Pp1 'the phone'

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'The Phone' is a transmedia narrative produced by:
Ryan Gasparini
Alicia Byrnes
Ivan Tay
For Production Project 1 at RMIT University.

Published in: Business, Technology
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  • -talk about story, finding phone and posts on internet asking for help ‘hook post’ on external websites then all on central blog -features text, video, pictures, GPS etc as iPhones are capable of doing all this ‘found footage’
  • Our project explicated the concept of ‘My Tribe’ through the exploration of fan culture. In this instance, we are looking at the fan culture surrounding concepts of paranormal activity, for example MIB’s, Star Wars and UFOs. This idea is also applicable to Jenkin’s examination of fan culture, as the fans appropriate a piece of fiction to make it seem more real. For our project, this concept is evident through our attempt to bridge the online content to reality.
  • -our project was aimed to be ‘realistic’ therefore it would not make sense to create a facebook ‘fan page’, as because we post from the protagonist perspective, it has to be grounded in reality. (ie our protagonist would not make a fan-page on facebook, would keep it on a blog etc) -we had to find alternate ways to promote artefact, posting on 4chan’s paranormal board was a viable alternative as the community there is interested in this subject matter therefore would be willing to engage in our project (suspending disbelief etc) -posters were also used around RMIT city campus, this worked to provide more viewers on our blog (there was a marked increase in page views and comments as a result of both posting on 4chan and poster distribution)
  • -youtube channel, views, subscribers etc
  • -poster example (approx. 15 dispersed around RMIT)
  • -pageviews graph on our wordpress (the spike coincided with 4chan posts and poster distribution)
  • Clues were integral to the user interaction component of our project. These clues enabled the viewer to explore the narrative on a local scale, effectively bringing the online content into the real world.
  • The clues sought to encourage audience participation through tangibility - calling a phone or attempting to access a website are things the viewer can do easily. This notion meant that the participant was more likely to become involved with little intrusion to their own time. The clues in our project also demonstrated convergence culture as they were integrated through various media platforms, for example a mobile phone, a website, and a google map.
  • -example blog post of phone number being broadcast
  • -example of custom-made website (clues on how to ‘crack the code’ were released in blog)
  • Now ‘experts’ in transmedia storytelling techniques
  • Thank you for listening.
  • Pp1 'the phone'

    1. 1. THE PHONE Ryan Gasparini Ivan Tay Alicia Byrnes
    2. 2. STORY SYNOPSIS <ul><li>protagonist finds phone </li></ul><ul><li>discovers the phone contains strange video footage of the owner ostensibly being followed by men in suits </li></ul><ul><li>looks further and discovers texts, more videos, pictures, and telephone numbers </li></ul><ul><li>posts findings on a Wordpress blog to seek help </li></ul>
    3. 3. <ul><li>the fan culture surrounding concepts of paranormal activity </li></ul><ul><ul><ul><li>MIB’s </li></ul></ul></ul><ul><ul><ul><li>Star Wars </li></ul></ul></ul><ul><ul><ul><li>UFOs </li></ul></ul></ul><ul><li>the notion of such fan cultures appropriating </li></ul><ul><li>a piece of fiction to seem more real </li></ul>MY TRIBE
    4. 4. GENERATING INTEREST As we sought to maintain authenticity, promoting the artefact was a delicate process <ul><li>Posted to online platforms acting as protagonist </li></ul><ul><ul><li>YouTube </li></ul></ul><ul><ul><li>4Chan </li></ul></ul><ul><li>Distributed posters around RMIT City Campus </li></ul>We chose not to post to Facebook to maintain authenticity.
    5. 5. YouTube Channel
    6. 6. Posters
    7. 7. GENERATING INTEREST - OUTCOMES Increase in page views of blog after linking via 4Chan and posters
    8. 8. USER INTERACTION <ul><li>Alternate reality games require players to use clues from a variety of media to solve puzzles and participate via the Internet in an evolving story. </li></ul><ul><li>Gupta, 2008 </li></ul>
    9. 9. USER INTERACTION <ul><li>CLUES </li></ul><ul><li>clues were integral to user engagement as they encouraged audience participation </li></ul><ul><li>clues demonstrated convergence culture as they were integrated through various media platforms </li></ul><ul><ul><ul><li>mobile phone number with voicemail </li></ul></ul></ul><ul><ul><ul><li>link to password protected website </li></ul></ul></ul><ul><ul><ul><li>Google Map </li></ul></ul></ul>
    10. 10. Blog post relaying mobile phone number USER INTERACTION
    11. 11. USER INTERACTION Password protected website
    12. 12. IMPROVEMENTS <ul><li>could have improved user interaction, ie. enabled users to alter outcomes or change the narrative </li></ul><ul><li>with a larger time frame we could have produced more content- blog posts were cut from 18 to 12 in order to condense information </li></ul>
    13. 13. CONCLUSIONS <ul><li>developed creative ways to maintain authenticity while still considering ethics </li></ul><ul><li>planned successfully - stayed on track with timeline </li></ul><ul><li>learned how to create stories around multiple media platforms </li></ul>
    14. 14. FIN

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