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Transmedia storytelling

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the impact each medium has differs from medium to medium. Before social media, radio and print media were the primary medium to connect with an audience. With the advancements in technology, social media has become the go-to medium to reach a large group of people in a fast amount of time. In the ideal form of TS, “each medium does what it does best — so that a story might be introduced in a film, expanded through television, novels, and comics, and its world might be explored and experienced through game play. Each franchise entry needs to be self-contained enough to enable autonomous consumption. That is, you don't need to have seen the film to enjoy the game and vice-versa.”
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emergence of this new culture which shifts the spotlight of literacy from being one of individual expression to one of community. Whether we see it or not, Jenkins notes that we live in a globally connected world in which we use multiple platforms to connect and communicate. Using transmedia storytelling as a pedagogical tool, wherein students interact with platforms, such as Twitter, Facebook, Instagram, or Tumblr permits students' viewpoints, experiences, and resources to establish a shared
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obvious applications of thie concept. Transmedia maintains that there's a 'bigger picture opportunity' to punting a big picture to additional platforms. Transmedia theory, applied to a movie launch, is all about promoting the story, not the 'premiere date of a movie starring...' In an industry built on the conventions of 'stars sell movies', where their name sits above the film's title, transmedia thinking is anti-conventional and boldly purist."
441: 43: 789: 365:—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" 847:
framework for the constructivist educational pedagogy that supports student centered learning. Transmedia storytelling allows for the interpretation of the story from the individual perspective, making way for personalized meaning-making - and in the case of fully participatory projects - allows participants to become co-creators of the story.
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Transmedia storytelling is apparent in comics, films, print media, radio, and now social media. The story is told different depending on the medium. With social media, the story is told differently depending on which social media platform someone uses (Twitter, Facebook, Instagram) The scale in which
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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
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However, transmedia storytelling isn't used much at lower education levels. Children would thrive using transmedia storytelling worlds in their learning, but many of these worlds have copyrights linked to them. Transmedia storytelling has yet to tackle learning and educating children, but there have
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have "pretty much lined McKee's argument up against a wall and shot it". 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
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From a production standpoint, transmedia storytelling involves creating content that engages an audience using various techniques to permeate their daily lives. In order to achieve this engagement, a transmedia production will develop stories across multiple forms of media in order to deliver unique
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In "The Better Mousetrap: Brand Invention in a Media Democracy" (2012), Pont explains, "Transmedia thinking anchors itself to the world of story, the ambition principally being one of how you can 'bring story to life' in different places, in a non-linear fashion. The marketing of movies is the most
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Warren, S., Wakefield, J.S., and Mills, L. "Learning and Teaching as Communicative Actions: Transmedia Storytelling", in Laura A. Wankel, Patrick Blessinger (ed.) Increasing Student Engagement and Retention using Multimedia Technologies: Video Annotation, Multimedia Applications, Videoconferencing
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Transmedia storytelling mimics daily life, making it a strong constructivist pedagogical tool for educational uses. The level of engagement offered by transmedia storytelling is essential to the Me or Millennial Generation as no single media satisfy curiosity. Schools have been slow to adopt the
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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
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that is enticing, engaging, and immersive, catching the millennial learners' attention, ensuring learners a stake in the experience. Transmedia storytelling offers the educator the ability to lead students to think critically, identify with the material and gain knowledge, offering valuable
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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.
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and Marc Ramos say "At the core of every training challenge is a good story waiting to be told. More and more, these stories are being told across a multitude of devices and screens, where they can reach learners more widely, and engage with them more deeply."
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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
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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".
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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.”
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where multiple characters and plot lines can be sustained for a longer period of time. In addition, Jenkins focused on how transmedia extends to attract larger audiences. For example, DC Comics releases
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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
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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.
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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.
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Tvorun-Dunn, Maxim (2022). "'I am he as you are he as you are me and we are all together' Transmedia convergence of the Beatles' psychedelic years (1966–1969)".
