common practice in the digital space

PURPOSE:

To define common practice and terminology in the digital space.

  • Present an appendix with a glossary of digital terminology. 

  • Present + discuss a working definition of digital discoverability.

  • What are the definitions and common understanding of what digital dance means (i.e., more than just dance on video)?

  • Defining digital strategy to understand why you are competitive of failing.

  • Success and Failures - Fail fast and hard - Consider failure a success (fast/often is good).

  • Monetization - (maybe relative to Discoverability?). Monetization involves methods to attract your target audience to pay for additional features that add to your free offering. Features can be as simple as access to additional content you offer related to your free offering. In gaming a typical model is to attract a user to play a free level of your game, retain them by offering certain things for free, then incentivize them or give them some type of incentive to extend their experience that they have to pay for. In digital performance this could mean various tiers of access to content. For example, you might receive one free dance from a collection of six. That first dance has enough substance to entice you, to retain your interest and if you want to access the other five dances you will need to pay a certain fee or subscription rate per month to access.

  • Artistic: Transformational, boundaries between live and digital, web based AR/VR.

  • Generation Jump: Aged Mentors – Young techno wizards.

  • Gap between Small and Big; Floor Managing/Stage Managing crossover.

  • How do we create digital dance content that goes beyond filming traditional stage-centric performance?

Small Stage