Edison Project Book
Edison Project Book
Edison Project Book
PROJECT
THE EDISON PROJECT
Lead Authors:
Erin Reilly, Jonathan Taplin, Francesca Marie Smith,
Geoffrey Long, Henry Jenkins
INTRODUCTION I
ACKNOWLEDGEMENTS VI
INTRODUCTION
Why Now?
ACKNOWLEDGEMENTS
This book would not be possible without the support of the spon-
sors, board of advisors, research council, lead researchers, and sup-
porting researchers and practitioners of the USC Annenberg Innova-
tion Lab.
reaction.
of contexts to better illuminate why fans behave the way they do.
While most fans may adopt one of these fan mindsets most of the
time, they may shift to other mindsets according to changes in
their unique situational triggers. These triggers, which can take the
form of tangible objects or discrete actions, can be determined
based on a number of factors:
One of the soccer fan mindsets that emerged in our study was
that of the Follower. Followers are not likely to be aligned with
Erin Reilly • 19
any of the motivators we’ve identified except Entertainment,
the most fleeting form of engagement sparked largely by a
desire to strengthen personal connections with friends and
family. Followers enjoy watching, especially during close games
or exciting finishes, but they are not deeply invested in being
fans. The second most common mindset for women to adopt,
the Follower mindset often represents the mothers and wives of
those who are more avid soccer fans; Followers could also be
the fans who are turned off by some of the crazier elements of
sports fandom such as violence, over-the-top cheering, and poor
sportsmanship. They also don’t care much about understanding
details and don’t possess strong opinions, often because they
just don’t know that much about the history, the players, or the
stats.
The implications for all of this on the future of the media business
are profound as FX president John Landgraf recently pointed
out. “There is simply too much television,” Landgraf said; “We‘re
in the late stages of a bubble.”13 In a world in which 400 hours of
video are uploaded to YouTube every minute of every day14 the
commodification of what was once considered an art (or at least
a craft) became inevitable. While one could argue that the current
“Golden Age of Television” benefits from the proliferation of
niche content, the evidence of art that will survive “15 minutes
of fame” on YouTube has yet to be demonstrated. The economic
underpinning of such a business—online advertising driven
by deep user surveillance—also cannot be sustained, pushing
against the laws of supply and demand. The average “cost per
Jonathan Taplin and Anjuli Bedi • 35
click“ of a YouTube commercial has fallen 30% over the last
year15 as supply overwhelms demand. Add to that the fact that
even Google admits that 50% of the ad views are “non-human“
(click bots),16 the return to advertisers is riddled with fraud. The
addition of ad blockers to Apple’s IOS 9 platform virtually assure
more problems for the ad supported content model.
Downsizing Cable
We see the possibility that major cable and satellite players like
Comcast and DirecTV may simply drop significant numbers of
cable networks or demand that they only pick the channels they
The New Funding + Business Models • 36
the “I know 50% of my ads are wasted, I just don’t know which
50%” problem, then it is clearly not succeeding. We believe that
this could lead to a total rejection of the programmatic model
on the part of major brands and top publishers. One of the
strengths of the media and ad agency businesses has been their
incredible diversity. Small agencies were able to develop creative
skill sets that led them to growth and consolidation with larger
shops (e.g. Chiat\Day). For traditional ad agencies as well as
established publishers with high quality content, the move away
from programmatic could mean a return to the classic role of
the agency as media buyer, where context matters greatly to ad
placement. This would also prevent the kind of monopoly power
being exercised by Google in the search ad business, spreading
to the rest of the advertising ecosystem. The combination of ad
blockers, bot fraud and consolidation will result in a resurgence
of premiums being paid to advertise on quality content sites. This
of course could benefit major media firms and signal a move
Jonathan Taplin and Anjuli Bedi • 39
away from the commoditized YouTube platform. But just how
this plays out on the mobile platform will be the key question for
ad-supported media to answer in the next three years.
Piracy
While piracy can both harm and help media companies, it has
certainly grown more rampant as smartphone penetration has
increased. When Popcorn Time was relaunched in the first
quarter of 2014, its app had 1.4 million downloads at the end of
the second quarter.22 That sobering growth rate promoted Netflix
CEO Reed Hastings to call Popcorn Time and other pirate sites
Netflix’s strongest competitors.23 New social streaming platforms
Jonathan Taplin and Anjuli Bedi • 41
like Meerkat and Periscope have also threatened profit margins
by streaming live events, including the Pacquiao-Mayweather
fight in April 201524.
