The document discusses new legal challenges around transmedia storytelling and derivative works. It defines transmedia as stories that unfold across multiple media platforms, with each platform contributing something integral to the overall narrative. This allows stories and brands to be expanded through various media like films, television, books, video games and merchandising. It provides examples like The Matrix and Star Wars franchises that pioneered this model of immersive stories across different platforms.
The document discusses the evolution of online and multiplayer games from the 1970s to the present. It describes early multiplayer games that allowed players to connect over networks and dial-up services, as well as the development of massively multiplayer online role-playing games (MMORPGs) in the late 1990s and 2000s. Popular MMORPGs like EverQuest and World of Warcraft are discussed in detail. The document also covers emerging genres like augmented reality games and pervasive/alternate reality games that blend digital and physical worlds.
Ufva presentation 2015 - video games - final as presentedKeith Giglio
This document discusses how video games have impacted traditional film and television narrative over the past 40 years. It explores how games have adopted storytelling techniques from other mediums like episodic and sequel/spin-off structures from TV, as well as the importance of story and familiar yet unique worlds from movies. The document also examines how games are influencing other mediums by emphasizing player exploration of physical and narrative spaces, world-building, and coherent action sequences that respect the player's spatial awareness. Overall, it analyzes the evolving relationships and influences between games, film, and TV as narrative forms blend together.
Journal of marketingmanagement, 2013vol. 29,nos. 1–2, 26–47, niraj57
The document provides a critical analysis of the Toy Story film trilogy from Pixar Animation Studios. It explores how the films use anthropomorphism to examine the complex relationships between consumers and products. The films reveal that these relationships are multidimensional and reciprocal, with both humans and objects influencing each other. Through examining the films, the analysis argues that anthropomorphism and consumer-product relationships are more profound than traditional views suggest, with humans and objects mutually constituting each other's identities and meanings.
The Inside Experience was an 8-episode online film broadcast in 2011 that allowed viewers to participate through social media. It was produced professionally with Hollywood talent like DJ Caruso and Emmy Rossum. Viewers could comment on the main character's Facebook page and vote to be featured in the final film. While an early example of interactive online filmmaking, it provided limited opportunities for participation and narrative influence compared to other social films.
This document provides an introduction to virtual worlds and governance. It defines virtual worlds and discusses examples like Second Life and World of Warcraft. Governance is defined as the process of controlling or directing influence and behavior through relationships and power dynamics. Governance exists in both the real world, through laws and government, and in virtual worlds, through terms of service set by the virtual world owners. The document explores how and why virtual worlds both are and are not governed by real-world laws.
The document provides an overview of intellectual property basics that every lawyer should know. It covers the main types of intellectual property including patents, trademarks, copyrights and trade secrets. For trademarks, it discusses the continuum of distinctiveness from generic to fanciful marks. It also outlines the differences between common law, state and federal trademark protections and the factors considered for trademark infringement. For copyright, it describes the types of works protected and ownership issues like works made for hire.
The document discusses the evolution of online and multiplayer games from the 1970s to the present. It describes early multiplayer games that allowed players to connect over networks and dial-up services, as well as the development of massively multiplayer online role-playing games (MMORPGs) in the late 1990s and 2000s. Popular MMORPGs like EverQuest and World of Warcraft are discussed in detail. The document also covers emerging genres like augmented reality games and pervasive/alternate reality games that blend digital and physical worlds.
Ufva presentation 2015 - video games - final as presentedKeith Giglio
This document discusses how video games have impacted traditional film and television narrative over the past 40 years. It explores how games have adopted storytelling techniques from other mediums like episodic and sequel/spin-off structures from TV, as well as the importance of story and familiar yet unique worlds from movies. The document also examines how games are influencing other mediums by emphasizing player exploration of physical and narrative spaces, world-building, and coherent action sequences that respect the player's spatial awareness. Overall, it analyzes the evolving relationships and influences between games, film, and TV as narrative forms blend together.
