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Internship Report
A Research Paper on Transmedia Storytelling
Joshua Jansma
Stundentnumber: 3274292
Course: Internship
Tutor: Sanne Koevoets
University Utrecht
Master: New Media and Digital Culture
TABLE OF CONTENTS
1. INTRODUCTION 1
2. INTERNSHIP PROCEEDINGS 3
2.1 Who are the Champions 3
2.2 Bistro in Vitro 4
3. TRANSMEDIA 6
4. ADAPTATION AND REMEDIATION 9
5. WORLD BUILDING 14
6. VIDEOGAMES 17
7. HYPERTEXTUALITY 19
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“After nourishment, shelter and companionship,
stories are the thing we need most in the world.”
Philip Pullman
1. INTRODUCTION
People tell stories. Media tell stories. Things tell stories. Stories tell stories. Stories are as
pervasive as they are at once fleeting and permanent. Stories have been ingrained in mankind
and we excel at the telling of them. From the daily struggle you share with your friends at the
bar, that song you sing along with passionately in your car, the letters on pages which from your
favorite book, the newsreader on TV who tells you about events happening far and close, the
biggest Hollywood blockbusters featuring in cinema’s, to an indie-game that is the latest hype on
the internet. These are all instances of express expression of stories, a story is actively being told,
be that via voice, film, TV, game or whatever other available medium. But what if we told a story
not only via a singular medium, what if we told a story across multiple media? Well that would be
nothing new you might say. And you’d be correct; stories can be adapted to any medium if one is
willing to stretch it far enough. Think of the stories told in the bible, it is featured in a multitude
of formats: book, stained glass, figurines, carvings, paintings, drawings, poems, film, music and
the list goes on and on.
Adaptation is an age-old tradition which has helped shape the media landscape as we know it
today. What however if that media landscape changes along with broader societal changes at
large. Changes that have been encapsulated in theoretical concepts such as ‘network culture’,
the ‘web-age’ or ‘convergence culture’ as Henry Jenkins proposes in his book Convergence
Culture (2008). Although this small sample size of different concepts highlight different theories
or theoretical approaches they are similar in that they focus on the interconnectedness of today’s
modern society where the World Wide Web takes center stage.
We can all imagine the popular idea of technology connecting everything in a network. The idea
that something, someone, or indeed a paradigm is but a node among others interconnected like
now realized and embodied by the computer. In light of a distributed network paradigm we can
recognize that technology is a structuring governing apparatus of control. Where in an all-
incorporating system the technologically motivated drive to capture, record, share, mix and
remix texts has led to the more and more flexible and efficient ordering of resources.
Now what has this got to do with storytelling? It’s that space is distorted, changed in a
fundamental way by technological advances. Space in the distributed network is no longer
separable, the boundaries have blurred, not entirely beyond recognition but beyond practical
affordance.
1
Popularized by imagining a travelling through cyberspace, leaving one reality behind
and entering another, being present in both; the armchair traveller. Another way of looking at it
is that reality as such is no longer present. In the famous words of Baudrillard, we already live in a
1
For the sake of academic consistency and continuity I will prefer the use of ‘convergence
culture’ over that of the ‘distributed network’ paradigm. Reason being that firstly this is a paper
primarily about storytelling and not networks. Secondly this paper hinges on the employment of
theoretical concepts popularized by Jenkins.
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hyperreality. Virtual worlds presented to us are not some kind of representation, they are no less
real, rather they are a reality in their own right. Because we live in a mediated world the
simulacra in these realities constitute signs which can only be exchanged with other signs within
the system. And thus reality becomes hyperreality. (Baudrillard, 1994: 121-127)
The intentional fracturing of the act of storytelling in instances of transmedia storytelling often
creates opportunities for participation, or socialized relations that open up an alternative sphere
of engagement to other creative art forms. The complex ways in which it becomes possible to
experience a story as a result of this are a striking feature of transmedia storytelling, and the
questions it raises, not only about how we engage with a story, but how we conceptualize it and
articulate its distinctive qualities, are of importance in this paper.
In media, narrative, semiotics and to a lesser extent game studies there is an observable
emphasis on interpretation-oriented theories. This means that theories of phenomena are often
centered on the end-user experience. A phenomenon is defined according to the way it is
interpreted as a consumer, audience-member, reader, or player. This is certainly a worthwhile
approach, and one that will also be employed in this research. What might be of value here
though is a practice-oriented approach that captures the peculiar knowledge and skills needed to
create a transmedia project. Projects could be enacted by different people and companies, but it
is their knowledge, skills and processes that is the key distinguishing factor. I will employ this
practice-oriented approach using my knowledge acquired during the internship at Submarine
Channel. Submarine Channel has made more than a few projects with international recognition
receiving multiple awards. It is however not a production company with big blockbuster
franchises or brands. Throughout I will employ examples of big recognizable franchises which
have served as prime texts within the transmedia discourse.
The main research question that will guide my research into the phenomenon of transmedia
storytelling reads as follows:
How are fictional worlds produced and presented in transmedia storytelling?
The methodology that structures this paper is a case-study. Geoffrey Long (2007) and Neil
Perryman (2006) form great examples of case-studies into the practice of creating transmedia
texts. Using my own experience and findings from my time at Submarine Channel I will take the
two projects I was most invested in, Who are the Champions and Bistro in Vitro, as example case-
studies to see how interactive media projects with a transmedial or adaptive character come
about. Talking specifically about theoretical approaches I’ll be using Peirce’s theory on semiotics.
I will investigate in which ways transmediality shapes production and the meaning making
process of semiosis. Using narratological theory I will discuss issues such as canonicity, coherency
and franchising that arise when a story is distributed and extended across multiple media
platforms.
Firstly I will briefly discuss my tasks and responsibilities at the internship together with a
description of the two projects Who are the Champions and Bistro in Vitro. I will then move
towards a better understanding of the theory and definitions surround transmedia. Adaptation
and remediation come into discussion as practices that inform and define transmedia
storytelling. The investment in creating a distinct coherent (virtual) world will be discussed as
being an integral part of creating a brand to develop a franchise. Lastly the role of videogames
and hypertextuality will be examined in the grand scheme of a transmedia narrative.
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2. INTERNSHIP PROCEEDINGS
During my six month internship period I worked at Submarine Channel, an Amsterdam based
public international production and distribution channel. Submarine Channel was founded in
2003 and is a sister company to Submarine B.V. which was founded in 2000.
2
In contrast to the
B.V. Submarine Channel is a foundation meaning it relies on public funds in order to realize their
projects. The B.V. specializes in the production of documentaries and animation. A couple of
examples of successful productions are Last Hijack, Eisenstein in Guanajuato, Kika and Bob and
Picknick with Cake. These are examples of the more traditional types of storytelling such as the
documentary film and animated TV series aimed at children.
Since the inception of the Submarine companies it has been a goal to explore new ways of
storytelling, embodied by the logline of Submarine: “Your periscope in unknown territories”.
Submarine Channel is at the forefront of experimenting with and developing of new ways to
bring a story across to the audience. Most Submarine Channel productions are web-based,
meaning dedicated websites displaying all the content to the public. This signals an increased
effort and focus on new and innovative ways of structuring and giving form to a story. Using a
multidisciplinary team such fields as documentary, animation, motion graphics and gaming have
been brought together to create compelling stories that often ask some form of interactive
participation from the end-user. Examples include among others Refugee Republic, Collapsus,
Last Hijack Interactive, and the as of time of writing in production Who are the Champions and
Bistro in Vitro.
My activities at Submarine Channel were of a diverse nature. Some tasks were time sensitive and
required immediate attention such as a deadline for a fund request. Other tasks were virtually
without deadline such as the research into relevant news outings. There were the more menial
tasks such as setting up lunch, taking out trash and post, help with moving furniture back and
forth, and booking of hotel rooms or flights. Other side-tasks so to say included the making of
presentations, capturing screenshots and research into possible new projects. Submarine works
on a project to project basis which has helped me learn how the production lifespan of a project
takes place from fund request to marketing. Actually having helped shape a couple of fund
requests for new projects has given me great insight into how projects get set up and realized.
Most of the time however was spent with research and production of two particular projects, the
aforementioned Who are the Champions and Bistro in Vitro.
3
2
Visit http://www.submarine.nl/ for a more comprehensive look at the projects Submarine B.V
has done as well as http://www.submarinechannel.nl/ for the projects produced by Submarine
Channel.
3
Both projects are at the time of writing (6-4-2015) still in development and thus the websites
not open to public yet. When the projects are complete they will be viewable on the following
url’s:
http://whoarethechampions.submarinechannel.com/
http://bistro-invitro.submarinechannel.com/
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2.1 WHO ARE THE CHAMPIONS
Who are the Champions (WatC) is a geo-mapped web documentary featuring the stories of the
local people of a country hosting a football World Cup. The projects focus is on the experiences
and opinions of people living around a stadium used for a football World Cup. This project was
realized for the 2014 World Cup which took place in Rio de Janeiro and was launched during that
time. Seeing as that a cross-comparison between different World Cups would bring added inside
into the impact such an event has that it was decided to include the World Cups from 2010 and
2006 which were in South-Africa and Germany respectively.
Specifically this project has been shaped into the production of six audio as well as six text stories
for each city, coming to a total of 36 personal stories. The imagery to support these stories comes
from photographs taken on site during or after the interview with the local resident. The stories
have been selected on interest and variety so that the project will feature a mixed bag of opinion,
subject matter, age and sex. The close collaboration with our co-producers in Leipzig and
Johannesburg facilitated a smooth production of the stories. The way these stories are presented
and strung together is via de use of a route displayed on the map of the city in which the stadium
stands. These routes through the city along the various stories feature the use of Google Street
View images so that as a viewer you get a distinct feel of what the city looks like. Choosing the
route and the capturing of the Street View images which were later edited into a video were
some of the things I specifically took up in this project.
With the choice to add South-Africa and Germany to the project it was decided that a redesign of
the website was in order. This was primarily to better feature the stories and improve navigation
as a whole. Navigation wise the user has the option to take a passive position and simply let the
route play out the stories, or the user can actively engage with the website and hop from one
story to another. This includes the hopping over to other cities which is promoted through the
suggestion of stories that bear some similarity to the one you’re watching. One big research task
was the search for news articles that we could suggest to viewers as well. The inclusion of news
articles that speak in some way about the issues surrounding the World Cups brought some
depth and background information to the project that was missing from the personal stories
alone.
2.2 BISTRO IN VITRO
Bistro in Vitro (BiV) is a project which straddles the line between adaptation and transmediation
pertaining an intratextual multimedia website. BiV is based on The in Vitro Meat Cookbook
produced by Next Nature Network and presents a discussion around in vitro meat as well as a
selection of recipes made with in vitro meat which might come to exist when in vitro meat
becomes affordable. The goal of BiV is to confront and inform the visitor in a lightly ironic style
about a possible (r)evolution in our meat production and consumption. The idea around the
website is to play a game of make-believe with the visitor around the idea of visiting a restaurant
presenting exclusively in vitro meat dishes. On the BiV website a visitor can make a selection out
of different starters, mains and desserts to put together their own unique menu. After
completing their own menu they will receive a confirmation and an invitation to the official
opening of the restaurant.
The different components which form the complete project are viewable in figure 1. The menu
items are adapted from the book which are embellished with photography and animation of
models of in vitro meat items. The unique content to the website consists of interviews with
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reputable chefs and food critics; in these videos they will provide their view and opinion on in
vitro meat. Featuring multiple views on the sustainability, possibility, alternatives, future and
morality that constitutes the discourse the visitor to the website will be awarded the chance to
form their own opinion being informed from reputable sources.
The website forms the central combining component of the project; coincidentally adhering to
the convergence culture. Besides the digital space is the physical components of BiV which
consists of the aforementioned cookbook as well as the expo bar. This mobile expo can be
employed on relevant events and festivals on food (culture) and biotechnology. The expo allows
for a more direct user experience ideally featuring haptic engagement with in vitro meat models.
FIGURE 1: BIV PROJECT COMPONENTS
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3. TRANSMEDIA
Like before I said that adaptation is an age-old phenomenon. Due to technological advances new
forms of media production come to light. One such new form is transmedia production, a
concept rooted in practice popularized by Henry Jenkins and first introduced in 2003 in his
Technology Review column. Transmediality is one of the trends active in current media
production. On the one hand there are big media conglomerates that use multiple media
channels to tell a story, franchise their brand, to cover as wide an audience as possible. On the
other hand transmedia promotes and facilitates participation. Non-professionals, or ‘prosumers’
in new media lingo, have increased access to easy to use media production tools and platforms.
Meaning that the fans of certain media outings can act and influence the same domain of
practice as the professional ‘official’ producers. As predicted by Jenkins’ emphasis on fan
creativity, the current transmedia landscape includes an active two-way channel between the
creators of the fictional world and the viewers
Telling a story is not a one-sided affair brought about top-down upon the audience, it is a
collaborative process which facilitates and promotes an open creative dialogue. The defining
element of canonicity in a transmedia narrative is problematized by the converging of top-down
corporate driven and bottom-up consumer driven processes of content creation. Transmedia and
participation are phenomena that arose from a new paradigm one might call the ‘web-age’, or
‘convergence culture’ as Jenkins (2008) has coined. This new eco-system of values and practices
is facilitated by the technological advances which make possible the collaboration, dialogue,
interaction, creativity, sharing and co-creation of the participatory culture.
