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	<title>Wikinomics &#187; Catherine Thorn</title>
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	<link>http://www.wikinomics.com/blog</link>
	<description>Exploring How Mass Collaboration Changes Everything</description>
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		<title>Augmented Reality: Not Just For Kids</title>
		<link>http://www.wikinomics.com/blog/index.php/2009/08/18/augmented-reality-not-just-for-kids/</link>
		<comments>http://www.wikinomics.com/blog/index.php/2009/08/18/augmented-reality-not-just-for-kids/#comments</comments>
		<pubDate>Tue, 18 Aug 2009 13:32:45 +0000</pubDate>
		<dc:creator>Catherine Thorn</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[augmented reality]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[marketing]]></category>

		<guid isPermaLink="false">http://www.wikinomics.com/blog/?p=4580</guid>
		<description><![CDATA[A colleague of mine, Alan Majer, first introduced me to augmented reality and indeed, he was the first to blog about an augmented reality game here on Wikinomics. Last year, he wrote about his adventure of taking apart the Tuttuki bako, a Japanese toy that allows users to insert their finger into the box and [...]]]></description>
			<content:encoded><![CDATA[<p>A colleague of mine, Alan Majer, first introduced me to augmented reality and indeed, he was the first to blog about an augmented reality game here on Wikinomics. Last year, he wrote about his adventure of taking apart the Tuttuki bako, a Japanese toy that allows users to insert their finger into the box and then play games with virtual characters on the screen. The display is very low tech, reminding me of the very graphics used in the original Snake game that came standard with Nokia phones in 1998, but the idea was interesting.</p>
<p>This year, at E3 2009, Sony gave a preview of their new PSP game Invizimals, which is to be released in the UK this fall. The game uses augmented reality to capture children’s imaginations and enhance the gaming experience. According to the introductory video in the game, a Japanese scientist created a camera that is more sensitive than the human eye and can ‘see’ invizimals that humans cannot. The game tasks you to find the invizimals using the PSP camera (the screen begins to pulse when the camera detects an invizimal) and to trap them by placing a star shaped card in the vicinity of the invizimal. If done correctly, the Invizimal, a little, wild, computer-generated animal, will appear on the PSP screen on top of the real star-shaped card, as shown in this YouTube <a href="http://www.youtube.com/watch?v=JbTJw_2E-Ww&amp;feature=fvst" target="_blank">video</a>. Once captured, the Invizimals can be battled against each other, and during the battle, players can blow on the screen to create a windstorm or cast a shadow over the screen to create a lighting strike.<span id="more-4580"></span></p>
<p><img class="alignright size-full wp-image-4581" src="http://www.wikinomics.com/blog/uploads/GE-windmills.jpg" alt="GE windmills" width="318" height="271" /></p>
<p> </p>
<p>Seeing the augmented reality technology used by Sony, I became intrigued with marketing applications for such technology. After some searching, I came across GE’s use of augmented reality in promoting Smart Grid, a project that encourages energy efficiency and the harnessing of renewable energy sources. GE has created a windmill model (shown in the picture above) that is enhanced by augmented reality and can be viewed using a webcam and the ‘marker’ (a 2D bar code) from their <a href="http://ge.ecomagination.com/smartgrid/#/landing_page" target="_blank">Smart Grid website</a>. Although the model is very interesting to view, this use of augmented reality is playing on the novelty of the technology and not using the technology to its full potential.</p>
<p> </p>
<p> </p>
<p><img class="alignleft size-full wp-image-4583" src="http://www.wikinomics.com/blog/uploads/My-Ikea.jpg" alt="My Ikea" width="337" height="255" /></p>
<p> </p>
<p>I later came across a concept that uses augmented reality to enhance marketing for IKEA in an effective way. It’s called My.IKEA. The idea is that augmented reality can be used by IKEA customers to literally ‘picture’ the furniture in their rooms before purchasing. The customer sets up a webcam in their room, prints out markers that are each tied to an item of furniture and places the markers where they would like the furniture. In the example picture above, the marker for the virtual table is visible, but the virtual couch sits on top of its marker. I love this concept for two reasons: one, it takes a lot of guesswork out of furniture shopping and two, it allows people to show concepts to each other, chat online about them and compete for the best designs. The social aspect to this concept makes it interactive and fun for those that are interested in design, and creates a community that is interested in discussing IKEA products.</p>
