Monday 3 March 2014

Week 9: Transmedia Guest Lecture from Christy Deena

Here is the lecture from Dr. Christy Deena. Please read through and think about what Christy asks you to do. Leave your comments here, as usual, and Christy will respond towards the end of the week.



A Quick Pulse Check on Transmedia
Transmedia storytelling is often understood through a definition put forward by academic Henry Jenkins:
Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes it own unique contribution to the unfolding of the story. (source: http://henryjenkins.org/2011/08/defining_transmedia_further_re.html)
Transmedia has kept evolving since the early days of theories around its nature. Let’s have a look at some top-level concepts that encompass key varieties of transmedia and see what we’ve learned over the past ten years:
1.     Medium
Story and experiences created with transmedia are affected by the nature of the media involved. Just as one writes for the affordances of film or television, writing a story that works across film and the web needs skills not just with each medium involved, but across them too. You have to create a storyworld (http://meanjin.com.au/blog/post/meanland-some-things-ive-learned-from-transmedia-worldbuilding/) that works in different media (a concept borrowed from franchise development), and you think about how your audience or players will be moved to continue with the story across media and so on. Two types of medium dispersion have arisen to various degrees however.
1.1  Intermedium
From the very beginning, most researchers and practitioners championed the “multi-platform” nature of transmedia. Indeed, my PhD thesis focused on creative works that are distinguished by their use of distinct media platforms (and environments). These types of projects are an under-recognised form(s) that deserved the spotlight transmedia theories provided. They’re not as pervasive as other mono-medium works though, in no small part due to the diverse and open thinking that transmedia requires. You don’t privilege or see artforms as hierarchies in transmedia. 
1.2  Intramedium
In practice though, what has emerged is a leaning towards intramedium works. These sorts of works, where the experience is dispersed across “sites” such as websites a kind of distributed narrative (http://jilltxt.net/txt/distributednarratives.html), have become more accessible and welcoming to practitioners and audiences alike. The creatives still need to work with the key creative challenge of transmedia: that of creating a wholeness out of dispersed works. But they’re not dealing with the added complication of medial boundaries. Lizzie Bennet Diaries (http://www.lizziebennet.com/) is a recognised recent exemplar of this type of transmedia, one that I have spoken about the significance of before (http://www.yousuckattransmedia.com/you-suck-at-seeing-transmedia-change/).

2.     Production Timing
It is part of the community-defining rhetoric of digital media to distinguish between “digital native” and “non-digital-native” works. This language emerges because there is a natural tendency towards remediation (http://books.google.com.au/books/about/Remediation.html?id=kwZZdKiXG8wC&redir_esc=y) . Indeed, anyone who works with “newcomers” finds that digital media is often viewed first as a delivery channel (for example streaming TV rather than making webisodes) and a place to adapt stories or games from another medium. It isn’t viewed as an artistic medium in itself. The same happens with transmedia. Works can be designed to be transmedia from the beginning, or made transmedia retrospectively.
2.1  Proactive
Proactive transmedia encompasses those works that are transmedia-native. They are designed to be transmedia from the beginning. Intramedium transmedia are always proactive transmedia.
2.2  Retroactive
Retroactive transmedia explains works that become transmedia because of the relationships added to an existing project. In most cases the scenario operates as follows: a mono-medium project is created (eg: a film or TV show or book or digital or analogue game); then either after it is released or after it has at least been thoroughly developed, the world is expanded in another medium. So the first work is designed to be experienced in a single medium, and the next work then tries to change that nature. This can be the harder route to take because the first work is conclusive, there isn’t much else to explore. The lack of success in this type of approach accounts in part for the lack of popularity with intermedium transmedia in some circles.

3.     Reality aesthetics
A related phenomenon is “alternate reality aesthetics”. The concept emerged with the rise of “alternate reality games” (http://en.wikipedia.org/wiki/Alternate_reality_game), and is observable in many transmedia projects outside of ARGs. It involves a relationship with the world of the player in some way. So rather than seeing a medium as a conduit or window to another world one is transported to, the actual present-time world is integrated in some way. This can be to various degrees ranging from being completely set in the here and now observing all the constraints of “reality” to involving fantastical elements too. A great majority of proactive intramedium transmedia works have the world of the audience or player recognised in some way.

4.     Participatory
Likewise, another trait of transmedia is implemented to varying degrees: that of the participatory nature. This involvement of the audience or players can be participatory design (during the development and production of the work), or participatory in the work. Like all of the approaches described above, this affects the nature of the work and requires a whole different skillset. It is perhaps the least pervasive approach though, due in part to the difficulties the creative process entails rather than lack of audience interest.


