Profitable post-web publishing: is patronage the answer?

OK, it may be a little cruel to ask you to do the thinking on a Monday morning (especially as you Statesiders are probably still recovering from Labour Day weekend), but I think it’s high time this one was thrown open to the floor – and by “this one” I mean, of course, the perennial question of how to make fiction publishing a viable business in the internet age.

The trouble is, there’s no shortage of potential business models to choose from. For example, Tor.com is ad-supported, but has the advantage of being associated with a strong publishing brand in its chosen genre; meanwhile, Strange Horizons is a not-for-profit that relies on donations, but even they’ve found it tough to bring in the necessary funds without the welcome publicity and assistance of notables such as John Scalzi. Both of those are purely web-based publications; print brings its own logistical and economic difficulties to the proceedings, as the decline of the “Big Three” and the shuttering of many smaller magazines demonstrates all too clearly.

I’m increasingly coming to believe that visibility is half of the battle, which is why I was intrigued by Cory Doctorow’s latest Locus column, in which – after demolishing many of the standard objection raised against the methodologies of his own success as a novelist – he mentions his “With A Little Help” project, which intends to investigate whether public donations are sufficient to support the writing and publication of a novel, and what degree of work is needed to equal the promotional support of a traditional publisher for such a project.

The results will be interesting regardless, but Doctorow has the advantage of a ready-made audience – one that he has worked hard to build rather than simply blundered into, I might add. But the question remains more open for lesser-known authors… and for fiction magazines, be they dead-tree or digital. The Scalzi/Strange Horizons avalanche shows that people will donate to support short fiction publishing online, but how much of that generosity is due to SH being a not-for-profit organisation? How much is due to them paying professional fees for their stories? How many of the Scalzi donors will donate again if they’re not encouraged by Scalzi or a similar figure?

Only time will answer those questions. But what is becoming obvious is that patronage is crucial to supporting niche publishing – be it direct financial patronage from readers, or the patronage of a vocally supportive figurehead (the patronage of publicity, if you will), or the patronage of an animal further up the publishing foodchain. Underpinning all these is the need to cultivate a supportive audience – turning a percentage of your free readers into donors or buyers, in other words.

What should be equally obvious is that I don’t know how to do it – which is why I think Doctorow’s experiment will be fascinating to watch, as well as projects like Robin Sloan’s New Liberal Arts essay anthology (and his subsequent ongoing novella project), World of Warcraft: the Magazine and a whole raft of wild ideas currently sculling their way out of the boondocks of the independent music scene.

But hey – you guys are readers, right? So, tell me: leaving aside dead-tree or digital books bought in the traditional manner, where do you pay to read fiction, if anywhere? What does it take to get you to pay, and what amount seems reasonable to you for what you’re getting – if anything?

Do you object to advertising on the sites where you read fiction, or are they acceptable so long as you’re not paying for the privilege of seeing them? Would you pay a small premium for an ad-free version of a webzine, or are the mechanics of a paywall off-putting enough to keep you away from a publication you might otherwise click through to regularly?

Yeah, lots of questions, and they’ve all been asked before… but I don’t think I’ve ever collected them all in one post here at Futurismic, and I’d be interested to read your answers – not just for the benefit of this here site, but for the nascent industry of web fiction publishing as a whole. And if there are business models I’ve missed out that you’ve either seen in operation or heard proposed elsewhere, please pipe up and let us know about ’em!

Fascist transhumanists and 21st century politics

chain_crossCharlie Stross has written an interesting and engaging blog post on the future of politics in the 21st century, specifically he identifies the emergence of a new form of fascism that draws on transhumanism, the overhumanists:

To get to the money shot: transhumanism is going to influence the next century because, unless we are very unlucky indeed, the biotechnology, nanotechnology, and telecommunications industries are going to deliver goods that combine to fundamentally change the human condition. We’ve seen the tip of the iceberg so far

And what particularly exercises me is the possibility that if we can alter the parameters of the human condition, we can arbitrarily define some people as being better than others — and can make them so.

Not all transhumanists have good intentions. Earlier I went on for a while about Italy, home of the Modernist movement in art and birthplace of Fascism. Italy’s currently in the grip of a wave of racism and neofascist vigilantism, presided over by an allegedly racist media mogul with a near-monopoly on broadcast media in that country.

So it’s probably not surprising that Italy is the source of a new political meme that I hadn’t heard of before this week: overhumanism

It had to happen eventually. It is sad to see the largely noble ideals of transhumanism (particularly my personal favourite strand of democratic transhumanism) subverted in this way.

Is the spread of fascistic transhumanism as likely as Stross fears? If so, what can be done to prevent it?