<p>Another interesting development is using augmented reality with QR codes on billboards and in magazines. When the codes are scanned by a mobile phone, the image in the advertisement would transform on the mobile screen into a 3D augmented reality picture. These ideas, though, have the same issue as GE’s augmented reality model: once the novelty has worn off, they will no longer be of much interest. One area where it could be useful is if when the code is scanned, the advertisement for, say a cruise, could pop up in 3D and allow you to navigate through the cruise ship, taking a 3D tour of the facilities.</p>
<p>I’m interested to know what you think. Will augmented reality become commonplace in marketing in the future?</p>
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		<title>Tohato has Got Game: the Japanese Snack Maker’s Marketing Success</title>
		<link>http://www.wikinomics.com/blog/index.php/2009/08/07/tohato-has-got-game-the-japanese-snack-makers-marketing-success/</link>
		<comments>http://www.wikinomics.com/blog/index.php/2009/08/07/tohato-has-got-game-the-japanese-snack-makers-marketing-success/#comments</comments>
		<pubDate>Fri, 07 Aug 2009 17:33:05 +0000</pubDate>
		<dc:creator>Catherine Thorn</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.wikinomics.com/blog/?p=4446</guid>
		<description><![CDATA[Often, I have seen a great advertising idea and thought that it’s too bad that the idea would not be applicable to most companies due to the nature of products that they sell. For example, in 2007, BMW created an online racing game that allowed consumers to configure a BMW M3 Coupé and race it [...]]]></description>
			<content:encoded><![CDATA[<p>Often, I have seen a great advertising idea and thought that it’s too bad that the idea would not be applicable to most companies due to the nature of products that they sell. For example, in 2007, BMW created an <a href="http://www.bmw.com/com/en/newvehicles/mseries/m3coupe/2007/experience/game/content.html" target="_blank">online racing game </a>that allowed consumers to configure a BMW M3 Coupé and race it on Nürburgring Grand Prix circuit. The game acquainted players with BMW’s product and gave them a free, entertaining experience that they would associate with the brand. I thought to myself that such advertising is great for an automotive manufacturer, but couldn’t be effectively applied to, say, a consumer packaged goods company. Well, I was wrong.</p>
<p><img style="float:right;margin-left:15px" src="http://www.wikinomics.com/blog/uploads/Tohato3.jpg" alt="Tohato" width="320" height="227" />Tohato, a Japanese snack manufacturer, launched the “World’s Worst War,” a massively multiplayer online game created to promote the launch of two new spicy snack flavours: “Tyrant Habenero Burning Hot Hell” and “Satan Jorquia Bazooka Deadly Hot”. The flavours were positioned as rivals with each snack claiming to be the spiciest, and the matter was settled on the battlefield. To join the battle, a consumer would purchase one flavour of the snack and with their cell phone, scan the 2D barcode (called a <a href="http://en.wikipedia.org/wiki/QR_codes" target="_blank">QR code</a>). The consumer would then become a part of either Tyrant Habenero’s or Satan Jorquia’s army, depending on the flavour they had bought. Every 24 hours, there would be a battle at one of the 31 online battlefields and players would receive updates from “War Reporters” on recent battle developments, including who had been captured by the opposing army and who of their comrades had been promoted to a higher ranking officer.</p>
<p><span id="more-4446"></span>By awarding special mobile standby screens to battle winners and offering an increase in rank as well as improved fighting power to players that recruited friends to their army, Tohato was able to promote the viral nature of the game. The “World’s Worst War” became very popular, with over <a href="http://www.hakuhodo.jp/pdf/2008/20080526.pdf" target="_blank">10,000 participants</a> in total. Players even created communities online to discuss strategy for upcoming battles. Tohato reported that as a result of the campaign, sales increased significantly and page views on their website increased to 100,000 per day.</p>
<p>The success of this campaign is evidence of the shift in power that has occurred in the marketing world. With TiVo, time-shifting and media available online, consumers have become empowered to decide which advertising they view, and to get their attention, marketers must create value for them. The “World’s Worst War” was able to do just that. It introduced new consumers to Tohato products while providing an entertaining experience that consumers appreciated.</p>
<p>So, if even a CPG like Tohato can integrate their product into an exciting online game of war, marketing through games should be applicable to almost any industry.</p>
