuable lesson that can be learned by Rodvik and Will Wright who remain at Linden Lab in official capacity and guide the vision of Second Life ongoing.

 

The problem is that the vision lacks actual vision.

 

 

Rod Humble SLCC

Rodvik Humble at SLCC | You can only bullshit your way for so long.

 

 

I’m not as enthusiastic about the direction that Kim Salzer was looking to take Linden Lab and subsequently Second Life, in that from the start I had my reservations concerning her appropriateness and understanding of Second Life as a Metaverse construct and not a video game. It was not a stretch of imagination to believe she, along with @Rodvik, was making a left turn with their understanding of Second Life and how to address it going forward.

 

I expected that she would, coming from Activision/Blizzard and Electronic Arts, see Second Life as just another video game and focus solely on that aspect with her efforts which would, in turn, be expedited by Rodvik who is coming from the same background of video games. After all, they are both veterans of the video game realm, and seeing Second Life with similarities to a video game, they would be more than likely to blanket their approach likewise thinking that if there is a minor similarity with video games, then the entire approach being the same as video games would be most appropriate.

 

But the fact remains;

 

Second Life is patently not a video game.

 

It is not a game... it is a Virtual World. Wikipedia defines a Virtual World as an online community that takes the form of a computer-based simulated environment through which users can interact with one another and use and create objects. – APixelLife4me

 

 

Why is this such a hard concept to understand at the executive level of Linden Lab? First we see Mark Kingdon completely ignoring the community and trying to make Second Life about Enterprise Solutions, and now we see Rod Humble trying to treat it like a video game. We may never truly have insight as to what was really going on in Philip Rosedale’s vision, but I’ll bet the virtual house that there are people in the existing community who can come damned close to revealing that vision with clarity.

 

I find it nothing short of irony that a high profile woman working for Linden Lab, the makers of a vast virtual environment, would cite “the regular commute to the company's San Francisco office from Los Angeles” as the defining factor for her moving on. Second Life being, among many other things, a platform which by its very nature facilitates in-world communication and telecommuting opportunity for business use. It becomes, yet again, a moment where we take pause and wonder if they truly understand the nature of the product as a platform for content and communication. If anything, her stated reason for departure glosses over the fact that her tenure at Linden Lab enacted some of the most draconian policies which directly led to some of the worst PR disasters I’ve seen, PR disasters which could have been trivial to avoid on the whole, yet were not only facilitated but actively fostered to fruition with the blessing of Rod Humble.

 

 

Ginny Business Center 

Ginny Business Center – Because it has nothing to do with machinima, Meeroos or Vampires.

 

 

After all, there is countless business ongoing within the virtual environment itself, and even regular business meetings and such for marketing and other business use, yet the memo hasn’t reached Linden Lab, as we see by their action… or more appropriately their inaction. This constitutes a systemic failure on the part of Linden Lab to immerse themselves in their own product and environment, and thus become the champion example of the benefits of their technology. If the company isn’t willing to seriously utilize their own product, then it becomes little surprise that no other company in the real world would want to either.

 

Focusing on the in-world games such as Meeroos, reopening the development of further gaming aspects to facilitate further gaming development in-world, and focusing on the A.I. framework to facilitate the equivalent of NPCs and unintelligent “bots” disturbs me because it shows a contradiction in understanding for what truly matters with Second Life. It was the blatant position of stonewalling and ignoring the community that led to a very public community effort to raise the money and hire Qarl to code Parametric Mesh Deformer, in light of policies that likely stemmed from Kim Salzer.

 

As I’ve said before, that’s the sort of colossal PR screw-up that is grounds for termination, and company-wide re-evaluation of priorities. Again, I’ve been on that evaluation end of a company a number of times and have made those observations and decisions. It’s not easy, but it’s far better than the alternative of consistently running a company into the ground and causing widespread public damages to your own brand. Doomsayer or not, I still called it in advance – she didn’t stick around too long and her misunderstanding of what Second Life actually had rendered her nearly incompetent in relation to the job position she held, doing far more damage to the long term image of Linden Lab than we may possibly imagine.

