Transmedia

April 7, 2011

Transmedia Hollywood 2 - Registration Still Open!

Transmedia Hollywood 2: Visual Culture and Design can takes place tomorrow (Friday, April 8th). Prof. Jenkins is hosting and moderating the event - along with Denise Mann of UCLA - and many CMS C3 alumni, consulting researchers, practitioners and affiliates will be in attendance.

It promises to be an important event as "Transmedia' fights its way out of its early adoption/evangelist stage - into a broader discourse on what works, what doesn't, what the future language of the medium is and will be - as well as an exploration of the artistic, creative and market-driven pros and cons of transmedia narrative structures.

Registration is still open and is available through:

http://www.ticketmaster.com/Transmedia-Hollywood-2-Visual-Culture-and-Design-tickets/artist/1559777


TRANSMEDIA, HOLLYWOOD 2:
Visual Culture and Design

A UCLA/USC/Industry Symposium
Co-sponsored by
UCLA Producers Program,
UCLA School of Theater, Film, and Television
and
USC School of Cinematic Arts

Friday, April 8, 2011
James Bridges Theater, UCLA School of Theater, Film, and Television
9:45 AM - 7 PM

Event Co-Directors:
Denise Mann, Associate Professor, Producers Program, UCLA School of Theater, Film and Television

Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, USC Annenberg School of Communication

Overview

Transmedia, Hollywood 2: Visual Culture and Design is a one-day public symposium exploring the role of transmedia franchises in today's entertainment industries. Transmedia, Hollywood 2 turns the spotlight on media creators, producers and executives and places them in critical dialogue with top researchers from across a wide spectrum of film, media and cultural studies to provide an interdisciplinary summit for the free interchange of insights about how transmedia works and what it means.

Co-hosted by Denise Mann and Henry Jenkins, from UCLA and USC, two of the most prominent film schools and media research centers in the nation, Transmedia, Hollywood 2 builds on the foundations established at last year's Transmedia, Hollywood: S/Telling the Story. This year's topic: Transmedia, Hollywood: Visual Culture and Design is meant to move from an abstract discussion of transmedia storytelling in all its permutations to a more concrete consideration of what is involved in designing for transmedia.

The past year has seen the Producer's Guild of America (PGA) embrace the concept of the transmedia producer. The other Guilds have begun discussing the implications of these developments for their membership. A growing number of small production units are springing up across the film, games, web, and television sectors to try to create and distribute transmedia content. Many of today's new transmedia producers are helmed by one-time studio or network insiders who are eager to "reinvent" themselves. Inside the studios, the executives tasked with top-down management of large media franchises are partnering with once marginalized film directors, comic book creators, game designers, and other creative personnel.

The underlying premise of this conference is that while the traditional studios and networks are hanging onto many of their outdated practices, they are also starting to engage creative personnel who are working outside the system to help them re-imagine their business. With crisis and change comes the opportunity for the next generation of maverick, independent-minded producers--the next Walt Disney and George Lucas-- to significantly challenge the old and to make way for the new. So, now, it is time to start examining lessons learned from these early experiments. Each of the issues outlined below impact the day-to-day design decisions that go into developing transmedia franchises. We hope to break down the project of developing transmedia content into four basic design challenges:



  • What does it mean to structure a franchise around the exploration of a world rather than a narrative? How are these worlds moving from the film and television screen into other media, such as comics, games, and location based entertainment?

  • What does it mean to design a character that will play well across a range of different media platforms? How might transmedia content re-center familiar stories around compelling secondary characters, adding depth to our understanding of the depicted events and relationships?

  • What does it mean to develop a sequence of events across a range of different media? How do we make sure that the spectator understands the relationship between events when they are piecing together information from different platforms and trying to make sense of a mythology that may span multiple epochs?

  • What does it take to motivate consumers to invest deeply enough into a transmedia franchise that they are eager to track down new installments and create buzz around a new property? How is transmedia linked to a push towards interactivity and participatory culture?


As with the first event, Transmedia, Hollywood: Visual Culture & Design will bring together comic book writers, game designers, "imagineers," filmmakers, television show runners, and other media professionals in a conversation with leading academic thinkers on these topics. Each of our speakers will be asked to focus on the unique challenges they faced while working on a specific production and detail how their understanding of transmedia helped them resolve those issues. From there, we will ask all our speakers to compare notes across projects and platforms with the hopes of starting to develop some basic design principles that will help us translate theories of transmedia entertainment into pragmatic reality.

The creative personnel we have assembled include many of the key individuals responsible for masterminding the fundamental changes in the way traditional media operates and engages audiences by altering the way stories are told temporally, by exploring how graphic design translates from one medium to another, and by explaining how these visually-stunning worlds are being conceived in today's "connected" entertainment arena.


Conference Schedule

Friday, April 8, 2011

9:15--9:45 am
Registration


9:45--10:00 am
Welcome and Opening Remarks

  • Teri Schwartz, Dean, UCLA School of Theater, Film, and Television
  • Denise Mann, Associate Professor/Head, Producers Program, UCLA School of Theater, Film and Television
  • Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, Annenberg School of Communication, USC


10:00--11:50 AM
Panel 1: "Come Out 2 Play": Designing Virtual Worlds--From Screens to Theme Parks and Beyond
Hollywood has come a long way since Walt Disney, circa 1955, invited families to come out and play in the first cross-platform, totally merchandised sandbox--Disneyland. Cut to today and most entertainment corporations are still focused on creating intellectual properties to exploit across all divisions of the Company. However, as the studios and networks move away from the concrete spaces of movie and TV screens and start to embrace the seemingly limitless "virtual spaces" of the Web as well as the real-world spaces of theme parks, museums, and comic book conventions, the demands on creative personnel and their studio counterparts have expanded exponentially.

Rather than rely on old-fashioned merchandising and licensing departments to oversee vendors, which too often results in uninspired computer games, novelizations, and label T-shirts, several studios have brought these activities in-house, creating divisions like Disney Imagineering and Disney Interactive to oversee the design and implementation of these vast, virtual worlds. In other instances, studios are turning to a new generation of independent producers--aka "transmedia producers"--charged with creating vast, interlocking brand extensions that make use of a never-ending cycle of technological future shock and Web 2.0 capabilities.

The results of these partnerships have been a number of extraordinarily inventive, interactive, and immersive experiences that create a "you are there" effect. These include the King Kong 360 3D theme park ride, which incorporates the sight, smell, and thunderous footsteps of the iconic gorilla as he appears to toss the audience's tram car into a pit. Universal Studios and Warner Bros. have joined forces to create the Wizarding World of Harry Potter, a new $200 million-plus attraction at the Islands of Adventure in Florida.

Today's panel focuses on the unique challenges associated with turning traditional media franchises into 3D interactive worlds, inviting you to come out 2 play in the studios' virtual sandboxes.

Moderator: Denise Mann
Panelists will include:


  • Alex McDowell, Production Designer for Tim Burton and Zack Snyder (Corpse Bride, Watchmen)

  • Thierry Coup, Art Designer, Wizarding World of Harry Potter

  • Angela Ndalianis, Associate Professor and Head of the Cinema Studies Program at the University of Melbourne, Australia (Neo-Baroque Aesthetics and Contemporary Entertainment)

  • Bruce Vaughn, Chief Creative Executive, Disney Imagineering

12:00--1:50 PM
Panel 2: "We're Looking For Characters": Designing Personalities Who Play Across Platforms

How is our notion of what constitutes a good character changing as more and more decisions get made on the basis of a transmedia logic? Does it matter that James Bond originated in a book, Spider-Man in comics, Luke Skywalker on screen, and Homer Simpson on television, if each of these figures is going to eventually appear across a range of media platforms?

Do designers and writers conceive of characters differently when they know that they need to be recognizable in a variety of media? Why does transmedia often require a shift in focus as the protagonist aboard the "mothership" often moves off stage as extensions foreground the perspective and actions of once secondary figures?

How might we understand the process by which people on reality television series get packaged as characters who can drive audience identification and interest or by which performers get reframed as characters as they enter into the popular imagination?

Why have so few characters from games attracted a broader following while characters from comics seem to be gaining growing popularity even among those who have never read their graphic adventures?

Moderator: Henry Jenkins
Panelists will include:


  • Joseph Ferencz, Strategy and Marketing Manager, Ubisoft

  • Geoff Johns, Chief Creative Officer of DC Entertainment

  • Alisa Perren, Assistant Professor, Georgia State University

  • Kelly Souders and Brian Peterson, Executive Producers of Smallville

2:00--3:00 PM
Lunch Break


3:00--4:50 PM
Panel 3: Fan Interfaces: Intelligent Designs or Fan Aggregators?

Once relegated to the margins of society, today's media fans are often considered the "advance guard" that studio and network marketers eagerly pursue at Comi-Con and elsewhere to help launch virtual word-of-mouth campaigns around a favorite film, TV series, computer game, or comic book. Since tech-savvy fans are often the first to access Web 2.0 sites like YouTube, Wikipedia, and Second Life in search of a like-minded community, it was only a matter of time before corporate marketers followed suit. After all, these social networking sites provide media companies with powerful tools to manage fans and commit them to crowd-sourcing activities on Twitter, Facebook, and elsewhere.

Given the complexities and contradictions involved in negotiating between industry and audience interests, we will ask the game designers to explain their philosophy about the intended and unintended outcomes of their fan interfaces. Marketers clearly love it when fans become willing billboards for the brand either by wearing logo T-shirts or by dressing a favorite Madman avatar in the 1960s clothing, accessories and backgrounds on display on the AMCTV.com "Madmen Yourself" and then spreading the content through Facebook and Twitter.

What is the design philosophy behind a video game like Spore, which allows fans free range to create their own creatures and worlds but then limits their rights over this digital content? Who owns these virtual creations once they appear for sale on E-bay? These and other intriguing questions will be posed to the creative individuals responsible for designing many of these imaginative and engaging fan interfaces.

Moderator: Denise Mann
Panelists include:


  • Matt Wolf, Double 2.0, ARG/Game Designer

  • Avi Santos, Assistant Professor, Dominican College and Co-editor, FlowTV.com and In Media Res.com

5:00--6:50 PM
Panel 4: "It's About Time!" Structuring Transmedia Narratives

The rules for how to structure a Hollywood movie were established more than a century ago and even then, were inspired by ideas from earlier media -- the four-act structure of theater, the hero's quest in mythology. Yet, audiences and creators alike are still trying to make sense of how to fit together the chunks of a transmedia narrative. Industry insiders use terms such as mythology or saga to describe stories which may expand across many different epochs, involve many generations of characters, expand across many different corners of the fictional world, and explore a range of different goals and missions.

We might think of such stories as hyperserials, in so far as serials involved the chunking and dispersal of narrative information into compelling units. The old style serials on film and television expanded in time; these new style serials also expand across media platforms.

So, how do the creators of these stories handle challenges of exposition and plot development, managing the audience's attention so that they have the pieces they need to put together the puzzle? What principles do they use to indicate which chunks of a franchise are connected to each other and which represent different moments in the imaginary history they are recounting? Do certain genres -- science fiction and fantasy -- embrace this expansive understanding of story time, while others seem to require something closer to the Aristoltelian unities of time and space?

Moderator: Henry Jenkins
Panelists include:


  • Caitlin Burns, Transmedia Producer, Starlight Runner Entertainment

  • Abigail DeKosnik, Assistant Professor, University of California-Berkeley (Co-Editor, The Survival of the Soap Opera: Strategies for a New Media Era; Illegitimate Media: Discourse and Censorship of Digital Remix)

  • Jane Espensen, Writer/Producer: Buffy the Vampire Slayer, Battlestar Galactica, Torchwood.

  • John Platt, Co-Executive Producer, Big Brother, The Surreal Life

  • Tracey Robertson, Chief Executive Officer and Co-founder, Hoodlum

  • Lance Weiler, Founder, Wordbook Project

  • Justin Wyatt, Executive Director, Research at at NBCUniversal, Inc (High Concept: Movies and Marketing in Hollywood).

7:00 PM
Reception
Lobby, James Bridges Theater

Location
James Bridges Theater, UCLA School of Theater, Film, and Television


Registration
Faculty/Students:
Tickets are $5 for faculty and students of accredited institutions and will only be sold at the box-office of the UCLA Central Ticket Office and at the door on the day of the event (prior registration required). Valid university I.D. is required. Registration includes admission to conference and reception.

General Public:
Tickets for the general public are $30. Registration includes admission to conference and reception. Please register: http://www2.tft.ucla.edu/RSVP/index.cfm?action=rsvp_form


Directions
Directions to UCLA:
http://www.ucla.edu/map/

Campus Map:
http://www.ucla.edu/map/ucla-campus-map.pdf

Parking Info:
http://map.ais.ucla.edu/go/1002187
http://www.transportation.ucla.edu/portal/maps/parkingmap/0206UCLAParkingMap.htm

Bus Info:
http://www.metro.net/
http://www.bigbluebus.com/home/index.asp

Contact
UCLA Producers Program
UCLA Department of Film, Television, and Digital Media
203 East Melnitz
Los Angeles, CA 90095
Phone: (310) 206-3761
Fax: (310) 825-3383
Email: producers@tft.ucla.edu
Web: www.tft.ucla.edu/producers

March 3, 2011

"Tony" Screening from Invisible Children

"Tony" Screening from Invisible Children

Thursday March 3, 2011 | 7:00pm | 34-101

On the whole, Invisible Children looks to provide humanitarian aid to displaced persons in northern, war-torn Uganda who have suffered from Africa's longest-running civil war. Moreover, they aim to provide shelter, safety, and education to children who were or would otherwise be child soldiers in the rebel army (the LRA, or the Lord's Resistance Army.)

This next chapter of Invisible Children's Bracelet Campaign is about Tony, and the struggles he faces as a child in this harsh region of the world.

The trailer for the film is embedded below.

For more information, visit the Invisible Children website.

This event is sponsored by the MIT UA funding board.


Tony Bracelet: Trailer from INVISIBLE CHILDREN on Vimeo.

Jedidiah Jenkins--Director of Public & Media Relations, Invisible Children-- is a panelist on the following "Transmedia and Social Change" panel from FOE4.

MIT Tech TV

March 1, 2011

Announcing Transmedia, Hollywood 2: Visual Culture and Design

Transmedia registration can now be done through

http://www.ticketmaster.com/Transmedia-Hollywood-2-Visual-Culture-and-Design-tickets/artist/1559777


TRANSMEDIA, HOLLYWOOD 2:
Visual Culture and Design

A UCLA/USC/Industry Symposium
Co-sponsored by
UCLA Producers Program,
UCLA School of Theater, Film, and Television
and
USC School of Cinematic Arts

Friday, April 8, 2011
James Bridges Theater, UCLA School of Theater, Film, and Television
9:45 AM - 7 PM

Event Co-Directors:
Denise Mann, Associate Professor, Producers Program, UCLA School of Theater, Film and Television

Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, USC Annenberg School of Communication

Overview

Transmedia, Hollywood 2: Visual Culture and Design is a one-day public symposium exploring the role of transmedia franchises in today's entertainment industries. Transmedia, Hollywood 2 turns the spotlight on media creators, producers and executives and places them in critical dialogue with top researchers from across a wide spectrum of film, media and cultural studies to provide an interdisciplinary summit for the free interchange of insights about how transmedia works and what it means.

Co-hosted by Denise Mann and Henry Jenkins, from UCLA and USC, two of the most prominent film schools and media research centers in the nation, Transmedia, Hollywood 2 builds on the foundations established at last year's Transmedia, Hollywood: S/Telling the Story. This year's topic: Transmedia, Hollywood: Visual Culture and Design is meant to move from an abstract discussion of transmedia storytelling in all its permutations to a more concrete consideration of what is involved in designing for transmedia.

The past year has seen the Producer's Guild of America (PGA) embrace the concept of the transmedia producer. The other Guilds have begun discussing the implications of these developments for their membership. A growing number of small production units are springing up across the film, games, web, and television sectors to try to create and distribute transmedia content. Many of today's new transmedia producers are helmed by one-time studio or network insiders who are eager to "reinvent" themselves. Inside the studios, the executives tasked with top-down management of large media franchises are partnering with once marginalized film directors, comic book creators, game designers, and other creative personnel.

The underlying premise of this conference is that while the traditional studios and networks are hanging onto many of their outdated practices, they are also starting to engage creative personnel who are working outside the system to help them re-imagine their business. With crisis and change comes the opportunity for the next generation of maverick, independent-minded producers--the next Walt Disney and George Lucas-- to significantly challenge the old and to make way for the new. So, now, it is time to start examining lessons learned from these early experiments. Each of the issues outlined below impact the day-to-day design decisions that go into developing transmedia franchises. We hope to break down the project of developing transmedia content into four basic design challenges:



  • What does it mean to structure a franchise around the exploration of a world rather than a narrative? How are these worlds moving from the film and television screen into other media, such as comics, games, and location based entertainment?

  • What does it mean to design a character that will play well across a range of different media platforms? How might transmedia content re-center familiar stories around compelling secondary characters, adding depth to our understanding of the depicted events and relationships?

  • What does it mean to develop a sequence of events across a range of different media? How do we make sure that the spectator understands the relationship between events when they are piecing together information from different platforms and trying to make sense of a mythology that may span multiple epochs?

  • What does it take to motivate consumers to invest deeply enough into a transmedia franchise that they are eager to track down new installments and create buzz around a new property? How is transmedia linked to a push towards interactivity and participatory culture?


As with the first event, Transmedia, Hollywood: Visual Culture & Design will bring together comic book writers, game designers, "imagineers," filmmakers, television show runners, and other media professionals in a conversation with leading academic thinkers on these topics. Each of our speakers will be asked to focus on the unique challenges they faced while working on a specific production and detail how their understanding of transmedia helped them resolve those issues. From there, we will ask all our speakers to compare notes across projects and platforms with the hopes of starting to develop some basic design principles that will help us translate theories of transmedia entertainment into pragmatic reality.

The creative personnel we have assembled include many of the key individuals responsible for masterminding the fundamental changes in the way traditional media operates and engages audiences by altering the way stories are told temporally, by exploring how graphic design translates from one medium to another, and by explaining how these visually-stunning worlds are being conceived in today's "connected" entertainment arena.


Conference Schedule

Friday, April 8, 2011

9:15--9:45 am
Registration


9:45--10:00 am
Welcome and Opening Remarks

  • Teri Schwartz, Dean, UCLA School of Theater, Film, and Television
  • Denise Mann, Associate Professor/Head, Producers Program, UCLA School of Theater, Film and Television
  • Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, Annenberg School of Communication, USC


10:00--11:50 AM
Panel 1: "Come Out 2 Play": Designing Virtual Worlds--From Screens to Theme Parks and Beyond
Hollywood has come a long way since Walt Disney, circa 1955, invited families to come out and play in the first cross-platform, totally merchandised sandbox--Disneyland. Cut to today and most entertainment corporations are still focused on creating intellectual properties to exploit across all divisions of the Company. However, as the studios and networks move away from the concrete spaces of movie and TV screens and start to embrace the seemingly limitless "virtual spaces" of the Web as well as the real-world spaces of theme parks, museums, and comic book conventions, the demands on creative personnel and their studio counterparts have expanded exponentially.

Rather than rely on old-fashioned merchandising and licensing departments to oversee vendors, which too often results in uninspired computer games, novelizations, and label T-shirts, several studios have brought these activities in-house, creating divisions like Disney Imagineering and Disney Interactive to oversee the design and implementation of these vast, virtual worlds. In other instances, studios are turning to a new generation of independent producers--aka "transmedia producers"--charged with creating vast, interlocking brand extensions that make use of a never-ending cycle of technological future shock and Web 2.0 capabilities.

The results of these partnerships have been a number of extraordinarily inventive, interactive, and immersive experiences that create a "you are there" effect. These include the King Kong 360 3D theme park ride, which incorporates the sight, smell, and thunderous footsteps of the iconic gorilla as he appears to toss the audience's tram car into a pit. Universal Studios and Warner Bros. have joined forces to create the Wizarding World of Harry Potter, a new $200 million-plus attraction at the Islands of Adventure in Florida.

Today's panel focuses on the unique challenges associated with turning traditional media franchises into 3D interactive worlds, inviting you to come out 2 play in the studios' virtual sandboxes.

