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

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

X Timeline

X Timeline is a site that provides a system for anyone to create timelines of any topic, and embed them on another site. There are plenty for entertainment — in particular properties, technology timelines and so on. This technology makes it easier to share what fans and researchers have been doing for a very long time.

Check it out: http://xtimeline.com/

Urban Screens

Mirjam Struppek has an investigation into the variety of screens available in her Urbans Screens project:

URBAN SCREENS is a concept developed by Mirjam Struppek. It investigates how the currently commercial use of outdoor screens can be broadened with cultural content. We address cultural fields as digital media culture, urbanism, architecture and art. We want to network and sensitise all engaged parties for the possibilities of using the digital infrastructure for contributing to a lively urban society, binding the screens more to the communal context of the space and therefore creating local identity and engagement. The integration of the current information technologies support the development of a new integrated digital layer of the city in a complex merge of material and immaterial space that redefine the function of this growing infrastructure.

Check it out: http://www.urbanscreens.org/

Reflections on perthDAC 2007 & BEAP

I attended and presented at my first Digital Arts and Culture conference at the perthDAC 2007 held 15-18 September (though I co-wrote a paper for the 2005 DAC). The 2007 programme is on the site, but the full proceedings will be available online soon. In the meantime, I thought I’d share some of my impressions/experience of the event. As a primer for those unfamiliar with the conference series, here is a brief description of the event:

The Digital Arts & Culture (DAC) conference was the first conference to attract and present the work of researchers, practitioners and artists working within the field of digital arts, cultures, aesthetics and design. It still attracts papers from a variety of disciplines, and from researchers and artists alike.

The conferences are held every two years (though there is discussion of changing to an annual event). Here is a listing from the main conference site:

  • DAC 2007 (Perth, Western Australia, Australia)
  • DAC 2005 (IT University of Copenhagen, Copenhagen, Denmark)
  • DAC 2003 (RMIT, Melbourne, Australia)
  • DAC 2001 (Brown University, Providence, US)
  • DAC 2000 (University of Bergen, Norway)
  • DAC 1999 (Georgia Institute of Technology, Atlanta, US)
  • DAC 1998 (University of Bergen, Norway)

DiGRA, the Digital Games Research Association, was also born out of DAC. Many attendees of perthDAC 2007 are now in Tokyo for DiGRA 2007 and some are at the Australian Blogging Conference.

perthDAC was wonderfully organised by Andrew Hutchinson and was held inconjunction with BEAP — the Biennale of Electronic Arts Perth (the 2004 event I attended and reviewed for Realtime).  The BEAP element was great because we were treated to visits to openings and exhibitions. I’ll refer to some works alongside papers in this general overview of themes which arose for me. This approach augments Axel Bruns’s posts which provide a detailed overview of the individual presentations and also Tama Leaver’s personal report. But now, to my impressions:

Framing Nature

Many papers and artworks featured in BEAP showed a trend/prevailing approach of stepping back from entirely human-made creations to ones in which Nature is framed by the artist. The artist becomes more transparent and privileges nature in the work. Jim Bizzocchi discussed and presented his ‘ambient video experiences’ where beautiful scenes of snow-peaked mountains and riverbeds slowly move over time. At the ‘impermanence’ exhibition at the John Curtin Gallery, Lynette Wallworth’s Still: Waiting2 (2006) is an installation with a large screen showing a video of ’an Australian River Gum that is home to a huge number of native Corella birds’ filmed in South Australia. Although the work was ‘interactive’ in that when you entered the space the birds flew away and you had to sit still for the birds to return, the beauty of the work was really (to me) a simulation of what happens in real life, and the beauty of the sunrise and birds. Keith Armstrong discussed ‘grounded media’ which is described in his abstract as:

a form of art practice forcused around the understanding that our ecological crisis is also a cultural crisis, perpetuated by our sense of separation from the material and immaterial ecologies upon which we depend.