While piracy has hurt profit margins, some industry players have
successfully capitalized on piracy to improve their services and
increase the popularity of their content.
Nine Inch Nails adopted that strategy when they released their
much anticipated album, Ghosts I-IV, in 2008. They believed their
fans would be willing to pay for their music while the majority
of listeners would pirate their album. As such, they released the
album for free but also released limited edition deluxe and ultra-
deluxe packages for $300 on their website targeted towards loyal
fans. Even though the music was available for free, devoted fans
pushed record sales to $1.6 million in its first week.27
Conclusion
In more recent years, we’ve seen the influx of New Screens that
bring us even closer to the realm of science fiction, with virtual
reality headsets, wearable devices like Google Glass and the
Apple Watch, and a rapidly growing Internet of Things changing
the ways we play, learn, work, and live. What’s more, these ever-
present and ever-connected devices allow content creators
to both push content to and pull data from users with greater
frequency and finer granularity than ever before. As the media
landscape becomes populated with more and more screens, and
new streams of data are unlocked, we have at our fingertips quite
literally a whole world of possibilities for creating customized,
ubiquitous media experiences—but we also face a new set of
challenges to overcome as well.
How, then, can content creators navigate the brave new world of the
New Screens, crafting enriched media experiences while also fostering
sustainable profits?
Of course, the roads to success are many and varied; it’s certainly
possible to identify and imagine media success that eschews the
New Screens altogether (and, indeed, disregards the goals outlined
above). However, for the savvy creator looking to explore all the
opportunities afforded by the present media moment, the New
Screens offer a whole new world of possibilities that push these
three trajectories to a different level entirely. In addition, these
characteristics serve as useful standards to help us evaluate new
technologies as they appear.
Novelty
By definition, the New Screens are nothing if not novel, and just
as every new device from the Kinetoscope forward has seemed
to shimmer with the promise of the future, today’s virtual reality
goggles and watches we can talk to continue to capture our sense
of wonder. As a result, creators who can make use of things like
Microsoft’s HoloLens, the Oculus Rift, and other shiny new
toys have an inherent advantage over those who rely on more
mundane technologies like the television screen.
Involvement
Many of the New Screens incorporate touch, voice control, and
other sensors that enable them to be inherently interactive. FoST,
for example, has highlighted experiences that use iPads, facial
recognition, and Microsoft Kinect sensors to let people control
the action. Often times, these experiences blur the boundaries
between stories and games, as the audience/players can actively
shape the unfolding of a story by performing certain tasks or
making certain choices.
The examples described here, however, are really just the tip
of the iceberg. In terms of interactivity, the New Screens offer
incredible opportunities with an increasing array of touchscreens
and sensors that allow users to influence their experience based
not only on their explicitly expressed preferences, but also on
things like their location, their activity, and even their physical
reactions (including galvanic skin response, brainwaves, and
facial or eye movements), calling on us to rethink what it means
for an audience to interact with media. Thoughtful transmedia
storytelling and socially oriented experience design can make
use of any and all of these technologies, as well, guided by keen
observance to the principles of novelty outlined above, while
also considering the last of our three key media characteristics:
serendipity, or the right content in the right context.
Serendipity
The element of serendipity represents what might be the greatest
challenge associated with the New Screens: with so many diverse
platforms available, how can creators make sure that their message
is appearing in the right place at the right time, and in a way
that resonates with people? Certainly, media producers have long
directed their messages towards carefully selected demographics,
deploying content and campaigns specific to a given medium
and targeting particular time slots or regions in hopes of reaching
their chosen audiences.Yet the contemporary media environment
allows for—and, indeed, calls for—a more refined approach, with
uniquely appealing content that can respond to the nuances of
a given situation and that fits neatly into a growing ecosystem
of devices. As media producers strive to get the right message
Francesca Marie Smith • 58
to the right person, they also need to be thinking about how to
identify the right moment, the right mood, the right location, and
the right screen.