Journal of marketingmanagement, 2013vol. 29,nos. 1–2, 26–47, niraj57
The document provides a critical analysis of the Toy Story film trilogy from Pixar Animation Studios. It explores how the films use anthropomorphism to examine the complex relationships between consumers and products. The films reveal that these relationships are multidimensional and reciprocal, with both humans and objects influencing each other. Through examining the films, the analysis argues that anthropomorphism and consumer-product relationships are more profound than traditional views suggest, with humans and objects mutually constituting each other's identities and meanings.
The Inside Experience was an 8-episode online film broadcast in 2011 that allowed viewers to participate through social media. It was produced professionally with Hollywood talent like DJ Caruso and Emmy Rossum. Viewers could comment on the main character's Facebook page and vote to be featured in the final film. While an early example of interactive online filmmaking, it provided limited opportunities for participation and narrative influence compared to other social films.
This document provides an introduction to virtual worlds and governance. It defines virtual worlds and discusses examples like Second Life and World of Warcraft. Governance is defined as the process of controlling or directing influence and behavior through relationships and power dynamics. Governance exists in both the real world, through laws and government, and in virtual worlds, through terms of service set by the virtual world owners. The document explores how and why virtual worlds both are and are not governed by real-world laws.
The document provides an overview of intellectual property basics that every lawyer should know. It covers the main types of intellectual property including patents, trademarks, copyrights and trade secrets. For trademarks, it discusses the continuum of distinctiveness from generic to fanciful marks. It also outlines the differences between common law, state and federal trademark protections and the factors considered for trademark infringement. For copyright, it describes the types of works protected and ownership issues like works made for hire.
Cross media between gaming and storytellingValentina Rao
This document discusses cross media storytelling, which involves telling stories across multiple media platforms. It defines different types of convergence and discusses how stories can be told across new and old media. Cross media aims to move audiences from one medium to another and encourage participation. While cross media shares elements with gaming, its main goal is storytelling. Examples of cross media projects are provided that combine television, virtual worlds, games and other media to tell transmedia stories.
Experience Design for story- and game- Worlds (XDW) : Introduction Hubbub Media
This document discusses experience design for transmedia story worlds. It advocates for an installment or episodic approach to transmedia projects that allows each part to be independently funded while building toward a larger whole. It presents a case study of a transmedia sci-fi thriller called Saligia-7 that bridges multiple media formats. The document also provides considerations for audience engagement, building communities around stories, and bringing together producer vision, research, and design documents to plan transmedia projects.
The document provides information about The Jungle Book films from 1967 and 2016, including their production, distribution, marketing, and historical/regulatory contexts. It discusses how both films were mainstream blockbusters distributed by Disney, one of the major "Big Six" film studios. The document also examines the impact of Disney's ownership on film production through funding, star power, technology access, and synergistic marketing across platforms.
Mass media has significant influence on teens in both positive and negative ways. Positively, it exposes teens to new ideas and information to help them learn and grow. However, it can also negatively impact teens' body image and self-esteem by promoting unrealistic societal standards of beauty. The overuse of social media by teens in particular has been linked to increased rates of depression and anxiety. While mass media was originally intended to inform and entertain, it is important to consider its far-reaching effects on vulnerable teenage audiences.
Terry Stevens is the Head of Home Entertainment at Dogwoof, a UK-based documentary film distributor. Some of the films they have distributed include The Age of Stupid, Burma VJ, and The Interrupters. Dogwoof specializes in developing partnerships with organizations like Christian Aid and Oxfam. They handle distribution of films across theatrical, home entertainment, and television windows. One of their goals is to experiment with new technology to find audiences. Dogwoof acquired UK distribution rights to the film Restrepo in 2010 after seeing it at Cannes. Restrepo documents a US platoon deployed to Afghanistan's Korengal Valley over 15 months and was heralded as one of the best war
Taking a look at storytelling in the digital era, keeping in mind the three-legged stool -- content, technology, and business model. Lots of examples. Lots of links. I used this in a presentation to a media studies class at Woodbury University on March 31, 2014
The Art Cinema As A Mode Of Film Essay
Essay on Film Making
Film Friday: Analyzation Of Films And Film
The History of Film Essay
Paramount Decree
Medium Specificity Essay
Elements Of A Semantic Approach To Film Genre
Thesis On Film And Architecture
Digital Convergence Impact On The Film Industry
Boyhood Film Analysis
Editing and Montage Film
Examples Of Structuralist Film Theory
Filmmaking Process Essay
Thirteen Movie Essay
Film Synthesis Essay
Essay on Film Genre
The document discusses the expansion of the Matrix universe across multiple media platforms. It examines two aspects of this phenomenon. First, it analyzes the transmedia narrative approach taken by the Wachowski brothers to tell the Matrix story across films, games, and other media. This illustrates contemporary convergence culture where narratives adapt to different forms. Second, it examines how the Matrix world shifts audiences from passive spectators to active participants through its interactive games and media. It explores what these shifts mean and where the activities take place. The document argues that studying media experiences now requires considering how audiences engage across multiple contexts rather than just individual media.
