The annual Mesh Conference in Toronto is always a big highlight of the year for me (despite the fact that I missed it last year). It's one of the places where, after moving to Toronto, I first realized that there were other people interested in this social media stuff and that the web had more potential than I even thought. How Adult Entertainment is Shaping The Web
Also often referred to as "The Porn Session," this panel discussion with Allison Vivas, Peter Nowak and Patchen Barrs was probably one of the best of the conference. While it didn't exactly get into the details of how adult entertainment was shaping the web, the panelists did talk about how the adult industry was either sinking or swimming as the web becomes the dominate communications platform. As these companies are early adopters and on the fringes, any big technology changes impact them. I won't go into the part of the conversation that was about the potentially booming industry of teledildonics and sex robots.
I will say that the whole thing got also got me super stoked to be working in advertising, as it reminded me of how much traditional media organizations are struggling to come up with ways to monetize their content.
Advertisers are uniquely positioned to create amazing content for free on behalf of our clients. We want people to share it is, pass it along. To us, consumer copying truly is the sincerest form of flattery, not representative of lost revenue.
For your reference, I've included the notes that my friend Brad Buset took during this presentation:
Lessons on Gamification: Myths & Misunderstandings Dispelled
I want to preface anything I say about this presentation with the fact that I think the presenter, Brian Wong, is an incredibly smart guy who was a fantastic speaker and that I'm hoping I can catch up with him sometime in the future to hear more about his company, Kiip. Brian clearly understands the concepts of gamification, and has worked them nicely into Kiip. However, his whole presentation got me thinking:
In general, the problem I have with most people talking about 'gamification' is that they only reference other types of gamification, rather than actual games. I see this as a huge miss on the part of the web/app/social media industry. The further away we get from the types of games that spawned this trend, the worse off everyone is going to be. I mean, if the next generation of 'gamified' apps or marketing ideas are just copies of the current crop, where will we be?
Seriously - when was the last time you saw someone speak/write about gamification who you felt actually played some serious games? Modern Warfare is one of the best selling entertainment franchises EVER, and it did so because it is a game that took it self seriously. Let's start talking a look at how games like this treats rewards and badges and, this part is important, the ACTUAL GAME, not how other examples of gamification also use game-like aspects.
I won't go into a ton of detail about this session except to say that BlogCampaign's own Heather Morrison and her colleagues did a fantastic job presenting some of the methodology their agency, Sequentia-Environics, does when researching online communities. She'll be following up with another post soon about this, as well as with some of the results from an in-depth research piece she worked on that was released the same day as her presentation.
Were you at Mesh this year? What were some of the highlights for you?