Cross-Media + Transmedia Entertainment

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An archive of the first few exciting years exploring this area…

Death of a Blog, Birth of a Podcast

** SHORT VERSION: I’M NOW BLOGGING AT WWW.CHRISTYDENA.COM **

Well, not quite ‘death’ but an indefinite hiatus. I’m powering down this blog for a few reasons, one of which is my desire to finish my PhD. I’ve tried for the last year and a half to do PhD writing and work and this blog, but found the mindsets are somewhat incompatable. I’ve decided therefore to close this blog down. I don’t know if I’ll bring it up again and if I do when, or whether I’ll start another one. But I do know that I have thoroughly enjoyed blogging here these past few years. I have especially enjoyed meeting many of you because of the blog, and seeing ‘cross-media’ (etc) projects become ubiquitous. Thankfully, the area has alot more people looking at it now, from alot of different perspectives. Here are some blogs that will keep you informed:

  • Networked Performance: research blog that posts about emerging network-enabled practice;
  • You can read and listen to news about alternate reality games and just about any online extension of a film, TV or book property on the ARGNet blog and ARG Netcast (podcast);
  • Henry Jenkins personal blog and the Convergence Culture Consortium blog has lots of goodies from a media studies perspective about ‘transmedia storytelling’ and ‘convergence culture’ in general;
  • DeMontfort University share their investigations into what they term ’Transliteracy’ at their PART blog;
  • Jeff Gomez, the CEO of Starlight Runner and longtime practitioner of ‘trans-media’ projects, is now blogging regularly about his insights and experience over at the Producers Guild of America blog;
  • Monique de Haas blogs about ‘crossmedia communication’ occasionally;
  • Tony Walsh posts semi-regularly on alternate reality games;
  • Valentina Rao blogs about crossmedia games and anything related to that at Games Across Media, and will hopefully be starting her PhD on the subject soon;
  • Johnathan Gray, Derek Johnson and Ivan Askwith are blogging about everything around TV and film at The Extratextuals;
  • Crossmedia Dialog is a group blog that post regularly on crossmedia in Amsterdam and worldwide;
  • Faris Yakob, Adam Crowe blog about ‘transmedia planning’ and other changes to the marketing industry;
  • Jak Boumans posts every single day about stuff happening in the Netherlands and worldwide at Buziaulane
  • Max Giovognoli runs everything to do with cross-media in Italy;
  • MobileCrossMedia is a blog that looks at the different ways mobile phones can network with different devices and the real world;
  • If you don’t already get it, the Convergence Newsletter has regular interesting newsletters about convergence in journalism and has been my favourite newsletter for the past few years;

I don’t plan to be blogging here about events or publications I’m involved in, instead I’ll pop them on my bio site. But for now, here are some events I’m involved with, in the not-too-distant-future:

  • I’ll be on the ‘expert panel’ with Mark McCrindle and Tim Flattery at Mitchell Communications Group ’s launch of ‘While You Weren’t Watching’, a documentary on changes to branded entertainment etc in which I was interviewed. The launch is private but the documentary will be put online I believe in Nov; 
  • I have my own panel on ‘Designing, Experiencing and Analysing Games in the Age of Integration’, and I am a panelist in Darren Toft’s panel on ‘What Happened to New Media Art?’ at the Australasian Conference on Interactive Entertainment in Dec;
  • I’ll be on the panel on ‘Cyber-Born Film’ at Megan Spencer’s Destination Festival (or DestFest) in Dec;
  • In Jan 08, I’ll be a guest lecturer again for Sue Thomas and Kate Pullinger’s Online MA in Creative Writing and New Media, De Montfort University, UK;
  • In Feb 08, my essay on ‘Tiering in Alternate Reality Games’ will be published in the special issue of Convergence edited by Henry Jenkins and Mark Deuze.

For now though, I will continue to be online in a different way. I’ve started a podcast, a podcast where I’ll interview talented people working in this area. My ‘birth’ podcast is a bit awkward, but the second is a great one: an interview with Stitch Media’s Evan Jones. At the site, I also provide sneak preview information about Stitch Media’s latest project.