This document provides information about the 2011 sci-fi comedy film Attack the Block. It was directed by Joe Cornish and produced by Nira Park. The film is set in London and features characters from different ethnic backgrounds to appeal to a wide audience. The poster depicts asteroids falling from the sky to signal the sci-fi element and help identify the hybrid genre. It also features the tagline "inner city vs outer space" to convey the opposition between these two settings. The filmmakers aimed to attract different audiences by including a 30-year-old unemployed stoner character for comedy and teenagers of various backgrounds to show diverse representations. It also featured a 21-year-old female student character to appeal to women. Attack the Block
This document provides information about the 2011 sci-fi comedy film Attack the Block. It summarizes that the film is set in London and features characters from different ethnic backgrounds and ages to appeal to a wide audience. This includes a 30-year-old unemployed stoner, teenagers, and a 21-year-old female student. The poster depicts asteroids falling from the sky to signal the sci-fi element and engages audiences with the characters' clothing and the tagline "inner city vs outer space." Additionally, the filmmakers created social media pages to engage audiences and gather feedback, with the goal of an even wider reach through platforms like Facebook.
This document provides information about the 2011 sci-fi comedy film Attack the Block. It summarizes that the film is set in London and features a cast of characters from different ethnic backgrounds to appeal to a wider audience. The poster depicts asteroids falling from the sky to signal the sci-fi element and help identify the genre as a hybrid of urban comedy and science fiction. Social media pages for the film help engage audiences and spread awareness of the movie to a potentially wide audience through platforms like Facebook.
Gaming: The Genre of Transmedia Used Within Star WarsMolly Trumble
Molly - Web Play, Games and Gamification - Assignment 2: Case Study
The content within this body of work is licensed under the Creative Commons Attribution License and was created for Academic Purposes. The opinions and words expressed are that of the author and not a reflection of any associated institution.
The use of copyrighted logos, images and figures within this body of work falls under the Fair Dealing exclusion to Australian Copyright Law, for the purposes of Criticism and Review. All works have been appropriately attributed to the relevant legislates.
The document discusses the concept of "convergence culture" where old and new media collide as technologies evolve and take on multiple functions. It provides five key aspects of convergence culture: technological, economic, social/organic, cultural, and global. Technological convergence involves transforming media into digital formats. Economic convergence sees large companies exploiting franchises across different media. Social convergence refers to how people navigate multiple media simultaneously. Cultural convergence enables user-generated content and transmedia storytelling. Global convergence means international circulation of media content in today's digital world.