Transmedia storytelling is a new storytelling technique in which a story is told across multiple
media platforms that all give a unique and valuable contribution in the unfolding and
understanding of the story world. Since the concept was theorized in 2003 many definitions and
developments have arisen in the years subsequent to this. Jenkins argues that the phenomenon
can be best understood by the expansion of a story across media platforms. I argue that
interpretive and end-point experience criteria are not sufficient methods to capture the
transmedia phenomenon. Despite Jenkins’ success, a structural and dynamic model of
transmedia seems to be missing; a model that explains how transmedia structurally works and
how we motivate audiences to travel across platforms. Jenkins explains the difference between
adaptation and transmedia thusly:
“*A+n adaptation takes the same story from one medium and retells it in another. An extension
seeks to add something to the existing story as it moves from one medium to another. Christy
Dena has challenged making such a cut-and-dried distinction. Adaptations may be highly literal or
deeply transformative. Any adaptation represents an interpretation of the work in question and
not simply a reproduction, so all adaptions to some degree add to the range of meanings
attached to a story. And as Dena notes, the shifts between media mean that we have new
experiences and learn new things.” (Jenkins, 2011)
The key word here for transmedia is extension. Extension however encompasses too wide range
of phenomena and does not indicate any knowledge and skills involved. That is, extensions can
be articulated by fans, marketing departments, isolated production companies and so on.
Furthermore, the interpretive experience of works is not a reliable identifier of the transmedia
phenomenon. Anyone can impose significance on any aspects of a work across media. What is
needed then is a clear and stable definition which will enable the making of significant
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conclusions. One of the goals here then is to wade through the semantic morass that is
transmedia and find stable ground from which to build a grounded discussion.
Practitioners and scholars alike buzz with words like transmedia storytelling, transmedia world
building, transmedial franchises, transmedial experiences, content streaming, 360 degree
productions, crossmedia campaigns, convergence, multi-platform distribution, hyper-serials,
alternate reality games, deep narrative, viral marketing, and the list goes on. To make matters
even more complex these variations on transmedia find themselves besides concepts such as
cross media, hybrid media, intertextuality, multimodality, intermedia, which are floating in the
same semantic domain. Through the lens of transmedia. Suddenly any repurposing, adaptation,
continuation, franchising, storytelling, gaming and marketing becomes transmedia. But
transmedia has to be more than an entry-point, it needs to be clearly distinguished if it is to carve
its own research area.
Let us first be clear on what transmedia means and how it can be used. Henry Jenkins recognizes
himself that the theoretical notion of transmedia has been murky due to the plethora of similar
concepts and definitions which orbit it. Taking the prefix ‘trans’ as the Latin noun meaning
‘across’ or ‘beyond’, transmedia simply means ‘across media’. Semantically as such it seems a
clear enough concept, in theoretical praxis however things get a bit trickier. Transmedia has a
multitude, potentially endless, amount of applications. From branding, performance, ritual, play,
activism, spectacle to the most important one for this paper which is storytelling. Transmedia
storytelling as defined by Jenkins:
“Transmedia storytelling represents a process where integral elements of a fiction
get dispersed systematically across multiple delivery channels for the purpose of
creating a unified and coordinated entertainment experience. Ideally, each medium
makes its own unique contribution to the unfolding of the story.” (Jenkins, 2010:
944)
The usage of the word ‘ideally’ is a bit puzzling for shouldn’t it be more appropriate to say
mandatory, for if a medium doesn’t feature a unique contribution then it essentially doesn’t add
anything new to the narrative; meaning it is likely to be more adaptation than transmediation.
Scolari defines transmedia storytelling from its core concept: “From a semiotic persepctive,
[transmedia storytelling] is a narrative that includes a series of stories expressed through
different media.” (Scolari, 2009: 600) Although an over-simplification is does grant us the base
level of transmedia praxis from which to build off. Also we should keep in mind that there simply
is no definitive transmedia formula; it is an expansive concept with a rich variety of options
available, to make sense of these options we should look towards the choices made to best tell a
particular story using multiple media platforms.
Due to the concentrated ownership of media conglomerates there has been an increase in
production of intellectual property that makes use of as much media platforms as possible to
exploit the synergies between media and maximize audience reach potential. Meaning effectively
big franchises which are marketable across wide demographic. Of some importance to note here
is that not all franchises or brands offer a transmedia entertainment experience. In fact most
franchises don´t start of as being conceptualized from the ground up as a transmedia project but
rather later on down the lifespan include side stories and extra content not featured in the main
storyline on different media platforms. Take for example the Harry Potter franchise: there is a
main storyline from the books which was subsequently adapted to the films, and with those
adaptations came a plethora of other media products such as videogames, comics and lots of
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merchandise. The Harry Potter videogames are a mixed bag in that they overlap with the main
story but also go beyond and explore additional story space. What this makes clear is that many
franchises are a mix of adaptation and transmedia practices. In fact it is in times hard to
distinguish between the two when the lines are blurred.
In both trends, practices of adaptation, remediation, and recycling thrive. This paper is dealing
with the general relations between transmediality and adaptation and, more specifically, with the
‘politics of adaptation’ in the context of transmedial practices, i.e. constellations of texts in at
least two different media. Films or television programs, for example, are linked to books, comics,
posters, websites, videogames, merchandise or live events. Often, their interconnections result
from particular strategies and often, those strategies are economically motivated. The
concentrated ownership of media conglomerates increases the desirability of properties that can
exploit synergies among different parts of the medium system and maximize touchpoints with
different niches of audiences. The result has been a push toward franchise-building in general
and transmedia entertainment in particular.
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4. ADAPTATION AND REMEDIATION
When one wants to make an inquiry into the transmedial narrative of a creative work there
needs to be a medium independent element in that research. For narrative has since the
beginning of stories been present and constant regardless of whether it’s (re)presented by words
on a page or pictures on a screen.
Where traditionally stories where created in a single point in time and space the growing trend is
to have an expanded and distributed story. Specifically meaning that a story is distributed across
various, two or more, physically distinct media platforms. With this shift away from the singular
the practice of creating stories comes into a different onto-epistemological nature. Reading a
book out of the Game of Thrones line offers a haptically distinct experience for example from
that of viewing a Game of Thrones (GoT) TV episode. What then does this say about the role of
the affordances that different media platforms bring to the construction process? It calls into
question whether a practitioner designs a creative work across platforms for its haptically distinct
affordances and thus experience or if there is an intentionality to make it a part of the meaning-
making process. This brings to mind the famous saying of Marshall McLuhan that the ‘medium is
the message’. I would not argue with the fact that a medium is not a neutral communication
channel or carrier of information; the carrier has some part to play in the semiotic determination
process. If we are to look at the design and production practice of BiV this much becomes clear.
The online BiV project I have categorized primarily as an adaptation. Although there has been a
significant reconfiguring and alteration of the content present in the book the website still carries
the same premises and semiotic ontology. The act of transposition was very much present
through the reconfiguring of the books content. With transposition comes change, change
invoked by media specificity. This change calls into question the fidelity of adaptations. It’s an old
question that banks on such words as ‘faithful’ and ‘essence’ of a creative work.
We must not lose track of the importance of the actual modes of production that shape end-
product. With a project like BiV or WatC there are multiple distinguishable tracks of mediation
which are combined to form a single project; more commonly known as a multimedia project. In
both projects there is made use of verbal medium, written medium, music and moving
photographic images. When you compare this to the single-track medium such as the Bistro in
Vitro Cookbook the differences are clearly there. The same with the adaption of the GoT books to
TV series. There have been a slew of changes small and big. From the cutting of characters,
reconfiguring of the timeline, addition and subtraction of plot events to a change in aesthetic
appearances. Due to the media specificity and creative decisions in the production process
‘differences’ can be abundant. Does this mean the GoT TV series is an unfaithful adaptation? I
would say it’s an undesirable question. Robert Stam explains that change is inevitable when a
creative work is adapted to a different medium: “the semiotic differences, practical and material
contingencies render fidelity in adaptation virtually impossible” (Stam, 2005: 17). Through a
combination of media affordances and practical constraints adaptations never adhere to literal
fidelity. Again this doesn’t mean adaptations are redundant. Examining the value and difference
between adaptation and transmedia practices Dena writes: “in the context of transmedia
practice, if the original creators are involved or creatively-organized in some way to ensure each
composition is part of the meaning-making process, then adaptation is simply another technique
practicioners may utilize to communicate meaning.” (Dena, 2009: 156)
Adaptation is often seen negatively, as though it degrades the original like a parasitic entity. If a
work stays true to the original it’s seen as uncreative and when it takes creative liberties it’s
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taken as a betrayal. Important to note however is that no work should be considered original,
certainly not in today’s age of digital re-appropriation. Digital media have transformed our way of
thinking about copy and original by making everything ‘copyable’. I would say that a certain
degree of ‘sameness’ is necessary in order for the audience to understand through recognition
and remembrance the intended meaning from the author. It’s where tropes and conventions in
media products delineate our meaning-making process through such paradigms as genrefication.
Fan cultures are built on the repurposing of such tropes. By taking elements of a creative work
out of its coherent world, out of context so to say, it can gain new defining meaning, which is
significant in its own right. Furthermore the semiosis that each creative work triggers will defer
on a personal basis. All media texts are inherently polysemic and thus open to multiple readings.
What then if we view adaptation as simply another ‘point-of-entry’, it would efface the hierarchy
of something being a primary text, instead it would be a node in the intermedia network. “This
resonates with the spirit of transmedia, in which each medium is seen as an equally viable
expression of a fictional world.” (ibid: 158) Of course these different point-of-entries are
economically motivated in that they target different audiences with different art form and media
preferences.
Although logic would dictate that an intermedia network is structured around compatibility this is
not necessarily the case with transmedia narratives. On the semiotic level a transmedia narrative,
as all narratives, is media independent and present in an abstract collective cognitive construct
informed by the discourse surrounding a transmedia text as well as the inherent sign dependence
which is featured in the interpretant in Peirce’s model. This dependence culminates into infinite
semiosis for since any sign must determine an interpretant in order to count as a sign, and
interpretants are themselves signs, infinite chains of signs become conceptually necessary. Ryan
defines narrative in the semiotic tradition of De Saussure thusly: “A narrative is a sign with a
signifier (discourse) and a signified (story, mental image, semantic representation). The signifier
can have many different semiotic manifestations. It can consist for instance of a verbal act of
story-telling (diegetic narration), or of a gesture and dialogue performed by actors (mimetic, or
dramatic narration).” (Ryan, 2001) On the level of transmission it is the physical carrier that
appropriates to a certain degree the semiotic operation of determination. The mode of
interaction afforded by and present in the transmissible process of information within semiosis is
media dependent. That said the physical carriers of a narrative have been converged into the
digitized network which facilitates and promotes an ease of transition from one part of the
transmedia text to the other. It is through the placement of such projects as BiV and WatC on the
digital space of the World Wide Web that embodies the hyperlinked network through which we
as users can hop from one part of a narrative to another be that intra- or intercompositionally
mediated.
There is an argument to be made that a project such as BiV straddles the line between forms of
media production. For the BiV project is not solely definable by reconfiguration since there is also
significant addition. The addition of video interviews, animation and photography gives the
project a different intracompositional nature. The website forms another point-of-entry into the
in vitro meat discussion besides the Bistro in Vitro cookbook. Both BiV and WatC are online
projects with a webpage as their home base featuring a multimedial configuration. It is the
bringing together of the audio, video, photography, text, icons and symbols that make up the
semiotic construct of these projects; a converging of complimentary media channels which
provide additive comprehension through their unique blend. “Media convergence requires the
concomitant use of a variety of media environments, governed by dissonant and
communicational, although complimentary, logics.” (Alzamora & Gambarato, 2014: 8)
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There needs to be a differentiation between intra- and intercompositional works in transmedia
theory. For I would argue an intracompositional creative work can still be classed as a
transmedial phenomenon. Such a creative body is simply another effect or byproduct of the
convergence culture. Through digitization haptically distinct media forms such as books, music,
photograph and film come together on the same haptic plane of existence; the computer screen.
Is to say that the heteromedial semiotic entities become less heterogeneous through the act of
digitization? If we read the digitized In Vitro Meat Cookbook instead of the paperbound one does
this constitute a difference in the experience, the meaning-making process? In order to answer
this question we need to ask whether the transformative act of one distribution technology to
another warrants a new semiotic definition of said work. I will briefly turn towards Bolter and
Grusin’s theory on remediation here to more adequately move forward.
Bolter and Grusin in their iconic text from 2000 redefine McLuhan’s remarks on the content of
any medium always being another medium through the double logic of remediation. Simply put
remediation is the representation of one medium in another. In the new design ecology of
combining creative works are elegantly constructed assemblages of ‘borrowed’ story content.
This logic is resonated in the sense that “all mediation is remediation because each act of
mediation depends upon other acts of mediation” (Bolter & Grusin, 2000: 346). What follows
then is a matter of whether the creative mosaic scrapbook of a mediated mediation is produced
according to the hypermediacy or immediacy logic.
Both BiV and WatC are online projects featuring multimedia websites meaning that the
hypermediacy and immediacy logic are recognizable there as well. In WatC there is the
immediacy of having the programmed desire to transport a viewer to for example Rio de Janeiro.
The usage of footage from the streets using Google Street View and the interviews using onsite
photography and diegetic audio adds to the sense of imagining to be transported to that distant
space and getting a feel for what it looks like, sounds like, and perhaps even smells like. As a sort
of overlay there is the hypermediacy typical for computer applications. Featuring menu’s,
buttons, icons, symbols and other navigation tools it reminds us of the mediated nature. This
dialogical relation is often reciprocal in that one enables the other. Rooted in praxis it is the
choice to either go for navigational clarity or for unmediated access that often comes to define
the design of such projects.
Let’s take for example the digitized GoT narrative. The reciprocal nature of immediacy and
hypermediacy is evident in the digitally (re)mediated texts. Reading a book on an e-reader signals
the desire for immediacy; its visual style often takes that of an analog book. There is even the
haptic connection due to the swiping across the screen to ‘turn’ a page. Although there is a desire
for the ‘unmediated’ to be found here it is a false one since it is a (re)mediation of the mediated
analog book. Bolter and Grusin explain that “the logic of hypermediacy expresses the tension
between regarding a visual space as mediated and regarding it as a “real” space that lies beyond
mediation.” (Bolter & Grusin, 2000: 333) Hypermediacy is evident in the breaking of the apparent
transparency of the digital image. The buttons and menus that provide user interaction create a
system in which iconic and arbitrary signs of representation interact. The e-book example might
be best thought of as ‘horizontal’ remediation. There is a continuity and desire for emulation of
the previous media carrier. The ‘vertical’ would emphasize refashioning media, a breaking with
convention, change. Of course all remediation is as mentioned based on ‘old’ media, something
McLuhan dubbed the rear-view mirror effect. It is only by looking backwards that we can move
forward.
