Cultivating Transmedia Storytelling: Real World Perceptions Derived from Popular Media
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LEGO® Sonic Mania™: from Idea to Retail Set
LEGO® Sonic Mania™: From Idea to Retail Set Sam Johnson’s first reaction when he saw that the LEGO Group may be designing a new set based on SEGA’s® beloved Sonic the Hedgehog™ was elation, that was followed quickly by a sense of dread. “The first game I had was Sonic the Hedgehog,” said Johnson, who is the design manager on the LEGO Ideas® line. “So immediately that kind of childhood connection kicks in and you have all these nostalgic feelings of, 'I really hope this goes through and I really want to be a part of it if it does.’ And then I had this dread of, ‘Well, how are we going to make Sonic?" Earlier this month, the LEGO Group announced it was in the process of creating a Sonic the Hedgehog set based on a concept designed by 24-year-old UK LEGO® superfan Viv Grannell. Her creation was submitted through the LEGO Ideas platform where it received 10,000 votes of support from LEGO fans. The next step was the LEGO Group reviewing her project among the many others that make it past that initial hurdle to see if it should be put into production. Johnson said he found Grannell’s build charming. “It’s so much in the vein of the actual video game itself which has this kind of colorful charm to it,” he said. “And it's not over complicated, which I really loved. Sonic has this real geometric design to it where the landscape is very stripey and you have these like square patterns on it. -
Transmedia Storytelling Hyperdiegesis, Narrative Braiding
Transmedia Storytelling Hyperdiegesis, Narrative Braiding and Memory in Star Wars Comics William Proctor Since at least the turn of the twentieth century, the comic book medium has grown in dialogue alongside other media forms, both old and new, underscored by what is commonly described as adaptation. In basic terms, adaptation refers to a process whereby stories are lifted from one medium and replanted in another. Of course, the process is more complicated than that as different media each bring different creative requirements and, as a result, adaptation is never simply about reproducing a story in exactly the same way—although it is about reproduction, to some degree. Put simply, adaptation refers to the retelling of a story in a new media location. For example, each installment of Warner Bros.’ Harry Potter film series—from Harry Potter and the Sorcerer’s Stone to Harry Potter and the Deathly Hallows—are adaptations of novels written by J.K Rowling, each ‘retelling’ the same story in the process from book-to-film. The caveat here is that such a retelling also involves revising narrative elements, and even editing or reframing scenes from the ‘source’ text to better-fit the ‘target’ medium. Variations as well as repetition are key factors to consider, as adaptation theorist Linda Hutcheon notes (2006). The contemporary landscape is brimming with adaptations of all sorts, but perhaps the most common example in the twenty-first century are the bevvy of film and TV series based on comic books, many of them produced by the ‘big two’ superhero publishers, Marvel and DC, as film scholar Terence McSweeney argues: “We are living in the age of the superhero and we cannot deny it” (2018, 1). -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
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, -
Creative Studio
CREATIVE STUDIO OVERVIEW We Are: Founded in 2013, ConsumerAcquisition.com is a technology-enabled marketing services company and creative studio that has managed over $3 billion in creative and social ad spend for the world’s largest mobile apps and performance advertisers. We Do: We provide end-to-end creative and user acquisition services for mobile app marketers via outcome-oriented creative storytelling, integrated user acquisition and creative optimization. We are buoyed by proprietary technology that enables every member of our global team to make decisions based on client business outcomes and nancial performance. We Will: Provide game-changing results to our clients through creativity, a data-driven optimization, and a relentless focus on client nancial performance. OUR CREATIVE STUDIO BENEFITS $150m in monthly ad spend managed, we see trends broadly across Facebook, Google, TikTok, Snap & Apple Search Ads Supercharge creative performance with bespoke, thumb-stopping videos from our Hollywood storytellers. Creative optimized by 1st, 2nd and 3rd party data-driven insights, competitive intelligence and user motivations to produce original ideas that drive results. We work like an extension of your team and can tell your brand’s story in a unique way. Need Assets? We provide better, cheaper, faster solutions for creative production and optimization. Free Competitive Ads: See over 3 million videos from competitors and discover which creatives drive performance. Ever wonder how your mobile app KPIs perform vs industry benchmarks? See your performance vs competitors for KPIs like CTR, CPM, CPC, CPI, IPM and more. CREATIVE OPTIMIZATION PROCESS Creative Audit: We’ll review your creative to study what works, what fails and why. -
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. -
Download the Latest Game Content to Use This Character
