A movie about a video game makes it to Sundance and gets distribution through VHX and Steam… Huh? Did everyone in the studio system follow?
OK, to be fair, it is also did a theatrical four-wall tour and will drop onto iTunes in with an “extremely tight release window”, according to Indie Game’s producers.
In a recent article by Liz Shannon Miller ( http://bit.ly/Ky9BHZ ), Casey Pugh, a co-founder in VHX was talking about the model, and said the following –
“Crowd-funded on Kickstarter and self-released on VHX. This is where the film, video and television business is going and it’s only the tip of the iceberg.”
This comment showcases the disruptive models intersecting with the game and film models and turning traditional content financing, production and distribution on it’s head.
Furthermore, the entire disruptive model gamifies the experience through social expression, P2P content management, and, most importantly, the F-U factor to the old school model. Between this and the recent Kickstarter success of Amanda Fucking Palmer and her climb to finance and distribution history by trying to raise 100K and receiving over 1MM in pledges – http://kck.st/JliwXm the box once owned by Pandora is open – It’s going to be a frenzy for the film, games and music industries – and it’s a beautiful, gamified, thing!
(added) Trailer for the film, Indie Game, The Moive
Why Gamify? Because people deploy game mechanics in non-game based applications every day. We have ringtones to achieve status, we use our American Express Cards to level up for “cool things”, and we become members of the million mile clubs just to use the lounges. Our lives utilize ‘gamification’ mechanics every day, and this has been true since the dawn of mankind. Why Gamify? intends to break down non-traditional applications and introduce leaders in these fields to comment on what has worked, what hasn’t worked, and their best guess for the future of ‘gamification’ in their fields. Why Gamify? intends to bring together their insight on how ‘gamification’ and new technology will impact the way the average individual, teacher, business leader, entertainer, athlete, student and beyond thinks about ‘gamification’ in their lives.