Saturday, June 6, 2009



DIRECTOR RIDLEY SCOTT WORKING ON AUDIENCE-DRIVEN INTERACTIVE SCI FI FRANCHISE, "PUREFOLD"

--Franchise's Storylines to Reflect Viewer Input, "Harvested" through FriendFeed
--Franchise to Feature Brand Integration, Will Be Distributed under Creative Commons License

Ag8, an independent studio that was recently founded by David Bausola (who previously created "Where are the Joneses," a "social media sitcom" for Ford Motor Company, in which the audience influenced the daily production of a road trip to seek out 27 sperm donor siblings, and which was billed as "the first and largest branded media production to be licensed under the Creative Commons commercial license") and Tom Himpe (who was previously senior strategist at communications consultancy, Naked Communications), announced Thursday that it is working with Scott Free, a newly launched entertainment division of Ridley ("Blade Runner") and Tony Scott's RSA Films, on an audience-driven interactive video project called "Purefold," which it describes as "an open media franchise designed for brands, platforms, filmmakers, product developers and communities to collaboratively imagine our near future."

According to Ag8, the "Purefold" franchise will consist of a series of short-format episodes, featuring interlinked storylines and set in the near-future, that will explore the subject of empathy and attempt to answer the question, "What does it mean to be human?" The episodes, which are slated to launch later this summer, will be directed by RSA Films' "global talent pool of directors," Ag8 says, and--most interestingly--will be "informed by real-time online conversations from the audience, which are harvested through FriendFeed, the world's leading 'life streaming' technology."

Ag8 says that the "Purefold" franchise will enable brands "to take an alternative route to brand integration than traditional product placement and embrace invention within a narrative framework." It also says that the franchise's content will be distributed on the Web under the terms of the Creative Commons Attribution-Share Alike 3.0 license, giving brands, platforms and audiences "unprecedented equal use rights through their participation"--i.e. allowing them to re-edit and redistribute them commercially, provided they do so under the same licensing terms. According to Ag8, "Purefold" is supported by FriendFeed, Creative Commons, WPP, Aegis, Publicis and Naked Communications.

E3 2009 - electronic entertainment 2009


One day into E3 2009 and we seem to have a theme emerging - celebrity. Each of the first three press conferences have rolled out some impressive celebrity figures. Microsoft had Paul McCartney, Ringo Starr, Stephen Spielberg and Tony Hawks, whilst EA had Pete Sampras and Ubisoft had Ridley Scott.

More than the name checking though is the ease and willingness at which these folk are happy to stand alongside our favorite videogame experiences. More than ever it seems that games are part of the fabric of our society now, and no longer the reserve of the hardcore gamer.

Alongside these names we find similar technological changes. Particularly interesting to a family gamer was the new ways to play together, as well as the new ways to control games. From the ability to connect LastFM, Facebook, Twitter and Netflix to your Xbox 360, to the new super simple Natal and Hawkscontrollers, it seems like there is a recognition that more casual gamers are more interested in relationships than technology.

As a Dad, I found two of the Natal demonstrations particularly interesting. Here we have a controller that lets you direct a game by standing in front of a camera and moving your body. With this simple concept we watched as they demonstrated a magical painting game - something my kids would love. The player could grab pots of emulsion and fling them onto the canvas, Jackson Pollock style, to impressively creative results.

The second demo using the Natal controller was the creation of a computer controlled character, a little boy called Milo, who could notice and respond to communication as subtle as a smile or as human as sunken shoulders. We watched as the player conversed with Milo, and had as genuine an interaction as you could imagine between a screen and a person.

Then came a moment of magic, when they lent forward to play the fishing activity and we could see their reflection in the pond they were poking and prodding. A simple idea executed seamlessly and without a visible controller.

Time will tell how well the technology stands up to rigorous (and untrained) testing - we should have a hands on for you soon - but hopes are high that this is a big step towards a whole different way of creating game experiences.