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Simply changing the analog words into digital ones doesn’t change their inherent denotative
meaning. The polysemic signs that construe a work are re-represented without reconfiguration or
repurposing. Moving a work into digital space constitutes a shift in the sign’s locutionary praxis
not in its immediate interpretant. This is probably most appropriate for linguistic signs for they
are symbolic and thus the process of semiosis is habitual based on pragmatic convention.
Analogue signs such as smell, taste and visual images can signify subtleties that the digital cannot.
It is curious then that we often attribute some sense of ‘reality’ to digital images, reality as in
having a indexical relation to our perceived reality. Manovich in an often cited statement says:
“*T+he reason we may think that computer graphics has succeeded in faking reality is that, over
the course of the last hundred and fifty years, we have come to accept the image of photography
and film as reality.” (Manovich, 2001: 200). Important to note is that the reality a computer
image generates, reality as a human construct, is synthetic. Manovich coins the term synthetic
realism since digital images are synthetic in the sense that they are constructed from the ground
up using binary code (ibid: 192).
Unlike a TV series adaptation where the reconfiguring of the semiotic construction is clear
through the difference in expressive channels, from written word to a complex combination of
spoken word, diegetic audio, musical audio, synthetic and actual photographic images. The
reading of a book on paper or screen doesn’t directly change the meaning of the words but it
does constitute a shift in the experiential qualities of the medium. On the one hand his can be
attributed to the physical properties of the medium which influence the haptic engagement. On
the other hand is the emotional argument such as the nostalgic feeling of paper.
Thus the repurposing of semiotic material reveals the inseparability of the economic from the
social and material. Meaning that the construction of a creative work defines budgetary decisions
and social positions of the producers. Interesting to note here is that within an innovative
production company such as Submarine Channel the social positions for an interactive
production are not as clearly defined as say for a documentary movie which has its production
structure crystalized. In the bringing together of different disciplines such as web design,
photography, writing, interviewing, and production there is much coordination to be done to
make sure each role complements one another to adequately bring the content to a whole.
Because transmedia storytelling requires a high degree of coordination across the different
media sectors, it has so far worked best either in independent projects where the same artist
shapes the story across all of the media involved or in projects where strong collaboration (or co-
creation) is encouraged across the different divisions of the same company. Most media
franchises, however, are governed not by co-creation (which involves conceiving the property in
transmedia terms from the outset) but rather licensing (where the story originates in one media
and subsequent media remain subordinate to the original master text.) In Game of Thrones and
Lord of the Rings, licensing seems to be the case. The author of the series owns the rights to all
reproductions and characters in the series, so he has control of video games, TV series, etc.
Traditionally it has been mass media which took over the semiotic operation of determination,
the idea of a one-way channel of communication. As discussed within the transmedia space
collaboration and co-creation is enabled and compelled meaning the generating of
“signs/interpretants according to the interests and goals of the parties involved” (Alzamora &
Gambarato, 2014: 9). The pragmatic improvement of intermedia dynamics is perhaps most
evident in the wide-spread usage of social media. It seems to have become almost mandatory to
include sharing tools so as to promote the spreading of your text. Unfortunately this type of user
interactivity severely limits user creativity and is more guided by promotional and thus economic
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interest. Of course it is unfair to judge any project on the usage of such sharing tools since it
holds true that on average only 1% will actively contribute and take the role of prosumer, 90%
are so called lurkers and 9% will feel compelled enough to click that share button or contribute in
some other minor fashion.
On the intramedial level a project like WatC exemplifies the enabling and promoting of sign
association; establishing connections between similar ideas so as to create new meaning, a
guiding towards a new path of semiosis. Specifically WatC accomplishes this through the
‘suggesting’ of watching/reading a different story or news article somehow related to the one
you are currently seeing. Alzamora and Gambarato inform us that the best method upon which
to base the association of ideas is by similarity, not contiguity. Contiguity would impoverish
originality and creative production because it’s based on daily experience and familiar
knowledge. Similarity constitutes a more elaborate conscious process formed by analogy, some
base of equality. Looking at WatC informed by the promoting of the productive incompleteness
of interpretants through similarity we can see that it is not about resemblance between ideas but
the act of association that produces resemblance. Producing WatC we strived for a presentation
of a wide range of opinions ranging from positive to skeptical to negative. Often these opinions
would contradict each other; it is through the juxtaposition of ideas that the end-user will
associate in a dynamic process of sign/interpretant generation. Ultimately then “the design of
transmedia outlets would have the purpose of associating signs and generating new
interpretants.” (Alzamora & Gambarato, 2014: 10, emphasis added)
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5. WORLD BUILDING
Often the story of a transmedia franchise is not about a single character but about the created
world itself. For example the Matrix films follow Neo through his adventure to save the world,
but when we take into consideration the entire franchise the focus shifts from that of Neo to the
wider conflict present in the world. The Matrix franchise was envisioned and produced a priori as
a transmedia narrative featuring the ‘main’ film trilogy, animation film and videogame. Long uses
the terminology of ‘hard transmedia’ to represent transmedia narratives designed as such from
the outset, ‘soft’ being narratives only created after some original media component proved
successful. In a similar vein the Lord of the Rings franchise could be said to be about Frodo’s
quest to destroy the one ring. On a more meta-textual level, especially including the myriad of
media texts that are extensions to the main narrative, it is an elaborate rendition of the age-old
struggle of good versus evil which is narrativized through the world of Middle-earth.
I started of this paper by saying that stories are a fundamental part of being human. You might
say that we live stories. Lily Alexander in her book Fictional Worlds (2013) provides an interesting
approach as to why humankind is driven by and even to some degree dependent on storytelling.
In an interview with Henry Jenkins (2014: part 2) she says that “Stories serve as the symbolic
construction of community and facilitate the optimization of society by implicitly deliberating on
matters of “ideal” partnerships and social problem-solving.” Storytelling is a way of exploring
possibilities, to deliberate on social hypotheses and find a balance through the modeling and
examining of ‘possible futures’. This investment in ‘different realities’ can be seen in the creating
of fictional world; the act of ‘world-building’.
Another way to define transmedia is that the act of transmedia storytelling is about the art of
world making. Jenkins in his 2003 Transmedia Storytelling text already mentions that “A good
character can sustain multiple narratives and thus lead to a successful movie franchise. A good
“world” can sustain multiple characters (and their stories) and thus successfully launch a
transmedia franchise.” In order to attach an audience to a created fictional world it has to be
imbued with meaning. Creating symbolic universes endowed with meaning leads to the creation
of brands. “brand is a device that can produce a discourse, give it meaning, and communicate this
to audiences.”(Scolari, 2009: 599) Successful brands such as LotR and GoT present us with a
narrative world which expresses its own values through dominant narrative myths, meaning that
the narrative worlds are the brands.
Although such narrative worlds are medium independent they are often represented or adapted
to visual media because: “In a predominantly visual medium, the element of narrative that offers
the richest potential for variation is the setting.” (Ryan, 2001) the setting forms the playground in
which to explore and navigate one’s way through the narrative. As narrative is influenced by
setting so is setting influenced by genre. Genre forms the framework by which to structure and
define a story. It forms a recognizable baseline for the audience which addresses a certain
discourse in our society. The idealized representations of a genre are formed by ‘narrative
myths’. One such example of a dominant (classic) myth in contemporary culture is that of the
hero’s journey. Alexander defines the journey’s trajectory as such: “On the outward trajectory,
the Hero explores the Unknown, encounters a boundless diversity of species and types of
consciousness, and must grow rapidly in order to survive the journey-ordeal. On the Journey’s
inward path, as the “reborn” and enlightened Hero makes his way back home, to unite with
family, s/he must process these new experiences, extract vital information and evaluate how this
new knowledge will impact the Homeworld.” (Jenkins, 2014: part 3). The experience for the end-
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user is hypothetical through the expression of symbolism and imagination as well as real in that
audience lives through the embedded narrative actualized as a subjective mental construct.
The story of Frodo’s journey to destroy the one ring in the LotR trilogy serves as a process of
symbolic community construction. Its fantasy genre provides us with a distant struggle, but one
which is familiarized through the employment of myths and values which are mirrored in
contemporary society. This is evident in the struggle between good and evil, order and chaos.
“Human drama is unfolding in time and space. In the narratives of the journey, the rules of
storytelling, and perhaps the author, who mount barriers and obstacles for the heroes, are
preventing them from completing their goal - that of passing the test of symbolic ritual journey
and achieving spiritual transformation” (Alexander, 2007: 28) Frodo undertakes his journey to
(re)balance the world, to save his world. Presented with the recognizable tropes and conventions
following the fantasy genre it provides a relatable alternative reality with which to measure our
own reality. The ritual of telling a story has been hidden behind a screen following the previously
discussed immediacy logic. Instead of sitting around a campfire the audience is distanced by the
embedding and symbolically encoding of a narrative in a mediated text. Symbols are not merely
some static entity, but form active processes in the act of storytelling, being polysemantic
renderings of some parallel reality. In Peircean tradition signs gain meaning through the dynamic
interpretant signaling the importance of interpretation to signification. Build from personal
experience and knowledge, informed by societal structures and mythic-symbolic processes,
interpretants connected with signs exist in a state of constant flux ever subject to change, thus
allowing progress. (Alzamora & Gambarato, 2014: 6)
“Mythological symbols are a database, while ritual is like hitting the “enter” button and activating
the system. Whether through performance, dance or storytelling, it was ritual action that had the
capacity to set mythological images in motion” (Jenkins, 2014: part 3). Although present in all
media forms it is games that bring the ritual to the fore once more. In ludology there is a ritual ‘at
play’ when we play; a (sub)conscious effort to take in certain positions, roles, hierarchy, etc.
Videogames in ritualized actio realize their embedded narrative through the activation of the
mythological image construct. Space then gains meaning through the ritualized undertaking of
creating a narrative. Alexander conceptualizes narrative texts as a system of ritual-symbolic
processes. This signals the close interplay between the ritual and symbol and places it in an active
discourse through ‘processes’. A fictional world without a narrative, born out of un-balance, is
just an empty world with potential. Whereas narrative has a beginning and end (transmedia
effaces this to some degree) worlds are spaces of ‘forever interaction’. World and story exist on
the same spatial plane, but differ on the temporal one because of the linear cause-and-effect
principle to which most stories adhere. Worlds then are always present in potentio, stories
however are a subjective mental construct only present in actio.
When we look at the works of J.R.R. Tolkien and G.R.R. Martin we can see the creation of a
complete coherent environment situated as a system of ritual-symbolic processes. The worlds of
Middle-earth and Westeros form terrific examples of diegetic spaces that adhere to a semiotic
cohesion and continuity which promote expansion and re-appropriation by author and fan both.
In the transmedia context, there is not only a concern about visual continuity but also world
continuity. This means that videogames such as Middle-earth: Shadow of Mordor function as an
extension of the Middle-earth narrative as a whole. Through the repurposing of Middle-earth’s
semiotic construct an entirely new intellectual property gets created in the same semantic
domain. Even though this game is entirely distinct and contains very little explicit reference to
the main trilogy it fits as another puzzle piece into the coherent whole. Mind you that these
puzzle are often without (clearly defined) borders. Past and future are there through the present
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state of conflict, often more or less subliminally hinted at. It gives a world a sense of credibility if
it has a rich history on which to base its narrative. Jenkins says that “the world is bigger than the
film, bigger even than the franchise”. (2008: 116) Beyond the borders of the screen or the cover
of a book the world continues.
Important to recognize is that these grand creative works with all their elaborate world-building
make clear, perhaps more explicit than ever, that these are realities onto their own. The
evocation of a separate reality through the act of world building with its own spatio-temporal
dimension makes it more ‘real’. Real as though it’s a ‘lived’ reality which continues on living. The
actualization of a world’s narrative through our consumption constitutes this lived experience.
Being one of many actualizations it forms an imaginary ‘gestalt’ with gaps and open ends to be
imagined now and filled in later. Geoffrey Long uses the terminology of ‘negative capability to
describe this as an economic and cultural fuelled narrative strategy: “negative capability is the art
of building strategic gaps into a narrative to evoke a delicious sense of ‘uncertainty, Mystery, or
doubt’ in the audience.” (Long, 2007: 53) It forms the premises of a ‘healthy’ world where there
is yet much to be explored, through canon and fan culture alike. It empowers the audience to fill
in the gaps using their own imagination; it is less about suspension of disbelief and more about
‘create belief’, an active engagement with world of the creative work. It’s not about the fidelity of
the represented orc in Shadow of Mordor, It would assume some essentialist argument on what
an orc constitutes. I would instead propose it’s about being true, coherent and consistent to our
imaginary construct. Basically “fidelity to the imagination” (Hutcheon, 2004: 110).
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6. VIDEOGAMES
Interesting point on Middle-earth: Shadow of Mordor is that the space construed in the game
plays rather smartly with the idea of a lived (personal) experience. Shadow of Mordor consists of
a series of mission which offer the player a classic linear path to follow the narrative to its end. At
the same time there is what’s named the ‘nemesis-system’ which comprises of an orc leader
hierarchy which shifts in a ‘seemingly’ organic way. The shifting of positions happens due to you
as a player character killing one of those orcs or independently due to the ‘natural orc way of
things’. Of course this is neither organic nor natural because the game simply follows its own
internal protocols and mechanisms, but it does create a living world, another reality, for those
who actively create belief.
Let us briefly turn to the role of videogames in the grand scheme of a transmedia narrative.
Videogames have been often employed in big franchises such as Harry Potter or Lord of the Rings
to reach out to that part of the market that doesn’t get covered by film or book or whatever
other medium. It is a way to realize the fictional world on a different platform which offers its
own unique affordances. It is perhaps due to its inherent interactive nature that videogames lend
themselves less well to adaptation and more to extension. Although ‘pure’ narrative techniques
such as cut-scenes are often employed to further the story in a game its primary mode of being is
still simulation through ludic events and not narration. What does the mode of simulation mean
for the world building of a transmedia narrative?
