Transmedia storytelling
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Transmedia storytelling, also called multiplatform or enhanced storytelling, is storytelling across multiple forms of media. By using different media, it attempts to create "entrypoints" through which consumers can become immersed in a story franchise's world. The aim of this immersion is decentralized authorship, or transmedial play.[1]
There are two prominent factors driving the growth of transmedia storytelling. The first is the proliferation of new media forms like video games, the internet, and mobile platforms and the demand for content in each. The second is an economic incentive for media creators to lower production costs by sharing assets. Transmedia storytelling often uses the principle of hypersociability. Transmedia storytelling is also sometimes referred to as multi modality, referring to using multi-modal representations to convey a complex story through numerous media sources.
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[edit] Examples
[edit] The Matrix
Henry Jenkins cites the Matrix as an example of transmedia storytelling. Jenkins explains that, "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."[2]
[edit] Batman Begins
Another example that Jenkins cites is from the 2005 movie Batman Begins. DC Comics published comic books before the release of the movie to give further background information for the movie; most of the background information was to give further details about Bruce Wayne's past. This example shows how Warner Brothers, owner of DC Comics, used multimedia sources to convey information about a single story.
[edit] Economic incentives
Media conglomerates have an economic incentive to increase their audience base; transmedia storytelling is an excellent way for companies to extend this base. Jenkins cites Marvel Comics as a company that has tried to increase their fan base by using transmedia storytelling to target different groups. He writes, "...for example, Marvel produces comic books which tell the Spider-Man story in ways that they think will be particularly attractive to female (a romance comic, Spider-Man Loves Mary Jane) or younger readers (coloring book or picture book versions of the classic comic book stories )."[3] Jenkins follows by saying, "Transmedia storytelling practices may expand the potential market for a property by creating different points of entry for different audience segments."
[edit] External links
- Technology Review Article about Transmedia Storytelling
- Transmedia Storytelling Defined on Project New Media Literacy
- Henry Jenkins Blog: Transmedia Storytelling 101
- Storygeek Blog Archive: "Heroes, Transmedia Storytelling and a twist"
[edit] References
Jenkins, Henry (2006). Convergence Culture: Where Old and New Media Collide. New York: New York University Press, 308. Jenkins, Henry (2006). Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York: New York University Press, 279. ISBN 081474284X.
- Confessions of an Aca-Fan: Official Weblog of Henry Jenkins
- New Media Literacies Website (Project NML)
[edit] Notes
- ^ Stephen Erin Dinehart. Transmedial Play. USC School of Cinematic Arts Interactive Media Division Publications. 2006
- ^ Confessions of an Aca-Fan: Official Weblog of Henry Jenkins
- ^ Confessions of an Aca-Fan: Official Weblog of Henry Jenkins