Wednesday, May 27, 2009

Random House launches ebook app for iPhone - New Media Age

Random House has launched an ebook reader on the Apple App Store for the iPhone and iPod Touch.

Users of the app will be able to download digital editions of titles from authors such as James Patterson, Ben Elton and Richard Branson.

They can turn pages, make notes on pages and change font style and size.

Jonathan Davis, digital publisher at Random House Group Digital, said, “This is the first time a major UK publisher has made mass-market books available via the Apple App Store. The iPhone and iPod Touch are fantastic convergence devices and we’re delighted customers can now enjoy digital versions of some of our bestselling books on a device which fits neatly in their pocket.”

The ebook app costs £7.49.

Last week the publisher launched a community site for book lovers (nma.co.uk 22 May 2009). Users can set up their own profile page and rate and review books.

Thursday, May 7, 2009

Kidulthood as emoticons

In thinking about emoticons as a language option, as a reading option, I have copied the opening of Noel Clarke's 'Kidulthood' novel into Zlango, an emoticon translation site that allows you to 'ping' emoticon texts and messages to mobile phones.

Here's what came out...



and here's the original text...

'Katie Fineal was in hell. She stood on the school playing field, barely aware of the sounds of the players and the small crowd of watchers coming from the football match. All she knew was that she hurt, both outside and inside, Ffteen years old, and her life was misery. Beaten and humilated by Shaneek and Carleen, the leaders ofthe gang of girl bullies in her year at school, and no one came to her help.'

Is it easier to read, quicker to comprehend, in Zlango??

What do you think???

10 things you didn't know about emoticons

I've recently written a short play for the Museum for the Future of the History of the Book - an if:book project for schools - and gave myself a headache trying to zone out and imagine literature of the future, more precisely, the next 1,000 years.

I found myself looking back at hieroglyphics and realising that this was possibly the way forward (backward, if you get what I mean!).

This nifty little link somewhat bridges the gap between the ancient art of hieroglyphics and the 'modern' trend for emoticons. According to this piece, the first emoticons were published on March 30, 1881 by (the now defunct) US satirical magazine Puck.

http://www.neatorama.com/2009/05/05/10-things-you-didnt-know-about-emoticons/


Monday, May 4, 2009

Monday, April 27, 2009

kyte.tv - Staying Single to be broadcast

I've decided to broadcast Staying Single as part of my PhD - but to broadcast it in a wider and more focussed way that I did for my MA.

I've created Sophie's channel on kyte.tv and have broadcast a basic intro to Sophie. However I am planning to broadcast an episodic tv version of Staying Single - in a similar way to Sofia's Diary was on Bebo - over the next few months.


I'm still in pre-production phase on this however, and would be willing to take on any advice or hands-on experience that might help shape or move this project on.

Please feel free to contact me on singlesophieregan@yahoo.co.uk

Jeff Gomez' 8 defining characteristics of a transmedia produciton - 2007

The Producers Guild of America blog reports on Jeff Gomez’s insights at the ‘Creating Blockbuster Worlds’ event in 2007:

The 8 defining characteristics of a transmedia production:

  1. Content is originated by one or a very few visionaries
  2. Cross-media rollout is planned early in the life of the franchise
  3. Content is distributed to three or more media platforms
  4. Content is unique, adheres to platform-specific strengths, and is not repurposed from one platform to the next
  5. Content is based on a single vision for the story world
  6. Concerted effort is made to avoid fractures and schisms
  7. Effort is vertical across company, third parties and licensees
  8. Rollout features audience participatory elements, including:
    - Web portal
    - Social networking
    - Story-guided user-generated content

VidLit

I just found a VidLit of the MyBad book - VidLit have made some great mini video (literature) adaptations of books which cross the line between a TV 'short' and yet give something to promote the book too.

Definitely worth thinking about...


The Rosetta Project

Fifty to ninety percent of the world's languages are predicted to disappear in the next century, many with little or no significant documentation.

