Transmedia Storytelling Hyperdiegesis, Narrative Braiding
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Theorising the Practice of Expressing a Fictional World Across Distinct Media and Environments
Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments by Christy Dena A thesis submitted in fulfilment of the requirements for the Degree of Doctor of Philosophy (PhD) School of Letters, Art and Media Department of Media and Communications Digital Cultures Program University of Sydney Australia Supervisor: Professor Gerard Goggin Associate Supervisor: Dr. Chris Chesher Associate Supervisor: Dr. Anne Dunn 2009 Let’s study, with objectivity and curiosity, the mutation phenomenon of forms and values in the current world. Let’s be conscious of the fact that although tomorrow’s world does not have any chance to become more fair than any other, it owns a chance that is linked to the destiny of the current art [...] that of embodying, in their works some forms of new beauty, which will be able to arise only from the meet of all the techniques. (Francastel 1956, 274) Translation by Regina Célia Pinto, emailed to the empyre mailing list, Jan 2, 2004. Reprinted with permission. To the memory of my dear, dear, mum, Hilary. Thank you, for never denying yourself the right to Be. ~ Transmedia Practice ~ Abstract In the past few years there have been a number of theories emerge in media, film, television, narrative and game studies that detail the rise of what has been variously described as transmedia, cross-media and distributed phenomena. Fundamentally, the phenomenon involves the employment of multiple media platforms for expressing a fictional world. To date, theorists have focused on this phenomenon in mass entertainment, independent arts or gaming; and so, consequently the global, transartistic and transhistorical nature of the phenomenon has remained somewhat unrecognised. -
Entertainment Architecture
Entertainment Architecture Constructing a Framework for the Creation of an Emerging Transmedia Form by Adalbert (Woitek) Konzal Dipl.-Kfm. European Business School, Oestrich-Winkel, Germany A dissertation presented in fulfilment of the requirements for the degree of Doctor of Philosophy ARC Centre of Excellence for Creative Industries and Innovation Creative Industries Faculty Queensland University of Technology Brisbane, Australia 2011 Adalbert (Woitek) Konzal Entertainment Architecture Keywords film movie transmedia entertainment transmedia storytelling pervasive games ubiquitous games agency form evolution entrepreneurship business industry creative destruction marketing promotion — II — Adalbert (Woitek) Konzal Entertainment Architecture Abstract This thesis investigates the radically uncertain formal, business, and industrial environment of current entertainment creators. It researches how a novel communication technology, the Internet, leads to novel entertainment forms, how these lead to novel kinds of businesses that lead to novel industries; and in what way established entertainment forms, businesses, and industries are part of that process. This last aspect is addressed by focusing on one exemplary es- tablished form: movies. Using a transdisciplinary approach and a combination of historical analysis, industry interviews, and an innovative mode of ‘immersive’ textual analysis, a coherent and comprehensive conceptual framework for the creation of and re- search into a specific emerging entertainment form is proposed. That form, -
A Sense of Presence: Mediating an American Apocalypse
religions Article A Sense of Presence: Mediating an American Apocalypse Rachel Wagner Department of Philosophy and Religion, Ithaca College, Ithaca, NY 14850, USA; [email protected] Abstract: Here I build upon Robert Orsi’s work by arguing that we can see presence—and the longing for it—at work beyond the obvious spaces of religious practice. Presence, I propose, is alive and well in mediated apocalypticism, in the intense imagination of the future that preoccupies those who consume its narratives in film, games, and role plays. Presence is a way of bringing worlds beyond into tangible form, of touching them and letting them touch you. It is, in this sense, that Michael Hoelzl and Graham Ward observe the “re-emergence” of religion with a “new visibility” that is much more than “simple re-emergence of something that has been in decline in the past but is now manifesting itself once more.” I propose that the “new awareness of religion” they posit includes the mediated worlds that enchant and empower us via deeply immersive fandoms. Whereas religious institutions today may be suspicious of presence, it lives on in the thick of media fandoms and their material manifestations, especially those forms that make ultimate promises about the world to come. Keywords: apocalypticism; Orsi; enchantment; fandom; video games; pervasive games; cowboy; larp; West 1. Introduction Michael Hoelzl and Graham Ward observe the “re-emergence” of religion today with a “new visibility” that is “far more complex and nuanced than simple re-emergence of something that has been in decline in the past but is now manifesting itself once more” (Hoelzl and Ward 2008, p. -