 

It is the real, breathing and living people that make Second Life what it is. The community are using the platform (because that is what Second Life actually is: A virtual environment platform which is use agnostic) to create a wide range of virtual goods and services, fostering an in-world economy and literally creating most aspects of the virtual environment and not a multi-million dollar design team in-house. So again, I find it counterproductive when I see Linden Lab essentially undermining that community time and again by pillaging the existing ecosystem for “added value” and applying those things to exclusive Premium Accounts or even worse, polarizing the vision of an agnostic system by seeing only ways to facilitate games or machinima.

 

What good is artistic measure when Linden Endowment for the Arts may as well be defunct – seeing the demise of Shakespeare Theater and Frank Lloyd Wright Museum in-world? What good is having a platform that is suited for immersive education when you aren’t intelligent enough to subsidize those educational institutions and indoctrinate the future generation to your technology? Even Apple had enough sense to donate computers and equipment to schools for free or drastically reduced cost for this very same reason, and write it off as a charitable donation.

 

Where is the Metropolitan Museum of Art in Second Life? Where is the Aerospace Museum? Where are the Universities? I’ll tell you where – They’re rapidly jumping ship and moving over to OpenSim or elsewhere, because Linden Lab essentially screwed them over royally in exchange for cuddling Meeroos and Vampires.

 

 

Loyola Marymount University

Loyola Marymount University – Coming to an OpenSim near you, thanks to Linden Lab.

 

 

It’s not a priority… but Meeroos and Machinima are. Being a Vampire is the marketing focus. I’m not saying that Meeroos, machinima and roleplaying vampires aren’t important in SecondLife, but they are all things which can be integrated and put to use much better than they are currently presented today – especially not at the expense of cutting the things which have greater importance for breaking the stigma that your platform is nothing more than a video game niche’. 

 

This is what you would expect from a group of people who do not really understand what Second Life is, or that there is a thriving ecosystem of community which the system itself is built for. Instead, it is the sort of myopic maneuvers that you would expect from somebody coming in and seeing only a video game, while surrounding themselves with video game veterans. After all, it is no surprise that the message isn’t reaching Linden Lab when they surround themselves with video game “yes-men” and “girl Fridays”.

 

The focus also on machinima is endearing but still heavy handed, as is promoting as an official stance that you can be a Vampire on Marketplace. Again, these are the sorts of attitudes you would only expect from a video game executive mentality, but clearly not from somebody who has a deeper understanding of virtual environments on the whole.

 

Of course, I cannot mention Marketplace without noting the unbelievable amount of grief content creators receive concerning the usage of marketplace and their own inventory. This content is time and again sabotaged, leaving little recourse for the content creators except to wait it out and manually change their listings in order to compensate. If you want to know what sort of horror this creates, simply ask Avril Korman at @DamnedGoodesign

 

 

This isn’t a Public Discussion

 

Furthermore, as James Wagner Au reports,

 

“Kim was instrumental in implementing a corporate policy that tightly controls information and internal communication within Linden Lab, both between departments, and between Linden Lab staff and the community”

 

This direction has been extremely clear over the past year and has had wide-reaching detrimental effect. A recent altercation with Oz Linden in the JIRA left me completely taken aback at the shear ignorance of his response, which I know must have stemmed from Kim’s own ridiculous policies of tight control. At least,  I seriously hope it wasn’t the sort of attitude that would come out of his own accord. It was this same asinine approach that led to the string of events concerning Parametric Mesh Deformation as well, and I point the finger clearly back to Kim and Rod for that – because the Linden staff are only taking their marching orders.

 

 

 

Mesh Will Fit You

One would believe that actually correcting the broken feature you spent years on is a priority.

 

 

Essentially, in a JIRA that is designed for discussion, bug and feature reporting/requests, and targeting a demographic of the community which is on average technically savvy and of the highest contributors – their biggest proponents to the world – these are the sort of people you want to have discussions with, and when possible in the safe harbor of the JIRA and in-world, I was informed by Oz Linden that the JIRA was not an open forum of discussion. Even though the discussion was pertaining directly to that particular JIRA and whether or not it still held relevance in light of current roadmap implementations.

 

What’s worse is the dismissive attitude overall for community requests which possibly mean the absolute most to the community and Second Life as a whole. Case in point: Parametric Mesh Deformation, which is a necessity in order to make the much touted Mesh import feature of actual use on a wide scale. Instead of understanding the absolute need for this correction, it was officially dismissed and largely ignored by Linden Lab until such point as the community not only publicly raised the capital independently but went ahead and contracted a former employee of Linden Lab to do the job Linden Lab was unwilling to acknowledge or do.