The Rosetta Project is a global collaboration of language specialists and native speakers working to build a publicly accessible digital library of human languages. Since becoming a National Science Digital Library collection in 2004, the Rosetta Archive has more than doubled its collection size, now serving nearly 100,000 pages of material documenting over 2,500 languages—the largest resource of its kind on the Net.

A major concern of our project is the drastic and accelerated loss of the world’s languages. Just as globalization threatens human cultural diversity, the languages of small, unique, localized human societies are at serious risk. In fact, linguists predict that we may lose as much as 90% of the world’s linguistic diversity within the next century. Language is both an embodiment of human culture, as well as the primary means of its maintenance and transmission. When languages are lost, the transmission of traditional culture is often abruptly severed meaning the loss of cultural diversity is tightly connected to loss of linguistic diversity. To stem the tide and help reverse this trend, we are working to promote human cultural and linguistic diversity, as well as to make sure that no language vanishes without a trace.

Wednesday, April 22, 2009

Writing for Nonreaders in the Postprint Era

Writing for Nonreaders in the Postprint Era


INTERNET-AGE
WRITING SYLLABUS AND
COURSE OVERVIEW.

BY ROBERT LANHAM

- - - -

ENG 371WR:
Writing for Nonreaders in the Postprint Era

M-W-F: 11:00 a.m.–12:15 p.m.
Instructor: Robert Lanham

Course Description

As print takes its place alongside smoke signals, cuneiform, and hollering, there has emerged a new literary age, one in which writers no longer need to feel encumbered by the paper cuts, reading, and excessive use of words traditionally associated with the writing trade. Writing for Nonreaders in the Postprint Era focuses on the creation of short-form prose that is not intended to be reproduced on pulp fibers.

Instant messaging. Twittering. Facebook updates. These 21st-century literary genres are defining a new "Lost Generation" of minimalists who would much rather watch Lost on their iPhones than toil over long-winded articles and short stories. Students will acquire the tools needed to make their tweets glimmer with a complete lack of forethought, their Facebook updates ring with self-importance, and their blog entries shimmer with literary pithiness. All without the restraints of writing in complete sentences. w00t! w00t! Throughout the course, a further paring down of the Hemingway/Stein school of minimalism will be emphasized, limiting the superfluous use of nouns, verbs, adverbs, adjectives, conjunctions, gerunds, and other literary pitfalls.

Prerequisites

Students must have completed at least two of the following.

ENG: 232WR—Advanced Tweeting: The Elements of Droll
LIT: 223—Early-21st-Century Literature: 140 Characters or Less
ENG: 102—Staring Blankly at Handheld Devices While Others Are Talking
ENG: 301—Advanced Blog and Book Skimming
ENG: 231WR—Facebook Wall Alliteration and Assonance
LIT: 202—The Literary Merits of Lolcats
LIT: 209—Internet-Age Surrealistic Narcissism and Self-Absorption

Required Reading Materials

Literary works, including the online table of contents of the Huffington Post's Complete Guide to Blogging, will serve as models to be skimmed for thorough analysis. Also, Perez Hilton's Twitter feed.


SECTION 1:
LECTURE AND DISCUSSION

The Writing Is on the Wall:
Why Print/Reading Will Go the Way
of the Pictograph

Four weeks will be devoted to discussing the publishing industry and why―with the exception of wordless celebrity glossies―the print medium is, um, boring and, furthermore, totally dull.

Week 1:
Reading is stoopid

This fundamental truth may seem obvious to today's youth, but this wasn't always the case. Students will examine why former generations carried around heavy clumps of bound paper and why they chose to read instead of watching TV or playing Guitar Hero.

Week 2:
Printing words isn't good
for the environment

Students will evaluate why, as BuzzMachine founder Jeff Jarvis articulates, "Paper is where words go to die." Paper is also where rainforests go to die, which, needless to say, isn't good for the Hyla rhodopeplatree frog. Thus, while older generations wax nostalgic about curling up by the fireplace with a good book or the Sunday paper, students will be encouraged to remember The Lorax (the animated anti-logging-industry television special, not the book).