1018: 595:, an independent project about a non-colonial steampunk world, told across graphic novels, live events, online and a feature film created by Yomi Ayeni. 1414:
Jenkins, H. "Transmedia Storytelling and Entertainment: An Annotated Syllabus", Continuum: Journal of Media & Cultural Studies, 24:6, 943-958 2010.
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before the release of its related films so the audience understands a character's backstory. Much of transmedia storytelling is not based on singular
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Scolari, Carlos A.; Bertetti, Paolo; Freeman, Matthew (2014), "Conclusions: Transmedia Storytelling and Popular Cultures in the Twentieth Century",
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Bernardo, Nuno (2011) The Producer's Guide to Transmedia: How to Develop, Fund, Produce and Distribute Compelling Stories Across Multiple Platforms
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enabled projects to include single-player experiences in addition to real-time multiplayer experiences such as alternate reality games such as
214: 1312: 494:. While the list of current and recent projects is too extensive to list here, some notable examples of transmedia storytelling include: 227: 220: 137:
The origins of the approach to disperse the content across various commodities and media is traced to the Japanese marketing strategy of
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and Transmedia Storytelling (Cutting-edge Technologies in Higher Education, Volume 6), 2013, Emerald Group Publishing Limited, pp.67-94
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The Producers Guide to Transmedia: How to Develop, Fund, Produce and Distribute Compelling Stories Across Multiple Platforms (Paperback)
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constructs different single media consumers. Here a viewer can enter the narrative world by watching the TV series every week. Finally,
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Vernallis, Carol, Holly Rogers and Lisa Perrott (2020), Transmedia Directors: Artistry, Industry and New Audiovisual Aesthetics.
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You're gonna need a bigger story : the 21st century survival guide to not just writing stores, but building super stories
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created transmedia consumers because there are different media across different platforms that the consumer can enter into.
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Wilson, M. E. (2004). Teaching, learning, and millennial students. New directions for student services (106). Summer 2004.
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to attract younger audience members. Sometimes, audience members can feel as though some transmedia storylines have left
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Bernardo, Nuno (2014) Transmedia 2.0: How to Create an Entertainment Brand Using a Transmedial Approach to Storytelling
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Transmedia storytelling is also used by companies like Microsoft and Kimberly-Clark to train employees and managers.
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as part of the advance global marketing campaign, as vivid executional examples of transmedia storytelling theory.
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that integrates live action films, a web series, animation, and music to tell stories across a universe timeline.
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Pratten, Robert (2015) Getting Started in Transmedia Storytelling: A Practical Guide for Beginners 2nd Edition
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is a sci-fi novella series incorporating QR codes within the text to multimedia and a simulated reality story.
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was most likely started sometime around 1993, and also included most of the aforementioned design principles.
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a young adult book series adapted to wildly popular movies and fan fiction based on the character plot lines
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is the "science of signs" and a discipline concerned with sense production and interpretation processes.
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Pont, S. "The Better Mousetrap: Brand Invention in a Media Democracy" (2013) Kogan Page 978-0749466213.
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series, but the games Pokémon Red and Green were the starting point from which the franchise derived.
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Palmer, Landon (2020). "All Together Now: The Beatles, United Artists, and Transmedia Production".
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that states a Knowledge editor's personal feelings or presents an original argument about a topic.
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the project was created by Emily Lazar in 2009 and spans upon comic books, music, NFTs, and more
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or story experience across multiple platforms and formats using current digital technologies.
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et al. (2014) "Interactive Narratives, New Media & Social Engagement" - Toronto, Canadá.
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been a few transmedia worlds that have begun to show up with education, mostly by Disney.
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by Ngozi Ukazu is an ongoing webcomic since 2013. The narrative is supplemented with a
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Transmedia storytelling can be related to the concepts of semiotics and narratology.
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Pont, S. "Digital State: How the Internet is Changing Everything" (2013) Kogan Page
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Pont, Simon (2012) "The Better Mousetrap: Brand Invention in a Media Democracy".
