Pekka Hartikainen: The Use of Storytelling in Music Artist Promotion
Transcription
Pekka Hartikainen: The Use of Storytelling in Music Artist Promotion
Pekka Hartikainen: The Use of Storytelling in Music Artist Promotion Department of Media | Aalto University School of Art and Design Pastori – where medieval pathos and future storytelling collide. The Use of Storytelling in Music Artist Promotion Pekka Hartikainen The Use of Storytelling in Music Artist Promotion MA Thesis / Department of Media Aalto University School of Art and Design Instructors: Mika Tuomola, Antti Ikonen Kiitokset perhe Mika Tuomola Antti Ikonen Teemu Korpilahti Erik Mashkilleyson Mikko Mutanen Aura Suviranta Henri Weijo MA ‘07, Medialaboratorion opettajat, henkilökunta ja pingispöytä & kaikki Pastorin ystävät giving the audience and individual artists the possibility to gain more power. For a consumer, more music is available easier and cheaper than ever; for an artist, it is possible to distribute music worldwide without an expensive retailing network. At the same time, easy availability has changed the monetary value of an individual recorded album to vary from everything between a free download to an expensive collector’s edition. This has led to the ABSTRACT question: what have to be other Authorexactly are musicians selling these days? If music can become almost free, there Year of publication ways for an artist to monetize their work. Listening to music is only one way to ”consume” Pekka Hartikainen 2011 an artist – videos, documentaries, news and various social media servicesDegree are important Department programmeto fans as well. Media New Media This study suggests that, to stand out from the huge selection of musicians, artists have to be able to tell Title meaningful stories to reach a loyal and lasting relationship with their audience. In addition, artists have to The Use of Storytelling in Music Artist Promotion be available more and more frequently to the fans. A strategy wherein musicians remain distant – providing Type of work Language Number of pages only major album releases, tours and limited communication via regular interviews or such – has proven to MA Thesis English be challenging nowadays. This strategy can still be chosen, but artists have to be 100 aware of the choice and Abstract its pitfalls. The revolution in music retailing has affected the power relations between the actors in the music industry, giving the audience and individual artists theprovide possibility to more gain more power. for Forthe a consumer, more music is Controlling and planning an artist story can many possibilities audience to interact and available easier cheaper than ever; an artist, itand is possible to distribute music worldwide without to an participate in theand story. Both major recordforcompanies independent musicians should pay attention expensive retailing network. this shift from a retailing and brand-oriented era to the content era, where high-quality, relevant and valuable information and stories to fans are as valuable as the music itself. At the same time, easy availability has changed the monetary value of an individual recorded album to vary from everything between a free download to an expensive collector’s edition. This has led to the question: what exactly are musicians selling these days? If music can become almost free, there have to be other ways for an artist to monetize their work. Listening to music is only one way to ”consume” an artist – videos, documentaries, news and various social media services are important to fans as well. This study suggests that, to stand out from the huge selection of musicians, artists have to be able to tell meaningful stories to reach a loyal and lasting relationship with their audience. In addition, artists have to be available more and more frequently to the fans. A strategy wherein musicians remain distant – providing only major album releases, tours and limited communication via regular interviews or such – has proven to be challenging nowadays. This strategy can still be chosen, but artists have to be aware of the choice and its pitfalls. Controlling and planning an artist story can provide many more possibilities for the audience to interact and participate in the story. Both major record companies and independent musicians should pay attention to this shift from a retailing and brand-oriented era to the content era, where high-quality, relevant and valuable information and stories to fans are as valuable as the music itself. Keywords storytelling, transmedia storytelling, digital storytelling, music industry, social media, cross-media Contents 1 Introduction 11 1.1 Hypotheses..........................................................................................................................13 1.2 Research goals and methodology.........................................................................................13 2 Literary review and case studies 15 2.1 MUSIC: Industry revolution from the late 1990s to 2000s....................................................16 2.1.1 Music 1.0 and retailing...............................................................................................16 2.1.2 The shift in revenue sources........................................................................................16 2.1.2 Binding the innovative distribution and promotion into the artwork: case NIN.............17 2.1.3 Major labels as gatekeepers: case Peter Gabriel..........................................................19 2.2 STORYTELLING: Definitions and appliance in interactive narratives.......................................21 2.2.1 Aristotle’s drama theory in interactive narratives.........................................................21 2.2.2 Music as a storytelling tool.........................................................................................22 2.2.3 Digital storytelling.......................................................................................................23 2.2.4 Transmedia storytelling...............................................................................................24 2.2.5 Cross media and other definitions...............................................................................24 2.3 MEDIA: Communication, interaction, tools and services.......................................................25 2.3.1 Personal or mass media?............................................................................................25 2.3.2 Channels and interaction............................................................................................28 2.3.3 Mediatizing stories: tools and services.........................................................................28 3 Benchmarking 37 3.1 Popular music, international................................................................................................38 3.1.1 Elvis, Beatles and Michael Jackson – From 1950s films to 1980s music videos.............38 3.1.2 The Monkees – the TV-made pop stars in the 1960s...................................................39 3.1.3 Spinal Tap – A story too good to be true....................................................................40 3.1.4. Anvil – Are you a believer?.........................................................................................40 3.1.5 Julia Nunes – Generation Y and superior social skills...................................................42 3.1.6 Arcade Fire – The Interactive video experiments..........................................................44 3.1.7 Lady Gaga – Total domination....................................................................................46 3.2 Popular music, Finnish.........................................................................................................46 3.2.1 CMX – Consistent interaction with the fans................................................................46 3.2.2 Mokoma and Stam1na – The story of an independent label........................................47 3.2.3 Lordi – Taking the storyworld seriously........................................................................49 3.2.4 Anssi Kela – From mainstream success to down-to-earth storytelling...........................51 3.3 Reality Shows on TV............................................................................................................52 3.3.1 Idols / Popstars...........................................................................................................52 3.3.2 Not Born To Rock – A reality show on Sub..................................................................54 3.3.3 Other musical genres..................................................................................................54 4 Getting involved: the 70-day experiment 57 4.1 The Project..........................................................................................................................58 4.1.1 The Goals, timetable and tools...................................................................................58 4.1.2 One man – many roles................................................................................................59 4.2 The Personal experiences.....................................................................................................59 4.2.1 Time management and the working environment.......................................................59 4.2.2 Combining the different roles.....................................................................................61 4.2.3 The Promotion and the communication......................................................................61 4.2.4 The Emotional side.....................................................................................................61 4.2.5 An Enriching community is crucial..............................................................................62 4.3 The Outcome......................................................................................................................63 4.3.1 The Releases...............................................................................................................63 4.3.2 Overall reception and the reactions.............................................................................63 4.3.3 The Learning experiences and the potential................................................................63 5 Strategies for storytelling 67 5.1 The Usual............................................................................................................................69 5.2 Distant diva.........................................................................................................................71 5.3 Epic opening.......................................................................................................................73 5.4 Multiple POVs campaign......................................................................................................75 5.5 Real-life story.......................................................................................................................77 5.6 Stream of releases...............................................................................................................79 5.7 Word-of-mouth...................................................................................................................81 5.8 Friending and feedback.......................................................................................................83 5.9 Fictional storyworld.............................................................................................................85 5.10 Transmedia story . .............................................................................................................87 5.11 Just publish.......................................................................................................................89 6 Findings and conclusions 91 References 94 List of figures and pictures Figure 1. Two-axes model illustrating the relationship between personal media and mass media (Lüders 2008)................................................................................................................................27 Figure 2. The communication channels and interaction in music industry (Hartikainen, 2011).........29 Figure 3. Story universe (Golick, 2010)..........................................................................................34 Figure 4. The Usual strategy.........................................................................................................68 Figure 5. Distant diva strategy......................................................................................................70 Figure 6. Epic opening.................................................................................................................72 Figure 7. Multiple POVs campaign................................................................................................74 Figure 8. Real-life story................................................................................................................76 Figure 9. Stream of releases.........................................................................................................78 Figure 10. Word-of-mouth...........................................................................................................80 Figure 11. Friending and feedback................................................................................................82 Figure 12. Fictional storyworld.................................................................................................... 84 Figure 13. Transmedia story.........................................................................................................86 Figure 14. Just publish.................................................................................................................88 Picture 1. Anvil! The Story of Anvil (2008) movie poster................................................................41 Picture 2. Julia Nunes . ................................................................................................................43 Picture 3. Arcade Fire...................................................................................................................45 Picture 4. Stam1na...................................................................................................................... 48 Picture 5. Lordi in 2011................................................................................................................50 Picture 6. Pastori..........................................................................................................................60 Medieval illustrations on pages 10, 14, 36, 56, 66 and 91 are all from material printed prior to 1923 and are in the public domain, retrieved from karenswhimsy.com. 1 Introduction T he significance of a physical product in the form of a compact disc or such has decreased significantly in the music industry during recent years. Live performances and merchandise have become more and more important sources of income to many musicians (Young & Collins, 2010). The revolution in retailing has affected the power relations between the actors in the music industry, giving the audience and individual artists the possibility to gain more power. For a consumer, more music is available easier and cheaper than ever; for an artist, it is possible to distribute music worldwide without an expensive retailing network. At the same time, easy availability has changed the monetary value of an individual recorded album to vary from everything between a free download to an expensive collector’s edition. This has led to the question: what exactly are musicians selling these days? If music can become almost free, there have to be other ways for an artist to monetize their work. Listening to music is only one way to ”consume” an artist – videos, documentaries, news and various social media services are important to fans as well. The audience usually wants to know more about the whole process of making the songs and being a musician. 12 I suggest that, to stand out from the huge selection of musicians, artists have to be able to tell meaningful stories to reach a loyal and lasting relationship with their audience. In addition, artists have to be available more and more frequently to the fans. A strategy wherein musicians remain distant – providing only major album releases, tours and limited communication via regular interviews or such – has proven to be challenging nowadays. This strategy can still be chosen, but artists have to be aware of the choice and its pitfalls. Controlling and planning an artist story can provide many more possibilities for the audience to interact and participate in the story. When the audience gets to know a bit more about the personality of a musician, it is easier to sense the nuances and the purpose of the music. The interactive element of music has been forgotten in some occasions, although it is present very strongly in some live performances. Both major record companies and indie musicians should pay attention to this shift from a retailing and brandoriented era to the content era, where high-quality, relevant and valuable information and stories to fans are as valuable as the music itself. 1.1 Hypotheses 1.2 Research goals and methodology The hypotheses for this research are the following: The goals of the research are described below. I. Music, interaction with fans via multiple channels, and meaningful stories form an entity which an artist represents. 1. To make a literary review: • Introduce new revenue sources in the music industry with case examples • Introduce contemporary storytelling techniques, tools and services • Discuss the nature of interaction in different media channels II. This entity can be popularized in various ways, selling music being only one approach. III. The use of digital and transmedia storytelling in artist promotion combined with high artistic standards helps gain a wider audience and expand the industry. 