UC101 Podcast

That is it for me here, thankyou all for sharing this time with me. I’ll see you on the other side of my PhD.

:)

Check it out: www.ChristyDena.com  

Check it out: www.UniverseCreation101.com

Primer for the CSI:NY & Second Life Crossover is Online

As I’ve mentioned before, the upcoming episode (Wed Oct 24th in the US) of CSI:NY will feature and continue in the online virtual world Second Life. A primer has been released on youtube, getting audiences excited and prepared for cross-platform traversal, which is good!:

[youtube 3-ZmjA7GCzQ]

WOW! Radiohead. No, really

I kept forgeting to post about this but just in case there are some of you that not aware of what Radiohead are doing, here it is. Radiohead’s latest album, In Rainbows, will be released in December but you can preorder at their website. Rather than just offer the CDs for buying, Radiohead have undertaken four very important strategies:

  1. Cross-media bundling: When you purchase the album on their website, you get the box set which includes the music on CDs, the music on vinyl and as a digital file. They use the method common in the online pornography industry: order the tangible product, it’ll get posted to you, but while you wait you can download the file immediately. Considering the subject matter of the pornos, I can understand the desire for immediacy. :/ The point about cross-media bunding, however, is that it acknowledges the affordances and in the case of the vinyl, the sentimental and connisseur value of certain media. It also acknowledges the reality of use: people use lots of different media platforms to experience a product. A CD on the stereo for instance, digital files on the iPod and so on. The content is not bound to a particular medium.
  2. Staggered release: The digital download is available as of 10th October, about two months before the boxset. This helps build awareness and familiarity with the product, which should translate to sales of the boxset with its added value.
  3. Enhanced material: Like the pervasive method of the feature film DVD industry, the product provides extra materials such as new songs on top of the album, photos and artwork (which, I note, has also been used in the music industry as well). The digital download and obviously any pirated files, will not have this added value.
  4. Consumer-defined price: The price of the digital download is not pre-defined, instead, the consumer (person!) can name any price they want to pay for the download. They can even put in nothing. Amazing. Obviously this is not something that most bands or creators in general can do. Radiohead are in a financial position to take such giant leaps. But gee it is great. I personally cannot stand the tactic producers use to combat pirating by locking their material and so this free-will counter-balance is endearing to me.

There is so much I could say but no need to delay you any longer.

Check it out: http://www.radiohead.com

Madison & Vine Revisited

A couple of years ago Scott Donaton, the editor of Advertising Age, published a book called Madison & Vine: Why the Entertainment and Marketing Industries Must Converge to Survive. Scott revisited ‘branded entertainment’ in a talk he gave recently, which has been published at the Madison & Vine section of Advertising Age. In the article he quickly explains what Madison & Vine is:

At its simplest, there were two primary factors that drove the entertainment and marketing businesses reluctantly into each other’s arms. For marketers, as I mentioned earlier, there was fear. New devices such as digital video recorders were giving audiences the ability to bypass traditional forms of media advertising. These devices let consumers decide when, how and whether they were going to interact with all forms of content. So some in the ad community decided that if they were going to avoid commercials, one valid reaction to that would be to embed products, logos and commercial messages into those entertainment vehicles viewers were choosing to spend time with.

Across the continent from Madison Avenue, those in Hollywood found their own business models and bottom lines under enormous pressure, partly from the same factors. There were other pressures felt all over Hollywood. For film studios, the costs of producing and marketing films became a huge burden just as some traditional sources of funding dried up. And the movie-business, too, was threatened by the same technologies disrupting the TV and music industries.

The result was that these two sides, the ad business and the entertainment business, which decades ago established outposts on separate coasts of the U.S. and mostly operated independently of each other since then were suddenly compelled towards each other. They realized that they had the potential to help each other out. If nothing else, the advertisers had the money and the entertainment companies had the creativity and the attention of audiences.