Moderator: Denise Mann
Panelists will include:


  • Alex McDowell, Production Designer for Tim Burton and Zack Snyder (Corpse Bride, Watchmen)

  • Thierry Coup, Art Designer, Wizarding World of Harry Potter

  • Angela Ndalianis, Associate Professor and Head of the Cinema Studies Program at the University of Melbourne, Australia (Neo-Baroque Aesthetics and Contemporary Entertainment)

  • Bruce Vaughn, Chief Creative Executive, Disney Imagineering

12:00--1:50 PM
Panel 2: "We're Looking For Characters": Designing Personalities Who Play Across Platforms

How is our notion of what constitutes a good character changing as more and more decisions get made on the basis of a transmedia logic? Does it matter that James Bond originated in a book, Spider-Man in comics, Luke Skywalker on screen, and Homer Simpson on television, if each of these figures is going to eventually appear across a range of media platforms?

Do designers and writers conceive of characters differently when they know that they need to be recognizable in a variety of media? Why does transmedia often require a shift in focus as the protagonist aboard the "mothership" often moves off stage as extensions foreground the perspective and actions of once secondary figures?

How might we understand the process by which people on reality television series get packaged as characters who can drive audience identification and interest or by which performers get reframed as characters as they enter into the popular imagination?

Why have so few characters from games attracted a broader following while characters from comics seem to be gaining growing popularity even among those who have never read their graphic adventures?

Moderator: Henry Jenkins
Panelists will include:


  • Joseph Ferencz, Strategy and Marketing Manager, Ubisoft

  • Geoff Johns, Chief Creative Officer of DC Entertainment

  • Alisa Perren, Assistant Professor, Georgia State University

  • Kelly Souders and Brian Peterson, Executive Producers of Smallville

2:00--3:00 PM
Lunch Break


3:00--4:50 PM
Panel 3: Fan Interfaces: Intelligent Designs or Fan Aggregators?

Once relegated to the margins of society, today's media fans are often considered the "advance guard" that studio and network marketers eagerly pursue at Comi-Con and elsewhere to help launch virtual word-of-mouth campaigns around a favorite film, TV series, computer game, or comic book. Since tech-savvy fans are often the first to access Web 2.0 sites like YouTube, Wikipedia, and Second Life in search of a like-minded community, it was only a matter of time before corporate marketers followed suit. After all, these social networking sites provide media companies with powerful tools to manage fans and commit them to crowd-sourcing activities on Twitter, Facebook, and elsewhere.

Given the complexities and contradictions involved in negotiating between industry and audience interests, we will ask the game designers to explain their philosophy about the intended and unintended outcomes of their fan interfaces. Marketers clearly love it when fans become willing billboards for the brand either by wearing logo T-shirts or by dressing a favorite Madman avatar in the 1960s clothing, accessories and backgrounds on display on the AMCTV.com "Madmen Yourself" and then spreading the content through Facebook and Twitter.

What is the design philosophy behind a video game like Spore, which allows fans free range to create their own creatures and worlds but then limits their rights over this digital content? Who owns these virtual creations once they appear for sale on E-bay? These and other intriguing questions will be posed to the creative individuals responsible for designing many of these imaginative and engaging fan interfaces.

Moderator: Denise Mann
Panelists include:


  • Matt Wolf, Double 2.0, ARG/Game Designer

  • Avi Santos, Assistant Professor, Dominican College and Co-editor, FlowTV.com and In Media Res.com

5:00--6:50 PM
Panel 4: "It's About Time!" Structuring Transmedia Narratives

The rules for how to structure a Hollywood movie were established more than a century ago and even then, were inspired by ideas from earlier media -- the four-act structure of theater, the hero's quest in mythology. Yet, audiences and creators alike are still trying to make sense of how to fit together the chunks of a transmedia narrative. Industry insiders use terms such as mythology or saga to describe stories which may expand across many different epochs, involve many generations of characters, expand across many different corners of the fictional world, and explore a range of different goals and missions.

We might think of such stories as hyperserials, in so far as serials involved the chunking and dispersal of narrative information into compelling units. The old style serials on film and television expanded in time; these new style serials also expand across media platforms.

So, how do the creators of these stories handle challenges of exposition and plot development, managing the audience's attention so that they have the pieces they need to put together the puzzle? What principles do they use to indicate which chunks of a franchise are connected to each other and which represent different moments in the imaginary history they are recounting? Do certain genres -- science fiction and fantasy -- embrace this expansive understanding of story time, while others seem to require something closer to the Aristoltelian unities of time and space?

Moderator: Henry Jenkins
Panelists include:


  • Caitlin Burns, Transmedia Producer, Starlight Runner Entertainment

  • Abigail DeKosnik, Assistant Professor, University of California-Berkeley (Co-Editor, The Survival of the Soap Opera: Strategies for a New Media Era; Illegitimate Media: Discourse and Censorship of Digital Remix)

  • Jane Espensen, Writer/Producer: Buffy the Vampire Slayer, Battlestar Galactica, Torchwood.

  • John Platt, Co-Executive Producer, Big Brother, The Surreal Life

  • Tracey Robertson, Chief Executive Officer and Co-founder, Hoodlum

  • Lance Weiler, Founder, Wordbook Project

  • Justin Wyatt, Executive Director, Research at at NBCUniversal, Inc (High Concept: Movies and Marketing in Hollywood).

7:00 PM
Reception
Lobby, James Bridges Theater

Location
James Bridges Theater, UCLA School of Theater, Film, and Television


Registration
Faculty/Students:
Tickets are $5 for faculty and students of accredited institutions and will only be sold at the box-office of the UCLA Central Ticket Office and at the door on the day of the event (prior registration required). Valid university I.D. is required. Registration includes admission to conference and reception.

General Public:
Tickets for the general public are $30. Registration includes admission to conference and reception. Please register: http://www2.tft.ucla.edu/RSVP/index.cfm?action=rsvp_form


Directions
Directions to UCLA:
http://www.ucla.edu/map/

Campus Map:
http://www.ucla.edu/map/ucla-campus-map.pdf

Parking Info:
http://map.ais.ucla.edu/go/1002187
http://www.transportation.ucla.edu/portal/maps/parkingmap/0206UCLAParkingMap.htm

Bus Info:
http://www.metro.net/
http://www.bigbluebus.com/home/index.asp

Contact
UCLA Producers Program
UCLA Department of Film, Television, and Digital Media
203 East Melnitz
Los Angeles, CA 90095
Phone: (310) 206-3761
Fax: (310) 825-3383
Email: producers@tft.ucla.edu
Web: www.tft.ucla.edu/producers

September 22, 2010

C3 Thinking, Transmedia Worldbuilding and The Deep World of Avatar


Many media studies scholars and creative professionals depend on the C3 blog (as well as Prof. Jenkins' blog, the CMS Program website and the blogs of our fellow CMS research projects) for the ideas which they can then apply to the intellectual, creative or market problem they are trying to get to the "next level". As I think everyone who has been on the team of this research project would agree, Prof. Jenkins' "framing and naming" of otherwise complex concepts into remarkably accessible written language and his always inspiring and engaging speaking style are at the core of his pedagogical style and intellectual modeling of how we do what we do here at C3 and CMS.


It is this C3 early warning system and pattern recognition of emergent cultural patterns, logics and phenomenology (in our case surrounding the circulation and distribution of old and new media) on which the success of the C3 research project is built.


Of course, because we frame it or name it, that does not mean we own it. In his opening remarks at last year's FOE4, Prof. Jenkins was quick to make this very point, specifically regarding the discourse on Transmedia:


"Transmedia seems to be a word that means lots of different things to lots of different people...so we may refer to "cross-platform entertainment" or... "Deep Media" which is Frank Rose's term. As far as I am concerned, I don't care what you call it. What we're involved in is a shift in the way entertainment operates in our culture, but a shift that's been long term and I'll explain that it has a deeper history and I think the focus on newness maybe misleads us. But I am interested in the phenomenon and each of these words talks about different aspects of the phenomenon in different ways. They get at it in different ways. Maybe we should have a discussion about what those differences are. But I am not invested in a vocabulary war about what we christen this thing. I think it's much more interesting that we talk about it and try to figure out what is going on."


We know there is a remarkably passionate and loyal C3 blog community who is very appreciative of the way "C3 Thinking" inspires them, assists them and moves forward their media industries scholarship and creative projects to a whole new level. Call it what you want - brainstorming, ideation, praxis, pre-production, concept phase, theory and practice, research, outlining, strategic design, storyboarding, index card/post-it note hell, development or pre-visualization - "C3 Thinking" intervenes on and contributes to all of these early-stage project design processes (books, films, games, television programming, etc).


This blog entry is an effort to embrace Prof. Jenkins' most recent framing and naming endeavor - now known as the Seven Core Principles of Transmedia Storytelling. I thought it would be helpful to our readership to organize occasional blog entries in a very specific fashion around each of these core principles (Spreadability vs. Drillability; Continuity vs. Multiplicity; Immersion vs. Extractability; Worldbuilding; Seriality; Subjectivity; and Performance). I will also try to strike a balance in presenting the information for those who are internalizing core concepts surrounding transmedia for the first time and seasoned transmedia veterans.


I begin here with Worldbuilding (back story, story development, production design or concept development - again, call it what you will): it is easy when writing a script, designing a film or conceiving of a game to flinch on a true commitment to the design of and deployment of a deeply textured world filled with detail that does not directly service the core narrative or primary narrative objectives. Time and budget are usually the biggest elements working against building a deep world.


The reality is great worldbuilding must precede the storytelling. An early commitment to detail will communicate information beyond the purely functional elements required for the primary narrative - allowing entries points for transmediated narrative extensions of the primary media text and for the other core principles of transmedia to take further root.


With this primacy of a commitment to worldbuilding in mind, the following worldbuilding discussion is in the form of a video case study. First, two Charlie Rose interviews with James Cameron: Dec. 17, 2009 and Feb 10, 2010 where he discusses in detail the challenges of worldbuilding and a CBS 60 Minutes video segment (embedded below) about James Cameron and the production of Avatar - which depicts what was done with the unlimited creative, time, fiscal and human resources to build the deep, textured, detailed world of the primary cinematic text that is the 3D Film Avatar.


After this video piece, find two streaming videos of a conversation between Prof. Jenkins and Tron creator Steve Lisberger from back in February 2010. We include these 2 videos (of a total of 21) in this case study because the first video sets up a discussion of worldbuilding. The next video follows up with a discussion of the basic functions of transmedia extensions, what they might add to the upcoming Disney release Tron Legacy and ends with why Avatar is less successful at deploying transmedia than, say, District 9.


The hope here is that this overall discussion of the mode of production of Hollywood motion pictures at the level of the 'big tent pole' production will inform narrative best practices and economies of scale for other transmedia project in various other creative industries.


Most importantly, there are some interesting missed opportunities contextualized in this discussion which should be seized upon by transmedia theorists and producers both for further theoretical exploration and creative deployment.


For further brainstorming, see:

Prof. Jenkins' FOE4 Keynote entitled "The Revenge of the Origami Unicorn: Seven Principles of Transmedia Storytelling", along with Henry's essay explaining each principle.



All 21 Videos, produced by Mike Bonifer, of Prof. Jenkins conversation with Tron creator Steve Lisberger:


Talking TronsMedia with Steven Lisberger


More Talk of TRONSmedia




September 17, 2010

Changing Relationships, Changing Industries (Nancy Baym, University of Kansas)

C3 Consulting Researcher Nancy Baym (University of Kansas) had a busy 2010.

Her new book, Personal Connections in the Digital Age, was released by Polity Press in the Spring.

Also this spring, Nancy contributed one of the first C3 Research Memos distributed to C3 Consortium Members. This C3 Research will be made publicly available via the C3 blog in late November of this year.

This summer, Nancy was here in Cambridge as a visiting researcher at the Microsoft New England Research and Development Center in Danah Boyd's Social Media Research Collective.

While here in Cambridge, Nancy was asked to speak at the Berkman Center at Harvard Law School. Her talk (in the embedded video below) entitled "Changing Relationships, Changing Industries" addresses her thinking on notions of exchange (economic and social) between fans, audiences, the music industry and the independent music scene - specifically in the case of independent Swedish artists and music labels.

Nancy's insights into how the independent music scene by necessity has embraced new media distribution channels and the audience embrace of these new channels, as well as her insights and metrics on the major label music industry as an inadvertent 'loss leader' in the swift dismantling of the top down corporate music hierarchy (which we are now seeing manifest in film and television) were an early influence on what became 2008 - 2009 C3 research on new consumption patterns, new patterns of value exchange, along with innovative ideas surrounding value and worth - specifically the 2008 C3 White Paper on Spreadability, Xiaochang Li's 2009 C3 White Paper More Than Money Can Buy: Locating Value in Spreadable Media, Ana Domb's 2009 White Paper Tacky and Proud: Exploring Technobrega's Value Network and the CMS C3 FOE4 Panel, Moderated by Prof. Jenkins entitled "Consumption, Value and Worth" (panel video here, liveblogging archive here).


Location
Berkman Center for Internet and Society
License
Creative Commons 3.0 Attribution Unported
Copyright Holder
The President and Fellows of Harvard College

September 13, 2010

What Prof. Jenkins Did This Summer (Comic-Con and Transmedia Brazil)


Both the MIT and USC 2010-2011 academic year are now well underway, allowing the C3 founders, consulting researchers and practitioners (as well the CMS C3 team here @ MIT) time to finally get back to the C3 blog (after our usual summer hiatus).

Our last entry was on May 14, 2010, so let's get right to our first blog entry of this academic year.

In a variation on the traditional "What I Did This Summer" essay schoolchildren are usually asked to write on their first day of school, we feature a video assemblage of what Prof. Jenkins did this summer.

To start: a panel he moderated at Comic-Con in July of this year.

The panel, entitled Red Faction Armageddon: How to Build a Transmedia Universe features Prof. Jenkins moderating, with panelists Danny Bilson (EVP Core Games, THQ), Lenny Brown (director IP development, THQ), Hollywood's leading Transmedia producer Jeff Gomez (Avatar, Transformers, Tron Legacy, Men In Black 3D), Alan Seiffert (SVP, Syfy Ventures), and Erika Kennair (director, development, Syfy).

A written recap of the panel can also be found here.

(NOTE: the sound recording on this video is a bit faint, but turn up the volume and it should be fine).


In May, Prof. Jenkins was the guest of The Alchemists, a C3 sponsor company, at a series of events and speaking engagements in Rio de Janeiro. Below you will find a series of interviews with Prof. Jenkins (in English with Portuguese subtitles) which were first posted at the Brazilian site Rede Globo (Prof. Jenkins also provided his own blog entry on his time in Brazil entitled My Brazilian Adventure which we will cross post here at the C3 site in the weeks ahead, but if you are anxious to read it can be found here at Prof. Jenkins blog).



May 12, 2010

Post-Story, Post-Promotion, Post-Education: Archiving ARGs

Way back in mid-March, I posted a collection of tweets from the Transmedia, Hollywood event out at the University of Southern California entitled Transmedia, Hollywood: The Spreadsheet. If you didn't check that out, it current houses 1489 messages posted to Twitter by participants and off-site audiences following the conference through whatever means they could manage. As one of those folk, I voiced a few thoughts myself, one of which I will return to today:

[637] Something I'd love to hear more about: Must ARGs be ephemeral? If so how do you archive an ARG? #TransH [@alexleavitt - 10584590976]

Today, I will explore a bit about the implications on storytelling that alternate reality games present as a form of narrative (or advertising; or teaching tool) and how conceptualizing the documentation of ARGs lends insight into understanding that form better.

More after the jump.

Continue reading "Post-Story, Post-Promotion, Post-Education: Archiving ARGs" »

May 4, 2010

Where Is Our Transmedia Mozart?

Back in April, I attended the MIT Business in Gaming conference, where I sat in on a panel called Hollywood, Music, & Games, from which I posted my notes here: The Now and Future of Games in Hollywood.

Chris Weaver, one of the panelists and a consulting researcher with the Consortium, made an interesting and critical comment that I've been thinking about for the past few weeks: We have not yet seen our transmedia Mozart. What he figuratively stated was that in the (American) entertainment industry, especially in the professional studios of Hollywood (here, a word that both evokes the geographical filmscape and also represents a metonymical substitution for the major players in each industry of film, gaming, etc.), there have been no creators of transmedia works that have been able to successfully construct a unified project that harnesses the power of each medium (whether through the producer's skills or collaboration with other creatives) to its largest potential.

Since I last read Convergence Culture a few years ago, especially Henry's chapter on transmedia storytelling, I have always explained the concept of transmedia with the example of the Wachowski Brother's The Matrix (1999 - 2005).

Henry writes, "No film franchise has ever made such demands on its consumers" (94). The remainder of this statement's paragraph elucidates the complex plot of the film trilogy, which bleeds out into a video game, animated shorts, and comics. What Henry pinpoints yet concurrently avoids discussing is the involved chain of media with which consumers are required to interact. Yes, they must understand all of these story arcs, but they must also be able to consume them. While Henry explains, "The Matrix is entertainment for the age of media convergence, integrating multiple texts to create a narrative so large that it cannot be contained within a single medium," he might also have highlighted that The Matrix is entertainment in an age of media literacy: audience members must possess the capabilities of dealing with texts across mediums.

And, the most important goal of the transmedia producer: the audience member must enjoy the product.

However, the trend in the industry that we are seeing right now is thus: transmedia franchises are profiting, not from the praise of fans for the creativity of the franchise, but from the money of fans purchasing uninspiring cross-platform tie-ins. Similarly, we are seeing more and more peripheral media of an initial text not act as related-but-separate story arcs, but capitalize on the extended experience of the audience.

Engaged your interest? Read more after the jump.

Continue reading "Where Is Our Transmedia Mozart?" »

May 3, 2010

Ludic Narrans: Drew Davidson Talks Crossmedia Communication

One of my first classes at USC was in transmedia entertainment and storytelling and I plan to be teaching a large lecture hall class on transmedia in the Cinema School starting in the 2011-2012 academic year. My growing interest in transmedia is one of many reasons I have ended up here. I want to be closer to the entertainment industry to be able to watch some of the changes that are unfolding as this emerging conception of popular entertainment really takes root and I want to be in a position to influence the entertainment workers in training.

Think about how the generation of "movie brats," such as Spielberg and Lucas, influenced the American media. For generations, directors emerged from one or another of the guilds, bringing with them specialized skill sets. Robert Wise was an editor; William Cameron Menzies was an art director; most of them knew how to work with actors, but few of them had an integrated perspective on all of the technical skills required to produce a movie. With the rise of film schools, we got directors who knew the full vocabulary of their medium, who knew how to speak to workers with more specialized skills (who often trained alongside them and spoke a shared language) and who knew the history and genres that constituted their tradition. As Hollywood begins to embrace transmedia, a common concern is that there are few people who fully understand how to tell stories or create entertainment experiences in more than one medium: comic book people don't know how to think about games, say, or television people have limited grasp of the web. My own hope is that the Film Schools will once again be the space where future media makers get exposed to a broader range of different kinds of media and also develop the social relations and vocabulary to meaningfully collaborate with others who have specialized in different modes of expression.

For this to happen, transmedia entertainment needs to emerge as a subject not simply at USC but at film schools all over the country. And, indeed, I am hearing more and more from other faculty who are starting to teach such classes at their own institutions. That's why it is such good news that Drew Davidson, Director of the Entertainment Technology Center Pittsburgh at Carnegie Mellon University, has produced a new textbook designed to introduce undergraduate critical studies and production students alike to the world of what he calls "crossmedia entertainment." (Full disclosure: the book includes a short piece by me which offers my definition of transmedia.) I have long admired Drew Davidson's contributions to the space of games studies, especially through the Well Played books, which offer smart, engaging criticisms of specific games by some of the top games scholars in the world, and his earlier book, Stories in Between is a hidden gem which already poses important questions about new and emerging forms of storytelling.

This new book, Cross-Media Communications: an Introduction to the Art of Creating Integrated Media Experiences will play a central role in shaping how concepts of "cross-media" or "transmedia" expression get taught, encouraging educators around the world to explore some of these intriguing concepts in their classrooms. Over the next two installments, I will be sharing this interview with Davidson about the book and about his thoughts on all things crossmedia.