 

This, in itself, is absolutely unbelievable. It shows that Kim Salzer (facilitated by management at the highest levels) clearly did not understand the repercussions of her policies in the bigger picture, and more importantly neither did Rodvik Humble. For instance, it would be common sense to actually encourage on-topic discussion in the JIRA and with Linden Lab employees because it is a safe harbor. The JIRA is the first arena of discourse behind relatively closed doors and a first line of defense for addressing issues properly before the most passionate of your own community takes that discussion worldwide and public through social media and blogs – much like you are reading here.

 

If anything, the very concept of Agile Development is a system of work habit literally designed to handle rapid iteration and changes as they arise. So where was that Agile Development practice when the need arose to focus on Parametric Mesh Deformation? Better yet, where is that Agile Development prioritization when Linden Lab is writing out their roadmap going forward? Is it not disturbing that in the process of rapid development by Linden Lab, major features and components of the system overall are left in the wake indefinitely?

 

Whatever happened to finishing what you start? Where are the mirrors, what happened to Dazzle and the ability to skin the viewer, what happened to the other half of Windlight technology itself? What happened to making Windlight Settings an in-world asset tradable and able to be used by double clicking the asset in inventory?

 

“They are not on the short term roadmap” is the common answer. But more importantly, they aren’t even on the long-term roadmap either. Windlight being a system acquired in 2007 and left half dead on arrival for now going on 5 years. Mirrors following suit shortly after, and so too Dazzle. Whatever happened to sincerely blending the Web and 3D together in a seamless manner using a layer over the 3D Canvas like you do with the login screen itself? Blending virtual worlds with the web has been the dream of the industry since it began, and here we are twenty years later and no closer to realizing that dream on a wide scale*.

 

* Note: And I don’t mean pre-created environments or pseudo-plugins that cram a full viewer into a web page.

 

Viewer 2 shows full well what having half-baked priorities and implementation looks like. We have an address bar at the top and no UX logical connection for why it should be there – even though I’ve clearly and concisely explained why it should be there if it were to be finished properly.

 

 

Viewer 2 New Layout (Web View) VWR-22977

 

Built-in Web Browser Uses New Canvas Rendering Layer [VWR-22977]

 

 

 

If public perception from Linden employees are such a concern, simply institute a policy which states the following:

 

The views and opinions of Linden Lab staff do not necessarily reflect or represent the attitudes or opinions of Linden Lab as a company and should be taken as personal opinion only.

 

 

Then you remove the gag order from your employees and allow them to converse with the community freely, as long as their opinions and expressions are respectful and do not incite. When you allow the community and your employees to speak freely, you’ll find that there are grievances and issues which should definitely be looked into, and you’ll find that the sentiments of the community may also reflect the sentiments of your staff. If you want true feedback and direction, you have to be willing to face when you are screwing up and make changes for the betterment of all. The alternative is surrounding yourself with people who will only serve to lie to your face and tell you everything is under control when the empire is crumbling down around you.

 

This is why the community itself gets it right, even when Linden Lab continues to get it so wrong. The community isn’t afraid they’ll be fired from Linden Lab for telling it as it is, but those employees are. You’ll never likely hear a more honest evaluation of what Second Life is doing right and more importantly what they are screwing up beyond recognition than from the most prominent members of the community. They speak the raw and unfiltered truth of the situation.

 

The fact that they are often speaking that unfiltered truth from the confines of OpenSim should be the most telling indication in and of itself.

 

I’m not the sort of person that will lie straight faced despite knowing full well the situation is rapidly deteriorating or highly likely to have profound negative consequences. I’m also not the sort of person that isn’t capable or willing to point out the raw and unfiltered consequences (good or bad) that current actions are likely to have. For that, you’ll have to hire people like Kim Salzer, a woman of professional pedigree but no professional experience within the context of a Metaverse. All the professional pedigree in the world didn’t make up for the fact that she was wholly unsuited for the position she was offered, nor had any willingness to truly understand that position. No amount of business pedigree made a difference in the ongoing public relations nightmare that has been the status-quo at Linden Lab since 2007.