Play Chapter: Video Games and Transmedia Storytelling 1
LONG / PLAY CHAPTER: VIDEO GAMES AND TRANSMEDIA STORYTELLING 1 PLAY CHAPTER: VIDEO GAMES AND TRANSMEDIA STORYTELLING Geoffrey Long April 25, 2009 Media in Transition 6 Cambridge, MA Revision 1.1 ABSTRACT Although multi‐media franchises have long been common in the entertainment industry, the past two years have seen a renaissance of transmedia storytelling as authors such as Joss Whedon and J.J. Abrams have learned the advantages of linking storylines across television, feature films, video games and comic books. Recent video game chapters of transmedia franchises have included Star Wars: The Force Unleashed, Lost: Via Domus and, of course, Enter the Matrix ‐ but compared to comic books and webisodes, video games still remain a largely underutilized component in this emerging art form. This paper will use case studies from the transmedia franchises of Star Wars, Lost, The Matrix, Hellboy, Buffy the Vampire Slayer and others to examine some of the reasons why this might be the case (including cost, market size, time to market, and the impacts of interactivity and duration) and provide some suggestions as to how game makers and storytellers alike might use new trends and technologies to close this gap. INTRODUCTION First of all, thank you for coming. My name is Geoffrey Long, and I am the Communications Director and a Researcher for the Singapore‐MIT GAMBIT Game Lab, where I've been continuing the research into transmedia storytelling that I began as a Master's student here under Henry Jenkins. If you're interested, the resulting Master's thesis, Transmedia Storytelling: Business Aesthetics and Production at the Jim Henson Company is available for downloading from http://www.geoffreylong.com/thesis. -
Transmedia Storytelling and User-Generated Content
GUERRERO-PICO, M. y SCOLARI, C.A. Transmedia storytelling and user-generated content CUADERNOS.INFO Nº 38 ISSN 0719-3661 Versión electrónica: ISSN 0719-367x http://www.cuadernos.info doi: 10.7764/cdi.38.760 Received: 04-15-2015 / Accepted: 03-23-2016 Transmedia storytelling and user-generated content: A case study on crossovers Narrativas transmedia y contenidos generados por los usuarios: el caso de los crossovers Narrativas transmídia e conteúdos gerados por usuários: o caso dos crossovers MAR GUERRERO-PICO, Departamento de Comunicación, Universitat Pompeu Fabra, Barcelona, España [[email protected]] CARLOS A. SCOLARI, Departamento de Comunicación, Universitat Pompeu Fabra, Barcelona, España [[email protected]] ABSTRACT RESUMEN RESUMO The aim of this article is to analyze a El objetivo de este artículo es analizar un O objetivo deste artigo é analisar um tipo special type of textuality: crossovers. tipo especial de textualidad: los crossovers. especial de textualidade: os crossovers. A The analy¬sis focuses on user-generated El análisis se focalizará en los contenidos análise se centra nos conteúdos gerados content in the transmedia storytelling generados por los usuarios de las narrati- pelos usuários de narrativas transmídia. context. The study follows a series of vas transmedia. Para ello, se toman como Para isso, 25 produções derivadas das 25 productions derivative of ABC’s Lost caso 25 producciones derivadas de dos se- séries de televisão Lost (ABC, 2004- (2004- 2010) and FOX’s Fringe (2008- ries televisivas: Lost (ABC, 2004-2010) y 2010) e Fringe (FOX, 2008-2013) são 2013). After describing the scenario where Fringe (FOX, 2008-2013). -
Cinematic Transmedia: a Physiological Look at Engagement with Marvel’S Cinematic Universe
Running head: CINEMATIC TRANSMEDIA 1 Cinematic Transmedia: A Physiological Look at Engagement with Marvel’s Cinematic Universe as Measured by Brainwaves and Electrodermal Activity Tabitha Cassidy Liberty University CINEMATIC TRANSMEDIA 2 Dedication: This thesis is dedicated to my dog, Shakespeare, who sacrificed many trips to the park, and had to deal with my odd hours at night. Acknowledgements: Thank you to my committee members, Drs. Carey Martin and Stuart Schwartz, for helping me through this process. Special thanks to Dr. Fred Volk for providing me with the necessary equipment to complete my study. Particular thanks again to Dr. Martin for introducing me to the concept of transmedia and working with me through my meanderings. CINEMATIC TRANSMEDIA 3 Abstract This study looks at engagement levels within the Marvel Cinematic Universe (MCU) at physiological and neurological levels, and with self-reported measures. One show or movie in each of three categories of Marvel media (a movie, television show, and streaming show) were shown to participants who then had their brainwaves and galvanic skin response recorded to determine whether or not they were engaged with the transmedia aspects of the MCU. Results showed that participants were consistently engaged with the transmedia throughout all three media types, with brainwaves varying only slightly between each content. The Marvel movie, “The Avengers” was most engaging to participants who had their brainwaves and galvanic skin response rates recorded, while participants in a control group consisting of only a survey agreed with the finding that movies in the MCU were the most enjoyable and were able to keep their interest the longest. -
