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Designing Transmedia for Impact
Sarah Atkinson, King’s College: sarah.atkinson@kcl.ac.uk
Vicki Callahan, University of Southern California: vcallahan@cinema.usc.edu
PART I: KEY ELEMENTS OF DESIGN
Vicki Callahan
vcallahan@cinema.usc.edu
Elements to Consider
•  Issue
•  Objective/Call to Action
•  Platforms Employed,
Duration of Campaign
•  Audience Experience –
include Co-creation
opportunities
•  How does project create
a Trace, Agency, Emotion
for Audience/Co-creators
•  Ethical Considerations/
Best Practices
•  Strengths/Weaknesses
Saving	
  the	
  Sierra:	
  Voices	
  of	
  Conserva3on	
  in	
  Ac3on,	
  h6p://www.savingthesierra.org	
  
Issue: Representation
Through a Lens Darkly and Digital Diaspora Roadshow,
Thomas Allen Harris, 2014 http://1world1family.me
Objective: Visibility, Perceptual Shifts, +
Community Expression
•  Two part strategy:
1.  Documentary Film
(Through a Lens…):
Stereotypes/
Received images
and African
American artists’
intervention in
representations of
community
2.  Archive and Public
Events: Digital
Diaspora Roadshow
(community outreach)
Through a Lens Darkly
http://www.pbs.org/independentlens/films/through-a-lens-darkly/
	
  
How Story Spreads
•  Live events
•  Website
•  Flickr + Instagram
•  Facebook
•  Documentary film
(screened on PBS, live
events, and available on
video on demand)
•  Lesson Plans on African
American History and
Identity
•  Archive both public and
private
Digital Diaspora Roadshow
	
  
Outcomes:	
  	
  
•  Change	
  the	
  received	
  images,	
  create	
  new	
  public	
  narra3ves	
  about	
  the	
  African	
  American	
  	
  
experience	
  
•  	
  Create	
  archive	
  of	
  history	
  previously	
  not	
  valued;	
  provide	
  opportunity	
  for	
  community	
  to	
  	
  
connect	
  their	
  stories,	
  deepen	
  community	
  bonds	
  
•  Develop	
  media	
  literacy	
  skills	
  in	
  community	
  as	
  both	
  creators	
  and	
  as	
  informed	
  viewers	
  
Issue: Global Women’s Rights
Half the Sky, Maro Chermayeff
(from book by Nicholas Kristof and Sheryl WuDunn)
http://www.halftheskymovement.org/
Objectives: Awareness, Behavior/Policy Change
•  Awareness both in
US and Globally
•  Education and
behavioral
changes on issues
of violence,
reproductive
rights, trafficking,
economic/personal
empowerment
•  “nurture” policy
changes
Edna Adan, activist, strategies for education
on issue of female genital mutilation
Half the Sky movement website
How Story Spreads
•  Book
•  Website with rich media for
both US and global context.
Media from local communities/
NGO as well as “celebrities,”
policy makers, activists in West
•  Documentary Film (VOD, PBS)
•  Facebook game and mobile
games targeted to issues and
local communities.
•  Global Engagement initiatives
with NGO educational videos
(free download) and education
guides
Mobile game from Half the Sky movement
Outcomes
•  $5 million raised for
organizations partnering
with Half the Sky
•  1.1 million participants in
Facebook game
•  30+ NGO partners
•  1500 screenings on
campus and communities
with discussion groups
•  US and Global
Educational workshops
Issue: Food Justice/Health
LUNCH	
  LOVE	
  COMMUNITY	
  2010-­‐2014,	
  Helen	
  De	
  Michiel	
  
	
  h6p://www.lunchlovecommunity.org/legacy-­‐site/	
  
Objectives
•  Awareness of
Berkeley School
food program
•  Food Justice issues,
especially with
regard to schools
and children
•  Community dialogue
through “media
socials”
•  Policy Intervention
LUNCH	
  LOVE	
  COMMUNITY,	
  Helen	
  De	
  Michiel	
  
How Story Spread
•  Website
•  Short films on site
and YouTube
•  “Media Socials”
•  DeMichiel writings
and presentations on
project and
renovations of
documentary form
	