2. Benchmark the storytelling used by international and domestic music artists. 3. Get involved with storytelling through a 70day artist experiment. 4. Suggest strategies for the use of interaction and storytelling in artist promotion. The focus of the research is in new concepts and models for storytelling. The research does not focus on new revenue models. The research does not concentrate on concept albums, but on how stories are built around actual recordings. The paper is not a deep review or analysis of storytelling, but presents the elected inspirational storytelling examples on the subject. 13 2 Literary review and case studies I n this section, I conduct a short review of changes in the music business, with case examples of Nine Inch Nails and Peter Gabriel. Then I take a look at storytelling in interactive narratives and a few contemporary storytelling terms and definitions. Lastly in this chapter, I discuss personal and mass media and their different interactive dimensions, and present different storytelling tools and platforms. 2.1 MUSIC: Industry revolution from the late 1990s to 2000s 2.1.1 Music 1.0 and retailing 2.1.2 The shift in revenue sources The 20th-century recording industry was built on a model in which record labels identified, nurtured, and marketed musicians, providing them the resources to create and record their music and finding ways for them to distribute that music via radio and record stores. The model itself was successful until the digital revolution in distribution in the 1990s. An album recording can these days be done at a home studio for a lower price than ever before. The hardware and software costs have come down, although producing an album still requires professional skills even when done at a home studio. However, the music industry is much more than just the recording industry. Live performances, publishing, licensing, and merchandising are growing areas (Young & Collins, 2010). Traditionally, these have been seen as alternative revenue sources by record companies, but today the interest towards them has grown. The competition today contains events, promotion, merchandise or even marketing companies. Today, the same industry is apparently in crisis. The sales of physical products such as CDs have fallen dramatically (Adegoke & Dobbyn, 2009). The major record companies are losing ground as industry gatekeepers. When the music industry tried to hold back piratism with Digital Rights Management (DRM) software, consumers grew annoyed with copying restrictions, different file formats and the poor usability of legal download 16 stores (Ailamo, 2008). The idea of downloading digital copies of music has shifted to streaming services, in which consumers can access millions of songs anywhere, anytime (Cohen, 2010). Streaming services like Spotify (The Guardian, 2010) and Pandora (Yahoo.com, 2010) have gained wide popularity online. Not all songs are available via streaming services due to copyright issues, but they certainly provide a vast selection of music with great usability for consumers compared to digital downloads. During 2007, several famous artists came up with successful experiments in using alternative business models. Madonna was one of the first superstars to choose an all-in-one agreement with a tour company over a traditional record company. The agreement with Live Nation gave the company rights to all of Madonna’s music-related projects, such as albums, tours, merchandise, websites, DVDs, sponsorship, TV shows and films (BBC, 2007a). Radiohead released their album In Rainbows on their website and let the fans choose how much to pay (BBC, 2007b). According to the Seminal estimate, they made up to $10 million on album sales (Van Buskirk, 2007). At the time, the band was without a record company, so they made more money per sold download compared to a traditional record deal. As a third example, Prince gave away his album Planet Earth for as a free bundle with The Mail on Sunday newspaper. Afterwards, the artist sold out 21 concerts in London in just minutes (Mail Online, 2007). 2.1.2 Binding the innovative distribution and promotion into the artwork: case NIN Nine Inch Nails (NIN) frontman Trent Reznor is a pioneer in utilizing digital channels in the music world. The band has had a very active and different online strategy compared to the most major label artists. NIN was signed to Interscope Records (owned by Universal Music Group) from 1992 to 2007; after that, the band has released its new material independently. Already during their major label era, NIN had innovative ways to promote and distribute their music. The band realized early on that their fan base consisted of different segments and there were endless possibilities to get their fans involved and rewarded. Before the release of With Teeth (2005), NIN arranged listening parties throughout the U.S. and provided fans limited edition merchandise. The song Hand That Feeds was later given away for free as a multi-track version for remixing purposes (Ninremixes.com, 2010). NIN’s next albums have all been released as multi-track files and the band encourages people to spread the remixes and upload them to the dedicated remix site at ninremixes.com. The album Year Zero (2007) was released as a part project which included, among other things, a remix album and an alternative reality game (ARG). The game unfolded a fictional storyline by using media such as websites, pre-recorded phone messages, and murals. The start of the storyline included a website (iamtryingtobelieve.com among others), which was hinted at in new NIN tour t-shirts. The intentional leak of a USB flash drive found in a bathroom during a NIN concert in Lisbon featured a track called My Violent Heart and gained wide media coverage. Later, more USB drives were found during the tour in different cities, featuring new songs and leads to websites. It is important to understand that the ARG game was not just about promoting the upcoming album. 17 As Trent Reznor stated in 2007: The term “marketing” sure is a frustrating one for me at the moment. What you are now starting to experience IS “year zero”. It’s not some kind of gimmick to get you to buy a record - it IS the art form... and we’re just getting started. Hope you enjoy the ride.(Wener, 2007) Reznor has realised early on that the music is not the only product or artwork that he is providing to his fans. In fact, the music is often given away for free. The storytelling in the case of Year Zero can also be an art form – it goes beyond the term marketing. Reznor sees that the work of a music artist consists of a stream of releases rather than just album releases. Instead of having a discography of studio albums, NIN uses halo numbers (a system by which all official Nine Inch Nails releases are chronologically ordered) assigned to pieces (NinWiki, 2010). These include studio albums, singles/EPs, remix albums and live albums. The different versions (physical format, extra material e.g.) have also been well-documented within the halo numbers. Traditionally, record companies and artists (as well as some fans) have emphasized the significance of a full-length studio album as a release. 18 The NIN studio albums have also had different pricing options like Radiohead albums, as mentioned before. The 36-track instrumental album Ghosts (2008) was available in five different packages, the price varying from a free download of the first nine tracks to a $300 deluxe edition with all tracks on vinyls and audio CDs, a data DVD with multitrack session files, Blu-ray stereo mixes, and three hard-cover books signed by Trent Reznor. Since NIN is operating without a major label company, they can fully decide how to release their material. This is a very classic example of segmentation of the customer base. The cheapest options attract many people, who may not buy the album but help to spread the word about the newly released music. The most expensive option, the $300 package, attracts devoted fans and collectors – the strictly limited edition (2500 pieces) was sold out soon after it was announced. The ultra-deluxe edition alone generated a cash flow of $750 000. Since a record company was not involved in the release procedure, the band could also decide how to share the revenues after costs. The Slip (2008) was released in the same year after Ghosts. To reward their fans, NIN gave out a high-quality lossless version of the album for free download through nin.com. Later the album was released in physical form, limited to 250,000 CD/ DVDs worldwide. In 2010, Reznor and Atticus Ross composed the score for the movie The Social Network by David Fincher. The first five tracks of the soundtrack were given away for free download. NIN seems to have the ability to both apply traditional marketing theories to its fan base and at simultaneously surprise the audience with new ways of releasing music and artwork. As a whole, this forms an interesting alliance of storytelling and marketing. The real life artist interacts with the fans as Trent Reznor, the album story concepts have a life of their own in both the virtual and physical world, and the groundbreaking digital distribution combined with a twist of hype guarantees great albums sales. 2.1.3 Major labels as gatekeepers: case Peter Gabriel The revolution in music retailing has provided a way to bypass the traditional gatekeepers of music industry, such as record companies. There is no need to wait for the decision-making process of the major labels. In fact, major labels are now signing shorter contracts and looking for artists with an existing fan base and active playing schedule. They see artists as investments and artist development with long contracts is seen as a risky project. Major labels may also wholly or partially acquire independent labels. Myspace has played a significant role in online music marketing, although its influence has decreased in recent years. Its social media capabilities have performed just mediocrely compared to competitors like Facebook and YouTube. Online coverage and promotion does not yet guarantee sales for bands. It still difficult to monetize online success in the form of song downloads or record sales. Online presence can be seen as a digital business card to attract potential collaborators and record labels and make networking easier (Young & Collins, 2010). Building these relationships may take time and plenty of devotion. There is and always will be well-documented and inspiring success stories like the case of Arctic Monkeys (Dockrill, 2006) when it comes to the benefits of social media services, but the usually a wide online presence is the result of hard work. Musician Peter Gabriel and Charles Grimsdale founded On Demand Distribution (OD2) in 1999. Its technology was used in numerous online music stores around Europe. OD2 provided the digital backend for online stores and was later sold to U.S. based company Loudeye for $38.6 million. In a CNN interview, Peter Gabriel stated (“CNN.com – Peter Gabriel on the digital revolution,” 2004): I think it’s very important for artists to get involved in the distribution. A new world is being created – one is dying – and if artists don’t get involved, they’re going to get screwed, like they usually do. My father pioneered this sort of digital content 19 of electronic content in the 70s with a thing called “Dial-a-Program” and that was trying to provide entertainment-ondemand, education [and] all sorts of things that are now part of our everyday lives. And so I’d grown up with the idea that everything should be available on tap to everybody, so that was an interest for me. About the role of the record companies he said: Well you see, I think that a lot of artists aren’t very good when it comes to marketing or accounts or doing a lot of the jobs that record companies do, so we’re going to want somebody to do that. And probably the people we will look to do it are probably those who have the experience. But what I fundamentally believe is that the relationship should be a partnership. It shouldn’t be “we own you therefore we do what we want with your work”. When asked about the future of music industry he continued: The future should be [that] you can get anything, anytime, from wherever you are, anywhere, and whoever you are, whatever country, whatever language you speak. And then the question that is fundamental to me that follows that as day follows night, 20 is how do I actually filter the stuff, how do I really get to the stuff that means something to me? In Gabriel’s opinion, many musicians still need support for activities like marketing, promotion and accounting. However, the new digital era gives more options to musicians: power can be shared and not just given away to record companies because they have traditionally had access to and knowledge of the distribution channels. Musicians can become retailers and do it all, but that is just one available option. When asked about musicians as retailers, Peter Gabriel pointed out: For the groups that I love, I would love to hear the whole creative process – not just a piece of product that someone in a record company has decided is the only thing I should hear. I want to hear them scratching away trying to write the songs, failing to get the mixes and arrangements right, doing things in different ways, hearing different live versions, acoustic versions – whatever it is. That whole process should be something that is available, where artists are comfortable opening it up to the public. He suggests that the creative process could be opened more. This is a clear suggestion for artists to add more storytelling to their releases. It is valuable and interesting for fans to get to know musicians and the creative process behind the final releases. The purpose of being an artist is not just to deliver the final official release of the song, but to interact with the fans – show them the way of life and creation process that is closely related to the music releases. The way of life and the story can become an art form in and of itself – of course, this point of view demands a lot from the artist and may greatly affect his privacy. The world has become more open, and information is easier and faster to obtain. The artists should see this development and adjust to it. 2.2 STORYTELLING: Definitions and appliance in interactive narratives Storytelling is one of the oldest art forms in the world – the first conscious form of literary communication (Shedlock, 1915). Even before writing was invented, oral storytelling was used to teach and entertain people. Stories are everywhere in our societies and culture: they can be found in books, movies, paintings, urban legends or news. Storytelling can be applied to almost anything, for professional purposes or just for everyday life. 2.2.1 Aristotle’s drama theory in interactive narratives Aristotle’s Poetics (Else, 1967) is one of the earliest surviving books of dramatic theory. In Poetics, Aristotle specifies the six key elements of drama (Kincaid, 2002). He lists them as: 1) mythos (plot), 2) ethos (character), 3) dianoia (thought or ideas), 4) lexis (verbal expression), 5) melos (music or songs) and 6) opsis (spectacle). Plot is the most important feature of tragedy. Aristotle defines plot as arrangement of the incidents, not necessarily the story itself, but the way the cause-and-effect chain is presented to the audience. Aristotle’s theories have been discussed widely in a screenwriting context over the years. His work has also been discussed within interactive narrative formats. Brenda Laurel was one of the first to research the potential use of computer technology in drama and creative work in Computers as Theater (Laurel, 1991). She uses the analogy of users being like audience members in theatre who can march up onto the stage and become various characters. But they are not audience members after the action: they become actors. She also writes: Designing human-computer experience isn’t about building a better desktop. It’s about creating imaginary worlds that have a special relationship to reality – worlds in which we can extent amplify, and enrich our capabilities to think, feel, and act. Game designers do not simply tell stories; they design worlds and sculpt spaces. A prehistory of video and computer games might take us through 21 the evolution of paper mazes or board games, both preoccupied with the design of spaces, even where they also provided some narrative context (Jenkins, 2003a). Spaces come before narratives in the history of game design. Spaces and storytelling have been connected in some amusement parks as well: Also, the most compelling amusement park attractions build upon stories or genre traditions already well known to visitors, allowing them to enter physically into spaces they have visited many times before in their fantasies. These attractions may either remediate a pre-existing story (Back to the Future) or draw upon a broadly shared genre tradition (Disney’s Haunted Mansion) ( Jenkins, 2003a). One of the most common ways to tell a story in a computer game is to creatively manipulate environmental details in an already familiar story. Jenkins also introduces the term micronarrative – small bits in the whole game that make a story. According to Kallay, these are the closest to structured narrative in interactive narratives, such as games. So within a micronarrative ‘mini-cathartic moments’ can be found, as releases of the prospect-based emotions when a mini-goal has been achieved and obstacles overcome (Kallay, 2010). 22 Kallay suggests that Aristotelean dramaturgy could be examined without any hierarchical conditions attached, since interactive stories can have multiple non-hierarchical entry and exit points. Also, she argues that interactive narratives provide new dramatic configurations which have only little resemblance to Aristotelean categories, such as enactment, spacial plotting, setting as affordance, setting as narrative architecture, and micronarrative. She further suggests that some kind of interactive poetics is the next step in the normatization of interactive narratives. 