TM 71267 LEGO DIMENSIONS Videogame software © 2017 TT Games Ltd. Produced by TT Games under license from the LEGO Group. LEGO, the LEGO logo, NINJAGO, the DIMENSIONS logo, the Brick and the Knob configurations and the Minifigure are trademarks and/or copyrights of the LEGO Group. ©2017 The LEGO Group. BATMAN and all related characters, and elements are trademarks of DC Comics © 2017. THE LEGO MOVIE, THE LEGO BATMAN MOVIE © The LEGO Group & Warner Bros Entertainment Inc. © 2017 New Line Productions Inc. THE GOONIES, GREMLINS and all related characters and elements © & ™ Warner Bros. Entertainment Inc. ADVENTURE TIME and all related characters and elements are trademarks of and © Cartoon Network. A-Team ™ & © 2017 Twentieth Century Fox Film Corporation. MISSION: IMPOSSIBLE and related marks, character names, and logos are trademarks of Paramount Pictures. All rights reserved. TM, ® & ©2017 Paramount Pictures. © SEGA. SEGA, the SEGA logo and SONIC THE HEDGEHOG are either registered trademarks or trademarks of SEGA Holdings Co., Ltd. or its affiliates. Ghostbusters™ & © 2017 Columbia Pictures Industries, Inc. E.T. THE EXTRA TERRESTRIAL is a trademark and copyright of Universal Studios. Licensed by Universal Studios Licensing LLC. Harry Potter and Fantastic Beasts Publishing Rights © J.K. Rowling. Harry Potter and Fantastic Beasts characters, names and related indicia are trademarks of and © WBEI. Knight Rider is a trademark and copyright of Universal City Studios LLC. Licensed by Universal Studios Licensing LLC 2017. Doctor Who logo © 2009 & TM BBC. Lic. by BBC WW Ltd. BACK TO THE FUTURE ™ & © Universal Studios and U-Drive Joint Venture. JURASSIC WORLD ™ Universal Studios and Amblin & motion picture © Universal Studios, Amblin and Legendary Pictures. -
Lego Dimensions Beetlejuice Instructions
Lego Dimensions Beetlejuice Instructions Metagnathous and trickish Pate own his anklet station cantillating idiomatically. Is Bay always isolated and interwrought when unchurch some borrowing very astonishingly and lazily? Self-directed and circumpolar Gretchen often eyeleting some loop snidely or contest vulgarly. Skip that a kit home operates only those famous people in lego dimensions instructions for the lego feels slightly more in your site is a small commission Employers post free job openings. The page you requested could not be found. Use model to create biography for a sorry figure. Today we delve into their Handbook get the Recently Deceased and meet Beetlejuice, Beetlejuice, BEETLEJUICE! The Goonies, Knight Rider, The Powerpuff Girls, Gremlins, Beetlejuice, Fantastic Beasts and Where to Find Them, and the new Ghostbusters team. Article is closed for comments. Consent beyond the following cookies could hebrew be automatically revoked. You would you ready for those and minifigs and psychic submarine to ask if you will be taken down and on their portal plus, and rebuild value! Each includes six new game levels, LEGO bricks to build a themed LEGO Gateway to customize the LEGO Toy Pad, two new Toy Pad modes, LEGO minifigure and a LEGO vehicle. The instructions is used from the lego dimension expansion packs that you need with fantastic beasts and will arnett, lincoln logs and. Copyright the instructions are copyright the game for access to provide you many people keep the trained lego dimension packs. Green party and Supergirl polybags that attention being reeased as limited edition and exclusive versions for Dimensions. He was a brief history and community. -
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. -
Scary Poppins Returns! Doctor Who: the Eighth Doctor, Liv and Helen Are Back on Earth, but This Time There’S No Escape…
ISSUE: 136 • JUNE 2020 WWW.BIGFINISH.COM SCARY POPPINS RETURNS! DOCTOR WHO: THE EIGHTH DOCTOR, LIV AND HELEN ARE BACK ON EARTH, BUT THIS TIME THERE’S NO ESCAPE… DOCTOR WHO ROBOTS THE KALDORAN AUTOMATONS RETURN BIG FINISH WE MAKE GREAT FULLCAST AUDIO WE LOVE STORIES! DRAMAS AND AUDIOBOOKS THAT ARE AVAILABLE TO BUY ON CD AND OR ABOUT BIG FINISH DOWNLOAD Our audio productions are based on much-loved TV series like Doctor Who, WWW.BIGFINISH.COM Torchwood, Dark Shadows, @BIGFINISH Blake’s 7, The Avengers, THEBIGFINISH The Prisoner, The Omega Factor, Terrahawks, Captain BIGFINISHPROD Scarlet and Survivors, as BIG-FINISH well as classics such as HG BIGFINISHPROD Wells, Shakespeare, Sherlock Holmes, The Phantom of the SUBSCRIPTIONS Opera and Dorian Gray. If you subscribe to our Doctor We also produce original BIG FINISH APP Who The Monthly Adventures creations such as Graceless, The majority of Big Finish range, you get free audiobooks, Charlotte Pollard and The releases can be accessed on- PDFs of scripts, extra behind- Adventures of Bernice the-go via the Big Finish App, the-scenes material, a bonus Summer eld, plus the Big available for both Apple and release, downloadable audio Finish Originals range featuring Android devices. readings of new short stories seven great new series: ATA and discounts. Girl, Cicero, Jeremiah Bourne in Time, Shilling & Sixpence Secure online ordering and Investigate, Blind Terror, details of all our products can Transference and The Human be found at: bgfn.sh/aboutBF Frontier. BIG FINISH EDITORIAL WE’RE CURRENTLY in very COMING SOON interesting times, aren’t we? The COVID-19 pandemic has changed all our lives in recent ABBY AND ZARA months, with lockdown becoming a part of our everyday routine. -
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