Rethinking The Television Text

1.3. Rethinking The Television Text

What makes this limited focus on television viewing as the lone site of engagement so problematic is the instinctive knowledge that the modern experience of television does not begin and end with the practice

of watching television programs, but instead encompasses a viewer’s consumption of, or interaction with, a wide range of program-related content and activities. After all, while the television industry appears to be

incapable of formulating a clear definition and metric for audience engagement, television executives and producers have been far more successful in creating content, activities and strategic initiatives that provide

television viewers with opportunities to deepen their involvement with their favorite programs. In fact, opportunities for audience engagement are everywhere, and even a cursory review of the

official websites for the five major broadcast networks (ABC, CBS, NBC, FOX, CW) hints at the enormous range of engagement opportunities that are being developed. Almost every program on television has a

dedicated Internet presence, with common features including detailed information about the show, a wealth of downloadable promotional material, show-related merchandise available for purchase, and public

discussion forums. Furthermore, in the past two years each of the networks has experimented with more elaborate digital initiatives and interactive offerings.

A few recent examples from the major broadcast networks:

ABC encourages viewers of the medical romance drama Grey’s Anatomy to extend their relationship with the show through several exclusive weblogs, ranging from Grey Matter, where the show’s writers offer exclusive “behind the scenes” anecdotes and insights, to The Nurse’s Station, a gossip blog “written” by one of

the show’s characters. 15 ABC has also developed an “interactive television” project called EnhancedTV, which allowed viewers to interact with each other and participate in activities during the live on-air broadcasts of the

network’s most popular shows. 16

15 ABC-Greys, Grey Matter: From the Writers of Grey's Anatomy, Available: http://www.greyswriters.com.. ABC-Greys, The Nurse's Station, Available: http://www.seattlegracegossip.com..

16 ABC, EnhancedTV Initiative, Available: http://etv.go.com.. No longer available at the time of this writing.

34 CHAPTER 1

The CBS website provides opportunities for interested viewers to interact with almost all of their best-known programs. In the case of CSI: Crime Scene Investigation, their most popular drama series, CBS now encourages online visitors to create and share their own “mash-ups” of video footage from the show 17 , contribute their ideas and observations to the show’s official wiki 18 . In 2006, the show’s website also featured an “interactive crime scene,” letting viewers inspect the crime scene that would be depicted the final two episodes of the season, in order to gather their own clues and theories before the episodes aired 19 .

While FOX’s most notable efforts toward generating audience participation have been tied to

American Idol 20 , their website provides exclusive additional content for most of their flagship programs. Fans of 24 can watch 24inside, a series of behind-the-scenes featurettes and interviews 21 ; post photos of themselves on an interactive fan map 22 ; and vote in weekly polls about the show’s narrative developments 23 .

And NBC, which has embraced audience engagement as a critical component of its NBC 2.0 initiative, now places a high emphasis on creating spaces for viewer participation and interaction with most of their shows. During the 2006-2007 television season, NBC’s most elaborate campaign (developed around the new serial drama Heroes) included a companion series of “interactive graphic novels” that expand upon

plot points from the broadcast episodes 24 ; ongoing blogs from both the show’s creator 25 and its most

26 popular character 27 ; an elaborate online mystery game , a web forum where viewers were given direct access to the show’s creative team and cast 28 , and a great deal more. With more than a month remaining until the

17 CBS-CSI, CSI (NAME?), Available: http://keppler.cbs.com. 18 CBS-CSI, CSI Wiki, Available: http://csiwiki.cbs.com. 19 CBS-CSI, CSI: Diner (NAME?), Available: http://www.cbs.com/primetime/csi/diner. 20 For more details on American Idol's innovations in audience interaction, see Jenkins. 59-92., as well as Koerner, S L, et al. "Walking

the Path: Exploring the Drivers of Expression." Advertising Research Foundation/ESOMAR Conference. June 2003. . 21 FOX-24, 24inside, Available: http://www.24inside.com.

22 FOX-24, 24 Map (NAME?), Available: http://24map.fox.com. 23 FOX-24, 24: Official Website, Available: http://fox.com/24/. 24 NBC-Heroes, Heroes: Interactive Graphic Novel, 2006, Available: http://www.nbc.com/Heroes/novels/index.shtml. 25 Kring, T. "A Message to the Fans!" 26 NBC-Heroes, Hiro's Blog, 2006, Available: http://blog.nbc.com/hiro_blog/. 27 The Heroes game, often described online as an ARG (alternate reality game), began with the on-air appearance of a new website

address. (www.primatechpaper.com). 28 NBC-Heroes, 9th Wonders: Message Boards, 2006, Available: http://www.9thwonders.com/boards/.

THE ELUSIVE CONCEPT OF ENGAGEMENT 35

start of the 2007-2008 television season, NBC has already released a lengthy list of new show-extending projects and campaigns that will launch during the coming year.

