«The
Industries of Attention»
Dominique Boullier
Université Rennes 2, UMS Lutin, Cité des Sciences,
France
Since 1997, with Michel Goldhaber, the expression "economy
of the attention" allows to explicit a new rare good which underlies
all the alleged information or knowledge economy. The general framework
created by Andre Orléan helps not to focus on a purely media
vision by displaying the mechanisms of contagion specific to the
financial market which formats all the economic activities. Many
investments and know-how of cultural industries rely on the production
of the attention, via very fine media strategies but above all with
financial strategies for premempting the public which can produce
revenues. Finances+ media = industry of the attention, such could
be the equation of the general framework for this question. But in
order to explain it from an industrial point of view, it is necessary
to make the precise table of the mediations which help sustaining
this offer in various forms. To make the distinction between opinion,
reputation, audience and attention is a preliminary task. That will
enable us to differentiate two dominant strategies to generate attention.
One consists in focusing the memory task on some semiotics cues
constantly repeated on all types of supports: it is the trademark
model, which will be conveyed by the customers themselves, carrying
this new attachment and vectors on all their goods displaying the
trademark. This generalized semiotisation has all the advantages
of the viral diffusion, of contagion by imitation, even by
distinction, which impacts the financial markets directly since the
rule of shareholder creation value is from now on dominant (cf Rebiscoul
or Aglietta). This helps us understanding why France Télecom
can exhibit the creation of a new slogan as a major investment and
a decisive innovation. In this context, the stakes of the measurement
of audience are not only any more peripheral with cultural industry,
they are not limited to television: any supports (Internet, mobiles,
TV) from now on inter-connected and able to diffuse all the contents
must account for which amount of attention they grasped, in order
to explicit the tracks of the alleged produced value.
The second strategy, currently extending but yet underestimated,
consists in attracting attention durably, against cognitive overload
syndrom (COS), zapping, generalized unfairness. Only one cultural
industry succeeds in capturing attention over unequalled durations,
the industry of the video games. Immersion, directly required or
not in the scenario and the interface, takes place of the supposed “performance
society”. Its ability to create attachment is such that reorganization
of the media offer (including movies) now turns around videogames
and profits of genres confusion between play, information, performance
and advertising (e.g. car marketing combining video game and
movie, etc.). For the moment, the support of video games was
the only one able to extend "the available brain time " to
its profit and the analysis of some of its mechanisms, depending
of the type of games, will make it possible to understand why. Deriving
from our researches on this topic at the user lab (Lutin Game Lab
project), it is possible to imagine a future reorganization of cultural
offer around this model (information, training, fiction, etc.).
« From
cinema to Internet : narration, hypermediation, inter-narrative
mediation »
Marida Di Crosta
Université Paris 13 - LABSIC, France
>>> Download
the communication (French)
If digital format has already spread widely over the whole audiovisual
industry, the communication regime of interactivity is seeping into
the cinematographic thinking in a slower and, at the same time, deeper
way. From scriptwriting to shooting, from editing to sound design,
the interactive dimension of the author-film-spectator relationship
induces important mutations within the whole creative process. It
goes as far as transforming the broadcast device and the reception
modalities, as well as the spectator’s role and activities.
Whether filmmaker, producer, broadcaster or distributor, everybody
in the audiovisual industry is concerned by these shifts, since they
are increasingly modifying both the production tools and the business
models. That means also the gradual converging of the trades: from
computer science to cinema, throughout television, video games, publishing,
telecommunication etc.
Few filmmakers have already dared entering the radical new field
interactive fiction.
Nevertheless, new creative experiments, as original as audacious,
are spreading around the so-called “interactive cinema”.
Experiences which show how many mutations can be provoked by the
merging of cinema and interactivity; works which arouse questions
about the becoming of audiovisual narrative, at the time when storytelling
is so much influenced by the pregnancy of the interactive media which
carries it.
Along with video games, in fact, new forms of interactive narrative,
descending more clearly from classic cinema art, are trying to establish
themselves: from interactive short film on Internet to interactive
film show at theatre, to hyper-series pilots for interactive television.
Yet, behind the different digital medias involved in their production
and broadcasting, these cultural products have at least one thing
in common: in order to be successful, their reception depends on
the interactions with the spectator, that is on the effectiveness
of their interactive communication strategy.
Most of these products are experimental, the first stammering steps
of a hybridising project. As rare as un-standardised, they
rarely exceed the boundaries of small research laboratories or “garage” web-production
companies. With the exception of one series of works: the interactive
films commissioned by the French Cinema Unity of the European TV
network ARTE. Since 2001, this unit put a small percentage of its
yearly budget to the development of new forms of fiction. Thus, ARTE
has already produced five interactive fictions, among which three
short movies (co- produced with the Pompidou Centre) are available
on line, on the TV-network website.
Throughout the analysis of both the movies and the new practices – in
production, broadcasting and spectatorship - they generated, our
paper aims to point out the communication effects of these digital
cultural products.
«More pictures, less television ?»
Frédéric Huet
UMS Lutin - Cité des Sciences et de l’Industrie, Costech
-Université de Technologie de Compiègne, France
>>> Download
the communication (French)
Were the nature and functions of TV channels gradually being challenged,
they would end up being supplanted on the audiovisual network. This
scenario of an “end of the television” as a content aggregator
and a “clock master” would rely on the combined effects
of three developments (cf. La fin de la television, J.L. Missika):
- a “demediation” that would lead, in its most accomplished
way, to a relation of direct trade between the producer and the
consumer. Consequently, the supplanting of TV channels as selectors
and aggregators of contents.