What types of transmedia have you come across? Are there ones you prefer? If so, why? Your answer might give an insight into the evolution of transmedia – why it has developed in the direction it has, and where it might be going…

19 comments:

  1. Hello Dr. Deena and to my fellow colleagues,

    First and foremost thank you for taking the time to present your lecture to our class. When I think of transmedia, the first thought that comes to my mind is gaming, or more specifically next level gaming. For example, the Xbox One and its use of the Kinect, or Nintendo’s augmented reality that was introduced in their handheld devices. These gaming platforms/ entertainment centres have integrated technologies that allow the user to interact with their environment in different capacities. It has taken a mono-medium project and implemented reality aesthetics, previously unseen at the consumer market level. What I find particularly interesting is that these devices are being used by other organizations and industries in unique and innovate ways. For example, the Xbox Kinect is being adopted for military applications, such as monitoring/ surveillance in the demilitarized zone of South Korea. These are some of the thoughts that came to my mind when I was thinking about transmedia, I am sure as the week progresses more ideas will come to my mind, thank you.

    Regards,
    Mandeep

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    1. Hello Mandeep,

      Yes, they're good examples of transmedia that involves two points coming together -- two pieces of media being used (like the Kinect camera). One thing to consider here is whether this would be intermedium or intramedium transmedia? It is two bits of media, with the XBox not needing the Kinect and the Kinect being an add on. But then does the player need to engage with different media? A shift in input device is one way we can distinguish between media. So the player can interact with the game through gesture, but then they also need to controller to start the game and navigate around it. What do think? Is this important too?!

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    2. I think devices like the Xbox One with the Kinect and Apples iPad definitely provide a unique experience to how we view and access our media content. In my mind they have taken on the characteristics of both intermedium and intramedium transmedia. The reason for this line of thinking is that, the content presented through these devices can be viewed and accessed across many platforms, and more importantly they allow the user to interact with their content in diverse ways. For example as you have indicated Dr. Deena, a controller brings a different experience than using hand gestures or voice commands. These tools all require different levels of participation from the user and subsequently can alter the perception of how we view the media content presented to us. This diversification in functionality really defines the next level of transmedia for me.

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  2. Thank you, Dr. Deena for your information about transmedia! I wasn’t sure what storytelling across multiple channels was called before, so thank you for making it much clearer! One statement in particular resonated with me and helped me better understand transmedia: “The creatives still need to work with the key creative challenge of transmedia: that of creating a wholeness out of dispersed works”. This makes a lot of sense, but can be difficult to wrap our heads around when storytelling across so many different mediums. This is something I will keep in mind for the future when creating transmedia pieces.

    To answer your question, the best example of transmedia I have come across is for the TV show How I Met Your Mother. The producers of the show have effectively created a proactive intramedium transmedia work that is participatory in nature and incorporates reality aesthetics. They have brought together multiple voices, viewpoints and media to tell, show, and allow viewer to interact with the story.

    For example, the main characters refer to a website called “www.theslapbetcountdown.com”. This is a live count down clock that ticked down in real time to the episode where a character was slapped, creating suspense and intrigue, allowing the story to feel accessible to viewers. In the show, there are a number of “slaps” that happen over multiple seasons and the website now cleverly shows “ONE MORE…” in digital watch typography letting viewers know that the fun’s not quite over yet.

    Furthermore, in a later season, the main characters open a bar named “Puzzles” and they refer to their website in the episode: www.puzzlesthebar.com. I believe that the characters actually show the website in the episode and it’s a live site that users can click onto to see their mission statement, calendar (for January 2012, when the episode aired) and menu. Genius! Again, this pulls the viewer in to increase their willing suspension of disbelief that this bar is, in fact, a real place. Both of these examples demonstrate how the creators of the show have brought in reality aesthetics to integrate the present-time world into the story.

    Additionally, one of the main characters, Barney Stinson, is active on Twitter (@Broslife) and can be found interacting with others on the platform and reacting to current events as the character. I think this adds another layer of complexity to the show and it’s an opportunity for the writers of the show to build character depth that they don’t have time for in a 22 minute episode.

    Finally, I feel that the producers of How I Met Your Mother has created a transmedia work that is participatory in nature through their merchandise. The available merchandise does not simply include t-shirts that say “Legen… wait for it… dary!” (although, these are available too), but they also include items from the show so you can “walk a mile in the character’s shoes”. They have Barney’s ducky tie for sale that he wore for a season, as well as MacLaren’s Irish Pub pint glasses and even the infamous yellow umbrella. I think the show has done a tremendous job of engaging their audience over multiple seasons through a variety of transmedia techniques.