In addition, all of the major broadcast networks, along with a vast number of cable networks, are now taking steps to offer episodes of selected shows as high-quality streaming video, and many of the most

popular shows on television are now available as paid downloads through services such as Apple’s iTunes Store and Microsoft’s XBox Live. A growing number of networks are moving to offer either video clips or

full episodes to mobile phone customers, and many popular shows are developing original and repurposed wireless content as well.

Even without a clear definition of engagement, all of these projects and initiatives can be understood as strategic offerings designed to encourage stronger, deeper relationships between viewers and television

programs – or, in short, of generating greater audience engagement. Each of these strategic extensions and interactive features help to generate and maintain active audience engagement with current television

programming, and reflect what John Caldwell has described as a growing industrial emphasis on “dot- com/TV permutations and TV-web synergies.” As Caldwell points out, “the most effective Web sites for TV

succeed by keeping viewer-users engaged long after a series episode has aired, and this requires greatly expanding the notion of what a TV text is.” 29

Viewed from this perspective, the existing models that have been proposed for defining and measuring engagement appear even more insufficient, for each is crippled by the implicit assumption that a

viewer’s engagement with television occurs exclusively in front of the television set. If the convergence of television and Internet-based content requires an expanded notion of the modern TV text, it also requires a

broader approach to measuring audience engagement. More specifically, a comprehensive model for understanding engagement needs to consider not just how viewers perceive and relate to the television shows

they watch, but how they construct and develop their relationship with a program through their use – or non-use – of the various initiatives that allow them to deepen or expand their interaction with it.

29 Caldwell. 51.

36 CHAPTER 1

1.4. The Ad*VIZR New Media Audit

Ad*VIZR New Media Audit

33 Engagement Touchpoints At least in principle, The Ad*VIZR New Media Audit

I) Linear Broadcast Enhancements

was intended to provide just such a model. Developed by a

1. Synchronous PC Application 2. Addressable Targeting 3. HD Television

small division of Initiative Media called “The Consumer

4. HD Radio 5. Satellite Radio

Experience Practice” (CEP) in the months leading up to its

6. IP-delivered video

introduction at the May 2006 television upfronts, the Ad*VIZR

II) Internet Program Enhancements

model attempted to audit the entire range of existing digital

7. Rich e-mail reminders

8. Streaming media capability 9. Wallpapers

extensions that had been developed to encourage viewer

10. Avatars/Icons 11. Live Chat

engagement with television programming. Impressive in its

12. Message Boards 13. Outtakes

scope, the Ad*VIZR report covered all six active broadcast

14. Blogs 15. Synchronous Games/Trivia

networks, as well as 49 cable networks and eight syndicators, and

III) Wireless

accounted for 2,233 individual television shows, including

16. SMS Polling 17. Voice Reminders 18. Wallpapers

entertainment, news and sports programming.

19. Ringtones 20. Mobisodes

From this data, CEP assembled a list of 33 different

21. Synchronous Mobile Apps 22. Video Reminders

possible “digital touchpoints” that programmers could use to

23. M (Mobile) Coupons 24. Avatars

allow online audience engagement with their shows. According

IV) Video on Demand

to the report’s introduction, the Ad*VIZR model had been

25. MSO FVOD Channel Distribution 26. Cable Walled Garden Distribution

developed to help advertisers understand how, and why, they

V) Other Portal Distribution

should participate in the development of content extensions:

27. VOD distributed via Broadband

VI) Digital OuterNet Extensions

Through our research in fan culture behavior, we know that as viewers 28. POS Networks

engage with the core television content they love through these various 29. POP Kiosks

touchpoints, so too can they engage with brands in new ways, creating 30. Digital OOH Networks

new relationships that add value for advertisers. By sponsoring a new experience that extends program engagement rather than disrupting it,

brands can strengthen their contextual involvement and connection with 31. iTunes Audio Podcasts 30 the consumer.

VII) Apple (Ad-Supported)

32. iTunes Video 33. iTunes Webisodes

As the creation of a group called the Consumer

30 Ad*VIZR™ New Media Audit 2006/07 (Interpublic Media Group, 2006), 1.

THE ELUSIVE CONCEPT OF ENGAGEMENT 37

Experience Practice, it might seem reasonable to assume that the Ad*VIZR model would, in fact, have been designed to help the group’s clients understand television engagement in terms of the viewer’s (consumer’s)

experience. Yet the substance of the audit focused less on user experience than on industry statistics, revealing such details as:

The average television program today offers consumers 4.7 (out of 33 possible) ways to extend their experience in digital spaces.”

- Just over 50% of all television programs surveyed offered message boards, making message boards the most popular digital extension available during the research period.

The program genres offering the highest number of extensions were Daytime Drama (with an

average of 8.8 extensions per show), Serialized Drama (8/show) and Game Shows (7/show). 31

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