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| http://deanashour.files.wordpress.com/2011/04/transmedia-storytelling.jpg |
The Current Definition:
"Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling) is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies, and is not to be confused with traditional cross-platformmedia franchises,[1] sequels or adaptations."
http://en.wikipedia.org/wiki/Transmedia_storytelling
"The current and straightest-forwardest (not a word) definition of transmedia is when you take a single story or storyworld and break it apart like hard toffee so that each of its pieces can live across multiple formats. This definition features little nuance, but hey, fuck it. That’s why this list exists — to gather up the foamy bubbles of nuance and slurp them into our greedy info-hungry mouths."
http://terribleminds.com/ramble/2012/04/17/25-things-you-should-know-about-transmedia-storytelling/
Convergence Culture:
"Henry Jenkins defines (2006, p.21) transmedia storytelling as ‘the art of world making, to fully experience any fictional world. Consumers must assume the role of hunters and gatherers, chasing down bits of the story across media channels, comparing notes with each other via online discussion groups, and collaborating to ensure that everyone who invests time and effort will come away with a richer entertainment experience’.
Bennett (2004) suggests that the way we watch television content is the same, while how and where we can watch it has revolutionised. This suggestion links with Jenkins’ definition, meaning the audience must search further to enrich them with the content. This form of convergence culture can be delivered through mobile phone applications, social networking sites, video blogs and podcast commentaries to name but a few. Cultural convergence attempts to provide extra content and narrative to evolve a series further than the allocated broadcasting time, this hopefully gains further consumer loyalty and enjoyment."
http://deanashour.wordpress.com/
Past/Future:
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| Transmedia: Telling the Story through Narrative Content, Games and Real-World Adventures was hosted by Henry Jenkins (author of Convergence Culture: Where Old and New Media Collide), Jeff Gomez (President and CEO, Starlight Runner Entertainment ), Kim Moses (Executive Producer/Director, Sander/Moses Productions and Slam Internet), Gale Anne Hurd (Executive Producer, The Walking Dead), Danny Bilson (Executive Vice President of Core Games, THQ, Inc. ), and Tim Kring (Transmedia Storyteller, Conspiracy for Good, Heroes). |
"Next to speak was Danny Bilson, who started by answering Jenkins’ question, “So what can we do now that we couldn’t 10 years ago?” Danny set the stage for his answer by introducing the concept of a “central hub” which is a product’s main medium. For instance, THQ makes video games, so the video game is their central hub, and all other media are “appendages,” such as books, movies, comics, etc. Back 10 years ago, if a proposed project was not within the “central hub,” then it would be very difficult to get investors to invest in these “non-core competency” projects. Now, however, these projects can be promoted through marketing and partnerships. “The marketers all understand that it’s free marketing because . . . all our transmedia opportunities are partnerships, where we don’t license our property, and we don’t exchange money.” Danny used THQ’s Red Faction franchise as an example.Red Faction: Armageddon, a video game that serves as a central hub for the franchise, is being released in at the end of May, with a movie airing on SYFY the Saturday night following the game’s launch. Danny asserts this is true transmedia because “the movie tells the story that exists between the game from two years ago [Red Faction: Guerilla], and the game coming out this year.” Danny continues, “one thing about transmedia is that you never want to repeat [a] story, the idea is to extend fiction across medias, and tell it in different ways.” One of THQ’s creative prime directives is to determine what the fans would want, and what the fans would think is cool. To do that, you have to be a fan of your own project."

http://www.argn.com/2011/04/transmedia_experts_tell_the_story_to_nabshow_attendees/
Tree Versus Forest:
"Stories are generally a single tree, sometimes grown by a single practitioner. But for me, the transmedia storyworld is far more fertile and compelling when seen as an entire forest growing up together at the same time. The forest for me is the perfect metaphor for transmedia — I live in the woods and I see how all these trees grow together, how some find light and others fail, how it’s all one big organic collision of life that thrives on organized chaos. You can certainly admire the forest for its individual pieces (“What a lovely elm,” or, “Those two squirrels seem to be having crazy methamphetamine sex on top of that turtle-shaped rock”), but you can also gaze out and see a much larger picture: the ecosystem. Therein lies the beauty and elegance — and yes, squirrel-banging chaos — of transmedia storytelling."
http://terribleminds.com/ramble/2012/04/17/25-things-you-should-know-about-transmedia-storytelling/
Let The Audience Drive The Dune Buggy:
"Here’s why transmedia storytellers need to put their auteur egos off to the side — because the audience needs to control a chunk of the action. This can be overt, where the audience is literally allowed control (or even provenance) over the narrative, and their input changes the entire experience. This can be covert, where audience investment helps to shape the output if not directly change it. But the audience must be part of the feedback loop — and in this increasing age of interactivity, the audience wants their slice."
