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Transmedia Lab

Transmedia Lab

http://www.transmedialab.org/

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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. The Truth About Marika The Truth About Marika (Swedish title: Sanningen om Marika), is a cross-media production by Sveriges Television (SVT) and The company P. It is an alternate reality game and a TV-series first aired in Sweden during the autumn of 2007. The Truth About Marika was marketed as a "participation drama" and had a high amount of viewer participation. The viewers of the TV-series were invited by a young woman to participate in the search for her lost friend and the search took place online and all over Sweden. Participation drama[edit]

Reader Engagement With Transmedia: How To Use QR Codes I love our little writer’s community, and it’s always a thrill to discover the new and interesting things that people are using to market their books and engage readers. In this post, guest blogger Emily Craven explains how you can use one simple thing – a QR code – to give your readers a more interactive experience. I also have to confess that I had no idea how to use these little squares before I read this post – so thanks Emily! In the modern day it seems like we equate the amount of money we spend to the quality of the experience. Seeing the view from the top of the Eiffel Tower is more prestigious then the view from below.

The Dimensions of Colour Figure 3.1. Normalized absorbance of the three human cone pigments, indicating the relative sensitivity of the three cone types to light of different wavelengths. Image source: Maxim Razin, after Bowmaker J.K. and Dartnall H.J.A., "Visual pigments of rods and cones in a human retina." Game of Thrones is Transmedia Gold « Tyrion Lannister: Little Man, Big Plans (via Frank Rose) Unless you’ve been hiding out on the moon or under a very large , heavy object for some time, you might have well heard of the big chunk of fantastical fun that is HBO’s Game of Thrones series. Behold, those in the know: the fun hasn’t stopped with the book series turned television series– ho ho, NO — as Campfire NYC has deftly wielded its mighty storytelling skills to transcend the traditional with a transmedia campaign at the core of its marketing push. Marketing agency Campfire gave Steve Coulson and their resident band of brainiac’s the mission of creating a transmedia campaign for HBO’s epic series Game of Thrones. Brilliant move, pulling in audiences old and new to the series, its stories and characters all the while providing deep, immersive experiences to those keen to play along.

Crossmedia Cross Media (also known as cross-media, cross-media entertainment, cross-media communication, transmedia) is a media property, service, story or experience distributed across media platforms using a variety of media forms. It refers to the journey or linkages across devices and through forms and is most evident in branded entertainment, advertising, games and quest based forms such as Alternate Reality Games where there are a range of dependencies between the media placed across devices and fragments there-of. There are potentially four main categories[1] or levels of cross-media: Interaction[edit] Cross-media communications are integrated, interactive experiences that occur across multiple media, with multiple authors and have multiple styles.

Case Studies - Transmedia and Crossmedia Convergence in a Connected World Welcome to the Case Studies Portal! Below there are seven pages of case study goodness. We split up the case studies by what platform they originated on. For instance, at the top you can see The Matrix and Avatar, two brands that started out as films and branched out from there. In a similar fashion we also have Books, Games, TV Shows, and Comics. 10 Books Making Creative Use of QR Codes Online Education Database – Oedb.org, have put together this list of ’10 Books Making Creative Use of QR Codes’. Quick Response (QR) codes are those square pixelated barcodes you may have seen popping up on consumer products, advertisements and even television shows. They were invented in 1994 by Denso Wave, a Toyota parts manufacturer in Japan, to track production in its factories.

How Shutter Speeds & Frame Rates Can Be Used to Change the Look & Feel of Your Film Shutter speed and frame rate are two camera settings that do very different things to your image, but are also very interconnected. Not only can they be set to give your shots the look audiences have been accustomed to for decades, but they can also be adjusted to give your images a look that will help elicit desired emotions. Emmy Award winning filmmaker Ray Tsang gives us a lesson on these two settings, explaining what they are, what they do, and how they can be used to serve your story. The Basics

. . . And the Final Lesson from Game of Thrones Is, "Always Support the Bottom" When Campfire's Steve Coulson set out to create an immersive experience around the HBO production of George R. R. Martin's Game of Thrones, he faced a now-familiar problem: How to simultaneously generate buzz for the show, introduce the story to a new audience, and provide a deeper level of engagement for fans of the book. In this case, the task was complicated by the fact that HBO audiences weren't expecting a fantasy series and that Martin fans were fiercely protective of his work.

Website Receives RTDNA’s 2013 Edward R. Murrow Award We are honored to announce that MediaStorm has been recognized by the Radio Television Digital News Association (RTDNA) as a winner of a 2013 National Edward R. Murrow Award in the category of Website by a National Online News Organization. RTDNA is the world’s largest professional organization devoted exclusively to electronic journalism, representing local and network journalists in broadcasting, cable and digital media in more than 30 countries. The Edward R. Murrow Awards has honored work of the highest quality produced by radio, television and online news organizations around the world since 1971.

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