Armstrong showed (among other works) ‘Grounded Light’ (2003). The work involved participants walking up a hill, following performer Lisa O’Neill who is adorned with lights and to the sounds of trombonist Ben Marks. The piece finishes at the top of the hill, at night, with a view of the lights on Lisa merging with the lights spotted over the valley. The work aimed to ‘ground’ participants:

We have thrown our civilisation like a picnic blanket over this country, often with little regard for its rocks, sticks & dirt, which seem of little significance or consequence to the way we live our lives. While Indigenous Australians are profoundly connected to that ground our colonial history has been correspondingly un-grounded. (perthDAC 2007 Proceedings, page 25)

In Armstrong’s case, as with the others mentioned, the artwork seems to gently shift our focus back to nature. The point is nature and how we feel about it and the way this is communicated is through making nature the artwork. On a similiar note, were artists that utilised nature in some way but their artwork is in the intervention in nature rather than a highlighting of it. Su Ballard, for instance, referred to Douglas Bagnall’s Cloud Shape Classifier where pictures of clouds are and how people classify them (using Bagnall’s ‘machine’) are the artwork; and Allison Kudla discussed and created works that employ live plants such as her ‘The Search for Luminosity’ (2005-7).

Cruelty to Nature

Allison Kudla ’s ‘The Search for Luminosity’ (2005-7) work was developed from her experimentations with highly-light-sensitive plants. Allison turned a light on to cause the plant to open up, and then promptly turned the light off, over and over again. I, and some others, were surprised at the torture-type approach to working with the plants. There was also a work in Symbiotica’s Still, Living: Verena Kaminiarz’s Ich Vergleiche Mich Zu Dir . In this work, Verena used a particular type of flatworm that can regenerate body tissue. She caused the flatworm to grow another head and then filmed it unsuccessfully trying to swim in both directions endlessly for the rest of its short life. Although she did put up a commemorative gallery of portraits of the flatworms, I found it very sad. She called it ‘tragic realism’. But hey, I don’t like bot abuse either.

Now, I’m sure Allison and Verena didn’t mean any harm (?)…but their works seemed cruel. The problem with such works, indeed with all bioart, is at what point do ethics come into play? When the ethics issue comes in to bioart a whole can of worms (yes) opens: balancing experimentation with the impact of art and science, ethics in science, ethics in art and the differences (if any).

Thinking Beyond Code As We Know It

There were a few talks where a code-centric approach to new media creation and analysis as it has been previously articulated was argued to be insufficient. Jason Lewis, in his talk ‘Writing-Designing-Programming: The NextText Project’ discussed the projects from Obx Labs . In particular, Jason spoke about the fight that creators have with digital tools. Rather than having to plough through different levels of semantic meaning, Obx Labs are working to create tools that allow the artist to work at the level of meaning they want. Two tools will be released next year: Glyphkicker and Mr Softie, which will in the words of Jason in the proceedings:

The vainglorious hope is that these tools will be picked up by others, and both encourage creators to make meaningful work and encourage developers to think twice about how they handle text in their applications. (perthDAC 2007 Proceedings, page 211)

Nick Montfort’s and Ian Bogost’s work on Platform Studies   was presented by Fox Harrell. Montfort’s and Bogost’s argument is that although many researchers are now including code in the analysis of games and culture at large, there is still a massive gap in the understanding of games because of there is little attention to the hardware level. They outlined five levels of digital media studies: reception/operation; interface; form/function; code and platform. It is the latter, particularly the Atari VCS, Multimedia PC and Nintendo Wii, that they interrogated in the paper (and more in their forthcoming book). The only criticism of the proposal was that (at this stage) there was no consideration of the cultural and industrial factors.