Reconsidering Transmedia(L) Worlds 2015
Repositorium für die Medienwissenschaft Nicole Gabriel; Bogna Kazur; Kai Matuszkiewicz Reconsidering Transmedia(l) Worlds 2015 https://doi.org/10.25969/mediarep/12019 Veröffentlichungsversion / published version Sammelbandbeitrag / collection article Empfohlene Zitierung / Suggested Citation: Gabriel, Nicole; Kazur, Bogna; Matuszkiewicz, Kai: Reconsidering Transmedia(l) Worlds. In: Claudia Georgi, Brigitte Johanna Glaser (Hg.): Convergence Culture Reconsidered. Media – Participation – Environments. Göttingen: Universitätsverlag Göttingen 2015, S. 163–194. DOI: https://doi.org/10.25969/mediarep/12019. Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell 4.0 Lizenz zur Verfügung Attribution - Non Commercial 4.0 License. For more information gestellt. Nähere Auskünfte zu dieser Lizenz finden Sie hier: see: https://creativecommons.org/licenses/by-nc/4.0 https://creativecommons.org/licenses/by-nc/4.0 Reconsidering Transmedia(l) Worlds Nicole Gabriel, Bogna Kazur, and Kai Matuszkiewicz 1. Introduction “Any thoughtful study of contemporary transmedia must start with the vital caveat that transmedia is not a new phenomenon, born of the digital age.” (Jason Mittell 2014, 253; emphasis in the original) To begin with, we would like to agree with the general sentiment of Mittell’s statement: ‘transmedia,’ which Mittell seems to use as an abbreviation of the term ‘transmediality,’ is not a new phenomenon. But can it really be a mere coincidence that these two terms and other related concepts such as ‘transmedial worlds’ have been introduced and extensively discussed in academic discourses since the early 2000s, less than ten years after the introduction of home computers and the inter- net to numerous private households, and at about the same time as the Web 2.0 came into existence? We do not think so. -
Entertainment Architecture
Entertainment Architecture Constructing a Framework for the Creation of an Emerging Transmedia Form by Adalbert (Woitek) Konzal Dipl.-Kfm. European Business School, Oestrich-Winkel, Germany A dissertation presented in fulfilment of the requirements for the degree of Doctor of Philosophy ARC Centre of Excellence for Creative Industries and Innovation Creative Industries Faculty Queensland University of Technology Brisbane, Australia 2011 Adalbert (Woitek) Konzal Entertainment Architecture Keywords film movie transmedia entertainment transmedia storytelling pervasive games ubiquitous games agency form evolution entrepreneurship business industry creative destruction marketing promotion — II — Adalbert (Woitek) Konzal Entertainment Architecture Abstract This thesis investigates the radically uncertain formal, business, and industrial environment of current entertainment creators. It researches how a novel communication technology, the Internet, leads to novel entertainment forms, how these lead to novel kinds of businesses that lead to novel industries; and in what way established entertainment forms, businesses, and industries are part of that process. This last aspect is addressed by focusing on one exemplary es- tablished form: movies. Using a transdisciplinary approach and a combination of historical analysis, industry interviews, and an innovative mode of ‘immersive’ textual analysis, a coherent and comprehensive conceptual framework for the creation of and re- search into a specific emerging entertainment form is proposed. That form, -
Artnodes E-JOURNAL on ART, SCIENCE and TECHNOLOGY
Universitat Oberta de Catalunya artnodes E-JOURNAL ON ART, SCIENCE AND TECHNOLOGY http://artnodes.uoc.edu ARTICLE NODE: “TRANSMEDIA NARRATIVES” Transmedia narratology and transmedia storytelling Marie-Laure Ryan Independent scholar Submission date: October 2016 Accepted date: October 2016 Published in: November 2016 Abstract The term transmedia storytelling has gone viral in media studies. But to what extent does it label a truly new phenomenon, different from the older concepts of adaptation and transfictionality? What does it really mean to tell a story through different media and under what conditions is it desirable? In this article, I examine several types of projects that could be considered as ‘transmedia storytelling’, without necessarily fitting within the paradigm of ‘West Coast’ (i.e. Hollywood) transmedia, and I look at three types of discourse associated with the phenomenon – the industry discourse, the fan discourse and scholarly discourse – in the hope of distinguishing scholarly discourse from the other two and defining some of its goals. Keywords transmedia storytelling, narratology, industry discourse, fan behaviour, mythology, transfictionality, media definition, ‘east coast’ vs. ‘west coast’ transmedia, top-down vs. bottom up transmedia, Star Wars Narratología transmedial y transmedia storytelling Resumen El término transmedia storytelling se ha viralizado dentro de los estudios de medios. ¿Pero hasta qué punto sirve para definir un fenómeno realmente nuevo, distinto de otros conceptos antiguos de adaptación y transficcionalidad? -
Nieves Rosendo the Map Is Not the Territory. Bible and Canon in The