2.2.2 Music as a storytelling tool Music has a long history of being paired with language for narrative effects (sung poetry, “texted” music, opera, sound tracks of film and computer games), but it may seem paradoxical to even mention the possibility of telling stories through pure sounds (Ryan, 2010). The ability to imitate thoughts and words through pure sounds is limited. Classical music composers have applied narrative programs to their music and given hints with the titles to their listeners to instruct where and what to look for. One point of view is to divide music to mimetic and diegetic modes. But music is fundamentally different, not diegetic but mimetic; like any form of theater, any temporal art, it traps the listener in present experience and the beat of passing time, from which he cannot escape. Mimetic genres perform the story, in the present tense. They cannot disarm the story, or comfort us, by insisting upon its pastness (Abbate, 1989). Music fills a diegetic function when it is used in films or musicals to complement the story; in mimetic mode, it stands by itself as a narrative. Also ballads are mimetic; they are dramatic conversations or monologues that act out the story (Abbate, 1989). Even when music instructs the listener to associate the composition with a certain story, every listener fills in the general pattern in a highly personal way (Nattiez, 1990), and many listeners will appreciate the composition without giving any thought to a narrative interpretation. This would be unthinkable with a language-based story (Ryan, 2010). Instrumental music can express emotions, but it cannot tell specific stories. Even characters can be assigned to individual instruments, but it is much harder to convey individual characters’ actions instrumentally. Lyrical music, on the other hand, has been used for storytelling for hundreds of years, from early troubadours to modern days. 2.2.3 Digital storytelling Digital storytelling refers to storytelling with the use of various digital tools. The term is often mentioned in educational research and does not only cover large-scale projects; it can be also applied to small-scale media formats (Lundby, 2008). An example of a digital story can be a few-minute-long video created by a group of people in a workshop. These days, no workshop is required to produce a digital story, since tools for producing a short story are easily available, affordable and easy to use. The roots of the “short narrated films” side of the term comes from Dana Atchley’s pioneering work at the Center for Digital Storytelling, where he arranged workshops to explore the possibilities of personal narratives with the use of digital tools (CDS, 2010). He used digital tools to make traditional storytelling richer. The stories were often told in a fixed location and were carefully shaped, although that may have been only because of the limited broadband bandwidth compared to today’s data transfer rates. The term storytelling implies also sharing the story, not just shaping it. A popular approach to practice digital storytelling is to make a self-representational story and post it to a social networking site like YouTube or Vimeo. These can also be seen as personal media practices – a whole range of personal stories are being told in public form using digital media resources right now (Lundby, 2008). Digital storytelling is more and more widely practiced by amateurs and great potential can be seen as a democratic activity as well. 23 2.2.4 Transmedia storytelling Henry Jenkins first introduced transmedia storytelling in the January 2003 issue of MIT Technology Review (Jenkins, 2003b). In transmedia storytelling, the storytelling components exist not in isolation, but in a complex web of interconnectedness. The reference points are built to direct audiences within the system. The components can include such things as TV show chapters, video game chapters and websites. Henry Jenkins describes transmedia storytelling as storytelling across multiple forms of media, with each element making distinctive contributions to a fan’s understanding of the story world (Jenkins 2006). Transmedia storytelling is not just the same story told in different media; the different media contribute to the construction of the narrative world (Scolari, 2009). Moving between different modes is nothing new, as even oral storytelling may apply multiple modes, such as tale, ballad, melody and text (Ortutay, 1959). According to Jenkins, a good example of transmedia storytelling is the The Matrix (1999– 2003), created by the Wachowski brothers. The famous movie trilogy told the main story, but additional media components developed the story further. In transmedia storytelling, it is common that the different media types emphasize different characters and points of view. The main character in the film may not be in the spotlight in the video 24 game. At the same time, they provided additional entry points into the narrative world: some may have picked it up from the video game or comics instead of the film. Each component could still be enjoyable as a separate experience. Another example of a successful transmedia story is the advertising campaign of The Dark Knight (2008). The campaign started with a placeholder movie site by Warner Bros, followed by a series of viral Gotham City-related mini-sites, including a campaign site for Harvey Dent, one of the movie’s main characters. A few days after the campaign site was launched, comic shop owners started reporting about the appearance of Joker cards that were being strewn around their stores (Knight et al., 2005). As the campaign continued, it mixed fiction and online stories with real life and gave the hardcore fans the opportunity to experience and look for suspicious activity both online and in the real world, as if they were real Gotham City citizens. 2.2.5 Cross media and other definitions Other terms used in storytelling research are cross media (Bechmann, 2006), multiple platforms (JefferyPoulter, 2003), hybrid media (Boumans, 2004) and transmedial worlds (Klastrup & Tosca, 2004). The term cross media describes the communication of an overall story, production, or event using a coordinated combination of platforms (Bechmann, 2006). Platforms are defined as physical devices, such as TV sets, mobile phones, and radio receivers. The term itself is more process-related than transmedia storytelling and concentrates on the cooperation between different platforms. The degree of coordination between the platforms can vary significantly – the term itself does not demand such a complex web of interconnectedness as transmedia storytelling. Cross media can include cross promotion or cross media storylines. The majority of today’s big marketing launches can be considered cross media. For example, when the Finnish comedy show Ketonen & Myllyrinne was launched for the first time, the advertisements could be spotted on TV, on the Internet, at bus stops, and in various other places (Sub.fi, 2011). Cross media does not require different media types to point out different views or additional stories –rather, they are providing the same idea or story via multiple media channels. 2.3 MEDIA: Communication, interaction, tools and services 2.3.1 Personal or mass media? Before the digital era, it was possible to reach large audiences with mass media, which requires a lot of capital or political power. Media ownership has traditionally been in the hands of a proportionally small number of corporations and conglomerates. Today, mass media include at least: 1) publishing (books, magazines and newspapers), 2) recordings (cassettes, CDs, DVDs), 3) cinema, 4) broadcasting (radio and TV), 5) Internet (blogs, email, podcasts etc.), 6) mobile and 7) video games. It is problematic to conceptualise mass media and it is not essential to categorize it within this research. The digital era tends to loosen the boundaries between different media – TV can be watched from a mobile phone and blogs can be read on a TV screen. Today, it is possible for anybody to be a media owner and actor, instead of a passive user. Blogs, podcast series or videos can be produced with almost no cost. In theory, an individual can reach millions of people online with a marginal cost compared to traditional mass media like TV and radio. However, thousands of websites and blogs are started every day, so there is a lot of competition over visitors. According to Lüders (2008), personal media are distinguishable from mass media, if not always technically, then at least socially. It is more interesting to research the social impact and use of media than to take a technological point of view. The social code depends on the context in which a service is used. Before digitalization, it was easier to know who one was communicating with in terms of personal media. Now, the borderline between personal and mass media has changed, since many25 to-many communication is available for individuals and it can scale from dozens to millions of users. It is not always possible to control who or how many people will see the messages sent. Therefore it is also challenging to define where personal media becomes mass media. Users interpret all messages, whether mediated or face-to-face, via personal media or mass media, yet the interactional roles between the communicating parties differ according to the communicative environment (Luders, 2008). The audience also has different kinds of possibilities to send messages back and be heard, depending on the media. The social objects, the social code and the level of interaction are interesting points when it comes to personal or mass media. John Thompson (1995) defines three types of interaction: 1. Face-to-face interaction: it is present in space and time and has rich symbolic cues like gestures. 2. Mediated interaction: telephony, letters. It is separated in time and/or space and is dialogical. 3. Mediated quasi-interaction: typically messages produced to audience and delivered via mass media. This type of interaction is monological. 26 With the new communication tools, these categories are not clearly distinguishable. When a digital many-to-many communication platform gains large audiences, it is not possible to hear every comment. Rather than having three categories, it would be more useful to have a continuum between these categories. Lüders suggests a two-dimensional model to illustrate the relationship between personal media and mass media. She introduces the following terms: 1. Asymmetrical: there is a break between producers and the audience, not all the participants have equal power in the typically quasi-interactional relations. 2. Symmetrical: the participants have equal starting points to contribute and participate. Personal media has more of this kind of characteristics, even though they are increasingly used within different social systems. She combines these terms with Thompson’s definitions to create symmetrical mediated interaction and asymmetrical mediated quasi-interaction in the diagram below. Lüders does not discuss the depth of interaction in any great detail. Face-to-face interaction can also have a continuum; for example, when a speaker talks Institutional/professional content (Formal/professional interpersonal communication) MASS MEDIA Symmetrical, mediated interaction Asymmetrical, mediated quasi-interaction PERSONAL MEDIA (Alternative media) De-Institutional/de-professional content Figure 1. Two-axes model illustrating the relationship between personal media and mass media (Lüders 2008). to ten people, there is still face-to-face contact and plenty of interaction. When the speech is held to hundreds or thousands of people, it becomes oneto-many communication, although there is still interaction between the speaker and the audience. It may also be difficult to compare real-life and virtual interaction. The depth of interaction and the social objects between people have to be taken as key elements in this topic. It is important to take into account the different kinds of interaction and storytelling methods and to choose the right channels for each part of the story. 2.3.2 Channels and interaction It is preferable to use multiple channels in releasing and communication, not only to reach larger audience, but also to add a twist of exclusivity and interaction to a fan relationship. Obviously, it is easy to reach a lot of people with a traditional TV broadcast or audio CD, but the interaction between the artist and the audience does not exist within these contexts. Music is also about interaction, the audience reacting to they hear. This still works in small club gigs, but in larger venues it becomes more difficult for a single person to communicate with the artist. It is important to provide the fans with a sense of exclusivity and reward them for their interest. Social media services provide a good compromise for this, as the artist can choose when and with whom to 28 communicate. Of course, live gigs and meeting in person are superior ways for an artist to win more fans. However, these ways of interaction are limited with time and space, so it is good to keep the dialogue going on even between the main releases and live gigs. I have described different communication methods in figure 2. Messages to fans can be sent with objects (such as CDs or books) or objects that involve a facilitator influencing the content (e.g. newspapers) in a non-interactional manner. Interaction is present in events which are facilitated by someone (e.g. press conferences, discussion panels), social objects (e.g. telephony, emails), social objects with a facilitator (e.g. social networking sites), and direct interaction (e.g. conversation). The content, interactive nature, equality, and coverage vary between these communication methods. The interaction adds to the exclusive nature of the communication. Artists should note that a suitable mix of these methods is a good communication strategy, remembering the wide coverage of mass media and the exclusivity of direct communication. 2.3.3 Mediatizing stories: tools and services Online video The Internet provides many tools for storytelling. Online video viewing has grown remarkably during recent years both in Europe (ComScore, 2010) and CD Recording, book, downloads, merchandise OBJECT Easy to control, less interactivity Magazine, newspaper, TV program, film OBJECT & FACILITATOR Interactivity Press conference, concert, performance, flash mob, theater FACILITATOR Telephone, letter, chat, email, passing a note SOCIAL OBJECT Lecture, discussion panel, get-together FACILITATOR Discussion board, social networking, improvised interactive performance FACILITATOR & SOCIAL OBJECT Conversation, gestures, touching = Sender = Receiver Hard to control, more interactivity Figure 2. The communication channels and interaction in music industry (Hartikainen, 2011). in the U.S. (Social Times, 2010). The trends in the U.S. are moving towards longer videos: users are watching less videos, but for a longer time. Because of digitalization, almost any content can be represented with a computer on the web – and, for the most part, also via mobile devices. From the storytelling point-of-view, the challenge is to get the viewers to focus on the storyline. Users’ control and the massive amount of content available leads easily to distraction and lack of focus (Richtel, 2010). online, especially when the shock value packs up. Kanye West released a 35-minute long music video Runaway to support his newest album – the video itself included almost all the songs on the album (Stebner, 2010). This uncommon format added to the excitement around the video and helped build the story around the artist and the album. It also instantly triggered wide analysis, both from critics and fans. The essential thing online is to do the unexpected and utilize the circulating stories and discussions. The Internet is the optimal medium for providing a short news flash, but the possibility of switching tasks on the fly makes it difficult to build up a story with traditional storytelling methods. People rarely read web content word-by-word, but rather skim it for facts (Nielsen, 2007). Online video has provided a reasonable option for telling a short story: a few-minute-long video is a format which users are used to. Uploading and sharing videos is made easy by websites like YouTube and Vimeo. It is also easier to distribute restricted videos on the Internet and still get wide audiences compared to TV broadcasting. Short documentary-like video clips are a good way to provide interesting content for fans. Especially if the artist is in public with his real name and character, it is relatively easy to produce making-of stories with video diaries. Opening up the creative process behind the composing and production process can be interesting for fans. Unfortunately, many of the clips seen online are not very informative about the process: they are either humor videos or just status updates of studio work or touring. Rammstein’s x-rated video Pussy gained a lot of publicity online, even though it was censored in mainstream TV channels and online video services (Oz, 2009). Bands do not have to worry about videos getting banned for explicit lyrics or the wrong format: they will eventually circulate 30 Direct interaction with the audience Online tools have made it possible for artists to interact directly with their fans. Active fans can be rewarded with small compliments to uplift their social status, or artists can just give out products for free. The web services act as gatekeepers, so an artist representative is not necessary to guarantee privacy, even when the artist is known worldwide. This kind of interaction can be considered one-to-many or many-to-many communication, depending on the context, as described in the previous chapter. Online gatherings can act as complements for live events and concerts, and are not tied to a certain geographical location. Face-to-face interaction is still a very powerful way to interact compared to online presence; this is sometimes forgotten with