Week 3:
Curling up with
a good book/newspaper
is dangerous

Students will explore the dangers of curling up by fires with books and newspapers. That paper could catch fire should an ember unexpectedly pop out. And all that curling is not good for people's backs. Especially since most readers of books, magazines, and newspapers are elderly and are thus already more likely to suffer from back ailments.

Week 4:
The Kindle Question

Is Amazon's wireless reading device the Segway of handheld gadgets? Should it be smaller, come with headphones, and play MP3s instead of display book text? Students will discuss.


SECTION 2:
WRITING WORKSHOP

I Can Haz Writin Skillz?

This section of the course is a workshop where students will work to perfect their tweeting, blogging, and short-form writing skills.

Week 5:
Grammar and Technique

Navigating the ever-changing landscape of Internet slang and chatspeak is essential to creating effective tweets, instant messages, and text messages. Students will practice using emoticons to create powerful dialogue and to establish dramatic irony. They'll learn to gracefully integrate complex expressions into their IM writing, substituting the trite LOL ("laughing out loud") and "meh" (the written equivalent of a shrug) with more-advanced expressions like BOSMKL ("bending over smacking my knee laughing") and HFACTDEWARIUCSMNUWKIASLAMB ("holy flipping animal crackers, that doesn't even warrant a response; if you could see me now, you would know that I am shrugging like a mofu, biotch"). Students will be encouraged to nurture their craft, free of the restraints of punctuation, syntax, and grammar.

Week 6:
140 Characters or Less

Students will acquire the tools needed to make their tweets come alive with shallow wit. They'll learn how to construct Facebook status updates that glitter with irony, absurdity, and dramatic glibness. When tweeting, for instance, that "John is enjoying a buttery English muffin," why not add a link to an image of a muffin with butter oozing from its nooks and crannies? Or why not exaggerate a tad and say that there's bacon on that muffin, even if there's not? It's called poetic license when writers do it! Students will be encouraged to show honesty and vulnerability in their tweets: "Lydia is lounging about in her underwear at 401 Park Street apartment #2, feeling guilty about telling her boss that her uncle died but enjoying the day off." There's no such thing as oversharing when you're a writer.

Week 7:
Blogging

No postprint writing class would be complete without a comprehensive overview of blog writing. Students will work to make their blogging more vivid using the fundamentals of the craft, such as imagery, foreshadowing, symbolism, and viral paparazzi photos of celebrity nip slips. Students will practice posting viral YouTube videos with eye-catching headlines like "Check this out," "BOSMKL," and "Doesn't this CRAZY cat look like she's giving that ferret a high-five?" Students will learn time-saving tricks, like how to construct an 800-word blog entry in 30 seconds using a simple news article and copy-and-paste. And, as an exercise in the first-person narrative form, students will blog intimate details about their lives, their studies, and their sexual histories (with pictures), with the intent of being linked to by gossip sites and/or discovered by future employers.


SECTION 3:
LECTURE AND DISCUSSION

The Industry—Getting Published

Students will learn inside knowledge about the industry—getting published, getting paid, dealing with agents and editors—and assess why all the aforementioned are no longer applicable in the postprint, post-reading age.

Week 8:
New Rules

Students will analyze the publishing industry and learn how to be more innovative than the bards of yesteryear. They'll be asked to consider, for instance, Thomas Pynchon. How much more successful wouldGravity's Rainbow have been if it were two paragraphs long and posted on a blog beneath a picture of scantily clad coeds? And why not add a Google search box? Or what if Susan Sontag had friended 10 million people on Facebook and then published a shorter version of The Volcano Lover as a status update: "Susan thinks a volcano is a great metaphor for primal passion. Also, streak of my hair turning white—d'oh!"

Attendance: Unnecessary, but students should be signed onto IM and/or have their phones turned on.

Evaluation: Students will be graded on the RBBEAW* system, developed to assess and score students based on their own relative merit.

