World Building

June 15, 2011

C3 White Paper: Learning to Share - The Relational Logics of Media Franchising by Derek Johnson

This summer, select 2010/2011 C3 research memos and white papers willl be made publicly available.

Now available for download from the C3/FOE website:

Learning To Share: The Relational Logics of Media Franchising

Derek Johnson (University of North Texas)
Consulting Researcher for the Convergence Culture Consortium

franchising image

Download the executive summary or the entire research memo.

Executive Summary

In the contemporary media environment, it has become increasingly commonplace—and commonsense—to refer to successful, long-running intellectual properties as “franchises.” In May 2010, for example, Advertising Age made sense of the sale of Snoopy, Woodstock, and the rest of Charles Shultz’s Peanuts gang to the Iconix Brand Group in these terms, valuating the history of the property and its continuing potential in the global media marketplace by exclaiming “It’s a Great Franchise, Charlie Brown” (Bulik 2010). This metaphor for making sense of media properties extends beyond trade discourse, with popular blogs also participating in the franchise conversation. In a recent post later picked up by Yahoo! News, Life’s Little Mysteries blogger Mike Avila meditates on the media franchise by trying to determine “the most successful movie franchise of all time.” Having decided to make box office revenue the deciding factor, Avila awards the crown to the Harry Potter series and its $5.4 billion in ticket sales—but with the caveat that Star Wars would gain an advantage if merchandising were to be considered, while the James Bond films exceed both in terms of overall longevity.

Such posts contribute to an overall popular understanding of the media franchise as the result of ongoing management of a property across time and various markets, corroborating the perceptions of industry insiders like Disney’s Robert Iger, who similarly defines franchise as “something that creates value across multiple businesses and across multiple territories over a long period of time” (Siklos 2009). The economic meanings carried by this metaphor, however, have also been negotiated by those working creatively with these properties, whose individual interests and energies must be asserted in the face of all this successful brand maintenance. Reflecting on the conclusion of the TV series Lost in 2010, producer Carlton Cuse notes: “We certainly understand and absolutely respect that ABC and Disney has an incredibly valuable franchise and they want to do more things with Lost, but the story we're telling ends in May” (Chozick 2010). Because Lost is understood in this way as one of the most successful television franchises of the early twenty-first century, Cuse finds it necessary as a stakeholder to reassert the role of creative individuality within the perpetual corporate management of the shared property.

This notion of media franchising, therefore, shapes how analysts, executives, creators, and popular audiences each imagine the media industries of the contemporary moment. And as Cuse’s attempt to position his work outside perceptions of franchising demonstrates, this metaphor is a particularly loaded one, often negatively connoting corporate control and exploitation of a cash cow at the expense of independence and artistry. Without a doubt, many of these connotations come from the wider cultural history of franchising. Prior to the industrial revolution, a franchise was conceived primarily in the political terms of enfranchisement. Derived from the French franchir (to free), the word “franchise” conveyed one’s right to participate and pursue one’s interests free of constraint. Within a collective system such as electoral politics, the franchise was, by and large, a freely determined individual vote. However, as historians of marketing such as Harry Kursh argue, this free right to participate took on more economic—and more sinister—connotations by the nineteenth century, as emerging tycoons “slit each other’s corporate throats” in fierce competition to be awarded “franchise” rights over utilities, railroads, and other elements of public infrastructure (1968: 194). According to scholar T.S. Dicke, the term acquired an additional use around 1959, newly deployed to describe business systems in which corporate franchisors operating on a national level develop a trademarked system of doing business enter into contractual relations with franchisees who pay a fee to independently operate outlets on the local level (1992: 2).