Fox Harrell, in his paper ‘Cultural Roots for computing: The Case for African Diasporic Orature and Computational Narrative in the GROIT system’ augmented his technical paper delivered at the last DAC with this cultural studies perspective. His paper is best described from a snippet from his abstract:

Cultural practices and values are implicitly built into all computational systems. However, it is not common to develop systems with explicit critical engagement with, and foundations in, cultural practices and values aside from those traditionally priviledged in discourse surrounding computing practices. I assert that engaging commonly excluded cultural values and practices can potentially spur computational innovation, and can invigorate expressive computational production.’ (perthDAC 2007 Proceedings, page 157)

So too, Simon Penny went one step further and questioned the viability of creating anything on computers as they are now. From his abstract:

Where computational technology are engaged by social and cultural practices, there exists an implicity but fundamental theoretical crisis. An artist, engaging such technologies in the realization of a work, invites the very real possibility that the technology, like the Trojan Horse, introduces values inimical to the basic qualities for which the artist strives. The very process of engaging the technology quite possibily undermines the qualities the work strives for. (perthDAC 2007 Proceedings, page 298)

Both Penny’s and Harrell’s papers resonnated with me. Harrell, because he looks at oral storytelling (orature) and ‘polymorphic poetry’ and Penny because I understand the frustration of working with a system that doesn’t match what I want to create. Although that is a simplification of Penny’s argument, the point still stands. As yet, there is no storytelling/universe creating system that matches the way intuitively would like to do it. I am, however, using what exists in different ways, to create new ways of seeing, which will then facilitate new creations, which will then….

Beyond Digital Media

Many presentations discussed projects that utilise other media besides digital media. The bioart works I mentioned earlier are included, also location-aware spatial audios of Nick Mariette, board games with Stewart Woods and locative media projects with Brian Degger and Mary Flanagan. Mary Flanagan presented on ‘Locating Play and Politics: Real World Games and Political Action’ in which she argued that most locative media projects do not actually use the locations. As she explains in her paper (which is mistakenly not in the proceedings but will be online):

‘The key issue to examine with locative media and pervasive games is that many of these new, mediated experienced refer to and appropriate space while divorcing it from its meaning, history and significance.’

And of course, my presentation…which was a quick snapshot of the range of multi-platform projects emerging in different commercial, non-commercial, mass entertainment, independent gaming and art sectors simultaneously. In my paper I look back to the possible reasons why this happening, what cognitive processes are involved. I’ve called the dual process of abstract unification with material diversity I posit is behind these integrationist practices: mono-polymorphism. In the future, I contend, this will only increase…and so the lens of ‘digital media’ will become less and less prevalent.

The Call for New Methodologies

It was apparent too, in some of the presentations and conversations that new methodologies are yearned for. In order to get new outcomes we need to go back and alter the approaches we use in analysis and creation. For instance, Torill Elvira Mortensen argued in her paper ‘The Real Truth About What Game Researchers Do All Day’, that games studies needs to ask new research questions. She sketched the different directions of games research: immersive school; structuralist school; the contextual school, and everybody else. Some of the problems Torill mentions is the issue of studying games by playing games and how that involvement changes games. This issue is always on my mind too. I often do not blog about particular projects that I am studying because I do not want to influence its development or reception. I am aware that as a public intellectual (may I be so bold as to say that? – leave me to my fantasies!) that my observations change the object of my study. While on the one hand, as a creator and Earth-community-member, I feel it is my delightful duty to share my discoveries and help change things…on the other, as a researcher, I’m aware of the difficulty of studying something that I have helped create. Torill ends her paper saying:

If we have a responsibility as researchers it is to not ignore that which we do not immediately understand. (perthDAC 2007 Proceedings, page 285)

I observed too, that in many papers and the responses that there was a growing urge towards more integrated methodologies…which made me wish I had presented on my theory of transmodiology! But, good to see many yearning for more (that is the nature of true inquiry is it not?).