the increasing number of digital tools. A very good example of a successful PR event is Finnish metal band Kotiteollisuus’ guest appearance on an MTV3 night chat program. The members of the then-relatively unknown band were seemingly drunk, but highly entertaining while answering the SMS messages from viewers. The best bits were published on their DVD a few years later in 2005 (“Kotiteollisuus - DVD,” 2011). Games Many transmedia stories have included games to support the main story, but large audiences have had difficulties finding them. Gamers are also very critical about games, and they are expensive to produce. Simple contests or quizzes can act as a fairly good replacement for games; another option is the branding of existing games. Nine Inch Nails released their version of a popular Tap Tap Revenge iPhone game, containing tracks from two of their albums (Bosso, 2008). The popular video games Guitar Hero and Rock Band have seen many versions made for rock icons like Metallica, Aerosmith and Beatles. Since video games are expensive to produce, already-popular bands are more likely to take advantage of them than new bands. Since the 1990s, the soundtracks of video and PC games have included also new rising. The Residents’ Bad Day on the Midway CD-ROM game had a full soundtrack from the Residents in 1996 (“Residents Have A Bad Day,” 2011). Photo services There are numerous photo services available on the Internet, with easy uploading and sharing possibilities. The advantage of photography is in its fast updating via mobile devices. The most popular photo sharing site today is Facebook, although this is just one of the functionalities it has (Smith, 2011). Superior interaction tools make it attractive for bands to share photos via the fan profiles. The interesting new-comers in the photo-sharing service world from a storytelling point of view are mobile apps Instagram and Hipstamatic, which provide easy photo manipulation for vintagelike atmospheric results and easy sharing and commenting options (Bookwalter, 2010). Comics Sometimes a combination of photos and text can be a good choice for storytelling. Comics are a good way to represent short stories in an interesting way. Creating comics demands skills and some planning, though. As an example from the corporate world, when Google decided to release their browser 31 Chrome, they decided to tell about it with a comic 40-page comic (McCloud, 2008). The choice was unexpected and generated a lot of buzz around the release. Also the band Stam1na used comic series in storytelling when releasing their album Viimeinen Atlantis. Music streaming, podcasts and live video Music streaming services can be used as a channel to promote and listen to music. There are thousands of Internet radios available for free listening. Lately, the trend has shifted to on-demand streaming services, based on a monthly-based fee (Spotify), or Internet radios based on recommendations (Pandora and Last.fm). Rather than using the services for storytelling, the artists provide their main product, music, via these channels. Some artists have arranged live performances for online viewers and listeners; for example, Finnish band CMX played live for 18 000 viewers already in 1996 (“CMX – Biografia,” 2010). Live events and get-togethers Live events do not necessarily have to be only concerts or other musical performances. For example, self-organized flash mobs have gained a lot of attention in recent years. Internet and social media tools make social experiments very easy to implement. The possibilities for flash mob-like social experiments are endless, especially if a band has loyal fan base. 32 Books, leaflets The cost of publishing printed materials is higher than online publishing, but they may forge a stronger relation with their owners. Books provide a good way to make an artist’s story deeper. The reader is more likely to be committed – to pay attention longer – to a book when compared to the taskswitching nature of online content consumption. Blogs, microblogs and guestbooks Writing a blog is an easy way to keep the fans updated on an artist’s actions. Microblogs have increased in popularity among artists and celebrities, because there is no commitment to answer to all responses, which can easily become a burden, even on a blog. Finnish music artist Anssi Kela is a frequent blogger on his web site anssikela.com. In addition to his down-to-earth stories from artist life, he has actively taken part in the music industry and artist rights discussion. In addition to competitions, polls and discussion, his latest experiment includes collaborate composition, where a Garageband file is passed from one musician to another to make a brand new song. Mashup services There are numerous social media services, all of which usually create their own feed of information. Mashup services combine and collect the information feeds in one place, which makes it easier to follow the whole story. Storify (www. storify.com) is an example of this kind of service: it provides a way to tell stories using social media such as microblog entries, photos and videos. The whole story can be embedded on an external website as well. Storyworld A storyworld must be expressed on at least three platforms. There can, of course, be many more, but three is the minimum (Golick, 2010). Figure 3 derscribes different services and platforms of a storyworld. A famous example of a classic storyworld is Star Wars (Lucasfilm, 2011). The six full-lenght movies tell the main story, which form the basis for the storyworld. Today, it contains everything between cartoon, video games and toys. 33 Movie Download TV series Novel Flash Mob Get-togethers Video games Flickr History of the storyverse Blogs Facebook Twitter MAIN STORY/ ADVENTURE Mobile phones Future of the storyverse Podcasts Music DVDs Story of minor character Live events STORY UNIVERSE True stories Tablet Social games Website Fan assets: video, photos, mp3 Myths Concerts YouTube Backstage & making of Comics User generated content / fan fiction Merchandise CDs Webisodes Toys Graphic novels Theater Figure 3. Story universe (Golick, 2010) Radio Documentary 35 3 Benchmarking I n this section, I outline relevant industry examples of successful storytelling starting from 1950s. 3.1 Popular music, international 3.1.1 Elvis, Beatles and Michael Jackson – From 1950s films to 1980s music videos Storytelling has been used in popular music far before the Internet was born. Elvis Presley was both an actor and a recording artist and starred in numerous feature films as a fictional character, usually playing a musician in the films as well. The films helped soundtracks peak music charts. Though the stories in the Elvis movies were not too deep and Presley’s musical talent and charisma clearly would have lifted him even without the movies. The first movies Presley made, including Jailhouse Rock (1957) and King Creole (1958), are considered his best, and they certainly helped build his fame in the early phase of his career, even though he was already popular before his acting career (Nyholm, 2007). The Beatles starred in five feature films during their career. The first one, Hard Day’s Night (1964), was a loosely scripted comic farce where they played themselves. The story was fictional, but based on the Beatles fame, Beatlemania. All five films they made had the same names as their associated soundtracks (Neaverson, 2008).The films supported the album 38 sales, but also stood by themselves. These Beatleslike films can be seen as origins for music videos, which went mainstream in the late 1970s and early 1980s. Promotional clips grew in importance during the 1960s, and the format transformed from full-length movies to shorter clips. Music videos can be characterized by three broad typologies (Frith, 1988): 1. Performance: the recording and playing the music is the most significant element in the video. 2. Narrative: for example, a love story told in linear way. 3. Conceptual: metaphors or abstract images to create a certain mood At first, the videos were usually performance-based. As the genre grew more mature, the narrative formats evolved. A typical example of a modernday music video would include both a narrated love story and cuts to an artist performing or recording the song. Michael Jackson’s 14-minute mini-movie Thriller (1984) was a landmark which pushed both the quality of production and storytelling of music videos. The Making of Michael Jackson’s Thriller sold over 350,000 copies in just a few months, so the video itself generated sales (“Late Michael Jackson,” 2009). Merchandise like Thriller dolls also appeared in stores, which was new at that time. The creatures seen on the videos were also present in many live concerts later on. However, the storyline remained the same and did not evolve much from the original story in other media. It has inspired a lot of fans to do their own versions of the Thriller dance, including wedding dances and flash mobs, just to name a few. 3.1.2 The Monkees – the TV-made pop stars in the 1960s The evidence of the power of storytelling was proven in cases where the story came first and the fictional band’s music became popular later. The Monkees TV Show premiered on NBC in September 1966 as a comedy show about four goofy rock musicians (Monkees.net, 2007). It was created a few years after the first Beatles movie and clearly drew inspiration from it with Beatles-like but goofier characters. All four actors had musical background and they used their real names for the characters. An album, The Monkees, was released to promote the TV show. At first, the members provided only vocals for the recordings, but later on they rehearsed the music and played a live tour because of the huge demand. The live performances went better than expected, and the band was welcomed by fans everywhere it toured. The band members started to fight for their rights to get more involved with the recording process and play the instruments also on recordings, but they were left out and the second album, More of The Monkees, was released without their knowledge. After a rivalry with manager Don Kirshner, The Monkees finally succeeded in getting the rights to record on their own. They eventually went and released their third album Headquarters in 1967 – the record peaked the charts again. The TV show was cancelled in February 1968, but The Monkees still continued to release albums. A The Monkees comic was also published from 1967 to 1969. The band split up in 1970, with just two of the members remaining. They played successful reunion shows during the 1980s and 1990s. Quick-cut visuals, non-linear storytelling and breaking the “fourth wall” by talking to the viewers were some of the elements of The Monkees storytelling. The Monkees was targeted at younger audiences and some see them as childhood memories, others as the first corporation-created pop stars. The TV show was a great way to build the individual band member’s personae, build the story and promote the albums. The TV series can be seen as an ancestor of modern reality shows and today’s manufactured pop idols. To their defense, The Monkees improved their songwriting and instrument playing skills and recorded their own music later on. They have also inspired many artists decades after the show aired. 39 3.1.3 Spinal Tap – A story too good to be true Spinal Tap is another example of how a good story can make music popular, even though the band itself is not even real. This fictional band first appeared on an ABC TV comedy pilot called The T.V. Show in 1979 (“The T.V. Show - IMDB,” 1979). The band became the subject of a fictional documentary film c called This is Spinal Tap in 1984 (“Spinal Tap – IMDB,” 2011). Unlike in The Monkees, all Spinal Tap members had fictional names and personae in the film. A soundtrack with the same name was released along the film. The band members were capable of playing their own instruments from the start. Spinal Tap had a detailed fictional history, including discography, related promotional material and former members. The fans also participated in assembling details about the band’s story. Director Rob Reiner struck gold with his idea of directing a pseudo-documentary about a rock band. Spinal Tap has been referred numerous times in popular culture and they have made guest appearances in TV shows like Saturday Night Live and The Simpsons (“Simpsons – IMDB,” 1992). They released a new album Break Like a Wind in 1992 and it reached chart position 61 in the U.S (Billboard, 2011). The same year, Spinal Tap also played the song Majesty of Rock in the Freddie Mercury Tribute Concert at Wembley Stadium for a 72,000-strong 40 audience. In 2009, the band was “reunited” again and released the album Back from the Dead, which consisted mostly of re-recorded songs of the original This is Spinal Tap movie (Billboard, 2011). Unlike The Monkees, Spinal Tap did not evolve into an independent music project. Although both bands had humor in their stories, Spinal Tap was considered just a joke. The Monkees song lyrics were not as goofy as the characters in the TV series, whereas Spinal Tap was humor all the way, including elaborate stories of the band’s history and fictional deceased drummers. Also, the members of Spinal Tap had wigs and stage names, so they never really took off their masks as The Monkees did. 3.1.4. Anvil – Are you a believer? Anvil! The Story of Anvil (2008) by Steve Gervasi is a documentary about the Canadian heavy metal band Anvil (“Anvil! The Story of Anvil,” 2011). It has been compared to Spinal Tap, except for the fact that Anvil is a real band. Anvil has been together since the 1970s, but they never managed to get a major label contract. They even played at the same festivals with legendary bands like The Scorpions, Whitesnake and Bon Jovi a few times in the early 1980s, but never gained the same level of success. Despite this, the band never quit playing and kept recording albums. A HYMN TO THE HUMAN SPIRIT PLAYED LOUD IN POWER CHORDS “ James Rocchi, Cinematical .” OUTRAGEOUS . ’ “ THE YEAR S GREAT ROCK MOVIE.” Peter Maiden, Rolling Stone HILARIOUS “ AND ACHINGLY TOUCHING. CRITIC’S PICK.” Siran Babayan, LA Weekly A MASTERPIECE.” “ Mark Kermode, BBC SUPREMELY ENTERTAINING. “ AN INSPIRATIONAL FABLE FOR OUR TIMES.” Trevor Johnston, Time Out “ BROUGHT ME TO TEARS. A MOVING TRIBUTE TO TWO 50 -YEAR-OLD GUYS WHO WON’T GIVE UP THEIR DREAM.” Anthony Kaufman, indieWire.com LITTLE DEAN'S YARD AND AHIMSA FILMS PRESENT STEVE "LIPS" KUDLOW AND ROBB REINER "ANVIL! THE STORY OF ANVIL" CINEMATOGRAPHER CHRIS SOOS EDITORS JEFF RENFROE AND ANDREW DICKLER MUSIC SUPERVISOR DANA SANO SOUND MAT DENNIS EXECUTIVE PRODUCERS SACHA GERVASI AND CHRIS SOOS PRODUCED BY REBECCA YELDHAM DIRECTED BY SACHA GERVASI www.anvilmovie.com Picture 1. Anvil! The Story of Anvil (2008) movie poster. (© Metal on Metal Productions Inc.) The documentary was shot from 2005 onward and tells a story about a band’s struggles with poorly organized tours, bad management and rejections from record companies. After twelve studio albums, the band still decides to record their 13th studio album This Is Thirteen. The documentary received excellent reviews and was selected to many film festivals, including Sundance 2008 (“Anvil! The Story of Anvil | Sundance Institute,” 2008). The band also benefitted from the publicity and toured in Europe and in the U.S. To the listeners, Anvil’s music seemed to have more purpose after the whole story was told – never give up your dreams and believe in yourself. 