It is from this usage that most consumers understand global business operations such as McDonald’s restaurants, Meineke auto shops, or Best Western hotels. Thus, as industry analysts in Variety, Hollywood Reporter, and other sites of trade discourse began in the early 1990s to make sense of media content and its production as “franchising” (moving the term beyond existing usage to describe the assignment of broadcasting licenses and municipal cable monopolies as franchise rights to infrastructure), the term brought with it a great deal of historical and cultural baggage. To think about media culture as franchise is to think about it in the same terms that make sense of fast food. And in the same way that critics like George Ritzer (2000) have lamented the increasing standardization and rationalized control of culture as what he calls the “McDonaldization” of society, the articulation of media to fast food reflects allows the latter to act as cultural shorthand for the inadequacies of the former.

So while media franchising has been frequently invoked in industrial, popular, and scholarly discourse, perceptions of its economic determinism and its lack of cultural value have at least partially sidelined specific attempts to understand what the franchising of media culture actually means. In most accounts, the media franchise is a rather simple effect, figured most often as a product of increasing corporate power and conglomeration or as the endgame for intellectual property management strategies. Even as Henry Jenkins (2006), for one potentially divergent example, considers the franchised intellectual property more productively as a site where new forms of narrative practice and cultural collaboration have emerged, the media franchise is positioned and understood in relation to the larger patterns of convergence culture and transmedia storytelling. Nevertheless, media franchising is a phenomenon in its own right, not confined to specifically transmedia considerations, as properties like Law & Order and CSI have become understood as franchises for their multiplication within the single medium of television. Similarly, in The Frodo Franchise, scholar Kristin Thompson (2007) offers a detailed picture of the Lord of the Rings franchise, but in arguing about its exceptional character, her book offers only a limited perspective on the phenomenon of media franchising at large.

But what can we learn from the logic of franchising itself? What does it tell us about how cultural production and creative collaboration might work? How can we make use of this understanding? With much of this phenomenon remaining to be explored by media researchers, this project aims to directly confront and deconstruct the cultural logics of franchising in order to understand it not as the effected product of other issues and forces, but as a process and set of relationships that have historically produced culture. Though the notion of the franchise carries with it much cultural baggage, those entrenched meanings and values accompany a very specific logic for organizing and making sense of cultural production sustained over time and across multiple market sectors. By developing a detailed, historical portrait of what franchising is and how it has worked, we will deepen our understanding of how culture has been collaboratively produced and consumed across decentralized networks of “enfranchised” stakeholders. To that end, this inquiry combines current research trajectories in media and cultural studies with conceptual models drawn from the fields of marketing and organizational communication to make sense of media franchising as a social practice. This approach demands we consider franchising not solely in terms of texts, products, brands, or properties, but also through power-laden, networked relationships between franchisors and franchisees with distinct interests in the shared cultural resources of the franchise. By combining analysis of trade press with archival research and original interviews with media professionals, this project examines how these shared resources have been deployed, managed, and sustained in specific historical instances by media institutions, creative personnel, and even consumers invested in them.

Key Findings

Ultimately, this study recognizes that any attempt to define the media franchise once and for all is an exercise in futility, as its slippery cultural meanings are perhaps what make it such a versatile means of understanding a wide variety of media practices. Nonetheless, by arguing that franchising offers a cultural structure through which media content, media institutions, and media audiences have been put into productive relations, this study helps point to the relational, collaborative logic that defines a franchised culture. From this perspective, five key findings will be delivered to demonstrate the value of comprehending franchising as a structure for organizing collaborative cultural production:

The Cultural Logic of Franchising is Relational: franchising must be understood as relational given its dependence on sustained, strategic relationships between stakeholders with unequal interest in shared cultural resources; franchises are not reflective of intellectual property monopolies, but instead negotiation of imperfectly aligned interests.

Franchising Drives Institutional Relationships: the cultural networks constituted by franchising have not merely bolstered the power of “big media” institutions, but rather, in driving institutional relationships, have created tensions, cleavages and challenges to be negotiated by conglomerates and upstarts alike. The franchise strategies of companies like Marvel Comics, when most successful, have depended upon institutional partnerships.