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		<title>Privacy or Health? A choice you may have to make</title>
		<link>http://www.wikinomics.com/blog/index.php/2009/07/14/privacy-or-health-a-choice-you-may-have-to-make/</link>
		<comments>http://www.wikinomics.com/blog/index.php/2009/07/14/privacy-or-health-a-choice-you-may-have-to-make/#comments</comments>
		<pubDate>Wed, 15 Jul 2009 02:46:55 +0000</pubDate>
		<dc:creator>Catherine Thorn</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Society]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[government]]></category>
		<category><![CDATA[Health]]></category>
		<category><![CDATA[privacy]]></category>

		<guid isPermaLink="false">http://www.wikinomics.com/blog/?p=4264</guid>
		<description><![CDATA[With over 50,000 confirmed cases of swine flu reported in North America, it is undeniable that this virus is an epidemic. Similar to the SARS scare that occurred a few years ago, this virus has generated discussion about the possibilities of drug resistant strains and widespread sickness. Although the swine flu virus has not yet [...]]]></description>
			<content:encoded><![CDATA[<p>With <a href="http://www.who.int/csr/don/2009_07_06/en/index.html" target="_blank">over 50,000 confirmed cases </a>of swine flu reported in North America, it is undeniable that this virus is an epidemic. Similar to the SARS scare that occurred a few years ago, this virus has generated discussion about the possibilities of drug resistant strains and widespread sickness. Although the swine flu virus has not yet mutated and remains non-lethal in the majority of cases, it is apparent that in the case of a more serious virus, we would be ill equipped to fight it.</p>
<p>The main problem is that people who contract such viruses are contagious before their symptoms become visible, making it extremely difficult to determine that a person has caught the virus before they transmit it to others. The Japanese government has recognized this issue as one of the main challenges in fighting potential pandemic and has planned <a href="http://www.usnews.com/articles/science/2009/06/08/japan-explores-using-cell-phones-to-stop-pandemics.html" target="_blank">an experiment </a>to see if Japan’s advanced internet and cellular phone infrastructure can be used to help address the issue. As elementary schools are one of the main breeding grounds for contagious illness, the experiment will begin by giving each of the students at a particular elementary school a GPS-enabled cell phone and ‘infecting’ a few children with a fictitious virus. The students’ movements will then be tracked, and the parents of any children that have come in contact with infected students will be advised to take their child to a doctor so that students that do contract the virus can be diagnosed much faster, thus preventing them from spreading the virus any further. Due to the exponential nature in which viruses spread, even a small decrease in the amount of people infected by each carrier of the virus will have a major impact.</p>
<p>Although using GPS to track interactions can only inform people of possible infection and cannot predict the actual spreading of the virus, this strategy has the potential to be effective in slowing the spread of highly contagious viruses that warrant such extreme action. Equipped with the information that they have been exposed to such a virus, people can check with their doctors to ensure that if they have contracted the virus, they will be treated and not spread it further. Whether the health system could handle an influx of checkups in such a situation is a concern, but it is certainly better than dealing with a full-blown outbreak.</p>
<p>Despite the potential that this experiment has to lead to a strategy that could drastically reduce the spreading of an epidemic, the idea that the government could track people’s locations has caused great concern and cries of “Big Brother”. Privacy is a concern that many have when it comes to the internet, but most often, the discussions of privacy revolve around the danger of predators and the concern that corporations are gaining too much personal information about consumers. When it comes to fighting a serious epidemic though, the consequences of inaction are much greater and location information could be the best defence we have.</p>
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		<title>Games for Good: The Role Games May Play in Determining Our Future</title>
		<link>http://www.wikinomics.com/blog/index.php/2009/06/30/games-for-good-the-role-games-may-play-in-determining-our-future/</link>
		<comments>http://www.wikinomics.com/blog/index.php/2009/06/30/games-for-good-the-role-games-may-play-in-determining-our-future/#comments</comments>
		<pubDate>Tue, 30 Jun 2009 15:43:28 +0000</pubDate>
		<dc:creator>Catherine Thorn</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[collective intelligence]]></category>