    Thanks again for your insightful post!

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    1. Hello Diana!

      Yes, How I Met Your Mother is a great example. I love what they do, and I love a lot of the fun stuff you see on TV shows. You've done a good job on identifying what they're doing with these approaches. And you have hit on one of my favourite things: inworld merchandise. That is: products available in the world, available to us in our world. So yes, we get to wear and hold what the characters in the fictional world do. Another example of how this reality aesthetic is at play. Interestingly, the first talk I gave about this back in the early 2000s, I was met by a response that children can't tell the difference between inworld merchanise and other merchanise (I offered a typology of Harry Potter merchanise). Do you think that is true? If so, is this only an adult way of perceiving merchanise? Indeed, are these sort of reality aesthetics only observable/interesting to adults who have split fantasy from reality?...

      Best,
      Christy

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  3. Thinking about transmedia for the past year as I work towards my MACT degree, I have mostly considered the “intermedium” and “production timing” points you mention here. I have come across hypertext stories, web-based video stories such as the Lizzie Bennet Diaries, as well as enhanced e-books the include multimedia resembling participation such as in video games. I’m interested in discovering more examples of digital-born narratives to see which style I enjoy most. I wonder what combination of these concepts would create a shift in digital storytelling towards mass appeal.

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    1. Hello Nicole!

      Interestingly, I have written about Lizzie Bennet Diaries and how it may be part of the area becoming pervasive: http://www.yousuckattransmedia.com/you-suck-at-seeing-transmedia-change/. I would be interested to hear your thoughts... And what sort of style digital narratives are you interested in?

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  5. Hi Dr. Deena – thank you for your lecture this week.

    I found the topic of transmedia very informative. My experience with transmedia is not extensive, though really, on reflection, I can apply this information to my work in creating online corporate training (and gaming). In your blog post on Meanjin, you stated that “One technique is to think about your story or game as episodic, even if there is only one publication planned at the beginning. This way you engineer the world for continuation”. I find this a very insightful/helpful comment for me personally when I think about designing “workplace” games, because there are many places you can take work-related training, if planned out correctly from the beginning. For example, a game developed as training for someone in the fast food industry- you can plan/build on ‘a day in the life of’ the employee, and incorporate a cause and effect theme – and take that theme in so many directions within the workplace.

    In terms of your question about the types of transmedia that we have come across - would a show like The Walking Dead be considered in terms of transmedia? The show does include audience participation on its Web site, including fan games, mobile apps, blog, storysynch which allows viewers to participate in polls, view show trivia while watching the current episode. In this case the audience isn’t helping with the storyline, so would this be considered proactive transmedia, as the development team must have planned to build the online aspect along with the TV script?

    What about ‘reality’ shows like Big Brother that also require audience participation – where the public votes for the final contestants – the audience is essentially helping with the story line, could this be considered a type of participatory transmedia?

    Thanks - Natasha

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    1. Hello Natasha,

      Great to hear about your corporate training approaches. I'm glad the episodic approach has helped there. As for The Walking Dead and Big Brother participation channels. Yeah, they can count as transmedia. I personally focus on fiction projects, but transmedia encompasses documentaries, activism, reality TV and onwards. Sometimes those participation points are added on afterwards, but with shows like Big Brother it is integral to the format. Ever since the early days of the format in The Netherlands in the late 1990s, it involved many media. The format wouldn't be the same without the voting and interviews that take place... Great stuff!

      Best,
      Christy

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  7. Hi Dr. Deena – thanks for your lecture. You provided some great insight and information on the concepts related to Transmedia.
    I think Transmedia is truly an art form and practice of itself. I’ve seen several different forms of it in the last few years and each incorporates something slightly new into the mix (development of a narrative or how it’s communicated) that helps to evolve the practice. Transmedia forms such as documentaries, mixed reality, and various art/experimental types are the ones that come to mind when I think about Transmedia. Each type uses different media platforms and sequences them at strategic times to tell a story. They seem to encompass the various aspects of a narrative (time, characters, and location) and rely on audience involvement in some capacity whether that is passive, active, interactive, or collaborative in nature. I particularly like when stories can be told within the story. I find pieces of work that do this provide depth to the overall story, thereby creating a richer and more exciting narrative. I find Transmedia projects to be more engaging overall – the use of different platforms provides the ability to connect with people in more than just one way, offering something for everyone.