And covers some notable examples:

Check it out: http://adage.com/madisonandvine/article.php?article_id=121042

Jeff Gomez’s “8 Defining Characteristics of Transmedia Production”

A few posts ago I mentioned the new blog, The Extratextuals, and an (at the time) upcoming event . The session was put together by Jeff Gomez:

 Jeff Gomez (Moderator), CEO Starlight Runner Entertainment
As the host of the seminar, PGA member Jeff will familiarize producers with the history, criteria and relevance of trans-media storytelling. An expert in the field of trans-media development and creator and producer of highly successful fictional worlds, Jeff exponentially increases the value of intellectual properties by preparing them at early phase to be extended across a wide variety of entertainment platforms. Jeff has written and produced elaborate trans-media universes (including content such as feature and episodic animation, video games, comic books, novels and web portals) for 20th Century Fox, The Coca-Cola Company, The Walt Disney Company, Acclaim Entertainment, Mattel, Hasbro and Scholastic. (bio from The Extratextuals)

Check out Starlight’s company description:

Starlight Runner Entertainment, Inc. is a leading creator of highly successful fictional worlds, maximizing the value of intellectual properties by preparing them for extension across multiple media platforms.

Starlight Runner produces animated and live-action feature films, as well as advanced media content. The company also packages books, comics and graphic novels, and develops video games and alternate reality experiences with world-renowned partners and clients.

The Producers Guild of America blog reports on Jeff Gomez’s insights at the ‘Creating Blockbuster Worlds’ event:

The 8 defining characteristics of a transmedia production:

  1. Content is originated by one or a very few visionaries
  2. Cross-media rollout is planned early in the life of the franchise
  3. Content is distributed to three or more media platforms
  4. Content is unique, adheres to platform-specific strengths, and is not repurposed from one platform to the next
  5. Content is based on a single vision for the story world
  6. Concerted effort is made to avoid fractures and schisms
  7. Effort is vertical across company, third parties and licensees
  8. Rollout features audience participatory elements, including:
    - Web portal
    - Social networking
    - Story-guided user-generated content

Examples of contemporary trans-media properties include: The Blair Witch Project, The Matrix, Hot Wheels: World Race / Acceleracers, Bionicle, Pokemon, Magic: The Gathering, James Cameron’s AVATAR, many Disney projects including High School Musical, Pirates of theCaribbean, Fairies, Hannah Montana.

Great! I love reading how other people describe the form. I’ve described it in so many different ways according to my audience. I agree with all that he says though I’m wondering why he says three or more platforms rather than just two? I guess that fits in the franchise approach that he is working in. But of course, the continuation of a property across media platforms is not the exclusive domain of conglomerates.

Transmedia Conference: Futures of Entertainment 2

Last November, the MIT Comparative Media Studies Department and Convergence Culture Consortium ran the Futures of Entertainment conference. Details of last years conference with podcasts are online. Registration for the next one, to be held on the 16-17th November at Cambridge, has opened. The event is described as follows:

The logics of convergence culture are quickly becoming ubiquitous within the media world. Audiences are being encouraged to participate in a wider range of sites. Transmedia principles are being adopted by content producers in a broad range of fields. ‘Engagement’ is being discussed as crucial to measurements of success. Futures of Entertainment 2 brings together key industry players who are shaping these new directions in our culture with academics exploring their implications. This year’s conference will consider developments in advertising, cult media, metrics, measurement, and accounting for audiences, cultural labor and audience relations, and mobile platform development.

Sessions and speakers include:

Mobile Media: Marc Davis, Yahoo!; Bob Schukai, Turner Broadcasting; Francesco Cara, Nokia

Metrics and Measurement: Bruce Leichtman, Leichtman Research Group; Stacey Lynn Schulman, HI: Human Insight; and Maury Giles, GSD&M Idea City

Fan Labor: Mark Deuze, Indiana University; Catherine Tosenberger, University of Florida; Jordan Greenhall, DivX; Elizabeth Osder, Buzznet; Raph Koster, Areae Inc.

