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25 Things You Should Know About Transmedia Storytelling

25 Things You Should Know About Transmedia Storytelling
Let’s get this out of the way, now — this, like many/most of my other lists, could easily be called “25 Things I Think About Transmedia.” It does not attempt to purport concrete truths but rather, the things I believe about the subject at hand. I am something of an acolyte and practitioner in the transmedia cult, and sometimes give talks on the subject (as I will be doing next week in Los Angeles). So, here I am, putting my transmedia ducks in a row. Please to enjoy. 1. 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. 2. Transmedia is, admittedly, kind of a buzz-word. 3. The rise of any new or altered media form sees an awkward transitional period where everyone wants to define it. 4. Good storytelling is still good storytelling. 5. Transmedia these days is strongly marketing-centric. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15.

Alternate reality game An alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions. The form is defined by intense player involvement with a story that takes place in real time and evolves according to players' responses. Subsequently, it is shaped by characters that are actively controlled by the game's designers, as opposed to being controlled by artificial intelligence as in a computer or console video game. Definition[edit] There is a great deal of debate surrounding the characteristics by which the term "alternate reality game" should be defined. Several experts, though, point to the use of transmedia, "the aggregate effect of multiple texts/media artifacts,"[2] as the defining attribute of ARGs. Unique terminology[edit] Among the terms essential to understand discussions about ARGs are: Computer/console/video games. Influences and precursors[edit]

How Transmedia Storytelling Is Changing TV Lisa Hsia is Executive Vice President of Bravo Digital Media. Until now, media companies have focused on getting audiences to watch shows “live” via a TV set, where the bulk of advertising dollars are. But transmedia storytelling — which is defined as telling a story that extends across multiple media platforms (for television, it's going beyond the on-air show) — has the ability to upend that. “Transmedia” is one of those hot buzz words du jour, with conferences, articles and trend reports devoted to it. Yet it’s not a new concept. Star Wars, The Matrix, Dr. SEE ALSO: The Future of Social TV [VIDEO] In today’s digital era, there are new factors at play that make transmedia a potentially potent game-changer for how TV content is created. Social TV has made television a richer two-way experience with fan participation. Beyond the Second Screen Taking advantage of this new reality is imperative for my network, both from an engagement and value perspective. More Innovation Ahead

The Who’s Who of Transmedia | Transmedia Storytelling (Fall 2010) The main characters in Doctor Who don't change every episode, but this isn't necessarily wrong. Just look at Star Trek for an example of a show that doesn't require character development to be good or engaging. While all of the Dr. Who storytelling outlets were appealing in their own way, I found the radio program to be the least engaging. The other forms of Dr. The comic book version didn’t catch my interest nearly as much as the stories that featured moving pictures. I certainly think it’s possible to stitch together a coherent narrative across multiple mediums; Doctor Who stands as a testament to this. The stories also feature similar structure in terms of characters. Doctor Who seems to consistently meet McKee’s requirement for a good scene: that a binary characteristic of a character is reversed. Like this: Like Loading... Junior at Trinity University.

Un regard transmedia sur l’industrie de la musique Faced with the evolution of uses and new media consumption habits, the music industry has to face similar problems to those seen in the audiovisual industry: unstable audiences, growing competition and pirating. However, new economic models and multiplatform projects are emerging: Jay Z, Gorillaz or Nine Inch Nails for example, are reinforcing their relationships with their audiences through storytelling. 1New distribution models The authors of record labels are faced with one main problem these days: the decreasing sales of material media (CD, DVD), which is directly linked to the digital explosion. Even though it’s often brought up as producers’ number one fear, music only represents 2,9% of illegal downloads, as shown in this Ars Technica study. For example Spotify is a free music access provider that had 10 000 000 users last year with a service financed by advertizing. New Spotify Users will still be able to enjoy free service as it is offered now for the next 6 months. Conclusion

Seven Myths About Transmedia Storytelling Debunked Over the past few years, transmedia storytelling has become a hot buzzword in Hollywood and Madison Avenue alike--"the next big thing" or "the last big thing" depending on whom you ask. Last year, the Producer's Guild announced a new job title, Transmedia Producer, a decision that has more or less established the term as an industry standard. More and more companies are laying claim to expertise in producing transmedia content. But many using the term don't really understand what they are saying. So let's look at what people are getting wrong about transmedia. Myth 1: Transmedia Storytelling refers to any strategy involving more than one media platform. The entertainment industry has long developed licensed products, reproducing the same stories across multiple channels (for example, novelizations). Myth 2: Transmedia is basically a new promotional strategy. Yes, many early transmedia experiments were funded through marketing budgets. Myth 3: Transmedia means games.