The Future of Digital Media is…

I’ll end my reflections here, though it should be noted there were many other talks that I found quite interesting, including Axel Brun’s talk on the ‘produsage’ (the patterns he has observed across different social sites resonnate with some of mine. I’ll blog his ppt soon); Tracey Fullerton and Celia Pearce (and Jackie Morie who wasn’t present)’s paper ‘A Game of One’s Own’ (a call for non-male-constructed game spaces); Jichen Zhu’s ‘continuous materiality’ and truna, David Browning & Nicola J Bidwell’s ‘Wanderer Beyond Game Worlds’. But for now, I’ll finish with a quick thought about the theme of the conference. I was quite surprised to find that (out of the presentations I attended) hardly anyone addressed the theme of the conference: ‘The Future of Digital Media’. Therefore, the inference many people made is that the (emerging?) trends discussed will be the future. My only concern with that interpretation is that there is difference between discussing emerging trends and thinking about their role in the future. Extant practices may become prevalent, some may die off, and all will not continue as they are at present. When considering the future, then, one has to understand, in my opinion, the core of the current practices — why is ___ occuring now? what has influenced it’s emergence? where has it come from? what factors will impact it’s development? For me, the point I tried to make in my paper was that in asking for the future of digital media one is artificially framing the future. I understand the question can be countered and explored in ways other than how it was framed. That is what I did. Questions can maintain that thinking…or questions can challenge it. Dissonance is good for growth.

The question remains then. What is the future of digital media? I think the themes I cover in this post point to some possibilities…what are your thoughts?

[reblogged at WRT]

Wow! What are Microsoft Thinking?!

After my post about highly regarded fan fiction, it was interesting to note Tony Walsh’s post about Microsoft’s ‘Game Content Usage Rules’. People wanting to create machinima using XBox 360 are warned:

You can’t add to the game universe or expand on the story told in the game with “lost chapters” or back story or anything like that.

And then they end the list of rules by saying:

If you do any of these things, you can expect to hear from Microsoft’s lawyers who will tell you that you have to stop distributing your Items right away.

There’s still a way to do some of these things we’ve excluded, but you have to contact us for a commercial license. Thanks, and have fun!

* Shaking my head in disbelief *

Check out: http://www.xbox.com/en-US/community/developer/rules.htm

Quote of the week…

Robert Kozinet, of Brandthroposophy:

“What Does DRM Really Stand For? Whack-a-Mole!”

Read his full post: http://kozinets.net/archives/53

BarCampSydney is here again!

Yes, that is right. Earlier this year I co-unorganised the first BarCampSydney (at the same time many BarCamps were held in Australia). I had a great time the first time around, as you can see from my write-up of the event. Now, due to popular demand (!) BarCampSydney is back! You can come along and present or provoke conversation about anything. Be warned if you do present that you will have active participation from the crowd. In fact, it is a great way to have intelligent conversation about lots of things.

Saturday 25th August
Building 10, University of Technology, Sydney (Jones St entrance)
9am-5.30pm

Signup at the wiki: http://barcamp.org/BarCampSydney2

Hope to see you there!

Go Aussie Entrepeneurs! Top 60 Web 2.0 Companies in Australia

Read Write Web has published an article on the top 60 Web 2.0 companies in Australia:

aussieAt Future Exploration Network’s Web 2.0 in Australia event on June 6, we are including a showcase of the top five examples of Web 2.0 coming out of this glorious country. Identifying who we wanted to invite to the showcase proved a marvelous opportunity to take a good look at what’s out there in the world of Web 2.0. The result is the following list of Australia’s Top 60 Web 2.0 applications.

At the Web 2.0 in Australia event we are showcasing five companies (written up in more detail here) – Atlassian, Gnoos, Omnidrive, Scouta, and Tangler. These fascinating and innovative companies have been chosen for our showcase because they are particularly effective in showing the diversity of the field to our senior executive audience, which gave slightly different results to the Top 60 list.

I’m thrilled to see Tangler (who my co-unorganiser Mick from BarCampSydney is with) and one of the ace companies that sponsored BarCampSydney: Atlassian. Also pleased to see Outback Online (an Australian Second Life — hope they have cleared the rights to use the likeness of Australian landmarks); Perth Norg in there (an aussie citizen journalism site); The Australian Index in there (they recently added my blog!); and the Podcast Network. Go aussies!