Terry Stevens is the Head of Home Entertainment at UK documentary distributor Dogwoof. Dogwoof has distributed acclaimed documentary films since 2007 across theatrical, home entertainment, and TV windows. They were also early adapters of online distribution. Restrepo, winner of the 2010 Sundance Grand Jury prize, focuses on a US platoon in Afghanistan's dangerous Korengal Valley over 15 months and was granted unprecedented access. Dogwoof identified the film's primary audiences as Guardian readers for its transparent journalism and mainstream 18-35 male audiences for its authentic portrayal of soldiers' experiences. Their release strategy focused on concentrated windows in London and key cities, alternative venues, and social media to build word-of-mouth and an online community
Essay on Cinemas Role in Society
Essay Cinema of Attraction
The Evolution of Film Essay example
Reflection Of Cinema
Essay on Cinema and the Digital Age
Cinema And Cinema
Essay about Cinema and Religion
Cinema Paradiso
Reflective Essay On Cinema
Cinema Paradiso Essay
Attack the Block was released in 2011 and directed by Joe Cornish. It was shown in 352 UK screens in its opening weekend and received a BAFTA nomination. Its budget was £9 million but it only made £3.7 million at the box office. The film targets youth ages around 15, as suggested by its rating. Posters and trailers were used to promote the action/sci-fi/comedy thriller, showing the urban London setting and alien invasion plot. Social media sites like Facebook were also utilized to generate buzz around the film.
Presentation for the Digital Communication and Culture program of the University of Sydney, based on Henry Jenkins\' (http://www.henryjenkins.org/) work.
A Postmodern Audience S Need For Multi-Stranded NarrativesFinni Rice
This document discusses the postmodern audience's need for multi-stranded narratives in media. It argues that postmodernism values a blurring of lines and combining of different styles and narratives. It also discusses how media saturation and the ability to constantly access media on demand has trained audiences to need more complex narratives with multiple storylines in order to remain engaged. Multi-stranded narratives seen in works like Game of Thrones meet this need by presenting various parallel storylines that intersect.
Cross media between gaming and storytellingValentina Rao
This document discusses cross media storytelling, which involves telling stories across multiple media platforms. It defines different types of convergence and discusses how stories can be told across new and old media. Cross media aims to move audiences from one medium to another and encourage participation. While cross media shares elements with gaming, its main goal is storytelling. Examples of cross media projects are provided that combine television, virtual worlds, games and other media to tell transmedia stories.
Experience Design for story- and game- Worlds (XDW) : Introduction Hubbub Media
This document discusses experience design for transmedia story worlds. It advocates for an installment or episodic approach to transmedia projects that allows each part to be independently funded while building toward a larger whole. It presents a case study of a transmedia sci-fi thriller called Saligia-7 that bridges multiple media formats. The document also provides considerations for audience engagement, building communities around stories, and bringing together producer vision, research, and design documents to plan transmedia projects.
The document provides information about The Jungle Book films from 1967 and 2016, including their production, distribution, marketing, and historical/regulatory contexts. It discusses how both films were mainstream blockbusters distributed by Disney, one of the major "Big Six" film studios. The document also examines the impact of Disney's ownership on film production through funding, star power, technology access, and synergistic marketing across platforms.
Mass media has significant influence on teens in both positive and negative ways. Positively, it exposes teens to new ideas and information to help them learn and grow. However, it can also negatively impact teens' body image and self-esteem by promoting unrealistic societal standards of beauty. The overuse of social media by teens in particular has been linked to increased rates of depression and anxiety. While mass media was originally intended to inform and entertain, it is important to consider its far-reaching effects on vulnerable teenage audiences.
Terry Stevens is the Head of Home Entertainment at Dogwoof, a UK-based documentary film distributor. Some of the films they have distributed include The Age of Stupid, Burma VJ, and The Interrupters. Dogwoof specializes in developing partnerships with organizations like Christian Aid and Oxfam. They handle distribution of films across theatrical, home entertainment, and television windows. One of their goals is to experiment with new technology to find audiences. Dogwoof acquired UK distribution rights to the film Restrepo in 2010 after seeing it at Cannes. Restrepo documents a US platoon deployed to Afghanistan's Korengal Valley over 15 months and was heralded as one of the best war
Taking a look at storytelling in the digital era, keeping in mind the three-legged stool -- content, technology, and business model. Lots of examples. Lots of links. I used this in a presentation to a media studies class at Woodbury University on March 31, 2014
The Art Cinema As A Mode Of Film Essay
Essay on Film Making
Film Friday: Analyzation Of Films And Film
The History of Film Essay
Paramount Decree
Medium Specificity Essay
Elements Of A Semantic Approach To Film Genre
Thesis On Film And Architecture
Digital Convergence Impact On The Film Industry
Boyhood Film Analysis
Editing and Montage Film
Examples Of Structuralist Film Theory
Filmmaking Process Essay
Thirteen Movie Essay
Film Synthesis Essay
Essay on Film Genre
The document discusses the expansion of the Matrix universe across multiple media platforms. It examines two aspects of this phenomenon. First, it analyzes the transmedia narrative approach taken by the Wachowski brothers to tell the Matrix story across films, games, and other media. This illustrates contemporary convergence culture where narratives adapt to different forms. Second, it examines how the Matrix world shifts audiences from passive spectators to active participants through its interactive games and media. It explores what these shifts mean and where the activities take place. The document argues that studying media experiences now requires considering how audiences engage across multiple contexts rather than just individual media.