It is a problematic question on that it hinges on the position we theorize the player to be.
Although difficult it is possible to imagine the player to focus purely on the gameplay mechanics
and ignore the narrative story. Progression in a videogame isn’t equal to narrative progression
and as such doesn’t necessitate the construction of a complex fictional world through mental
representation. In a generalized sense most modern media texts “are built around psychological
tensions between characters and movement in psychological space, *…+ computer games return
us to ancient forms of narrative in which the plot is driven by the spatial movement of the main
hero”(Manovich, 2001: 246). Often computer games, as other media, take the myth of the hero’s
journey as the organizing narrative principle. It is a strong genre spanning narrative in
videogames because of the direct haptic engagement with the ‘hero’, the hero often takes the
form of a recognizable and often relatable avatar. Spatial advancement occurs through the
creation of environments which in order to become actualized require user input which in turn
generates a meaningful response within the digital space. Rule-based interactions form the core
modus operandi for semiosis in computer games. This is because “the primary representational
property of the computer is the codified rendering of responsive behaviors.” (Bogost, 2007: 42)
Bogost takes procedural rhetoric as his concept to explain the unique persuasive power of
videogames. Suffice to say that the procedural is tied to the core affordances of computers, that
of code, and is thus based on hardware which in turn facilitates, structures and governs user
interaction.
Presentation of fictional worlds is always incomplete, open-ended, for it allows expansion and
extension. Juul posits in his influential work Half-Real that fictional worlds in videogames are not
only incomplete but also ‘incoherent’: “In addition to incomplete worlds, some games, and many
videogames, present game worlds that are incoherent worlds, where the game contradicts itself
or prevents the player from imagining a complete fictional world” (Juul, 2005: 123). Incoherency
is often visible through the game mechanics that constitute a game. Having three lives in a game
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doesn’t make any sense from a narrative standpoint. Most often though these mechanics are
based on generally accepted tropes and convention of videogame design and as such players are
familiar with the working of them and don’t question the arbitrary nature. Acceptance of the
game mechanics comes through increased familiarity with them, in other words; by playing you
get better at a game and thus have less reason to question the apparent ambiguity. In contrast to
the quest for immediacy through artificial photographic imagery Bogost states that “meaning in
videogames is constructed not through a re-creation of the world but through selectively
modeling appropriate elements of the world.” (Bogost, 2007: 46) A tight symbolic coupling
between user action and the virtual representation then would lead to a more emphatic and
dialectical engagement.
Ryan (2001) on narrative in digital media distinguishes between four strategic forms of
interactivity based on two binary pairs; internal/external and exploratory/ontological. I will limit
my discussion to that of the external/exploratory and external/ontological interactivity. Internal
would mostly pertain to such media texts as videogames where the user projects him/herself as a
member of the fictional world. Both BiV and WatC remain external in that we as a user remain on
the outside of the virtual world (re)presented. Question is then whether our activity within the
narrative engagement constitutes a change or shift. Since all narratives are a cognitive construct
based in some part on subjective knowledge this leads us to a more essentialist question of
whether we as a user can change the spatio-temporal progression of a narrative, and by
extension a virtual world, to make history so to say. In praxis this ontological interactivity usually
comes in the form of illusionary choice; specific branching choices are semiotically determined
and don’t change the narrative embedded within. For BiV and WatC we have the flexibility of
interactivity combined with the coherence of a pre-authored narrative. It is the temporal
ordering of different items that the user can alter leading to a different assemblage in the active
process of narrative comprehension.
Jenkins on narrative architecture in videogames states that “Environmental storytelling creates
the preconditions for an immersive narrative experience in at least one of four ways: spatial
stories can evoke pre-existing narrative associations; they can provide a staging ground where
narrative events are enacted; they may embed narrative information within their mise-en-scene;
or they provide resources for emergent narratives” (Jenkins, 2004, 3). Although environmental
storytelling specifically discusses videogame logic featuring a coupling of spatial progression with
that of narrative progression we can broaden this concept to include the afore discussed praxis of
world-building. Designing a virtual world might be best thought of as narrative architecture.
Moving from one text to another within an intermedial (or in the case of BiV and WatC
intramedial) transmedia narrative we unlock the embedded narrative within. The associative
semiosis allowing for emergent narrative connections built upon evocative spaces with room for
infinite expansion and re-appropriation.
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7. HYPERTEXTUALITY
When talking about the active engagement with a text we can draw a connection with the theory
of Barthes on textual analysis. Barthes’ Book S/Z from 1970 is perhaps best known for making the
distinction between ‘readerly’ and ‘writerly’ texts. Simply put a readerly text positions the
audience as a passive consumer of a pre-existing meaning, whereas the writerly text positions
the audience as an active contributor to the text’s meaning. We can see that through the
application of transmedial production logic we are perhaps one step closer to that utopian goal
of achieving true writerly texts. With the advent of the hypertext, the digital text connected by
hyperlink in a network, the concept of the writerly found new ground. Hypertext “allows the
reader to interact with the text, to follow any of the numerous networks and links, and construct
his or her own pathway through the information, unconstrained by the readerly text’s strict
linearity and predetermined meaning.” (Elsaesser & Buckland, 2002: 162) It is problematic
though to keep up this distinction based on the writerly being of a higher ideological order than
that of the readerly especially in the extremely heterogeneous digital media landscape of today.
In the same vain as adaptations being second-rate it should prove to be more practical and
realistic to do away with such hierarchies.
Ryan writes about the hypertext environment in which narratives in convergence culture
circulate. (Ryan, 2001) Hypertextuality presents us with a change in how narratives are
experienced. Because of the distributed nature of a narrative in a hypertext network there is a
distinct lack of linearity. The classic narrative presents us with a linear path from beginning to
middle to end; the syuzhet in terminology of Propp’s Russian formalist theory. Hypertext
reconfigures narrative, splinters it up, and dynamically unfolds it. As always it is through the
reading of the text(s) that the narrative becomes, becomes real in so far as ‘another’ reality that
is construed from its own distinct semiotic construct. A lack of linearity doesn’t destroy the
narrative though; rather it gives unprecedented potential for multiple readings. Since narrative is
one of the key defining mechanisms of our society it’s engrained within people to recognize story
and construct meaning, resulting in little difficulty to make ‘sense’ of a narrative fragmented
across different texts, and in the case of transmedia across media a swell.
Although the hypertext is not a unique quality to transmedia practices it does constitute a similar
user experience in that transmedial constructs are network unto themselves inwardly by
combining different media texts into one narrative and outwardly by the culture based semiosis.
One way to promote ‘movement’ from the reader through the open-ended perpetually
unfinished textuality is through the deployment of hermeneutic codes. Long recognizes this by
writing that in transmedia narratives “the key is to leave a number of the hermeneutic codes
unresolved to serve as potential migratory cues, relying upon the audience’s capacity for negative
capability to fill in the gaps” (Long, 2007: 67). Hermeneutic codes are one of the five codes that
Barthes describes. The hermeneutic code structures a text’s order and it names the units whose
function it is to articulate a question, its response and the delay of response. It’s about giving the
audience questions which create suspense and expectation. When captivated the audience will
want to read on to find out the answers.
In a transmedia narrative this might mean leaving questions to be addressed later on in a text on
a different media platform. Barthes focuses on the hermeneutic codes in a single text which are
often fairly explicitly expressed. A transmedia franchise has the difficulty of wanting to produce
autonomous texts which can be read regardless of prior knowledge and wanting their audience
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to migrate across to other creative works in the franchise. In transmedia storytelling “Each
franchise entry needs to be self-contained so you don’t need to have seen the film to enjoy the
games, and vice-versa. Any given product is a point of entry into the franchise as a whole.”
(Jenkins, 2008: 98) It results in a conflict of interests because leaving big questions unanswered
results in a disappointing text. Often what happens then is that certain texts (usually on a
different medium considered secondary texts) function as an extension that in some way
broadens or deepens the narrative world as it stands.
The videogame Enter the Matrix and the animation The Animatrix fit into the whole Matrix
narrative rather neatly and shine some light on certain events unfolding in the Matrix trilogy.
Ideally each entry into a franchise is capable of “Offering new levels of insight and experience
refreshes the franchise and sustains consumer loyalty.” (Jenkins, 2008: 98) Even though Enter the
Matrix and The Animatrix answer questions, they are questions I didn’t have. Because the
unresolved hermeneutic codes in the Matrix trilogy don’t disturb the coherent narrative in those
three films there is no explicit reason or migratory cue present. The same logic can be applied to
the Game of Thrones franchise where the books or TV series can be seen as the primary text
which misses a presence of migratory cues out of hermeutic codes to ‘other’ texts. Reasoning for
the emission of migratory cues can be varied but a want of the ‘original’ author for complete
control over the narrative in order to produce a coherent conclusive whole within the primary
medium seems a logical one. It is I’ll concede a balancing act between potential migratory cues
and the audience’s capacity for negative capability. Also adhering to having exclusive content for
each text is at odds with adaptation logic which thrives of copying content. The pleasure of
‘reading’ a text can lie in the act of recognition and remembrance, at the same time it can satisfy
(or disappoint) the audience their curiosity. For example you will have a certain image in mind of
what a character looks like after reading the GoT or LotR books. Will this align with the audio-
visual depiction in the TV or movie series; most likely not. It offers a re-reading of the character in
a narrative reality adjacent to that of the books which is valuable in its own right. Comparisons
like these offer some insight into the ideological apparatus at play within narrative
representation.
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LITERATURE
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Media — Analysis and Milestones. Master Thesis Hochschule Darmstadt.
Alexander, L. (2007). Storytelling in Time and Space: Studies in the Chronotope and Narrative
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World across Distinct Media and Environments. PhD dissertation, University of
Sydney.
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Jenkins, H. (2006). Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York: New
York University Press.
Jenkins, H. (2008). Convergence Culture: Where Old and New Media Collide. New York: New York
University Press.
Jenkins, H. (2009). Revenge of the Origami Unicorn: Seven Core Concepts of Transmedia
Storytelling. Futures of Entertainment, 21 December.
http://www.convergenceculture.org/weblog/2009/12/the_revenge_of_the_origami_uni.php
(accessed Apr 3, 2015).
Jenkins, H. (2010). Transmedia Storytelling and Entertainment: An annotated syllabus.
Continuum: Journal of Media & Cultural Studies, 24:6, 943-958
Jenkins, H. (2011). Transmedia 202: Further Reflections. HenryJenkins.org.
http://henryjenkins.org/2011/08/defining_transmedia_further_re.html (accessed Apr 3, 2015).
Jenkins, H. (2014). Why Do Humans Tell the Stories They Do: An Interview with Lily Alexander
(Parts 1-5). HenryJenkins.org.
http://henryjenkins.org/2014/04/why-do-humans-tell-the-stories-they-do-an-interview-with-lily-
alexander-part-four.html (accessed Apr 3, 2015).
Juul, J. (2005). Half-Real: Video Games Between Real Rules and Fictional Worlds. Cambridge: The
MIT Press.
Kustritz, A. (2014). Serialty and Transmediality in the Fan Universe: Flexible and Multiple
Narrative Structures in Fan Fiction, Arts, and Vids. TV/Series #6, December 2014
Long, J. (2008). Transmedia storytelling. Business, aesthetics and production at the Jim Henson
Company. (Master's dissertation, Comparative Media Studies, MIT, 2007).
http://cms.mit.edu/research/theses/GeoffreyLong2007.pdf (accessed Apr 3, 2015)
Manovich, L. (2001). The Language of New Media. Cambridge: The MIT Press.
Murray, J. (1997). Hamlet on the Holodeck: The Future of Narrative in Cyberspace.
Cambridge: The MIT Press.
Perryman, P. (2006). Doctor Who and the convergence of media: A case study in transmedia
storytelling. Continuum: Journal of Media & Cultural Studies, 14:1, 21-39
Ryan, M. (2001). Beyond Myth and Metaphor: The Case of Narrative in Digital Media. Game
Studies: The International Journal of Computer Game Research 1 (1).
http://www.gamestudies.org/0101/ryan/ (accessed Apr 3, 2015).
Ryan, M. (2011). The Interactive Onion: Layers of User Participation in Digital Narrative Texts. In
New Narratives: Stories and Storytelling in the Digital Age, edited by Ruth Page and Bronwen
Thomas, 35-62. Lincoln: University of Nebraska Press.
Salen, Katie, and Eric Zimmerman. (2004). Rules of Play: Game Design Fundamentals.
Internship report Joshua Jansma - 3274292
23
Cambridge, MA: The MIT Press.
Sasaki, D. M. (2012). Transmedia storytelling and LOST path to success. Master thesis, Digital
Culture, University of Jyväskylä.
Scolari, C. A. (2009). Transmedia Storytelling: Implicit Consumers, Narrative Worlds, and Branding
in Contemporary Media Production. International Journal of Communication 3 (2009), 586-606
Stam, R. (2005). Literature and Film: A Guide to the Theory and Practice of Film Adaptation.
Oxford: Blackwell Publishing.