Check out: http://www.readwriteweb.com/aussie_top10.html

Unpacking a “TransMedia” video

I stumbled across this video by Mickey Gilchrist and Scott Bartlett that is titled “transmedia”. The inference, then, is that this video is a collection of transmedia examples. Have a look:

[youtube QBusjqW7wRA]

Now, in an effort to demythologise what ‘transmedia’ and ‘cross-media’ etc is, I’ll take the opportunity to unpack the relations between the segments presented in this video:

  • Segment 1: Superman cartoon = 2D animation probably circa 1940s which is an ADAPTATION of comic books introduced in 1938 (although there may be some TRANSMEDIA expansions of the storyline);
  • Segment 2: Superman movie = live action ADAPTATION of segment 1. At quick glance, the adaptation occurs on a few levels: 1) Medial (2D to live action); 2) Cultural (storyline alteration for contemporary audiences);
  • Segment 3: The Simpsons cartoon = 2D INTERTEXTUAL relation (Genette) where the cartoon alludes to the Superman storyworld, also a ‘metaform’ (Johnson);
  • Segment 4: The Simpsons videogame = 3D ADAPTATION of The Simpsons 2D cartoon;
  • Segment 5: The Simpsons real life version & The Simpsons original cartoon = MASHUP/REMIX/INTERTEXTUAL relation (quoting) of original 2D cartoon and fan live-action APPROPRIATION/ADAPTATION/HOMAGE (source);
  • Segment 6: The Matrix title sequence & The Simpsons original cartoon = INTERTEXTUAL relation (quoting) of The Matrix feature film within The Simpsons original 2D cartoon;
  • Segment 7: The Matrix Lego animation = fan live-action APPROPRIATION/ADAPTATION/HOMAGE/PARODY of The Matrix live-action feature film;
  • Segment 8: The Matrix feature film = excerpt from live action feature film (that is what it looks like);
  • Segment 9: The Matrix videogame = INTERTEXTUAL relation (quoting) of 3D videogame ADAPTATION of The Matrix feature film within iPod interface REMEDIATION (transparency relation – Bolter & Grusin).

So, from this little analysis we can see that there the media relations exhibited are those that have been present for decades. From what I can tell, there is only one that is only one example of a weak form of expansion of a storyworld: the parody. I bring up the point of expansion because that is the contemporary understanding of ‘transmedia’, as popularised by Henry Jenkins. Jenkins’s definition of ‘transmedia storytelling’:

A transmedia story unfolds across multiple media platforms with each new text making a distinctive and valuable contribution to the whole. In the ideal form of transmedia storytelling, each medium does what it does best—so that a story might be introduced in a film, expanded through television, novels, and comics; its world might be explored through game play or experienced as an amusement park attraction. Each franchise entry needs to be self-contained so you don’t need to have seen the film to enjoy the game and vice-versa. (Convergence Culture, 139)

Transmedia storytelling, in Jenkins sense, refers to the expansion of a storyworld, with each unit being self-contained. This is actually just one type of transmedia expansion of four (4) top-level ones that I have identified. But the point about expansion is there. That is why I baulked at the video being described as ‘TransMedia’. Now, ‘cross-media’ is a term that has been around for a long time. It has many meanings to different parts of industry, different industries and different academics. I employ ‘cross-media’ to be an umbrella term that describes all inter-textual relations in a multi-platform environment: repurposing (remediation), adaptation and transmedia expansions (and more).

I find it interesting that ‘transmedia’ and ‘cross-media’ are often employed to described intertextual relations that have been present for a while. One of the reasons is that some people enter the notion of intertextual relations through these forms and so label them according to what they have just found out. Another reason is a fetish for the new. To label an intertextual activity according to notions that have been around for a very long time negates the excitement and uniqueness of it. With this analysis we can see that the activities listed in the video are not new in terms of the intertextual relations. What is new, however, is the range of media and artforms that we can employ for adaptations; the ways digital technologies enables easier appropriation of forms & the broadcasting of them; the growing preference for these forms and they way ‘official’ producers are engaging in these behaviours as well…

One thing is clear from this video though: people really do love seeing fictional worlds persist in every media platform and arts type, irrespective of the creator.