Transmedia Storytelling 101 I designed this handout on transmedia storytelling to distribute to my students. More recently, I passed it out at a teaching workshop at the Society for Cinema and Media Studies. I thought it might be of value to more of you out there in the community. For those who want to dig deeper still into this concept, check out the webcast version of the Transmedia Entertainment panel from the Futures of Entertainment Conference. Transmedia Storytelling 101 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

Transmedia Storytelling Ils sont musiciens, ils viennent d’un coin paumé de l’Ontario et ils ont envie d’être différents. Comme tant d’autres. Seulement voilà, ils ont eu l’ambition (et le budget) de créer un véritable story world autour de la sortie de leur prochain album, Population : declining, en juin 2010. Le site, à l’ambiance noire et au traitement BD, rappelle à la fois l’univers glacé de certains comics, à l’instar de Sin City de Frank Miller ; libre à l’internaute d’y flâner pendant de longues minutes, de découvrir les personnages de l’histoire, de s’amuser avec les nombreux modules interactifs, ou encore d’interférer directement avec le groupe via sa webcam… tout en découvrant la musique de Hail The Villain. Le premier cas de transmedia musical ? Réalisation : GRAND creative studios avec une belle présentation du projet ici. Share and Enjoy C’est un constat déjà mille fois répété : le storytelling des marques évolue. Lire la suite

Transmedia storytelling "Transmedia" redirects here. For a related process, see Transmediation. Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling, cross-media seriality[1] etc.) is the technique of telling a single story or story experience across multiple platforms and formats including, but not limited to, games, books, events, cinema and television. The purpose being to not only reach a wider audience by expanding the target market pool, but to expand the narrative itself ([2]). Henry Jenkins, an author of the seminal book Convergence Culture warns that this is an emerging subject and different authors have different understanding. He warns that the term "transmedia" per se means "across media" and may be applied to superficially similar, but different phenomena. History[edit] Current state[edit] Educational Uses[edit] References[edit] Further reading[edit]

Producing Transmedia Stories – 10 Reasons why Audiences do it Better… …than Agencies and Filmmakers. Why do transmedia professionals have a difficult time achieving authentic and fluid transmedia stories and why do ‘existing’ branded entertainment & digital agencies tend towards lowest common denominator, tried and tested formulaic cross media, more about PR, advertising and marketing than real ‘story’ focused engagement. Against this and rather paradoxically we have the ‘so-called’ audience/users actually telling their ‘life’ stories across platforms in a much more natural and engaging way. Having produced and studied cross media since 1997 (“What do Audiences Want” BBC pres) one very large and persistent problem has always been creating authentic transmedia stories – natural story arcs and bridges that lead you onward through a long format, multi platform experience. note: this is a personal/user POV condensed version of a longer chapter intro section in my wip book Networked Media Storytelling: Transmedia Design and Production. 2 Authenticity & Trust

Le jeu comme outil de storytelling transmédia: l’exemple de Guillaume Barraband Pour faire connaitre et vendre sa musique, il ne suffit pas d’avoir une boutique en ligne et de faire de la publicité sur Facebook. Le storytelling transmédia, c’est à dire raconter une histoire autour de votre univers musical via plusieurs supports multimédia, est un moyen de faire rentrer les auditeurs dans votre univers. Dans ce contexte, le jeu est un outil intéressant. Un monde de musique jetable Aujourd’hui la musique est un produit de consommation courante. Paradoxalement, on écoute moins qu’avant. Parfois on regrettait son choix. Aujourd’hui le choix est est infini, on peut passer d’une musique à l’autre en un clic. On n’accroche pas au bout de quelques secondes ? Conséquence pour les artistes ? Doit on écrire uniquement des chansons dont les 5 premières secondes sont spécialement travaillées pour accrocher les youtubers qui souffrent de déficit chronique de l’attention ? Cela peut marcher pour certaines musiques, mais pas pour toutes. Le jeu comme outil de storytelling transmédia

Transmedia Storytelling and Alternate Reality Games

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