It seems, then, that picking the right screen (or at least an appropriate
screen) in an increasingly diverse ecosystem of available displays
The New Screens • 59
might entail a consideration of a user’s preferences, activity
patterns, and location or environment, but it also involves at least
a recognition of the unique media affordances of a given device
(as explained in our earlier discussion surrounding novelty). Take,
for example, the troubled history of Google Glass. Glass project
lead Thad Starner penned an eloquent manifesto outlining his
intentions for the Glass interface,49 suggesting that the device
wasn’t intended to impede users’ connection to the real world, but
could instead make it easier for us to stay in the moment by offering
us quick, limited access to essential information. His argument
was essentially that “wearing tech on our bodies actually helps it
get out of our way,” allowing us to stay connected to the updates
and resources that are important to us while removing the urge
to pull out a smartphone or laptop and get lost in the screen. For
this idea to work, devices like Glass would need to be designed
around what Starner called “microinteractions,” which “are the
social equivalent of checking time on a wristwatch: noticeable,
yet fast enough to be minimally disruptive.” Glass was built with
microinteractions in mind; thus, when users, designers, and the
general public expected or demanded that Glass be something
that it wasn’t designed to be, problems naturally arose.
All that said, one of the core principles of innovation involves using
technology and other resources in unexpected or unintended
ways—even though Edison envisioned the phonograph as a tool
used primarily for dictation in an office environment, its real
value ended up being something quite different. That’s why it
isn’t always a bad thing to consider the intended uses and media
affordances of a given technology, while also being willing to think
outside the box, exploring what else might be possible (perhaps
with some modifications). At the Annenberg Innovation Lab, we
undertook two projects using Google Glass that may not have fit
precisely into the “microinteraction” mold, yet they nonetheless
revealed new potential for personal ocular devices like Glass,
Microsoft’s HoloLens, or whatever else lies ahead.
Francesca Marie Smith • 60
Geoffrey Long, Aninoy Mahapatra, and I collaborated with the
Global Event and Media Accessibility Initiative (or GEMAI)
on two projects exploring the possibilities of the New Screens:
Augmented Storytelling50 and Augmenting Accessibility.51
Both prototypes were rooted in the idea of taking a social
experience—like watching a movie with friends or family on a
shared screen—and then adding custom layers of information on
each viewer’s personal screen that could be juxtaposed with or
even superimposed on top of the main screen’s content. In this
way, the experience would have the potential to be asymmetrical
(or different for each person) and hyperpersonal (conforming
to the specific wishes or needs of a viewer without influencing
or disrupting the experiences of those nearby), yet synchronous
(occurring in a shared window of time) and, ostensibly, social.
For the Augmented Storytelling prototype, we took the Warner
Bros. film Sherlock Holmes, played it on a standard television
screen, and made it possible to access synchronized clips of Guy
Ritchie’s director’s commentary via Google Glass, meaning that
a viewer who was familiar with the film (or just curious about
its production) could access these additional bits of information
in a way that wouldn’t impact other viewers. Augmenting
Accessibility took Cameron Covell’s short film Run With Me and
allowed people to experience the film on a desktop display, laptop
screen, or smartphone while also selecting one of three additional
content streams to be sent to their Glass device: English-
language captions, a descriptive audio track, or a proprietary
SliverWindowASL video stream (designed by GEMAI’s Marc
Bovee) featuring an American Sign Language interpretation of
the film.
Looking Forward
Many of the ideas in this chapter were inspired by, developed for, and
refined during the Annenberg Innovation Lab’s Think & Do event
focused on “Re-Envisioning the Home TV Experience”;63 a panel
discussion at the 2nd Screen Society’s 2nd Screen Summit at CES
2015 featuring AIL’s Jonathan Taplin, Geoffrey Long, Erin Reilly,
and Francesca Marie Smith discussing “Innovations in Storytelling
and Media”;64 and a session at SXSW Interactive 2015 with Alisa
Katz, Francesca Marie Smith, and Geoffrey Long speaking about
“Storytelling with the New Screens.”65
THE NEW CREATORS + MAKERS
Geoffrey Long, Rachel Joy Victor, Lisa Crawford, Malika Lim, and Juvenal
Quiñones, with Ritesh Mehta and Anna Karina Samia
Geoffrey Long • 67
Introduction
Ask most people over 25 who PewDiePie is and you’ll get some
blank stares, but the biggest star on YouTube has more followers
than Taylor Swift, Beyoncé, and Rihanna, and his Q Score, an
amalgamate measurement of popularity and likeability, is higher
than any Hollywood star among 13- to 17-year-olds.66,67,68
PewDiePie’s videos—most of which feature the 26-year-old
playing and exaggeratedly reacting to video games—totaled
over 11 billion views as of February 2016, earned him $4 million
in 2015 and generated a net worth valued at upwards of $12
million.66, 67 PewDiePie’s stardom has been met with skepticism,
confusion, and hand-wringing concern by the “traditional”
media industry—Variety called him a “gibberish spouting
clown” —but he may represent what it means, and what it takes,
to succeed in entertainment today.