Continue reading "Ludic Narrans: Drew Davidson Talks Crossmedia Communication" »

April 26, 2010

Hip Hop Goes Transmedia

Transmedia Entertainment keeps getting more and more buzz these days -- and so over the next handful of installments, I am going to be sharing with you a range of different perspectives on the concept.

Today, I am running the first of two installments showcasing the work of Marguerite de Bourgoing, one of the USC students who took my transmedia entertainment class last fall. de Bourgoing has been developing a grassroots media franchise, LAstereo.tv, which deploys YouTube and social network sites to showcase the Los Angeles hip hop scene. de Bourgoing represents the Trojan spirit at its best -- a social and cultural entrepreneur who is taking what she's learned as a media maker and deploying it to serve her larger community. de Bourgoing shared some of this work with us during the class and I've wanted her to talk about it for my blog since. In this account which follows, she both shares some of the videos she's been producing and also talks about the way LA Hip Hop artists are using new media to expand the community around their live performances. It's a perspective on transmedia we don't hear very often here and further helps us think about the impact of media convergence on our culture.

Continue reading "Hip Hop Goes Transmedia" »

April 23, 2010

Transmedia Hollywood: Videos Now Available

A convenient announcement from the West Coast to follow up after yesterday's video post:

The panel videos from the TRANSMEDIA, HOLLYWOOD: S/Telling the Story conference are now available. Find them here or watch them embedded after the jump! You can also check out our previous post containing all of the tweets from the Transmedia, Hollywood event here.

Continue reading "Transmedia Hollywood: Videos Now Available" »

April 22, 2010

Intriguing Videos of Notable Worth

Since we're spending the end of this week helping to organize the CMS 10th Anniversary, I figured that I'd write up a short article highlighting some relevant videos with which Consortium blog readers could relax during the weekend.

The above video was presented at DICE (Design Innovate Communicate Entertain) 2010, by Carnegie Mellon University Professor, Jesse Schell, as the "Design Outside the Box" keynote lecture. Although the video was posted and I saw this back in February, I feel like Schell's talk, Beyond Facebook, is still extremely pertinent and engaging (in fact, I heard it mentioned at both the MIT Business in Gaming conference as well as BarCamp Boston 5 this past weekend). Schell discusses the future of gaming beyond social games (that is, games taking advantage and facilitated across social networks, like Farmville or Mafia Wars on Facebook), when game elements will become integrated into the tiny facets of our daily lives.

The second video in today's post was present at TEDxEdmonton by Sean Stewart, who has led companies such as 42 Entertainment and Fourth Wall Studios and has helped produced major alternate reality games (ARGs) such as I Love Bees (an ARG for Halo 2). In Bard 5.0: The Evolution of Storytelling, Stewart explains the steps in which storytelling has changed in terms of interactivity and sociability. He illustrates modern examples of interactive storytelling through transmedia properties, drawing particular attention to how the form and function of each media platform affects the consumption of the story by the audience.

Finally, let me end with a compilation of videos that recently appeared on Henry Jenkins' website, in his article, Thinkers Welcome: New Resources on Participatory Culture and Learning. Henry links to videos from two events, TEDxNYED and the Digital Media and Learning Conference.

Digital Media and Learning Conference 2010 Closing Keynote and Closing Remarks from UCHRI Video on Vimeo.


Sonia Livingstone, Closing Keynote: "Youthful Participation - what have we learned, what shall we ask next?"

These videos take a look at media engagement by youth with media at home, with friends, and in the classroom, and they cover a large breadth of topics.

April 16, 2010

The Now and Future of Games in Hollywood

Today, I'm sitting at Microsoft NERD attending the MIT Business in Games conference. This morning, I attended a presentation called Hollywood, Music, & Games (which skewed toward just "Hollywood & Games"). The panel included:

Chris Weaver (MIT & Consulting Researcher for C3)

Mike Dornbrook (Harmonix)
Paul Neurath (Floodgate Entertainment)
Mark Blecher (Hasbro Digital Media & Gaming)
Ian Davis (Rockstar Games)

The panel talked about cross-platform narratives, how franchises span games and movies, and the problems that game creators have faced dealing with Hollywood executives and movie producers (as well as the implications that these problems have had on "good games").

My notes follow after the jump!

Continue reading "The Now and Future of Games in Hollywood" »

April 5, 2010

Transmedia Generation

Participatory culture is a global phenomenon. Young people all over the world are embracing the expressive and distribution resources of the computer to create and share their own cultural materials with each other. In countries all over the planet, they are mixing together local traditions of folk culture with the now globally accessible forms of digital expression in ways which could not have been imagined by previous generations. And as they do so, educators and parents are starting to recognize these creative communities as sites of informal learning which are transforming the ways these teens see themselves and the world. In every country, it is different. In every country, it is the same.

I was delighted to hear recently from a young scholar, Felipe G. Gil, from Sevilla, Spain, who shared with me some of his thoughts about new media literacy and education. In particular, he wanted me to read this account of his young cousin, whose filmmaking activities he had come to understand in relation to some of my writings. I am delighted to reproduce this blog post, originally written in Spanish, here for my readers in hopes that it may spark other international reactions around these important topics. Gil is justly proud of the range of different kinds of media productions this young man engages with in the course of his everyday life, and has sought ways to place them in a larger context.

Continue reading "Transmedia Generation" »

March 29, 2010

Talking TronsMedia with Steven Lisberger

A few weeks ago, I sat down for a conversation with Steven Lisberger, director of the original Tron, to discuss our shared passions for science fiction cinema and transmedia entertainment. Mike Bonifer organized the meeting, filmed the exchange, and edited the footage. He has gradually been rolling it out in short three to four minute chunks via YouTube ever since.

I have to say that it was thrilling to me to meet Lisberger -- having long admired how far forward the thinking behind Tron had been about the directions games and digital culture might take. In the first few installments of this conversation, Lisberger shares with me some of his experiences in making Tron and also considers the current project to re-engage with these characters, their world, and their stories for the next generation. In case you've missed the news, a new Tron movie is going to hit the theaters later this year, and we are already seeing a fair amount of buzz build around it.

Continue reading "Talking TronsMedia with Steven Lisberger" »

March 23, 2010

Transmedia, Hollywood: The Spreadsheet

So, I was unfortunate enough to have to miss Transmedia, Hollywood: S/Telling the Story, which happened a week from today, but I swear we were hard at work last Tuesday here at the Consortium!

Anyway, if you were like me and had to miss this event, here's the description:

Transmedia, Hollywood: S/Telling the Story is a one-day public symposium exploring the role of transmedia franchises in today's entertainment industries. Transmedia, Hollywood turns the spotlight on media creators, producers and executives and places them in critical dialogue with top researchers from across a wide spectrum of film, media and cultural studies to provide an interdisciplinary summit for the free interchange of insights about how transmedia works and what it means.

Co-hosted by Denise Mann and Henry Jenkins, from UCLA and USC, two of the most prominent film schools and research centers in Los Angeles, Transmedia, Hollywood will take place Tuesday, March 16, 2010, on the eve of the annual Society of Cinema & Media Studies conference, the field's most distinguished gathering of film and media scholars and academics (March 17--21, 2010) in Los Angeles.

Now, it's becoming more and more common to attend conferences and other events virtually (like I did last week with South by Southwest, utilizing the #sxsw hashtag on Twitter). Putting confidence on your "fellow" physical attendees, you can sit back while they tweet all the important or interesting information for you to enjoy from your desk at work or dinner table at home. And given that most conferences don't record their panels in video form (unlike some events such as Futures of Entertainment 4 or ROFLcon), Twitter has been a convenient way to glean content.

Mimi Ito (@mizuko) set up an archive via TwapperKeeper for the Transmedia Hollywood tweets, from which I compiled a public spreadsheet (after deleting irrelevant tweets that were also picked up) for everyone to read and/or search to see what went down at the event last week.

You can access the spreadsheet here.

If you're new to looking at archives of Twitter messages in table form, I recommend Google's Chrome browser, which uses a new highlighting feature when you search for terms. Have fun!

We'll also be featuring a few articles related to topics that came up during the conference. Check them out here soon!

March 12, 2010

The Transmedia Potential of Music Videos, Part 1: The Band

With the uneven future of the music industry and its models, I've become really interested in exploring the potential that music has by integrating these old tactics into transmedia storytelling and cross-platform distribution frameworks.

Previously, I've gushed about how the hit television show Glee has experimented with these methods with respectable success. The Glee model takes advantage of the ease of cross-platform distribution as a business model; however, it's a bit difficult to discuss the transmedia storytelling elements of its story. In my Glee article, I attempted to speak to the idea of affective economics, "which seeks to understand the emotional underpinnings of consumer decision-making as a driving force behind viewing and purchasing decisions" (Henry Jenkins, in Convergence Culture). Glee's story extends beyond its original narrative when expressed by its consumers and especially its fans, by understanding characters better through playing their songs, or by performing favorite dance routines.

Unfortunately, what I can't argue is that the producers of Glee have themselves extended the story across mediums. In response to this basic fact, I've been trying to look for the appearance of other types of stories that span multiple forms of media. Today, I want to discuss the band OK Go and how the story of not the songs but the band has succeeded in with a transmedia model.

And now the story continues... On Wednesday, OK Go announced that they will be leaving EMI to set up their own independent label.

Continue reading "The Transmedia Potential of Music Videos, Part 1: The Band" »

March 5, 2010

Innovating the Medium for Transmedia: The Case Study of Valve's "Portal"

Picture 11.png

A sequel to the smash hit PC video game, Portal, is coming in 2010. Portal, produced by Valve, was released in 2007 in The Orange Box, for PC, Xbox 360, and PS3. The unique gameplay and interaction with the game's environment brought Portal to immediate popularity among gaming communities.

Over the past week or so, Valve took an interesting transmedial approach to announce Portal 2.

Continue reading "Innovating the Medium for Transmedia: The Case Study of Valve's "Portal"" »

February 24, 2010

More Events: Online Video, Giant Robots, and a Personal Talk About Japanese Popular Culture

Today, I'd like to call your attention to a number of interesting, upcoming events that fall into the topic of convergence culture.

Picture 48.png
First, the inaugural Wireside Chat w/ Lawrence Lessig at Harvard Law School.


Second, a talk by Ian Condry about anime and transmedia.


And finally, I'm giving a talk at Ignite Boston 7 about fan engagement with animated characters.


Continue reading "More Events: Online Video, Giant Robots, and a Personal Talk About Japanese Popular Culture" »

February 17, 2010

C3 White Paper: It's (Not) the End of TV as We Know It

2009 C3 white papers are now available for download. Over the next few days, we'll be posting links to them here on the blog.

My white paper about online TV audiences is up first. The paper outlines strategies for understanding how viewership online complements broadcast viewing. Through research and case studies, this paper:

  1. Explains the strategies needed to manage viewer expectations of scarcity in the broadcast space and plenitude in the online space.

  2. Categorizes types of online content in terms of their appeal to viewers.

  3. Outlines strategies for appealing to different types of online viewers.

Download the executive summary or the entire paper and let me know what you think in the comments or tweet @shelila.

February 8, 2010

The Last Airbender or The Last Straw?, or How Loraine Became a Fan Activist

This is another installment in our ongoing series about fan-activism and the ways certain kinds of groups are bridging between our experiences with interest-driven networks in participatory culture and public participation. This chapter tells the story of Loraine Sammy and the Racebender campaign, which challenged the white-washed casting of the feature film version of The Last Airbender. Thanks to the production chops of Anna Van Someren, we are able to share much of Sammy's story in her own words, so do take time to watch the video segments attached to this piece.

As I have been working with Van Someren and Shesthova, two members of our research team, to prepare this piece for publication, I am reminded of work I did more than a decade ago around the Gaylaxians, a gay-lesbian-bi-trans science fiction fan group which made a concerted effort to get a sympathetic queer character on Star Trek: The Next Generation. The campaign failed in the short run in that the producers ultimately deflected or misdirected their requests, continually rephrasing them into how Star Trek might deal with the "issue" of gay rights, while the group wanted to show a future where being gay was not an issue. I am struck now by the growing number of science fiction series, British and American, which have matter of fact portrayals of same sex relationships, including Battlestar Galactica (whose show runner Ron Moore cut his teeth working on the Star Trek franchise.) I've never seen any one directly trace these shifts in the representation of sexuality in science fiction back to the Gaylaxians, but I have a sense that in the end, the campaign had some impact on our culture, even when its initial goal was lost. I hope the same can be said for the efforts of the Racebending efforts -- they have lost the battle but will they win the war? (For more on the Gaylaxians, see Science Fiction Audiences or Fans, Bloggers and Gamers.)

Our connection to Racebending and Loraine Sammy came through a member of the research group Lori Kido Lopez, a doctoral student at Annenberg.... who is including Racebending in her Ph.D. research.

Continue reading "The Last Airbender or The Last Straw?, or How Loraine Became a Fan Activist" »

January 27, 2010

Three Awesome Events: Transmedia/Hollywood, Free Culture X, and ROFLcon 2


Transmedia, Hollywood: S/Telling the Story

roflcon.png

Continue reading "Three Awesome Events: Transmedia/Hollywood, Free Culture X, and ROFLcon 2" »

January 4, 2010

On Chuck and Carrot Mobs: Mapping the Connections Between Participatory Culture and Public Participation

One of my proudest moments at the Futures of the Entertainment 4 conference was moderating a session on Transmedia for Social Change, which closed off the first day of the event. This panel brought together a number of people who I have encounter recently through my research on the relations between participatory culture and public participation: Stephen Duncombe - NYU, author of Dream: Re-Imagining Progressive Politics in the Age of Fantasy (The New Press); Andrew Slack - The Harry Potter Alliance; Noessa Higa - Visionaire Media; Lorraine Sammy - Co-creator Racebending; and Jedidiah Jenkins-Director of Public & Media Relations, Invisible Children.

For many attending this event, their discussion of new forms of activism that have emerged around the borders of transmedia entertainment were particularly eye opening While we were able to draw connections across these various projects, none of the panelists had met before and most did not know what the others were doing. It was exciting to see the shift in tone at the conference as we moved from talking about business plans to talking about human rights and social justice. I wanted to share the video of this session with you here.

During my introduction to the panel, I referenced the research we've begun to do trying to better understand how engagement with participatory culture, especially with fandom, may be teaching the skills and creating identities which can be applied to campaigns for social change. This project has launched since my move to California and is being conducted jointly with researchers at USC, MIT, and Tufts. What follows is the first of a series of reports on this still new research initiative, written by members of my team. Anna Van Someren, who wrote this first installment, joined the team having already served as the production manager on Project New Media Literacies, and with a background in media production, media literacy instruction, and social activism. Here, she gives an overview of what we are trying to do.


On Chuck and Carrot Mobs: Mapping the Connections Between Participatory Culture and Public Participation
by Anna Van Someren

I was on my 8th (excruciating) rep, struggling with some kind of bowflex-looking machine when my personal trainer asked what I do for work. As usual, I had the fleeting wish that I could say something short and concrete, something like "preschool teacher" or "novelist". Because really, did this woman care any more than the typical dentist who asks such questions with both hands inside your mouth? Could I finally come up with something a little less opaque than "researcher at MIT"? If I did, could I for once muster the self-discipline it takes not to ramble incomprehensibly?

I tried a new approach, and asked if she had a favorite television show. "Battlestar Galactica!" - her face lit up as she described the Starbuck costume her friend was helping her create for Halloween. "Well, say a Battlestar Galactica fan group became interested in doing some work for social change, work that maybe addresses an issue brought up by the show. The group I'm working with is looking at how people who organize around a story they love, and then decide to take some kind of public action." She seemed genuinely interested, so I continued with more detail during front lunges. I think I may have gotten a bit rambly, but I'll try not to here.

As readers of this blog know, Henry has moved to LA and is now the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Although he has relinquished his role as principal investigator at MIT's Center for Future Civic Media (funded by the Knight Foundation), his work on participatory culture and civic engagement has spawned a new research project supported in part by the center. This project is bi-coastal; on the east coast we have myself, research advisor Clement Chau and research assistant Flourish Klink. Representing the west coast out at USC with Henry we have research director Sangita Shresthova (CMS alum '03) along with more than a dozen Annenberg School students whose work relates directly to our research interests.

Our early conversations circled around the skills needed to become involved in public discourse. We discussed emerging forms of engagement, such as the Carrotmob project, which might be considered civic because of its socially beneficial goal of protecting the environment. Carrotmob organizes competitions in which local businesses pledge to make ecological improvements to their practices. The business with the best pledge enjoys an environmentally-motivated flash mob: 'carrotmobbers' receive instructions via blog posts and twitter about where and when to show up and spend.

The 'Finale & a Footlong' Save Chuck campaign is another recent initiative working to leverage consumer power. In April 2009, organizers mobilized fans of the television show Chuck to buy footlong sandwiches at Subway, a main sponsor, on the night of the show's finale. Fans were instructed to leave a note in the Subway suggestion box mentioning the campaign, and Chuck star Zach Levi described it as "a way for non-Nielson fans to show their love of the show by directly supporting one of Chuck's key advertisers".

These two projects have entirely different goals, and some might say Save Chuck is a far cry from civic engagement, but it's interesting to note that the skills and strategies being used are so similar. We began to wonder if participants in campaigns like Save Chuck might stand to gain some of the skills and knowledge needed to become active citizens. With so many young people so engaged with popular culture, this potential is critical to understand. In Convergence Culture, Henry describes how popular culture can function as a civic playground, where lower stakes allow for a greater diversity of opinions than tolerated in political arenas. "One way that popular culture can enable a more engaged citizenry is by allowing people to play with power on a microlevel ...popular culture may be preparing the way for a more meaningful public culture."

Of course, there are differing definitions of what an 'engaged citizenry' looks like. CIRCLE, the Center for Information and Research on Civic Engagement, works with three primary categories: civic activities, electoral activities, and political voice activities. In Civic Life Online, Kate Raynes-Goldie and Luke Walker define civic engagement broadly and simply as "any activity aimed at improving one's community". In his book Bowling Alone, sociologist Robert Putnam considers civic engagement to be on the decline, and bemoans the social ties we've lost now that we spend more time "isolated" in front of the television. Some share his pessimism, worrying that the millennial generation lacks an interest in the workings of government, but it's important to remember that we're not talking about something static or stabilized. In their paper Young Citizens and Civic Learning: Two Paradigms of Citizenship in the Digital Age Lance Bennett, Alison Rank and Christopher Wells remind us that "citizenship is a dynamic social construction that reflects changing social and political conditions."

So how does the dimension of popular culture fit into our understanding of citizenship? Voting, joining a political party, or doing community service are concrete, measurable activities that have long been defined as civic. What does loving a television show have to do with any of this? It's helpful here to consider two opposing views of democracy described by Stephen Coleman in Civic Life Online. Although he's talking specifically about youth e-citizenship here, he offers a useful model, describing the conflict between democracy viewed as "an established and reasonably just system, with which young people should be encouraged to engage" and as "a political as well as cultural aspiration, most likely to be realized through networks in which young people engage with one another". The second view is expansive; it describes a realm where citizens are empowered not only to participate in the public arena, but to shape it. It's a view that does not contain activity within a strictly political sphere, but embraces cultural citizenship. This aligns well with Peter Levine's definition of civic engagement as not only political activism, deliberation, and problem-solving, but also cultural production, or participation in shaping a culture.

If we want to see how engagement with popular culture can fuel social action, Loraine Sammy and her activities with racebending.com provide a rich case study. Fans of Nickelodeon's Avatar: the Last Airbender animation series were frustrated and disappointed by the casting process for the live-action movie version. Paramount cast the main characters, who are Asian in the original series, with white actors. Avatar fans came together to create the LiveJournal-based Aang Ain't White campaign, which attempted to pressure Paramount with a letter-writing campaign. Loraine, who spoke on the Transmedia for Social Change panel at Futures of Entertainment 4, helped grow Aang Ain't White into the racebending movement, "a coalition and community dedicated to encouraging fair casting practices". She and other participants volunteer their time, talents and skills to advocate on behalf of this cause, which has now reached beyond the Avatar movie and may begin to play a watchdog role in Hollywood.

There are so many aspects we want to explore about the racebending community, and others like it. It's intriguing to think about how fiction and fantasy can captivate us on an emotional level, providing a narrative structure that can motivate us to seek change in the real world. We're also curious about how individuals develop their identities as citizens - is it possible that participants in the Save Chuck campaign were developing a sense of empowerment and efficacy in the world - exercising their civic muscles, as it were? Our primary interest right now lies with the nature of participatory culture communities, like racebending.