A+ = 100–90
A = 89–80
A- = 79–70
A-- = 69–60
A--- = 59–50
A---- = 49–0

Instructor: Robert Lanham, star of the vblog seriesWriter's Block: Embrace It—Stop Wasting Time and Live!

- - - -

* Raised by Boomers, Everyone's a Winner

Sunday, April 12, 2009

MIPTV - Disney Interactive's Cindy Rose delivers eye-opening keynote

Thought provoking facts from Disney Interactive, which makes me realise that one of the keys to the 'success' of writing for new platforms is to know HOW consumers will react to your work.

Multi-tasking teenagers, (as quoted by Cindy Rose) who are watching TV whilst on 5 websites and IM, are partially attentive to these 7 tasks simultaneously (aided by the 'clickability' factor) - but if they were playing an online role in a game or caught up by an 'experience' such as reading a traditional book they would be far
more immersed and probably less likely to click away and multi-task... I am working on a piece now that will test which types of interactive entertainment consumers WANT to be immersed in, and which types they like to receive in 'bite-size-chunks'....


http://www.reedmidem.com/mipblog/index.php/2009/04/02/109-disney-interactive-s-cindy-rose-delivers-eye-opening-keynote

Television is just the tip of the entertainment iceberg for today’s consumers, Cindy Rose, senior vice-president and managing director of Disney Interactive Media Group, EMEA, said in her keynote on cross-platform gaming
.

With a sequence of 10 slides and a battery of statistics, she depicted vividly a new world where multi-tasking and interactivity are essential for all ages. A survey of consumers aged 13 to 75 posted the question: Is your computer becoming more of an entertainment device than your TV? Among the millennials (ages 13-24) 80% answered yes; Gen Xers (25-41) 74%; baby boomers (42-60) 64%; and even among seniors it was 51%.

A poll of Disney consumers aged seven to 14 showed “they are typically on five websites at the same time while watching TV and instant messaging, all at the same time”.

On average, 80% own and use multiple gaming devices - for example 84% have a DS and a Wii. The typical day of a European child consists of gaming for breakfast, mobile phone before and after school, PC before dinner and family TV after. Rose said those trends caused her to look closely at her own children’s entertainment schedules.

Rose provided a quick tour of Disney’s 23 interactive sites, ranging from Tinkerbell through Pirates Of The Caribbean to the forthcoming World Of Cars.

At Club Penguin “an ad-free online playground”, boys’ favourite activities were games and parties, while girls opt to decorate their igloos and customise their penguins. That brand was already on multiple platforms and in merchandising, with the potential for theme parks and other earners. While the “Disney difference” was that her company had the scope and resources to do that, she told broadcasters: “You can no longer be satisfied serving up traditional linear TV shows.”

the unbook - the continually changing face of writing/reading?


the unbook is never finished, released in versions and supported by a community..

is this what we tried to do with A Million Penguins?.... watch this space

http://theunbook.com/2009/02/18/what-is-an-unbook/

itsmy launches personal mobile broadcasting

http://www.readwriteweb.com/archives/itsmy_launches_personal_mobile_broadcasting.php

itsmy Launches Personal Mobile Broadcasting

Written by Sarah Perez / February 8, 2008 12:59 PM / 1 Comments

The itsmy.com mobile community wants to be MySpace for your phone. By connecting people and content in both the U.S. and E.U., itsmy has already gathered up more than 1 million registered mobile users with 4 million mobile home and content pages and continues to grow. Yesterday, itsmy announced they've now launched 100,000 personal mobile TV channels - one for each of its top 10% of content uploading customers.

Itsmy social network users are offered a free mobile home page as well as mobile blogging capabilities, private messaging with pictures, and mobile television channels to connect with one another. Itsmy users also have quick access to download mobile content like wallpaper and games, which clearly draws a crowd. The content is provided free to itsmy users since targeted ads finance the network, which so far has been a very successful strategy. From January to May of 2007, 250 million mobile ads were served by the network and the user response to banners was 10 times higher than on the "regular" internet. Click-through rates on some of the best mobile campaigns would continuously top out in two-digit percentages.