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Internship Report Submarine Channel - Joshua Jansma COMPLETE

  • 1. Internship Report A Research Paper on Transmedia Storytelling Joshua Jansma Stundentnumber: 3274292 Course: Internship Tutor: Sanne Koevoets University Utrecht Master: New Media and Digital Culture
  • 2. TABLE OF CONTENTS 1. INTRODUCTION 1 2. INTERNSHIP PROCEEDINGS 3 2.1 Who are the Champions 3 2.2 Bistro in Vitro 4 3. TRANSMEDIA 6 4. ADAPTATION AND REMEDIATION 9 5. WORLD BUILDING 14 6. VIDEOGAMES 17 7. HYPERTEXTUALITY 19
  • 3. Internship report Joshua Jansma - 3274292 1 “After nourishment, shelter and companionship, stories are the thing we need most in the world.” Philip Pullman 1. INTRODUCTION People tell stories. Media tell stories. Things tell stories. Stories tell stories. Stories are as pervasive as they are at once fleeting and permanent. Stories have been ingrained in mankind and we excel at the telling of them. From the daily struggle you share with your friends at the bar, that song you sing along with passionately in your car, the letters on pages which from your favorite book, the newsreader on TV who tells you about events happening far and close, the biggest Hollywood blockbusters featuring in cinema’s, to an indie-game that is the latest hype on the internet. These are all instances of express expression of stories, a story is actively being told, be that via voice, film, TV, game or whatever other available medium. But what if we told a story not only via a singular medium, what if we told a story across multiple media? Well that would be nothing new you might say. And you’d be correct; stories can be adapted to any medium if one is willing to stretch it far enough. Think of the stories told in the bible, it is featured in a multitude of formats: book, stained glass, figurines, carvings, paintings, drawings, poems, film, music and the list goes on and on. Adaptation is an age-old tradition which has helped shape the media landscape as we know it today. What however if that media landscape changes along with broader societal changes at large. Changes that have been encapsulated in theoretical concepts such as ‘network culture’, the ‘web-age’ or ‘convergence culture’ as Henry Jenkins proposes in his book Convergence Culture (2008). Although this small sample size of different concepts highlight different theories or theoretical approaches they are similar in that they focus on the interconnectedness of today’s modern society where the World Wide Web takes center stage. We can all imagine the popular idea of technology connecting everything in a network. The idea that something, someone, or indeed a paradigm is but a node among others interconnected like now realized and embodied by the computer. In light of a distributed network paradigm we can recognize that technology is a structuring governing apparatus of control. Where in an all- incorporating system the technologically motivated drive to capture, record, share, mix and remix texts has led to the more and more flexible and efficient ordering of resources. Now what has this got to do with storytelling? It’s that space is distorted, changed in a fundamental way by technological advances. Space in the distributed network is no longer separable, the boundaries have blurred, not entirely beyond recognition but beyond practical affordance. 1 Popularized by imagining a travelling through cyberspace, leaving one reality behind and entering another, being present in both; the armchair traveller. Another way of looking at it is that reality as such is no longer present. In the famous words of Baudrillard, we already live in a 1 For the sake of academic consistency and continuity I will prefer the use of ‘convergence culture’ over that of the ‘distributed network’ paradigm. Reason being that firstly this is a paper primarily about storytelling and not networks. Secondly this paper hinges on the employment of theoretical concepts popularized by Jenkins.
  • 4. Internship report Joshua Jansma - 3274292 2 hyperreality. Virtual worlds presented to us are not some kind of representation, they are no less real, rather they are a reality in their own right. Because we live in a mediated world the simulacra in these realities constitute signs which can only be exchanged with other signs within the system. And thus reality becomes hyperreality. (Baudrillard, 1994: 121-127) The intentional fracturing of the act of storytelling in instances of transmedia storytelling often creates opportunities for participation, or socialized relations that open up an alternative sphere of engagement to other creative art forms. The complex ways in which it becomes possible to experience a story as a result of this are a striking feature of transmedia storytelling, and the questions it raises, not only about how we engage with a story, but how we conceptualize it and articulate its distinctive qualities, are of importance in this paper. In media, narrative, semiotics and to a lesser extent game studies there is an observable emphasis on interpretation-oriented theories. This means that theories of phenomena are often centered on the end-user experience. A phenomenon is defined according to the way it is interpreted as a consumer, audience-member, reader, or player. This is certainly a worthwhile approach, and one that will also be employed in this research. What might be of value here though is a practice-oriented approach that captures the peculiar knowledge and skills needed to create a transmedia project. Projects could be enacted by different people and companies, but it is their knowledge, skills and processes that is the key distinguishing factor. I will employ this practice-oriented approach using my knowledge acquired during the internship at Submarine Channel. Submarine Channel has made more than a few projects with international recognition receiving multiple awards. It is however not a production company with big blockbuster franchises or brands. Throughout I will employ examples of big recognizable franchises which have served as prime texts within the transmedia discourse. The main research question that will guide my research into the phenomenon of transmedia storytelling reads as follows: How are fictional worlds produced and presented in transmedia storytelling? The methodology that structures this paper is a case-study. Geoffrey Long (2007) and Neil Perryman (2006) form great examples of case-studies into the practice of creating transmedia texts. Using my own experience and findings from my time at Submarine Channel I will take the two projects I was most invested in, Who are the Champions and Bistro in Vitro, as example case- studies to see how interactive media projects with a transmedial or adaptive character come about. Talking specifically about theoretical approaches I’ll be using Peirce’s theory on semiotics. I will investigate in which ways transmediality shapes production and the meaning making process of semiosis. Using narratological theory I will discuss issues such as canonicity, coherency and franchising that arise when a story is distributed and extended across multiple media platforms. Firstly I will briefly discuss my tasks and responsibilities at the internship together with a description of the two projects Who are the Champions and Bistro in Vitro. I will then move towards a better understanding of the theory and definitions surround transmedia. Adaptation and remediation come into discussion as practices that inform and define transmedia storytelling. The investment in creating a distinct coherent (virtual) world will be discussed as being an integral part of creating a brand to develop a franchise. Lastly the role of videogames and hypertextuality will be examined in the grand scheme of a transmedia narrative.
  • 5. Internship report Joshua Jansma - 3274292 3 2. INTERNSHIP PROCEEDINGS During my six month internship period I worked at Submarine Channel, an Amsterdam based public international production and distribution channel. Submarine Channel was founded in 2003 and is a sister company to Submarine B.V. which was founded in 2000. 2 In contrast to the B.V. Submarine Channel is a foundation meaning it relies on public funds in order to realize their projects. The B.V. specializes in the production of documentaries and animation. A couple of examples of successful productions are Last Hijack, Eisenstein in Guanajuato, Kika and Bob and Picknick with Cake. These are examples of the more traditional types of storytelling such as the documentary film and animated TV series aimed at children. Since the inception of the Submarine companies it has been a goal to explore new ways of storytelling, embodied by the logline of Submarine: “Your periscope in unknown territories”. Submarine Channel is at the forefront of experimenting with and developing of new ways to bring a story across to the audience. Most Submarine Channel productions are web-based, meaning dedicated websites displaying all the content to the public. This signals an increased effort and focus on new and innovative ways of structuring and giving form to a story. Using a multidisciplinary team such fields as documentary, animation, motion graphics and gaming have been brought together to create compelling stories that often ask some form of interactive participation from the end-user. Examples include among others Refugee Republic, Collapsus, Last Hijack Interactive, and the as of time of writing in production Who are the Champions and Bistro in Vitro. My activities at Submarine Channel were of a diverse nature. Some tasks were time sensitive and required immediate attention such as a deadline for a fund request. Other tasks were virtually without deadline such as the research into relevant news outings. There were the more menial tasks such as setting up lunch, taking out trash and post, help with moving furniture back and forth, and booking of hotel rooms or flights. Other side-tasks so to say included the making of presentations, capturing screenshots and research into possible new projects. Submarine works on a project to project basis which has helped me learn how the production lifespan of a project takes place from fund request to marketing. Actually having helped shape a couple of fund requests for new projects has given me great insight into how projects get set up and realized. Most of the time however was spent with research and production of two particular projects, the aforementioned Who are the Champions and Bistro in Vitro. 3 2 Visit http://www.submarine.nl/ for a more comprehensive look at the projects Submarine B.V has done as well as http://www.submarinechannel.nl/ for the projects produced by Submarine Channel. 3 Both projects are at the time of writing (6-4-2015) still in development and thus the websites not open to public yet. When the projects are complete they will be viewable on the following url’s: http://whoarethechampions.submarinechannel.com/ http://bistro-invitro.submarinechannel.com/
  • 6. Internship report Joshua Jansma - 3274292 4 2.1 WHO ARE THE CHAMPIONS Who are the Champions (WatC) is a geo-mapped web documentary featuring the stories of the local people of a country hosting a football World Cup. The projects focus is on the experiences and opinions of people living around a stadium used for a football World Cup. This project was realized for the 2014 World Cup which took place in Rio de Janeiro and was launched during that time. Seeing as that a cross-comparison between different World Cups would bring added inside into the impact such an event has that it was decided to include the World Cups from 2010 and 2006 which were in South-Africa and Germany respectively. Specifically this project has been shaped into the production of six audio as well as six text stories for each city, coming to a total of 36 personal stories. The imagery to support these stories comes from photographs taken on site during or after the interview with the local resident. The stories have been selected on interest and variety so that the project will feature a mixed bag of opinion, subject matter, age and sex. The close collaboration with our co-producers in Leipzig and Johannesburg facilitated a smooth production of the stories. The way these stories are presented and strung together is via de use of a route displayed on the map of the city in which the stadium stands. These routes through the city along the various stories feature the use of Google Street View images so that as a viewer you get a distinct feel of what the city looks like. Choosing the route and the capturing of the Street View images which were later edited into a video were some of the things I specifically took up in this project. With the choice to add South-Africa and Germany to the project it was decided that a redesign of the website was in order. This was primarily to better feature the stories and improve navigation as a whole. Navigation wise the user has the option to take a passive position and simply let the route play out the stories, or the user can actively engage with the website and hop from one story to another. This includes the hopping over to other cities which is promoted through the suggestion of stories that bear some similarity to the one you’re watching. One big research task was the search for news articles that we could suggest to viewers as well. The inclusion of news articles that speak in some way about the issues surrounding the World Cups brought some depth and background information to the project that was missing from the personal stories alone. 2.2 BISTRO IN VITRO Bistro in Vitro (BiV) is a project which straddles the line between adaptation and transmediation pertaining an intratextual multimedia website. BiV is based on The in Vitro Meat Cookbook produced by Next Nature Network and presents a discussion around in vitro meat as well as a selection of recipes made with in vitro meat which might come to exist when in vitro meat becomes affordable. The goal of BiV is to confront and inform the visitor in a lightly ironic style about a possible (r)evolution in our meat production and consumption. The idea around the website is to play a game of make-believe with the visitor around the idea of visiting a restaurant presenting exclusively in vitro meat dishes. On the BiV website a visitor can make a selection out of different starters, mains and desserts to put together their own unique menu. After completing their own menu they will receive a confirmation and an invitation to the official opening of the restaurant. The different components which form the complete project are viewable in figure 1. The menu items are adapted from the book which are embellished with photography and animation of models of in vitro meat items. The unique content to the website consists of interviews with
  • 7. Internship report Joshua Jansma - 3274292 5 reputable chefs and food critics; in these videos they will provide their view and opinion on in vitro meat. Featuring multiple views on the sustainability, possibility, alternatives, future and morality that constitutes the discourse the visitor to the website will be awarded the chance to form their own opinion being informed from reputable sources. The website forms the central combining component of the project; coincidentally adhering to the convergence culture. Besides the digital space is the physical components of BiV which consists of the aforementioned cookbook as well as the expo bar. This mobile expo can be employed on relevant events and festivals on food (culture) and biotechnology. The expo allows for a more direct user experience ideally featuring haptic engagement with in vitro meat models. FIGURE 1: BIV PROJECT COMPONENTS
  • 8. Internship report Joshua Jansma - 3274292 6 3. TRANSMEDIA Like before I said that adaptation is an age-old phenomenon. Due to technological advances new forms of media production come to light. One such new form is transmedia production, a concept rooted in practice popularized by Henry Jenkins and first introduced in 2003 in his Technology Review column. Transmediality is one of the trends active in current media production. On the one hand there are big media conglomerates that use multiple media channels to tell a story, franchise their brand, to cover as wide an audience as possible. On the other hand transmedia promotes and facilitates participation. Non-professionals, or ‘prosumers’ in new media lingo, have increased access to easy to use media production tools and platforms. Meaning that the fans of certain media outings can act and influence the same domain of practice as the professional ‘official’ producers. As predicted by Jenkins’ emphasis on fan creativity, the current transmedia landscape includes an active two-way channel between the creators of the fictional world and the viewers Telling a story is not a one-sided affair brought about top-down upon the audience, it is a collaborative process which facilitates and promotes an open creative dialogue. The defining element of canonicity in a transmedia narrative is problematized by the converging of top-down corporate driven and bottom-up consumer driven processes of content creation. Transmedia and participation are phenomena that arose from a new paradigm one might call the ‘web-age’, or ‘convergence culture’ as Jenkins (2008) has coined. This new eco-system of values and practices is facilitated by the technological advances which make possible the collaboration, dialogue, interaction, creativity, sharing and co-creation of the participatory culture. Transmedia storytelling is a new storytelling technique in which a story is told across multiple media platforms that all give a unique and valuable contribution in the unfolding and understanding of the story world. Since the concept was theorized in 2003 many definitions and developments have arisen in the years subsequent to this. Jenkins argues that the phenomenon can be best understood by the expansion of a story across media platforms. I argue that interpretive and end-point experience criteria are not sufficient methods to capture the transmedia phenomenon. Despite Jenkins’ success, a structural and dynamic model of transmedia seems to be missing; a model that explains how transmedia structurally works and how we motivate audiences to travel across platforms. Jenkins explains the difference between adaptation and transmedia thusly: “*A+n adaptation takes the same story from one medium and retells it in another. An extension seeks to add something to the existing story as it moves from one medium to another. Christy Dena has challenged making such a cut-and-dried distinction. Adaptations may be highly literal or deeply transformative. Any adaptation represents an interpretation of the work in question and not simply a reproduction, so all adaptions to some degree add to the range of meanings attached to a story. And as Dena notes, the shifts between media mean that we have new experiences and learn new things.” (Jenkins, 2011) The key word here for transmedia is extension. Extension however encompasses too wide range of phenomena and does not indicate any knowledge and skills involved. That is, extensions can be articulated by fans, marketing departments, isolated production companies and so on. Furthermore, the interpretive experience of works is not a reliable identifier of the transmedia phenomenon. Anyone can impose significance on any aspects of a work across media. What is needed then is a clear and stable definition which will enable the making of significant
  • 9. Internship report Joshua Jansma - 3274292 7 conclusions. One of the goals here then is to wade through the semantic morass that is transmedia and find stable ground from which to build a grounded discussion. Practitioners and scholars alike buzz with words like transmedia storytelling, transmedia world building, transmedial franchises, transmedial experiences, content streaming, 360 degree productions, crossmedia campaigns, convergence, multi-platform distribution, hyper-serials, alternate reality games, deep narrative, viral marketing, and the list goes on. To make matters even more complex these variations on transmedia find themselves besides concepts such as cross media, hybrid media, intertextuality, multimodality, intermedia, which are floating in the same semantic domain. Through the lens of transmedia. Suddenly any repurposing, adaptation, continuation, franchising, storytelling, gaming and marketing becomes transmedia. But transmedia has to be more than an entry-point, it needs to be clearly distinguished if it is to carve its own research area. Let us first be clear on what transmedia means and how it can be used. Henry Jenkins recognizes himself that the theoretical notion of transmedia has been murky due to the plethora of similar concepts and definitions which orbit it. Taking the prefix ‘trans’ as the Latin noun meaning ‘across’ or ‘beyond’, transmedia simply means ‘across media’. Semantically as such it seems a clear enough concept, in theoretical praxis however things get a bit trickier. Transmedia has a multitude, potentially endless, amount of applications. From branding, performance, ritual, play, activism, spectacle to the most important one for this paper which is storytelling. Transmedia storytelling as defined by Jenkins: “Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes its own unique contribution to the unfolding of the story.” (Jenkins, 2010: 944) The usage of the word ‘ideally’ is a bit puzzling for shouldn’t it be more appropriate to say mandatory, for if a medium doesn’t feature a unique contribution then it essentially doesn’t add anything new to the narrative; meaning it is likely to be more adaptation than transmediation. Scolari defines transmedia storytelling from its core concept: “From a semiotic persepctive, [transmedia storytelling] is a narrative that includes a series of stories expressed through different media.” (Scolari, 2009: 600) Although an over-simplification is does grant us the base level of transmedia praxis from which to build off. Also we should keep in mind that there simply is no definitive transmedia formula; it is an expansive concept with a rich variety of options available, to make sense of these options we should look towards the choices made to best tell a particular story using multiple media platforms. Due to the concentrated ownership of media conglomerates there has been an increase in production of intellectual property that makes use of as much media platforms as possible to exploit the synergies between media and maximize audience reach potential. Meaning effectively big franchises which are marketable across wide demographic. Of some importance to note here is that not all franchises or brands offer a transmedia entertainment experience. In fact most franchises don´t start of as being conceptualized from the ground up as a transmedia project but rather later on down the lifespan include side stories and extra content not featured in the main storyline on different media platforms. Take for example the Harry Potter franchise: there is a main storyline from the books which was subsequently adapted to the films, and with those adaptations came a plethora of other media products such as videogames, comics and lots of
  • 10. Internship report Joshua Jansma - 3274292 8 merchandise. The Harry Potter videogames are a mixed bag in that they overlap with the main story but also go beyond and explore additional story space. What this makes clear is that many franchises are a mix of adaptation and transmedia practices. In fact it is in times hard to distinguish between the two when the lines are blurred. In both trends, practices of adaptation, remediation, and recycling thrive. This paper is dealing with the general relations between transmediality and adaptation and, more specifically, with the ‘politics of adaptation’ in the context of transmedial practices, i.e. constellations of texts in at least two different media. Films or television programs, for example, are linked to books, comics, posters, websites, videogames, merchandise or live events. Often, their interconnections result from particular strategies and often, those strategies are economically motivated. The concentrated ownership of media conglomerates increases the desirability of properties that can exploit synergies among different parts of the medium system and maximize touchpoints with different niches of audiences. The result has been a push toward franchise-building in general and transmedia entertainment in particular.
