For many, Transmedia is still an unknown. In relation to tourism and hospitality even more so. In an effort to explain how Transmedia could be used for destination storytelling, I’ve created a small story told across many platforms using various media forms that call for your suspended disbelief and interaction with a virtual character in order to immerse yourself in her journey. Enjoy the trip!
Justin Nalepa's insight:
An easy to dive-in transmedia narrative for those looking to explore the concept. It's a great example to show how easy it can be to create a transmedia experience with a few tools and without a big budget.
I have a suspicion that my friend Stéphane Jolicoeur (Senior Internet Applications Analyst at the NFB) lives in the future. Not that he time travels like Marty McFly (although I wouldn’t be surprised if he had a DeLorean DMC-12 hidden away somewhere…), but he spends most of his free time surfing computing, design and future tech websites like NOTCOT, Fastcodesign and TechCrunch, and sending me links about 3D printing and HTML 5.
A few days ago, I asked him what new technology and software he thought could revolutionize the world of film. Since then, he’s been sending me a few links everyday.
Two companies doing work I admire have announced in the last few weeks that they're closing their doors on projects I love: Fourth Wall Studios, creator of Emmy-winning Dirty Work; and Tiny Speck, creator of quirky Flash MMO Glitch.
In neither case is the company itself shutting down. They're both conducting a pivot, as the Silicon Valley lingo goes. Fourth Wall will focus on developing its technology platform and get out of the business of original content. Tiny Speck will pursue chat technologies it developed... not games.
Neither company is continuing the work the founders meant to do when the company was formed. In both cases, nearly all of the staff have been let go.
Justin Nalepa's insight:
Andrea Phillips is the author of A Creator's Guide to Transmedia Storytelling. A great book and insight into becoming a transmedia storyteller/producer. Check it out here: http://deusexmachinatio.com/book
What is the essence of The Teenage Mutant Ninja Turtles?Their descriptive name provides the basic biographical info, but, apart from Turtle Power, what are the heroes on a half shell really all about?
Justin Nalepa's insight:
Having been a fan of the original animated series, TMNT has had a lasting impact on my childhood. From comics, TV, video games, action figures and toys, to lunch boxes and bed sheets, the turtles were everywhere. We even played outside during school breaks as Ninja Turtles, making our own makeshift weapons of our favorite characters. I have pictures of being dressed as Leonardo for Halloween. Even today, its franchise stands just as popular, though it's taken on a few changes: different skin tones, heights and shells for each character, it's core message of sticking together to fight off evil and injustice remains the same.
Yayoi Kusama is a visual artist from Japan, Kusama's most popular work consists of a solid neon color or white background across open space paired with glob-like sculptures covered in dots creating the illusion of one-dimensionality and challenging a viewer's understanding of the given space. Recently, Kusama was tapped by Louis Vuitton to create a collection of handbags, and clothing featuring her signature polka dots and avant-garde minimalist approach.
Louis Vuitton's Transmedia Approach:
As the ability to create media becomes more ubiquitous, retailers are starting to understand that their online presence and ability to promote that content via advertising is vastly more important than any exposure in a magazine. This is not to deny the fashion magazine of it's influence, but it's simply easier to promote content yourself. One well placed ad, or one well placed editorial, could become the catalyst for a disengaged consumer to experience a product launch, and even come to reinterpret a brand's image. Since fashion is constantly evolving to create trends in order to drive profit, brands like Louis Vuitton are rendered significant in their ability to consistently exert their influence while engaging the public in a unique way every six months.
From indie rock to hip hop to electronic music, browser-based games are becoming increasingly common extensions for musicians. The element of interactivity, inherently missing in traditionally distributed music, is a major benefit. These games offer the ability to build an actual world for fans to explore that is both easily distributable and accessible.
The most recent and very high quality venture into this realm is Skrillex Quest, an homage to The Legend of Zelda series and the Nintendo Entertainment System set to the music and themes of Skrillex’s work.
The Media History Digital Library (MHDL) digitizes out-of-copyright periodicals relating to the histories of film, broadcasting, and recorded sound and makes them widely available for public use. The project promotes media history scholarship, provides educational tools for classroom use, and advocates for greater engagement with the public domain. A non-profit initiative, the MHDL is supported by owners of materials who loan them for scanning, and donors who contribute funds to cover the cost of scanning.
The Carp and the Seagull is an interactive short film about one man's encounter with the spirit world and his fall from grace. It is a user driven narrative that tells a single story through the prism of two connected spaces. One space is the natural world and the other is the spirit or nether world.
The story is told in a stripped down polygonal style that reflects the emotional, spiritual states of the characters. High density, smooth polygon vertices indicate oneness with the world while distorted, non-uniform shapes show unease within the characters.
Directed by Evan Boehm at Nexus Interactive Arts, the film is an experiment in space and narrative using the latest in web technology. The film brings together 3D character modeling, rigging and animation with HTML5 and WebGL THREE.js technologies.
I’ve been reading a bit about the genius that was Leonardo Da Vinci these past weeks; his life, his innovations and his pure brilliance. I will admit this might have something to do with me playing AC a bit over the past few weeks, but I find it fascinating to think what someone with a mind like his would be able to create, were that person alive today. Still, even though we’re closing in on half a millennia since Leonardo died at Clos Lucé, so much of what he thought and taught is applicable today. It’s even possible to directly relate some of the truths he spoke to the multiplatform transmedia cross media world of today.
