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Transmedia storytelling

Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling) is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies.

"Transmedia" redirects here. For a related process, see Transmediation.

From a production standpoint, transmedia storytelling involves creating content[1] that engages an audience using various techniques to permeate their daily lives.[2] In order to achieve this engagement, a transmedia production will develop stories across multiple forms of media in order to deliver unique pieces of content in each channel. Importantly, these pieces of content are not only linked together (overtly or subtly), but are in narrative synchronization with each other.

was most likely started sometime around 1993, and also included most of the aforementioned design principles. Ong's Hat also incorporated elements of legend tripping into its design, as chronicled in a scholarly work titled Legend-Tripping Online: Supernatural Folklore and the Search for Ong's Hat. ISBN 978-1628460612[7]

Ong's Hat

Dreadnot, an early example of an ARG-style project, was published on sfgate.com in 1996. This ARG included working voice mail phone numbers for characters, clues in the source code, character email addresses, off-site websites, and real locations in San Francisco.

[8]

Franchise (1997–present) Best selling book series spawns films, officially developed immersive fan sites, social media, video games, off-Broadway stage plays and spin-off films (Fantastic Beasts and Where to Find Them, Fantastic Beasts: The Crimes of Grindlewald, and Fantastic Beasts: The Secrets of Dumbledore) [9]

Harry Potter

Star Wars

Star Trek

– feature film, 1999

The Matrix

– feature film, 1999

The Blair Witch Project

– feature film, 2001

On Line

– game, 2001

The Beast

– video game, 2001

Majestic

– feature film, 2009

Avatar

– TV series, 2004-2010

Lost

The Walking Dead

Disney

Marvel Comics

DC Comics

Scott Pilgrim

[10][11]

The Beatles

Transmedia storytelling can be related to the concepts of semiotics and narratology. Semiotics is the "science of signs" and a discipline concerned with sense production and interpretation processes.[3]


The origins of the approach to disperse the content across various commodities and media is traced to the Japanese marketing strategy of media mix, originated in the early 1960s.[4][5] Some, however, have traced the roots to Pamela: Or, Virtue Rewarded (1740) written by Samuel Richardson and even suggest that they go back further to the roots of earliest literature.[6]


Some early works include, but are not limited to:

Definition[edit]

The study of transmedia storytelling—a concept introduced by Henry Jenkins, author of the seminal book Convergence Culture—is an emerging subject. Because of the nature of new media and different platforms, varying authors have different understandings of it. Jenkins states the term "transmedia" means "across media" and may be applied to superficially similar, but different phenomena. In particular, the concept of "transmedia storytelling" should not be confused with traditional cross-platform, "transmedia" media franchises,[12] or "media mixes".


One example that Jenkins gives is of the media conglomerate DC Comics. This organization releases comic books before the release of its related films so the audience understands a character's backstory. Much of transmedia storytelling is not based on singular characters or plot lines, but rather focuses on larger complex worlds where multiple characters and plot lines can be sustained for a longer period of time.[13] In addition, Jenkins focused on how transmedia extends to attract larger audiences. For example, DC Comics releases coloring books to attract younger audience members. Sometimes, audience members can feel as though some transmedia storylines have left gaps in the plot line or character development, so they begin another extension of transmedia storytelling, such as fan fiction.[14] Transmedia storytelling exists in the form of transmedia narratives, which Kalinov and Markova define as: "a multimedia product which communicates its narrative through a multitude of integrated media channels".[15]


In his book, You’re Gonna Need a Bigger Story, Houston Howard describes transmedia storytelling as “the art of extending a story across multiple mediums and multiple platforms in a way that creates a better business model for creators and a better experience for the audience.” [16]

, a native transmedia experience for Fox8 TV in Australia.

Slide

, a transmedia extension of the Channel 4/Company Pictures TV show by Somethin' Else in the UK.

Skins

, a video game series created by Bungie and currently developed by 343 Industries that has evolved to include novels, comic books, audio plays, live action web series and an upcoming live action television show from Paramount+.

Halo

, a Canadian television series with a real-time transmedia (alternate reality game) extension that took place in sync with the episodes as they aired.

ReGenesis

, a web series adaptation of Pride and Prejudice with Twitter and Tumblr accounts.

The Lizzie Bennet Diaries

from Creative Impulse Entertainment, a martial arts-themed transmedia comic book series created by Jan Lucanus that integrates live action films, a web series, animation, and music to tell stories across a universe timeline.

JFH: Justice For Hire

, transmedia sitcom by Fine Brothers Productions as part of YouTube's original channels initiative, one of the more robust transmedia experiences.

MyMusic

an independent project about a non-colonial steampunk world, told across graphic novels, live events, online and a feature film created by Yomi Ayeni.

Clockwork Watch

, a television show and video game paired to tell connective and separate stories.[17][18][19]

Defiance

, by Daniel D.W. is a sci-fi novella series incorporating QR codes within the text to multimedia and a simulated reality story.