    I found Henry Jenkin’s post on “Seven transmedia myths debunked” quite interesting as it explores what Transmedia is not.
    http://www.fastcompany.com/1745746/seven-myths-about-transmedia-storytelling-debunked

    Here are some examples I’ve come across in the past:
    Documentary
    http://insidedisaster.com/experience/Main.html
    http://prisonvalley.arte.tv/?lang=en

    Mixed Reality
    http://www.collapsus.com/
    http://vimeo.com/16961934

    art, experimental
    justareflektor.com

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    1. Thanks Jonathan. That reflector experimental one is so interesting. I've gone through it a few times now. Did you hook it up to your camera and mobile or just use your computer and mouse?

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    2. Yeah I did hook it up to my phone... It's really quite neat how the user is able to alter the experience. Here is a link to a video where they talk a little more about how they did it: http://www.chromeexperiments.com/detail/just-a-reflektor/?f

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  9. Thank you Christy for an interesting and eye-opening lecture. You certainly got us all thinking and some of us even want to try our hand at transmedia storytelling.

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  10. Reading O’Flynn’s (2012) article “Documentary’s metamorphic form: Webdoc, interactive, transmedia, participatory and beyond” I found great examples of transmedia that helped me understand Dr. Denna’s lecture. Since I don’t have previous experience with transmedia, both Diana’s and Natasha’s examples of how TV producers use transmedia were also very helpful.

    Most of the examples on O’Flynn’s article use transmedia documentaries to raise awareness about a topic and through participation and the use of Web 2.0 generate social activism. Several of the stories even created the narratives with the help of people sharing ideas or forming characters through social media. I consider my self a tough audience, as it takes a lot to get me to try something interactive, but some of these examples were truly engaging, incredibly well done and the stories behind them had strong emotional appeals. Out of My Window, Water Life, Collapsus, Highrise and Koni 2012 – Invisible Children, threw me of my comfort zone of being a passive viewer and I found my self spending hours going through all the narratives and options. Really enjoyed it.

    I still believe that transmedia requires a higher level of engagement and concentration than linear narratives. For this reason an interesting story, a creative interface, great audio and visually appealing aesthetic, are necessary. Opening those sites was like diving into a story, a space where you can go in whatever direction and you will find something. According to Martha Kindler “patterning and our cognitive engagement in digital narratives of controlled randomness” (as quoted by O’Flynn p. 145) brings us some sort of pleasure. Strangely I think it’s true. For some viewers the key might be the interactive element, but in my case, I believe what engaged me is a well-presented story with multiple narratives.

    After seeing some of those samples I agree with O’Flynn’s observation that transmedia allows for “the complexity of narrative structures that layer meaning through patterns, juxtapositions, associations and reversals that can telegraph meaning through the poetics of the text” (p.144).

    In case you also want to dive in… here are the links:

    Out of My Window: http://interactive.nfb.ca/#/outmywindow
    Water Life: http://waterlife.nfb.ca
    Collapsus: http://www.collapsus.com
    Highrise: http://highrise.nfb.ca/shorthistory/
    Koni 2012 – Invisible Children: http://invisiblechildren.com/media/videos/program-media/kony-2012/

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    1. Thanks for sharing the links Andrea - this is a great selection.

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  11. I think there are many examples of transmedia storytelling that are part of our everyday conversations including: The Muppets, The Matrix, Lost, Inanimate Alice, Pottermore and The Hunger Games. What makes them popular is, in fact, what defines them as transmedia: they draw us into a fantasy world, we can participate in the story as a character, we become deeply engaged with the moment by moment actions, we are excited for the next episode and there are multiple entry points due to technologies.

    Most recently, I noticed the upcoming Kinect Sports Rivals: a multiplayer video game for Xbox One to play competitive sports activities where the camera captures our likeness and detects our movements on a big screen TV. I also saw a poster ad for The Lego Movie Videogame that “puts players in control of various characters from the movie, making use of Lego pieces to make their way through several levels” http://en.wikipedia.org/wiki/The_Lego_Movie_Videogame.

    The transmedia experiences I prefer are the ones that are collaborative, dynamic and fun because they are non-linear. For example, I’ve used ppt for many years but increasingly it’s just so boring and hard to keep both the audience and the presenter engaged. I love Prezi because it’s collaborative, non-linear and engaging – which is transmedia.

    Transmedia exists because of digital technologies and social platforms. We are only at the beginning of the possibilities of what can be done. Digitization and social media platforms together are dramatically affecting how education is/will be delivered to children and adults, and the delivery of marketing/advertising to businesses (B to B) and consumers (B to C) and communications in general. I think the definition of “transmedia” is not common knowledge; but, we are all experiencing a world rapidly changing due to “transmedia”.

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