Now itsmy is ready to offer even more content, specifically by venturing into the realm of mobile broadcasting. With the launch of this new service, itsmy hopes to bring personal broadcasting to mobile devices everywhere. Says Antonio Vince Staybl, itsmy.com CEO, "Our mission is to give users more entertainment, more live experience and less clicks. With this absolutely groundbreaking service we push personal mobile broadcasting to the next level."

Corporate Gaming as development

http://www.thegogame.com/team/offerings/index.asp

The Go Game is a cutting-edge company that helps other companies succeed through innovative, technology-driven team building games. At the core of all of our products is the belief that technology should facilitate real, meaningful interactions that foster creativity, collaboration and above all, fun. Our patented software is the play-dough that our writers and game gurus mold to create experiences that will make a lasting impression with real results for your company. Whether you're planning a team-building experience for your department, an offsite training for your sales staff, a product launch for a conference, or a creativity training session for your producers

Friday, March 13, 2009

Google get on the GPS social network with Latitude

Google Latitude lets you see your friends on a map on Google Maps for mobile and iGoogle.

Use Latitude to plan an impromptu meetup, see that a loved one got home safely, or just stay in touch
.

delivery via interactive media or CREATED via interactive media???

I was interested and inspired by this viewpoint from Michael Nutley for New Media Age where he ponders whether what really distinguishes digital content is not that it's delivered via interactive media, but that it is created via interactive media, collaboratively. And the first examples of true digital content aren't KateModern and LonelyGirl 15, but Wikipedia and OhMyNews?

Digital delivery

Platform: Internet | Author: Michael Nutley | Source: nma.co.uk | Published: 12.03.09

Digital content is a phrase that has bugged me for years. It feels meaningless, but people keep talking about digital content as if there's something special out there that's different from all the other forms of content in the world.

If we consider the term at its face value, then all content can be digital. Video, audio, print - all these types of content can be delivered via the internet. And while there are certainly many issues around delivering content online, not least how it's paid for, there's nothing that makes the actual content different. I can only think of one type of content that can only be delivered by interactive means, and that's games.

So I used to have this idea that we were waiting for someone to come along and show us what digital content really is; the Louis Armstrong of the medium who would transform everything, to show us what all this interactive stuff is for, just as Armstrong transformed jazz to the point where every musician, no matter what their instrument, tried to play like him.

But reading author and thinker Charles Leadbeater's response to Lord Stephen Carter's recent Digital Britain report in 'The Digital Revolution: The Coming Crisis Of The Creative Class', made me think again.

Leadbeater's whole approach is based on the idea that what will be important in this century will be sharing. He believes that creativity is collaborative and that "our capacity for collaborative creativity will become even more powerful because the opportunities to engage with others in creative interactions are increasing".

So maybe we've already had our Armstrong moment. Maybe what really distinguishes digital content is not that it's delivered via interactive media, but that it is created via interactive media, collaboratively. And the first examples of true digital content aren't KateModern and LonelyGirl 15, but Wikipedia and OhMyNews.

And if that's the case, then there's something unique about digital content after all, and we'll have to rethink our attitudes to it pretty much from scratch.

http://www.nma.co.uk/Articles/37969/Digital+delivery.html

Wednesday, March 11, 2009

EA announce world's first classic literature-based action game

EA Games have signed with United Talent Agency to cross into movies and TV as they get the green light to develop a game based on Dante's Inferno. The Dante's Inferno.

The Divine Comedy (Italian: Divina Commedia), written by Dante Alighieri between 1308 and his death in 1321, is widely considered the central epic poem of Italian literature, and is seen as one of the greatest works of world literature.


The game won't be a literal interpretation. Instead it will, according to Variety, be "a modern interpretation of the epic poem and will have players fighting their way through the depths of hell". The game's yet to be officially announced, but film studios are already locked in a bidding war for rights to the reimagined property, explaining how it popped up on Variety's radar. They say the game will be out late in 2009/2010.

