In the web 2.0 era, as more and more millennials acquire the tools of participatory culture and new media literacy, some of this cohort are redirecting their one-time leisure-based activities into acts of community-based, grassroots social activism. Recognizing the power of the crowd to create a tipping point in brand affiliation, big media marketers, Silicon Valley start-ups, and members of the Madison Avenue advertising community, are jumping on board these crowdsourcing activities to support their respective industries. In other words, many of the social goals of grassroots revolutionaries are being realigned to serve the commercial goals of brand marketers.
7 ideas to engage through storytelling "Those who tell stories rule the world" - Plato Storytelling - the buzz of 2012? I remember so many articles from . Marketing topic(s):Content marketing creative and formats.
L@-KOLOK.com est une web-fiction interactive et pédagogique libre d'accès, destinée principalement aux jeunes de 14 à 20 ans. Elle aborde de manière ludique et humoristique des thématiques responsables et citoyennes.
Every brand has a story to tell, and the way users consume stories is changing faster than ever. How will you tell your brand's story across multiple media outlets and platforms, while still giving users an active role in the expansion process?
“Watch the show. Play the game.” That’s how Trion Worlds/NBC Universal is promoting Defiance, an upcoming TV series and third person shooter/MMO premiering in April. The concept of Defiance is something new to the world of entertainment, as it was developed as a series and a game from its conception.
Both the series and the game are set in a terrafuture world. In 2013, an alien race known as Voltans have come to Earth as refugees after their solar system was destroyed. They find that the planet is already occupied by humans and most of the millions of Voltans orbit the planet on their ships/arks in hypersleep. Now during the long negotiations for occupancy, a series of events occur to change the Earth as we know it. The “Arkfall” event is the most significant of these. The arks mysteriously explode, killing millions of Voltans and the falling debris ultimately changes the planet both physically and biochemically. This makes Earth a danger zone for anyone on it. The series/game takes place 33 years after the Voltan arrived and the events unfolded.
The series looks amazing, but the game is what really has me interested. A third person shooter/MMO that takes place in realtime, you can play it alone or in groups of friends. It has PvE and PvP gameplay and its seamless world allows you the freedom to explore. The game is constantly going, even when you aren’t playing. When you join the game, it’s bringing you into events as they are occurring at that time. Whether it’s into a mini “Arkfall” event or a battle, you will be experiencing it as it’s happening in the game world. The game has plenty of gear, weapons and vehicles to acquire as you level and explore. Questing, instances and PvP experiences make up the gameplay, not to mention the chance to shoot some pretty, badass bosses. The game will be available in 3 platforms; PC, Playstation3 and Xbox 360.
Games that are based on a TV series are not new, but what makes the concept of Defiance unique is that it was developed as a transmedia project from the beginning. The developers of both worked together on the concept as it naturally progressed in the creative process. That will hopefully give them both some continuity. The game launches first; on April 2, 2013, with the series premiering two weeks later on April 15, 2013 on SyFy. The idea could be a hit, bringing huge profits to everyone involved in the project. MMO subscription revenues can last for years, just look at World of Warcraft. Or it can turn out like Trion Worlds title; Rift, which while it is a good game and had a great launch, it went Free-to-Play after losing subscribers. But this is a third person shooter/MMO and that may help it outlast the many other MMO titles who have found their way to the ranks of F2P. Only time will tell.
'It’s an experiment. A pretty big one. We’re creating a storyworld that will stretch across four books, seven Twitter feeds, one blog, two websites, and Facebook.
In the book, Jan Rose doesn’t destroy all the hard drives that she’s supposed to while working for her mom’s computer recycling company. Instead, she creates virtual identities using the data she scours from the hard drives, complete with Twitter accounts, avatars, and blogs.
Readers can learn more about the characters, their origin stories, why Jan conceived Shadownet, and gain a deeper appreciation for Jan Rose via their interactions with the characters on the transmedia elements. This content doesn’t replay the book, which works entirely as a standalone; it ADDS to the book.'