Create in Public
Distribution + Monetization
Be Hybrids
Many New Creators and Makers have found the best choice
between emerging self-publishing platforms and traditional
publishing options is a mix of the two. Author Hugh Howey
got his start when a traditional small publisher, Norlights Press,
released his young adult novel Molly Fyde and the Parsona Rescue
in 2009.101 “I enjoyed working with a small press and an editor,
but I wanted to move at a faster pace and figured I could do
the pagination and marketing on my own,” Howey says. “So I
struck out as a self-published writer with no real dream beyond
selling anything more than a few hundred copies and possibly
entertaining some friend”102 In 2011 Howey released a short
story using Amazon’s Kindle Direct program, which turned into
a series, which then turned into Howey’s first big hit. Soon Wool
was making Howey six figures a month.103, 104 “I started getting
calls from agents, publishers, film companies, and TV studios,”
Howey told Wired in March of 2012. “I finally caved and signed
with a literary agent, but my expectation is that nothing will
come of it... A traditional publisher would have to detail a plan
to really broaden my readership while allowing me to retain a lot
of the freedoms I’ve come to appreciate.”102 Three months later,
Howey signed an extraordinary mid-six-figure deal with Simon
& Schuster that licensed them only the print rights to Wool, after
having turned down some seven-figure offers.105, 106 “I had made
seven figures on my own, so it was easy to walk away,” Howey told
Geoffrey Long • 75
TheWall Street Journal. “I thought, ‘How are you guys going to sell
six times what I’m selling now?’”106 What changed his mind was
realizing what traditional publishing could do that he couldn’t.
Howey’s agent sold the series in 24 foreign countries, including a
high-six-figure deal as a result of a bidding war in England; 20th
Century FOX and Ridley Scott (Alien, Blade Runner) obtained
the movie rights; and Imperative Entertainment (Heroes Reborn)
obtained the TV rights.106, 103, 107 According to Howey, “I still
consider myself a self-published author. Someone’s just printing
the physical copy of what I’ve already done in e-book form. And
with all the books I’ve released since then I’ve gone straight to self-
publishing. No part of me wants to query or wait for a publisher
to do anything. I’m just going straight to the reader.”104
Collaboration + Education
The New Creators + Makers • 78
Conclusion
Therein lies both the problem and the opportunity: the same
Internet that created rampant piracy and artist-exploiting services
like Spotify is also opening new doorways for New Creators and
Makers to bring their work directly to their would-be audiences.
At the heart of their business model is the same challenge facing
every creator and maker: if their work is good enough, if they can
create enough of it, if they can find enough fans, and if they can
keep those fans coming back, then they stand a very real chance of
creating viable, sustainable businesses doing what they love. Just
how real that chance is, however, is a matter of some debate; even
YouTube creators who seem successful in terms of numbers can
be far from financially successful.
In late 2015, Gaby Dunn wrote an article for Fusion titled “Get
Rich or Die Vlogging: The Sad Economics of Internet Fame.”
Dunn, whose face is recognizable to most who have watched at
least a few Buzzfeed videos, describes the difficulties of being
a “mid-level” YouTube creator. Her channel has around a half-
million followers, far from enough to attract big sponsorships. At
the same time, with Internet fame comes public recognizability
and celebrity, but frequently little money. This fame without
fortune means New Creators and Makers like Dunn struggle with
working “real jobs” to pay their bills. While working as a waitress,
Dunn was recognized by countless patrons, embarrassing her and
making her job more difficult. Further, creators are frequently
vulnerable to criticism from fans who feel that they are owed
something, or that they have enough of a relationship to criticize
the creator. For example, New Creators and Makers with a large
fanbase will often showcase a sponsor’s brand, while also crediting
the brand before or after their videos. While these sponsorships
The New Creators + Makers • 86
are often crucial to survival, fans often view these creators as
“sellouts.” On every sponsored video (that was paying Dunn’s
bills and helping her create more content), the top comments
were typically fan complaints about the fact that Dunn and Raskin
were trying to make money on their channel. Finding brands
complementary to New Creators and Makers’ own brands and
audiences is straightforward enough—see Michelle Phan’s deal
with L’Oreal to launch a line of cosmetics—but getting this wrong
may be even more hazardous for New Creators and Makers due
to the heightened importance of authenticity to their audiences,
and even getting it right may not be enough for cynical followers
like Dunn’s.148
That may be the main element that defines New Creators and
Makers: New Creators and Makers understand these differences
implicitly. It’s at the very core of not just their business models,
but in how they interact with technology, with content, and
Geoffrey Long • 87
with each other. It’s woven into their sense of authenticity, their
sense of openness, and their sense of collaboration—hallmarks
of a generation that grew up with the rampantly personal, open,
collaborative and participatory Internet. It’s no mystery that
most of the New Creators and Makers are digital natives—they
reflect the formative impact the Internet has had on the arts, on
the creative industries, on us as creators and on us as audiences.