 

By all means, not having this hang-up often makes me the messenger of very harsh realities, and there are quite a lot of people who would rather I didn’t put these things forward unfiltered. I get called all manner of names from people across the board – but it doesn’t phase me in the least. Nor will it phase me – because I continually prove to be correct well in advance despite not being the perpetual ass-kisser. Virtual reality needs a reality check – and I have no problem being one of the messengers, because you’re nobody until somebody hates you in the professional world.

 

I’m more than qualified for that position, too, as a Synthetic Environment SME with well over 15 years of actual, hands-on experience in virtual environments and technology research. There are people more qualified than myself, and I readily admit that. What I will also admit is that those people and myself are the last to be heard in a priority that is horribly skewed in the industry. We aren’t the sort of people who are going to tell you only what you want to hear, and in fact are likely to tell you what you don’t want to hear (but is highly necessary).

 

It’s time to understand what innovation and creative vision really mean on a wide scale.

 

The issue here is that the JIRA isn’t likely to show up in a Google search for Second Life, but all of those social media posts and blog entries will, in abundance. So one has to ask the obvious question of whether or not Kim and even Rodvik  really understand the repercussions of those policies of restriction and how much damage it does to the image of Second Life and Linden Lab in public when enacted. Just like the Internet itself, censorship and restrictive control is treated as “damage” and is routed around in a virtual environment, much to the grand demise of the company trying to enact them. This also applies to IP protection policies in a virtual environment where every single user is capable of creating every part of the world at will. Second Life and Linden Lab owe its existence to the very fact that it is the very users of the virtual environment platform which are wholly responsible for a majority of the in-world content and services.

 

The best policy Linden Lab could muster on that front was a typical non-solution. Make everyone take a questionnaire about IP policies and swear on their scouts honor they would be honest and uphold those policies.

 

From day one, the Mesh policies for IP protection were widely violated – even on the Beta grid itself in plain view, and it wasn’t a surprise (at least to anyone outside of Linden Lab). It is wholly unenforceable as a solution, and any company thinking they can adequately enforce the public sentiment to the contrary is outright delusional. However, there is an actual workable solution to curb and enforce IP protection that actually becomes beneficial to Linden Lab, real world brands and the content creators in-world simultaneously if they really thought about it.

 

The underlying point to this is that not only is something like JIRA a public discussion forum, but outright denying that safe harbor for discussion wherein Linden Lab has some expectation of PR damage control in order to push those people out into the open of the Internet in general serves only to create collateral damages. This is a fundamental understanding that one would expect to see from the likes of a high profile Marketing Director at a major corporation. Second Life on the whole is a community driven experience, and absolutely demands public involvement and discussion on all levels. No amount of restrictive policy at Linden Lab is going to turn that tide, and all attempts to do so will end in failure on a grand scale. 

 

Not-So Agile Development

 

Let me be perfectly clear. Agile Development policies are absolutely not an excuse to make half finished and broken products the official face of your company. Agile Development is a method by which rapid iterations can be worked on and implemented, facilitating rapid solutions and stability in shorter periods of time before making those changes the release candidate or official software release. When you miss that underlying point, you end up adhering to Agile Development even when it means putting out broken products to maintain the development roadmap timeline.

 

New features do not become release candidates until such time as within rapid development they become stabilized and proven within a high degree of stability across many use cases. To push them out half finished and widely broken, and call them the official viewer of your company is disastrous at best and lazy coding at worst. There is absolutely no sane person that will today state that the Official Second Life Viewer is remotely a stabile or finished product worthy of being the public face of Linden Lab to new users or existing veterans.

 

Again, I will not fault the actual staff at Linden Lab for this, because they are taking their marching orders from management and higher up. They are only doing their job, even when that job includes severely breaking the community and power that the wonderful platform they design and implement has.

 

Copy + Paste Premium

 

No.

Absolutely, unequivocally  no.

 

If I had a rolled up newspaper, I’d be swatting the ever-loving hell out of Rodvik right now and yelling “Bad CEO! Baaaad!”

 

At the very least, squirting him with a spray bottle.

 

Premium accounts serve professionals in Second Life more than consumer demographics. It should be billed as a Second Life Pro account, and not as something that desperately searches in vain and steals existing community structure for added value to appeal to consumer usage that has all of those added value available to them without the monthly surcharge.