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and even suggest that they go back further to the roots of earliest literature.
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Pont, Simon (2013) "Digital State: How the Internet is Changing Everything".
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Getting Started in Transmedia Storytelling: A Practical Guide for Beginners
759: 755: 737: 732: 648: 190: 162: 158: 141:, originated in the early 1960s. Some, however, have traced the roots to 111: 1372:"'Ball & Flint: transmedia explained in 90 seconds' (2013) Simon Pont" 1033:
Legend-Tripping Online: Supernatural Folklore and the Search for Ong's Hat
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Legend-Tripping Online: Supernatural Folklore and the Search for Ong's Hat
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Rock Star/Movie Star: Power and Performance in Cinematic Rock Stardom
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tells its story across six graphic novels released from 2004-2010, a
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Dreadnot, an early example of an ARG-style project, was published on
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don't create a story world by stripping away, but by layering".
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The New, Old Way to Tell Stories: With Input From the Audience
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The study of transmedia storytelling—a concept introduced by
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Anime's Media Mix: Franchising Toys and Characters in Japan.
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having to consume the rest of the texts. On a second level,
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One example that Jenkins gives is of the media conglomerate
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Telling a single story across multiple platforms and formats
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personal reflection, personal essay, or argumentative essay
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Gambarato, Renira Rampazzo; Dabagian, Lilit (2016-10-01).
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into its design, as chronicled in a scholarly work titled
1291:"Wer das Game spielt und die Serie sieht, hat mehr davon" 1460:". Paper presented at the meeting of the MindTrek, 2012. 1334:"Defiance and the challenges of transmedia storytelling" 30:"Transmedia" redirects here. For a related process, see 1065:"Harry Potter and the power of transmedia storytelling" 1001:, Convergence Culture: Where Old and New Media Collide 948: 1458:
Transmedia in the classroom: breaking the fourth wall
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Learning Through Transmedia Storytelling (Infoline)
1410: 1408: 1406: 1127:. Oxford: Oxford University Press. pp. 58–95. 1544:Gronstedt, Anders; Ramos, Marc (January 7, 2014). 154:Some early works include, but are not limited to: 1469: 942: 1663: 1611:Phillips, Andrea. (2012) Transmedia Storytelling 1403: 663:, across music, film, radio, print and digital. 431:List of augmented reality software § Games 1571:"Role of Transmedia Storytelling in Education" 1543: 1397:"Great Examples of Multiplatform Storytelling" 710:to show how transmedia storytelling occurs. 1087: 228:Fantastic Beasts: The Secrets of Dumbledore 222:Fantastic Beasts: The Crimes of Grindlewald 1456:Teske, Paul R. J. and Horstman, Theresa. 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This organization releases 361:, author of the seminal book 352: 1289:Rittmann, Tim (April 2013). 893:(2nd ed.). London, UK: 706:Scolari uses the example of 656:The Man with the Jazz Guitar 7: 1591:Azemard, Ghislaine (2013), 608:The HIVE Transmedia Project 529:live action television show 144:Pamela: Or, Virtue Rewarded 67:the claims made and adding 10: 1703: 428: 125: 108:multiplatform storytelling 29: 548:The Lizzie Bennet Diaries 339:released in 2010, and an 1240:Howard, Houston (2017). 1157:Confessions of an AcaFan 1048:. SFGate. 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Index

Transmedia
Transmediation
original research
improve it
verifying
inline citations
Learn how and when to remove this message
telling
story
Semiotics
media mix
Pamela: Or, Virtue Rewarded
Samuel Richardson
Ong's Hat
Ong's Hat
legend tripping
ISBN
978-1628460612
sfgate.com
Harry Potter
book series
films
fan sites
video games
plays
Fantastic Beasts and Where to Find Them
Fantastic Beasts: The Crimes of Grindlewald
Fantastic Beasts: The Secrets of Dumbledore
Star Wars
Star Trek

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