This document provides information about the 2011 sci-fi comedy film Attack the Block. It was directed by Joe Cornish and produced by Nira Park. The film is set in London and features characters from different ethnic backgrounds to appeal to a wide audience. The poster depicts asteroids falling from the sky to signal the sci-fi element and help identify the hybrid genre. It also features the tagline "inner city vs outer space" to convey the opposition between these two settings. The filmmakers aimed to attract different audiences by including a 30-year-old unemployed stoner character for comedy and teenagers of various backgrounds to show diverse representations. It also featured a 21-year-old female student character to appeal to women. Attack the Block
This document provides information about the 2011 sci-fi comedy film Attack the Block. It summarizes that the film is set in London and features characters from different ethnic backgrounds and ages to appeal to a wide audience. This includes a 30-year-old unemployed stoner, teenagers, and a 21-year-old female student. The poster depicts asteroids falling from the sky to signal the sci-fi element and engages audiences with the characters' clothing and the tagline "inner city vs outer space." Additionally, the filmmakers created social media pages to engage audiences and gather feedback, with the goal of an even wider reach through platforms like Facebook.
This document provides information about the 2011 sci-fi comedy film Attack the Block. It summarizes that the film is set in London and features a cast of characters from different ethnic backgrounds to appeal to a wider audience. The poster depicts asteroids falling from the sky to signal the sci-fi element and help identify the genre as a hybrid of urban comedy and science fiction. Social media pages for the film help engage audiences and spread awareness of the movie to a potentially wide audience through platforms like Facebook.
Gaming: The Genre of Transmedia Used Within Star WarsMolly Trumble
Molly - Web Play, Games and Gamification - Assignment 2: Case Study
The content within this body of work is licensed under the Creative Commons Attribution License and was created for Academic Purposes. The opinions and words expressed are that of the author and not a reflection of any associated institution.
The use of copyrighted logos, images and figures within this body of work falls under the Fair Dealing exclusion to Australian Copyright Law, for the purposes of Criticism and Review. All works have been appropriately attributed to the relevant legislates.
The document discusses the concept of "convergence culture" where old and new media collide as technologies evolve and take on multiple functions. It provides five key aspects of convergence culture: technological, economic, social/organic, cultural, and global. Technological convergence involves transforming media into digital formats. Economic convergence sees large companies exploiting franchises across different media. Social convergence refers to how people navigate multiple media simultaneously. Cultural convergence enables user-generated content and transmedia storytelling. Global convergence means international circulation of media content in today's digital world.
Terry Stevens is the Head of Home Entertainment at UK documentary distributor Dogwoof. Dogwoof has distributed acclaimed documentary films since 2007 across theatrical, home entertainment, and TV windows. They were also early adapters of online distribution. Restrepo, winner of the 2010 Sundance Grand Jury prize, focuses on a US platoon in Afghanistan's dangerous Korengal Valley over 15 months and was granted unprecedented access. Dogwoof identified the film's primary audiences as Guardian readers for its transparent journalism and mainstream 18-35 male audiences for its authentic portrayal of soldiers' experiences. Their release strategy focused on concentrated windows in London and key cities, alternative venues, and social media to build word-of-mouth and an online community
Essay on Cinemas Role in Society
Essay Cinema of Attraction
The Evolution of Film Essay example
Reflection Of Cinema
Essay on Cinema and the Digital Age
Cinema And Cinema
Essay about Cinema and Religion
Cinema Paradiso
Reflective Essay On Cinema
Cinema Paradiso Essay
Attack the Block was released in 2011 and directed by Joe Cornish. It was shown in 352 UK screens in its opening weekend and received a BAFTA nomination. Its budget was £9 million but it only made £3.7 million at the box office. The film targets youth ages around 15, as suggested by its rating. Posters and trailers were used to promote the action/sci-fi/comedy thriller, showing the urban London setting and alien invasion plot. Social media sites like Facebook were also utilized to generate buzz around the film.