3.1.5 Julia Nunes – Generation Y and superior social skills Julia Nunes, a singer and songwriter from Fairport (NY), started her career by uploading cover songs to YouTube in which she sang in harmonies and played the ukulele (“Julia Nunes Official Website,” 2011). Later, Nunes also started uploading her own songs, and and released her first album independently in 2007 through Junu Music. Most of Nunes’ YouTube videos show her playing and singing in front of a webcam, which makes the viewers almost feel that they are listening to a private concert. Many of the videos have quite a few spontaneous speeches and expressions, which makes them very positive and easily likeable. The 42 artist interacts extensively with the fans via her YouTube channel, Twitter and Facebook page. Unlike many other musicians, the comments sections online remain almost single-handedly positive, which is rare in mainstream services like YouTube. Born in 1989, Julia Nunes is a textbook example of her generation, capable of communicating spontaneously and naturally through multiple digital channels. She understands the importance of being honest and providing content frequently enough for online fans. Julia Nunes’ music video Binoculars (http://www. youtube.com/watch?v=ilG9rFEECKg) is compiled of fan videos where the fans sing the song in front of the webcam in a similar manner to the artist herself. This is a very good way to get devoted fans involved, crowdsource ideas and get some of the video material directly from the audience. The fans also get their reward, as they have the opportunity to perform on their favorite musician’s video. Julia Nunes is building up her story at low cost in creative ways, but she has also set up a store to distribute the music on her website at Junumusic. com. The web store also provides a range of merchandise: sunglasses, posters, clothes, buttons, guitar picks and DVDs. The down-to-earth image of Julia Nunes and the casual visual and text style almost makes the visitor want to support the artist and live the story with her on the way to success. Picture 2. Julia Nunes (© junumusic.com) While Julia Nunes clearly enjoys posting updates to social media services, she voluntarily gives away a bit of her privacy – this might be a trade-off which has to be made in the digital era in order to have success. Being available to fans more often by providing small chunks of information and entertainment keeps the fans interested at all times. Although Nunes clearly has good video editing skills, her videos are made spontaneously and keep the bar relatively low for publishing. Rather than concentrating on the technical quality of the sound and the film, Nunes uses digital storytelling to provide frequent updates with new material. She also has recorded and performed live songs with a full band, but that does not prevent her from continuing to make spontaneous ukulele videos and uploading them to YouTube. Nunes clearly is talented: she has a good singing voice, she has the ability to perform in a natural way in her videos, and she has talent for arranging familiar songs in an interesting, but simple way. Her story has a strong message: just start playing, don’t worry too much and have fun. 3.1.6 Arcade Fire – The Interactive video experiments Arcade Fire is an indie rock band based in Montreal, Quebec, Canada. In 2007, the band published an interactive music video Neon Bible online (www. 44 beonlineb.com). The viewer could interact with the character in the video by clicking the objects highlighted on the screen. The interaction does not add much depth to the story of the song; it is more of a demonstration of a new idea in a music video. In 2010, Arcade Fire published another interactive music video to promote their upcoming album The Suburbs at www.wildernessdowntown.com, featuring the song We Used To Wait. The video was directed by Chris Milk and it used the Google Chrome browser, HTML5 markup and geopersonalization to make the video take place in the viewer’s childhood neighborhood by using Google Maps. The music and the personalized location added to the story, and the video received wide recognition all over the world. Despite technical limitations including the Google Chrome browser and detailed maps not being available in all the locations, it very well demonstrated the possibilities of personalized experiences in music videos and storytelling. These kinds of formats are still relatively complex and expensive to produce, and the band clearly received wide PR coverage for being the first to use such techniques. In addition, the band’s concert at Madison Square Garden was broadcast live via YouTube in August 2010, the same month the new album and the interactive video were released. Picture 3. Arcade Fire (photo: © Anton Corbijn) 3.1.7 Lady Gaga – Total domination Lady Gaga rocketed to instant superstardom after her first hit single Just Dance, released in 2008. She soon grew into a world-wide phenomenon, famous for her pop songs and fashion statements. However, what separates her from the superstars of the past decades is that she is actively managing communication with the fans. The story of Lady Gaga does not have a beginning or an end; it is constantly being told in small bits by her communication team or by the fans in today’s social media fashion. Being the number one pop star on the planet gives Lady Gaga almost unlimited resources to create interesting content on a daily basis, but she has not forgotten the direct interaction with the fans via Twitter or her website. She is everywhere and has both fictional and nonfictional narratives. It is hard to place the story of Lady Gaga in any specific category. It is a phenomenon that also has much to do with image marketing rather than storytelling. The remarkable thing about Gaga is that she uses all the media channels together to shape her personal story, whether it is an iPhone application, YouTube video or television interview. 3.2 Popular music, Finnish Finnish popular music bands have smaller resources for promotion and PR activities compared to big 46 international names described in previous chapters. However, promotion and storytelling can be utilized with smaller budgets and PR personnel, especially if only domestic markets are targeted. 3.2.1 CMX – Consistent interaction with the fans CMX is a Finnish rock band with roots in hardcore punk, formed in 1985 in Tornio (“CMX – Biografia,” 2010). Although founded before the Internet era, the band quickly adopted direct communication with the fans when Internet came around. The band started its questions and Answers section on their website in 1995, and the format has remained the same for over fifteen years. The idea is very simple: fans send questions by email to the band and the band members post answers to the website. Rather than answering the original question, however, they nitpick spelling mistakes in the question or just simply mock the person who asked the question. The longevity of the section has provided a large mass of data of the band as a side product. In 2009, the band published a 644-page Encyclopedia Idiotica, which included the 28,000 questions and answers published on the site (“Johnny Kniga,” 2009). To have meaningful audience interaction and quality content online does not necessarily require complex online services or technology. A light-weight and usable site with consistent updates has helped CMX build a special relationship with fans long before the buzzword social media was launched. The band has also archived a wide selection of interviews, pictures and an extensive biography about the band’s phases and story. 3.2.2 Mokoma and Stam1na – The story of an independent label Sakara Records was founded in 2003 by the members of Finnish metal act Mokoma. Before the foundation of the record label, the band was signed to EMI, one of “the big four” companies in music industry. According to the band, they already had artistic freedom and were in control of most of their marketing at EMI, but the producing process and schedules were controlled by the company representatives (“Haastattelut: Mokoma,” 2003). Mokoma felt that the major label companies did not have much to give to the whole process, so the band decided to do everything themselves. Founded in 1996, the band already had long-time experience playing live concerts, but now both the newly released album and successful promotion and communication lifted its popularity to new heights. Mokoma quickly adopted a CMX-style Questions and Answers section on their website and gained fame as an energetic live band. After the success of the Mokoma albums Kurimus (2003) and Tämän Maailman Ruhtinaan Hovi (2004), Sakara Records decided to expand and signed a recording deal in 2004 with Stam1na, a metal band from Lemi, Finland; this was the label’s first band which did not have company owner in the lineup (“Stam1na.com - faq,” 2011). Stam1na was already an emerging name in the scene due to numerous demos and gigs, but the musical style, which was similar enough to Mokoma, guaranteed an exclusive introduction to the already existing audience via Sakara Records. Stam1na quickly adopted online services similar to Mokoma and started to create their humor-filled story in small bits by interacting with the fans. Stam1na has actively documented the phases of their early career. The frontman Antti Hyyrynen works for media production company Medialouhos besides his career in music, and has been interested in video and storytelling long before the band gained success. Stam1na released “K13V DVD” in 2009 to sum up their story up to that point (“Stam1na.com - K13V DVD,” 2009). The DVD tells the story all the way from 1996, when the band was just a bunch of teenagers playing metal and joking around. The storytelling is spontaneous and humorous – there is no intent to build a myth around the characters. The band believes that being real and avoiding censorship is the best way to make a strong effect on the audience. The fans respect the extensive material and the fact that frontman Hyyrynen has been a key person in the actual editing process. In 2010, Stam1na launched a theme site (www. 47 Picture 4. Stam1na (photo: © Marianne Heikkinen) viimeinenatlantis.fi) to promote their environmentaloriented concept album Viimeinen Atlantis (2010), which featured a ten-part comic with a competition in each strip. Facebook and Twitter were utilized to keep the audience alerted about the progression of the story. In contrast to the serious message of the album, the same themes are presented in a comical way in Stam1na’s music videos – the music video Pakkolasku features all five band members dressed in green spandex as environmental superhero apprentices. Lordi concept already in the early 1990s, long before the Eurovision victory and fame. The band is heavily inspired by Kiss; both bands have similarities in music and strong emphasis on costumes and the entertainment aspect of live shows. Lordi consists of five different fictitious monster characters named Mr. Lordi, Amen, OX, Otus and Awa. Every character has a background story which tells how they ended up in Mr. Lordi’s crew. The band members always wear masks in public and avoid appearing publicly as themselves. In each three media, the band uses a different storytelling style: serious and poetic on the album, marvel-like over-dramatic visual style in the comics and sketch humor on the music video. Also the point of view of the story changes in each medium: the album has multiple points of view, the comic is being told from the point of view of a businessman after a great natural disaster, and the video happens in an ordinary Finnish supermarket with the rather unusual superhero characters (http://www.youtube. com/watch?v=gjbDXZYR4Pc). The latest change in the line-up was made when former drummer Kita (Sampsa Astala) decided to pursue his own career publicly as himself, without his alter ego. According to the band, this was in direct conflict with the cornerstones of Lordi’s image (Lordi.fi, 2010). 3.2.3 Lordi – Taking the storyworld seriously The horror rock group Lordi was founded in 1996 by Tomi Putaansuu, the band’s singer and songwriter. The band is famous for its monster costumes and energetic live shows featuring pyrotechnics. Putaansuu started developing the In addition to the official band biography, Lordi has released comics and movies to tell the story further. The first comic Monster Magazine was released simultaneously with the hit single Would You Love a Monsterman? The origins of the Lordi creatures were told in comic book Alkuperä (2006). The surrealistic short movie The Kin was released in 2004 and told the story of a girl writing a book about monsters and supernatural phenomena. In February 2008, a full-length horror movie Dark Floors was released which featured all the band members. With an overall budget of €4,3 million, the scale and format of the production was unseen 49 Picture 5. Lordi in 2011 (© Lordi) 50 for a Finnish rock band. However, the reception of the movie was negative from both critics and the audience. Although the special effects were good, the story of the movie was weak in general. A good reminder that, although the idea maybe good, in the end success is all about the execution – and a good story, not just a story, as already Aristotle underlined. Also, the size of the production was vast. The movie does not just tell a story to support Lordi’s music; it stands on its own. 3.2.4 Anssi Kela – From mainstream success to down-to-earth storytelling Anssi Kela is a Finnish singer-songwriter and multi-instrumentalist. His first solo album Nummela (2001) became a huge hit, selling over 150,000 copies in Finland. Kela’s music is known for his stories, which develop during the song until a catharsis is reached in the last verse (e.g. Nummela, Puistossa). In many songs, the chorus acts as a lighter intermission or summary in the middle of the story. The structures of the songs are not relatively simple and easy to listen; the success lies in stories that ordinary people can relate to. After making the all-time 13th most selling album in Finland during times of declining CD sales, it is hard go any higher in Finland in terms of record sales. Although Kela’s latter records have had major radio airplay and have sold well compared to almost any Finnish artist, declining overall record sales have forced the artist to think about alternative revenue models. Anssi Kela held a series of concerts in 2010 to which the entrance fee was voluntary (Kela, 2010). The audience could also vote for songs they wanted to hear. The first gig of this kind took place at Tavastia in May 2010. Despite the wide coverage among the press and the exceptional atmosphere in the concert, it was not a financial success. The audience of approximately 350 people paid a total amount of 1860 euros and 65 cents for the gig, which means just over five euros per person. Some people were generous, which meant even more people did not pay anything or paid very little. The artist himself considered the gig a success, especially because of the good atmosphere. The social impact and media coverage helped Kela gain a lot of goodwill as an artist – and probably attracted some new fans as well. He also started to sell unpublished music via his website anssikela.com, which leaves him 78% of the earnings. However, the record company still owns the rights to his hit albums and songs. Kela does not build up an artist myth or fictitious character. He writes and appears publicly as himself. Kela has been active in social media as well; he regularly interacts with his fans via his site. He is an active blogger and also made a studio diary about the recording of his latest album 51 Aukio (2009). Instead of building up a consistent storyline, the studio diary and blog posts deal with everyday events and proceedings that the musician faces, fairly undramatically. The few scripted music-related comic videos that Kela has posted on YouTube have all been viewed over 100,000 times, compared to the few thousand views of a single studio diary entry. gold, peaked the Finnish chart, and will eventually reach the same figures than its predecessors. It a stellar proof of a loyal fan base supporting the band year after year: it has been built step by step, and does not go away overnight. Anssi Kela and Lordi have both had the biggest success possible in Finland in a very short period of time. Although they have both had long careers, they skyrocketed to the charts, Kela after his first solo album and Lordi after the Eurovision victory. Compared to CMX, Mokoma or Stam1na, their situation is different – while the first have built up their success step by step and gained a loyal and stable fan base, the latter have had major radio airplay or mainstream success with a lot of bandwagon fans. Lordi still has plenty of fans abroad due to the Eurovision fame and is not dependent on Finnish success, but Kela is seemingly trying to re-establish himself in Finland. 3.3.1 Idols / Popstars Metal fans are also considered to be loyal in general, which might make it easier for bands like Stam1na and Mokoma to maintain their success through difficult times in the industry. Eleven CMX albums after the release of Aura (1994) have all sold between 15,000 and 24,000 copies, except for a collection album Kaikki Hedelmät (2008) (IFPI, 2010). Also the newest album Iäti (2010) has sold 52 3.3 Reality Shows on TV Reality TV shows have used drama and storytelling successfully to bring up new artists. The Idols series is one of the most popular reality TV formats today. There are different stages in the show – it evolves as the story develops during the season. 1. Auditions are held in numerous cities around the country or region to lower the barrier for the contestants to participate. 2. The Theatre Round is where the best contestants from the auditions converge and start practicing and singing in groups. 3. The Semifinal Stage episodes are usually live television shows where SMS voting is introduced to the viewers, encouraging the audience to support their favorites. 4. The Final Stage shows are elaborate versions of the semifinals with a weekly theme that challenges the contestants to show talent in different musical genres. The hype continues until the Grand Finale. The staging of the TV show has several advantages from a storytelling point of view. The bad performances of the audition round provide excellent and unexpected comedy by wannabe idols lacking real talent. Many of these awful auditions have circulated on online video sites, getting millions of views all around the world. Since the auditions are only a few minutes long or under, it is easy to pick up the show – it does not require the viewers to follow from the very first episode. The Theatre Round requires the contestants the ability to learn new songs and choreographies quickly, withstand pressure and work in a team, providing plenty of drama. In this stage, it is clear that the competition is not just about singing: the contestants have to be able to give a good overall impression as well as demonstrating good work ethics. Before giving the voting power to the audience, the judges can be sure that the contestants who lack talent or have motivational problems or such are sent home. The introduction of the voting in the semifinal stage lets the viewers make the choices from this point on. In recent years, online campaigns have played a significant role in this popularity contest. The show has benefitted from both print and online media picking up stories about the show – the huge promotional efforts and wide media coverage make it almost impossible to avoid the stories. The pace gets even faster as the journey continues to the final rounds. The program that started as a light comedy show has first turned into a drama and then into a fierce campaign which brings to mind political rallies at their best – or even better. The show can be followed on many levels: hardcore fans consume a variety of media to get their daily fix, while not-so-fanatic viewers are satisfied with the weekly prime-time show. After months of building the hype, the catharsis is finally reached in the grande finale, and the modern myth of a hero reaching fame is completed. The format seems to be brilliant for its makers and it has showed longevity, being one of the most popular shows on TV in America and several other countries year after year. The voting mechanism and sponsorship deals provide an earning model for the producers, and the extensive publicity has helped struggling record companies find a new way to find new chart-topping artists. Yet there is a lot of criticism against the format. Being a singing and popularity contest at the same time, the format relies on the cooperative record company’s old hits during the show, on the compilation record and on tour. The longevity of the artist careers resulting from the Idol format 53 has varied a lot – the show is broadcast every year, and it is hard to compete with the new rising stars without the lift from the TV show and media coverage. The same kinds of stories are built in various other formats as well, including Popstars (Idols predecessor), X-Factor and Talent. In Talent, the contestants are not limited to musical performances, but many of the successful competitors have chosen to sing or play music. One of the most famous new stars was found in 2009 by Talent: the Scottish singer Susan Boyle, who was in her late forties at the time of the competition. Not being the most likely participant to success, she stunned everybody by singing a superb version of I Dreamed a Dream from the musical Les Misérables. As the story continued, her singing audition was shared with millions of people on the Internet – which led her to win the contest. 