Advertising and Convergence Culture: Mike Rubenstein, The Barbarian Group; Baba Shetty, Hill/Holliday; Tina Wells, Buzz Marketing Group; Faris Yakob, Naked Communications; Bill Fox, Fidelity Investments

Cult Media: Danny Bilson, transmedia creator; Jeff Gomez, Starlight Runner; Jesse Alexander, Heroes; and Gordon Tichell, Walden Media

Opening Remarks by Henry Jenkins, MIT; Joshua Green, MIT; Jonathan Gray, Fordham University; Lee Harrington, Miami University; and Jason Mittell, Middlebury College

Check it out

World-Creation Strategy: Characters?

During a discussion about game to film adaptations at a talk I gave recently at the Film and Television Institute in Perth, Graeme Watson commented that part of the success of Tomb Raider could be the prevalence of the character Lara Croft. I think Graeme is dead right, and here is a post by Jessie Jess, a student, that explains some of the attraction:

After reading this definition [Jenkins 'transmedia storytelling'] I automatically thought about Lara Croft: Tomb Raider as an example of transmedia storytelling. Lara Croft is in multiple media platforms, such as video games, comic books, novels, movies, animation and through modeling (yes people are hired to be Lara at conventions and other events!). There have been 2 Tomb Raider movies to date and the third is being rumored to be in production and Angelina Jolie has placed Lara on the map. The movies as a medium for Lara is incredible, it provides a life like stunning image of how Lara would look in the real world. Video games as a medium in the Tomb Raider series have the record for being the highest selling video game series of all time. Lara as a video game character is even in the Guinness World Book of Records as “The Most Successful Video Game Heroine.” In the novels, they take off from where the video games end. [...]

I am really into having access to Lara Croft: Tomb Raider in many different media outlets. I have the opportunity to keep up with Lara in different ways, I can play the game one day, watch the movie, read the book, and even see her in “person”. [...]

No matter what form of media Lara is distributed in, the story is easy to follow, she is on a mission, and the viewers are along for the adventure. [...]

A second reason for Lara’s success can be compared to Indiana Jones success, “When Indiana Jones went to television, for example, it exploited the medium’s potential for extended storytelling and character development: The Young Indiana Jones Chronicles (1992) showed the character take shape against the backdrop of various historic events and exotic environments (106).” There was potential in expanding the character development of Lara Croft and extended storytelling. She was able to take shape against other forms of mediums. Hence how Indiana Jones is still around and is currently in production of a new film. This is a perfect example showing how Tomb Raider is able to be successful. Characters in the Matrix have no room for development because they are following specific guidelines for all the different forms of mediums that have been predetermined.

Indeed, as I’ve mentioned before, Chris Dahlen has spoken about the specific appeal of characters in his blog:

In fact, the characters in these worlds are the thing that interest me the most: we’re flooded with characters nowadays, and the ones that stick start to engage us on many platforms. Where do they come from? Why are we drawn to them? […] But here’s the catch: the characters and worlds we’re talking about aren’t just getting richer and more interactive; we’re also scaling ourselves down to live in them. [from this post]

Good thoughts Jessie and Chris. :)

Adrian Hon’s Google Presentation: How to Make an Alternate Reality Game

On March 5th this year, ARG designer Adrian Hon presented to Google on ‘How to Make an Alternate Reality Game, Or, Perplex City: A Look Behind the Scenes’. His abstract: 

Alternate Reality Games not only exist on the web – they call you up, invade your TV show and fly helicopters outside of your house. This talk will provide a quick introduction in ARGs, and focus on how we’re using lessons learned from Perplex City Season 1 to make Season 2 a much more fun, more accessible and more immersive experience. 

Thanks to Google, here is the video!:

New Transmedia Blog: “The Extratextuals”

Ivan Askwith, Jonathan Gray, and Derek Johnson have started a group blog called The Extratextuals, which they explain in their birth post as:

This is a blog about the media. However, with other blogs on television, film, and the media in general, we wanted to carve out a specific niche. So our blog will focus primarily on the extratextuals that surround the media. By this, we mean everything but the show itself: previews, merchandising, industry buzz, branding, interviews, posters, spatial context, temporal context, related websites, ARGs, spinoffs, spoilers, schedules, bonus materials, transmedia extras, games, YouTube clips, etc. But we’re interested in these things not to be arcane or eccentric; rather, we believe that the extratextuals often make the show what it is. Hence this blog is about the mediation of media.

