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BEING LUCKY.
TRANSMEDIA AND CO-CREATION
PRACTICES IN MUSIC VIDEO-CLIPS

Gemma San Cornelio & Antoni Roig, Universitat Oberta de Catalunya
Transmedia Literacy - IN3 –UOC, December 10, 2013

9/12/13
SUMMARY

1. Background
2. Framework research on creative practices and participation in
new media
3. Objectives
4. Case study: PV Nova’s Evolution of Get Lucky
5. Methodology
6. Analysis and results
7. Conclusions and further research

9/12/13
BACKGROUND

The recording industry under a continuous pressure to re-invent
itself
(Sterne, 2006; Bull, 2007; Jacobson, 2010; Magaudda, 2011)
• First cultural industry where specific technocultural
changes are experienced: file sharing, mobility, remixing
practices, streaming services, etc.
• Changes in the materiality of music : need to introduce
added value and adapt to emerging practices of
consumption.

9/12/13
BACKGROUND
Connection with our previous and current research in creative
practices and participation in new media:
• CREATIVE research project, funded by MICINN
(HAR2010-18982)
• Modding practices and co-creative communities.
• Fanworks.
• Participatory production (transmedia, filmmaking)
• DIY video production
• Music and participatory practices

9/12/13
BACKGROUND
•
•
•

Social networking (myspace, facebook…)
Collective financing
Open licences and remix

•

Personalization of music experience

•

Multimedia/Transmedia/Interaction/Apps
Calls to collaboration (Co-creation) in processes:
• Lyrics
• Crowdsourced Music videos
• Album personalization
• Fan Contests (versions)
• Social experiences in music listening (i.e. Soundcloud)
• Contributing as a performer or a composer in a collective endeavour
• Arrange and perform versions of yet unreleased tracks

•

9/12/13
OBJECTIVES

- To identify the participatory dimensions of a music video
project with transmedia qualities.
- To analyze the aesthetics of a crowdsourced music video
project.
- To consider the role of remix practices as a form of literacy
(Manovich, 2008; Lessig, 2005)
- To analyze the features of playful re-appropriation of pop
history through co-creation: connections to different notions of
cultural nostalgia.

9/12/13
Case study: EVOLUTION OF GET LUCKY

9/12/13
Case study: EVOLUTION OF GET LUCKY

9/12/13
Case study: EVOLUTION OF GET LUCKY

Project timeline
10/06/2013
Open Call

10/07/2013
Call deadline

5/08/2013
Remixed video

Interactive video
Linear edited music video
Annotated sound file
Downloadable file
Linear edited music video

9/12/13

Game-like experience
Case study: EVOLUTION OF GET LUCKY
“Evolution of Get Lucky” as a participatory
project:
- Pre-defined rules.
- Creative visual freedom
- Open call with a tight deadline.
- Notion of “experience”
- No decision-making.
- No contest.
- Linear and closed edition process.
- Sense of belonging
9/12/13
METHODOLOGY

• Project analysis focusing on the actors’ perspectives
• Considering the set of videos received
• Analyzing the ones selected for the final cut
• Looking at most successful decades
• Aesthetics analysis /cultural references
• Interviews with the artist and participants
• Comments and feedback in sharing platforms

9/12/13
ANALYSIS AND RESULTS

-

Closed proposal, personal project of the artist (iconic)
Crowdsourcing in video (not in the music)
Publics participation (137 videos in total, 38 selected videos)
Most successful decades (more videos received): 1960, 2020
(followed by 1950’s)
- Nostalgia and projection to the future.
- ‘Retro music’ connected with the years that followed IIWW
(Reynolds 2011)

9/12/13
ANALYSIS AND RESULTS
- Aesthetics uniformization in both decades: 60’s identical
videos with psychodelic references, nature and hippies.
2020’s abstracted, post-apocalyptical and excessive use of
image filters). Only 2 of them were selected for the final cut.
- 70-80-90 are the less successful decades, but the videos sent
capture the musical clues present in the audio track.
- Musical base remix influences visual interpretation, more than
the cultural and musical references regarding a specific
decade.
- The absence of local cultural (French) references.

9/12/13
CONCLUSIONS AND FURTHER RESEARCH

- Collaborative aesthetics are not necessarily connected with
fragmentary or differentiated interpretations.
- Nostalgia and visions of future seem to be equally motivating
cultural interpretations.
- Crowdsourcing connected with remix cultures can be used as
a powerful tool in literacy, e. g. in terms of stylistic
assignments.
- Exploring motivations for participants in crowdsourcing can
help modelling successful experiences.