Erin Reilly: "Produced by the USC Annenberg Innovation Lab and the Joan Ganz Cooney Center, this paper provides a much-needed guidebook to transmedia in the lives of children age 5-11 and its applications to storytelling, play, and learning."
Miqui Otero es el autor de esta peculiar novela con 37 finales diferentes, tramas cuánticas y en la que el protagonista eres TÚ. Hablamos con él Articulos Musica - PlayGround.
“La Cápsula del Tiempo” es un libro atípico: una revisión de los viejos títulos de ‘Elige tu Propia Aventura’ adaptado a un público adulto y con vocación literaria, de estilo cuidado. Un libro-juego publicado por Blackie Books y escrito por Miqui Otero.
An inside look at ‘Battle for Nuceria,’ the Spartacus social TV experience
In January, Spartacus, a Starz original series, will launch its third and final season “War of the Damned”. Months before the season airs the network launched a detailed and exciting social TV experience for fans called “Battle for Nuceria,” allowing fans to engage with the show and characters through missions and experiences where they can earn points and win prizes.
One of our responsibilities as teachers using digital media in our classrooms is to make sure our students are well aware of the dangers underlying this use of media. Google Good to Know has a great guide that is completely free and provides teachers and students with a treasure trove of ideas and tips on staying safe online and on dealing and managing their online data.
In a recent project from Reboot Stories, fifth-graders worked together to solve problems creatively and help a robot find its way home.
When it comes to teaching a new generation of tech-savvy students, it's really all about putting the learning directly in their hands—for them to shape, mold, adapt, and modify. In other words, they need room to play, and the freedom to be creative.
Lance Weiler, a pioneer in the world of storytelling and technology, knows a thing or two about creativity from his cross-platform work with film, gaming, and immersive environments. When his son was born, Weiler became more interested in imagination and play, which led to the founding of Reboot Stories, a company focused on harnessing storytelling, technology, and design science to form an innovation engine for digital literacy, cross-generational learning, and social change.
One of the company's experiential learning projects was Robot Heart Stories. Two fifth-grade classrooms in underprivileged communities—one in Los Angeles (English speaking), another in Montreal (French speaking)—worked to get a lost robot across North America in order to find her spacecraft and return home. Along the way, the students used math, science, geography, and creative writing to help move the robot from point to point. The project also drew in involvement from a global audience via the Web. It's just one of the company's projects, and the group's goal is to continue to empower students to use their creativity to learn and grow.
There are numerous educational games designed to teach children about various financial practices. For example, there is the education-based economics simulator, Beat the Market Online or the World Game of Economics simulator that teaches about exchange rates and economic policies between countries.
These games do have value, but they often miss the opportunity to provide real, hands-on experience with the marketplace because they do not foster free trading between real players. More importantly, most students will recognize them immediately for what they are: educational tools. While some kids are willing to learn in this way, many balk at the notion of an educational game because it feels too much like homework.
The most valuable tool is actually more nuanced, and lies within games that children are already interested in playing. Sites like Neopets or Gaia Online attract millions of users of all ages, and popular multi-player online games like World of Warcraft have a massive draw for kids and adults alike.
While easily dismissed as an unproductive waste of time, these games actually offer something that educational simulators do not: a free user-driven economy where players accrue wealth and make meaningful decisions about how to spend it as part of a larger structured game play. In this sense, these games are like microcosms of real life. Players learn to cooperate, work toward achieving their goals and plan ways to accrue and utilize the resources that they earn.
Blacklight Transmedia, which has a deal with Brian Grazer and Ron Howard's Imagine Entertainment, develops stories for multiple platforms simultaneously
Blacklight Transmedia, a two-year-old company founded by former Fox Atomic executives Zak Kadison and R. Eric Lieb, has set out to develop books, movies, comics, games and other media properties -- simultaneously.