3.3.2 Not Born To Rock – A reality show on Sub Not Born to Rock was a reality TV show which aired on Sub during the winter of 2007 (Meriläinen, 2007). Five musicians with classical backgrounds took up the challenge and formed a rock band called Taltta in a ten-episode long show. Their mission was to compose a hit single, record it and play a live gig. In addition to their lack of experience in the rock music genre, they had to learn to play new 54 instruments: for example, the band’s drummer was a horn player. The band had extraordinary support during their few-month journey – a weekly TV show, a set of brand new instruments, photography sessions, mentors and studio sessions. It was a bit unclear what the target group of the show was. In spite of the good idea, many musicians would have liked to see the band members play their own instruments – it probably would have been more a interesting point of view to the everlasting rock music vs. classical music conversation. The producers tried to make the show appeal to everybody without going too much for musical jargon and ignoring the most important target group. As a result, the program did not get good ratings and was cancelled after one season. The band did record a single and played a few songs live in Wanajafestival, Hämeenlinna. The outcome was simple punk rock, just meeting the lowest musical standards. If the musicians had had the opportunity to play their own instruments in a different previously unknown genre, the result probably would have been much more interesting, in terms of both the story and the music. 3.3.3 Other musical genres The discussion concerning differences between popular music and western art music has been going on for eons. Classical music is widely seen as part of western canon, and therefore the governments of different countries support many orchestras with stable vacancies for musicians. In Finland, there is also higher education for jazz musicians, although there are no government subsidized jazz musician vacancies, except for teaching positions. In contrast, pop music is industry-driven and seeks ways to make profit for its producers and makers. Where top classical musicians have been able to fully concentrate on performing music, which usually is composed years ago by some master composer or other, pop artists have also had to figure out ways to make a living out their choice of career. It is not a surprise that the storytelling dimension of artists is not driven by classical musicians. An exception to the rule is opera, which of course has a full story included. There have been some examples who have built their own story and image and who have also mixed musical genres in a new way. Vanessa Mae (born in 1978) is a British violinist with a Thai father and a Chinese mother. She started her career at an early age and performed mostly classical music in a conservative style. At a later age, she became famous for her flashy music videos and pop-style albums, still playing violin or electric violin on them. Classical music relies strongly on tradition. Some critics feel that popular music and classical music should not be mixed and that classical music should always be played according to the original scores of the composer. Leaving the music alone, the promotion of the artists is still more developed in the pop music industry. Even some of the biggest stars in classical music do not have decent websites online, nor do they make any effort to shape their story or image. The information transfers to the audience through newspaper and magazine articles. Benjamin Zander, the music director of The Boston Philharmonic Orchestra, points out in a TED conference video that a good story and passion are important in classical music as well (TED.com, 2008). As a tremendous speaker, he gets the audience very excited about a Chopin piano piece by telling a fascinating story about the piece performed. After the story, he plays the piece again, with a quite different reaction following from the audience. Paul Potts, who formerly worked as a mobile phone salesman, succeeded in Britain’s Got Talent by singing opera. Suddenly, when a meaningful story was attached to the artist story, millions of new people showed interest in classical music. 55 4 Getting involved: the 70-day experiment P astori is a fictional person and my artistic alter ego. The character expresses himself with music and acting – the latter is mostly comedy. In this section, I take a look at a 70–day experiment I performed with the character in the summer of 2010. 4.1 The Project 2. To create an audience online with the help of social media 3. To document carefully the process of creative work and make a whole story about it The idea behind the 70-day project was to start living fully as Pastori would do. The passion that drives Pastori forward is music and comedy, although his previous experience with these art forms is obviously limited. Within the project, some of the current music industry issues were also discussed, finding new ideas and possibilities for music marketing and business models. The 70-day experiment started on June 30th, 2010 and lasted until September 7th, 2010. The experiment was limited to seventy days to create meaningful and comprehensive boundaries for the project and make it easier to follow. The relatively short period of time helped build a background story around the experiment, but made the timetable challenging for learning new skills. The progress of the project was documented online – the focus being on the making-of story, not necessarily the end products in the form of music or videos. At the same time, the project researched how to create buzz around a music project with the help of digital and social media. I blogged during the experience on my site www.thepastori.fi, which was connected to a Twitter account and a Facebook fan page. Tools that were used in the experiment included: 4.1.1 The Goals, timetable and tools The goals of the experiment were: 58 1. To create ready-made products, like songs and video clips 1. Software: Apple Logic Pro (recording and mixing), Adobe Premiere (video editing 2. Instruments: acoustic guitar (Takamine C-128), acoustic steel-string guitar (Ibanez AW90ECE-NT), electric guitar (Gibson SG) Standard, midi keyboard, electric piano 3. Equipment: iPhone, amplifiers, microphones, multi-effect for guitar (Tonelab Vox LE) 4.1.2 One man – many roles The project demanded very consistent documentation and deliverables. It also put myself and my work right into the spotlight and open for criticism. Because the theme of the project was to throw myself fully into the world of music, I took on many overlapping roles which are often separated in music industry. The roles were: 1. Composer (composing, arranging and writing lyrics) 2. Producer (operating home studio and recording the songs) 3. Instrument player (playing guitar and keyboards) 4. Performer (performing music live) 5. Observer and reporter (observing what is going on in the world of music, writing about the experience) It would have been easier to limit the role to just one or two of these. The various roles also demanded different states of mind and energy levels. Practicing and playing guitar alone could take several hours a day. Because practicing is largely based on repetition and routines, it was easy to start the day with that to get going. Composing and writing lyrics demanded both a high energy level and relaxed atmosphere. Practicing and composing were the hardest to combine. 4.2 The Personal experiences 4.2.1 Time management and the working environment As soon as I started the experiment, I realized that working in an inspiring and relaxed environment was essential for composing or creating anything new. Although I had dedicated my calendar to this project, it was very hard to refuse everyday requests coming from different directions. I started to believe that, at times, an artist or musician has to live in isolation or with understanding colleagues to make a connection with one’s inner self. It was hard to exchange thoughts with almost anybody at some point – it was very depressing and stressful at the same time. When the ideas came into my head, it was very important to develop them as soon as possible. The majority of recording and mixing was done sitting in front of a computer. I had to use software instruments on some of the tracks because I did not have all the instruments needed in the studio or musicians to play them. This part of the work was monotonic, time-consuming and not satisfying at all. In order to make a background to a song, I had to spend many hours to achieve only mediocre results. It would have been far more rewarding to 59 Picture 6. Pastori (photo: Teemu Korpilahti) have skilled musicians to play the drum and bass lines with better quality in shorter period of time. 4.2.2 Combining the different roles If composing is about searching one’s feelings and taking a distance to create a peaceful environment, performing live is quite the opposite. I always wondered why things are done in a certain order in the music business: a long tour after composing and recording an album. At least my states of mind during these two could not be more different. Performing requires confidence and energy, and it is also a very social occasion. For me, it was very hard to switch between these roles – it is far easier to do all the composing and recording first, and then move on to perform the music. Being an observer and reporter was not the hardest role to master, but it was constantly overlapping with the other roles. When one is trying to search feelings and come up with new songs, it is very hard to observe that at the same time. I did most of the writing in the end of the day, when I was very tired. The observing and reporting seemed to be the process that many musicians have first abandoned because of all the other roles, which are more often seen as constituting art. The reporting took time from playing and making music, although reporting was considered equally important in this project. 4.2.3 The Promotion and the communication Although the 70-day experiment was a public project, I did not advertise it on discussion forums or other blogs, nor did I set clear public goals like creating and recording a certain amount of songs during the experiment. I felt that the time boundary and making the project public already provided enough pressure. I did not clearly express to the audience whether the project had deeper inner meaning for myself or whether I was going to use the material created for other purposes (e.g. thesis), which probably confused the audience somewhat and made it harder for the audience to take part in the project in social media. The character I created was also slightly controversial, since it had a clear reference to religion (Pastori = ‘a pastor’ in Finnish). The boundaries of the project were also loose: “diving into the world of music” does not yet describe the different possible roles included. This was done to retain the freedom of expressing myself and to avoid too much pressure – it was both a pro and a con. The loose boundaries allowed me the possibility to change the story of the project slightly on the fly in the beginning, if necessary. 4.2.4 The Emotional side The biggest surprise from the beginning was the heavy emotional load that I felt during the project. 61 Creating something personal and revealing it to others was not easy, and I became very critical about my work. The biggest obstacle was singing, which turned out to be very difficult for me. Even though I had singing experience, the recording of the vocal tracks proved to be very challenging. In addition to the technical side, it demanded a lot of passion and attitude. These were hard to combine, especially because I had to concentrate on recording, playing and reporting at the same time. The emotional side of the project affected the frequency of the project reports and status updates, which made it more distant to its followers. 62 as I mentioned before, and suddenly the storytelling side of the project seemed to be not that important or interesting, since the music mattered the most. I can relate to musicians who think this way – maybe it would be wise to separate the storyteller from the musician, or at least have somebody to support the documentation and storytelling to keep it frequent and consistent. 4.2.5 An Enriching community is crucial Although it would have been even more interesting to write publicly about the emotional roller coaster I went through, I was not really prepared for that and decided to concentrate on the musical side of the project. The other significant shortcoming was the lack of some instruments. I had to make use of software instruments instead of real ones on some tracks, which was time-consuming and not very motivational. Software instruments are decent for demoing music for other musicians, but the musical style I used would clearly have needed instruments on nearly every track. I worked alone for the majority of the time, expect for a few exceptions. Erik Mashkilleyson helped me with lyrics and sang vocal tracks to some of the songs. He also encouraged me to publish material earlier in order to get feedback and information from the followers. I found that it would be very enriching to have a community where musicians or artists could exchange opinions and feelings and get feedback about their ideas. This applies to almost any field, whether work, art or science. This turned out to be an obstacle for me: it was hard to find or approach like-minded people to help with the project since I considered it so sensitive and personal. As the project went forwards, the music seemed to take room from reporting. I was forced to publish music before I was fully satisfied with it in order to have feedback and material for the followers and reporting purposes. The role switching was difficult, One of the best ways to tell people about the project was face-to-face interaction, but I became introverted and cautious about bringing up the subject since I felt my production did not yet meet high enough standards. The acting and the comical side of the story remained very minimal – working alone with the heavy emotional burden of composing took away the comical side of the project. 4.3 The Outcome 4.3.1 The Releases I composed three songs and compiled one music video during the experiment. Two of the songs were in English and one in Finnish. I did not set boundaries for the musical genre, but upon reflection, it could be labeled indie or folk rock. I also performed live once for a private audience at the end of the experiment. This was definitely one of the most rewarding experiences of the project. I realized that music is very much about interaction, and interaction is at its strongest in small performances. At the end of the project, my fan page had 130 members on Facebook and the MySpace profile had been listened to approximately 700 times. I reached these numbers just by blogging and tweeting during the experiment. 4.3.2 Overall reception and the reactions The reception of the project was curious and positive in general. The followers were a bit disappointed by the infrequent updates and slow releasing pace. I felt that this project was something the audience could relate to, since I did not have a professional background in music and I still had the courage to make the project public. In the latter part of the project, I heard some slightly negative comments about “not having a proper job”’ or “doing nothing”, although I financed the period without external funding. With the ongoing discussion of artists’ role in society and the funding of the culture sector, I can only imagine how much resistance professional musicians and artists get in everyday life, regardless of how they are funding their profession. I also found out that it is important to politely educate people about cultural projects; usually the reaction can change when people get more information about the facts concerning the project. 