Il 9 ed il 10 novembre prossimi al Mit (Cambridge, Massachussets, Usa), si svolge la sesta edizione del Futures of Entertainment (FoE), tra i più rilevanti eventi mondiali dedicati al presente ed al futuro dell’intrattenimento. Alla conferenza partecipano annualmente elementi di spicco del mondo accademico, dell’informazione e dell’industria dell’entertainment. Il programma della sesta edizione è incentrato sull’analisi della dimensione sociale, politica e pubblica dei prodotti delle media industries e delle pratiche fruitive che intorno a questi si sviluppano.
Dal programma della conferenza, per la cui consultazione integrale rimando al sito dell’evento, vi segnalo di seguito tre appuntamenti del pomeriggio della seconda giornata:
11:30 a.m.-1:00 p.m.: Rethinking Copyright
A discussion with musician, songwriter, and producer T Bone Burnett; Henry Jenkins, Provost’s Professor of Communication, Journalism, Cinematic Arts, and Education at the University of Southern California; and Jonathan Taplin, Director of the Annenberg Innovation Lab at the University of Southern California.
As the recent legislative battles have demonstrated, it’s becoming painfully clear that our conception of copyright is ill-prepared for regulating and making sense of a world where media content is fluidly circulated by most of a society. However, in an effort make content free to spread in the ways audiences find them relevant, what is the appropriate balance to ensure that the rights of content creators are preserved and that the incentive to develop intellectual property remains? Rather than continue a debate in which audiences and critics attack copyright while media companies cling to them, how might we cut through current tensions to collaboratively imagine what a new sense of copyright, appropriate for an era of “spreadable media,” might look like?
2:15 p.m.-4:15 p.m.: The Futures of Video Gaming
Many innovations in the creative industries owe their roots and inspiration to the gaming world, from audience engagement and storytelling techniques to distribution methods and cross-platform integration. This session examines some of the critical questions facing those working in the gaming industry as large companies and indie developers grapple with the challenging evolution of the market brought on by new networked technologies, audience practices, and business models. How are game developers embracing or rejecting the unauthorized play of games online, and how has piracy evolved as a discourse in the gaming sector? How do creators strategize around the widespread circulation of games through automated propagation (using friend invitations for social and “free to play” games) — or grassroots spreading (for unexpectedly popular titles like Minecraft) — of information through social network sites? How badly are new architectures (Steam, Xbox Live Arcade, PSN Network) clashing with old traditions (game stores, $60 game discs)? And how are business models in the gaming industry shifting as we see massive success simultaneously from high-budget technology like Kinect and low-budget distribution like the Humble Bundle?
Panelists: T.L. Taylor, Associate Professor of Comparative Media Studies, MIT
Christopher Weaver, founder of Bethesda Softworks and industry liaison, MITGameLab
Ed Fries, architect of Microsoft’s video game business and co-founder of the Xbox project
Yanis Varoufakis, Economist-in-Residence, Valve Software
Moderator: Futures of Entertainment Fellow and games producer Alec Austin
4:45 p.m.-6:45 p.m.: The Futures of Storytelling and Sports
Throughout the history of mass media, sports programming has been an innovator. In today’s era of online circulation, transmedia storytelling, and 24/7 access to engaging with sports stars, teams, and fellow fans, sports franchises could be argued as the most immersive of storyworlds–with drama playing out in real-time, and the “narrative world” being our own. What is driving innovation in how sports tell their stories, and get their fans more engaged than ever, through multiple media platforms? How does operating as a media franchise in our everyday world set sports apart from entertainment properties? How are sports empowered by being “real,” and what constraints does that place on what they can do as well? How are talent engaged to be part of the storytelling? And what innovations are seen as sports are extended wholly into the fictional realm, whether through licensed extensions or various forms of “sports entertainment”?
Panelists: Abe Stein, researcher at Singapore-MIT GAMBIT Game Lab; graduate student, Comparative Media Studies, MIT; columnist, Kill Screen
Peter Stringer, Senior Director of Interactive Media, Boston Celtics
Moderator: Mark Warshaw, President, The Alchemists Transmedia Storytelling Company.
Vi segnalo infine che i video delle relazioni della precedente edizione del Foe sono tutti disponibili online.
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