What their long-lasting impact is on the future of the media and
entertainment industry remains to be seen.
CONCLUSION: IMAGINING POSSIBLE
FUTURES
Henry Jenkins
Henry Jenkins • 89
My 2008 book, Convergence Culture: Where Old and New
Media Collide, captured a moment within what has turned
out to a prolonged and profound cycle of media in transition.
Convergence, I told readers, had less to do with the interfaces
between technologies and more to do with the interactions
between audiences, producers, texts, and technologies. The so-
called digital revolution would not mean the withering away of
mass media, as had sometimes been predicted; rather, we were
seeing an ever more complex media ecology where grassroots
communities produce and circulate media outside of established
institutions and their actions disrupt and reshape how media
operated within the society. However, these grassroots efforts
would exist alongside and increasingly intersect the operations of
big companies that would be dispersing their content across ever
more media platforms—for example, in the form of transmedia
storytelling practices. What is now clearer is that corporations
would own the platforms and thus set the terms under which
grassroots media circulates. I saw the changes that were coming
as being shaped both by decisions made in corporate boardrooms
and by decisions made in teenagers’ bedrooms.
Half a decade later, I worked with Sam Ford and Joshua Green,
both colleagues from MIT’s Convergence Culture Consortium,
to revisit the state of the media industries, again considering how
participatory culture—now increasingly understood in relation
to social media—was colliding with the practices of established
media companies. The result was Spreadable Media: Creating
Value and Meaning in a Networked Culture (2013). Keep in mind
that Convergence Culture came out at about the same time that
industry leaders in Silicon Valley started talking about Web 2.0,
so our first task was to reconsider that new paradigm from the
perspective of consumer-participants. Despite rhetoric implying
a smooth alignment of the interests of producers and consumers,
almost every major Web 2.0 company had found itself in the midst
of controversies over its terms of service: these companies often
did not really understand the participatory culture communities
Conclusion • 90
that they sought to court, capture, and commodify through their
tools and services. Our book explored the distinction between
distribution and circulation: distribution referred to established
industry practices where corporations decided top-down how,
where, and on what terms their content reached potential
markets; circulation referred to the still-emerging and hybrid
system where the public helped to shape the spread of media
content through what they shared within their social networks.
We argued that these new systems of circulation had the potential
to generate visibility and revenue for content that the companies
themselves had not yet recognized. We also explored new ways
that independent and transnational producers might partner
with their fans and followers in order to get new kinds of content
produced and distributed. For example, the book anticipated the
growing importance of crowdfunding tools as mechanisms for
supporting independent artists working outside or on the fringes
of dominant creative industries.
We would also anticipate that the public will need more help in
navigating and traversing the new media landscape. At a time
of diversifying, expanding, and fragmenting media options, they
need more help than ever before in finding media content that is
meaningful to them. One reason that the Long Tail predictions did
not turn out as anticipated is that the mechanisms for publicizing
mass culture content are well established and continue to function
to assure widespread awareness of every top 40 record, every
blockbuster media franchise, and so forth. Even if people are not
Henry Jenkins • 111
consuming this content, most of us know what’s out there and a
whole industry helps to drive attention to these pop phenomena.
On the other hand, the Long Tail model assumed not only lower
cost access to niche media content—an expanded media library—
but also lower-cost mechanisms for helping people to find the
content they want, and those mechanisms have been slower to
emerge.
NOTES
2 http://cmsw.mit.edu/television-2-0-tv-as-an-
engagement-medium/
3 http://www.annenberglab.com/projects/politics-
sentiment
5 http://fortune.com/2015/08/20/tv-business-is-broken/
6 http://venturebeat.com/2015/11/04/facebook-now-
makes-78-percent-of-its-ad-revenue-on-mobile/; https://www.