We consider a participatory culture to be one where:

  1. there are relatively low barriers to artistic expression and civic engagement
  2. there is strong support for creating and sharing one's creations with others
  3. there is some type of informal mentorship whereby what is known by the most experienced is passed along to novices

  4. members believe their contributions matter

  5. members feel some degree of social connection with one another

How do these characteristics work together to encourage and support civic engagement? To find out, we'll be looking at participatory culture communities engaged in some type of social or public action. We're specifically interested in groups which originally gelled around shared interest in popular culture and then become somehow involved in public discourse. Racebending is an excellent example, and is one of our planned case studies, along with the Harry Potter Alliance, Invisible Children, Browncoats, Anonymous, and possibly the hacktivism inspired by Cory Doctorow's novel Little Brother.

This winter we'll be conducting interviews with members and founders of these groups, asking questions about their operations, their membership, and their activities. By spring we hope to have a stronger grasp on our research question, how do the characteristics of participatory culture environments support the kinds of social learning, deliberation, debate, and advocacy practices that allow entry into a shared public discourse? In order to share our thoughts and findings in advance of our white paper, we'll be posting updates here. This introduction marks the start of our series, so stay tuned for more from our team, and please share your ideas, critiques, and comments.

If you know of other groups or projects who are deploying fan culture/popular culture as a springboard for social change, please let us know. We are trying to cast a wide net right now to identify examples which might help us better understand these emerging forms of activism. We are especially interested in examples from outside the United States.

If you are interested in this discussion of civic engagement and participatory culture, you might also want to check out this video produced by the MacArthur Foundation and showcasing the thinkin of Joe Kahne, who is part of the new research hub MacArthur is creating to think about these issues.

Joe Kahne on Civic Participation Online and Off from Spotlight on Vimeo.

December 29, 2009

Harry Potter: The Exhibition, or What Location Entertainment Adds to a Transmedia Franchise

This article has been cross-posted from Henry Jenkins' blog, Confessions of an Aca-Fan.

While in Cambridge for the Futures of Entertainment conference, my wife and I stopped over at the Boston Museum of Science which is currently playing host to Harry Potter: The Exhibition. We had both attended a fascinating presentation about the design and development of this exhibit during last Summer's Azkatraz convention in San Francisco and so we had high anticipations for the show and were not disappointed.

If you live anywhere near Boston, you should definitely try to make it there for the exhibit which runs through Feb. 21. The exhibit is pricy since you have to pay a fee above and beyond the price of admission to the museum itself, but we found it more than worth it.

After the jump, Henry applies the concepts of transmedia from his Futures of Entertainment 4 keynote to the Harry Potter exhibit.

Continue reading "Harry Potter: The Exhibition, or What Location Entertainment Adds to a Transmedia Franchise" »

December 21, 2009

The Revenge of the Origami Unicorn: Seven Principles of Transmedia Storytelling


If you have yet to check out the videos from the Futures of Entertainment 4 conference, we hope that you'll take at least an hour of the upcoming holiday to sit down and listen to Henry Jenkin's keynote on transmedia storytelling. Above, we've embedded the video of his talk, and after the jump you can find Henry's essay explaining the key concepts of his thinking (cross-posted from his blog). Enjoy!

Continue reading "The Revenge of the Origami Unicorn: Seven Principles of Transmedia Storytelling" »

December 17, 2009

Video: What is Transmedia?

Kevin Lim, one of our wonderful Futures of Entertainment volunteers, made this video. In the video Lim asks, "What is transmedia?" Check it out to see answers from C3's own William Uricchio and Xiaochang Li.

December 14, 2009

Futures of Entertainment 4: Videos, Shwag and More Thoughts on Transmedia

Point, the First:

If you were not able to attend the Futures of Entertainment 4 conference back in November, you're in luck: the videos are now available thanks to MIT TechTV. You can view the aggregation of videos here, or check out the individual talks and panels linked with their respective videos after the jump.


Point, the Second

If you were able to attend the FoE4 conference, you're probably in post-con withdrawal by now. So, why not push your FoE experience into the transmedia realm? Luis, our excellent artist and designer, has made FoE4 mugs -- featuring the cosplaying girls -- available for purchase here.


Her Excellency, Ana, pimping the FoE4 mug


Point, the Third

Last week, I published to the blog an article entitled Singing in the Living Room: Fueling the Business Model of FOX's Glee, which examines the music of Glee as a transmedia experience and how transmedia factors into Glee's business model. I sent out the link to Nancy Baym via Twitter (@nancybaym), who had questioned the relationship between transmedia and music while at the FoE4 conference. Along with Ana Domb Krauskopf (@anadk) and Xiaochang Li (@xiaochang), Nancy and I (@alexleavitt) responded in quick succession about our thoughts on approaching new and old aspects of transmedia that might inform future approaches to franchise studies. I found the discourse interesting and exploratory, so I've reproduced the conversation after the jump below!

Continue reading "Futures of Entertainment 4: Videos, Shwag and More Thoughts on Transmedia" »

December 10, 2009

Singing in the Living Room: Fueling the Business Model of FOX's Glee

Warning: This article on Glee might tend toward the meta, as while I write this article, I will be listening to the first Glee Soundtrack*: seventeen songs from Ryan Murphy's hit show on FOX. And the songs are exactly what I wish to discuss: the transmedia of music.

* The second soundtrack was actually released for sale two days ago on December 8th. If you want to listen to and/or purchase the first soundtrack, you can find it on iTunes or Amazon.

gleecast.jpg

During the Futures of Entertainment 4 conference, as Henry Jenkins comments on his blog, "Nancy Baym asked us to think about when and how music has gone transmedia. We struggled to come up with examples - everyone of course immediately latched onto the ARG created around the Nine Inch Nails; I proposed the comic book Tattoo where artists and writers used Tori Amos songs as their inspiration." What I wish to bring into the limelight is that we've been participating in a musical transmedia experience of epic proportions for the past few months, on TV, on Hulu, on our iPods, and even in our living rooms: the rockin' music of Glee.

Before I continue to discuss how exactly Glee works as transmedia, let me discuss the concept of the fan experience. Henry also writes in the same paragraph, "The question looks different, though, if we ask about transmedia performance, because most contemporary musical artists perform across multiple media - minimally live and recorded performance, but also video and social network sites and Twitter..." Back in October, I wrote an article for the Consortium blog, Performing with Glee, which examines the fan (re-)production that has emerged on YouTube from reenacting scenes from Glee's television episodes. While this fan performance has pushed the Glee experience into a transmedial mode -- the total experience of interacting with the Glee "franchise" spreads across mediums, regardless of its production origins -- the fan activity obviously is not the same as the actual artists or content producers performing across mediums. I try to make the distinction obvious, especially by putting quotation marks around franchise, above, because when we consider transmedia, usually we apply the term franchise to the complete production consumed by the audience without taking into account the extensive continual experience that moves beyond the original production (think: Star Trek conventions, anime cosplayers, or even Superbowl celebration parades).

So I wish, in examining why Glee's business model has been so successful, to explain how Glee's business model has been so successful. And this is due to the fan experience.

Read more after the jump.

Continue reading "Singing in the Living Room: Fueling the Business Model of FOX's Glee" »

November 21, 2009

Transmedia as Archontic texts: Multiplicity, Subjectivity, and Social Change

I meant to cross-post this yesterday, but got so caught up in the panels that it slipped my mind. This was originally posted at canarytrap.net

Multiplicity has been transformed into quite the buzzword this morning. Henry featured the concept of multiple and conceptually-varied versions of popular franchises -- Indian versions of Spiderman, for instance, or the story told by Mary Jane -- as one of his 7 key concepts for transmedia. In short, re-imaginings or re-visions of existing texts that both challenge and compliment one another. In traditional media, the emphasis was on continuity and control, ensuring that stories maintained consistency through controlled authorship. In transmedia storytelling, however, the emphasis is on multiplicity, the emergence of multiple authors telling or re-tellings in order to build a rich, varied story world.

This ties into another of Henry's 7 concepts. Subjectivity. In short, transmedia provides the opportunity to tell stories from different viewpoints, to include in the narrative voices that are typically not heard. This notion is politically provocative, since it suggests transmedia's very narrative structures makes room for the production of unheard or background subjects and perspectives. In other words, it allows for the telling of stories and experience and character voices that would not otherwise be told.

Continue reading "Transmedia as Archontic texts: Multiplicity, Subjectivity, and Social Change" »

November 19, 2009

Free Public Lecture Tonight: Jeff Vandermeer on Transmedia

Jeff VanderMeer

In the Boston area tonight for Futures of Entertainment, or a C3-minded local who can't make it to the conference? This evening from 5-7, the novelist, anthologist and cross-media storyteller Jeff VanderMeer is giving a free, open-to-the-public talk as part of MIT’s Comparative Media Studies Colloquium lecture series and the unofficial kickoff to Futures of Entertainment! The talk will last about 45 minutes, after which the anthologist, essayist, NPR commentator and Booktour.com CEO Kevin Smokler will lead the Q&A session.

Here’s the rundown:

Booklife: The Private and the Public in Transmedia Storytelling and Self-Promotion
Jeff VanderMeer with Kevin Smokler

Fictional experiments in emerging media like Twitter and Facebook are influencing traditional printed novels and stories in interesting ways, but another intriguing new narrative is also emerging: the rise of “artifacts” that, although they support a writer’s career, have their own intrinsic creative value. What are the benefits and dangers of a confusion between the private creativity and the public career elements of a writer’s life caused by new media and a proliferation of “open channels”? What protective measures must a writer take to preserve his or her “self” in this environment? In addition to the guerilla tactics implicit in storytelling through social media and other unconventional platforms, in what ways is a writer’s life now itself a story irrespective of intentional fictive storytelling? Examining these issues leads naturally to a discussion on the tension and cross-pollination between the private and public lives of writers in our transmedia age, including the strategies and tactics that best serve those who want to survive and flourish in this new environment. What are we losing in the emerging new paradigm, and what do we stand to gain?

A writer for the New York Times Book Review, Huffington Post, and Washington Post, Jeff VanderMeer is also the award-winning author of the metafictional City of Saints & Madmen, the noir fantasy Finch, and Booklife: Strategies & Survival Tips for 21st-Century Writers. His website can be found at jeffvandermeer.com.

Kevin Smokler is the editor of Bookmark Now: Writing in Unreaderly Times (Basic Books) which was a San Francisco Chronicle Notable Book of 2005. His writing has appeared in the Los Angeles Times, the San Francisco Chronicle, Fast Company and on National Public Radio. He lives in San Francisco, blogs for the Huffington Post and at kevinsmokler.com, and is the CEO of BookTour.com.

Presented in conjunction with Futures of Entertainment 4.

The event is, again, free and open to the public – registration for Futures of Entertainment is not required. It begins at 5 PM, runs until 7, and is going down at room 4-231 (building 4, room 231) on the MIT campus. Parking on-campus is a little wonky, but there are multiple parking garages around; a better bet is likely to take public transportation. The Red Line in Boston comes straight to Kendall Square, which is right on the edge of the MIT campus. The lecture location is only a few minutes’ walk from there.

Booklife

Jeff is currently on tour supporting his new book Booklife, which he describes as “a unique writing guide to sustainable careers and sustainable creativity, the first to fully integrate discussion of the role of new media into topics that have always been of interest to writers”. I just finished reading my copy this afternoon and I can personally testify that it’s full of a wide range of great stuff. Jeff splits the book into two distinct sections, one on the author’s Public Booklife (marketing, PR, social interactions and other public engagements) and Private Booklife (the actions, philosophies, emotions and other internal struggles of the actual act of writing) and both halves - plus the appendices - are packed with thoughtful insights and useful advice. For example, how do writers deal with envy - and what does Francis Bacon have to say about that? To steal a line from an old tomato sauce commercial, “It’s in there!”

5 o’clock PM tonight, Thursday, November 19th, in room 4-231 at the Massachusetts Institute of Technology - I’ll see you there!

October 28, 2009

Futures of Entertainment 4 - Transmedia Tacos? You Bet!

Continuing with the weekly Futures of Entertainment theme of transmedia, we'd like to call your attention to the most recent essay posted to Henry's blog, "Transmedia Tacos? You Bet!"

Written for Henry's Transmedia Entertainment & Storytelling class, this essay was composed by Ben Burroughs, a current student in the Masters program at the Annenberg School for Communications and Journalism, USC.

Burroughs, as Henry puts it, writes about how "transmedia tactics are moving from the entertainment industry to other sectors - in this case, the food industry." Whether we can consider the Kogi taco truck to be a transmedia experience in itself or if the truck merely represents similar strategies employed to a non-entertainment industry, this essay represents original thought on the topic, which helps us at least understand how to craft transmedia design in novel ways. As Burroughs explains, "It is important to note that we are not looking at a mature transmedia franchise but are looking for where this my take us in an attempt to synchronize the transmedia model to more seamlessly sew together online and offline disjunctures as well as multiple media platforms."

Perhaps one of the novel takeaways from this essay is the clash and combination of culture and technology:

Kogi's uses of new mediated technology and multiple platforms of this technology have attempted to bridge the gulf between the producer and consumer. No longer is the chef a distant 'other' in the back of a large restaurant but is now in close proximity and spatially there is the perception of closeness...

The truck is speaking to an age of increased mobility, flexibility (flexible specialization), and fluidity in our culture. Can we not read the taco as a text that speaks to the hybridity of a culture and society where Korean kim chi and Latino tacos are representative of larger forces of cultural fusion?

If you're interested in taking a look at Burrough's essay, we've reproduced Henry's original post after the jump. Enjoy!

Continue reading "Futures of Entertainment 4 - Transmedia Tacos? You Bet!" »

October 27, 2009

World Building as Design: Exploratory Video Games

Recently, I've been trying to think about the aesthetic and emotional balance of transmedia works. Many have written before that transmedia flourishes when each individual part of a transmedia experience utilizes the strengths of its respective medium. For example, if a movie is paired with a video game, is it beneficial to incorporate cinematic aesthetics into the video game, or should the producers focus on the interactivity that video games afford (and most films do not)? There are certainly arguments for both sides. Whatever the final decisions of the production team, the individual parts of the transmedia experience will affect and impact the transmedia narrative's audience in specific ways.

Henry has written before that "the core aesthetic impulses behind good transmedia works are world building and seriality" (The Aesthetic of Transmedia [Part 2]). Although Henry states that he wishes to see transmedia narratives flourish in genres beyond "fantasy and science fiction franchises", he concedes, "[T]he transmedia approach enhances certain kinds of works that have been udged [sic?] harshly by traditional aesthetic criteria because they are less concentrated on plot or even character than more classically constructed narratives."

While this article will avoid issues of transmedia, I want to explore more the idea of world building (Henry's first core aesthetic of transmedia works) as possessing successful emotional potential for an audience.

In the same article, Henry writes, "It's long been a charge directed against science fiction works that they are more interested in mapping complex environments than in telling compelling stories," but I would argue that complex environments can give rise to a well of emotional response that in turn create the foundations for compelling stories.

After the jump, I'll be exploring three video games that utilize world building and exploratory participation to craft complex stories out of very simple aesthetics.

Continue reading "World Building as Design: Exploratory Video Games" »

October 22, 2009

Futures of Entertainment 4 - How "Dumbledore's Army" Is Transforming Our World: An Interview with the HP Alliance's Andrew Slack (Parts 1-2)

The Consortium team's moving strongly into November as we gear up for the Futures of Entertainment 4 conference. Of course, registration is still open for the two-day event on November 20 & 21.

As we've said before, Friday will be dedicated to issues of transmedia entertainment. The final panel presentation of the day, Transmedia for Social Change, moderated by Henry Jenkins, will feature Stephen Duncombe (NYU, author of Dream: Re-Imagining Progressive Politics in the Age of Fantasy), Andrew Slack (The Harry Potter Alliance), Noessa Higa (Visionaire Media), and Lorraine Sammy (Co-creator, Racebending).

Asking how transmedia can move beyond promotional and commercial interests, this panel will inquire about the potentials for transmedia to affect social change. What parallels can we draw between the activities fan communities and other sites of collective activity? How does participation in the collectives that emerge around transmedia properties equip young people with skills as citizens? What responsibilities should corporations bear, if any, as they try to court fan communities and deep engagement?

This panel will also consider the cross-over between the forms of collective activity that mark participation in transmedia narratives and other forms of collective activities that harness entertainment media for social good. Fan communities are increasingly aware of their power as social networks. With the ability to mobilize (often) large and passionate groups of people quickly in response to actions that threaten their values and practices, fan communities constitute collective bargaining units acting on the behalf of consumers. These communities may deploy this power to try to protect a favorite program from cancellation (thus working hand and hand with the interests of producers); they may deploy it to challenge a decision they feel hurts the integrity of the franchise (thus pushing back against a producer's perceived interests); or to resist cease and desist letters which threaten their activities. How do buy-cotts, the tactical deployment of consumption that has emerged as a key strategies for fans to have their voices heard, resemble other forms of consumer activism?

To talk a bit more to the content of the Transmedia for Social Change panel, we have reproduced an interview conducted by Henry with Andrew Slack (on the Board of Directors for the HP Alliance), who will speak on Friday afternoon. Henry posted this interview to his blog over the summer. You can read it in full after the jump!

Continue reading "Futures of Entertainment 4 - How "Dumbledore's Army" Is Transforming Our World: An Interview with the HP Alliance's Andrew Slack (Parts 1-2)" »

October 15, 2009

Futures of Entertainment 4 - Authoring and Exploring Vast Narratives: An Interview with Pat Harrigan and Noah Wardrip-Fruin (Parts 1-3)

The Futures of Entertainment 4 conference is slowly drawing closer, and registration is still open!

As the entirety of Friday will focus on projects and issues of transmedia, we decided to bring you an interview that Henry posted to his blog back in May with Pat Harrigan and Noah Wardrip-Fruin, the editors of Third Person: Authoring and Exploring Vast Narratives. The third of a set of three books exploring studies of media, Third Person gathers dozens of essays discussing and debating topics surrounding "vast narratives" that draws from the perspectives of artists and academics alike.

Henry is currently using Third Person as a central resource in his Transmedia Storytelling & Entertainment course at USC, so if you would like an introduction to the text or more details about issues of transmedia, francising, branding, etc., we have reproduced the full interview after the jump.

Continue reading "Futures of Entertainment 4 - Authoring and Exploring Vast Narratives: An Interview with Pat Harrigan and Noah Wardrip-Fruin (Parts 1-3)" »

October 2, 2009

Thoughts on Kseniya Simonova's Sand Animation

I originally had another topic planned for this article, but I decided haphazardly to change it at the last minute, because one video made such an impression on me yesterday morning.

My morning routine consists of a few primary objectives, one of which is to browse my Twitter stream to find anything of note or something missed during the night. I noticed that Henry had posted a link to a YouTube video late Wednesday night under the guise of:

Susan Boyle's Legacy?: Winning performance from Ukraine's Got Talent has Drawn more than 2 Million views. http://bit.ly/zDFFT

The link sent me to the video embedded below. While the clip lasts 8 minutes and 33 seconds, I highly recommend taking the time to watch through the entire video. This is storytelling at its finest.

The astounding ability of a hand to shape a story is purely evidenced by Kseniya's work. It's simply awe-inspiring at how simple movements of addition and subtraction, how curves and lines and cuts can craft such simple yet refined art. I find it more beautiful because the scenes flow and crash (literally) into each other. Metaphors become real images. After the planes enter the scene, at 1:47 Simonova scrambles the bench-sitting couple into a blur of sand, a blur that represents fear, but a physical swirl that becomes the scared face of the female onlooker. When the bombs hit at 3:08, Simonova throws a handful of dust onto the baby, eliminating him symbolically and literally from the picture.

This video represents a piece of wondrous art and fanciful storytelling. And by the posting of this article, it has probably reached over 3 million views on YouTube. After the jump, I'll examine some more implications that this video presents about YouTube, transmedia, and cross-platform distribution; how we explain our understanding of popularity online; and how the Internet complicates our comprehension of foreign cultures.