“Success in any one medium furthers the other mediums,” Kadison (pictured below) told TheWrap. “It’s been wildly fun and incredibly beneficial trying to conceive of these deep mythologies and worlds.”
There's another practical consideration: “In order to make a $150 million movie without having Christopher Nolan or James Cameron, I’ve got to prove the concept.”
He said that by pitching a package rather than a single product, he can do just that. Although the company develops everything at the same time, sometimes the book or the videogame will come out before the movie. Sometimes they all come out at all at once.
This approach seems to be working so far: In two years, Blacklight has struck an overall deal with Brian Grazer and Ron Howard’s Imagine Entertainment; sold three projects -- including one to Walt Disney Pictures; signed on with a publishing house to give it its own imprint; and developed relationships with videogame producers.
10×10 is a groundbreaking film, Girl Rising, a global social action campaign and an extraordinary opportunity: Investing in adolescent girls in the developing world creates a ripple effect of change that transforms families, communities and entire...
10x10 is a global action campaign for girls' education, founded by award-winning journalists at The Documentary Group and Paul G. Allen's Vulcan Productions, along with strategic partner, Intel Corporation. Centered by the new feature film, Girl Rising, 10x10 uses the power of storytelling and the leverage of strategic partnerships to deliver a simple, critical truth: Educate Girls and you will Change the World.
Why do the same concepts get recycled and reinterpreted in so many different media, and what does that do to storytelling?
Why do the same concepts get recycled and reinterpreted in so many different media, and what does that do to storytelling? Filmmaker Drew Morton poses that question in his video essay “From the Panel to the Frame: Style and Scott Pilgrim.” The piece, which was originally produced as a part of a doctoral dissertation, uses the 2010 Edgar Wright film Scott Pilgrim vs. the World as a springboard to talk about how videogames, movies and comic books influence each other—and how you can often see the aesthetic roots of one medium represented in another, in a way that feels increasingly relaxed and organic.
Where and how can marketers most effectively connect with their audiences as media fragmentation increases? To what degree is the mobile-first imperative reshaping the marketing funnel? What factors are pushing marketers to become content creators?
Vimeo is the home for high-quality videos and the people who love them.
Power To The Pixel - The Pixel Report | Surfing the Digital Tsunami: Ways Forward for the Entertainment Business.
Against a backdrop of changing audience behaviour, cord-cutting, multi-screen viewing, changing release windows and different forms of VoD, traditional business models are changing. Here, Wendy Bernfeld, founder of Rights Stuff, takes a look at these evolving business models by questioning whether they complement or replace the traditional chain.
The leader of the Serious Games Association says the time for education and corporate training games will come
Sue Bohle built a public relations agency (The Bohle Company) that handled tech and game PR for more than 25 years. But before that, she was a high school journalism teacher, and she was always intrigued by the idea of using games to teach. She helped the Game Developers Conference grow into a huge show, and within that, she helped promote the Serious Games Summit, a mini-conference about using game technology for educational and training purposes.
Years later, she is now the executive director of the Serious Games Association, which staged the Serious Play conference this week in Seattle. The Bohle Company, Clark Aldrich Designs, and the DigiPen Institute of Technology pooled forces to create the event, which shows that games are about more than just having fun. This year’s topics included discussion about the use of games in government, military, health, and corporate training programs. We caught up with Bohle for an interview this week. Here’s an edited transcript.
¡Depende de ti! Es una sencilla aplicación impulsada por la organización Transparencia Internacional que propone al jugador asumir el papel de un empresario o un político en sus tareas relacionadas con la construcción de obras de gran envergadura. En función de las decisiones que vaya tomando, estas afectan a su vida privada y también al conjunto de la población.
Aunque el juego es muy sencillo, realmente resulta efectivo para ejemplificar las consecuencias de la corrupción urbanística en las instituciones y fomenta las buenas prácticas políticas y sociales que tan necesarias son para la salud de la democracia.