  
Outcomes
•  Community dialogue
•  Grassroots organizing on
food issues
•  Re-institution of funding for
school program after city
cut off funds (due to ballot
initiative)
•  “Open Space” as
participatory media model,
dialogue, engagement,
rather than “advocacy”
•  12 episode film on dvd for
non-theatrical, educational
market
Issue: Black Masculinity
Question Bridge (2012-present), Chris Johnson, Hank Willis Thomas,
Bayett Ross Smith, Kamal Sinclair http://questionbridge.com/#
Objectives
•  Dialogue
•  Change perceptions
both within and
outside African
American community
•  Show diversity of
experience,
“represent and
redefine black male
identity in US.”
•  Archive stories
Question Bridge website
How Story Spread
•  Video installation
(museums, festivals,
institutions)
•  Online video
•  Mobile app (goal of
200K participants,
“living archive of
black male voices”)
•  Facebook
•  Blueprint
Roundtables
•  High School
curriculum
Question Bridge website
	
  
Outcomes
•  Ongoing project
•  How to gauge
awareness and
perceptual shifts?
•  Creating alternative
media space
Question Bridge website
	
  
Issue: Youth Health
Try	
  Life,	
  Paul	
  Irwin,	
  h6p://www.trylife.tv	
  
Objectives
•  Awareness and
Behavior
Change for
young people
on key issues of
youth health and
development:
–  Drugs/alcohol
–  Sex
–  Violence
–  Education
	
  
	
  
Try	
  Life,	
  Paul	
  Irwin,	
  h6p://www.trylife.tv	
  
	
  
How Story Spread
•  Website with
interactive videos
•  Facebook
•  Twitter
•  TryRadio
Outcomes
•  1,679,325
Facebook fans,
160K new fans
this week
•  120,000 plays on
website
•  Received
funding for 3rd
episode
•  Some media
training for youth
– script co-
creation
•  Health resources
on site
Try	
  Life,	
  Paul	
  Irwin,	
  h6p://www.trylife.tv	
  
	
  
Issue: “Internet of Things”
(Networked Culture and Smart Objects)
Sherlock	
  Holmes	
  and	
  the	
  Internet	
  of	
  Things,	
  h6p://sherlockholmes.io	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Lance	
  Weiler,	
  Nick	
  Fortugno,	
  Jorgen	
  van	
  der	
  Sloot	
  
Objectives
•  Consider	
  human/
tech	
  interac3ons,	
  
human	
  at	
  center,	
  not	
  
passive	
  
•  Redefine,	
  reimagine	
  
storytelling	
  
possibili3es	
  
•  Media/Tech	
  Literacy	
  
•  Build	
  Networks	
  and	
  
Community	
  with	
  Art	
  
and	
  Technology	
  
	
  
Sherlock	
  Holmes	
  and	
  the	
  Internet	
  of	
  Things	
  
How Story Spread
•  MOOC with over 200
participants on Novoed
•  Open Global
Collaborative Game
•  Organized on Hackpad
•  Live events, Beta tests at
Lincoln Center (NYFF) and
at Power to the Pixel (LFF)
•  Pilot stage for ongoing
project in 2016,
prototypes developed
Sherlock	
  Holmes	
  and	
  the	
  Internet	
  of	
  Things	
  
Outcomes
•  Still ongoing
•  This weekend is the
culmination of MOOC and
Global Challenge with
worldwide meet up events
and an online event.
•  2016 some objects from
Hackpad and MOOC will
be developed
•  Some teams may organize
other events independently
	
  
Sherlock	
  Holmes	
  and	
  the	
  Internet	
  of	
  Things	
  
	
  
Object	
  Design	
  for	
  Chessboard	
  for	
  Group,	
  THE	
  LIMINAL	
  MESSAGES	
  
Sherlock	
  Holmes	
  and	
  the	
  Internet	
  of	
  Things	
  
PART 2: BLENDING FACT AND
FICTION IN SOCIAL CHANGE
Sarah Atkinson
sarah.atkinson@kcl.ac.uk
Fictional techniques	
  