 

 

 

Second Life Premium

 

 

 

You cannot poach the existing offerings of the community and offer them as added value for a Premium Account. There is absolutely nothing of added value in rehashing existing offerings from your community and calling them exclusive access only. If anything, you are deliberately polarizing the community and alienating your biggest supporters.

 

The community does not need exclusive sandboxes, they do not need Linden Homes, they do not need “exclusive” gifts, and they do not need a company so narrow-minded as to deliberately undermine existing content and practices within their own community for short term expectation of profitability – a result of which is one of the many reasons OpenSim exists. Targeting new users with this premium content is little more than a slap to the face of the existing ecosystem, and functions on the premise of the P.T. Barnum business model (sucker born every minute). Linden Lab is literally preying on the fact that new users simply don’t know that a majority of those “added value” offerings exist in abundance without a premium account, and many times far better in every way imaginable.

 

Contrary to popular belief, Linden Lab does not have the luxury of continually driving their product into the ground without repercussion, nor do they have the luxury of playing the P.T. Barnum vision statement.

 

 

 

Abyss Skybox

When new users who buy premium see this, they feel like Linden Lab ripped them off.

 

 

There is a healthy land rental market, there is a healthy custom homes market whereby the entire infrastructure facilitates the sales of those custom homes and rewards content creators. There are sandboxes maintained by the community – and if anything, a “premium” sandbox offering only makes sense to professionals in the very slightest of sense, only because one of the major real incentives for having a Premium Account is the ability to actually buy your own land, defeating the point of premium sandboxes. There are countless amounts of merchandise available to free members, so offering “exclusive premium” gifts is insulting to that foundation and misses the greater value of the community by ignoring what already exists and subsequently playing favorites with content creators.

 

Instead of poaching on the existing ecosystem and delivering it to the consumers, why not instead promote Premium Accounts as Second Life Professional accounts, showcase the existing content, land rental, and marketplace in conjunction with Second Life Verified Professional Accounts – which in turn encourages more users to pay for Second Life Professional accounts to become high visibility content creators to the consumers? Encourage it from the foundation of the Second Life ecosystem, and not the tip of the iceberg. In this manner, you are rewarding existing producers of content across the entire virtual environment, collaborating with them to foster a balanced and sustainable prosumer ecosystem instead of sabotaging it.

 

:: The most important paragraph in the virtual universe ::

 

What can you offer as Added Value and incentive for purchasing the Second Life Professional account upgrade? It makes you a Verified Professional in Second Life, and eligible to participate in submissions for Real World Brand Names coming to Linden Lab looking for virtual product representation for marketing purposes. Those Professional accounts then get to include those brand names within their own in-world store for added revenue and notoriety (Verified Vendors on Marketplace), Linden Lab benefits from increased volume of legitimately branded sales through transaction fees, and the Real World Brand Name receives innovative and brilliant viral marketing in-world for a fraction of the cost and orders of magnitude of meaningful longevity. This also solves the problem with supply and demand for real world branded IP in the virtual world in that verified professionals will facilitate the supply aspect of those brands readily, thus reducing the consumer need for illegitimate products.

 

For somebody who is largely ignored at Linden Lab, I seem to have just succinctly and brilliantly outlined a wide-scale marketing strategy that Kim Salzer couldn’t accomplish in all the time she worked at Linden Lab, despite her video game marketing pedigree.

 

The funniest part about all of this is, it will never be considered by Linden Lab. They will continue looking in all the wrong places for somebody capable of coming to the same conclusion as above, and they are likely to continue finding more Kim Salzers instead.

 

I wish with all my heart this wasn’t the case, I really do. 

 

The sad alternative is that at literally every possible level of engagement, Premium Membership not only misses the point and deliberately undermines the community, but it is the very example of misunderstanding the ecosystem that is a virtual environment such as Second Life. It is the expectation of a video game professional in a world where only 10% similarity to a video game exists, and applying video game management practices as though they constitute 100% of the very different ecosystem you are working within.

 

What we have is excellent vision and perilous execution at best.

 

The Second Life X-Factor

 

As I said shortly after Kim Salzer was hired, if you cannot recognize the potential and the x-factor that a virtual environment like Second Life offers within your first week on the job, you shouldn’t be doing that job, let alone making sweeping policies concerning it.