- an economic dependency of the TV channels on newcoming actors,
especially from the telecommunication industry.
- a “deprofessionalization” of the edition and distribution
of contents (based on the blogs model) that would make the boundary
between professionals and amateurs extremely penetrable.
This transformation can be considered as a « paradigmatic
breakage », since it works simultaneously on the technological
innovations (digital convergence), usages (interactivity and delinearisation)
and economic models of the area. The objective of this contribution
is to provide a critical assessment to this scenario, based on a
discussion over these three underlying hypotheses. The discussion
and the analysis of the transformations and strategic repositioning
rely on a data survey collected all along the European Passepartout
project (ITEA): sub-quantitative and qualitative data. Therefore,
the interviews conducted to the actors of the video and audiovisual
networks cover the whole of the value line in order to investigate
these hypothesis.
The transition from a “push” distribution, imposed by
the content editors, to a “pull” distribution, driven
by the consumer, could be more synonymous to redeploying and redefining
the functions of prescription and intermediation than to supplanting
the established actors and producing a “demediation” on
the value line.
Is the hypothesis of an end of the economic independence of the
TV channels similar to their dilution or takeover by newcomers that
are financially more powerful (telcos)? The transformations observed
in some other industrial area (the pharmaceutical industry for instance)
often show that cooperation and partnerships between actors (eventually
in competition) are more capable of answering the radical institutional
and technological changes.
Finally, can the increasing importance of “amateur” content
edition and the development of personal media not be subject to an
appropriation by professional editors and content producers, and
integrated in alternative business models? As already observed for
Internet, the creation of value would then rely on the interactions
and externalities produced between the market and non market sectors.
«Personal programming as a
result of services and intermediation change on the TV over IP»
Sofia Kocergin
UMS Lutin, MSH Paris Nord, France >>> Download
the communication (French)
The renewal of the audio-visual offer related to the development
of TV over IP (audio-visual contents carried by the Internet protocol)
and more particularly offers known as "quadruple triple/play",
are likely to modify the financing and valorization modes of the
audio-visual sector.
The new services bundle the standard free-to-air TV offer, TV channels
network package, on demand channels, local channels, event-driven
channels, Pay Per View, Video on Demand and propose DVR (Digital
Video Recorder) equipment.
The audio-visual offer is getting richer thanks to the two main
groups of factors: First there is “granularisation” and “multimediatisation” of
contents and services carried by contents catalogue holders. Second
there is the “complexification” of the value chain, based
on integration of new actors who contribute dissociating media and
contents.
Thus, audio-visual operator production as well as programming and
assembly competencies should be completed by new ones. For example
operators have to offer electronic program guides (EPG) often integrating
contents coming from various suppliers, proposing creations and personal
multimedia catalogs, carried out for family or community use. Two
complementary examples will be explored:
OnDemand Group in the UK positions itself between the content providers
(studios, TV channel, producer of music and video games editors)
and the suppliers of broadband services (over cable, telecom, 3G
mobile, optical fiber networks) by offering services such as rights
acquisition and management, invoicing, content aggregation and program
marketing, broadcasting preparation (encoding) and meta data publishing.
Further down in the value chain, gatekeepers such as Google and
Yahoo take strategic positions in the audio-visual sector. Currently,
these actors confine themselves to offer their video services exclusively
over the Internet, but also propose original functionalities of access
to the digital contents. They are to become true competitors to the
traditional TV and audio-visual actors.
We think that TV and video services over IP, based on the final
user demand, privileging horizontal and personal programming, should,
in the long term, replace programming carried out vertically through
each channels specific program grid. This individualization of TV
consumption would then rely on services, know-how and new intermediaries
allowing the contents enrichment and exploiting personal productions.
To explore these questions, we will be using data from the research
undertaken over 2005-2006, within Information Technologies for European
Advancement (ITEA) consortium “Passepartout” European
project. Its aim was to investigate industrial, legislative, economic
and uses related issues concerning TV and video over IP.
«Archaeology and the challenges of
the hypermedia cultural mediation»
Julien Mahoudeau
CNRS - Unité Toulousaine d’Archéologie et d’Histoire,
Toulouse, France
>>> Download
the communication (French)
The professional practices of popularization of archaeological contents
are deeply modified by the hypermedias, perceived like technico-cognitive
devices based on symbolic systems of representation. The problems
of the digital mediation aim at establishing which are the changes
of the contents, the modes of valorization and the modes of use of
the developed contents.
These changes are induced by the political and strategic injunctions
of inclusion of the new media in the activities of research and mediation,
as well as by the progressive recognition of the potentials of the
hypermedia for the diffusion and appropriation of scientific contents.
While presenting examples of hypermedias of archaeological mediation,
we propose a reflexion on the new informational practices and the
changes which result from this. We will endeavour to show the "endogenous" complexity
of the technical devices and the "exogenic" complexity
of the environments of design and use of those hypermedias. The reflexion
engages a transdisciplinary approach, studying the digital mediation
of archaeological heritage as a multidimensional process.
We will then propose to recognize that epistemological interrogations
appear necessary to research whose project is the study of the hypermedias
in the whole of their anthropo-socio-technical dimensions.
|