youtube.com/yt/press/en-GB/statistics.html (accessed March 9,
2016)
9 http://www.statista.com/statistics/216573/worldwide-
market-share-of-search-engines/ (accessed March 9, 2016)
10 http://www.androidauthority.com/android-ios-hold-98-
percent-marketshare-656624
Notes • 114
11 http://techcrunch.com/2015/01/27/facebook-dominates-
social-logins/
14 http://www.reelseo.com/hours-minute-uploaded-
youtube/
15 http://marketingland.com/google-youtube-has-been-the-
cause-of-declining-cpcs-this-whole-time-131323
16 http://www.bloomberg.com/features/2015-click-fraud/
17 http://deadline.com/2013/09/edison-project-usc-
research-entertainment-study-598655/
19 http://digiday.com/agencies/appnexus-filters-65-percent-
impressions-fraudulent/
20 http://www.theverge.com/2015/9/17/9338963/welcome-
to-hell-apple-vs-google-vs-facebook-and-the-slow-death-of-the-
web
21 http://techcrunch.com/2015/06/02/6-1b-smartphone-
users-globally-by-2020-overtaking-basic-fixed-phone-
subscriptions/
22 https://torrentfreak.com/popcorn-time-installed-1-4-
million-devices-u-s-140901/
The Edison Project • 115
23 http://ir.netflix.com/common/download/download.cfm?
companyid=NFLX&fileid=804108&filekey=043A3015-36EC-
49B9-907C-27960F1A7E57&filename=Q4_14_Letter_to_
shareholders.pdf
24 http://www.marketwatch.com/story/the-real-fight-was-
between-live-streaming-and-pay-per-view-2015-05-04
25 https://torrentfreak.com/game-of-thrones-most-pirated-
tv-show-of-2015/
26 http://www.forbes.com/sites/insertcoin/2015/05/12/
game-of-thrones-again-sets-piracy-world-record-and-hbo-is-to-
blame
27 https://en.wikipedia.org/wiki/
Ghosts_I%E2%80%93IV#Sales_and_chart_performance
(accessed March 9, 2016)
28 https://en.wikipedia.org/wiki/Micropayment#PayPal
(accessed March 9, 2016)
29 https://www.paypal.com/ca/webapps/mpp/merchant-
fees
30 http://www.ecommercetimes.com/story/32566.html
31 http://szabo.best.vwh.net/micropayments.html
32 http://fortune.com/2014/04/20/how-much-revenue-did-
itunes-generate-for-apple-last-quarter-2/
33 http://siblisresearch.com/data/market-caps-sp-100-us/
(accessed March 22, 2016)
Notes • 116
34 https://www.thinkwithgoogle.com/research-studies/the-
new-multi-screen-world-study.html; http://www.etcentric.org/
internet-trends-report-overall-growth-slows-mobile-on-rise/
35 http://blogs.wsj.com/cmo/2015/08/10/fx-networks-
president-said-america-is-nearing-peak-tv/
36 http://www.theatlantic.com/entertainment/
archive/2015/08/have-we-reached-peak-tv/401009/
37 http://adage.com/article/behind-the-work/campfire-
sinks-creative-teeth-true-blood/130134/; http://yokedesign.com.
au/blog/online-marketing-done-right-the-case-of-hbo-true-
blood/
39 http://yokedesign.com.au/blog/online-marketing-done-
right-the-case-of-hbo-true-blood/
40 http://mashable.com/2013/01/14/twitter-tv-mystery-
hawaii-5-0/
41 http://www.etcentric.org/advertisers-face-an-increase-in-
ad-blocking-search-for-fixes/
42 http://futureofstorytelling.org/
43 http://www.annenberglab.com/projects/edison-project-
360-degree-storytelling
46 http://www.annenberglab.com/projects/edison-project-
tangible-storytelling
47 http://www.motive.io
48 http://artifacttech.com
49 http://www.wired.com/2013/12/the-paradox-of-
wearables-close-to-your-body-but-keeping-tech-far-away/
50 http://www.annenberglab.com/projects/edison-project-
augmented-storytelling
51 http://www.annenberglab.com/projects/edison-project-
augmenting-accessibility
52 http://blogs.harvard.edu/vrm/2015/08/03/the-coming-
collapse-of-surveillance-marketing/
53 http://www.ted.com/talks/barry_schwartz_on_the_
paradox_of_choice
54 http://blogs.harvard.edu/vrm/2015/08/03/the-coming-
collapse-of-surveillance-marketing/
55 http://www.wsj.com/articles/say-goodbye-to-the-
screen-1444734983
56 http://www.fastcodesign.com/3047199/apple-finally-
learns-ai-is-the-new-ui
Notes • 118
57 http://www.psfk.com/2015/03/connected-toys-future-
of-play-furby-boom-ubooly-smart-toys.html; http://techcrunch.