		<category><![CDATA[future]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mass collaboration]]></category>

		<guid isPermaLink="false">http://www.wikinomics.com/blog/?p=4184</guid>
		<description><![CDATA[With 55% of US gamers being married, and the average age of new gamers at 32 years old, the stereotypical gamer profile of that young, socially awkward male no longer holds true. Alex St. John, co-founder and CEO of the global games network WildTangent noted, “We make as much money selling casual games to young [...]]]></description>
			<content:encoded><![CDATA[<p>With 55% of US gamers being married, and the average age of new gamers at 32 years old, the stereotypical gamer profile of that young, socially awkward male no longer holds true. Alex St. John, co-founder and CEO of the global games network WildTangent noted, “We make as much money selling casual games to young boys as to Mom.” As gamer demographics undergo this transformation and casual gaming becomes mainstream, new opportunities are created for enterprises and non-profits to harness the collaborative and engaging nature of games. Many enterprises already recognize that games are an excellent way to create engaging marketing that consumers enjoy, but whether games can be used to effectively solve society’s problems is less clear.</p>
<p>The first extreme-scale collaborative game created to tackle the world’s problems was the ARG (<a href="http://en.wikipedia.org/wiki/Alternate_reality_game" target="_blank">Alternate Reality Game</a>) World Without Oil. Created by the non-profit public media company ITVS, this ARG explored a world where oil demand had outstripped supply by 5%, and it challenged the ‘citizens’ of that world to cope. If you’re interested in learning more about it, check out <a href="http://www.wikinomics.com/blog/index.php/2008/09/10/as-the-world-fights-climate-change-could-games-be-part-of-the-solution/" target="_blank">Anthony D. Williams’ great post</a> about World Without Oil and the idea that games could be part of the solution to the climate change crisis.<span id="more-4184"></span>The game that I want to discuss is <a href="http://www.superstructgame.org/" target="_blank">Superstruct</a>, a massively multiplayer game aimed at forecasting the world in 2019 and finding the strategies that humans can use to stop the impending extinction of the human race. Five ‘superthreats’ were created by the game developers: a massive food shortage, pandemic disease, fast depleting energy resources, the erosion of civil rights, and a refugee epidemic. The game engaged more than 8000 players who together created the scenarios of the future. During the course of the game, one player addressed an urban food shortage by creating the idea of a virtual community that rural famers used to share farming information and tips for dealing with the difficult conditions. These rural farmers then brought their produce to be sold in the old, now closed down urban supermarkets that were once supplied by large, commercial farmers. Many players created such scenarios that were small steps toward a solution to the impending disasters they faced.</p>
<p>At the end of April, the Institute for the Future (IFTF) released their <a href="http://www.iftf.org/files/SR%201218%20TYF%20Overv_excerpt.pdf" target="_blank">initial results</a> from analysis of the game scenarios, and they plan to soon release “Superstruct Strategies” – 7 actionable strategies that emerged during analysis of the game. In their initial findings, the IFTF outlined three scenarios that for the future that emerged:</p>
<ul>
<li>The Long Crisis plots a path of slow response, resistance to change, and attempts to maintain current power relationships.</li>
<li>Emergence follows a course of rapid adaptation from the bottom up, without much unifying direction.</li>
<li>The Great Transition envisions a world re-made by technology, a challenge to the planetary dominance of humans as a species.</li>
</ul>
<p>The three scenarios and 50 year forecast released by the IFTF are interesting, but seem quite extreme. The difficulty of using games to develop solutions to real world problems is that the problems are real and the games are not. Therefore, many scenarios that arise in games such as Superstruct that are more extreme than what the world will likely experience. However, the same characteristic that makes these games difficult to apply to the real world, allows people to freely express their thoughts and ideas. These games create an alternate reality that is a safe, creative environment, and isn’t that what every brainstorming session strives to achieve – a safe environment where ideas, no matter how outlandish, are considered? As we age, it becomes increasingly difficult to tap into that creativity we once had as children, and ‘thinking outside the box’ becomes highly valuable. These types of games can engage and encourage creative brainstorming from thousands of people around the world, and therein lies their value. The issues that the human race will face in coming years cannot possibly be solved by a few; only the intelligence of many minds working together will be able to provide solutions. The questions is whether games will be a conduit for that collaboration. I will be very interested to see the actionable strategies created by the IFTF from the game Superstruct. What I wonder is, will they be strategies that are unrealistic for today&#8217;s world, strategies that we have already thought of, or strategies that are extremely valuable?</p>