Presentation for the Digital Communication and Culture program of the University of Sydney, based on Henry Jenkins\' (http://www.henryjenkins.org/) work.
A Postmodern Audience S Need For Multi-Stranded NarrativesFinni Rice
This document discusses the postmodern audience's need for multi-stranded narratives in media. It argues that postmodernism values a blurring of lines and combining of different styles and narratives. It also discusses how media saturation and the ability to constantly access media on demand has trained audiences to need more complex narratives with multiple storylines in order to remain engaged. Multi-stranded narratives seen in works like Game of Thrones meet this need by presenting various parallel storylines that intersect.
Similar to 2 transmedia storytelling & derivative rights (20)
The presentation deals with the concept of Right to Default Bail laid down under Section 167 of the Code of Criminal Procedure 1973 and Section 187 of Bharatiya Nagarik Suraksha Sanhita 2023.
Corporate Governance : Scope and Legal Frameworkdevaki57
CORPORATE GOVERNANCE
MEANING
Corporate Governance refers to the way in which companies are governed and to what purpose. It identifies who has power and accountability, and who makes decisions. It is, in essence, a toolkit that enables management and the board to deal more effectively with the challenges of running a company.
सुप्रीम कोर्ट ने यह भी माना था कि मजिस्ट्रेट का यह कर्तव्य है कि वह सुनिश्चित करे कि अधिकारी पीएमएलए के तहत निर्धारित प्रक्रिया के साथ-साथ संवैधानिक सुरक्षा उपायों का भी उचित रूप से पालन करें।
Sangyun Lee, 'Why Korea's Merger Control Occasionally Fails: A Public Choice ...Sangyun Lee
Presentation slides for a session held on June 4, 2024, at Kyoto University. This presentation is based on the presenter’s recent paper, coauthored with Hwang Lee, Professor, Korea University, with the same title, published in the Journal of Business Administration & Law, Volume 34, No. 2 (April 2024). The paper, written in Korean, is available at <https://shorturl.at/GCWcI>.
1. An Overview of
New Legal Challenges
Connie J. Mableson, Mableson Law Group
SELSA Annual Conference 2010
Connie J. Mableson, October 30, 2010
SELSA
2. 1. Right to make Copies
2. Right to Distribute
3. Right to Perform
4. Right to Display
5. Right to make
Derivative works
Connie J. Mableson, October 30, 2010
SELSA
3. A derivative work is a work based on
or derived from one or more already
existing works.