com/2015/02/16/elemental-path-debuts-the-first-toys-powered-
by-ibm-watson/
58 http://www.etcentric.org/microsoft-mixed-reality-is-
future-of-immersive-entertainment/
59 https://www.microsoft.com/microsoft-hololens/en-us/
experience
60 http://www.nytimes.com/video/
science/100000002993986/a-virtual-elephant.html
61 http://www.psfk.com/2015/09/magic-leap-patents-
augmented-reality-contacts.html
62 http://www.annenberglab.com/projects/tangible-
storytelling-play-learning
63 http://www.annenberglab.com/news/2014/03/think-do-
re-envisioning-tv
64 http://www.2ndscreensociety.com/ces2015/program/
65 http://schedule.sxsw.com/2015/events/event_IAP43320;
https://soundcloud.com/officialsxsw/storytelling-with-the-new-
screens-sxsw-interactive-2015
66 http://variety.com/2013/biz/news/if-pewdiepie-is-
youtubes-top-talent-were-all-doomed-1200607196/
67 https://www.youtube.com/channel/UC-
lHJZR3Gqxm24_Vd_AJ5Yw
68 http://espn.go.com/espn/story/_/id/13013936/pewdiepie-
how-became-king-youtube
The Edison Project • 119
69 https://www.youtube.com/watch?v=FCCoggBkcdM
70 https://www.youtube.com/watch?v=-p0wFDmiJsE
71 http://www.npr.org/templates/story/story.
php?storyId=125783271
72 http://vidstatsx.com/PomplamooseMusic/videos-most-
viewed (accessed August 15, 2015)
74 http://www.mtbs3d.com/articles/news/13128-john-
carmack-talks-vr-at-quakecon-2012
75 http://www.ign.com/videos/2012/06/06/ign-reacts-john-
carmack-makes-virtual-reality-actually-cool-with-new-head-
tracking-device-e3-2012
76 https://www.kickstarter.com/projects/1523379957/
oculus-rift-step-into-the-game
77 http://www.theguardian.com/technology/2014/jul/22/
facebook-oculus-rift-acquisition-virtual-reality
78 http://www.mochimag.com/article/michelle-phan-
makeup-line-em-beauty-guru-how-to-videos-youtube
80 http://www.forbes.com/sites/natalierobehmed/2015/10/05/
how-michelle-phan-built-a-500-million-company
81 http://fashionista.com/2015/10/michelle-phan-ipsy
Notes • 120
82 https://www.youtube.com/user/MichellePhan/about
(accessed February 8, 2016)
83 http://www.ew.com/article/2014/07/09/east-los-high-
builds-on-hulus-success-among-hispanic-audiences
84 http://www.hollywoodreporter.com/news/east-los-high-
how-hulu-590957
85 http://www.huffingtonpost.com/2013/06/06/east-los-
high-hulu_n_3395762.html
86 http://www.examiner.com/article/east-los-high-finally-a-
latino-themed-show-we-can-be-proud-of
87 http://latino.foxnews.com/latino/
entertainment/2015/07/21/east-los-high-teen-drama-brings-
latino-discrimination-to-table/
88 http://edwardspoonhands.com/post/46305605617/
lessons-learned-from-youtubes-300m-hole
89 http://www.motoringfile.com/2016/01/19/44573/
90 https://www.instagram.com/hardgraft/
91 https://www.instagram.com/thisisground/
92 http://www.slate.com/articles/business/
moneybox/2000/04/the_scoop_on_ben_jerrys_sellout.html
93 http://deadline.com/2014/03/paleyfest-veronica-mars-
kristen-bell-699014/
94 http://www.ew.com/article/2014/03/16/is-kickstarter-
movie-financings-future
The Edison Project • 121
95 http://whedonesque.com/comments/7502
96 https://www.kickstarter.com/projects/559914737/the-
veronica-mars-movie-project
97 http://www.hitfix.com/whats-alan-watching/veronica-
mars-creator-rob-thomas-talks-from-the-movie-set
98 http://www.thewrap.com/warner-bros-refund-angry-
veronica-mars-contributors/
99 http://www.slate.com/blogs/browbeat/2013/03/15/
veronica_mars_movie_project_kickstarter_campaign_did_it_
ruin_crowd_funding.html
100 http://www.digitaltrends.com/movies/why-crowd-
funding-movies-on-kickstarter-can-be-a-mess/
101 http://henryjenkins.org/2013/03/kickstarting-veronica-
mars-a-conversation-about-the-future-of-television-part-one.