[Table of Contents] Nieves Rosendo The Map Is Not the Territory. Bible and Canon in the Transmedial World of Halo Maps are not only about space, they’re also about time: maps are frozen journeys. […] Indeed it would seem that quite a few writers think cartographically, especially writers about imaginary places. (ATWOOD 2011: 70f.) Abstract Building on Henry Jenkins’ definition of transmedia storytelling as »the art of worldmaking« (JENKINS 2006: 114), which puts the world at the center of story- telling, this article focuses on two tools for the apprehension of a transmedial world from a perspective which takes into account the specificity of media and production: the transmedial ›bible‹ and the ›canon‹. For this purpose, I use as an example the entertainment franchise Halo (343i), which originated in the videogame Halo. Combat Evolved (2001). 1. Introduction Henry Jenkins has refined his definition of transmedia storytelling over the years, but has kept the idea that it is »the art of world making« (JENKINS 2006: 21). Jenkins’ already classical definition of transmedia storytelling in Conver- gence Culture is: IMAGE | Issue 22 | Special Issue Media Convergence and Transmedial Worlds (Part 3) | 07/2015 54 Nieves Rosendo: The Map Is Not the Territory Stories that unfold across multiple media platforms, with each medium making distinc- tive contributions to our understanding of the world, a more integrated approach to franchise development than models based on urtexts and ancillary products. (JENKINS 2006: 293) This definition allows us to see, on the one hand, the differences between storytelling and the particular case of transmedia storytelling, as the former mainly focuses on the events and the characters, while the latter focuses on the idea of a world. -
Transmedia Storytelling in the Lord of the Rings-Franchise
Ghent University Faculty of Arts and Philosophy One Medium to Rule Them All? Transmedia Storytelling in The Lord of The Rings-Franchise Paper submitted in fulfilment of the requirements for the degree of «Master of Arts in de Supervisor : Dr. Jasper taal- en letterkunde (Nederlands Schelstraete - Engels) » by Lisanne Decock August 2018 1 The author and the supervisor(s) give the permission to make this master’s dissertation available for consultation and for personal use. In the case of any other use, the copyright terms have to be respected, in particular with regard to the obligation to state expressly the source when quoting results from this master’s dissertation. The copyright with regard to the data referred to in this master’s dissertation lies with the supervisor(s). Copyright is limited to the matter in which the author has approached and recorded the problems of the subject. The author respects the original copyright of the individually quoted studies and any accompanying documentation, such as tables and graphs. 2 ACKNOWLEDGEMENTS I would like to thank my parents, for letting me choose my path in life and always supporting me no matter what I chose. I would also like to thank my brothers; Stéphane for introducing me to the marvellous world of fantasy literature and tabletop role-play as well as live action role-play, and Rémy for introducing me to video games and let’s play-videos. I would also like to thank Johnny Lourtioux and Robert van Schaik for their feedback and corrections. Without them, this thesis would not have achieved this quality. -
Film Websites: a Transmedia Archaeology
Film Websites: A Transmedia Archaeology Kim Louise Walden Submitted in partial fulfilment of the requirements of the University of Hertfordshire for the degree of Doctor of Philosophy November 2018 Acknowledgements I wish to thank my colleagues and supervisors, Steven Adams and Alan Peacock for their guidance through this research process. Thank you to my principal supervisor, Steven for his direction, and gently reminding me that it was permissible to cite myself as a secondary source. Thank you to my second supervisor, Alan for his open-mindedness, sharp insights and patience as well as innumerable cups of tea and coffee. I would like to thank Marsha Kinder, Dan Koelsch, Ian London, Franziska Nori, Rob Ford, Chris Thilk and Perry Wang for their advice, generously shared in email exchanges. Towards the end of the research, I was introduced to Bettina Sherick, a digital marketing pioneer and veteran from 20th Century Fox, and Founder of Hollywood in Pixels, a non-profit group dedicated to preserving the seminal digital film marketing campaigns. It was so wonderful to meet someone who shares my passion for film websites, so thank you to Bettina for the Skype conversations and emails. During this research process, I took my half-baked ideas to conferences, and benefitted enormously from the discussions that ensued. Subsequently some of this research has been published. So, I would like to thank Sara Pesce and Paolo Noto from the University of Bologna who edited my chapter in The Politics of Ephemeral Digital Media: Permanence and Obsolescence in Paratexts (2016); Likewise, Savatore Scifo, who edited my article for a special edition Interactions: Studies in Communications & Culture on digital archives (2017).