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		<title>Will California’s Move to Abolish Textbooks Improve Schools?</title>
		<link>http://www.wikinomics.com/blog/index.php/2009/06/10/will-california%e2%80%99s-move-to-abolish-textbooks-improve-schools/</link>
		<comments>http://www.wikinomics.com/blog/index.php/2009/06/10/will-california%e2%80%99s-move-to-abolish-textbooks-improve-schools/#comments</comments>
		<pubDate>Wed, 10 Jun 2009 13:27:10 +0000</pubDate>
		<dc:creator>Catherine Thorn</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[government]]></category>
		<category><![CDATA[politics]]></category>

		<guid isPermaLink="false">http://www.wikinomics.com/blog/?p=3918</guid>
		<description><![CDATA[Arnold Schwarzenegger has been feeling the pressure to reduce costs as California faces a state budget gap of $24.3 billion. As a result, he has barred state agencies from entering new contracts and has called for the state to scrutinize how every penny is spent in order to ensure they receive the best possible value [...]]]></description>
			<content:encoded><![CDATA[<p>Arnold Schwarzenegger has been feeling the pressure to reduce costs as California faces a state <a href="http://news.bbc.co.uk/2/hi/americas/8090450.stm" target="_blank">budget gap of $24.3 billion</a>. As a result, he has barred state agencies from entering new contracts and has called for the state to scrutinize how every penny is spent in order to ensure they receive the best possible value for all spending. Cutbacks and close scrutiny of expenses are typical of recession time behaviour, but a cost-cutting measure that surprised me is Schwarzenegger’s plans to abolish traditional textbooks from high school classrooms. According to state officials, the average textbook costs California $75 to $100; whereas, digital texts are much cheaper. As of next the school year, California high school students studying math and science will be provided with access to online texts instead of the traditional printed books.</p>
<p>Schwarzenegger reasoned that “<a href="http://www.timesonline.co.uk/tol/news/world/us_and_americas/article6460962.ece" target="_blank">Textbooks are outdated&#8230; For so many years, we&#8217;ve been trying to teach the kids exactly the same way.</a>” Having grown up in a lecture-style learning system supported by textbooks, I must agree that it is not the most efficient way to learn given the more interactive tools available today. Universities, which are known for their lecture-based style, <a href="http://www.wikinomics.com/blog/index.php/2009/03/31/colleges-should-learn-from-newspapers-plight" target="_blank">are being criticized</a> for failing to adopt new learning models that are student-focused instead of teacher-focused. Many high schools can be accused of the same faults. As secondary education budgets decrease, class sizes increase, and it is increasingly difficult to customize learning or engage the class. Introducing collaborative, web-enabled games that can help students grasp key concepts could be one way to get students involved and interested in learning. Such learning methods would be particularly applicable to geography or cultural studies, in which the class could learn about another culture or geography by engaging in a discussion and exchanging videos with a class from that culture or region.</p>
<p>In support of his plan to abolish textbooks, Schwarzenegger asked, “Why are California&#8217;s school students still forced to lug around antiquated, heavy, expensive textbooks?” This brings to mind the issue of whether it is healthier to strain children’s backs with textbooks or their eyes with computer screens.</p>
<p>It will be interesting to watch how the plan rolls out and see what kind of opposition the government receives from parents that grew up on textbooks. There are some legitimate concerns about digitizing learning, the most troubling of which is how students that do not have the means to own computers at home will be affected. One way this initiative will fail, though, is if schools simply convert textbooks to a digital format and do not implement any changes to make the learning environment more interactive and collaborative.</p>
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		<title>Can Meaningful Art be Created through Mass Collaboration?</title>