Connie J. Mableson, October 30, 2010
SELSA
4. Book to Movie
Comic Book to Movie
Painting (original) to Prints/ Lithographs to
Posters
Adaptations – Play to Film; Play to Novel
Typically no creation of a new storyline unless
it is necessary to the adaptation. When there is
a new storyline or character, sometimes
audiences get upset (as well as the author if no
creative control)
Connie J. Mableson, October 30, 2010
SELSA
5. Films (Theatrical , TV, hotel-motel, in-flight, public
transportation, home video, netflix downloads,
sequels, prequels and spin-offs)
TV (free, cable, network, premium subscription,
PPV, syndication, foreign)
Musical Composition (foreign language)(SR use,
music on hold, dance studio, bar-restaurant,
grocery store, concert venues, other uses)
Sound Recording (album version, single version,
radio version, extended version-radio, dance mix,
extended dance mix, madonna mix, club mix, DJ
mix, synch use)
Connie J. Mableson, October 30, 2010
SELSA
6. Derivative Rights are called Ancillary,
Subsidiary & Allied Rights
Publishing Contract with Book publishing
House
Grant of Rights from Author to Publisher
Primary Rights are publishing rights, hardcover
rights, trade paperback
Subsidiary Rights are mass market, audio books, e-books,
foreign translation, book club, serialization
Allied Rights include dramatic rights, movie and
TV rights
Connie J. Mableson, October 30, 2010
SELSA
7. Written narrative
Oral, written (book), dramatic/theatrical (plays,
film)
Every communication tells a story
Essence of a good entertainment property is good
story telling
“Entertainment Property” = creative property &
beyond- books, film, music, visual art, dance,
dramatic and theatrical, games (real or
virtual/MMOs), sports game…
Entertainment Property= Entertainment
Experience= Entertainment Economy =
Storytelling (live or recorded)
Connie J. Mableson, October 30, 2010
SELSA
8. Was MIT media studies professor and in a 2003 MIT
Technology Review Article referred to “Transmedia
Storytelling”
Wrote Convergence Culture and described it as the notion of
spreading narrative across multiple media platforms with
the aim of having each platform contribute something
integral to an over all storyline.
The notion of convergence culture is not primarily a
technological revolution; Jenkins shows that it is more a
cultural shift, dependent on the active participation of the
consumers working in a social dynamic. He references
media franchises like Survivor, The Matrix, and American
Idol to show how the new participatory culture of
consumers can be utilized for popular success and increased
exposure
Transmedia looks at narrative as a HYPERSOCIAL activity
in which a story can evolve across multiple platforms, with
multiple story arcs, manifesting in an array of products and
various revenue streams.
Connie J. Mableson, October 30, 2010
SELSA
9. Trans= Multiple story lines, story arcs
Media = platforms and media outlets
A transmedia story unfolds across multiple
platforms, with each new text making a
distinctive and valuable contribution to the
whole. In the idea form of transmedia
storytelling, each medium does what it does
best – so that a story might be introduced into a
film, expanded through television, novels and
comics.
Connie J. Mableson, October 30, 2010
SELSA
10. Transmedia storytelling occurs when an
integral element of a fiction gets disbursed
across multiple channels – to create a unified
and coordinated entertainment experience.
Ideally content produced on each medium
makes it own unique contribution to the story.
So this content not only becomes part of the
branding, but also part of the exposition.
Think of it as content that transcends the
original medium to become richer and more
enjoyable through the participation of fans.
Connie J. Mableson, October 30, 2010
SELSA
11. Multi-arc storytelling
Multi point of entry
Immersive
Take the story in a new direction
Multiple story lines
World building
Audience Interactivity
Immersing an Audience in a story world and
engaging them with interactivity
Telling good stories
Connie J. Mableson, October 30, 2010
SELSA
12. Multiple forms of media
Multiple Platforms (hardware/devices &
Software on a device)
Active Audiences/Active consumer
Multiple Audiences – engagement based
entertainment
Platforms = theatre, tv, web, Facebook friends,
MMOs, RPG’s, Augmented Reality, Alternate
Reality Games, Virtual Reality Spaces, mobile
devices, iPad, twitter, Flickr,
Connie J. Mableson, October 30, 2010
SELSA
13. The filmmakers plant clues that won’t make
sense until we play the computer game. They
draw on the back story through a series of
animated shorts, which need to be downloaded
off the web of watched of separate DVD. Fans
raced, dazed and confused, from the theatres to
plug into Internet discussion lists, where every
detail would be dissected and every possible
interpretation debated. (The Matrix)
Connie J. Mableson, October 30, 2010
SELSA
14. First transmedia franchise
Films –story line
Books- different story lines
Merch, tie-ins, endorsements, sponsorships
Role playing groups
Small group of people dedicated to building
r2d2 units at home (audience
participation/community formation)
MMORPG - different story line. Player starts
out as Darth Vadar and then moves away from
the dark side but not until lots of game play.