Are video games art? They sure are, but they are also design, and a design approach is what we chose for this new foray into this universe. The games are selected as outstanding examples of interaction design—a field that MoMA has already explored and collected extensively, and one of the most important and oft-discussed expressions of contemporary design creativity. Our criteria, therefore, emphasize not only the visual quality and aesthetic experience of each game, but also the many other aspects—from the elegance of the code to the design of the player’s behavior—that pertain to interaction design.
In order to develop an even stronger curatorial stance, over the past year and a half we have sought the advice of scholars, digital conservation and legal experts, historians, and critics, all of whom helped us refine not only the criteria and the wish list, but also the issues of acquisition, display, and conservation of digital artifacts that are made even more complex by the games’ interactive nature. This acquisition allows the Museum to study, preserve, and exhibit video games as part of its Architecture and Design collection.
Transmedia Comic Series - Are you willing to give up your identity?
A FULLY PARTICIPATORY TRANSMEDIA PROJECT
Beyond the comic, several add-ons allow the audience to continue to explore the world of MEDIAENTITY, and take part in it.
The idea is to bring together different communities of readers and gamers so that they feed each other around a common open source fiction. If you want to bring a dish and contribute to the feast of MEDIAENTITY's world, you'll soon be able to download our How to document and start creating characters and plots 100% compatible, whatever medium you choose.
Justin Nalepa's insight:
Love the art and look of this comic series. Interesting concept and love the idea of making it completely open source. Crowdfunding for the first season starts in January 2013.
Lance Weiler - "My theory is that storytelling in the 21st century has an opportunity to be transformative in a way that enables those formerly known as the audience to become collaborators. Thanks to the democratization of tools to create and distribute media, the formerly top-down entertainment industry is now bubbling up with new stories and business models. So at Columbia, we are working to build a Story Design lab that mixes narrative design, game mechanics, and design science to tackle social problems."
The StoryCode Ten is a short-form quarterly interview series that examines how leading cross-platform and immersive media storytellers around the globe are defining the medium.
Christopher Sandberg Chief Creative Officer, Founder The company P
Interview by Hal Siegel
Justin Nalepa's insight:
I recently saw Christopher Sandberg at the nextMEDIA conference in Toronto. He was part of a panel on The Role of the Modern Day Storyteller. He had some great things to say about the subject. Here's a quote from him that I thought had some great resonance:
"Digital media isn't about digital or media, it's about the affordances of them."
When most people think of crowdsourcing, they think of websites like iStockphoto, Mechanical Turk, Threadless, or Wikipedia. Others might think of Greenpeace crowdsourcing Shell Oil ad ideas or Marissa Mayer crowdsourcing her baby’s name. Some might even think of Lil Wayne’s crowdsourced collaboration with Mountain Dew (“DEWeezy”). But not many people think of Asia. The truth is, crowdsourcing in Asia is secretly booming, and Asia has quietly assumed a leadership role in the space.
The Merging+Media Library is an archive of select videos and media that has been collated from our Merging Media Conference + Seminar activities.
This site has been made possible with support from the Canadian Media Producers’ Association-BC and Merging Media Productions Inc. and the speakers and panelists who have given permission for their material to be shared. It has been designed as an important tool for content creators, media business executives, students, academics as well as funders and agencies that work within the dynamic and ever evolving multi-screened environment
Polar Mobile, a pioneer in creating publishing apps for top media brands back when the move from print and web to mobile was still a novel concept, today opened up the next stage in its content delivery strategy for publishers everywhere.
In May, the New Yorker fiction department's Twitter account published the story during 10 one-hour nightly installments of tweets. Instead of using the platform to discuss a television program, a speech, or a news event occurring elsewhere, users tuned into something occurring on the platform itself. Twitter became not a second screen, but a first screen.
With cell phones as ubiquitous as they are (a recent report from the Pew Research Center purports that around 85% of American adults have one), it seems safe to say that the age of the pay phone is winding down.
That said, they haven’t outlived their usefulness yet, and now New York City seems dead set on dragging them into the 21st century. That’s why earlier tonight mayor Michael Bloomberg issued a curious challenge to the city’s numerous hackers and designers. Their task? To give those payphones a much-needed revamping.
"We need a transmedia equivalent of the Sex Pistols to smash through the media Gatekeepers and to blow away out of touch and complacent media makers.
So will it come from ‘youth culture’? Peer groups telling stories to young, switched on and connected communities? Have they got the get on and do it anyhow you can punk attitude, the Do It Yourself because no-one else will do it like you want determination. No compromise, no regrets, no remorse. I hope so."
The Time Tribe is an epic time travel adventure series, built on an episodic point-and-click adventure game, an online virtual world, serial fiction, and real-world print and toy collectibles. Based on real history and archaeology, this interactive adventure immerses kids in the realities of everyday life across time and space, and gives them the tools for imagining their own roles on the great stage of human history.
Social Creature: '“Transmedia” has become the new buzzword for multi-platform narratives, but in the digital age, transmedia isn’t just how we consume entertainment narratives, it’s how we experience the narrative of our lives.'
Increasingly, marketers are relying on involved fan service to get the word out about scripted shows; the best advertisement, after all, is a testimonial from your friends, and Starz has fed its fandom at Comicon and elsewhere as the series has gone through changes.