http://terribleminds.com/ramble/2012/04/17/25-things-you-should-know-about-transmedia-storytelling/
Examples:
"Hawken: A year and a half ago no one, beyond the team of nine working on the game, had ever heard the name. But by the end of this year, if all goes to plan, Hawken the game will launch in the eye of a transmedia storm that includes a video web series, a graphic novel, feature film and plans for an animated television show, action figures, a novel and perhaps, one day, lunch boxes."
http://www.polygon.com/gaming/2012/8/6/3223193/hawken-from-indie-computer-game-to-transmedia-powerhouse
Notes from this point:
The creation of Broadband internet, coupled with the introduction of ‘Web 2.0’ in 2005, the developments made relating to media online can only be described as phenomenal.
The transition from ‘Web 1.0’ to ‘Web 2.0’ has allowed freedom of speech and the ability to express one’s self through the creation of social networking websites such as ‘Facebook’ and ‘Twitter’, thus evolving the internet itself greatly. Mill’s theory on ‘Web 2.0’ suggests how it has bought about developments in media online through personalisation, collaboration, information-sharing and community interaction online - something that was never available during the time of ‘Web 1.0’ where only the internet website developer and publisher had control over what content was shared on their website and a great deal of social interaction took place through talking in-person, using telephones and writing letters.
As a result, this reflects how developments in the media, particularly the web, has resulted in re-proposing and the re-invention of social media interaction.
Therefore, one can infer that through the introduction of ‘Web 2.0’, the media online has developed greatly in that users are no longer passively consuming, but, actively interacting with applications on the web. This idea links well to Tapscott and Williams ‘Wikinomics’ theory, posing the idea of a user becoming a ‘pro-sumer’ in that they now have the opportunity to produce and customise features using the internet, for a completely different media form.
An interesting example to reinforce Tapscott and Williams’ theory is the publics’ ability to customise features for video and computer games by creating and developing User-Generated-Content. ‘Little Big Planet’ is a video game that can be used to support this factor, as the public have created over two million levels using the internet and the video game features, therefore, this reflects how the convergence of internet and video games is altering the relationship between audience and game developer through allowing the user a wide variety of freedom through the introduction of User-Generated-Content. The new media technologies exemplify convergence, networking and many-to-many communication, which will enable others to share knowledge, reinvent media interaction, and even change the role between consumer and producer.
Transmedia Storytelling through ARGs:
"To date the most common format for these kinds of multiplatform projects has been the alternate reality game (ARG), from seminal campaigns for The Blair Witch Project and A.I. right through to more recent examples such as Dexterand The Dark Knight. What's so appealing about ARGs is that they can be planned to the smallest detail well in advance, every eventuality can be mapped and locked down, and there's not a lot of room for the audience to wander off track and do something unexpected.
There are some other factors that make ARGs the default go-to transmedia format. There's an assumption that audiences who come for a story will only stay for more story, that any narrative should be accompanied by another, supporting narrative; and that deeper insight can only be delivered and digested in a storytelling format. That's why ARGs are often engineered to be exposition factories, pumping out backstory to placate this apparent desire we all have for more mythos."
http://www.wired.co.uk/news/archive/2012-08/29/transmedia-args
The Future of Storytelling:
"Some key findings from the study include:
- Transmedia is more than media-shifting. Eighty-two percent of participants wanted more mobile apps that would complement, not just replicate, their TV viewing experiences.
- The real world is a platform, too. When asked to develop a new way of interacting with stories, 52% of participants treated the real world as another “platform,” incorporating networked real-world objects, augmented reality, 3D projected environments, and other technologies that bridge the divide between digital and physical.
- Audiences crave more control. Seventy-nine percent suggested interactions that would allow them to alter a storyline by influencing a character’s decisions or by becoming a character themselves.
- Traditional notions of authorship are changing. The real-time, connected culture of the Web is converting storytelling to a more participatory art; 93% of participants expressed interest in submitting possible story ideas to producers, and a whopping 2/3 said they’d be willing to help fund stories they’re interested in (e.g., on a platform like Kickstarter)"
http://latd.com/2012/08/15/what-audiences-want-study-uncovers-possible-futures-for-storytelling/
Transmedia Storytelling in Video Games today:
http://www.hollywoodreporter.com/news/video-games-role-transmedia-focus-169439
http://marclougee.com/2011/03/29/transmedia-narrative-games-storytelling/
Transmedia Storytelling and Alternate Reality Games:
http://www.slideshare.net/remotedevice/transmedia-storytelling-and-alternate-reality-games