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Robert Pratten's podcast, and accompanying slide presentation, on transmedia storytelling as a way to attract and retain audiences.
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"The third part of this series, contributed by community managers Lisa Pastor and Ashley Alicea, focuses on best practices for community management, and engaging and growing a Facebook game fanbase from the ground up."
This article contains some great insights for anyone involved in building a fan community. The other two articles in the series are also well worth a read: Part 1 Executive Production and Part 2 Initial Concepting and Design.
Asi Burak details what went right and wrong in terms of executive production for Half the Sky Movement: The Game.
A fascinating article. If you'd like to know more about the game itself, check out Half The Sky Movement Is A Facebook Game For (Spare) Change over at Fast Company or play it on facebook.
Lessons Learned in gaming for social change!
Generous and fascinating post-mortem on important ''for good'' game seeking to boost literacy and gender equality in development nations.
Generous and fascinating post-mortem on a high-profile ''game for good' focused on literacy and gender equality in developing countries.
Randy Astle: "Public transit’s always been a great place for art, from busking musicians to the New York MTA’s current Sam Shaw photography exhibit [...]"
This sounds like a great project: plublic art meet transmedia storytelling. Note: For those of us outside of Toronto, we can engage with the project at http://murderinpassing.com.
Fiona Milburn sits down with Ian Fowler and Holly Alexander of @radical.media to find out how audiences are driving the future of storytelling.
Hub Bay Area Host : '“We’re really interested in the intersection between technology, culture and education,” says Aaron, “and I can’t think of a better way to do that than [through] the power of story.”'
Randy Astle: "One of the most intriguing things about transmedia when compared to traditional film, particularly documentary, is that through its multiple entry points and interactive experiences it has the potential to more fully engage viewers in causes" ...
Nedra Kline Weinreich: "As I've been involved in several transmedia projects - both on the inside and as a participant from the outside - I've been struck by how emotionally invested people can get in the story and with the characters" ...
Esther Goh: "In a fragmented media environment, transmedia is all about leveraging the best features of each platform to enhance the experience. While brands have found many ways to capitalise on the opportunity, increasingly those in the area of social change are joining in. Lina Srivastava, a former lawyer turned activist and consultant on social issues, is leading the charge in this area"...
Pictured: Lina Srivastava
Zoe Fox: "Half The Sky, the best-selling book written by Pulitzer Prize winning couple Nick Kristof and Sheryl WuDunn, is turning into a revolutionary gaming concept, targeting women in the developing world"...
Dan Schoenbrun: "And, while the discussions this year did focus on the issue of sustainability, there was still plenty of universal wisdom dispensed that social issue filmmakers – no matter their chosen subject matter – should bear in mind"...
Gaming mechanics tap into our human desires for reward, status, achievement, self-expression, competition and altruism. On a practical level, the keys to success are...
DRC: Although this article is aimed at not-for-profits, its "Eight tips for successful gamification" can be generally applied.
An assessment tool for narrative, social action, participatory design, and critical ethnography.
DRC: You can read more on "What Makes a Successful Transmedia Story?" over at Lina Srivastava's blog.
When it comes to viral marketing, writes AlphaBird’s Alex Rowland, “success is hard to predict and even harder to replicate.”
DRC: A very even-handed look at the Kony 2012 phenomenon.
"With this second post in our lessons learned series, Emily Treat discusses what went right and what went wrong in terms of initial concepts and content for the Half the Sky game."
This is proving to be an excellent series of articles. I can thoroughly recommend them to anyone interested in game design. You'll find part 1 here.
Randy Astle: "Tuesday night Facebook hosted a panel discussion about social issue-oriented transmedia at their office in midtown Manhattan" ...
Transmedia for good ....
A very interesting new project of transmedia storytelling
Hugh Hart: "The makers of docs in contention for Oscar nominations talk about activating audiences after they leave the theater."
How to convert an audience from observer to advocate for your cause.
A look at the different ways documentary filmmakers are using online engagement to further real world goals.
Luke Martin: "Hundreds of 140-worders from anyone interested (including Stephen Fry natch) tell a story whose plot unfolds according to their twists and tweaks."
Ntabo0: "Using several media channel to tell their story (across several platforms, complementing each other), they were able to engage and convert people into brand evangelist (active seekers in this case) and exponentially increase the search radius. This campaign is simply brilliant."
Christine Erickson: "See what young entrepreneur Caine Monroy is up to after booming business in his cardboard arcade" ...
Ben Schiller: '"Games allow you to create a system that when people participate, they generate a story," says Jeff Watson, a proponent of "civic games"--play that’s not just for fun, but has some underlying social purpose.'
Jim MacQuarrie: "In April of this year, Caine’s Arcade became a viral phenomenon; Nirvan Mullick’s short film has so far gathered almost 3 million views on YouTube and more than that on Vimeo. It seemed that everyone was fascinated by the story of the inventive 9-year-old and his cardboard arcade" ...
Lina Srivastava: "I was honored to be invited to speak with Stuart Dambrot of Critical Thought TV around the possibilities of narrative design for social impact."
Sharon Waxman: "Kony 2012, the movement that streaked across global media like a righteous comet in early March, was meant to shake the world with a night of action on April 20, last Friday."
Pat Mitchell: "There are epic, inspiring experiences of always bold, sometimes outrageous, entrepreneurs in remote and difficult places throughout the world, and these are stories optimally shared across many platforms."
Why did MTV, the pop culture television icon and Angry Birds, the predominant, casual gaming juggernaut, partner up? But more specifically, why did they partner up to combat a major social issue like cyberbullying?
DRC: Turns out MTV take their commitment to their audience very seriously ...