Continue reading "Thoughts on Kseniya Simonova's Sand Animation" »

September 29, 2009

District 9 (Part One): Can a Bench Be a Transmedia Extension?

Yesterday, Daniel wrote Part 1 of an article (International Development Enterprises India: Can a Mobile Cinema Truck be a Transmedia Extension?) relating his personal impressions and applications of a recent post written by Henry over at Confessions of an Aca-Fan. Henry provides a comprehensive introduction to the wildly-successful marketing strategy conceived by the production staff of Neill Blomkamp's recent film, District 9. Benches, bus stops, and phone booths plastered in "propaganda" -- ultimately a marketing scheme for the film -- were scattered throughout major U.S. cities this summer before the release of the movie and seemed to impress (or confuse) enough people into buying a movie ticket. In case you didn't get the chance to pop over to Henry's blog to peruse the article, we've reproduced it in full after the jump (you can also visit Henry's blog to read Part 2).

Continue reading "District 9 (Part One): Can a Bench Be a Transmedia Extension?" »

September 28, 2009

International Development Enterprises India: Can a Mobile Cinema Truck Be a Transmedia Extension? (Part 1 of 2)

So, can a park bench be a transmedia extension? I would vote yes -- at least in this case. It may be a small piece of a larger system of information about the film but it moves beyond simple branding and already situates us emotionally and intellectually inside the fiction.
Prof. Henry Jenkins, on District 9 and transmedia
If people see a picture of mine and then sit down and talk about it for 15 minutes, that is a very fine reward, I think. That's good enough for me.
Billy Wilder, Film Director (Sunset Boulevard & Double Indemnity)

Building on Prof. Jenkins recent entry on District 9 and transmedia in the first week of the inaugural offering of his Transmedia Storytelling & Entertainment class at USC (full text available here), his discussion reminds me that it is a false assumption that the opportunity to 'situate' the audience and fan community "emotionally and intellectually inside the fiction" always occurs prior to the release of a film or television show.

Continue reading "International Development Enterprises India: Can a Mobile Cinema Truck Be a Transmedia Extension? (Part 1 of 2)" »

September 22, 2009

Transmedia Storytelling and Entertainment: A Syllabus

In anticipation of Futures of Entertainment 4, which will focus on transmedia, we at C3 wanted to share the syllabus for Henry's Transmedia course at USC for anyone who wants to brush up on their reading.

The readings and speakers heavily feature C3 alum and affiliates, as well as previous FOE presenters. So those not fortunate enough to catch Henry's class will have a chance to meet with some of the featured thinkers at FOE4.

The following post originally appeared at henryjenkins.org on August 11th, but it's reposted in its entirety below for anyone who might have missed it.

Continue reading "Transmedia Storytelling and Entertainment: A Syllabus" »

August 27, 2009

The Futures Are Near... Don't Miss Them!

It might only be August now, but here at C3 we are all about November these days; more specifically November 20th and 21st when we'll be hosting our fourth annual Futures of Entertainment Conference (FOE) in the Bartos Theater right here at MIT. This is our biggest public event of the year and a unique opportunity to bring together some of the most influential minds in media industries and academia.

FOE is neither an academic or an industry conference, it is not a place for pitches or for presenting a paper, but rather, it's a space for in depth discussion about issues that are of interest to us all, a place for us to imagine together what diverse futures might look like. Drawing industry and academic speakers together with researchers from the Convergence Culture Consortium, Futures of Entertainment 4 provides a unique opportunity to participate in dynamic discussions about the future entertainment and media landscape. Organized around a "talk-show" style model, with panelists participating in moderated discussions about key issues affecting the future of the culture and creative industries, Futures of Entertainment 4 brings clever thinkers from both industry and the academy together for long conversations. Over the last three years this has produced deep, thorough treatments of issues ranging from the ethics of social media, effective strategies for participating in virtual worlds, the future of media metrics and measurement, and the challenges of building compelling transmedia experiences.

This year, FOE will dedicate and entire day to discussing transmedia creation. We are now beyond the point where it's necessary to define what transmedia is, rather we'd like to explore the creative and business processes behind it, engaging with questions around managing, producing, financing and positioning transmedia efforts, as well as how to identify the value they create.

On the second day of the conference we'll focus on some of the other issues that have long been part of Convergence Culture Consortium's research agenda, such as fan activism, contemporary media business models, and the progressive blurring of distinctions between communication mediums.

If you want to stay up to date on the latest FOE-related news please visit http://futuresofentertainment.org/ or follow us on our brand new twitter account @futuresof. And remember on November 20th and 21st Cambridge is the place to be.

May 30, 2009

Transmedia in Latin America (Part I of II)

Xiaochang and I just got back from Turner Networks where we did a presentation on spreadability and many other convergence culture-y things. One of the first requests we received was to address the issue of transmedia narratives across borders, in my case, specifically across Latin America. My first, very silly, reaction was to say "sorry guys, there is nothing there" and then proceeded to obsessively look for evidence to prove me wrong. Of course, there is much transmedia storytelling in Latin America, I just hadn't read these properties as such. In these two posts, I'd like to share with you the three cases I presented to our partners in Atlanta.

First, "El Chavo del Ocho" (The Kid from Apartment 8), this sitcom grew out of a comedy sketch in 1971. It tells the story of an homeless boy that lives in a barrel in the middle of a low-income housing complex surrounded by un-empathic yet comedic children and adults. The children are all played by adults and in fact Roberto Gomez, the show's creator and protagonist, played "El Chavo" until his mid-sixties when he thought it might be "grotesque" to play a boy.

Continue reading "Transmedia in Latin America (Part I of II)" »

March 13, 2009

Research Update: Platforms, Audience, and Television's Shifting Landscape

Lately, my research at C3 has been making me think of that Nissan commercial with the tagline, "A shift has been made." Thanks to the passive voice, we don't know who made the shift or why. We only know that it happened and that it's trying to sell us a car. Of course, I'm thinking about television.

The way we understand the "time and space" of the television viewing experience has shifted. Networks once dictated when viewers saw television content, but new technologies now allow viewers to "watch TV" on their own schedules. Similarly, content once existed only on television sets, but now "watching TV" can happen on a phone or computer just as easily.

Continue reading "Research Update: Platforms, Audience, and Television's Shifting Landscape" »

March 6, 2009

The Many Lives of The Batman (Revisited): Multiplicity, Anime, and Manga

This is a post Henry wrote for his blog in early February that touches on a number of key issues the Consortium engages with. I thought it might be worth revisiting "The Many Lives of The Batman (Revisited)"

The Many Lives of The Batman (Revisited): Multiplicity, Anime, and Manga
by Henry Jenkins

Writing in 1991, Roberta Pearson and William Uricchio (the co-Director of the Comparative Media Studies Program) used the Batman as an example of the kinds of pressures being exerted on the superhero genre at a moment when older texts were continuing to circulate (and in fact, were recirculated in response to renewed interests in the characters), newer versions operated according to very different ideological and narratalogical principles, a range of auteur creators were being allowed to experiment with the character, and the character was assuming new shapes and forms to reflect the demands of different entertainment sectors and their consumers:

Whereas broad shifts in emphasis had occurred since 1939, these changes had been, for the most part, consecutive and consensual. Now, newly created Batmen, existing simultaneously with the older Batmen of the television series and comic reprints and back issues, all struggled for recognition and a share of the market. But the contradictions amongst them may threaten both the integrity of the commodity form and the coherence of the fans' lived experience of the character necessary to the Batman's continued success.

(See The Many Lives of the Batman: Critical Approaches to a Superhero and His Media)

The superhero comic, they suggest, may not be able to withstand "the tension between, on the one hand, the essential maintenance of a recognizable set of key character components and, on the other hand, the increasingly necessary centrifugal dispersion of those components."

Retrospectively, we can see Pearson and Uricchio as describing a moment of transition from continuity to multiplicity as the governing logic of the superhero comics realm. Rather than fragmenting or confusing the audience, this multiplicity of Batmen helped fans learn to live in a universe where there were diverse, competing images of their favorite characters and indeed, to appreciate the pleasures of seeing familiar fictions transformed in unpredicted ways.

Continue reading "The Many Lives of The Batman (Revisited): Multiplicity, Anime, and Manga" »

February 10, 2009

Whedon's New Business Model 'Horribly' Awesome

Last week Wharton at the University of Pennsylvania posted an excellent in-depth interview with Joss Whedon that is one of the best pieces of from-the-trenches insight that I've read in ages - especially in how Whedon digs into the emerging business model of independently-produced Internet content. Whedon is best known as the creator of the transmedia franchises Buffy the Vampire Slayer and Firefly, as well as the upcoming sci-fi/drama Dollhouse, but it's his recent experiment with independently producing (and monetizing) the superhero-romantic-comedy-musical Dr. Horrible's Sing-Along Blog that has us currently sitting up and taking notes.

Created during the writer's strike and produced on a shoestring budget (approximately $200,000 and a lot of favors), Dr. Horrible was initially released for free online, then strategically taken down and put up for purchase on iTunes and finally released on DVD (complete with extras including fan-generated videos and Commentary: The Musical!) through Amazon's on-demand DVD authoring system. Although Whedon doesn't divulge actual numbers, he does admit that the project has now earned back over twice its original cost - and he's working on how to make it scale.

Continue reading "Whedon's New Business Model 'Horribly' Awesome" »

February 5, 2009

Gossip Girl and the Value of Snark (Part I)

Our work at C3 has focused a lot lately on online video platforms as recent blog posts indicate. We also think a lot about fans and the communities they create. But we rarely examine how these two things relate--probably because in most cases they don't. The discussion boards on most streaming video sites are relative ghost towns while hoards of television fans congregate in online spaces that don't stream content (like Television Without Pity ). What can producers, networks, and advertisers learn about their audiences from these online spaces? A particularly rich example of an active non-network fan site lives at New York Magazine's website and is dedicated to none other than The Greatest Show of Our Time: Gossip Girl.

Continue reading "Gossip Girl and the Value of Snark (Part I)" »

January 27, 2009

The Future of Entertainment is... Paper?

Man, I hate hearing about an awesome conference just after the thing's wrapped up. So it is this week with PaperCamp, which went down in London on January 17th. Here's the description of the event from its own webpage:

What is PaperCamp?
A get-together for a day to talk about, fiddle with, make and explore what's possible with paper based on a blog post (http://magicalnihilism.wordpress.com/2008/10/29/papercamp/) where a lot of people seemed enthusiastic about the idea. PaperCamp is a 'fringe' event to BookCamp, in London's Kings Cross on the 17th January.

What will happen at PaperCamp?
Well, as it's a '___Camp'-type thing, that's largely up to you... we'll have a room, and a grid of timeslots for you to fill with talks, activities, discussions of your making. However, to frame that a little, the original thought behind PaperCamp was 'hacking paper and it's new possibiities'. We do have one thing organised - a 'keynote' if you like from Aaron Straup Cope from a little site called Flickr and more importantly, http://www.aaronland.info/papernet/.

Whether that's looking at material possibilities of paper itself, connecting paper to the internet and vice-versa with things like 2d-barcodes, RFIDs or exotic things like printing with conductive inks... it's about the fact that paper hasn't gone away in the digital age - it's become more useful, more abundant and in some cases gone and got itself bionic superpowers...

As I say - it's up to you what you want to make of it, please bring to the event half-formed thoughts, ideas, projects you've done or anything you would like get others exposed to, or even hacking on. These can take the form of straight-forward talks, or, things you want other people's brains and hands to help with... please bring them... along with Paper, pens, RFIDs, soldering irons, Heidelberg Lithos or any other equipment or materials you will need. We will just provide chairs, tables and a projector...

Even just reading that description, my mind is officially blown – and that's nothing compared to reading Jeremy Keith's liveblogging of the event.

Continue reading "The Future of Entertainment is... Paper?" »

November 23, 2008

FOE3 Liveblog: Session 5 - Franchising, Extensions and Worldbuilding

Moderating is C3 alum Ivan Askwith. The panel includes Lance Weiler ( (Director Head Trauma and The Last Broadcast), Tom Casiello, Tom Boland (Daytime Emmy Award-Winning former writer of As the World Turns, One Life to Live, Days of Our Lives, The Young and the Restless), Sharon Ross (Columbia College Chicago), and Gregg Hale (from Campfire and producer of the Blair Witch Project).

Liveblogging provided by CMS grad student Flourish Klink.

IA: How many people would classify themselves as soap fans? [a few] Wrestling fans? [fewer] So it may be valuable to sketch out some of the stuff they're working on in more detail which may provide a richer foundation for us to talk.

GH: So this is the latest thing we've finished at Campfire for True Blood.

[Descriptive video about transmedia storytelling ad campaign for True Blood]

LW: Head Trauma and what we did with the actual film - the movie is about the fragmentation of memory, a guy who comes back home after 20 years to settle his grandmother's estate and finds it inhabited by squatters; he hits his head and starts having recurring nightmares that start to turn into reality. So we started to play with what's real and what isn't. We started with interactive comics and there were all kinds of easter eggs and rabbit holes as you moved through it. And that was a gateway to some of the other experiences. It was a way that we were able to build the world out. We interjected mobile experiences so when the movie had a world premiere we handed out these Jack Chick-style comics and there were ciphers and clues within them. On the back it asks "do you want to play the game?" and when you called the number that's there you'd get the nemesis of the movie; they'd hang up and then we'd call or text them back. This continued back and forth. Even when you went to the website, we could figure out that you were on there and call you during your visit to it. Throughout the premiere there was a whole give and take with phones - about 86% of the audience was engaged mobilely. And we had an online series with all these subliminal things in it, and there was a remix area, where people could remix their own fragments. At one point when people showed up somewhere based on the clues in the game for a secret movie showing I ended up calling the LAPD and they came by with the helicopter and I executed all these SMS and phone calls saying things like "We're watching you!"

TB: Before we dive in I want to explain the marketing machine behind the WWE. Trust me when I say this is very big business.

Continue reading "FOE3 Liveblog: Session 5 - Franchising, Extensions and Worldbuilding" »

October 9, 2008

Announcing: Futures of Entertainment 3

Ths site for C3's annual conference, the Futures of Entertainment, now in its third year, is now live.

Registration information will be soon to follow, and be sure to check in for updates to speaker lists as we start to finalize our panels in the upcoming weeks. This year promises to be exciting and provocative, as we push our themes of convergence and media spreadability onto the global stage, while not losing sight of central C3 issues such as transmedia storytelling and audience value.

To get an idea of what the Futures of Entertainment conference is like, check out last year's site and listen or view the podcasts.

More to come!

June 5, 2008

Jonathan Gray: Promising a Sequel, and Myths of the Hero's Becoming

Today we're featuring a piece C3 Consulting Researcher Jonathan Gray posted recently on his own blog (where Ivan Askwith and Derek Johnson also write) about sequels.

Recently, I saw both Indiana Jones and the Kingdom of the Crystal Skull (funny how a sequel allows you the right to such a long title, eh?) and Iron Man. I was interested by how both dealt with the prospect of a sequel, and it got me thinking about how films announce a forthcoming sequel, and how sequels work. (NO SPOILERS YET, BUT I'LL WARN YOU LATER OF A COUPLE, IN CAPS).

To start, I'd argue that if sequels so often stink, or are at least very silly and fluffy, it's because many sequels aren't really about the hero who supposedly started the franchise.

More after the fold

Continue reading "Jonathan Gray: Promising a Sequel, and Myths of the Hero's Becoming" »

June 3, 2008

More Transmedia News

I've been meaning to do another post on this topic for a while and recently posted this over on my blog. First, I was inspired by a story in Fast Company, sent to me by Jesse Alexander, which described a gathering of Hollywood's fan boy elite to talk about the futures of cross-platform storytelling:

Tim Kring, the lanky, goateed guy at the head of the table, created Heroes, NBC's hit television show about superpowered people. To his right, in a black hoodie and narrow black-framed glasses is Damon Lindelof, cocreator of Lost, ABC's island-fantasy juggernaut, as well as producer of next year's eagerly anticipated Star Trek movie, directed by J.J. Abrams. Across the way is Lindelof's buddy Jesse Alexander, co-executive producer of Heroes (formerly of Lost and the pioneering she-geek hit Alias). Nearby is Rob Letterman, the self-described nerdy director of DreamWorks' next mega-franchise movie, Monsters vs. Aliens. He's chatting up video game creator Matt Wolf, who's developing a project with Alexander....The long-haired bearded guy pouring straight bourbon is Ron Moore, creator of the new Battlestar Galactica, the Sci Fi Channel's acclaimed reimagining of the classic series. The guy eating pizza on the couch is Javier Grillo-Marxauch, a veteran producer of Lost and NBC's paranormal series Medium, who's now having his own fantasy graphic novel, Middleman, turned into a series on ABC Family.

So, how come I never get invited to parties like this?

Continue reading "More Transmedia News" »

Talking Transmedia: An Interview with Starlight Runner's Jeff Gomez (Part III)

This is the third and final part of an interview with Jeff Gomez that I originally ran on my blog.

How important do you think hardcore fans are to the success of genre entertainment? How do such fans create value around your properties?


As exemplified by the efforts of many recent genre producers, the cultivation, validation and celebration of fandom are vital to the success of any genre rollout. It's interesting to note that two major genre releases in 2007, The Seeker: The Dark Is Rising and The Golden Compass were both released with either limited or no transmedia components designed to immerse a potential fan base into the fantastical worlds of the films--no one was indoctrinated into the fiction--and both failed spectacularly.

Genre fans are passionate. Passion is the least expensive and most powerful driver behind any endeavor. Passion can punch holes through the wall of noise that is media culture, it generates curiosity and leadership, and the passion of a base of fans can help to keep producers and creatives "honest"--forcing them to remain true to the core messages, themes, mythology and characterizations of the story world. Passion generates value, because it draws attention and is often quite infectious.

What do you see as the downsides of generating such passionate consumers?


On the other hand, passion can be blind and judgmental. Fan zeal can threaten to "box in" a property, potentially stunting its growth. It can generate negative "buzz" around a project, which can leak into media coverage and plant seeds of doubt in the general audience base. Despite the attachment of a well known director in George Miller for Warner Bros. upcoming Justice League super hero production, for example, many fans have expressed doubt around casting and story issues that have leaked to the fan media. These have raised concerns in the studio strong enough to postpone the start of production until after the Writers Guild of America strike ended. The delay allowed for the production to take a lower profile and for script and casting choices to be amended. Whether or not this will help the production remains to be seen.

Continue reading "Talking Transmedia: An Interview with Starlight Runner's Jeff Gomez (Part III)" »

May 28, 2008

Talking Transmedia: An Interview With Starlight Runner's Jeff Gomez (Part II)

What do you see as the challenges of generating content that appeals to both niche and mass publics at the same time?

Like any good story, content designed for genre-lovers or niche markets should contain strong characters, evocative issues and clear, accessible throughlines. Story arcs must be designed from the outset to feel complete and deliver on their promise.

Also importantly, the audience needs to be able to appreciate and enjoy the content as it is presented solely on the driving platform of the trans-media production. With Heroes, for example, the driving platform is the television series. Much of the success of the franchise hinges on the audience finding the show exciting, intelligible and complete.

What the producers of Heroes are doing quite well is in providing fans of the show with a far more expansive experience of the fictional universe of the show on the complementary or orbiting platforms of the trans-media production. This additional content is presented in the form of web sites, graphic novels, prose fiction, etc., and this material all takes place within the canon of the Heroes chronology. So fans are provided with the level of depth, verisimilitude, sophistication and complexity that they crave, but casual viewers are not required to seek it out to enjoy the show.

When the two approaches cross over, we have seen the potential for pop culture phenomena. The media's coverage of "The Lost Experience" for example, conveyed the fact that there was a greater architecture to the fictional universe of the Lost TV series than was originally suspected. The excitement generated by the transmedia components of the show helped to boost broad interest in it. The same can be said of similar approaches for both the Batman: The Dark Knight and Cloverfield feature films.

Also powerful on the home front, as families gather to watch Heroes, a teen fan of the show might recognize a peripheral character making her first appearance on a given night's episode as one he originally read about in the online comic. So our fan takes on the role of gatekeeper for the show, filling in family and friends on the backstory of the character, and giving them a greater appreciation of the show with his "exclusive" knowledge, and making the whole experience more entertaining.

In short, depth and complexity are built around the show, rather than weighing it down by presenting it front and center.