Connie J. Mableson, October 30, 2010
SELSA
15. Book -HARRY POTTER by JK Rowling
Primary Rights are publishing rights, hardcover
rights, trade paperback, mass market,
Ancillary Rights are audio books, e-books, foreign
translation, book club, dramatic right, film rights…
Potter Stuff
Active Engagement and Immersion
http://www.universalorlando.com/harrypotter/
RPG
Connie J. Mableson, October 30, 2010
SELSA
17. Marketing Transmedia
Builds a story around a brand or a specific
property
OLD SPICE
Created individualized story lines deriving
from original story line
Cross Platform
Audience Participation/Immersion
User Generated Content
18. TV Ads started it all
AD1
July 13 one day 74 personalized vids shot based on
Tweets from people wanting the old spice man to
personalize an ad for them
On Twitter, @GStephanopoulos wrote "@OldSpice Hey
Old Spice Man -- Political question: President's lost
some female support. How does WH get those women
voters back?"
GeorgeVid
Voicemessage - created by independent group of
people (audience or user generated content)
Voicemail
19. Represent the Actor or the Ad Agency/P&G
Question: What will the actor be doing?
Old Answer: Principal performer in a TV commercial
New Answer: TV Commercial
Tweet or allow us to Tweet for him
(name and likeness issues)
Photo Stills
Personalized Vids (Trans – story lines)
Print Campaign
New Content and approval issues
Social Marketing
Personal Appearances (tours, freebies, give
aways)
Merchandise (on the deodorant, calendar)
20. Film, 2 console games, books, action figures, clothing, etc.
Augmented Reality
Mattel brings innovation to the toy aisle with augmented
reality, marking the first time the technology has appeared
in a retail toy product. Each action figure, vehicle and
creature will come with a 3-D web tag, called an i-TAG,
which consumers can “scan” using a home computer’s
webcam. Scanning the i-TAG will reveal special content
onscreen unique to the corresponding product. Exact
content varies for each item, but could include biographical
information, additional images and animated models of the
figures. When the i-TAG for deluxe figures, vehicles or
creatures are placed under a webcam, animated 3-D models
will “come alive” through engaging, evading or defending
moves. Place two i-TAGs from the “Battle Pack” together
and the 3-D images will interact with each other.
21. ToyReview
Battlepack
Toys and games feed back to movie
Connie J. Mableson, October 30, 2010
SELSA
23. A Transmedia Narrative project or franchise must consist of three
(or more) narrative storylines existing within the same fictional
universe on any of the following platforms: Film, Television,
Short Film, Broadband, Publishing, Comics, Animation, Mobile,
Special Venues, DVD/Blu-ray/CD-ROM, Narrative Commercial
and Marketing rollouts, and other technologies that may or may
not currently exist. These narrative extensions are NOT the same
as repurposing material from one platform to be cut or
repurposed to different platforms.
A Transmedia Producer credit is given to the person(s)
responsible for a significant portion of a project’s long-term
planning, development, production, and/or maintenance of
narrative continuity across multiple platforms, and creation of
original storylines for new platforms. Transmedia producers also
create and implement interactive endeavors to unite the audience
of the property with the canonical narrative and this element
should be considered as valid qualification for credit as long as
they are related directly to the narrative presentation of a project.
Connie J. Mableson, October 30, 2010
SELSA
24. 1. Blurring between ancillary, subsidiary and allied rights.
2. Content creators (writers) additional exploitations thru
Transmedia that will have to be considered in licensing
deals.
3. “Rights conveyed” language in license deals must be
closely scrutinized.
4. Need to ask forward thinking questions about what the
IP may be used for (future rights).
5. As a practitioner, need to keep a list of all the platforms,
all the allied rights and keep updating it.
6. Characters are more important than ever. Character
protection is complicated already.
7. Territorial rights may become significant.
8. Transmedia is still experimental and currently is a risky
venture (business side). But without acquisition of proper
legal rights, it cannot be done.
Connie J. Mableson, October 30, 2010
SELSA
25. Thank you
Connie J. Mableson
Connie J. Mableson, October 30, 2010
SELSA