		<link>http://www.wikinomics.com/blog/index.php/2009/05/25/can-meaningful-art-be-created-through-mass-collaboration/</link>
		<comments>http://www.wikinomics.com/blog/index.php/2009/05/25/can-meaningful-art-be-created-through-mass-collaboration/#comments</comments>
		<pubDate>Mon, 25 May 2009 13:22:14 +0000</pubDate>
		<dc:creator>Catherine Thorn</dc:creator>
				<category><![CDATA[Business]]></category>

		<guid isPermaLink="false">http://www.wikinomics.com/blog/?p=3746</guid>
		<description><![CDATA[I recently came across an extraordinary piece of artwork. It is the first example that I have seen of art being created through mass collaboration. Aaron Koblin’s “Ten Thousand Cents” is a digital representation of the American $100 bill, created by assembling 10 000 pieces of the picture drawn by contributors in 51 different countries. [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="margin: 0cm 0cm 10pt;">I recently came across an extraordinary piece of artwork. It is the first example that I have seen of art being created through mass collaboration. Aaron Koblin’s “<a href="http://www.tenthousandcents.com/top.html" target="_blank">Ten Thousand Cents</a>” is a digital representation of the American $100 bill, created by assembling 10 000 pieces of the picture drawn by contributors in 51 different countries. Contributors were found and worked through Amazon Turk Mechanical, a crowdsourcing marketplace where individuals complete relatively simple tasks for a small amount of pay per task. Each contributor was given a small portion of the picture to re-create digitally, without knowing what the end result would be. The finished art is presented in the form of an <a href="http://www.tenthousandcents.com/index.html" target="_blank">interactive video</a> that shows the simultaneous drawing of the 10 000 pieces and allows the viewer to investigate the creation of any particular piece. Koblin’s site states that the artwork “explores the circumstances we live in, a new and unchartered combination of digital labour markets, ‘crowdsourcing,’ ‘virtual economies,’ and digital reproduction.”</p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt;">In Koblin’s “Ten Thousand Cents”, the overall design was envisioned and controlled by Koblin, so the finished artwork is cohesive. However, such a structured project does not take advantage of the imaginations and creativity of the thousands of contributors involved. True collaboration should take advantage of the unique talents and perspectives of all contributors to create an end product that is greater than the sum of its parts. Therefore, although Koblin’s art opens the mind to collaborative artwork, I do not considerate it truly collaborative.<span id="more-3746"></span>Since art is a sensory (usually visual) expression of a feeling or an idea and is usually very personal, it is difficult to produce meaningful art through true collaboration. The very aspect of collaboration that makes it so successful in most applications – the introduction of multiple styles and perspectives – makes it difficult to apply to artwork, where the finished piece is a single expression of thought or feeling.</p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt;">In the project “<a href="http://www.amillionpenguins.com/wiki/index.php/Main_Page" target="_blank">A Million Penguins</a>”, the publisher Penguin Books and De Monfort University created a wiki site on which they started a collaborative novel, open to public contributions and edits. The novel was an experiment whose purpose was to answer the question, “Can a community write a novel?”. In 2008, De Monfort University released a <a href="http://www.ioct.dmu.ac.uk/projects/amillionpenguinsreport.pdf" target="_blank">report </a>explaining the results of the experiment:</p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt;">&#8220;Certainly, some of the participants in the project did attempt to ‘write a novel’ but it remains unclear as to whether they succeeded. What today appears not to be a novel as we know it may in time come to be seen as one, just as work once judged not to be poetry is often later brought into the critical fold. But for the moment at least the answer to whether or not a community can write a novel appears to be ‘not like this’.&#8221;</p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt;">So, is it possible to create truly meaningful art through mass collaboration? My opinion is that, right now, it is not possible, given what is considered to be art. As mass collaboration continues to proliferate, however, it may change the face of art, giving way to a new possibility: the expression of hundreds of thoughts and feelings in a single piece of art.</p>
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		<title>How much control should be retained when collaborating with customers?</title>
		<link>http://www.wikinomics.com/blog/index.php/2009/05/19/how-much-control-should-be-retained-when-collaborating-with-customers/</link>