• Many projects bring true realities to the audience as fictional constructs.
• “Purposeful storytelling,” “barely fictional”
• Jane McGonigal argues that in the case of immersive gaming we have one of
‘the first applications poised to harness the increasingly widespread penetration and
convergence of network technologies for collective social and political action.’ (1)
• Kerric Harvey applies the mode of Drama for Conflict Transformation used in
public anthropology as the basis for his proposition of a ‘Walk-In’ documentary. (2)
• I extend this notion to propose a concept of ‘displaced’ fiction. (3)
	
  
(1) Jane McGonigal, ‘This Is Not a Game’: Immersive Aesthetics and Collective Play’
(paper presented at the DAC 2003 Streamingworlds Conference. Melbourne), 2.
(2) Kerric Harvey, ‘ “Walk-In Documentary”: New Paradigms for Game-Based Interactive Storytelling and Experiential
Conflict Mediation’, Studies in Documentary Film 6 no. 2, 2012:189–202.
(3) Atkinson, S. (2014) Beyond the Screen: Emerging Cinema and Engaging Audiences, New York: Bloomsbury.
Film: The Dark Knight Rises
•  Why so serious? (2008)
http://www.42entertainment.com/work/whysoserious
Why so serious? (2007-2008)
• Attracted over 11 million ‘unique’ players from over 75 different countries
over the 15-month playing period which preceded the theatrical release
of the film.
• Tasks were launched at the annual ComicCon conference, and a
telephone number was projected onto the sky for audience members to call
• Hidden packages concealed inside cakes purchased at bakeries contained a ‘joker
Phone’
• Real-world events included protestors taking to the streets at various locations against
the fictional character Harvey Dent as part of the campaign’s scene setting of the film’s
back-story exposition
• If the participants of who took to the streets in protest against the election of the
new (fictional) mayor were to channel this level of activism into a campaign of
real-world consequence, then their actions have the potential to take on a far more
purposeful and productive dimension.
Conspiracy for Good (2010)	
  
• An ARG-based experience sponsored and ‘powered’ by Nokia
• Created by Tim Kring (Heroes)
• Branded by the makers as a new form of social benefit storytelling.
• A crew of 130 people in five countries were involved with the core activities focused
in London in the spring of 2010. Websites, puzzles, webisodes, social media
elements, texts and mobile games were experienced over the first three months of
the web-based campaign. In July, the experience went live over four weeks of real-
world gaming and instances of street theatre in London.
• Audience members joined the Ancient Secret Society called Conspiracy for Good in
order to uncover the secrets behind Blackwell Briggs, a fictional security firm behind
the disappearance of a cargo of books bound for a library in an Eastern Zambian
village.
• This model of ‘social benefit storytelling’ enabled a type of pseudo-activism,
the outcome of which was an in-built and a predetermined facet of the
experience, which resulted in the funding and establishment of five libraries in
Zambia.
[Video Clip] - http://www.conspiracyforgood.com/wwd.php
Collapsus (2010)	
  
Dir. Tommy Pallotta. Web.
Collapsus	
  
A	
  reference	
  to	
  societal	
  collapse,	
  but	
  also	
  as	
  a	
  reference	
  to	
  the	
  collapse	
  of	
  dis3nc3ons	
  
between	
  media	
  pla]orms	
  and	
  genres.	
  
	
  
‘The	
  energy	
  risk	
  conspiracy’	
  –	
  which	
  centres	
  on	
  the	
  impact	
  of	
  an	
  energy	
  crisis	
  upon	
  
	
  ten	
  young	
  people	
  who	
  are	
  located	
  throughout	
  the	
  world	
  –	
  provides	
  a	
  simulated	
  	
  
experien3al	
  premedia3on	
  of	
  the	
  future.	
  
	
  
Bruno	
  Felix	
  (Producer):	
  ‘It’s	
  a	
  documentary	
  on	
  the	
  future.	
  It’s	
  
very	
  useful	
  to	
  mix	
  up	
  fic3on	
  and	
  documentary	
  because	
  it’s	
  probably	
  the	
  only	
  way	
  
to	
  get	
  a	
  real	
  deep	
  understanding	
  of	
  what	
  the	
  future	
  might	
  look	
  like’.	
  