Continue reading "Talking Transmedia: An Interview With Starlight Runner's Jeff Gomez (Part II)" »

Talking Transmedia: An Interview With Starlight Runner's Jeff Gomez (Part I)

Jeff Gomez, the chief executive officer of Starlight Runner entertainment, spoke at the Futures of Entertainment 2 conference last fall as part of a panel discussion on Cult Media, which also included transmedia creator Danny Bilson, Heroes executive producer Jesse Alexander, ; and Gordon Tichell from Walden Media, the company which produces the Narnia films. Not surprisingly, given I was moderator, the session quickly became a geek out festival mostly centered around issues of transmedia entertainment. You can enjoy the podcast of the event here.

As we were preparing for the session, we distributed a set of questions to the speakers, some of which were covered during the panel, some of which were not. Gomez recently wrote to send me his further reflections on many of those questions in the hopes to continue public conversation around recent developments in transmedia entertainment. I am running this on my blog and wanted to likewise cross-post it here on the C3 blog as well. Given that the C3 blog usually runs smaller pieces than mine, I thought I'd run a couple of sections of the interview today and more later this week.

First of all, though, here's a bio on Gomez:

As the Chief Executive Officer of Starlight Runner Entertainment, Jeff Gomez is a leading creator of highly successful fictional worlds. He is an expert at cross-platform intellectual property development and transmedia storytelling, as well as at extending niche properties such as toys, animation or video game titles into the global mass market.

Continue reading "Talking Transmedia: An Interview With Starlight Runner's Jeff Gomez (Part I)" »

May 15, 2008

C3 Spring Retreat Discussion on Transmedia

Friday's session at the C3 Spring Retreat featured a series of panels and breakout discussions amongst our consulting researchers, invited guests, and representatives from our partner companies. We mentioned back at MIT Futures of Entertainment 2 that we wanted to design that event to be a public place for industry and academic minds to come together and collaborate and brainstorm together. On a smaller scale, with those officially involved in the Consortium, we see our retreat as a chance to foster the same type of innovation and conversation among our partner companies, the academics we work with, and our core team here at the Program in Comparative Media Studies.

This got started on Friday morning with a conversation featuring C3 Consulting Researcher Jonathan Gray moderating a panel on transmedia, an issue C3 has been interested in since our launch at the beginning of 2006. Joining Jon was two more of our newest consulting researchers, Abigail Derecho and Derek Johnson, drawing on their respective work on fans and franchises to look at the phenomenon of transmedia. From the industry end, we invited two guests who are doing innovative work as transmedia practitioners: Keith Clarkson from Xenophile Media and Matt Wolf from Double Twenty Productions.

Continue reading "C3 Spring Retreat Discussion on Transmedia" »

March 26, 2008

SCMS: Jason Mittell, Jonathan Gray, and Paratexts

One of the more intriguing panels at the Society for Cinema and Media Studies dealt with paratextual material--that material outside the "main text" or "primary text" of the show--from a variety of perspectives. The idea of paratext is that it is anything surrounding the text that isn't considered the text itself, and it is most often used to give us better understanding of the primary text.

This panel featured two of the Consortium's consulting researchers--Jonathan Gray and Jason Mittell--as well as two academics I've had the pleasure of increasingly collaborating with--Louisa Stein and Kristina Busse. Kristina was responsible for helping spearhead the Gender and Fan Studies/Culture discussions that took place in LiveJournal and on Henry Jenkins' blog last year, and Louisa and I are participating in a workshop with others at Console-ing Passions next month to discuss that series of discussions in greater detail.

This panel was directly informed by the Gender and Fan Studies/Culture discussion as well. All four participants were part of that discussion, and all four are involved with the new journal Transformative Works and Culture, whose first issue is coming out this fall. Here, the way the panel was laid out was in response to many of the issues raised as part of that Gender and Fan Studies/Culture discussion and the ongoing dialogue that came out of that series. In particular, the four presentations at SCMS in this session were organized based on their relativity to the source text itself.

Continue reading "SCMS: Jason Mittell, Jonathan Gray, and Paratexts" »

March 21, 2008

SCMS: Vast Narratives and Immersive Story Worlds

For a couple of weeks now, I've been planning to include some notes here on the Consortium's blog about a few of the sessions I had the opportunity to attend at the Society for Cinema and Media Studies conference in Philadelphia a couple of weeks ago. The event was a great opportunity to see many friends and colleagues, and it gave me a chance to learn more about the current state of a variety of research projects, as well as hear about some new projects and meet some interesting new faces as well. In the following series of posts over the next few days, I wanted to transform some of my random notes about the conference into a recap of sorts.

I'll start with the first session of the conference, which came at noon on Thursday. I had the fortunate opportunity to present first. I know many people probably feel that isn't so fortunate in timing, especially since most of the people I know weren't even arriving at the conference until Thursday, but I was excited about the opportunity to get the stress of my own presentation out of the way so that I could concentrate instead on enjoying other panels. Despite the early start time, though, the panel was standing room only, and I have the interesting work of some of my fellow panelists to thank for that.

My presentation was about a concept I've written on here on the blog from time-to-time: vast narratives and "immersive story worlds," a concept I have drawn on beginning with my Master's thesis work here at MIT.

Continue reading "SCMS: Vast Narratives and Immersive Story Worlds" »

March 7, 2008

Crossing Over: Viral Marketing and Alternate Reality Games (2 of 2)

Five Key Components of Viral Marketing and ARGs

You can certainly have a viral marketing campaign without an ARG, but I've been thinking that leveraging the common elements of viral marketing with the concepts behind an ARG while executing the campaign could really engage audiences and create significant buzz in the popular press, especially when the field is becoming more crowded and the ideas less novel.

There seem to be five key components shared by successful viral marketing and ARGs:

Continue reading "Crossing Over: Viral Marketing and Alternate Reality Games (2 of 2)" »

Crossing Over: Viral Marketing and Alternate Reality Games (1 of 2)

One of the things I enjoy about working with C3 is that you actually get to see many of the concepts and tools that we study applied in practice. How I discovered a new ARG, Find the Lost Ring, made me think about four common elements of viral marketing and alternate reality games (ARGs) - two things I've been thinking about of late - and how these concepts can be used together to build a franchise or a brand.

Continue reading "Crossing Over: Viral Marketing and Alternate Reality Games (1 of 2)" »

February 22, 2008

Board Game Franchises Come to Film

Seems that board games based on media properties have been more prevalent than media properties based on board games. After all, it's easy to create a fairly low-maintenance ancillary product by replacing the names of various streets with venues associated with The Simpsons or Star Wars. It's a bit more challenging to turn the very brief narratives of most board games into film.

Now, news has come from Hasbro that a major deal has been signed to do just that, however, and many of the world's favorite board games are set to come to life through a partnership with Universal Pictures.

Continue reading "Board Game Franchises Come to Film" »

February 3, 2008

Fandom in the Age of Franchising (2 of 2)

In my previous post on the topic, I voiced my frustration about Virginia Heffernan's combining a variety of "convergence culture" activities that I feel can't be so easily conflated in her recent piece on Friday Night Lights for The New York Times Magazine. Heffernan devotes a lot of attention to the lack of fanfiction in particular, and her take has been both praised and derided in fanfiction communities. While I think that some of her speculations on why Friday Night Lights doesn't have a lot of fanfiction do make sense, the way they are presented, and the reasonings behind them, are somewhat flawed and speak to a somewhat shaky grasp of fanfiction as both a social and artistic practice.

Continue reading "Fandom in the Age of Franchising (2 of 2)" »

Fandom in the Age of Franchising (1 of 2)

I finally started watching Friday Night Lights over Thanksgiving. Several people, including C3's own Sam Ford (see his post on FNL) had been hounding me to give the show a shot for months, but I had been resolute in my resistance. I had so little time for TV as it was, so why would I spend it on a show about high school sports? What did I know about football, or even Texas, for that matter? It wasn't until someone literally shoved the DVDs in front of me that I gave it a chance and immediately fell for the way it's able to convey with such astute, human tenderness a culture that had once seemed to me so alien and unwelcoming.

So I count myself amongst the "fans, critics, and even network suits" Virginia Hefferman mentioned in her New York Times Magazine article who had come to think of Friday Night Lights as necessary television. And, as a member of C3, a fan of many media properties, a consumer of transmedia content, a blogger, and a once-reader of fanfiction (back when I had time to read any form of fiction), I agree in general that entertainment and art are becoming increasingly collaborative and that fan engagement is gaining greater prominence as a marker for success.

Continue reading "Fandom in the Age of Franchising (1 of 2)" »

January 29, 2008

Bernard Timberg and "Launch" and "Rebound" Texts

I've had the pleasure recently of having several conversations and exchanges with Bernard Timberg, a professor at East Carolina University. Bernard wrote a piece on soap operas more than 20 years ago that dealt with production, and Abigail Derecho and I are interviewing him for the collection we are putting together on soaps, looking at the rhetoric of the camera in American soaps today, compared to the early 1980s.

Timberg has written on a variety of subjects, including a substantial amount of work on talk shows, and he is passionate about fair use as well, which is where our most recent conversations were targeted.

Continue reading "Bernard Timberg and "Launch" and "Rebound" Texts" »

January 14, 2008

As the World Turns in a Convergence Culture: A Summary, Part VI: Product Placement and Transmedia Storytelling

Product Placement and Soap Operas

If soap operas shift to a brand-management strategy that gives greater value to depth of fan engagement and the social activities surrounding the consumption of the official texts of these shows, new revenue sources become more plausible, as I look at in the fourth chapter of my Master's thesis.

The deeper engagement that the immersive story worlds of soap operas encourage also lead to revenue models that value engagement in a way that commercials based on Nielsen ratings do not. While the first forms of product placement can be found in literature, product placement in broadcast was launched simultaneously with commercial radio content, particularly driven by corporate sponsorship that involved prominent product mentions on the air. Nowhere in radio drama was the product more closely married to the show than in the soap opera, however, a genre in which product placement was part of its name.

Continue reading "As the World Turns in a Convergence Culture: A Summary, Part VI: Product Placement and Transmedia Storytelling" »

January 9, 2008

Tying Live Events into a Transmedia Narrative

As many of you who follow our blog or our other writings or conferences regularly know, the Consortium has always been interested in transmedia storytelling, and I have often posited that professional wrestling is a narrative that has always been ripe for crossing multiple media formats. World Wrestling Entertainment has built a model around it.

At first, television and other revenue streams were meant as ancillary content and even more as a way to build for the real meat of the business, which was the touring live event show. Over time, however, the television show, pay-per-views, DVDs, and other media products have become the primary focus, while live events that aren't televised have fallen low on the list of priorities.

The question for a long time now has been what to do about that, how to make coming to a non-televised WWE event worthwhile. After all, very little usually happens at them, and the idea is more of a touring show that you only get to see live on occasion. A lot of fans otherwise engaged in the product, though, are happy to stay home when WWE comes to town, as they know nothing important in the narrative will happen if the cameras aren't rolling.

Continue reading "Tying Live Events into a Transmedia Narrative" »

December 10, 2007

"We Had So Many Stories to Tell": The Heroes Comics as Transmedia Storytelling

Here is a post that I put up on my blog earlier this month that I thought might be of particular interest to C3 readers, especially in light of the recent Futures of Entertainment 2 conference:

"We had so many stories to tell and there was only so much room in the TV show -- so we decided that we could tell these alternative stories in the comics. The stories could be deeper, broader and reveal more secrets about our characters. It was also a way to tell stories that would be otherwise unproduceable on our show." -- Aron Eli Coleite and Joe Pokaski on the Heroes comics.

From time to time, I have used my blog to point towards key steps in the evolution of what I have been calling transmedia storytelling. For a good overview of the concept, check out my Transmedia Storytelling 101 post. Here's part of my definition:

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. So, for example, in The Matrix franchise, key bits of information are conveyed through three live action films, a series of animated shorts, two collections of comic book stories, and several video games. There is no one single source or ur-text where one can turn to gain all of the information needed to comprehend the Matrix universe.

This concept has been more fully developed through a series of recent CMS thesis, which you can access on line: Ivan Askwith discusses Lost as an example of how media extensions can be used to enhance audience engagement; Geoffrey Long discusses the aesthetics of transmedia entertainment with a focus on the Jim Henson corporation; Sam Ford explores how transmedia storytelling might expand the reach of contemporary soap operas; and Alec Austin develops an approach to genre conventions which helps to explain the interplay of different elements in a transmedia system.

My thoughts have returned to transmedia entertainment having recently read the graphic novel edition of the first season's comics for Heroes, which comes with a wonderful Alex Ross cover, and which includes an interesting conversation between Executive Producer Jeph Loeb and series writers Aron Eli Coleite and Joe Pkaski about the impulses which led them to use comics to build out the world of Heroes on the web. This post is also inspired by the conversation which I had with Heroes producers Jesse Alexander and Mark Warshaw at the MIT Communications Forum a few weeks ago. The webcast version of that exchange can not be found on the web and includes rich discussions of how Heroes fits within larger industry trends that stress "engagement" rather than "appointment" television.

Continue reading ""We Had So Many Stories to Tell": The Heroes Comics as Transmedia Storytelling" »

October 24, 2007

Producing the CSI:NY/Second Life Crossover: An Interview with Electric Sheep's Taylor and Krueger (4 of 4)

This is the final section of a four-part series featuring an interview with Damon Taylor and Daniel Krueger from Electric Sheep, who helped produce tonight's launch of the CSI:NY television series crossover into Second Life.

Sam Ford: Electric Sheep is using this collaboration for the launch of OnRez, your viewer of the Second Life universe. What is it about the CSI:NY/Second Life collaboration you all are producing that made this the best opportunity to launch OnRez?

Daniel Krueger: I can't speak for our software development team, but I think that it's always been something that Electric Sheep wanted to do, as far as making an easier interface for navigating Second Life. It's not traditionally a very intuitive space for new users, so we wanted to make something simple for new users to come in with. We launched it with this project because we wanted to provide the easiest way for CSI:NY viewers who have never used Second Life to be able to come into the virtual world. It's really a perfect opportunity to launch OnRez.

Continue reading "Producing the CSI:NY/Second Life Crossover: An Interview with Electric Sheep's Taylor and Krueger (4 of 4)" »

Producing the CSI:NY/Second Life Crossover: An Interview with Electric Sheep's Taylor and Krueger (3 of 4)

The following is the third part of an interview series being published today regarding tonight's launch of the CSI:NY television series crossover into Second Life. This interview, with Damon Taylor and Daniel Krueger from Electric Sheep, looks at the motivations, implementation, and plans for extending the popular crime drama series into a virtual world.

Sam Ford: What is Electric Sheep Company's involvement in this project?

Damon Taylor: We are the vendor working with CBS to develop this, and it all started out as a relationship between Electric Sheep and CBS, working with Anthony E. Zuiker, who has become convinced that virtual worlds provide an opportunity for television companies or entertainment companies in general to create and provide content in ways that has never been done before. This has been a six-month planning process, culminating today. Our contract with CBS is to do this for six months, so we will be operating this experience for the next half-year. With content being updated every four weeks, we will be moving this story forward, along with a second television show next year that will tie back into the whole storyline.

Continue reading "Producing the CSI:NY/Second Life Crossover: An Interview with Electric Sheep's Taylor and Krueger (3 of 4)" »

Producing the CSI:NY/Second Life Crossover: An Interview with Electric Sheep's Taylor and Krueger (2 of 4)

What follows is an interview with Electric Sheep Company producers Daniel Krueger and Damon Taylor about their involvement in the CSI:NY/Second Life collaboration that launches with tonight's episode of the crime scene investigation drama on CBS. For a background on the crossover, look at this post from earlier today.

Sam Ford: To start off with, what do the two of you believe are some of the most compelling aspects of the CSI:NY/Second Life crossover that's taking place tonight, and what are the benefits for CBS and CSI:NY, on the one hand, and for Second Life other other?

Damon Taylor: This experience is compelling for users from two different perspectives. One of those perspectives is new users of Second Life, who are new to virtual worlds in general. The other perspective is for existing Second Life users. Potential new users who are fans of CSI:NY will care about this crossover because it will give them the opportunity to wrestle with CSI content in a way that has never been made available to them before. We have endeavored and achieved a true cross-platform experience where these fans can watch the television show, see the storyline that began on the TV show continued in-world, and then see the storyline jump back to the TV show next February when there is a sequel show that wraps up the storyline that starts tonight.

Continue reading "Producing the CSI:NY/Second Life Crossover: An Interview with Electric Sheep's Taylor and Krueger (2 of 4)" »

Producing the CSI:NY/Second Life Crossover: An Interview with Electric Sheep's Taylor and Krueger (1 of 4)

For those who haven't heard, tonight is the launch of a particularly compelling transmedia experience, the first time a major television franchise has driven its viewers into a virtual world to fill in the gap of a cliffhanger mystery that will not be resolved until next February.

CSI:NY, the New York version of the Anthony E. Zuiker television franchise, will feature an episode tonight in which a murder mystery takes the crime scene investigation team deep into Linden Lab's Second Life, with the mystery not being resolved until the concluding episode next year. The activities that take place in SL will build off what happens on the show and are planned to give fans the opportunity to get acquainted with a virtual world and also to have a new place to interact with and around the television franchise.

Continue reading "Producing the CSI:NY/Second Life Crossover: An Interview with Electric Sheep's Taylor and Krueger (1 of 4)" »

October 19, 2007

Live Viewing + 3 Days via DVR + Visiting Transmedia Brand Extensions = More Questions about Engagement

This week marked some significant events in the quest for a measure of engagement with and consumption of advertising. Announcements included the first round of C3 metrics, a new ad-insertion software company backed by some major players, and a partnership between Nielsen and ESPN on total audience measurement. These new developments bring them a number of new implications, but the old questions of what really constitutes engagement, and with what, remain.

A question raised in my mind about C3 is if we should be looking at engagement with TV programming or with ads, or both, and how could we be looking at those metrics in a holistic way? Although the collective effect of content and advertising may matter, there are still no guarantees.

Continue reading "Live Viewing + 3 Days via DVR + Visiting Transmedia Brand Extensions = More Questions about Engagement" »

October 16, 2007

Best and Worst Practice in Online Narrative Extensions

I wanted to respond this morning to a piece over at The Extratextuals, the blog which C3 alum Ivan Askwith has a 1/3 stake in. This was not from Ivan, but prolific Extratextual Jonathan Gray, who had a couple of notes of interest for me.

Gray reviews two NBC-related textual extensions of their show, a character blog from My Name Is Earl and the Dunder Mifflin site for The Office. His criticisms of each are both quite strong, as they include official NBC logos, advertisements for shows, ranking favorite characters, and a whole host of things that break the illusion that this is in any way part of the narrative world. I think his criticisms here are a lesson as to how to make these extratextual extensions more meaningful and part of creating an immersive story world, a sense of deeper engagement with the characters.

He asks for examples of really good Web sites, and there's one, bar none, that deserves all the credit: WWE.

Continue reading "Best and Worst Practice in Online Narrative Extensions" »

September 16, 2007

The Disney Channel: Educating Children for a Transmediated World

The Disney Channel has provided an interesting case study throughout cable television history. From its early launch on cable in 1983, to its switch from a premium cable channel to a basic cable channel, to its continued reinventions and rebranding with each new generation of viewers, the outline provides yet another interesting form of study into one of the most important players in the entertainment and media industries, not just in the United States, but around the world.

In Disney TV, J.P. Telotte examines the history of Disney on television, particularly focusing on Walt Disney's early television shows and their relationship to the theme park. The book was required reading in Henry Jenkins' class on the media industries that I took back in 2005, and I found it to be a great model for an intense, narrowly focused, and concise take on a media company.

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September 14, 2007

Jonathan's Story: Guiding Light's New Transmedia Project

A story that's been getting some press in the American daytime drama industry of late is over at Guiding Light, where the character Jonathan Randall returned for a short stint recently after having faked his death, along with his daughter's, in order to escape the domineering figure of Alan Spaulding, his daughter's great-grandfather.

A short-stint return of a popular character is always big news in daytime, but it's not particularly novel. What is perhaps more interesting is his return is yet another chance for daytime to experiment with the novel, quite literally, as Procter & Gamble Productions is promoting a book tie-in with Jonathan's return, with the upcoming release of Jonathan's Story through Simon and Schuster. See this post from A.C. Powers at The Soap Dispenser for more, and look here for more information on the character.

