Past Consumer Media Standards - PowerPoint PPT Presentation

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Past Consumer Media Standards

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Computer Games -Home -Venue Based. Theme Parks. Sports. Shopping/Etail. Cultural Events ... Nike shoes for Virtual dress up Barbie. Ford Mustang in Virtual LegoLand ... – PowerPoint PPT presentation

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Title: Past Consumer Media Standards


1
Past Consumer Media Standards
  • When technology allowed for performances to be
    recorded, reproduced, distributed without
    degradation (entertainment).
  • Music Recording
  • Film Recording
  • Broadcast
  • Multi-cast

2
Experiential Consumer Media(Versus Passive
Consumer Media)
  • Application Domain DefinitionHigh-volume of
    unsupervised, untrained, inexperienced,
    entertainment driven volunteer users of
    high-quality, on-demand, personalized,
    brand-based, simulated, non-linear story
    experience or event capture controlled by
    intuitive, interactive, free-roaming access
    within consistantly evolving virtual communities
    (play).

3
Example Consumer Markets
  • A. Entertainment
  • Computer Games-Home-Venue Based
  • Theme Parks
  • Sports
  • Shopping/Etail
  • Cultural Events
  • B. Informal Education
  • Home (Enhanced TV)
  • Museums
  • Professional-Conventions-Mass Training
  • Info-tainment
  • Virtual Tourism

4
Levels of Content(Shared, traded, sold, rented)
  • A. Environments (Immmersion)Widely distributed
    brand-driven worlds (destinations) with commonly
    shared (social) events (adventures) with familiar
    elements.
  • B. Devices (Action)Wide variety of intelligent
    vehicles, weapons, obstacles, distractions to
    drive interaction or story.
  • C. Character (Presence)
  • Consumer-controlled, personalized, roaming
    avatar or agent with unique behaviors.

5
Examples of Content
  • Shopping/Brand Placement
  • Disney cyber-plush for home movies (MREC)
  • Nike shoes for Virtual dress up Barbie
  • Ford Mustang in Virtual LegoLand
  • Nascar/STP for soap box derby
  • Product demonstration at virtual Conferences and
    Conventions
  • Backlot for Game Development
  • Virtual Frogs for biology class
  • Physical modeling of musical instruments for DTV
  • Flight simulation through the NASDAQ
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