	
  
Tommy	
  Pallota	
  (Director):	
  ‘an	
  a6empt	
  to	
  reach	
  out	
  to	
  a	
  younger	
  audience	
  or	
  an	
  
audience	
  that	
  wouldn’t	
  normally	
  watch	
  a	
  tradi3onal	
  documentary’.	
  
	
  
h6p://www.submarine.nl/#!/project/collapsus/	
  
Watch	
  
	
  
h6p://www.collapsus.com/experience.php	
  
Play	
  
My Sky is Falling (2012)	
  
Evoke	
  the	
  ‘disorienta3on,	
  uncertainty,	
  distrust,	
  sadness,	
  anxiety,	
  and	
  hope’	
  
experienced	
  by	
  children	
  leaving	
  the	
  foster	
  care	
  system.	
  	
  
	
  
Lance	
  Weiler:	
  
‘a	
  new	
  kind	
  of	
  par3cipatory,	
  purposeful	
  story’,	
  within	
  which	
  a	
  science	
  fic3on	
  experience	
  
triggers	
  the	
  same	
  types	
  of	
  emo3ve	
  and	
  affec3ve	
  responses.	
  	
  
This	
  experience	
  –	
  by	
  –	
  proxy	
  makes	
  explicit	
  (for	
  the	
  audience)	
  the	
  implicit	
  feelings	
  
	
  (of	
  the	
  subject)	
  through	
  the	
  allegorical	
  interrela3ons	
  between	
  the	
  science	
  fic3on	
  
layer	
  and	
  the	
  social	
  issue	
  layer.	
  	
  
	
  
The	
  findings	
  of	
  the	
  project	
  revealed	
  that:	
  
‘People	
  may	
  reveal	
  more	
  about	
  their	
  feelings	
  and	
  emo3ons	
  in	
  these	
  rich,	
  
interpersonal	
  contexts.’	
  
	
  
Presented	
  to	
  the	
  United	
  Na3ons	
  Congress.	
  
Sarah	
  Henry,	
  A	
  New	
  Story:	
  Purposeful	
  Storytelling	
  and	
  Designing	
  with	
  Data	
  (New	
  York:	
  Harmony	
  Ins3tute,	
  2013),	
  5.	
  
You	
  must	
  make	
  a	
  difficult	
  choice,	
  right	
  now.	
  Give	
  up	
  your	
  name,	
  iden3ty,	
  and	
  sense	
  of	
  self	
  
to	
  be	
  housed,	
  fed,	
  and	
  clothed.	
  Or	
  wander	
  aimlessly	
  through	
  life,	
  hungry,	
  in	
  constant	
  fear	
  of	
  
the	
  unknown,	
  and	
  alone—but	
  in	
  control	
  of	
  who	
  you	
  are.	
  
Stop	
  reading	
  and	
  make	
  that	
  decision.	
  Or	
  someone	
  will	
  make	
  it	
  for	
  you.	
  
This	
  is	
  the	
  choice	
  many	
  children	
  face	
  when	
  entering	
  the	
  large,	
  and	
  ojen	
  chao3c	
  US	
  foster	
  
care	
  system.	
  It	
  is	
  also	
  the	
  founda3on	
  for	
  My	
  Sky	
  Is	
  Falling.	
  	
  
Ed Zed Omega (2012)	
  
Dir.	
  Ken	
  Eklund.	
  
Based	
  on	
  the	
  educa3onal	
  experiences	
  of	
  seven	
  teenagers	
  (played	
  
by	
  actors)	
  in	
  Minneapolis,	
  engaged	
  in	
  a	
  process	
  of	
  ‘dropping	
  out	
  loud’.	
  They	
  share	
  
their	
  experiences	
  with	
  others	
  via	
  social	
  media	
  channels	
  as	
  they	
  consider	
  whether	
  
or	
  not	
  to	
  return	
  to	
  high	
  school	
  in	
  September.	
  	
