Transmedia

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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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