"UTA is an ideal partner for us to bring the richness and story telling nuance of our popular games into other forms of media that give consumers more ways to experience these creative concepts," said Patrick O'Brien, Vice President of EA Entertainment.

As far as I know, this is the first time that classical literature has crossed over into a computer game on this scale, and with UTA handling the film rights this could set an interesting precedent for publishers.

Monday, March 9, 2009

Mediascapes at ICA

Yesterday, International Women's Day(!) I attended a Mediascapes workshop at the ICA, run as part of the Birds-Eye-View week - where women film-makers are celebrated and featured.

Pervasive Media Studio's 'Mediascapes' are rich in interactivity — full of sound and music, images and text, videos and animation, narrative and dialog, all embedded in the space where you’re standing and I believe will play a big part in the future of gaming and education. www.mscapers.com

This promotional video from HP called Roku's Reward is an exciting and insightful look at the possibilities for the future of GPS gaming and is something I will be planning to try and create as part of my research studies.

Friday, March 6, 2009

BBC/AHRC Knowledge Exchange

I was at the BBC Headquarters yesterday taking part in a Knowledge Exchange workshop where academics were invited to collaborate with BBC production staff to consider the future of interactive media. We were introduced to Adventure Rock and then worked in groups to create the 'impression of a public service space, environment or thing'.

I was interested in BBC research which had been conducted through a series of orientations and workshops with children, which revealed 8 'types' of game players - explorers, social climbers, collector consumers, life-system builders, self-stampers, fighters, power users, nurturers and 13 'reasons' why children play games - socialising, creative, control, explore, status, location, purpose, humour, help, video, home, shops, retreat..

We had an hour to come up with a concept of a vision for a virtual environment to which the public could contribute and with the use of coloured pens and plasticine here are some of the ideas that were generated.

It was great fun and thought-provoking and something that I will be researching further..











Tuesday, March 3, 2009

New Language

In attempting to write a script for my first (very) short film, as part of the if:book project The Museum of the Future of the History of the Book I found myself imagining the language of the future. And now I'm hooked... I have been looking into the works of Scott Westerfield who "likes the idea of language so much that, as a child, he learned Braille.."

On Notes From The Slush Pile it goes on to report about Westerfield, "Language is the reason why Scott writes young adult (YA) novels. “When you are a teenager you are still in the act of acquiring language ,” he says. “One of the reasons I really like YA is that teenagers are more interested in voice than adults.”

Teenagers, he says, write more poetry per capita. They play more word games. They memorise more song lyrics. They like to spell things creatively. And a high percentage are in fact learning a language in school.

Allan Metcalf wrote Predicting New Words: The Secrets of Their Success, chronicling the origins of a fascinating list of words and phrases. In the process he developed the FUDGE factor – a way to measure the potential success of a word. Scott subverts the FUDGE paradigm into a means for authors to create convincing slang for YA readers.

F stands for Frequency of use. “You have to use something more than once. Use it in context and then define it three paragraphs later.”

U is for unobtrusiveness. “It might look familiar, but it doesn’t stand out. It’s so unobtrusive that when you see it the Microsoft spell checker in the brain takes less time to reload.”

D is for diversity of use and situations. And G is for Generate other forms and meanings. “Don’t just use something one way, use it as a verb or noun. Meanings will start to support each other in the text. That’s the way language works.” Eg. “Did you surge last week?” “He was a new surge.” “Surgeless” “Resurgent”.

E is for the endurance of the concept. Can you make it stick? At the end of the day, says Scott, “Slang is like reading Shakespeare – you eventually figure out what they are saying.”

So now I'm thinking it would be fun to work with groups of young people to workshop some ideas about our language as we know it. It's maybe not so thought-provoking that our 'modern day' English will be considered as verbose and 'wordy' as that of Shakespeare.. innit...??