 

Clearly this was the case, and she didn’t last long – regardless of whatever politically correct reason she gave as her reason for leaving. It’s in her nature to act as a marketing person, spinning a bad situation into something else, but for some reason she could not foresee nor adequately react to the myriad of situations which arose as Director of Marketing and Product for Linden Lab. see also: the most important paragraph in the virtual world above

 

 

Dell Island

The job of Marketing Director means it’s your job to reverse corporate ghost towns like this.

 

 

It’s very simple:

 

Facilitate and expedite the existing prosumer community to be paired with real world brands wishing to utilize your platform for long term marketing potential and ROI on behalf of the prosumers, Linden Lab and those brands.

 

This has been the missing factor since 2006 and is highly likely the underpinning cause to the hype bubble and subsequent collapse of the Second Life brand in relation to real world brand proliferation.

 

All of the infrastructure is in place today, with the exception of official policy and vision from Linden Lab to utilize it all to their advantage. Worse still is the misunderstanding of what exactly the ultimate power for the Marketplace itself holds in terms of long term ROI strategies. If you want innovation and something new, look no further than this as it brings to the table something fresh, new and massive potential for rethinking the way we approach virtual world marketing and community based producers and consumers. It also serves as a solid method by which to harness the creative power of the community, while helping to curb IP infringement on a wider scale, all while bringing in a successful revenue stream to Linden Lab and the in-world content creators.

 

What’s not to love about this?

 

At the base of it all, Linden Lab should first make it a point to realize that even “free” users of Second Life are highly valued customers. The free users outnumber the premium users by far, and  they are providing a massive secondary revenue structure in their purchasing habits, making them one of the most valued commodities in the virtual world, even though they are routinely treated as the very last priority.

 

Instead, Linden Lab focuses on direct revenue streams at the expense of lucrative secondary streams, which in turn serves only to fracture the entire ecosystem overall.  This needs to stop if they ever want to return Second Life to another Golden Age of virtual environments. Snatching defeat from the jaws of victory should not become the battle cry of Linden Lab.

 

The Virtual Light At The End of the Prim Tunnel

 

I know full well that I come down hard on Linden Lab and many other virtual environment companies. I offer a cynical and harsh reality check to current situations. However, keep in mind that while the things that I’m pointing out are those that are the negative sides of things, they are also alluding to the positive side as well when you read between the lines.

 

What I do not want to see is blatant and ignorant decisions which harm this company and the community. What I do not want to see are all of the educators leaving Second Life for other virtual environments, what I do not want to see are perfectly good content infrastructures squandered for short term gains.

 

I want nothing more than to see Second Life and Linden Lab return to their rightful position as the darling of virtual worlds, and I want nothing more than to see them rise again and taken seriously on a worldwide basis. Most importantly, I want the CEO of Linden Lab to succeed at doing all of this.

 

I want to see Second Life as a viable platform for Education, The Arts, Collaboration, Business and Real World Brand Marketing. I want to see this once amazing ecosystem of prosumers return to their golden age and find balance once again in conjunction with understanding at Linden Lab. I want to see Linden Lab actively promote and utilize their own system in the myriad of ways that I know it can be used for, to be the champion of their own technology on an ongoing basis.

 

What I want to see is that Linden Lab can not only work hand in hand with OpenSim and the greater community as part of the greater Metaverse, but that doing so would be the most beneficial thing possible. What I want to see is that the spirit of open communication and collaboration be restored between Linden Lab and the community which continually helps to build this wonderful and awe inspiring environment. What I want to see is that Linden Lab understands that doing all of this will give them everything, while ignoring it will leave them with nothing.

 

What I want to see more than anything, is the future of Second Life. 

 

 

 

 

 

 

 

 

 

 

 

 

Tuesday, October 18, 2011

Spotlight TV Open Invitation

Talking about mixed media and reality tonight in #SecondLife

 

 

Spotlight TV Open Invite

 

It’s been awhile since I’ve had time to do interviews and public appearances, but tonight I’ll be a guest on Spotlight TV to talk about mixed reality media and how reality and virtual worlds can blur for the better. Maybe a bit about Augmented Reality and the role it will play in our digital future? Join us tonight at Spotlight TV with Scorpinosis Nightfire for a conversation that should prove to be interesting (even if we’re wildly off topic).