4.3.3 The Learning experiences and the potential Because I felt that the musical standards were not met well enough to publicly promote the project more aggressively, I was not able to use all of the hyping power of the Internet to boost up the amount of followers. I recommend that the artist telling a story should be confident about their musical vision and plans before beginning the storytelling; in addition, they have to have a very thick skin or a good track record to open up a project to public scrutiny from the beginning. I chose not to push the project to an anonymous audience, at least this time. 63 Although the story remained thin in the experiment, I still see a great deal of potential in the character and in the concept. I received lots of positive feedback and many people supported me for such a different and bold opening – for me it was also a great opportunity to learn by doing. I found out new things about myself and I got a glimpse what would it be like to be an artist or musician. The hardest part was not getting people interested or involved, but sacrificing my privacy, being honest about my feelings in order to be able to tell a good story, and making the releases. Although the story was not about promoting some commercial service or product as in today’s marketing world, it is challenging to get people engaged using only online channels. I found that face-to-face interaction, education, and encouraging people to become involved is crucial to gain more attention, online of offline. Being clear about one’s motivation and goals and communicating them to the audience is equally important. The mysterious approach can be favorable in the beginning, but it does not encourage people to become involved in the story if they do not know where the story is developing. It is also very favorable if the character and the story borrow elements from some more general themes. For example, there are many funny and quotable online newspaper articles about pastors and scandals, which build up the controversial 64 Pastori character in a suitable way. This is very good for creating fan fiction or contributing to the Pastori storyverse. To make an artist story successful, it is important to: • Plan the story carefully and make sure there are enough interesting releases and entry points • Communicate the goals and motivate the audience, especially in face-to-face interaction • Make the characters consistent and credible • Interact on different levels with the audience – online communication is not enough • Make it easy for the audience to contribute to and participate in the story • Get feedback and encourage and win the early adopters to your side The most important thing for me was to learn more from artist–producer–fan point-of-views in new media stories. This will surely help me to see the needs of different parties, when producing stories in future. 65 5 Strategies for storytelling The Usual strategy Example: numerous Myspace Facebook Music videos ARTIST Free downloads Photos How to coordinate it? Artist / Fan / Producer POV • No active communication or management ARTIST ++ Keeps the focus on music –– Forget about stardom • Message: listen to our music and come to our gigs FAN –– Sends a puzzling message PRODUCER –– There is no management Figure 4. The Usual strategy 68 P icking a strategy for promotion and storytelling may sound like an approach adapted from the corporate world, but it is important to admit that picking no strategy at all is a choice as well. There are many artists trying to make their living from music, and this usually requires help from various interest groups, so the strategy of arrogant and unpredictable behavior may not be the ticket to stardom in the 2010s. The following strategies used alone or combined. The idea is to point out different promotion methods. All strategies and figures presented in this chapter are done by the author. 5.1 The Usual These days, the usual strategy is to do a little bit of everything, but skip the storytelling and not give a meaningful message to followers. Usually an artist puts up a MySpace site with music samples and a Facebook page with occasional updates, uploads a performance-based music video onto YouTube, and maybe sets up a web page with news, photos and free downloads. How to coordinate it? This strategy does not require much management and it is easy to implement. Usually it is done by the artists themselves, who clearly concentrate on their music or their day-time jobs. Artist / Fan / Producer POV Artist: This strategy keeps the focus on the music. There is always the possibility that the music is just so well-composed and performed that no storytelling component or innovative promotion is needed. However, there is a staggering amount of good music in this world, and it is not likely to be popularized with this strategy. Fan: The message to the fans is often “listen to our music, buy our records and see us live”. Instead of telling the audience what the artist represents and believes in, the message is just a short bio or tagline, often communicated in a foreign language. If updates are infrequent, it begs the question: “are these guys serious or not?” How is it possible for fans to believe in artists if they do not show it themselves? Producer: There is no actual management involved. 69 Distant diva Example: Céline Dion Fan-organized communities Major release & PR Tour Major release & PR Official communication How to coordinate it? Artist / Fan / Producer POV • The use of traditional media publicity ARTIST ++ Easy to implement ++ The focus stays on music • Passive communication • Focus on major releases and worldclass live shows • “Stardom” of the artist emphasized Figure 5. Distant diva strategy 70 FAN ++ Works if the diva lives up to the hype –– Requires a lot of patience PRODUCER –– Works only with well-established artists –– The music industry got into trouble in the first place using this strategy 5.2 Distant diva Another classic approach is to position oneself as a diva and remain slightly distant to the fans. Before the Internet era, this probably occurred partly because of the difficulty of organizing real-time interaction between fans and artists, except for live events. The focus in this strategy is kept on major releases like full-length studio albums. Once a studio album is released, it is supported with PR, interviews and communication via official press releases. The album launch is followed by a tour. Some artists compensate their lack of communication and interaction with extraordinarily good live shows which are worth the wait. Since the officials channels do not provide platforms for fan communication, this may lead to the formation of fan-organized communities, like bulletin boards or web sites. How to coordinate it? The strategy relies heavily on traditional media publicity. Good media relations are helpful and wellestablished managers can help the artist with these relations. However, media still has the right to choose the tone and the subject of the story. Artist / Fan / Producer POV Artist: This strategy is easy to combine with artistic work. Since this is the classic approach, it practically requires the artist to be signed to a big record company, with a commitment to classic revenue models, agreements and the possible partial loss of artistic freedom. The competition for these agreements is still fierce and they are very hard to reach. In addition to this, record companies are concentrating marketing efforts on their top names. It is even harder to get there without a proven track record. Fan: It may be frustrating for a fan to wait for a new release, updates, or a tour to arrive in town. Outstanding live shows and great major releases are a must; else the wait is not worthwhile. The most bizarre example of a slow release pace and diva attitude would be the Guns N’ Roses album Chinese Democracy, which took nearly 15 years to release (“Guns N’ Roses ‘Chinese Democracy’ Timeline,” 2008). Producer: This is the approach that record companies have utilized for decades; which may be the reason the whole industry is now in trouble. Today, it only seems to work with well-established stars, if at all. 71 Epic opening Example: Kanye West, Anvil DVD Album Video / Film PR Tour Merch Downloads How to coordinate it? Artist / Fan / Producer POV • Maximize press coverage and interviews ARTIST ++ Easy to combine with artistic work • Merchandise related to a main product • Active cross-selling utilizing reviews and press coverage of the main product FAN ++ Easy to understand ++ Added value from merchandise –– Long waiting periods between main products PRODUCER ++ Easy to communicate –– Potentially expensive and high-risk Figure 6. Epic opening 72 5.3 Epic opening The epic opening strategy tries to break the news with an interesting main story. A good way to communicate this is short film, documentary, film or a whole new storytelling component. Kanye West (see chapter 2.3.3) released a 35-minute music video online and Anvil (see chapter 3.1.4) was featured in a full-length documentary film; both of these events created an enormous amount of buzz and excitement worldwide. A film is a good way to get the audience to pay attention for a longer time-span compared to almost any other medium. Once the main story is established, it is easy to start adding smaller stories and after-promotion to the palette. How to coordinate it? The main story component requires hard work and sometimes a large amount of additional personnel involved with planning and production. The making of the story can require a long time-span and plenty of resources, but once this part is finished, it is easy to shift efforts to story promotion and after-marketing. The merchandise related to the main story component is a natural way to create additional revenue. Artist / Fan / Producer POV Artist: The epic opening is easy to combine with artistic work. From an artist point-of-view, there are no significant downsides in this approach. Fan: The epic opening is easy for a fan or the mainstream media to understand. Once an epic opening has been launched, the question following is “How will the story continue?” It may be difficult to meet the expectations of fans concerning the next main release. For a fan, this might mean a long waiting time. Producer: The production costs might be high, as might the risk level. This approach usually requires a skillful storyteller or director to get truly excited about the artist, which can result from good connections or even pure luck. 73 Multiple POVs campaign Example: Stam1na Comic / Print Fantasy Online video Humour Music Drama Live events Real-life Communication & participation How to coordinate it? Artist / Fan / Producer POV • Careful coordination of different artwork and point-of-views ARTIST ±± Requires plenty of high-quality artistic work ±± Must be planned with care • Networking and working with artist of different fields • The storytelling components are unveiled one by one • Participation is made easy by competitions and other activities Figure 7. Multiple POVs campaign 74 FAN ++ Participation possibilies and the story increases commitment among fans –– Harder to communicate with mainstream media PRODUCER ++ Budget can be scaled ±± More personnel more coordination 5.4 Multiple POVs campaign To give a spark to a story, it can be told from different points of view in different media. In addition, the audience can be motivated by competitions or encouraging them to participate in other ways. Stam1na used this approach with their album Viimeinen Atlantis (see chapter 3.2.2). They used a combination of comics (fictional main character/drama), music videos (super heroes/comedy) and the music itself (narrator/ pessimistic, poetic). In addition, the progression and the meaning of the campaign was communicated in a more traditional way. How to coordinate it? The media channels, presentation form and points of view must first be chosen. The cooperative parties must then be contacted and agree on deliverables. This means a lot of preliminary work and a coordinated publishing schedule. Artist / Fan / Producer POV Artist: This approach requires the artist to understand the importance of storytelling and the changing climate of the industry, and to have dedication to the storytelling and promotion efforts. The story and the characters must be credible, and the artist has to work to deliver versatile work with cooperative counterparts. The strategy demands hard work and active communication with the fans, but can be very rewarding for an artist as well. Fan: For the fans, a multiple POV story provides interesting content and participation possibilities. The commitment to the artist increases when the story can be experienced in other ways in addition to the major releases. For a mainstream audience, some parts of multiple POV stories can be missed or miscommunicated by media representatives. Producer: The benefit of the strategy is that the budget is scalable. Additional personnel and resources are most likely needed to achieve high-quality production. This means coordination and work with multiple counterparts and artists. 75 Real-life story Example: Anssi Kela Microblog Blog Weekly Video diary Music samples Seasonal PR Live Broadcast How to coordinate it? Artist / Fan / Producer POV • Assistant for storytelling is recommended (e.g. video editor, cameraman or advisor) ARTIST ++ Easy to implement ±± Demands consistent contribution –– Storytelling may become a burden • Opening the creative process behind the scenes • Create exclusive experiences for early adopters and followers FAN ++ Frequent updates makes a story easy to follow –– Lacks in impressiveness and glamour PRODUCER ++ Cheap and easy to implement Figure 8. Real-life story 76 5.5 Real-life story The most obvious point-of-view to be chosen is to tell the real-life story of the artist. If the genre and the charisma suit this approach and the artist is willing to reveal a bit more of the creative process behind the music, this approach is relatively easy to implement. How to coordinate it? The key is frequent updates, whether through a blog, microblog or video. It is favorable to have external resources for documentation of the artist story. Although it is possible for the artist to do this work themselves, this can disturb the musical side of work. Artist / Fan / Producer POV Artist: It is easy to tell a story about yourself. The problem arises when the storytelling takes precedence over the main artistic work, the music. It might also be difficult to change between roles, from an artist to a reporter. This can become a burden without external help. Fan: Frequent updates and easily understandable storytelling is rewarding for fans, especially for early adopters, who may gain good possibilities to interact directly with the artist. On the other hand, real-life storytelling may not appear to be the most innovative approach for fans, and may not apply for all musical genres. Producer: This strategy is easy and relatively cheap to implement and can also be scaled. The artist must have good work ethics and communication skills. 77 Stream of releases Example: Julia Nunes Channel 1 MAJOR RELEASE Minor release Channel 2 Channel 3 Release Minor release Minor release New channel Release Minor release New experiment How to coordinate it? Artist / Fan / Producer POV • Spontaneous and fast release pace ARTIST ++ Doesn’t limit creativity • Frequent interaction with the fans • Both real-life and mystic images can be applied for the strategy • Simililarities to lifestyle brands FAN ++ Frequent releases and updates ±± Fans must be active in following the story –– Not for traditional fans PRODUCER ±± The lack of main releases may make promotion difficult Figure 9. Stream of releases 78 5.6 Stream of releases A stream of releases strategy means maintaining a constant release flow instead of just concentrating on main releases. This strategy questions the full-length studio album as a foundation of music artist presence and story. How to coordinate it? The strategy does not need a strict model, and it can be changed on the fly if necessary. The storytelling and promotional efforts can be composed upon release – it might be more useful to consider the artist as a brand than a story. Frequent interaction with fans is preferred. Artist / Fan / Producer POV Artist: This strategy does not set strict boundaries to the release format, so artistic freedom is guaranteed. It is suitable for an artist who does not want to limit their creativity just to music. Fan: The frequent flow of releases keeps the hard-core fans interested. The message may be puzzling for a mainstream audience or for more conservative fans who are used to the classic studio-album-releasing routine. For a hard-core fan, this strategy can provide excellent chances to participate and support the brand and lifestyle the artist represents. Producer: In order to make a profit from the production, it may be challenging to promote small or experimental releases instead of easily understandable full-length studio albums. It is important to realize the lifestyle aspect of the artist story and brand. 79 Word-of-mouth Example: numerous indie and electronic music artists Music blogs Social media Early adopters HYPE DJs Opinion leaders Clubs How to coordinate it? Artist / Fan / Producer POV • Foster good relationships with bloggers, DJs and other opinion leaders ARTIST ++ Focus stays on music ±± The strategy is hard to master or copy ±± Relationships matter • Carefully choose how and where to communicate about releases and news FAN ++ Favors early adopters ±± A story requires plenty of patience and effort to follow Figure 10. Word-of-mouth 80 PRODUCER ++ Cheap to implement –– Outcome is unpredicatable 5.7 Word-of-mouth Word-of-mouth is considered a credible form of marketing and promotion, since people put their personal reputation at stake when telling others about a product. Music blogs play an important role in word-ofmouth marketing: having a positive article published in a popular blog can have significant benefits for an artist. DJs and other opinion leaders in the music industry act as good word-of-mouth marketers as well. How to coordinate it? It is essential to build good relationships with music bloggers and opinion leaders, which can take a lot of time and effort. The same song or video can not be provided to all the actors in the field; music blogs want to provide exclusive material to their readers. Providing new tracks or remixes exclusively to DJs or another small chosen group can add to the hype surrounding the artist. As another method, the artist may take a low profile approach and wait for the hype to add up. It is common that artists using this strategy do not even have a website, just a Myspace site with a few songs or so. Instead, the information is scatted around the web. Artist / Fan / Producer POV Artist: For the artist, the word-of-mouth strategy is music-oriented, so it is natural to put effort into the music and the image of the band. The strategy is favorable for those who follow trends and are skilled in forming relationships with different actors in the field. Not everyone can be the coolest kid in the class, though. Fan: Music lovers and early adopters are very familiar with this strategy. They want to get exclusive experiences and be the first ones to hear about new music. Since there are no official marketing campaigns, fans have to be very active and seek information from blogs, social networks and their friends. The early adopters also often know some of the artists personally. The artists also respect their active fans’ passion for music. Producer: Although music blogs want to stay independent and credible for their readers, producers and record companies can cooperate with them, especially when promoting new artists. The key is to find a cooperation form which benefits each of the counterparts – the artist, the blogger or opinion leader, and the producer. One strategy in Finland is to get recognition abroad first, and then start domestic promotion. 