  
	
  
 
At	
  the	
  (real-­‐world)	
  ‘Ins3tute	
  for	
  the	
  Future’	
  ‘Futures	
  of	
  Learning’	
  summit	
  in	
  Paolo	
  Alto,	
  
	
  California,	
  it	
  is	
  the	
  character	
  of	
  Lizzie	
  (not	
  the	
  actress	
  of	
  Lauren)	
  who	
  addresses	
  the	
  forum	
  
created	
  a	
  new	
  kind	
  of	
  space	
  for	
  nego3a3on,	
  in	
  which	
  it	
  is	
  the	
  opinions	
  and	
  experiences	
  	
  
of	
  the	
  fic3onal	
  character	
  that	
  are	
  validated	
  and	
  are	
  used	
  to	
  inform	
  real	
  world	
  policy	
  and	
  ac3on.	
  
	
  
Bear 71 (2012)	
  
Set	
  in	
  Banff	
  Na3onal	
  Park,	
  the	
  web-­‐based	
  documentary	
  enables	
  the	
  audience	
  to	
  use	
  surveillance	
  
technologies	
  to	
  track	
  animals	
  through	
  their	
  habitats	
  within	
  the	
  park.	
  Based	
  around	
  the	
  grizzly	
  
‘Bear	
  71’	
  who	
  was	
  tagged	
  at	
  the	
  age	
  of	
  three	
  and	
  monitored	
  throughout	
  her	
  life,	
  the	
  project	
  
invokes	
  themes	
  of	
  surveillance	
  and	
  conserva3on.	
  
	
  
h6ps://www.youtube.com/watch?v=t-­‐SQAViDdPk	
  (documentary)	
  
h6p://bear71.nq.ca/#/bear71	
  (interact)	
  
	
  
	
  
Dir.	
  Leanne	
  Allison	
  &	
  
Jeremy	
  Mendes.	
  	
  
	
  
FutureCoast (2014)	
  
FutureCoast (2014)	
  
Designing transmedia for impact
Designing transmedia for impact
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Designing transmedia for impact