Continue reading "Jonathan's Story: Guiding Light's New Transmedia Project" »

August 15, 2007

C3 Updates: Flash Gordon, ATWT Inturn, and Ten Day Take

Hope the C3 readers got something valuable out of the interview with Parry Aftab. It's Wednesday morning now, and I wanted to update everyone on a few extensions of issues we've been following here at the C3 blog over the past year.

1.) Flash Gordon. I first wrote about Flash Gordon in a post from January on fan communities based on historical comic strips, such as Dick Tracy and Flash Gordon, as well as the historical Yellow Kid of much older fame. Some fans wrote in response to me, questioning whether Tracy and Gordon could really be considered historical properties, and the scope of this changed when I learned through Warren Ellis' blog that Sci Fi was planning on making a television movie featuring Gordon.

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July 31, 2007

Enlightened Hollywood Returns to Fandom Marketing

Marketing movies was never much of a "long term" activity for movie studios, and most historically have used broadcast to quickly hype an upcoming release. It's just how things typically worked, particularly when the financial success of a film is all about the opening weekend. As the years have passed though, this approach hasn't yielded the kind of box office receipts that a studio craves. With their young, key audience harder to reach, it's interesting to see how these marketers are getting much more inventive.

This "inventiveness", in keeping with Henry's observations of fan culture, was arguably first tinkered with when Hollywood took a mediocre, kitschy movie like Snakes on a Plane and decided to work slowly on building a fan base before the movie's release. Not all agree that this movie was truly a success and it's doubtful that it will become a cult classic. But this type of fan marketing hasn't been jettisoned, and recent activity to promote The Dark Knight demonstrates what appears to be a great case study of how to apply fan marketing to the film business.

Of course it's easier with a property as perfect as this, particularly with its enormous cult following. But kudos to Warner Brothers as they incorporate unique fan marketing, and engaging alternate reality gaming techniques into its promotional mix.

Continue reading "Enlightened Hollywood Returns to Fandom Marketing" »

Producers, Writers, and Advertisers Harmed by the Hype

How is the hype and bluster surrounding "branded entertainment," "transmedia storytelling," and "product placement" endangering real and meaningful developments in actually making these concepts a real part of the industry?

People who read our blog here regularly know that we are quite keen on these concepts. But, of course, we come at it primarily from a fan-centered perspective, and that fannishness has a lot to do with artistry as well. We are excited to know about how product placement might help escape from the confines of the simple-minded advertising models currently in place; how transmedia storytelling might help media properties better tell their stories without the confines of a particular medium; and so on.

But the over-hyping of some of these ideas cause great problems. See Wayne Friedman's take on product placement. He talks with producers about product integration, and he points out that many of them are sour on it? Why? Because of the instant desire of the industry to turn everything into a stream. You can't just have something appear on a show; it has to take over the show. We still haven't tackled the art of subtlety. And if you can't make a quick and simple metric out of it, what use is it?

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July 24, 2007

Reverse Product Placement, The Simpsons, and the Value of the 7-Eleven Brand

Over the past few days, there have been a couple of interesting ideas batted around by C3 consulting researchers and alumni on a couple of issues that I thought might be of direct interest to the wider C3 readership. With all that is happening in the fan fallout from Harry Potter, the repercussions and new business deals stemming from the upfronts, and all the issues we've been covering more regularly, I thought that pointing the way toward a couple of those pieces might be beneficial.

One is an issue that I've been following from afar. I've never been an avid Simpsons viewer, although I appreciate its place in popular culture. It's not even that I have any aversion to The Simpsons, but I've just never become a regular viewer. Nevertheless, I've been paying attention to the promotion of The Simpsons Movie, both in the transformation of 7-Eleven Stores to Kwik-E Marts and in the competition for deciding which Springfield is the home of the Simpson family.

I mentioned a couple of weeks ago that Jason Mittell had published a piece on the Springfield competition. Now, Grant McCracken has weighed in on the Kwik-E Mart cross-promotion.

Continue reading "Reverse Product Placement, The Simpsons, and the Value of the 7-Eleven Brand" »

July 17, 2007

How Much Have Industry Developments Changed in the Past Year?

While thinking today about how this issue between the Writer's Guild of America and television producers seems to have been stretching on for quite a while now, I began to realize that a lot of the issues I've been covering for the Consortium since we started our blog a little under two years ago, and especially since I've been the primary contributor to the blog since last summer have not changed that much.

So, while people talk sometimes about how fast change happens, it is important to realize that the falsity that nothing is ever going to change is often countered by an equally tall tale, that things are changing extremely quickly. The truth is that industry practices, corporate infrastructure, technological lagtime, and an endless variety of factors causes everything to move slowly.

I was told by an industry executive not too long ago that the upfronts this year didn't feel that much different, as if this person were somehow disappointed. I think that's how we all feel when we realize that the new environment feels only slightly removed from yesterday's...and that's because we as human beings can only move in steps. The first cars really did resemble horseless carriages, and the first mobile phones looked quite like landline phones. Change necessarily comes one step at a time.

That being the case, I thought it might be interesting to revisit the stories that were posted here on the blog during this same week last year. You'll see a few stories that have fallen by the wayside but a few more that could quite possibly be easily plugged into this week's headlines and still seem right at home.

Continue reading "How Much Have Industry Developments Changed in the Past Year?" »

WGA Negotiations Begin; What Will Be the Future of Transmedia Storytelling?

Tensions between the Writer's Guild of America and the entertainment industry show no signs of being any less heated than predicted, as a few news stories from last week emphasize. The negotiations began yesterday. TV Week has been my media coverage site of choice to follow the developments.

For instance, there was the bulletin sent around to WGA members emphasizing the need to stand strong for a piece of the profit on new-media ventures and to ensure what they consider proper compensation.

On the other hand the Alliance of Motion Picture & Television Producers propose a three-year study of new media to help determine the conditions for compensation for this ancillary content, trying to determine the differences between models set up for television that would need to be built differently for online projects.

These tensions are about very important industry issues that must be worked out, since the teams that produce and create the content for these projects should certainly be justly compensated. Yet, while I understand that this is a complex issue not easy to resolve, the continued delays and lack of leadership in working through these issues only mean that the reality of transmedia storytelling will have to lag behind these longstanding stubborn positions within the industry.

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May 28, 2007

Concepts from the C3 Weblog

For the final post in wrapping up a look at the body of work the C3 team has aided me with in putting up here on the site, I wanted to point the way toward a few concepts that have been articulated publicly here on the Convergence Culture Consortium site through the blog in the past year to direct people to the posts explaining them in further detail, as well as terms or concepts from Henry Jenkins' work, and those of us at the Program in Comparative Media Studies at MIT, that have made their way into our posts from time-to-time.

1.) Immersive Story Worlds. This is a concept that I developed in conjunction with my thesis work on looking at the current state and the future of the soap opera industry. The idea was to outline a category that explains narratives which are serial by nature, which have multiple creators, a sense of long-term continuity, a character backlog, contemporary ties to a deep history, and a sense of permanence. I included portions of my thesis outlining this concept--and how it relates to the Marvel and DC Comic Universes, the world of pro wrestling, and daytime serial dramas--here and here.

2.) Transmedia Storytelling. Transmedia storytelling is meant to indicate texts in which the story develops through multiple media platforms and in which new content in another platform is not simply a redistribution of the same content that has already appeared elsewhere. We have a whole category of posts about the topic here.

3.) Cross-Platform Distribution. As opposed to transmedia storytelling, cross-platform distribution is simply the reappearance of content from one platform in another, such as making broadcast television shows available in VOD, cable shows available on YouTube, etc. We also have a whole category of posts on this topic available here.

Continue reading "Concepts from the C3 Weblog" »

May 20, 2007

Media Industry Jobs in a Convergence Culture

Several of the researchers in C3 have just finished or are in the process of finishing their Master's thesis projects, which means many of us now have the prospect of graduation staring us in the face. Here at C3, we have had the great opportunity to not only work academically as researchers while graduate students but also to interact with the media industry and work with folks at our corporate partners on a variety of initiatives, meaning that a majority of the people coming out of C3 are interested in maintaining a relationship to both academia and the media industry moving forward.

But, as job hunts loom on the horizons and as colleagues start to land jobs elsewhere, we all have to consider what it means, in both the industry and academia, to come away with expertise in issues such as understanding fan communities, transmedia storytelling, new advertising models, and the variety of other focuses that C3 research has taken.

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May 15, 2007

NBC: Putting Engagement Upfront

Just a quick post to highlight a few announcements NBC made during yesterday's upfront presentation to advertisers in NYC. Of particular interest from an audience engagement perspective:

1. Rather than introducing a slate of new shows, NBC is opting for the "more of a good thing" approach. Heroes will get its own six-episode spin-off, Heroes: Origins, with each episode being used to introduce a new character who has not yet appeared on the series. Viewers will get to vote on their favorite, and the character with the most support will then be written into the show as a regular. (Art imitates life: there's an eery resemblance here to Stan Lee's recent reality venture, Who Wants To Be A Superhero? Only in this case, it seems the stakes are a lot higher -- this time, the winner joins the ensemble of one of NBC's biggest hits.)

2. Encouraged by the success of Heroes 360, an expansive transmedia campaign to enable viewer interaction with Heroes (via an "interactive" graphic novel, an ARGesque campaign, and so on), NBC is expanding their 360-approach to television to another of their biggest hits... The Office. There aren't too many details on the specifics yet, but I like what I've heard so far:

In addition to making extra content available on digital platforms, "The Office 360" will allow online users of NBC's Web site to create their own branches of the comedy's fictional Dunder-Mifflin paper company with different challenges to complete. The branches could be integrated into a network episode of the show.

I'll be curious to see how this plays out. I have to admit, I was in the middle of writing yesterday when I got a phone call from Heroes' would-be Senator, Nathan Petrelli, asking me to visit his campaign website... and even though the phone-calls-from-fictional-characters thing will get old soon, it made me smile.

And, while it's not related to NBC, I'll throw in an ABC-related announcement for good measure: starting this summer, ABC has announced, several of their most popular shows will be available for online streaming in full HD resolution (1280x720).

There's always a lot to discuss during the upfronts, so I expect I'll be back several times over the next week with more points of interest. Feel free to post in comments if you catch something interesting, though -- there's a lot to keep up with!

May 12, 2007

Bones Interactive Murder Mystery

My wife is a regular viewer of Fox's procedural investigation series Bones. For those who are not familiar with the series, the show is inspired by the life of best-selling novelist and forensic anthropologist Kathy Reichs, in the form of Dr. Temperance Brennan, played by Emily Deschanel.

What draws my wife in, I have no doubt, is the presence of favored Joss Whedon actor David Boreanaz, who played the character of Angel on both Buffy and Angel and who plays FBI Special Agent Seeley Booth on Bones.

She told me last week that the show was launching a particularly interesting storyline and running a series of ads that this week's mystery would provide viewers the chance to begin solving the case before the show ever aired. The primary characters involved in this particular case would have their own MySpace pages that would contain some relative information and which would allow viewers the chance to start investigating the case prior to the show's beginning.

More information is available through the site Searching Bones. (There was info up on the show's official site, but it has been moved out of a prominent position now that the episode has passed.)

Continue reading "Bones Interactive Murder Mystery" »

April 28, 2007

Smallville Legends: Justice and Doom: Integrating Content and Advertising Across Multiple Media Platforms

News came out about a week-and-a-half ago as to an interesting new marketing and transmedia storytelling plan that will be launched across Warner Brothers and through the CW Network with Toyota.

John Consoli with MediaWeek reports on a marketing initiative for CW drama series Smallville which will last for five weeks across several platforms.

This marketing and storytelling initiative across platforms began with the CW episode of Smallville that aired on April 18 and will last through the show's season finale, which will air on May 17.

This cross-platform initiative is being called Smallville Legends: Justice and Doom.

The marketing part of this initiative is called a "content wrap," a model launched by CW this semester which Consoli explains is "advertiser-aligned content that takes the place of typical 30-second TV commercials during programming, targeted to appeal to specific demographic audiences." In other words, the story on the main show is supplemented by original advertiser-based content that airs during what would conventionally be commercial breaks.

However, this Toyota campaign is the first time this wrap has launched around a single advertiser across multiple media forms, driven by the online game, which relates to the final five episodes of the show this season.

Continue reading "Smallville Legends: Justice and Doom: Integrating Content and Advertising Across Multiple Media Platforms" »

April 20, 2007

Endemol and Electronic Arts Team Up for Virtual Me

An interesting deal has been struck between a major television producer and a major video games producer with the intent to create a project that will create gaming versions of various game shows and reality television products, in an attempt to create more interactive gaming experiences for extant media properties.

Endemol will be partnering with Electronic Arts to create gaming situations through which players can create avatars to participate in virtual versions of popular Endemol shows, such as Deal or No Deal and Fame Academy and will launch through one of Endemol's biggest hits, Big Brother.

The collaborative project has been initially titled Virtual Me. As Mark Hefflinger succinctly reports it on the Digital Media Wire, "The companies will form an integrated team to create entertainment for TV, online and other platforms."

The press release touts that the concept "bridges the divide between traditional TV and videogames." It goes on to say that "the two companies will create an integrated team to share expertise in their respective fields and develop entertainment formats and experiences for a wide range of platforms, including TV and online."

Continue reading "Endemol and Electronic Arts Team Up for Virtual Me" »

April 19, 2007

Ten Day Take Contest Over; Waiting for Winning Entries to Be Announced and Reality Series to Begin

As I wrote about earlier today, an increasing number of companies have been seeking user-generated content through contests to both provide online video for their platforms and also recruit potential new creative voices.

While Comedy Central's upcoming contest is one of the latest examples of this, another was announced late last year.

Back in December, I wrote about a new project between Endemol and Comcast called Ten Day Take.

At the time, I wrote:

Ten Day Take will require users to submit ideas for programs to Comcast, with a winning idea being selected to give that person a chance to work with Endemol to produce a pilot. The catch, as the name of the contest implies, is that the winning idea will only have 10 days to produce a pilot, working on a budget of $50,000. You can probably see where this is heading...The process of creating that pilot will be programming as well, as it will be a reality-style show which follows the production of that pilot. Think about the wealth of content this creates...a call for user-generated content that builds into a documentary on the making of a show by the winner of the contest.

The plan was for the reality show to be made available through Comcast's on-demand service as well as Comcast Ziddio, and the call for user-generated ideas came through Ziddio.

Apparently, however, the contest has stalled, and some of the contestants are not happy about it. An anonymous contestant posted here on the C3 site recently that the plan was to go public with the outcome of the contest, who would be the winner and would then be featured in the reality show, on March 12. Now that it's been more than a month later, the Ten Day Take Web site still features a message saying "Currently Being Judged," listing the contest as closed. Several of the submissions are still up for view.

Continue reading "Ten Day Take Contest Over; Waiting for Winning Entries to Be Announced and Reality Series to Begin" »

April 15, 2007

New York Times Previews Potential Upcoming Battle between Writers, Conglomerates

Last week, the New York Times had a great article about the potential upcoming battle between the writers guild and the entertainment industry as the writers unions for the Writes Guild of America, both East and West, will come down to what reporter MIchael Cieply calls "what are expected to be exceedingly difficult negotiations with the conglomerates that own the networks and studios."

According to the article, the major points of contention for the negotiations between the union and the industry this time around will be "the expansion of nonunion work by units of large media conglomerates like Viacom and News Corporation, and the way artists will be compensated for their work on the Web, mobile devices and other technologies still falling into place."

WGA West President Patric Verrone said that 95 percent of Hollywood's writing jobs for television and major films were covered by guild writers in the mid-1980s, as compared to about 55 percent now as companies use nonguild writers for reality television, animated TV, and other shows.

Continue reading "New York Times Previews Potential Upcoming Battle between Writers, Conglomerates" »

April 10, 2007

Fox and Hearst Team Up for Online Video Content for Popular Magazine Titles

News broke yesterday that Hearst Magazines has formed a deal with Fox Television Studio to create a variety of video series that would initially launch online and that might eventually filter onto network television. The television content will be based on popular Hearst magazine titles.

The first two of these projects will feature video content under the titles Popular Mechanics and Cosmo Girl, perhaps unsurprisingly two fairly explicitly gendered magazines. After first reading this, I envisioned a news-oriented or features-oriented magazine-style show bearing the name of the magazine, but it appears that, at least for the initial Cosmo Girl offering, the plan is quite different.

The Cosmo Girl Internet video content will be a series of 2-3 minute Webisodes featuring a serialized drama, called a soap opera by press coverage of the idea. However, the plan is to make interactivity key to the Webisode series, as fans will have the chance to submit ideas for the next direction for the narrative between episodes that may then affect the fate of the series.

Both shows will be featured in short Webisodes in this first version of the project and will be pushed through each magazine's Web site as well as through popular video sites like AOL and Yahoo!

Continue reading "Fox and Hearst Team Up for Online Video Content for Popular Magazine Titles" »

April 5, 2007

Transmedia Journalism: A Story-Based Approach to Convergence

For more than a year now, I've written about taking a transmedia approach to journalism and how that approach can be best accomplished. I'm not talking in this sense about giving conglomerates the chance to squeeze more blood from the stone, to get three times as much work from half as many journalists, or else the myth of the uberjournalist, where one person should be sent into the field to take the pictures, do the story, get video, and then come back to write the story, publish the photographs, put the video up on the Web, appear on the TV station, and so on. Instead, what I mean is finding the best platform possible to tell the story in, to use each medium to its strengths.

As I wrote back in that July post linked to above, "The problem is simply that convergence, as a buzzword, is too broad. As the word is sometimes legitimately used to mean the jack-of-all-trades journalists that would look awfully good on a spreadsheet of human resources expenses, I understand why so many professors were intractable in their opposition to even discussing convergence as a department."

The latest issue of The Convergence Newsletter features a piece by Randy Covington that originally ran in the Winter 2006 issue of Nieman Reports. The essay, entitled Myths and Realities of Convergence, focuses on just these questions. Covington, who is the director of the famed Newsplex at the University of South Carolina, writes this piece to dispel some of the convergence myths out there.

Continue reading "Transmedia Journalism: A Story-Based Approach to Convergence" »

March 26, 2007

Sheamus O'Shaunessy: Great Example of Transmedia Personality Promotion

Dr. Anthony Lioi, a professor here at MIT who has mentored me in the course I'm teaching on the cultural history of American professional wrestling (Web site here), recently referred me to a Web site he had stumbled upon and paid special attention to due to his recent involvement in my planning the class here at MIT.

It's the Web site of Sheamus O'Shaunessy.

This "Irish Curse" is a pro wrestler from Ireland looking to use the Web as a way to get significant attention for his character from an international wrestling audience.

Anthony called it a "walking cultural studies article waiting to happen," and while I don't have time for that right now, I was intrigued with how the Web site and various transmedia extensions are used by an independent wrestler in this regard to sell his persona. While Anthony is probably right that some people of Irish ethnicity might not be so crazy about the blatant use of Irish stereotypes, the site includes a lot of extremely interesting promotional materials.

Continue reading "Sheamus O'Shaunessy: Great Example of Transmedia Personality Promotion" »

March 18, 2007

William Morris/Narrowstep Deal to Create Branded Channels for Each Star

This past week, the William Morris talent agency announced that it would be forming a partnership with UK-based online TV group Narrowstep to give William Morris clients Internet channels. The programming on these channels would be free to view and supported by advertising content.

The partnership with Narrowstep includes creating mobile content as well.

Steve Safran with Lost Remote points out that such deals "could mean a web channel for every star," what he terms "another disruption in the traditional media mold."

Interestingly, Safran questions that, if talents were going to create their own channels and bypass traditional media in reaching the audience with entertainment properties, why would they need the agents, either? "Agents, after all, are the ultimate middle-men."

Of course, Steve's being facetious, and this digital deal with Narrowstep is only a minute part of what William Morris purports to offer its talents.

Continue reading "William Morris/Narrowstep Deal to Create Branded Channels for Each Star" »

March 9, 2007

WWE Expands Mobile Content in Exclusive Cingular Deal

World Wrestling Entertainment has launched a significant mobile platform deal this week with Cingular Wireless. According to the WWE's announcement yesterday on WWE.com, by Noah Starr, the WWE will be launching significant media content for Cingular customers.