I want to note Ivan Askwith (with no slight intended to Johnathan or Derek!) is a recent graduate of the Comparative Media Studies programme at MIT, mostly known to readers of this blog through the Convergence Culture Consortium. As I posted before, his thesis online, but he is now lead strategist (coolness) at Big Spaceship (double coolness). Big Spaceship is behind great projects such as The Ultimate Search for Bourne with Google, diegetic websites such as Oceanic-Air for Lost and immersive websites such as those for the films Stranger Than Fiction, Silent Hill30 Days of Nights  (that is in the ilk I cover in my article on Filmmakers that Think Outside the Film) and games such as the 30 Days of Night Multiplayer Game.

Askwith posted about a great panel he participated in for the Producers Guild of America:

CREATING BLOCKBUSTER WORLDS: TRANSMEDIA DEVELOPMENT & PRODUCTION

Wednesday, September 26 (6:30PM – 9PM)

As exemplified by TV series such as Lost and Heroes , video games such as Halo and the work of creators such as JJ Abrams, Joss Whedon, Zach Snyder and Kevin Smith, storytelling has made a quantum leap in the 21st century. Development and production of a single rich narrative across multiple media platforms is the next exciting challenge being faced by producers in the digital age. Right now, major studios, advertising agencies, video game publishers and dozens of Fortune 500 companies are incubating concepts and developing intellectual properties capable of both enthralling and interacting with audiences who will enjoy them on their TV sets, computer screens, game consoles, as well as in the form of theatrical films, graphic novels and toys. There are only a handful of producers with extensive experience in the lucrative field of trans-media storytelling and production, and the PGA will be bringing them to you in this exciting seminar.

Producers who attend this seminar will become familiar with the following:

  • The definition, history and near-future of trans-media storytelling, development and production
  • Success stories and notorious trans-media failures
  • Creative and technical elements that form successful trans-media franchises
  • What (and who) you need to know to understand the ambition and scope of trans-media production
  • The conceptual building blocks for successful trans-media development and implementation
  • Facing the challenges of working with large conglomerates
  • Rollout strategies
  • The role of product placement, sponsors and promotions
  • What goes into developing a trans-media deal
  • Examples, illustrations and models

Check out: The ExtraTextuals

Tie-In Writers and the Mono-Medium Logic Problem

One of the reasons for the paradigmatic change to cross-media world-creation is the emergence of transliterate creators. These creators are not just fans of a range of artforms, are not only versed in a range of artforms, they are versed (or developing a literacy) in the combination of a range of artforms & media platforms. The use them in concert. Parallel to this phenomenon is experience of fans/audiences/readers/players, who have for many years been chasing their favourite storyworld across a range of platforms: reading the book, feature film, television show and digital game. The productions have been created by different, though licensed creators. One of the problems has been that each of these adaptations and extensions has been seen by the creators as isolated, as paratextual to the original work. The primary work (which can be the contemporary adaptation of an old literary peice), is the center of the creative universe…and all other mediums are satellites and inconsequential. This is a mono-medium-logic that is gradually giving way to a different paradigm of creations across media. This mono-medium logic, for instance, is not the experience of fans. Indeed, as I have spoken about many times in my industry presentations: People Perceive Worlds, Not Books (or Films etc). Here is a slide from my presentation to the Australian Publishing Industry:

perceive worlds

The point I’ve been championing is that tie-ins are not always conceived as exterior to the storyworld to those experiencing it. As I argued in my paper for How the Internet is Holding the Center of Conjured Universes (AOIR 06), there are definitely levels of authority placed on different works…but this is shifting. What this means for creators is that licensed works need to be creatively controlled in some way. The Wachowski Brothers did it with The Matrix: they enlisted comic and anime creators to expand their universe. Peter Greenaway did it with The Tulse Luper Suitcases: he (from what I’ve been able to garner) went out to companies and schools, shared his vision, and encouraged their own creations in response. Tie-in creations and their creators are elevated to acknowledged contributors of a storyworld.