  • 1. Designing Transmedia for Impact Sarah Atkinson, King’s College: sarah.atkinson@kcl.ac.uk Vicki Callahan, University of Southern California: vcallahan@cinema.usc.edu
  • 2. PART I: KEY ELEMENTS OF DESIGN Vicki Callahan vcallahan@cinema.usc.edu
  • 3. Elements to Consider •  Issue •  Objective/Call to Action •  Platforms Employed, Duration of Campaign •  Audience Experience – include Co-creation opportunities •  How does project create a Trace, Agency, Emotion for Audience/Co-creators •  Ethical Considerations/ Best Practices •  Strengths/Weaknesses Saving  the  Sierra:  Voices  of  Conserva3on  in  Ac3on,  h6p://www.savingthesierra.org  
  • 4. Issue: Representation Through a Lens Darkly and Digital Diaspora Roadshow, Thomas Allen Harris, 2014 http://1world1family.me
  • 5. Objective: Visibility, Perceptual Shifts, + Community Expression •  Two part strategy: 1.  Documentary Film (Through a Lens…): Stereotypes/ Received images and African American artists’ intervention in representations of community 2.  Archive and Public Events: Digital Diaspora Roadshow (community outreach) Through a Lens Darkly http://www.pbs.org/independentlens/films/through-a-lens-darkly/  
  • 6. How Story Spreads •  Live events •  Website •  Flickr + Instagram •  Facebook •  Documentary film (screened on PBS, live events, and available on video on demand) •  Lesson Plans on African American History and Identity •  Archive both public and private
  • 7. Digital Diaspora Roadshow   Outcomes:     •  Change  the  received  images,  create  new  public  narra3ves  about  the  African  American     experience   •   Create  archive  of  history  previously  not  valued;  provide  opportunity  for  community  to     connect  their  stories,  deepen  community  bonds   •  Develop  media  literacy  skills  in  community  as  both  creators  and  as  informed  viewers  
  • 8. Issue: Global Women’s Rights Half the Sky, Maro Chermayeff (from book by Nicholas Kristof and Sheryl WuDunn) http://www.halftheskymovement.org/
  • 9. Objectives: Awareness, Behavior/Policy Change •  Awareness both in US and Globally •  Education and behavioral changes on issues of violence, reproductive rights, trafficking, economic/personal empowerment •  “nurture” policy changes Edna Adan, activist, strategies for education on issue of female genital mutilation Half the Sky movement website
  • 10. How Story Spreads •  Book •  Website with rich media for both US and global context. Media from local communities/ NGO as well as “celebrities,” policy makers, activists in West •  Documentary Film (VOD, PBS) •  Facebook game and mobile games targeted to issues and local communities. •  Global Engagement initiatives with NGO educational videos (free download) and education guides Mobile game from Half the Sky movement
  • 11. Outcomes •  $5 million raised for organizations partnering with Half the Sky •  1.1 million participants in Facebook game •  30+ NGO partners •  1500 screenings on campus and communities with discussion groups •  US and Global Educational workshops
  • 12. Issue: Food Justice/Health LUNCH  LOVE  COMMUNITY  2010-­‐2014,  Helen  De  Michiel    h6p://www.lunchlovecommunity.org/legacy-­‐site/  
  • 13. Objectives •  Awareness of Berkeley School food program •  Food Justice issues, especially with regard to schools and children •  Community dialogue through “media socials” •  Policy Intervention LUNCH  LOVE  COMMUNITY,  Helen  De  Michiel  
  • 14. How Story Spread •  Website •  Short films on site and YouTube •  “Media Socials” •  DeMichiel writings and presentations on project and renovations of documentary form  
  • 15. Outcomes •  Community dialogue •  Grassroots organizing on food issues •  Re-institution of funding for school program after city cut off funds (due to ballot initiative) •  “Open Space” as participatory media model, dialogue, engagement, rather than “advocacy” •  12 episode film on dvd for non-theatrical, educational market
  • 16. Issue: Black Masculinity Question Bridge (2012-present), Chris Johnson, Hank Willis Thomas, Bayett Ross Smith, Kamal Sinclair http://questionbridge.com/#
  • 17. Objectives •  Dialogue •  Change perceptions both within and outside African American community •  Show diversity of experience, “represent and redefine black male identity in US.” •  Archive stories Question Bridge website
  • 18. How Story Spread •  Video installation (museums, festivals, institutions) •  Online video •  Mobile app (goal of 200K participants, “living archive of black male voices”) •  Facebook •  Blueprint Roundtables •  High School curriculum Question Bridge website  