The HIVE Transmedia Project

by Ngozi Ukazu is an ongoing webcomic since 2013. The narrative is supplemented with a Twitter account of the main protagonist.

Check, Please!

, a web, phone, book, movie and live paid actor campaign of transreality gaming by Niantic Labs beginning in 2014.

Endgame: Proving Ground

creates the portrait of jazz musician Ken Sykora, across music, film, radio, print and digital.

The Man with the Jazz Guitar

, There are video games, television shows, and card games all that use Pokémon as a center and point of entry. There is no one text that is the origination of the Pokemon series, but the games Pokémon Red and Green were the starting point from which the franchise derived.

Pokémon

, American television series (2001–2010)

24

, a young adult book series adapted to wildly popular movies and fan fiction based on the character plot lines

The Hunger Games

, the project was created by Emily Lazar in 2009 and spans upon comic books, music, NFTs, and more

September Mourning

Both traditional and dedicated transmedia entertainment studios have fully integrated and embraced transmedia storytelling techniques into entertainment culture. It began as a search for a new storytelling form, native to digital content and communications channels. Developing technologies have enabled projects to include single-player experiences in addition to real-time multiplayer experiences such as alternate reality games such as Fortnite. While the list of current and recent projects is too extensive to list here, some notable examples of transmedia storytelling include:


Scolari uses the example of 24 to show how transmedia storytelling occurs. 24 originated on Fox as a TV series but within a few years, it had generated a complex network of comics, video games, books, mobile episodes, etc. around the main character Jack Bauer and the Los Angeles Counter Terrorist Unit (CTU). Scolari writes that 24 creates a complex semiotic device for generating multiple implicit consumers who can be classified according to their relationship with the media. At the first level, there are single text consumers or those who just read the comic or play the video game. The consumer can understand the story without having to consume the rest of the texts. On a second level, 24 constructs different single media consumers. Here a viewer can enter the narrative world by watching the TV series every week. Finally, 24 created transmedia consumers because there are different media across different platforms that the consumer can enter into.


In "Digital State: How the internet is changing everything" (2013), author Simon Pont argues that transmedia storytelling is a theory that is at last starting to find its practical stride. Pont cites Ridley Scott's Alien prequel Prometheus (2012), and specifically the three viral films produced by 20th Century Fox as part of the advance global marketing campaign, as vivid executional examples of transmedia storytelling theory.


Where Robert McKee (Story, 1998) argues that back-story is a waste of time (because if the back-story is so good then this is surely the story worth telling), Pont proposes that storytellers like J. J. Abrams and Damon Lindelof have "pretty much lined McKee's argument up against a wall and shot it".[20] Pont goes on to argue, "Parallel and non-linear timelines, 'multi-verses', grand narratives with crazy-rich character arcs, 'back-story' has become 'more story', the opportunity to add Byzantine layers of meaning and depth. You don't create a story world by stripping away, but by layering".


In "Ball & Flint: transmedia in 90 seconds" (2013), Pont likens transmedia story-telling to "throwing a piece of flint at an old stone wall" and "delighting in the ricochet", making story something you can now "be hit by and cut by".[21]


Shannon Emerson writes in the blog post "Great Examples of Multiplatform Storytelling" that transmedia storytelling can also be called multiplatform storytelling, transmedia narrative, and even cross-media seriality. She also cites Henry Jenkins as a leading scholar in this realm.[22]

Azemard, Ghislaine (2013), 100 notions for crossmedia and transmedia, éditions de l'immatériel, p. 228

Bernardo, Nuno (2014) Transmedia 2.0: How to Create an Entertainment Brand Using a Transmedial Approach to Storytelling

Bernardo, Nuno (2011) The Producer's Guide to Transmedia: How to Develop, Fund, Produce and Distribute Compelling Stories Across Multiple Platforms

McAdams, Mindy (2016). . Conference paper: World Journalism Education Congress, Auckland, New Zealand.

Transmedia Storytelling

Phillips, Andrea. (2012) Transmedia Storytelling

Pont, Simon (2013) "Digital State: How the Internet is Changing Everything". . ISBN 978-0749468859

Kogan Page

Pont, Simon (2012) "The Better Mousetrap: Brand Invention in a Media Democracy". . ISBN 978-0749466213

Kogan Page

Pratten, Robert (2015) Getting Started in Transmedia Storytelling: A Practical Guide for Beginners 2nd Edition

Vernallis, Carol, Holly Rogers and Lisa Perrott (2020), Transmedia Directors: Artistry, Industry and New Audiovisual Aesthetics.

et al. (2014) "Interactive Narratives, New Media & Social Engagement" - Toronto, Canadá. ISBN 978-0-9939520-0-5

*Queiroz, Cecília; Cunha, Regina