html
102 http://www.publishersweekly.com/pw/by-topic/industry-
news/publisher-news/article/51416-self-made-bestseller-weighs-
traditional-deals.html
103 http://www.wired.com/2012/03/hugh-howey-interview-
part-one-science-fiction-indie-writing-and-success/
104 http://www.tampabay.com/features/books/wool-
author-hugh-howey-chimes-in-on-print-digital-self-
publishing/2118165
105 http://techcrunch.com/2014/05/19/hugh-howey-author-
of-the-silo-saga-talks-about-making-it-big-in-self-publishing/
Notes • 122
106 http://www.wired.com/2013/04/geeks-guide-hugh-
howey/
107 http://www.wsj.com/articles/SB10001424127887324678
604578340752088305668
108 http://www.tubefilter.com/2014/11/18/creators-million-
dollars-month-patreon/ November 18, 2014.
119 http://techcrunch.com/2014/06/23/patreon-raises-15-
million-series-a-revamps-site-to-showcase-artist-content/.
120 http://techcrunch.com/2014/08/28/a-chat-with-jack-
conte-musician-and-entrepreneur/
121 http://musically.com/2015/03/03/amanda-palmer-joins-
patreon/
122 http://www.classicfm.com/artists/lindsey-
stirling/news/piano-guys-lindsey-stirling-youtube-
award/#1rHI3fh7p3b242fU.97
123 http://www.buzzfeed.com/raunaql/20-amazing-youtube-
cover-collabs-you-need-to-hear-h0dw#.uw4W05dYE
124 https://medium.com/lab-work/9-times-collaboration-
made-youtube-that-much-more-awesome-cf9b5c3f32ab#.
cagb58y0s
125 http://techcrunch.com/2014/05/19/hugh-howey-author-
of-the-silo-saga-talks-about-making-it-big-in-self-publishing/
126 http://www.wsj.com/articles/SB10001424127887324678
604578340752088305668
127 http://www.hughhowey.com/a-new-wool-book-and-it-
isnt-mine/
128 http://www.hughhowey.com/amazons-kindle-worlds-
program-is-live/
129 http://zoekeating.tumblr.com/post/16086277627/my-
Notes • 124
treaming-data
130 https://docs.google.com/spreadsheets/d/1IZ3j67aNI4XB
GKYLvgR6db5fIaB4sqrchVcim2XhBIo/edit#gid=3
131 http://www.latimes.com/opinion/op-ed/la-oe-0901-
keating-labor-pains-music-20130901-story.html
132 https://docs.google.com/spreadsheets/d/1dv74s4RL8Fgg
nkyRlkVdF8eolDzxzDTUHvAkHLooYbE/edit#gid=0
133 https://docs.google.com/spreadsheets/d/1pfCAW_
oAxscHJR99CpmaQiVzBB3BDRjd46LDfBMPzGo/
edit#gid=1598412477
134 https://twitter.com/zoecello/status/601503720694747141
135 http://www.forbes.com/sites/georgehoward/2015/06/05/
bitcoin-and-the-arts-and-interview-with-artist-and-composer-
zoe-keating/
136 http://zoekeating.tumblr.com/post/132672969594/i-
want-to-hear-your-opinions-about-copyright
137 http://www.pressdemocrat.com/news/4929570-181/
sonoma-county-cellist-zoë-keating?artslide=0
138 http://www.writersdigest.com/online-editor/how-hugh-
howey-turned-his-self-published-story-wool-into-a-success-a-
book-deal
139 https://www.youtube.com/watch?v=FCCoggBkcdM
Accessed August 15, 2015.
140 https://www.youtube.com/watch?v=i7X8ZnmLfM0
Accessed August 15, 2015.
The Edison Project • 125
141 http://www.digitalmusicnews.com/2014/11/25/band-just-
finished-28-day-tour-made-much/
142 https://www.warbyparker.com/cooper-hewitt
143 https://www.warbyparker.com/ghostly
144 https://blog.warbyparker.com/826-collaboration/
145 http://blog.warbyparker.com/introducing-collaboration-
beck/
146 https://www.harrys.com/products/uncrate-shave-set
147 http://espn.go.com/espn/story/_/id/13013936/pewdiepie-
how-became-king-youtube
148 http://fusion.net/story/244545/famous-and-broke-on-
youtube-instagram-social-media/
Photo credits:
Frederic Josue
Thomas Jorion
Julien Rath
Notes • 126