  • 19. Outcomes •  Ongoing project •  How to gauge awareness and perceptual shifts? •  Creating alternative media space Question Bridge website  
  • 20. Issue: Youth Health Try  Life,  Paul  Irwin,  h6p://www.trylife.tv  
  • 21. Objectives •  Awareness and Behavior Change for young people on key issues of youth health and development: –  Drugs/alcohol –  Sex –  Violence –  Education     Try  Life,  Paul  Irwin,  h6p://www.trylife.tv    
  • 22. How Story Spread •  Website with interactive videos •  Facebook •  Twitter •  TryRadio
  • 23. Outcomes •  1,679,325 Facebook fans, 160K new fans this week •  120,000 plays on website •  Received funding for 3rd episode •  Some media training for youth – script co- creation •  Health resources on site Try  Life,  Paul  Irwin,  h6p://www.trylife.tv    
  • 24. Issue: “Internet of Things” (Networked Culture and Smart Objects) Sherlock  Holmes  and  the  Internet  of  Things,  h6p://sherlockholmes.io                                          Lance  Weiler,  Nick  Fortugno,  Jorgen  van  der  Sloot  
  • 25. Objectives •  Consider  human/ tech  interac3ons,   human  at  center,  not   passive   •  Redefine,  reimagine   storytelling   possibili3es   •  Media/Tech  Literacy   •  Build  Networks  and   Community  with  Art   and  Technology     Sherlock  Holmes  and  the  Internet  of  Things  
  • 26. How Story Spread •  MOOC with over 200 participants on Novoed •  Open Global Collaborative Game •  Organized on Hackpad •  Live events, Beta tests at Lincoln Center (NYFF) and at Power to the Pixel (LFF) •  Pilot stage for ongoing project in 2016, prototypes developed Sherlock  Holmes  and  the  Internet  of  Things  
  • 27. Outcomes •  Still ongoing •  This weekend is the culmination of MOOC and Global Challenge with worldwide meet up events and an online event. •  2016 some objects from Hackpad and MOOC will be developed •  Some teams may organize other events independently   Sherlock  Holmes  and  the  Internet  of  Things    
  • 28. Object  Design  for  Chessboard  for  Group,  THE  LIMINAL  MESSAGES   Sherlock  Holmes  and  the  Internet  of  Things  
  • 29. PART 2: BLENDING FACT AND FICTION IN SOCIAL CHANGE Sarah Atkinson sarah.atkinson@kcl.ac.uk
  • 30. Fictional techniques   • Many projects bring true realities to the audience as fictional constructs. • “Purposeful storytelling,” “barely fictional” • Jane McGonigal argues that in the case of immersive gaming we have one of ‘the first applications poised to harness the increasingly widespread penetration and convergence of network technologies for collective social and political action.’ (1) • Kerric Harvey applies the mode of Drama for Conflict Transformation used in public anthropology as the basis for his proposition of a ‘Walk-In’ documentary. (2) • I extend this notion to propose a concept of ‘displaced’ fiction. (3)   (1) Jane McGonigal, ‘This Is Not a Game’: Immersive Aesthetics and Collective Play’ (paper presented at the DAC 2003 Streamingworlds Conference. Melbourne), 2. (2) Kerric Harvey, ‘ “Walk-In Documentary”: New Paradigms for Game-Based Interactive Storytelling and Experiential Conflict Mediation’, Studies in Documentary Film 6 no. 2, 2012:189–202. (3) Atkinson, S. (2014) Beyond the Screen: Emerging Cinema and Engaging Audiences, New York: Bloomsbury.
  • 31. Film: The Dark Knight Rises •  Why so serious? (2008) http://www.42entertainment.com/work/whysoserious
  • 32. Why so serious? (2007-2008) • Attracted over 11 million ‘unique’ players from over 75 different countries over the 15-month playing period which preceded the theatrical release of the film. • Tasks were launched at the annual ComicCon conference, and a telephone number was projected onto the sky for audience members to call • Hidden packages concealed inside cakes purchased at bakeries contained a ‘joker Phone’ • Real-world events included protestors taking to the streets at various locations against the fictional character Harvey Dent as part of the campaign’s scene setting of the film’s back-story exposition • If the participants of who took to the streets in protest against the election of the new (fictional) mayor were to channel this level of activism into a campaign of real-world consequence, then their actions have the potential to take on a far more purposeful and productive dimension.
  • 33.