 

 

clairwil_oh★ Host Scorpinosis Nightfire welcomes First and Second Life author Clairwil Oh to discuss her popular virtual vampire novels and the expansion to new worlds outside of SL.

 

 

 

 

Aeonix_SL_July2011★ Academic Author of The Future of Virtual Worlds in E-Commerce, Object Interoperability Leader for IEEE Virtual World Standard Workgroup, and synthetic environment researcher, Aeonix Aeon (Will Burns) will be joining for a conversation about mixed media and reality.

 

October 19th, 2011
6PM SLT | 9PM EST
SLRUL:
http://maps.secondlife.com/secondlife/Cyberstar/183/189/1710

Tuesday, September 27, 2011

An Island Unto Themselves

#Marketing in the Prosumer Culture

For many of you, this post will seem a bit dull, but the implications from it are far reaching and profound. I'd like to state up front that this sort of topic is my forte' and I regularly advise on this to what often seems like an entirely baffled room full of executives (not to mention lawyers who are ready to grab pitchforks and torches) - but as I've often said in those situations: Bare with me, because what I'm about to say is probably the most important thing you could hear on the matter.

www.kriyayoga.com (small_island)
We live in a digital culture of sharing and mashup, where 1's and 0's are interchangeable and cheap. It doesn't matter to the prosumer culture whether those ones and zeros are configured in a manner that yields a photo, mp3 or streaming video - what matters is the sharing of ideas and media that pertain to their topic of interest at that moment.

On the subject matter, the best advice I can give stems from what I like to refer to as the Gospel of Virtual Environments, but for most you would know it as Lessons Learned From Lucasfilm's Habitat. Written by Chip Morningstar and F. Randal Farmer in 1991, this synopsis addressed the lessons they learned from running a massive multi-user virtual environment in the late 1980's on the Commodore system known as Habitat, and while the graphics were definitely paltry by today's standards, the lessons are just as important today as they ever were - because they address the underlying nature of technology as well as the attitudes of people that use those types of systems.


One of the most important lessons from that synopsis was simply:

Work within the system

And while this lesson is open to interpretation, the story that accompanied it really set the stage for understanding how not to address prosumers in a digital age if your goal is to protect IP, or system type mechanics/rules.

I won't go into the entire story here (it’s available at the end of the post as a link for reading), but I will address the fundamental understandings that came out it, and how they still apply today in the digital world context.

Essentially what it boils down to is this:

If you are a company with a brand and IP to protect, you have more options today in order to enforce it than you did twenty years ago utilizing traditional methods. The landscape has changed quite a bit, and the 1's and 0's of today are agnostic, while the mentality of the prosumers is that of simply sharing for the sake of conversation or furtherance of devotion to a particular brand or image. In modern context, this still holds true on a much wider basis than it did twenty years ago, and so our defacto arsenal of "cease and desist" and litigation often times is met with an outstanding backlash in the wider sphere of digital culture, causing more damage and loss than had the entity utilized the "Work within the system" lesson.

No better example of this sort of backlash (humorously named the Streisand Effect) can be given than that of the RIAA and MPAA with many years of fighting and litigation efforts to curb or eliminate the acts of piracy among Peer2Peer networks. It is now over ten years later and such an approach has not only cost those entities more than it's worth to enforce, but has had the opposite effect to curbing the "violations" worldwide - eliminating single file P2P systems like Napster, Limewire, etc but giving rise to massive file collection P2P systems like BitTorrent where no longer single files are shared but large quantities of files as a single "set".

Where the RIAA wanted to stop music piracy by shutting down places like Napster which offered single tracks per download, they ended up fostering a worldwide backlash that is BitTorrent where finding a single track is unlikely versus searching for the entire discography of the artist for download. Clearly, this is throwing gasoline on the fire and acting surprised that the fire did not go out.

The interesting thing about all of this is simply the fact that digital culture and mashup mentality often do a much better job at proliferation of ideas and content than even multi-million dollar marketing campaigns, creating new content from multiple sources that transcend the originals – beneficial to multiple entities all at the same time, as we see in the Gwen Stefani vs Britney Spears music mashup below titled “Tick-Toxic”.




Whatcha’ waiting, whatcha waiting, whatcha waiting for? Prosumers aren’t as Toxic as you think.