  • 11. Internship report Joshua Jansma - 3274292 9 4. ADAPTATION AND REMEDIATION When one wants to make an inquiry into the transmedial narrative of a creative work there needs to be a medium independent element in that research. For narrative has since the beginning of stories been present and constant regardless of whether it’s (re)presented by words on a page or pictures on a screen. Where traditionally stories where created in a single point in time and space the growing trend is to have an expanded and distributed story. Specifically meaning that a story is distributed across various, two or more, physically distinct media platforms. With this shift away from the singular the practice of creating stories comes into a different onto-epistemological nature. Reading a book out of the Game of Thrones line offers a haptically distinct experience for example from that of viewing a Game of Thrones (GoT) TV episode. What then does this say about the role of the affordances that different media platforms bring to the construction process? It calls into question whether a practitioner designs a creative work across platforms for its haptically distinct affordances and thus experience or if there is an intentionality to make it a part of the meaning- making process. This brings to mind the famous saying of Marshall McLuhan that the ‘medium is the message’. I would not argue with the fact that a medium is not a neutral communication channel or carrier of information; the carrier has some part to play in the semiotic determination process. If we are to look at the design and production practice of BiV this much becomes clear. The online BiV project I have categorized primarily as an adaptation. Although there has been a significant reconfiguring and alteration of the content present in the book the website still carries the same premises and semiotic ontology. The act of transposition was very much present through the reconfiguring of the books content. With transposition comes change, change invoked by media specificity. This change calls into question the fidelity of adaptations. It’s an old question that banks on such words as ‘faithful’ and ‘essence’ of a creative work. We must not lose track of the importance of the actual modes of production that shape end- product. With a project like BiV or WatC there are multiple distinguishable tracks of mediation which are combined to form a single project; more commonly known as a multimedia project. In both projects there is made use of verbal medium, written medium, music and moving photographic images. When you compare this to the single-track medium such as the Bistro in Vitro Cookbook the differences are clearly there. The same with the adaption of the GoT books to TV series. There have been a slew of changes small and big. From the cutting of characters, reconfiguring of the timeline, addition and subtraction of plot events to a change in aesthetic appearances. Due to the media specificity and creative decisions in the production process ‘differences’ can be abundant. Does this mean the GoT TV series is an unfaithful adaptation? I would say it’s an undesirable question. Robert Stam explains that change is inevitable when a creative work is adapted to a different medium: “the semiotic differences, practical and material contingencies render fidelity in adaptation virtually impossible” (Stam, 2005: 17). Through a combination of media affordances and practical constraints adaptations never adhere to literal fidelity. Again this doesn’t mean adaptations are redundant. Examining the value and difference between adaptation and transmedia practices Dena writes: “in the context of transmedia practice, if the original creators are involved or creatively-organized in some way to ensure each composition is part of the meaning-making process, then adaptation is simply another technique practicioners may utilize to communicate meaning.” (Dena, 2009: 156) Adaptation is often seen negatively, as though it degrades the original like a parasitic entity. If a work stays true to the original it’s seen as uncreative and when it takes creative liberties it’s
  • 12. Internship report Joshua Jansma - 3274292 10 taken as a betrayal. Important to note however is that no work should be considered original, certainly not in today’s age of digital re-appropriation. Digital media have transformed our way of thinking about copy and original by making everything ‘copyable’. I would say that a certain degree of ‘sameness’ is necessary in order for the audience to understand through recognition and remembrance the intended meaning from the author. It’s where tropes and conventions in media products delineate our meaning-making process through such paradigms as genrefication. Fan cultures are built on the repurposing of such tropes. By taking elements of a creative work out of its coherent world, out of context so to say, it can gain new defining meaning, which is significant in its own right. Furthermore the semiosis that each creative work triggers will defer on a personal basis. All media texts are inherently polysemic and thus open to multiple readings. What then if we view adaptation as simply another ‘point-of-entry’, it would efface the hierarchy of something being a primary text, instead it would be a node in the intermedia network. “This resonates with the spirit of transmedia, in which each medium is seen as an equally viable expression of a fictional world.” (ibid: 158) Of course these different point-of-entries are economically motivated in that they target different audiences with different art form and media preferences. Although logic would dictate that an intermedia network is structured around compatibility this is not necessarily the case with transmedia narratives. On the semiotic level a transmedia narrative, as all narratives, is media independent and present in an abstract collective cognitive construct informed by the discourse surrounding a transmedia text as well as the inherent sign dependence which is featured in the interpretant in Peirce’s model. This dependence culminates into infinite semiosis for since any sign must determine an interpretant in order to count as a sign, and interpretants are themselves signs, infinite chains of signs become conceptually necessary. Ryan defines narrative in the semiotic tradition of De Saussure thusly: “A narrative is a sign with a signifier (discourse) and a signified (story, mental image, semantic representation). The signifier can have many different semiotic manifestations. It can consist for instance of a verbal act of story-telling (diegetic narration), or of a gesture and dialogue performed by actors (mimetic, or dramatic narration).” (Ryan, 2001) On the level of transmission it is the physical carrier that appropriates to a certain degree the semiotic operation of determination. The mode of interaction afforded by and present in the transmissible process of information within semiosis is media dependent. That said the physical carriers of a narrative have been converged into the digitized network which facilitates and promotes an ease of transition from one part of the transmedia text to the other. It is through the placement of such projects as BiV and WatC on the digital space of the World Wide Web that embodies the hyperlinked network through which we as users can hop from one part of a narrative to another be that intra- or intercompositionally mediated. There is an argument to be made that a project such as BiV straddles the line between forms of media production. For the BiV project is not solely definable by reconfiguration since there is also significant addition. The addition of video interviews, animation and photography gives the project a different intracompositional nature. The website forms another point-of-entry into the in vitro meat discussion besides the Bistro in Vitro cookbook. Both BiV and WatC are online projects with a webpage as their home base featuring a multimedial configuration. It is the bringing together of the audio, video, photography, text, icons and symbols that make up the semiotic construct of these projects; a converging of complimentary media channels which provide additive comprehension through their unique blend. “Media convergence requires the concomitant use of a variety of media environments, governed by dissonant and communicational, although complimentary, logics.” (Alzamora & Gambarato, 2014: 8)
  • 13. Internship report Joshua Jansma - 3274292 11 There needs to be a differentiation between intra- and intercompositional works in transmedia theory. For I would argue an intracompositional creative work can still be classed as a transmedial phenomenon. Such a creative body is simply another effect or byproduct of the convergence culture. Through digitization haptically distinct media forms such as books, music, photograph and film come together on the same haptic plane of existence; the computer screen. Is to say that the heteromedial semiotic entities become less heterogeneous through the act of digitization? If we read the digitized In Vitro Meat Cookbook instead of the paperbound one does this constitute a difference in the experience, the meaning-making process? In order to answer this question we need to ask whether the transformative act of one distribution technology to another warrants a new semiotic definition of said work. I will briefly turn towards Bolter and Grusin’s theory on remediation here to more adequately move forward. Bolter and Grusin in their iconic text from 2000 redefine McLuhan’s remarks on the content of any medium always being another medium through the double logic of remediation. Simply put remediation is the representation of one medium in another. In the new design ecology of combining creative works are elegantly constructed assemblages of ‘borrowed’ story content. This logic is resonated in the sense that “all mediation is remediation because each act of mediation depends upon other acts of mediation” (Bolter & Grusin, 2000: 346). What follows then is a matter of whether the creative mosaic scrapbook of a mediated mediation is produced according to the hypermediacy or immediacy logic. Both BiV and WatC are online projects featuring multimedia websites meaning that the hypermediacy and immediacy logic are recognizable there as well. In WatC there is the immediacy of having the programmed desire to transport a viewer to for example Rio de Janeiro. The usage of footage from the streets using Google Street View and the interviews using onsite photography and diegetic audio adds to the sense of imagining to be transported to that distant space and getting a feel for what it looks like, sounds like, and perhaps even smells like. As a sort of overlay there is the hypermediacy typical for computer applications. Featuring menu’s, buttons, icons, symbols and other navigation tools it reminds us of the mediated nature. This dialogical relation is often reciprocal in that one enables the other. Rooted in praxis it is the choice to either go for navigational clarity or for unmediated access that often comes to define the design of such projects. Let’s take for example the digitized GoT narrative. The reciprocal nature of immediacy and hypermediacy is evident in the digitally (re)mediated texts. Reading a book on an e-reader signals the desire for immediacy; its visual style often takes that of an analog book. There is even the haptic connection due to the swiping across the screen to ‘turn’ a page. Although there is a desire for the ‘unmediated’ to be found here it is a false one since it is a (re)mediation of the mediated analog book. Bolter and Grusin explain that “the logic of hypermediacy expresses the tension between regarding a visual space as mediated and regarding it as a “real” space that lies beyond mediation.” (Bolter & Grusin, 2000: 333) Hypermediacy is evident in the breaking of the apparent transparency of the digital image. The buttons and menus that provide user interaction create a system in which iconic and arbitrary signs of representation interact. The e-book example might be best thought of as ‘horizontal’ remediation. There is a continuity and desire for emulation of the previous media carrier. The ‘vertical’ would emphasize refashioning media, a breaking with convention, change. Of course all remediation is as mentioned based on ‘old’ media, something McLuhan dubbed the rear-view mirror effect. It is only by looking backwards that we can move forward.