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  • 35. Conspiracy for Good (2010)   • An ARG-based experience sponsored and ‘powered’ by Nokia • Created by Tim Kring (Heroes) • Branded by the makers as a new form of social benefit storytelling. • A crew of 130 people in five countries were involved with the core activities focused in London in the spring of 2010. Websites, puzzles, webisodes, social media elements, texts and mobile games were experienced over the first three months of the web-based campaign. In July, the experience went live over four weeks of real- world gaming and instances of street theatre in London. • Audience members joined the Ancient Secret Society called Conspiracy for Good in order to uncover the secrets behind Blackwell Briggs, a fictional security firm behind the disappearance of a cargo of books bound for a library in an Eastern Zambian village. • This model of ‘social benefit storytelling’ enabled a type of pseudo-activism, the outcome of which was an in-built and a predetermined facet of the experience, which resulted in the funding and establishment of five libraries in Zambia. [Video Clip] - http://www.conspiracyforgood.com/wwd.php
  • 36. Collapsus (2010)   Dir. Tommy Pallotta. Web.
  • 37. Collapsus   A  reference  to  societal  collapse,  but  also  as  a  reference  to  the  collapse  of  dis3nc3ons   between  media  pla]orms  and  genres.     ‘The  energy  risk  conspiracy’  –  which  centres  on  the  impact  of  an  energy  crisis  upon    ten  young  people  who  are  located  throughout  the  world  –  provides  a  simulated     experien3al  premedia3on  of  the  future.     Bruno  Felix  (Producer):  ‘It’s  a  documentary  on  the  future.  It’s   very  useful  to  mix  up  fic3on  and  documentary  because  it’s  probably  the  only  way   to  get  a  real  deep  understanding  of  what  the  future  might  look  like’.     Tommy  Pallota  (Director):  ‘an  a6empt  to  reach  out  to  a  younger  audience  or  an   audience  that  wouldn’t  normally  watch  a  tradi3onal  documentary’.     h6p://www.submarine.nl/#!/project/collapsus/   Watch     h6p://www.collapsus.com/experience.php   Play  
  • 38. My Sky is Falling (2012)   Evoke  the  ‘disorienta3on,  uncertainty,  distrust,  sadness,  anxiety,  and  hope’   experienced  by  children  leaving  the  foster  care  system.       Lance  Weiler:   ‘a  new  kind  of  par3cipatory,  purposeful  story’,  within  which  a  science  fic3on  experience   triggers  the  same  types  of  emo3ve  and  affec3ve  responses.     This  experience  –  by  –  proxy  makes  explicit  (for  the  audience)  the  implicit  feelings    (of  the  subject)  through  the  allegorical  interrela3ons  between  the  science  fic3on   layer  and  the  social  issue  layer.       The  findings  of  the  project  revealed  that:   ‘People  may  reveal  more  about  their  feelings  and  emo3ons  in  these  rich,   interpersonal  contexts.’     Presented  to  the  United  Na3ons  Congress.   Sarah  Henry,  A  New  Story:  Purposeful  Storytelling  and  Designing  with  Data  (New  York:  Harmony  Ins3tute,  2013),  5.  
  • 39. You  must  make  a  difficult  choice,  right  now.  Give  up  your  name,  iden3ty,  and  sense  of  self   to  be  housed,  fed,  and  clothed.  Or  wander  aimlessly  through  life,  hungry,  in  constant  fear  of   the  unknown,  and  alone—but  in  control  of  who  you  are.   Stop  reading  and  make  that  decision.  Or  someone  will  make  it  for  you.   This  is  the  choice  many  children  face  when  entering  the  large,  and  ojen  chao3c  US  foster   care  system.  It  is  also  the  founda3on  for  My  Sky  Is  Falling.    
  • 40.
  • 41. Ed Zed Omega (2012)   Dir.  Ken  Eklund.   Based  on  the  educa3onal  experiences  of  seven  teenagers  (played   by  actors)  in  Minneapolis,  engaged  in  a  process  of  ‘dropping  out  loud’.  They  share   their  experiences  with  others  via  social  media  channels  as  they  consider  whether   or  not  to  return  to  high  school  in  September.      
  • 42.   At  the  (real-­‐world)  ‘Ins3tute  for  the  Future’  ‘Futures  of  Learning’  summit  in  Paolo  Alto,    California,  it  is  the  character  of  Lizzie  (not  the  actress  of  Lauren)  who  addresses  the  forum   created  a  new  kind  of  space  for  nego3a3on,  in  which  it  is  the  opinions  and  experiences     of  the  fic3onal  character  that  are  validated  and  are  used  to  inform  real  world  policy  and  ac3on.    
  • 43. Bear 71 (2012)   Set  in  Banff  Na3onal  Park,  the  web-­‐based  documentary  enables  the  audience  to  use  surveillance   technologies  to  track  animals  through  their  habitats  within  the  park.  Based  around  the  grizzly   ‘Bear  71’  who  was  tagged  at  the  age  of  three  and  monitored  throughout  her  life,  the  project   invokes  themes  of  surveillance  and  conserva3on.     h6ps://www.youtube.com/watch?v=t-­‐SQAViDdPk  (documentary)   h6p://bear71.nq.ca/#/bear71  (interact)       Dir.  Leanne  Allison  &   Jeremy  Mendes.