Franchising Supports Creative Relationships: franchising must also be understood with respect to creative relationships, in that it has enabled co-creation and collaboration through decentralized, emergent uses of shared story worlds. Users of properties like Battlestar Galactica must negotiate not only the structure of a shared set of narrative resources, but also hierarchies of creative power that encourage and constrain creative uses of them.

Franchising Generates Consumer-Constituent Relationships: as shared cultural resources, franchised worlds have supported what can be described as consumer-constituent relationships. Invited to invest at a variety of productive, affective, and even civic levels, consumers act as defacto franchisees, pursuing their own economic and political interests in the institutional and creative management of programs like 24.

Franchising Extends Transnational and Transgenerational Relationships: franchises support transnational and transgenerational relations through ongoing exchange, transformation, and reinvestment. Franchises like Transformers can be most productively understood not as globally traded products, but as cultural processes in which local innovations feed cross-cultural networks of production over long periods of time.

From these findings, this project theorizes the culture of media franchising to uncover an established tradition of collaborative production in the entertainment industries. As a cultural logic structuring production in relational terms, the media franchise might therefore be considered, despite its more historical, less cutting-edge character, a crucial corollary to any attempt to understand emerging “social media.”

Recommendations

By reflecting on the heterogeneous interests in a shared set of resources implied by the term “franchise,” we gain a much clearer insight into the social, institutional, and creative relationships by which culture has been produced and reproduced in the media industries. To be sure, media franchises are not reducible to the franchise relationships that have structured the retail and service industries over the past sixty to seventy years. Relationships geared toward the expansion of distribution channels and marketing reach function much differently from those aimed at multiplying the production of media culture.

Moreover, the degree to which the cultural logic of franchises (as it has been described in this white paper) is consciously and strategically recognized in the media industries remains to be seen. Many of the executives and creative professionals interviewed for this project disavowed or distanced themselves from the very notion of franchising, claiming ignorance of the term or explaining that such considerations were outside their job description. This likely means that relatively few producers are actually thinking in any real depth about media franchises. While the practices and relationships described here may be in place, a firm structural and strategic logic may not actually underlie them in practice.

Thinking more strategically in terms of franchising—and the cultural logic it implies—has some distinct advantages, and it is here that some initial recommendations can be synthesized:

1. Practitioners should consider franchising in terms of its instructive potential as a historical precedent.

2. The relational logic of media franchising challenges industry insiders to reconsider any strategic logics structured around singular control over the use of intellectual properties.

3. In contrast to prohibitive top-down controls, open and heterogeneous creative experimentation can be relied upon to renew and regenerate existing intellectual property production resources.

4. In developing collaborative productive models, industry professionals should develop greater appreciation of contributions that emerge from outside the top echelons of power. By thinking of licensed creators and fans alike as “franchisees,” license holders can recognize vital stakeholders in the ongoing production of media properties.

Bio

Derek Johnson is an Assistant Professor, University of North Texas, Department of Radio, Television, and Film. His dissertation examined the historical development of the media "franchise" as a form based on shared intellectual property networks, as a specific set of production and consumption practices, and as a discourse used to make sense of media culture. Interested in the organization of culture across media platforms, his research spans a wide range of industries (including film, television, video games, comics, and licensed merchandising) and encompasses issues of narrative theory, audience reception, public sphere discourse, as well as media economics and policy. His recent publications include "Inviting Audiences In: The Spatial Reorganization of Production and Consumption in 'TVIII'" (New Review of Film and Television, 2007), "Fan-tagonism: Factions, Institutions, and Constitutive Hegemonies of Fandom" (Fandom: Identities and Communities in Mediated Culture, edited by Gray, Harrington, and Sandvoss, 2007), and "Will the Real Wolverine Please Stand Up?: Marvel's Mutation from Monthlies to Movies" (Film and Comic Books, edited by Gordon, Jancovich, and McAllister, 2007). Derek can be reached directly at Derek.Johnson@unt.edu.

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 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




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" »

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)" »

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