  • 14. Internship report Joshua Jansma - 3274292 12 Simply changing the analog words into digital ones doesn’t change their inherent denotative meaning. The polysemic signs that construe a work are re-represented without reconfiguration or repurposing. Moving a work into digital space constitutes a shift in the sign’s locutionary praxis not in its immediate interpretant. This is probably most appropriate for linguistic signs for they are symbolic and thus the process of semiosis is habitual based on pragmatic convention. Analogue signs such as smell, taste and visual images can signify subtleties that the digital cannot. It is curious then that we often attribute some sense of ‘reality’ to digital images, reality as in having a indexical relation to our perceived reality. Manovich in an often cited statement says: “*T+he reason we may think that computer graphics has succeeded in faking reality is that, over the course of the last hundred and fifty years, we have come to accept the image of photography and film as reality.” (Manovich, 2001: 200). Important to note is that the reality a computer image generates, reality as a human construct, is synthetic. Manovich coins the term synthetic realism since digital images are synthetic in the sense that they are constructed from the ground up using binary code (ibid: 192). Unlike a TV series adaptation where the reconfiguring of the semiotic construction is clear through the difference in expressive channels, from written word to a complex combination of spoken word, diegetic audio, musical audio, synthetic and actual photographic images. The reading of a book on paper or screen doesn’t directly change the meaning of the words but it does constitute a shift in the experiential qualities of the medium. On the one hand his can be attributed to the physical properties of the medium which influence the haptic engagement. On the other hand is the emotional argument such as the nostalgic feeling of paper. Thus the repurposing of semiotic material reveals the inseparability of the economic from the social and material. Meaning that the construction of a creative work defines budgetary decisions and social positions of the producers. Interesting to note here is that within an innovative production company such as Submarine Channel the social positions for an interactive production are not as clearly defined as say for a documentary movie which has its production structure crystalized. In the bringing together of different disciplines such as web design, photography, writing, interviewing, and production there is much coordination to be done to make sure each role complements one another to adequately bring the content to a whole. Because transmedia storytelling requires a high degree of coordination across the different media sectors, it has so far worked best either in independent projects where the same artist shapes the story across all of the media involved or in projects where strong collaboration (or co- creation) is encouraged across the different divisions of the same company. Most media franchises, however, are governed not by co-creation (which involves conceiving the property in transmedia terms from the outset) but rather licensing (where the story originates in one media and subsequent media remain subordinate to the original master text.) In Game of Thrones and Lord of the Rings, licensing seems to be the case. The author of the series owns the rights to all reproductions and characters in the series, so he has control of video games, TV series, etc. Traditionally it has been mass media which took over the semiotic operation of determination, the idea of a one-way channel of communication. As discussed within the transmedia space collaboration and co-creation is enabled and compelled meaning the generating of “signs/interpretants according to the interests and goals of the parties involved” (Alzamora & Gambarato, 2014: 9). The pragmatic improvement of intermedia dynamics is perhaps most evident in the wide-spread usage of social media. It seems to have become almost mandatory to include sharing tools so as to promote the spreading of your text. Unfortunately this type of user interactivity severely limits user creativity and is more guided by promotional and thus economic
  • 15. Internship report Joshua Jansma - 3274292 13 interest. Of course it is unfair to judge any project on the usage of such sharing tools since it holds true that on average only 1% will actively contribute and take the role of prosumer, 90% are so called lurkers and 9% will feel compelled enough to click that share button or contribute in some other minor fashion. On the intramedial level a project like WatC exemplifies the enabling and promoting of sign association; establishing connections between similar ideas so as to create new meaning, a guiding towards a new path of semiosis. Specifically WatC accomplishes this through the ‘suggesting’ of watching/reading a different story or news article somehow related to the one you are currently seeing. Alzamora and Gambarato inform us that the best method upon which to base the association of ideas is by similarity, not contiguity. Contiguity would impoverish originality and creative production because it’s based on daily experience and familiar knowledge. Similarity constitutes a more elaborate conscious process formed by analogy, some base of equality. Looking at WatC informed by the promoting of the productive incompleteness of interpretants through similarity we can see that it is not about resemblance between ideas but the act of association that produces resemblance. Producing WatC we strived for a presentation of a wide range of opinions ranging from positive to skeptical to negative. Often these opinions would contradict each other; it is through the juxtaposition of ideas that the end-user will associate in a dynamic process of sign/interpretant generation. Ultimately then “the design of transmedia outlets would have the purpose of associating signs and generating new interpretants.” (Alzamora & Gambarato, 2014: 10, emphasis added)
  • 16. Internship report Joshua Jansma - 3274292 14 5. WORLD BUILDING Often the story of a transmedia franchise is not about a single character but about the created world itself. For example the Matrix films follow Neo through his adventure to save the world, but when we take into consideration the entire franchise the focus shifts from that of Neo to the wider conflict present in the world. The Matrix franchise was envisioned and produced a priori as a transmedia narrative featuring the ‘main’ film trilogy, animation film and videogame. Long uses the terminology of ‘hard transmedia’ to represent transmedia narratives designed as such from the outset, ‘soft’ being narratives only created after some original media component proved successful. In a similar vein the Lord of the Rings franchise could be said to be about Frodo’s quest to destroy the one ring. On a more meta-textual level, especially including the myriad of media texts that are extensions to the main narrative, it is an elaborate rendition of the age-old struggle of good versus evil which is narrativized through the world of Middle-earth. I started of this paper by saying that stories are a fundamental part of being human. You might say that we live stories. Lily Alexander in her book Fictional Worlds (2013) provides an interesting approach as to why humankind is driven by and even to some degree dependent on storytelling. In an interview with Henry Jenkins (2014: part 2) she says that “Stories serve as the symbolic construction of community and facilitate the optimization of society by implicitly deliberating on matters of “ideal” partnerships and social problem-solving.” Storytelling is a way of exploring possibilities, to deliberate on social hypotheses and find a balance through the modeling and examining of ‘possible futures’. This investment in ‘different realities’ can be seen in the creating of fictional world; the act of ‘world-building’. Another way to define transmedia is that the act of transmedia storytelling is about the art of world making. Jenkins in his 2003 Transmedia Storytelling text already mentions that “A good character can sustain multiple narratives and thus lead to a successful movie franchise. A good “world” can sustain multiple characters (and their stories) and thus successfully launch a transmedia franchise.” In order to attach an audience to a created fictional world it has to be imbued with meaning. Creating symbolic universes endowed with meaning leads to the creation of brands. “brand is a device that can produce a discourse, give it meaning, and communicate this to audiences.”(Scolari, 2009: 599) Successful brands such as LotR and GoT present us with a narrative world which expresses its own values through dominant narrative myths, meaning that the narrative worlds are the brands. Although such narrative worlds are medium independent they are often represented or adapted to visual media because: “In a predominantly visual medium, the element of narrative that offers the richest potential for variation is the setting.” (Ryan, 2001) the setting forms the playground in which to explore and navigate one’s way through the narrative. As narrative is influenced by setting so is setting influenced by genre. Genre forms the framework by which to structure and define a story. It forms a recognizable baseline for the audience which addresses a certain discourse in our society. The idealized representations of a genre are formed by ‘narrative myths’. One such example of a dominant (classic) myth in contemporary culture is that of the hero’s journey. Alexander defines the journey’s trajectory as such: “On the outward trajectory, the Hero explores the Unknown, encounters a boundless diversity of species and types of consciousness, and must grow rapidly in order to survive the journey-ordeal. On the Journey’s inward path, as the “reborn” and enlightened Hero makes his way back home, to unite with family, s/he must process these new experiences, extract vital information and evaluate how this new knowledge will impact the Homeworld.” (Jenkins, 2014: part 3). The experience for the end-
  • 17. Internship report Joshua Jansma - 3274292 15 user is hypothetical through the expression of symbolism and imagination as well as real in that audience lives through the embedded narrative actualized as a subjective mental construct. The story of Frodo’s journey to destroy the one ring in the LotR trilogy serves as a process of symbolic community construction. Its fantasy genre provides us with a distant struggle, but one which is familiarized through the employment of myths and values which are mirrored in contemporary society. This is evident in the struggle between good and evil, order and chaos. “Human drama is unfolding in time and space. In the narratives of the journey, the rules of storytelling, and perhaps the author, who mount barriers and obstacles for the heroes, are preventing them from completing their goal - that of passing the test of symbolic ritual journey and achieving spiritual transformation” (Alexander, 2007: 28) Frodo undertakes his journey to (re)balance the world, to save his world. Presented with the recognizable tropes and conventions following the fantasy genre it provides a relatable alternative reality with which to measure our own reality. The ritual of telling a story has been hidden behind a screen following the previously discussed immediacy logic. Instead of sitting around a campfire the audience is distanced by the embedding and symbolically encoding of a narrative in a mediated text. Symbols are not merely some static entity, but form active processes in the act of storytelling, being polysemantic renderings of some parallel reality. In Peircean tradition signs gain meaning through the dynamic interpretant signaling the importance of interpretation to signification. Build from personal experience and knowledge, informed by societal structures and mythic-symbolic processes, interpretants connected with signs exist in a state of constant flux ever subject to change, thus allowing progress. (Alzamora & Gambarato, 2014: 6) “Mythological symbols are a database, while ritual is like hitting the “enter” button and activating the system. Whether through performance, dance or storytelling, it was ritual action that had the capacity to set mythological images in motion” (Jenkins, 2014: part 3). Although present in all media forms it is games that bring the ritual to the fore once more. In ludology there is a ritual ‘at play’ when we play; a (sub)conscious effort to take in certain positions, roles, hierarchy, etc. Videogames in ritualized actio realize their embedded narrative through the activation of the mythological image construct. Space then gains meaning through the ritualized undertaking of creating a narrative. Alexander conceptualizes narrative texts as a system of ritual-symbolic processes. This signals the close interplay between the ritual and symbol and places it in an active discourse through ‘processes’. A fictional world without a narrative, born out of un-balance, is just an empty world with potential. Whereas narrative has a beginning and end (transmedia effaces this to some degree) worlds are spaces of ‘forever interaction’. World and story exist on the same spatial plane, but differ on the temporal one because of the linear cause-and-effect principle to which most stories adhere. Worlds then are always present in potentio, stories however are a subjective mental construct only present in actio. When we look at the works of J.R.R. Tolkien and G.R.R. Martin we can see the creation of a complete coherent environment situated as a system of ritual-symbolic processes. The worlds of Middle-earth and Westeros form terrific examples of diegetic spaces that adhere to a semiotic cohesion and continuity which promote expansion and re-appropriation by author and fan both. In the transmedia context, there is not only a concern about visual continuity but also world continuity. This means that videogames such as Middle-earth: Shadow of Mordor function as an extension of the Middle-earth narrative as a whole. Through the repurposing of Middle-earth’s semiotic construct an entirely new intellectual property gets created in the same semantic domain. Even though this game is entirely distinct and contains very little explicit reference to the main trilogy it fits as another puzzle piece into the coherent whole. Mind you that these puzzle are often without (clearly defined) borders. Past and future are there through the present
  • 18. Internship report Joshua Jansma - 3274292 16 state of conflict, often more or less subliminally hinted at. It gives a world a sense of credibility if it has a rich history on which to base its narrative. Jenkins says that “the world is bigger than the film, bigger even than the franchise”. (2008: 116) Beyond the borders of the screen or the cover of a book the world continues. Important to recognize is that these grand creative works with all their elaborate world-building make clear, perhaps more explicit than ever, that these are realities onto their own. The evocation of a separate reality through the act of world building with its own spatio-temporal dimension makes it more ‘real’. Real as though it’s a ‘lived’ reality which continues on living. The actualization of a world’s narrative through our consumption constitutes this lived experience. Being one of many actualizations it forms an imaginary ‘gestalt’ with gaps and open ends to be imagined now and filled in later. Geoffrey Long uses the terminology of ‘negative capability to describe this as an economic and cultural fuelled narrative strategy: “negative capability is the art of building strategic gaps into a narrative to evoke a delicious sense of ‘uncertainty, Mystery, or doubt’ in the audience.” (Long, 2007: 53) It forms the premises of a ‘healthy’ world where there is yet much to be explored, through canon and fan culture alike. It empowers the audience to fill in the gaps using their own imagination; it is less about suspension of disbelief and more about ‘create belief’, an active engagement with world of the creative work. It’s not about the fidelity of the represented orc in Shadow of Mordor, It would assume some essentialist argument on what an orc constitutes. I would instead propose it’s about being true, coherent and consistent to our imaginary construct. Basically “fidelity to the imagination” (Hutcheon, 2004: 110).