		<comments>http://www.wikinomics.com/blog/index.php/2009/05/19/how-much-control-should-be-retained-when-collaborating-with-customers/#comments</comments>
		<pubDate>Tue, 19 May 2009 15:50:15 +0000</pubDate>
		<dc:creator>Catherine Thorn</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[collaboration]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[prosumers]]></category>
		<category><![CDATA[YouTube]]></category>

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		<description><![CDATA[I was recently intrigued by a news headline saying that Ben Southall had won &#8220;The Best Job in the World.&#8221; The competition, created by Tourism Queensland, was a search for the lucky person that would become the caretaker of Hamilton Island. As caretaker, Southall will explore all the island has to offer, create a photo [...]]]></description>
			<content:encoded><![CDATA[<p>I was recently intrigued by a news headline saying that Ben Southall had won &#8220;The Best Job in the World.&#8221; The competition, created by Tourism Queensland, was a search for the lucky person that would become the caretaker of Hamilton Island. As caretaker, Southall will explore all the island has to offer, create a photo journal and blog about his adventures for the salary of $AUD 150 000. Although the job sounds like an extravagant expense for Tourism Queensland, it is actually part of a very successful marketing campaign to attract tourism to the island. The campaign started by inviting applicants to submit 60 second videos explaining why they should be the Island Caretaker. The invitation was sent out via YouTube and other media. From the more than 34 000 video applications submitted, Tourism Queensland shortlisted 50 applicants, and 11 finalists (ten selected by Tourism Queensland and one “wild card” voted in by the public) were chosen to advance to the next round. The final winner was selected by Tourism Queensland.<span id="more-3648"></span>As the public became engaged in the competition, YouTube videos, news articles, and over 200 000 blogs were created about “The Best Job in the World.” Tourism Queensland estimates that the $1.7 million spent on the campaign has already yielded the equivalent of $110 million in global publicity. Furthermore, the following that Southall developed during the competition will likely grow as he blogs about his adventures and displays all that Queensland has to offer. Southall&#8217;s adventures can be followed through <a href="http://www.islandreefjob.com/" target="_blank">the competition website</a>. The campaign’s success, which demonstrates the potential for marketing through social media, has been recognized at One Show in New York, where it received the prestigious Best in Show award.</p>
<p>Although this innovative campaign has been very successful, I question Tourism Queensland’s choice to retain almost entire control over the candidate selection. A key strategy in the campaign was to engage the public through their interest in the candidates, and there may have been more engagement if they had allowed the public to choose the 10 finalists, instead of a single wild card, from the 50 shortlisted candidates. By shortlisting candidates and by choosing the final winner of the competition from the ten publicly chosen candidates, Tourism Queensland would still be able to ensure that an appropriate candidate was chosen. In addition, allowing the public to be more involved would result in a winner that has great charisma and would be able to create a large following for his/her blog. Would the campaign have been even more successful if the public had been more involved? The question of how much control should be retained by a company and how much should be left to consumers is becoming increasingly important as more companies begin to include consumers in the development of their products and services.</p>
<p>Another interesting example of an organization incorporating public opinion is NASA’s contest to name the new module for the international space station. The name that received the most votes was Colbert, after the popular comedian, Stephen Colbert. Although NASA did ask for public opinion, they reserved the right to name the module themselves and decided on Tranquility, one of the top ten suggestions from the public. In recognition of the winning name, NASA did name the new space station treadmill the “Combined Operational Load Bearing External Resistance Treadmill”, or COLBERT for short. I think that in this case, NASA made the right decision in not allowing a module of the international space station to be named as a result of a joke, but to incorporate the winning name in NASA&#8217;a own joke. In other cases, however, it is not as clear, and it will remain a difficult judgment call to decide how much control should be retained by a company working in collaboration with the public or its consumers.</p>
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