81 Friending and feedback Example: small indie band Blog Discussion boards Social media Artist Meetups Small gigs How to coordinate it? Artist / Fan / Producer POV • Active communication and feedback with fans ARTIST ++ Close interaction with fans ±± Not for “angry” artists –– Demands plenty of time • Positive and enthusiastic approach • Similarities to customer-oriented startups Figure 11. Friending and feedback 82 Microblog FAN ++ Exclusivity guaranteed ±± As the artist’s popularity grows, exclusivity may disappear PRODUCER ++ Cheap and easy to implement ±± The artist must be a team player 5.8 Friending and feedback The friending and feedback strategy is largely used among web-based start-up companies. Instead of sending one-way messages via ads or such, active communication and answering questions can lead to very good results. Rovio Mobile Ltd, the creator of the Angry Birds mobile game, decided to try to answer every tweet that was sent their way, even though they had already topped the charts with their hit game (“How did Angry Birds become a blockbuster? Rovio video interview and transcript | Mobile Web Go,” 2010). How to coordinate it? Communication has to be frequent and it has to be taken seriously from the beginning. At first, it may be possible for an artist to follow-up all the messages sent, but later this can be changed to a weekly routine – the key is consistency and exclusivity. For example, Facebook and Twitter provide excellent platforms to answer questions directly to a fan – which adds a flavor of exclusivity to their experience. Artist / Fan / Producer POV Artist: The strategy is natural in the beginning, when the artist is trying to get their message out and pique people’s interest. However, once the audience has grown larger, it is hard to keep up with the messages. The key is to be consistent and honest and develop a routine for fan questions – the early fans will understand that they have not been abandoned. The strategy is probably a better fit for positive and hard-working persons. Even then, it might distract from the artistic side of the work. Fan: This approach is very rewarding for an early fan, as it provides an opportunity to participate in the story itself and easily connect with other fans. If the artist grows in popularity, fans must accept the decreasing exclusivity and frequency in communication. Producer: In theory, this approach is the optimal way to attract new fans and having a constant dialogue with them. But how many musicians are ready for this kind of consistent customer-oriented approach? Even though the communication can be operated by a street team or record label representatives, the exclusivity is not the same. 83 Fictional storyworld Example: Lordi Fan fiction Comics Games Videos Downloads Books DVDs Get-togethers Films Merchandise How to coordinate it? Artist / Fan / Producer POV • A background story and an image as foundation of the storyworld ARTIST ++ Possibility to create a world of dreams –– The project can take over one’s life • Can take years of consistent work and preparing • The artist’s vision is the driving force Figure 12. Fictional storyworld 84 Albums STORYWORLD FAN ++ Plenty of added value and merch –– Emphasis not always on music PRODUCER ++ Corporate-like approach can attract some managers ±± High-risk –– May be hard to communicate to mainstream audience as whole 5.9 Fictional storyworld Creating a whole storyworld is not easy and requires consistent hard work. This strategy is chosen by artists who have a clear artistic vision and have an idea of how to steer it. An example of this kind of strategy is Lordi (see chapter 3.2.3). How to coordinate it? Creating a storyworld can be a heavy tax on resources. The most important resource is a clear vision of the project, both in the short and long term, and it is also necessary take time to evaluate the story that will be told. Why would anyone care about the story? What points of view are included? How can the audience be made into collaborators? How can the story be controlled? It is recommended to cooperate with different professionals, especially film-makers, writers and digital media experts, to ease the workload. Artist / Fan / Producer POV Artist: While a storyworld can be one’s life work and dream, it can take over one’s life and the main product – music. On the other hand, it can be extremely rewarding, provide different revenue possibilities, and make it easier to build relationships with different kinds of professionals. It is necessary for the artist to understand the business side of this strategy as well. Fan: For a fan, this strategy provides plenty of added value with all the extra content and merchandise available. On the other hand, the music is still the main product, and it has to meet the standards. Some fans would probably prefer more new songs instead of all the others things happening around the artist. Producer: There are multiple parties to be worked with, and lots of coordinating and planning. This strategy requires a skilled producer with good relations to professionals in the creative field. Since the productions can be high-risk, corporate-like budgeting and risk management are preferred. Creating a storyworld is a team effort: it demands good management and communication skills both from artists and producers. Even then, it can be hard to communicate or control the message sent to the mainstream audience. 85 Transmedia story Example: Nine Inch Nails Album Remix album Tour Film Comic Album Video Game Film Graphic novel How to coordinate it? Artist / Fan / Producer POV • Requires a transmedia manager, scriptwriter, personnel and voluntary workers ARTIST ++ A chance to make revolunationary art ±± The workload is extremely heavy • Different media types emphasize different characters and points of view • Motivate, surprise and make participation easy for the audience • Scenario-based planning for different story alternatives Figure 13. Transmedia story FAN ++ Rewarding for engaged fans –– Might be hard to communicate even for committed fans PRODUCER ++ Rewarding and interesting –– Requires a large budget and plenty of talented staff 5.10 Transmedia story Telling a transmedia story can provide both artists and the industry with changing opportunities. Nine Inch Nails used this strategy prior to the launch of their album Year Zero (see chapter 2.1.2). How to coordinate it? Transmedia storytelling uses multiple platforms and formats, which means the need for coordination and work. An already existing story environment, such as active social media accounts or a popular blog help spreading the word and getting people activated. It requires a plenty of planning and scenarios how the followers will react to the story. It is important to study existing story networks and how they are used. Artist / Fan / Producer POV Artist: A transmedia story is not just a way to promote the artwork. It can also be part of the artistic side. This strategy is still not very widely used, so it provides an excellent way to make something revolutionary in art. The workload is big, which means that artists have to schedule and balance the storytelling side with the musical side of the project. Fan: This strategy is extremely rewarding for hard-core fans if the story is successful and clear enough. The long timeline before an album release keeps the interest up among the audience, while the album is just one part of the whole story. However, the story can be misunderstood or hard to follow for members of the mainstream audience who are not interested in investing time and exploring the story. Producer: For a producer, this strategy is interesting and rewarding. It has communication issues and can require a long time-span and large budgets, but on the other hand, it has great potential for wide media attention, at least after the initial launch. The strategy requires extremely creative and motivated people from both the artist and producer side. 87 Just publish Example: Petri Nygård website *NOISE* Video PR Album ARTIST Interview Minor release *NOISE* Blog *HYPE* Social media How to coordinate it? Artist / Fan / Producer POV • Just publish with fast pace ARTIST ++ Doesn’t require much planning ±± Very effective strategy, but credibility and privacy problems may occur • Active communication and interaction with fans • Utililization of news and tabloid headlines for promotion Figure 14. Just publish FAN ++ It is easy to relate to the artist –– Attracts bandwagon fans PRODUCER ++ Doesn’t require a professional manager –– The provocative style of the artist may lead to legal problems 5.11 Just publish The most simple strategy is to just start publishing. By concentrating on shipping instead of planning, the story can be shaped on the fly and the atmosphere kept spontaneous. Petri Nygård, a Finnish humor rap artist, uses this strategy efficiently. How to coordinate it? Since this strategy relies on frequent updates, borrowed content and noise, strict coordinating processes do not exist. The essential thing is to keep people awake and bring popular subjects to the discussion by commenting and linking. Artist / Fan / Producer POV Artist: The strategy is easy to implement and does not require planning. It has also proven to be effective online – maybe one simple reason is that the audience does not get bored waiting for updates. The downside is the credibility problem: the strategy is better suited for artists who do not take themselves too seriously. Fan: This strategy attracts both band-wagoners and haters, but it rarely leaves anybody cold. Frequent updates and populistic communication provide fans with an easy way to participate and connect with other fans. Producer: Since the strategy is clearly borrowed from tabloid newspapers, the producer can concentrate on how to monetize it with merchandise or live shows. While this strategy is easy to implement, there might be legal issues to tackle. 89 6 Findings and conclusions 91 F irst I took a look at the current state of the music industry and the shift in recording artists’ revenue sources. The revenue sources and strategies include merchandise, releasing and distributing music independently with efficient segmentation and live events. I benchmarked different kinds of artist stories composed in the past and took a look at contemporary storytelling and interaction tools. During a 70-day experiment, I experienced the practical challenges of combining music and storytelling. Finally, I introduced eleven different strategies for storytelling and artist promotion. In conclusion, I would like to list my findings reflected on the beginning hypotheses. I. Music, interaction with fans via multiple channels, and meaningful stories form an entity, which the artist represents. The stories benchmarked varied from documentaries to transmedia stories and they strengthened the point that music, interaction, and meaningful artist stories form an entity that an artist represents. In early examples, the main story is emphasized (Elvis movies e.g.), which can be labeled as an epic opening strategy (see chapter 5.3). The music video era shortened the stories to five-minute long mini-narratives. Michael Jackson’s Thriller pushed the boundaries of the genre, with high-quality production, storytelling and productization, while still relying on the epic opening strategy. Thriller was revolutionary not just because of storytelling, 92 but also because it shifted the focus from music to the artist as an entity who consists of stories, products, music and image. This enabled previously unseen ways of monetizing the artist experience with merchandise. Although Thriller did not concentrate on background stories or character building, with all the fan fiction it generated, it is closely related to a fictional storyworld strategy (see 5.8), which the monster band Lordi represents. The arrival of the digital era brought new storytelling tools and interaction possibilities between artists and fans. The easy communication tools made it possible to build the artist story by dialogue and information on a daily or weekly basis (effectively used by CMX). The storytelling using multiple channels was not used for a long time, until the easy-to-use and widely spread social media services gained ground in the 2000s. The new publishing and interaction tools have made storytelling strategies more diverse, enabling the artist to tell daily reallife stories (see chapter 5.5) and friending with the fans (see chapter 5.8). The innovative distribution, segmentation and transmedia storytelling strategies of Nine Inch Nails represent the cutting edge of binding the story, artwork and monetization into one entity (see chapter 5.10). II. The entity can be popularized in various ways, selling music being only one approach. Monetizing was largely based on record sales and live gigs in the pre-digital era. Declining record sales have pushed artists to look at their work as an entity and come up with new revenue sources. These entities can be first popularized and then monetized in various ways, releasing and distributing of music independently with effective segmentation (see chapter 2.1.2), selling merchandise and arranging live events being the most obvious alternatives. Good stories have even helped fictional and formerly unpopular bands to succeed (see chapters 3.1.3 and 3.1.4), though artists relying heavily on storytelling must remember the importance of stories after success as well. III. The use of digital and transmedia storytelling in artist promotion combined with high artistic standards helps gain a larger audience and expand the industry. The use of storytelling in artist promotion combined with high artistic standards can help the artist to gain a larger audience. The eleven strategies introduced include both promotion and storytelling. To compose a successful artist story, it is important to choose a strategy and plan it well. Not choosing a strategy is a strategy as well, but often not the best one (see chapter 5.1). It is important to balance the actual artwork and storytelling part of the work, and it is highly recommended to get help for the documentation and planning of the story, if possible. Consistent and credible characters, active communication, and a possibility for the audience to participate in the story are cornerstones in a good story. Interaction via multiple channels with the audience is important to build up the story and communicate it clearly (see chapter 3.2.2). It is clear, however, that the music must still be good in order to guarantee long-term success. If the story forms the major part of the artwork, it is may be criticised as its own entity – not even a good soundtrack can save an awful movie (see chapter 3.2.3). In bigger productions, working with professionals from different fields is strongly recommended to achieve excellent results – and not to forget to keep in touch with fans during the production. In future research, I suggest to: • further examine some of the strategies presented • get artists involved via interviews or pilot productions with the strategies presented There are different kinds of musical genres and artists, and while some good artists will actually succeed by releasing records and touring, others will need to create meaningful stories, promotion and active communication to help find the right audience. There is a fine line between artistic work, artist brand, artist story and promotion. The key is to recognize this and develop a fictional or real93 life artist story and combine that with the other elements. Ignoring these is also a strategic choice, yet it sometimes can accidentally lead to an interesting artist story, told by media representatives. In order to expand and renew the industry, both artists and record companies should choose a strategy for storytelling, communication and promotion. 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Popular Music and Society, 33(3), 339-355. twitter.com/pastorator The Use of Storytelling in Music Artist Promotion T o stand out from the huge selection of musicians, artists have to be able to tell meaningful stories to reach a loyal and lasting relationship with their audience. A strategy wherein musicians remain distant – providing only major album releases, tours and limited communication via regular interviews or such – has proven to be challenging nowadays. This strategy can still be chosen, but artists have to be aware of the choice and its pitfalls. Both major record companies and indie musicians should pay attention to this shift from a retailing and brand-oriented era to the content era, where high-quality, relevant and valuable information and stories to fans are as valuable as the music itself. Pekka Hartikainen introduces digital age storytelling strategies for music artists with case examples in his Master’s thesis work. A must read for both music industry representatives and artists. “Insightful and useful strategies for musicians. Read this book.” –Tuomas Ylikoski, Circus at Dawn ½ “Pastori knows how to tell good stories. Follow this man.” –Kaljafaija, an avid music fan