  • 19. Internship report Joshua Jansma - 3274292 17 6. VIDEOGAMES Interesting point on Middle-earth: Shadow of Mordor is that the space construed in the game plays rather smartly with the idea of a lived (personal) experience. Shadow of Mordor consists of a series of mission which offer the player a classic linear path to follow the narrative to its end. At the same time there is what’s named the ‘nemesis-system’ which comprises of an orc leader hierarchy which shifts in a ‘seemingly’ organic way. The shifting of positions happens due to you as a player character killing one of those orcs or independently due to the ‘natural orc way of things’. Of course this is neither organic nor natural because the game simply follows its own internal protocols and mechanisms, but it does create a living world, another reality, for those who actively create belief. Let us briefly turn to the role of videogames in the grand scheme of a transmedia narrative. Videogames have been often employed in big franchises such as Harry Potter or Lord of the Rings to reach out to that part of the market that doesn’t get covered by film or book or whatever other medium. It is a way to realize the fictional world on a different platform which offers its own unique affordances. It is perhaps due to its inherent interactive nature that videogames lend themselves less well to adaptation and more to extension. Although ‘pure’ narrative techniques such as cut-scenes are often employed to further the story in a game its primary mode of being is still simulation through ludic events and not narration. What does the mode of simulation mean for the world building of a transmedia narrative? It is a problematic question on that it hinges on the position we theorize the player to be. Although difficult it is possible to imagine the player to focus purely on the gameplay mechanics and ignore the narrative story. Progression in a videogame isn’t equal to narrative progression and as such doesn’t necessitate the construction of a complex fictional world through mental representation. In a generalized sense most modern media texts “are built around psychological tensions between characters and movement in psychological space, *…+ computer games return us to ancient forms of narrative in which the plot is driven by the spatial movement of the main hero”(Manovich, 2001: 246). Often computer games, as other media, take the myth of the hero’s journey as the organizing narrative principle. It is a strong genre spanning narrative in videogames because of the direct haptic engagement with the ‘hero’, the hero often takes the form of a recognizable and often relatable avatar. Spatial advancement occurs through the creation of environments which in order to become actualized require user input which in turn generates a meaningful response within the digital space. Rule-based interactions form the core modus operandi for semiosis in computer games. This is because “the primary representational property of the computer is the codified rendering of responsive behaviors.” (Bogost, 2007: 42) Bogost takes procedural rhetoric as his concept to explain the unique persuasive power of videogames. Suffice to say that the procedural is tied to the core affordances of computers, that of code, and is thus based on hardware which in turn facilitates, structures and governs user interaction. Presentation of fictional worlds is always incomplete, open-ended, for it allows expansion and extension. Juul posits in his influential work Half-Real that fictional worlds in videogames are not only incomplete but also ‘incoherent’: “In addition to incomplete worlds, some games, and many videogames, present game worlds that are incoherent worlds, where the game contradicts itself or prevents the player from imagining a complete fictional world” (Juul, 2005: 123). Incoherency is often visible through the game mechanics that constitute a game. Having three lives in a game
  • 20. Internship report Joshua Jansma - 3274292 18 doesn’t make any sense from a narrative standpoint. Most often though these mechanics are based on generally accepted tropes and convention of videogame design and as such players are familiar with the working of them and don’t question the arbitrary nature. Acceptance of the game mechanics comes through increased familiarity with them, in other words; by playing you get better at a game and thus have less reason to question the apparent ambiguity. In contrast to the quest for immediacy through artificial photographic imagery Bogost states that “meaning in videogames is constructed not through a re-creation of the world but through selectively modeling appropriate elements of the world.” (Bogost, 2007: 46) A tight symbolic coupling between user action and the virtual representation then would lead to a more emphatic and dialectical engagement. Ryan (2001) on narrative in digital media distinguishes between four strategic forms of interactivity based on two binary pairs; internal/external and exploratory/ontological. I will limit my discussion to that of the external/exploratory and external/ontological interactivity. Internal would mostly pertain to such media texts as videogames where the user projects him/herself as a member of the fictional world. Both BiV and WatC remain external in that we as a user remain on the outside of the virtual world (re)presented. Question is then whether our activity within the narrative engagement constitutes a change or shift. Since all narratives are a cognitive construct based in some part on subjective knowledge this leads us to a more essentialist question of whether we as a user can change the spatio-temporal progression of a narrative, and by extension a virtual world, to make history so to say. In praxis this ontological interactivity usually comes in the form of illusionary choice; specific branching choices are semiotically determined and don’t change the narrative embedded within. For BiV and WatC we have the flexibility of interactivity combined with the coherence of a pre-authored narrative. It is the temporal ordering of different items that the user can alter leading to a different assemblage in the active process of narrative comprehension. Jenkins on narrative architecture in videogames states that “Environmental storytelling creates the preconditions for an immersive narrative experience in at least one of four ways: spatial stories can evoke pre-existing narrative associations; they can provide a staging ground where narrative events are enacted; they may embed narrative information within their mise-en-scene; or they provide resources for emergent narratives” (Jenkins, 2004, 3). Although environmental storytelling specifically discusses videogame logic featuring a coupling of spatial progression with that of narrative progression we can broaden this concept to include the afore discussed praxis of world-building. Designing a virtual world might be best thought of as narrative architecture. Moving from one text to another within an intermedial (or in the case of BiV and WatC intramedial) transmedia narrative we unlock the embedded narrative within. The associative semiosis allowing for emergent narrative connections built upon evocative spaces with room for infinite expansion and re-appropriation.
  • 21. Internship report Joshua Jansma - 3274292 19 7. HYPERTEXTUALITY When talking about the active engagement with a text we can draw a connection with the theory of Barthes on textual analysis. Barthes’ Book S/Z from 1970 is perhaps best known for making the distinction between ‘readerly’ and ‘writerly’ texts. Simply put a readerly text positions the audience as a passive consumer of a pre-existing meaning, whereas the writerly text positions the audience as an active contributor to the text’s meaning. We can see that through the application of transmedial production logic we are perhaps one step closer to that utopian goal of achieving true writerly texts. With the advent of the hypertext, the digital text connected by hyperlink in a network, the concept of the writerly found new ground. Hypertext “allows the reader to interact with the text, to follow any of the numerous networks and links, and construct his or her own pathway through the information, unconstrained by the readerly text’s strict linearity and predetermined meaning.” (Elsaesser & Buckland, 2002: 162) It is problematic though to keep up this distinction based on the writerly being of a higher ideological order than that of the readerly especially in the extremely heterogeneous digital media landscape of today. In the same vain as adaptations being second-rate it should prove to be more practical and realistic to do away with such hierarchies. Ryan writes about the hypertext environment in which narratives in convergence culture circulate. (Ryan, 2001) Hypertextuality presents us with a change in how narratives are experienced. Because of the distributed nature of a narrative in a hypertext network there is a distinct lack of linearity. The classic narrative presents us with a linear path from beginning to middle to end; the syuzhet in terminology of Propp’s Russian formalist theory. Hypertext reconfigures narrative, splinters it up, and dynamically unfolds it. As always it is through the reading of the text(s) that the narrative becomes, becomes real in so far as ‘another’ reality that is construed from its own distinct semiotic construct. A lack of linearity doesn’t destroy the narrative though; rather it gives unprecedented potential for multiple readings. Since narrative is one of the key defining mechanisms of our society it’s engrained within people to recognize story and construct meaning, resulting in little difficulty to make ‘sense’ of a narrative fragmented across different texts, and in the case of transmedia across media a swell. Although the hypertext is not a unique quality to transmedia practices it does constitute a similar user experience in that transmedial constructs are network unto themselves inwardly by combining different media texts into one narrative and outwardly by the culture based semiosis. One way to promote ‘movement’ from the reader through the open-ended perpetually unfinished textuality is through the deployment of hermeneutic codes. Long recognizes this by writing that in transmedia narratives “the key is to leave a number of the hermeneutic codes unresolved to serve as potential migratory cues, relying upon the audience’s capacity for negative capability to fill in the gaps” (Long, 2007: 67). Hermeneutic codes are one of the five codes that Barthes describes. The hermeneutic code structures a text’s order and it names the units whose function it is to articulate a question, its response and the delay of response. It’s about giving the audience questions which create suspense and expectation. When captivated the audience will want to read on to find out the answers. In a transmedia narrative this might mean leaving questions to be addressed later on in a text on a different media platform. Barthes focuses on the hermeneutic codes in a single text which are often fairly explicitly expressed. A transmedia franchise has the difficulty of wanting to produce autonomous texts which can be read regardless of prior knowledge and wanting their audience
  • 22. Internship report Joshua Jansma - 3274292 20 to migrate across to other creative works in the franchise. In transmedia storytelling “Each franchise entry needs to be self-contained so you don’t need to have seen the film to enjoy the games, and vice-versa. Any given product is a point of entry into the franchise as a whole.” (Jenkins, 2008: 98) It results in a conflict of interests because leaving big questions unanswered results in a disappointing text. Often what happens then is that certain texts (usually on a different medium considered secondary texts) function as an extension that in some way broadens or deepens the narrative world as it stands. The videogame Enter the Matrix and the animation The Animatrix fit into the whole Matrix narrative rather neatly and shine some light on certain events unfolding in the Matrix trilogy. Ideally each entry into a franchise is capable of “Offering new levels of insight and experience refreshes the franchise and sustains consumer loyalty.” (Jenkins, 2008: 98) Even though Enter the Matrix and The Animatrix answer questions, they are questions I didn’t have. Because the unresolved hermeneutic codes in the Matrix trilogy don’t disturb the coherent narrative in those three films there is no explicit reason or migratory cue present. The same logic can be applied to the Game of Thrones franchise where the books or TV series can be seen as the primary text which misses a presence of migratory cues out of hermeutic codes to ‘other’ texts. Reasoning for the emission of migratory cues can be varied but a want of the ‘original’ author for complete control over the narrative in order to produce a coherent conclusive whole within the primary medium seems a logical one. It is I’ll concede a balancing act between potential migratory cues and the audience’s capacity for negative capability. Also adhering to having exclusive content for each text is at odds with adaptation logic which thrives of copying content. The pleasure of ‘reading’ a text can lie in the act of recognition and remembrance, at the same time it can satisfy (or disappoint) the audience their curiosity. For example you will have a certain image in mind of what a character looks like after reading the GoT or LotR books. Will this align with the audio- visual depiction in the TV or movie series; most likely not. It offers a re-reading of the character in a narrative reality adjacent to that of the books which is valuable in its own right. Comparisons like these offer some insight into the ideological apparatus at play within narrative representation.
  • 23. Internship report Joshua Jansma - 3274292 21 LITERATURE Ackermann, S. (2013). Transmedia as the Convergence of Storytelling, Interaction and Social Media — Analysis and Milestones. Master Thesis Hochschule Darmstadt. Alexander, L. (2007). Storytelling in Time and Space: Studies in the Chronotope and Narrative Logic on Screen. Journal of Narrative Theory, Vol. 37, No. 1 (Winter 2007), pp. 27-64. Alexander, L. (2013). Fictional Worlds: Traditions in Narrative and the Age of Visual Culture. Charleston, SC: CreateSpace. Alzamora, G. C. & Gambarato, R. R. (2014). Peircean Semiotics and Transmedia Dynamics Communicational Potentiality of the Model of Semiosis. Ocula nr. 15, October 2014. Bolter, J.D. & Grusin, R. (2000). Remediation. Understanding New Media. Cambridge, MA: MIT Press. Dena, C. (2008). Emerging participatory culture practices: Player-created tiers in alternate reality games. Convergence: The International Journal of Research into New Media Technologies, 14(1), 41-57. Dena, C. (2009). Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments. PhD dissertation, University of Sydney. Eder, J. (2015). Transmediality and the Politics of Adaptation: Concepts, Forms, and Strategies. In: The Politics of Adaptation: Media Convergence and Ideology, edited by: Dan Hassler-Forest & Pascal Nicklas. To be publicized April 2015. Elsaesser, T & Buckland, W. (2002). S/Z, The ‘Readerly’ Film, and Video Game Logic. Studying Contemporary American Film: A Guide to Movie Analysis. London: Arnold. 146-167. Frasca, Gonzalo. (1999). Ludology Meets Narratology: Similitudes and Differences Between (Video) Games and Narrative. Ludology.org. http://www.ludology.org/articles/ludology.htm (accessed Apr 3, 2015). Frasca, G. (2003). Simulation versus Narrative: Introduction to Ludology. In The Video Game Theory Reader, edited by Mark J. P. Wolf and Bernard Perron, 221-235. New York: Routledge. Hutcheon, L. (2004). On the Art of Adaptation. Daedalus, Vol. 133. No. 2, pp. 108-111. Jenkins, H. (2003). Transmedia storytelling. Moving characters from books to films to games can make them stronger and more compelling. Technology Review. 15 January. http://www.technologyreview.com/news/401760/transmedia-storytelling/ (accessed Apr 3, 2015). Jenkins, H. (2004). Game Design as Narrative Architecture. In First Person: New Media as Story, Performance, and Game, edited by Noah Wardrip-Fruin and Pat Harrigan, 118-130. Cambridge, MA: The MIT Press.
  • 24. Internship report Joshua Jansma - 3274292 22 Jenkins, H. (2006). Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York: New York University Press. Jenkins, H. (2008). Convergence Culture: Where Old and New Media Collide. New York: New York University Press. Jenkins, H. (2009). Revenge of the Origami Unicorn: Seven Core Concepts of Transmedia Storytelling. Futures of Entertainment, 21 December. http://www.convergenceculture.org/weblog/2009/12/the_revenge_of_the_origami_uni.php (accessed Apr 3, 2015). Jenkins, H. (2010). Transmedia Storytelling and Entertainment: An annotated syllabus. Continuum: Journal of Media & Cultural Studies, 24:6, 943-958 Jenkins, H. (2011). Transmedia 202: Further Reflections. HenryJenkins.org. http://henryjenkins.org/2011/08/defining_transmedia_further_re.html (accessed Apr 3, 2015). Jenkins, H. (2014). Why Do Humans Tell the Stories They Do: An Interview with Lily Alexander (Parts 1-5). HenryJenkins.org. http://henryjenkins.org/2014/04/why-do-humans-tell-the-stories-they-do-an-interview-with-lily- alexander-part-four.html (accessed Apr 3, 2015). Juul, J. (2005). Half-Real: Video Games Between Real Rules and Fictional Worlds. Cambridge: The MIT Press. Kustritz, A. (2014). Serialty and Transmediality in the Fan Universe: Flexible and Multiple Narrative Structures in Fan Fiction, Arts, and Vids. TV/Series #6, December 2014 Long, J. (2008). Transmedia storytelling. Business, aesthetics and production at the Jim Henson Company. (Master's dissertation, Comparative Media Studies, MIT, 2007). http://cms.mit.edu/research/theses/GeoffreyLong2007.pdf (accessed Apr 3, 2015) Manovich, L. (2001). The Language of New Media. Cambridge: The MIT Press. Murray, J. (1997). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge: The MIT Press. Perryman, P. (2006). Doctor Who and the convergence of media: A case study in transmedia storytelling. Continuum: Journal of Media & Cultural Studies, 14:1, 21-39 Ryan, M. (2001). Beyond Myth and Metaphor: The Case of Narrative in Digital Media. Game Studies: The International Journal of Computer Game Research 1 (1). http://www.gamestudies.org/0101/ryan/ (accessed Apr 3, 2015). Ryan, M. (2011). The Interactive Onion: Layers of User Participation in Digital Narrative Texts. In New Narratives: Stories and Storytelling in the Digital Age, edited by Ruth Page and Bronwen Thomas, 35-62. Lincoln: University of Nebraska Press. Salen, Katie, and Eric Zimmerman. (2004). Rules of Play: Game Design Fundamentals.
  • 25. Internship report Joshua Jansma - 3274292 23 Cambridge, MA: The MIT Press. Sasaki, D. M. (2012). Transmedia storytelling and LOST path to success. Master thesis, Digital Culture, University of Jyväskylä. Scolari, C. A. (2009). Transmedia Storytelling: Implicit Consumers, Narrative Worlds, and Branding in Contemporary Media Production. International Journal of Communication 3 (2009), 586-606 Stam, R. (2005). Literature and Film: A Guide to the Theory and Practice of Film Adaptation. Oxford: Blackwell Publishing.