The service launched yesterday, and fans who have third-generation capable video phones and the Cingular video package, which costs $19.99 a month can automatically receive previews for upcoming WWE pay-per-view events, a collection of WWE News, and video clips like WWE's Slam of the Week, featuring a significant event from one of the WWE's three major weekly television shows.

What's more, the WWE is launching a service called WWE Premium Video that will cost an extra $4.99 per month. According to Starr's story for WWE, the service will include "exclusive videos, interviews, classic clips, hot Diva action and more," particularly a series of "Wrestlemania Magic Moments" right now, as they build for their biggest pay-per-view event of the year.

The Cingular service also allows for the chance to shop for various WWE multimedia offerings for the phone.

The WWE will provide approximately 100 video clips per month to Cingular customers through the premium service.

Continue reading "WWE Expands Mobile Content in Exclusive Cingular Deal" »

March 1, 2007

First Round of Decisions in NBC Universal and WGA Spat Over Webisodes

The Webisode battles continue. Mark February 2007 as the first round of decisions in the battle between the Writers Guild of America and NBC Universal over how compensation should be handled in regard to Webisode product for the writing team that has to develop these new platform shows.

Last week, the National Labor Relations Board announced that it was rejecting an official complaint filed by NBC, as the company had complained that the decision by the writers to quit working on the Webisodes until a compensation agreement could be reached was unfair business practice.

Apparently, the NLRB finds the decision of the writers not to write ancillary content until the way they will be compensated is worked out to be on the up-and-up, so it looks like these decisions will be ongoing. In the meantime, the content for the Web platform has not significantly explored the viability of Webisodes for NBC because of this ongoing skirmish.

In the meantime, other shows have been more successful with getting Webisodes out, most recently CBS innertube's L.A. Diaries, a crossover between CBS soap operas As the World Turns and The Young and the Restless which I will write more about soon.

Over at TV Squad, Joel Keller points out that reports are conflicting, however, as to whether this is a "victory" for the WGA or not. "So, while NBCU technically lost, all they wanted from this case was for the WGA to admit that they didn't presure anyone, which is what they got."

Continue reading "First Round of Decisions in NBC Universal and WGA Spat Over Webisodes" »

February 15, 2007

Formation of CBS Mobile a Further Indication of a Commitment to Mobile Media Extensions

One big piece of news I neglected to mention on the blog over the past couple of weeks is news that CBS Interactive is creating a new division to focus particularly on wireless entertainment. The division, given the no-frills title CBS Mobile, will help direct the links the company has built with a variety of mobile distributors, such as Verizon V CAST.

Plans for the new cell service includes original mini-soap operas for mobile distribution, which will launch this year.

I don't know the specifics of the soap opera related plan, but the shift of CBS indicates that companies are getting more and more serious about formulating a definite mobile media plan.

CBS has been very forward-thinking in regard to some of the series and cross-platform distribution through CBS innertube for Web content, and this move more boldly into mobile media indicates the company is forwarding a multi-platform distribution model for its future.

This drive stems from the formation of CBS Interactive, which I wrote about back in November. Quincy Smith, formerly with the investment bank Allen & Co., came to CBS to help formulate a more aggressive approach to the company's new media efforts.

Continue reading "Formation of CBS Mobile a Further Indication of a Commitment to Mobile Media Extensions" »

February 12, 2007

Ubisoft Blurs Distinction Between Films and Games by Branching into CGI

Here's another interesting--and natural--step in the world of convergence, this time from a video game company. For those who haven't seen the news this weekend, Ubisoft has announced that it will be entering the movie business, making its own animated CGI films based on the type of animation used for the company's games.

The company announced Friday that it would be adding a thousand people to its staff as part of a larger initiatives to expand game development. The plan is for this increase to take place over the next six years.

The company's announcement was that it would be investing as much as $383.9 million over that time to bring in those new people to Monreal, with half working on developing films while the other half works on traditional game development. The film division will initially make shorts that will be distributed online, some of them based on their video game properties, such as initial plans for an 8-minute film based on Assassin's Creed.

This would expand the size of the company's workforce in Montreal substantially, with 1,600 employees currently located in the city, according to a story from John Gaudiosi of Hollywood Reporter.

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February 7, 2007

Caveman's Crib: Developing Branded Entertainment for an Insurance Company

I've never seen a site quite like this one. If you haven't checked out Caveman's Crib, it's definitely worth a look, especially if you've enjoyed the recent Geico advertising campaign.

It's a visual indication of one of the oddest success stories in recent television advertising. It's the story of the Geico plans for a one-time commercial that has turned into a continued advertising campaign for the company that has now developed into transmedia extensons taking on a life of their own.

It all reminds me of an argument we've had about the 30-second spot for a long time and its assured demise. That hyperbole, some of which I've taken part in myself, exists alongside ad campaigns that are more vibrant than ever. But it emphasizes a message--people are still interested in commercials that are exceptionally compelling, that build a brand-based entertainment property, in this case, that entertains, that you stop your DVR for.

Insurance has always been a particularly tough nut to crack when it comes to creativity. The service companies like Geico provides is, first of all, one that most Americans despise having to pay and that many feel is a leach on their wallets, sucking money for no return. After all, the only way your car insurance is of great use to you is if you have a lot of wrecks...and if you have a lot of wrecks, no one wants to give you insurance.

Nonetheless, Geico has built its brand by emphasizing its low prices while creating ads that, while they don't completely take the focus away from the insurance, are entertainment-based rather than service-based.

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February 5, 2007

Yahoo! Brand Universe and OurCity

While C3 partners MTV Networks and Turner Broadcasting have made our news this past week, there's also been some interesting developments with Yahoo!, another partner in the consortium.

The company's plan to create a new approach to linking sites called "Brand Universe" broke during the week, with the company publicly discussing a new strategy to create more efficient links to entertainment content that stretch across the various Yahoo! services and Web sites.

The plan is to pick 100 "high-profile" contemporary entertainment properties and create sites dedicated to them. This will include movie properties and popular television shows and video games, as well as video game platforms, as well as particular celebrities. In particular, the company is hoping to target properties that appeal to 13-to-34s.

The idea is that Yahoo! content has been fragmented in the past, divided by media format and without any content links. Instead of dividing media information in flickr and Yahoo TV and fan forums, the idea is to create a site that will link all of that content together so that people can access the info by entertainment property across all of Yahoo!'s platforms.

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February 3, 2007

WSX on MTV a New Pro Wrestling Transmedia Property with a Non-Traditional Product

Earlier today, I wrote about how UFC's launch to high-definition continues to raise questions of whether professional wrestling will be launched on HD, particularly the WWE. Meanwhile, I also wrote about WWE's creation of a broadband video channel earlier this week in order to solidify its online video offerings.

However, there's another bit of interesting news from the wrestling world that intrigues me in much the same way the soap opera Passions intrigued me with its animated scenes and Bollywood episode.

MTV, the namesake of C3 partner MTV Networks, has launched a 30-minute weekly pro wrestling show called Wrestling Society X, which now becomes the third company to have pro wrestling aired nationally in America, alongside TNA on Spike TV and the three WWE brands that air on USA Network, Sci Fi, and the CW.

The program blends an MTV aesthetic with "extreme" pro wrestling matches, a club atmosphere with models hired to sit in the crowd to make it seem more "hip." A band opens up each 30-minute show, and obviously it has to be paced differently than any other wrestling program with 30 minutes a week and a band performing within that 30 minutes on top of that.

It's not going to be a product that satisfies current pro wrestling fan, as the organization has to deal with the fact that top performers are already in one of WWE's three leagues or on TNA. Without the big names, the company is obviously taking their product a different direction and reaching out to new potential fans with a rock/wrestling hybrid.

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January 29, 2007

Low-Cost Tools in Media Production - Hype or Hope?

After acclaimed film editor Walter Murch's proof-of-concept use of Apple's Final Cut Pro for editing Return to Cold Mountain in 2003, a second, more bizarre attempt at using commercial off-the-shelf software for professional media production has come to public attention: guitarist and producer Ry Cooder mastering his latest album using the 'sound enhancer' feature built into iTunes. While both stories have much news value, a factor that should not be neglected after all, these episodes allow for a critical look at the perceived 'democratization' of professional media production and changes in workflow and production rationales.

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January 24, 2007

Broadband Video Sites Veoh and Brightcove Continue to Expand

Two online video sites I've written about several times here at C3 are Veoh and Brightcove, and both made new announcements this past week regarding an expansion of content, in Veoh's case, and significant new funding for Brightcove.

Veoh has formed a partnership with Us Weekly magazine to create an online celebrity news and entertainment show that will be available on the Us Web site and Veoh's site as well. The initiative will launch in February with the intent of also including user-generated content.

For another look at a broadband celebrity destination, see my November post, "The Death of a Buzzword: Synergy and Time Warner". At the time, I wrote about TMZ, the Three Mile Zone product being launched by Warner Brothers and AOL. At the time, I wrote:

But, while TMZ is not my cup of tea, I think that it touches on the ability of the Web to do something others don't and to prove that synergistic relationships, even as that buzzword has gotten a negative connotation, are the building blocks of convergence and transmedia approaches. The success of this site shows that there is still power in these types of partnerships. The problem is in the thinking that they work irrespective to how they are executed.

It will be interesting to see how this Veoh/Us product compares to the TMZ project.

Meanwhile, Veoh has also partnered with the United Talent Agency to create "an online resource for digital content submissions," according to Daisy Whitney with TelevisionWeek.

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January 20, 2007

The Power of Reality Television to Inspire Political Debate in the Blogosphere, Commented on by...A Blogger from The Apprentice

Now here's a surreal moment that could only be provided to us by reality television, and one that reeks of the type of interconnectivity that happens in a convergence culture. Allegations of racism directed toward Shilpa Shetty, an Indian actress appearing on Celebrity Big Brother UK have led to a horde of complaints throughout the blogosphere, including a variety of rumors about language directed toward Shetty during the taping of the reality show. Yet, what fascinates me most is that one of the bloggers who has written a commentary on this incident is brand-manager-turned-reality-television star Surya Yalamanchili of The Apprentice fame.

Yalamanchili, who I've gotten to know through some similar interests in trying to navigate the current media environment, launched his blog not long ago and has already made some astute media-related observations in the short time his blog has been active. But he pointed this post in particular out to me, which piqued my interest because of the mere idea of a reality star commenting on the treatment of another reality star in the blogosphere, while both are still stars on their respective programs. Add to that the fact that both are ethnically South Asian stars appearing on "Western" reality shows and the story gets even more confusing.

These layers of "reality" add an awfully fascinating dimension to their respective shows. The fact that these people, who are both television personas and simultaneously "real," make their public blogs a really interesting source, especially when a character from one reality show becomes a commentator for another.

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January 19, 2007

The Convergence Manifesto II: The Journalism Industry

This is the second part of a piece that originally appeared in the 01 September 2006 edition of the Convergence Culture Consortium's Weekly Update, an internal newsletter for affiliated researchers and corporate members of C3.

Let's take an industry that I have written about extensively in the past few months: journalism. Convergence has become a major point of discussion for news sources and J-schools alike. I have worked for several years as a professional journalist and know these arguments from both ends.

The naysayers--and there are plenty--see the idea of convergence in journalism (particularly telling a story in multiple media forms) as being the uberjournalist, the corporate dream in which one journalist is hired to write a story for print and for broadcast and for the Web and for the radio and take the pictures and on and on. In other words, there is a belief that journalism produces a jack of all trades but a master of none, to borrow a common idiom.

That's not what convergence is. For those who believe that the concept is a corporate-driven capitalist ploy, they are looking at a much too narrow slice of convergence.

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The Convergence Manifesto I: Convergence--The Buzzword

This is the first part of a piece that originally appeared in the 01 September 2006 edition of the Convergence Culture Consortium's Weekly Update, an internal newsletter for affiliated researchers and corporate members of C3.

The word convergence is getting a lot of buzz. In fact, since I am a researcher for the Convergence Culture Consortium and the primary operator of its blog, I guess I am capitalizing on that buzz quite a bit myself, so this is no criticism of the convergence buzzword. We took our name from the book by the director of our research group, Henry Jenkins, entitled Convergence Culture: Where Old and New Media Collide.

All of us working within C3 wholeheartedly believe that, with the advent of new media forms and the potential for cross-platform and transmedia storytelling, that we truly are in a drastically altered media environment that both users and content producers are still plumbing and mapping out.

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January 18, 2007

New Statistics and Initiatives Meant to Revitalize Syndicated Programming's Relationship with Affiliates, Advertisers

Syndicated content may have a stronger connection with its audience, a new piece of advocacy research finds, while syndicators are striving to find new ways to reach a majority of Americans, including using broadband video to help hook new viewers.

The week has certainly been full of news for syndicated program producers, particularly with the release of a new study from the Syndicated Network Television Association that finds that the stars of syndicated shows have a more developed connection with their viewers than stars on corresponding network television series. The survey found reports of viewers claiming a higher degree of "trust" in the stars of syndicated programming and also found that those with digital video recorders were less likely to skip commercials while watching syndicated programing and also that the shows have higher same-day viewership on DVR than network viewers, with 95 percent of adults watching a show the same day it aired, while it takes up to four days after airing for 95 percent of DVR audiences to watch network shows. The statistics were for viewers 18-49.

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Replacing Viewing Fees with Advertising Leads to Huge Growth in Web, Mobile Big Brother Views in UK

Are ad-supported models becoming the definite winner in terms of mobile content? Endemol UK has reported increasing its audience for mobile video clips of Big Brother in the United Kingdom when it started making the clips advertising supported instead of pay-per-download.

If last year's generated 100,000 paid downloads, my math skills inform me that it means the show has reached the million mark for the current season with free ad-supported video clips instead.

The discussion was part of the "Mobile ++ Conference" from the NATPE in Las Vegas. Daisy Whitney with TelevisionWeek reports that the show also received a significant boost in broadband downloads, jumping to 24 million downloads of ad-supported content, as opposed to 5,000 to 10,000 downloads of clips online in 2005.

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24/Sprint Deal Provides 24 with Ancillary Content, Sprint with Substantial Product Placement

A new mobile phone deal struck between Sprint and the hit television series 24 will bring episode previews to cell users, according to a deal announced a little over a week ago. After each episode airs on Monday night, clips from the next week's episode are made available for those who use the Sprint video services Sprint Power Vision or Sprint TV.

A variety of other planned cell activities will help promote the link with 24 as well including trivia games in which a prize will be offered--a trip to a Florida "covert ops" training camp.

In return for the deal, Sprint receives product placement, as Sprint products will appear on episodes of 24 throughout the season.

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January 14, 2007

Interactivity and Television Viewing Connected, While People Don't Know About 2009 Digital Deadline

Here's a pre-CES news story that I forgot to mention. CBS released the results of a new study which indicate that people who have a digital television and a broadband Internet connection are also the most likely people to watch the biggest of broadcast network television. In other words, connectivity is linked to viewing.

The study also indicates that this same segment that are connected with both technologies are likely to visit the Web sites for networks often and to stream clips or episodes on the Web in addition to their watching on the television. With the new Apple TV product, these two activities may be increasingly becoming blurred.

Perhaps not surprisingly, "These people tend to be upscale, better educated and more engaged with programs," according to the CBS study. However, I think an important caveat to also include is location, since I've written before about scores of Americans who have both the desire and the capital to have this degree of high connectivity but who are not currently being well-served by Internet providers.

Not to stray too far off subject, though. Connectivity is shown to have a link with primetime television viewing? David Poltrack was quoted by Jon Lafayette with TelevisionWeek as saying, "Consumers who embrace the new media are the heaviest viewers of the top network prime-time programs, and this sector of the audience is growing. By offering them new ways to connect to their favorite shows ... we're able to deepen the bond these fully connected viewers have with our programming."

However, not nearly as surprising to me is that the survey found that less than 30 percent of Americans are aware of the 2009 deadline for broadcasters to switch to a digital signal, but even half of those people who are unaware have already purchased a digital set, and another 30 percent plan to by 2009. According to the survey, 40 percent of those who were told about the upcoming change said they would upgrade to digital by 2009.

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Implied Interactivity in Fan Site Toolkits

I recently wrote a newsletter piece on 'implied interactivity', i.e. decentralized forms of strategies involving the encouragement and indirect pre-structuring of user-generated content through structural properties of the media artifacts themselves.

An interesting case in point are toolkits, i.e. structured collections of materials to facilitate (and shape) the creation of fan sites. I will try to use the toolkit offered for the decent tactical shooter Close Combat - First to Fight (2005), a game focusing on and endorsed by the US Marines as 'brand' that is allegedly also used as training tool.

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December 30, 2006

The Game Show Network, Transmedia Extensions, and Brand Building

The Game Show Network is attempting to expand its reach through a transmedia approach to games, making its Web site not just a destination for a different type of gaming experience but a place in which the network can further develop a brand identity that may be lacking from its game show lineup in the traditional channel alone.

The online site for the network has launched a series of games in recent months that has gotten the attention of the users of its Web site. The first such game was launched late this summer, when an animated online game that provided little in the way of intriguing game play but much in the way of commentary and parody of current events, spiking traffic from 444,000 in August to 654,000 unique viewers in September, according to information reported by Daisy Whitney in TelevisionWeek from Nielsen's online ratings.

That animated game mocked Mel Gibson's drinking, entitled "So You Think You Can Drive, Mel?" The object of the game? Why to "collect tequila bottles while avoiding Stars of David and Troopers."

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December 15, 2006

Bendis on Transmedia and Continuity in the Marvel Universe: Thinking About Comics Vis-a-Vis Television

My colleague here at the Convergence Culture Consortium, Geoffrey Long, sent me a great interview with Marvel comics writer and all-around prolific creator Brian Michael Bendis. The interview, conducted by Danny Fingeroth and transcribed by Steven Tice at Newsarama, was conducted back in October, focusing on the comic writer's success in the super hero world of Marvel but also the ways in which he has become a transmedia creator (as many comic books writers have.) But perhaps what interested me as much was his discussion of continuity in a universe that has built up a substantial backlog of history through all the comic books over the years.

Bendis writes about his experiences working on films and television shows, as compared to the time he spends in comics. For instance, he writes about the time he spent working on the Spider-Man show on MTV, as compared to his experience writing the Ultimate Spider-Man series for Marvel. At Marvel, he basically took over the character of Spider-Man and recreated the story, starting at square one in a contemporary setting with the character and telling new versions of the events that first happened back in the 1960s to Spidey. Since launching that series from the very first issue, he's already made it now to more than 100 issues. He writes, "I was writing the Ultimate Spider-Man comic, and it's the greatest job I'd ever had in my life. It's completely fulfilling on every conceivable level. So I figured that writing the TV show in addition would be twice as good. And when I started working on the show, immediately it was not fun." As an example, he shares a story of meeting with an executive who questions "why does it have to be a spider."

Bendis spends his time talking about transmedia experience to emphasize the artistry of comic books and why he prefers working in what has been considered by many to be a fringe media form.

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December 12, 2006

Internet Television a Reserve for Independent TV Producers?

My inbox has been flooded with people pointing the way to a variety of interesting articles appearing in the New York Times over the past couple of days. I guess that, as they enter their end-of-the-year run, they've been spending quite a bit of time thinking about convergence culture since...well...the newpaper of record is starting to realize that 2006 was the year of Convergence Culture (cheap plug).

On Sunday, I wrote about Jon Pareles's article in that same paper about the rise of user-generated content as a concept in the past year.

However, Lynn Liccardo passed along a short piece from Sunday's paper by David Haskell which writes about the potential rise of independent television using the Web as a distribution model.

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December 9, 2006

Mobile Content Expected to Gain Major Ground in Next Five Years, Juniper Says

According to new research released this week by UK-based Juniper Research, a boom in mobile content is expected to take place over the next five years, with estimations that the global mobile entertainment market, currently valued at $17.3 billion, will reach $76.9 billion by that time.

This large upswing in content will come along with a shift in the types of mobile entertainment people are consuming over the next five years, their report estimates. While, for now, the majority of mobile content focuses on music, and principally on ringtones (More than 80 percent of mobile music revenues are for ringtones, according to Ben Macklin with eMarketer.), the shift will come with revenue from mobile television and mobile games, which they estimate will exceed the money generated by mobile music by that time.

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December 6,