Working within the system entails an unorthodox methodology, in that the proper approach to "infringement" no longer is a black or white scenario, but instead many shades of grey for the negative approaches (and in methods that offer mutual gain, 16.7 million colors of awesome) - often entirely dependent on the situational context. While cease and desist options and litigation are still a part of that arsenal of enforcement, it no longer constitutes the cut and dry option, and in fact should be the absolute last option to be enacted - instead of the first or only.

When you find yourself looking to protect IP or a brand, the first question that should be asked is no longer "How do we stop this infringement?" but instead should be "How do we monetize this situation, foster its growth and make it work for our own benefit?" - aka: Working within the system.

Working within the system entails a willingness to work with the people involved in that system on the same grounds and foundation that those people utilize within that particular system, whether that be business or individuals (prosumers) in order to foster a mutually beneficial situation while limiting the constraints that would cause a backlash and do widespread harm. Think of it like trying to disarm a nuclear weapon - you wouldn't go in and bash it with a sledgehammer for fear that you could cause a massive explosion. Instead you handle it delicately and with foresight for the bigger picture. Cease and Desist (litigation) is your sledgehammer, and should only be used as a last resort.

Instead we should first think about ways to work within the system at hand, for our own benefit (because we are still self-interested as companies) but also in a way that addresses the underlying and fundamental need of the prosumer mentality to spread and share IP, Brands and derivatives of those properties.

One of those many shades of grey happens to be simply allowing the proliferation of the IP or brand to continue while adding only monetization or supplemental marketing to the situation. This can be seen today in the general approach by Youtube where music in the user created videos is now more likely to come with a link saying who the artist is, the name of the song, and a direct link to purchase that music. This, in turn, offers a solution to working within the system and IP infringement in that the question answered was no longer "How do we stop this infringement?" and instead "How do we utilize this infringement to our own and their benefit?".

In the case of Youtube, however, while the approach is sound there is still no method to actually handle the mashup and derivative offerings that spawn in abundance from this culture – as we can see from the Tick Toxic video where both Tick Tock from Gwen Stefani and Toxic from Britney Spears is put together for a new take on two songs, Youtube only recognizes the Gwen Stefani part as the music to tag and offer for purchase (catching only half of the potential).

In the long run, prosumer integration of your IP or brand in derivatives or outright is the best form of free marketing for your brand or IP that you could ever hope for. You would never think to shoot down free marketing on your behalf, especially when things like videos on Youtube have this wonderful habit of "going viral" wherein hundreds of thousands if not millions of people share and view those videos, giving the brand or IP massive amounts of free exposure. The trick to all of this is to look at it from a marketing perspective and not a legal perspective.

Prosumer culture is the predominant force in the digital age, and we are best served by allowing that system of understanding to proliferate with little or no negative intervention. While this flies in the face of the crack legal team on call at most companies who want nothing more than to fight the good fight, the benefits far outweigh the costs in the long run - and only serve to offer additional revenue models, and widespread marketing and goodwill among this global system if approached properly with complete understanding.

What we have today are companies that essentially shoot first, and ask questions later (if they bother asking at all) with their DMCAs, Cease and Desists and litigation. This is detrimental on the whole because of the prior notion of the Streisand Effect, moreso because it fosters an "island unto yourself" mentality, cutting you off from the system in ways that would otherwise be beneficial on a massive scale, turning instead to a methodology that actually harms you and your brand/IP.

In order to succeed in the digital age, we must understand that we are not an island unto ourselves. This is true not only in social media of all types, but in the greater scope of the digital culture we rely on today. The rules of engagement here are different than we were taught traditionally, and we need to be willing to think creatively and innovate if we want to truly excel. While cease and desist, as well as possibility of litigation still remains, we need to keep our perspectives in check, resorting to that route only when all other possibilities are exhausted and explored in context.

Remember: Prosumers aren’t as Toxic as you think they are. They could very well be the fountain of youth to invigorate your brand and IP on a global scale.


Further Reading
Lessons Learned From Lucasfilm's Habitat: http://bit.ly/oPbUdr
The Streisand Effect (Wikipedia): http://bit.ly/r5FY8L
Prosumer: http://en.wikipedia.org/wiki/Prosumer#Producer_and_consumer