9/12/13
Questions?
gsan_cornelio@uoc.edu
aroigt@uoc.edu

9/12/13

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Transmedia Music Video Co-Creation

  • 1. BEING LUCKY. TRANSMEDIA AND CO-CREATION PRACTICES IN MUSIC VIDEO-CLIPS Gemma San Cornelio & Antoni Roig, Universitat Oberta de Catalunya Transmedia Literacy - IN3 –UOC, December 10, 2013 9/12/13
  • 2. SUMMARY 1. Background 2. Framework research on creative practices and participation in new media 3. Objectives 4. Case study: PV Nova’s Evolution of Get Lucky 5. Methodology 6. Analysis and results 7. Conclusions and further research 9/12/13
  • 3. BACKGROUND The recording industry under a continuous pressure to re-invent itself (Sterne, 2006; Bull, 2007; Jacobson, 2010; Magaudda, 2011) • First cultural industry where specific technocultural changes are experienced: file sharing, mobility, remixing practices, streaming services, etc. • Changes in the materiality of music : need to introduce added value and adapt to emerging practices of consumption. 9/12/13
  • 4. BACKGROUND Connection with our previous and current research in creative practices and participation in new media: • CREATIVE research project, funded by MICINN (HAR2010-18982) • Modding practices and co-creative communities. • Fanworks. • Participatory production (transmedia, filmmaking) • DIY video production • Music and participatory practices 9/12/13
  • 5. BACKGROUND • • • Social networking (myspace, facebook…) Collective financing Open licences and remix • Personalization of music experience • Multimedia/Transmedia/Interaction/Apps Calls to collaboration (Co-creation) in processes: • Lyrics • Crowdsourced Music videos • Album personalization • Fan Contests (versions) • Social experiences in music listening (i.e. Soundcloud) • Contributing as a performer or a composer in a collective endeavour • Arrange and perform versions of yet unreleased tracks • 9/12/13
  • 6. OBJECTIVES - To identify the participatory dimensions of a music video project with transmedia qualities. - To analyze the aesthetics of a crowdsourced music video project. - To consider the role of remix practices as a form of literacy (Manovich, 2008; Lessig, 2005) - To analyze the features of playful re-appropriation of pop history through co-creation: connections to different notions of cultural nostalgia. 9/12/13
  • 7. Case study: EVOLUTION OF GET LUCKY 9/12/13
  • 8. Case study: EVOLUTION OF GET LUCKY 9/12/13
  • 9. Case study: EVOLUTION OF GET LUCKY Project timeline 10/06/2013 Open Call 10/07/2013 Call deadline 5/08/2013 Remixed video Interactive video Linear edited music video Annotated sound file Downloadable file Linear edited music video 9/12/13 Game-like experience
  • 10. Case study: EVOLUTION OF GET LUCKY “Evolution of Get Lucky” as a participatory project: - Pre-defined rules. - Creative visual freedom - Open call with a tight deadline. - Notion of “experience” - No decision-making. - No contest. - Linear and closed edition process. - Sense of belonging 9/12/13
  • 11. METHODOLOGY • Project analysis focusing on the actors’ perspectives • Considering the set of videos received • Analyzing the ones selected for the final cut • Looking at most successful decades • Aesthetics analysis /cultural references • Interviews with the artist and participants • Comments and feedback in sharing platforms 9/12/13
  • 12. ANALYSIS AND RESULTS - Closed proposal, personal project of the artist (iconic) Crowdsourcing in video (not in the music) Publics participation (137 videos in total, 38 selected videos) Most successful decades (more videos received): 1960, 2020 (followed by 1950’s) - Nostalgia and projection to the future. - ‘Retro music’ connected with the years that followed IIWW (Reynolds 2011) 9/12/13
  • 13. ANALYSIS AND RESULTS - Aesthetics uniformization in both decades: 60’s identical videos with psychodelic references, nature and hippies. 2020’s abstracted, post-apocalyptical and excessive use of image filters). Only 2 of them were selected for the final cut. - 70-80-90 are the less successful decades, but the videos sent capture the musical clues present in the audio track. - Musical base remix influences visual interpretation, more than the cultural and musical references regarding a specific decade. - The absence of local cultural (French) references. 9/12/13
  • 14. CONCLUSIONS AND FURTHER RESEARCH - Collaborative aesthetics are not necessarily connected with fragmentary or differentiated interpretations. - Nostalgia and visions of future seem to be equally motivating cultural interpretations. - Crowdsourcing connected with remix cultures can be used as a powerful tool in literacy, e. g. in terms of stylistic assignments. - Exploring motivations for participants in crowdsourcing can help modelling successful experiences. 9/12/13