I was thrilled, therefore, to find the International Association of Media Tie-In Writers (IAMTW), but then disappointed to find this post of their blog I Am a Tie-In Writer:

An author I know was recently taken to task by a disgruntled fan because a character in a tie-in novel mentioned visiting the Grand Canyon when, in a recent episode, the same character said he’d never been there. My author friend was surprised that a fan would care about such an insignificant detail. I agree with my friend…especially if you are writing book based on an on-going TV series. It’s virtually impossible for the books and the series to not contradict each other over little details. Publishing can’t keep up with production…in the time it takes for my finished MONK manuscript to reach the stands, an entire new season of MONK has been written and shot. I have no control over the content of the episodes that are conceived, written and produced after I have written my book. Which is why I added the following disclaimer to my Monk books:

“While I try to stay true to the continuity of the TV series, it’s not always possible, given the long lead time between when my books are written and when they are published. During that period, new episodes may air that contradict details or situations referred to in my books. If you come across any such continuity mismatches, your understanding is appreciated.”

Bottom line, it’s fiction. We are sharing characters in two very different mediums. The fans have to understand that these are characters in a fictional world…and relax. [Lee Goldberg, Canon Fodder, April 22, 2007]

Firstly, I wish to address the issue of the TV writing process. Goldberg is right when he says that the TV writing process as it stands cannot support continuity. Continuity will only occur with a massive restructing of the creation process. Mark Deuze has observed this in his book on the current state of media industries:

What I’ve found my research is, that under the banner of Integrated Marketing/Brand Communications and the shift towards full-service agencies a lot of work within holding firms has been overhauled, reorganized, and disrupted. To some, this meant increasing centralized control and monitoring of work, less attention to unique interests of the cultivation of specialized talent in favor of unified management strategies.

A way to manage the different interested parties has been put forward by Jesse Alexander, Executive Producer of Alias, Lost and Heroes at the 2nd Annual Hollywood and Games Summit, as transcribed at Wonderland:

Each group needs a transmedia czar or something, to connect the people behind the properties to the people creating the [new] content. You have to get the creators involved in that. I’m optimistic that that is happening at NBC.. They really regulate how the people who sell the IP out do that stuff..

What is also needed is creators who will be producing points-of-entry in other media and artforms to be brought in at the beginning. Note this comment by Julia London, who wrote a tie-in for the soapie Guiding Light (which Sam Ford has written about at the Convergence Consortium blog):

Even though the plot and characters were handed to me on a silver platter, it wasn’t easy to do, and in some ways, was harder than a lot of things I have written. Now that it is all said and done, I am glad to know that I have the chops to do something really different like a tie-in book…but I think I can safely say I much prefer creating my own worlds and characters. [source]

If creators were brought in at the beginning and felt as they were co-creators/co-initiators of a storyworld then perhaps the experience would be more fulfilling to them? Beyond this inclusive method of creation, there is a paradigmatic shift that also needs to take place. Note the (to me) frightening comment in Goldberg’s post:

Bottom line, it’s fiction. We are sharing characters in two very different mediums. The fans have to understand that these are characters in a fictional world…and relax. 

If tie-in writers think that the expansion across mediums means the work should be assessed and experienced differently then we have problems. It is perhaps another reason why transliterate creators and taking care of all of the points-of-entry in different mediums themselves. The mono-medium logic of tie-in writers is best evidenced in their logo:

IAMTW

I’m not saying that all writers have to become transliterate…just the ones that work in the business of creating cross-media worlds. Here is my counter pic, from my publishers presention. It does not include all the possible mediums, but it nevertheless includes books AND, AND..

Transliteracy

In 2003 Henry Jenkins commented in his Technology Review article Why The Matrix Matters:

Most film critics frankly haven’t been willing to make the effort to “get“ this franchise because they are stuck within a mono-media rather than a trans-media paradigm–and thus, the second two films walk away with a row of Gentleman’s Bs. They can see something new is going on here but they really don’t know what to make of it.

The problem of a mono-media logic is STILL a problem with criticism, and as we’ve seen here, also with creators. 

Despite this rants, check out the yummy articles on tie-in writing on the IAMTW site.