[from Charlie’s Place][image from cosmo flash on flickr]

The imminent future of contextual advertising

Virtual worlds of all stripes are becoming the next gold-rush frontier for an increasingly beleaguered advertising industry, with lots of research being expended on finding the best way to gets brands in front of the captivated gaze of the average computer gamer.

Trouble is, it’s not quite as simple as cutting a product placement deal and hoping for the best. Ars Technica reports on one research paper that claims the important things to do are to not interrupt the game, and to make sure the brand “fits”:

When ads were placed into Sony’s WipeOut HD they played within the game’s loading screen, and artificially inflated the time it took to get into a game. The ads were quickly pulled, but it’s a powerful object lesson: don’t mess with the game itself. Any company that bought time in such a slot could easily do damage to their brand instead of spreading awareness.

[…]

The most important aspect of ads that follow the rules of fitting into the game world and not interrupting the flow is placement, which the study calls the “key element,” explaining “why some advertisements do not get much attention or are not remembered, even though they are constantly present in the field of view.” Brand awareness does not matter, it was found, so even a popular brand can’t overcome poor placement.

There is always a risk when advertising within a game. “If the advertising is presented at the wrong time or place, it just does not catch the player’s attention in the best case. In the worst case the player might even develop a disliking for the advertised brand,” the study showed. Of course, to find the optimal placement found in the study, you’ll have to buy the results, which will run you €800.

Meanwhile, The Guardian mentions another report which suggests (rather shakily, from the look of it) that brand recall is enhanced by violent game content:

The team based at the University of Luxembourg created a simple driving game named AdRacer in which players needed to drive over targets to gain points, while adverts were displayed unobtrusively on roadside billboards. In one version of the game, the targets were just symbols, in another, players had to run over pedestrians to increase their scores. Apparently, “Those who played a violent version of the game […] demonstrated significantly better recall of advertised brands than those who played the regular version.”

The problem is, although the violence seems to trigger something in the mechanism of human memory – it’s not always good news for the advertiser; the connotations can be rather destructive, negatively impacting the gamer’s opinion of the brand.

Why mention the crude commercial nastiness of marketing on a near-future science fiction blog? Well, even I can think up a passable plot for a story from the above two articles, for a start…

But we’ve also been talking about augmented reality a fair bit of late, and the metaverse is a perennial here as well – and both of those conceptual spaces can – and will – be colonised by marketing in exactly the same way that the physical surfaces of the “real” world already have been.

Forewarned is forearmed, as the saying goes… and as Jan Chipchase points out, if you already find regular ads to be ugly, annoying and intrusive – be they on the internet or on a wall – the future of contextual advertising isn’t going to be pretty at all.

Compressed-air-punk, chemical-punk: non-silicon computing

Computers are made from slices of etched and doped silicon, right? Well, yeah, most of ’em are – but you can use other substances or mechanisms as a processing substrate, too. While the mechanical clockwork computer remains a fascinating and romantic anachronism in the steampunk style, how about an 8-bit microprocessor that runs on nothing other than air itself?

The complicated nest of channels and valves made by Minsoung Rhee and Mark Burns at the University of Michigan, Ann Arbor, processes binary signals by sucking air out of tubes to represent a 0, or letting it back in to represent a 1.

A chain of such 1s and 0s flows through the processor’s channels, with pneumatic valves controlling the flow of the signals between channels.

Each pneumatic valve is operated by changing the air pressure in a small chamber below the air channel, separated from the circuit by a flexible impermeable membrane. When the lower chamber is filled with air the membrane pushes upwards and closes the valve, preventing the binary signal flowing across one of the processor’s junctions.

Sucking out the air from the chamber reopens the valve by forcing the membrane downwards, letting the signal move across the junction.

Mechanical computing isn’t your only alternative, either – you can also move into the world of chemical computing. You know the “hot ice” stuff you get in those chemical hand-warmer packets? Well, not content with having already made a computer from a slime mold, one Andrew Adamatzky has been using sodium acetate as a processing substrate, with some degree of success [via SlashDot]:

The basic idea is to exploit the travelling wavefront of crystallisation to perform calculations […] So the speed of the wavefront as it moves through a Petri dish and the way it interacts with other wavefronts effectively performs computations.

Adamatzky inputs data by triggering nucleation at multiple points in parallel by immersing aluminium wires powdered with sodium acetate into a supersaturated solution in a Petri dish. He “processes” the wavefronts using blobs of silicone to steer them around the dishes and has used the technique to create AND and OR gates.

The results of a computation are determined by recording the movement of the wavefronts and analysing the edges of the resulting crystal structures.

So there’s two more potential ways of building computers that could survive the radiation levels of outer space – though whether they’d ever scale up to a useful level of power-to-size remains to be seen. I wonder what else we might use to fuel our ever-expanding hunger for processor cycles?