The Potential Of Monetizing Practice

You've got practice software, unfinished (or not that great) stories, unused art.  Even if you're a progeek career-wise, you've probably got a lot of assets that  . . . well aren't that professional.  You're not sure you'd want to release that first Flash game, that fantasy story isn't that hot . . . let's face it some of your practice work may be decent or even good, but it's not your best.

Or maybe you're in practice phase right now, creating new stories or games or what have you.  You'd like to make money at it, but at the same time, well . . .

The thing is, in an age of print on demand, downloadable games, and eBooks you can easily monetize your practice efforts.  IN fact, I'm wondering if it's a good idea or an idea that may be normal in the future.

Consider the fact that, with little effort, you can get out an eBook, release an ad-supported smartphone game, and so on.  You certainly have the tools to get almost any media form you create out in some form of distribution, from a Print-On-Demand book to a full game download.  The fact that it might not be your best work doesn't stop you from getting it out there.

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The Two Sides Of The Geekonomy

Those of us working in – or hoping to work in – the Geekonomy are always trying to understand it a bit better.  It's a bit of an obsession of mine, because I feel like there's "something" out there for us progeeks and profans to grasp, but I haven't fully grasped it yet.  I can get some idea of the form of the Geekonomy, but its still fuzzy.

I've said for awhile that the Geekonomy, that place where geekiness, fandom, and industry comes together, is information-driven.  Its computers and video games, anime and novels, and at least a bit self-referential as everything ties into each other.  The fangirl that writes fanfic also uses Facebook and debates publishing on  The dedicated otaku uses Photoshop to do art, makes web pages, and buys manga at the bookstore.

Of course, this is leading up to a recent insight of mine.  Namely, that the Geekonomy has two sides that are intimately intertwined.

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