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The nordic   Fabel Kommunikation

transmedia    Max Valentin
scene three    CEO

      cases   max@fabel.se
This presentation contains:
• 3 cases of participatory culture/the Nordic Larp Scene
• 3 cases of Nordic transmedia
• Short conclusion
Larps for entertainment
Futuredrome (2001)
• Inspired by Burning
man
• 900+ participants
• Broad collaboration in
production
Larp for learning
The Journey (2003,
2006)
• 4000 participants
• Proven impact in target
group
• Broad collaboration in
production
Participatory culture
Lunch Beat (2010- )
Participatory culture
Lunch Beat (2010- )
                        Online platforms
                        used
Beauty contest of words




                          2011 / Source: Google trends
TV/larp production
The truth about Marika
(2008)
• Five 45 min episodes on Swedish TV
• Online community solving pussles
• Offline community acting in urban areas
TV/larp production
The truth about Marika
• The Company P (Transmedia
design) wins Emmy 2009
• Opens up an understanding
for what transmedia can be
• Typical story for this media,
conspiracy theory
• Shows the importance of
discussing ethics in
relationship                      2009 / The company P celebrates their Emmy for ”The
                                  truth about Marika”
to the context of the
production
Mobile gaming
Shadow cities
• Finish pervasive MMORPG for iPhone by Gray Area
(Massively multiplayer online role-playing game)
• Free-to-play strategy
• >100 000 downloads
Mobile gaming
Shadow cities
• Creative use of new technology
• Collaborative
• Pivoting development
Mobile gaming
Shadow cities
• Epic battle
• Weak story
Mobile gaming
Shadow cities
                Online platforms
• Epic battle   used
• Weak story
Comparing impact
Comparing impact




The truth about Marika: 11
Shadow Cities: 99
I love bees: 21
Pirates of the caribbean: 833

Comcel: 183
Serious gaming/DIY
Shameless (2011)
Serious gaming/DIY
Shameless
• Swedish cross-media
production meant for classrooms
• Production by:
  NGO - Amnesty International,
  Public sector - The region of
Gothenburg
  Private sector - Fabel
Kommunikation
• Linked to national education plan
Serious gaming/DIY
Shameless
• Swedish cross-media                 Online platforms
production meant for classrooms       used
• Production by:
  NGO - Amnesty International,
  Public sector - The region of
Gothenburg
  Private sector - Fabel
Kommunikation
• Linked to national education plan
Serious gaming/DIY
Shameless
Low cost
• Standard technology
• On excising platforms


Online content
• Fashion by Shameless
• What happend to Omid


Instructions for teachers
• Among us
Story universe   game culture   interactivity
 user generated content     Collaboration
      Blending event and online Trust
Story universe        game culture   interactivity
 user generated content       Collaboration
        Blending event and online Trust

 Henry Jenkins ”Convergence culture: where old
 and new media collide”
 Jane McGonigal ”Reality is Broken - Why games
 makes us better and how they can change the
 world
Conclusion
If the formula is:

Social trust + network reach = Success
If the formula is:

Social trust + network reach = Success
• Focus on how to involve participants into the
whole process
• Clear framework of rules for involvement of
audience
• Subproducers must understand the framework
• Use open licenses, creative commons
• Embrace the little user generated content you
get
The nordic   Fabel Kommunikation

transmedia    Max Valentin
scene three    CEO

      cases    max@fabel.se

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Nordic Transmedia Cases

  • 1. The nordic Fabel Kommunikation transmedia Max Valentin scene three CEO cases max@fabel.se
  • 2.
  • 3. This presentation contains: • 3 cases of participatory culture/the Nordic Larp Scene • 3 cases of Nordic transmedia • Short conclusion
  • 4. Larps for entertainment Futuredrome (2001) • Inspired by Burning man • 900+ participants • Broad collaboration in production
  • 5. Larp for learning The Journey (2003, 2006) • 4000 participants • Proven impact in target group • Broad collaboration in production
  • 7. Participatory culture Lunch Beat (2010- ) Online platforms used
  • 8. Beauty contest of words 2011 / Source: Google trends
  • 9. TV/larp production The truth about Marika (2008) • Five 45 min episodes on Swedish TV • Online community solving pussles • Offline community acting in urban areas
  • 10. TV/larp production The truth about Marika • The Company P (Transmedia design) wins Emmy 2009 • Opens up an understanding for what transmedia can be • Typical story for this media, conspiracy theory • Shows the importance of discussing ethics in relationship 2009 / The company P celebrates their Emmy for ”The truth about Marika” to the context of the production
  • 11. Mobile gaming Shadow cities • Finish pervasive MMORPG for iPhone by Gray Area (Massively multiplayer online role-playing game) • Free-to-play strategy • >100 000 downloads
  • 12. Mobile gaming Shadow cities • Creative use of new technology • Collaborative • Pivoting development
  • 13. Mobile gaming Shadow cities • Epic battle • Weak story
  • 14. Mobile gaming Shadow cities Online platforms • Epic battle used • Weak story
  • 16. Comparing impact The truth about Marika: 11 Shadow Cities: 99 I love bees: 21 Pirates of the caribbean: 833 Comcel: 183
  • 18. Serious gaming/DIY Shameless • Swedish cross-media production meant for classrooms • Production by: NGO - Amnesty International, Public sector - The region of Gothenburg Private sector - Fabel Kommunikation • Linked to national education plan
  • 19. Serious gaming/DIY Shameless • Swedish cross-media Online platforms production meant for classrooms used • Production by: NGO - Amnesty International, Public sector - The region of Gothenburg Private sector - Fabel Kommunikation • Linked to national education plan
  • 20. Serious gaming/DIY Shameless Low cost • Standard technology • On excising platforms Online content • Fashion by Shameless • What happend to Omid Instructions for teachers • Among us
  • 21. Story universe game culture interactivity user generated content Collaboration Blending event and online Trust
  • 22. Story universe game culture interactivity user generated content Collaboration Blending event and online Trust Henry Jenkins ”Convergence culture: where old and new media collide” Jane McGonigal ”Reality is Broken - Why games makes us better and how they can change the world
  • 24. If the formula is: Social trust + network reach = Success
  • 25. If the formula is: Social trust + network reach = Success • Focus on how to involve participants into the whole process • Clear framework of rules for involvement of audience • Subproducers must understand the framework • Use open licenses, creative commons • Embrace the little user generated content you get
  • 26. The nordic Fabel Kommunikation transmedia Max Valentin scene three CEO cases max@fabel.se

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