transmedia

By Milosz Waskiewicz, 25 May, 2021
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It was in Summer 2020 that Seraphine - a ‘virtual influencer’ in the mould of Brüd’s Lil Miquela – began building an audience on Twitter, Instagram and Soundcloud. Each of her posts served to flesh out her persona: that of an anxiety-prone aspiring musician with an ‘adorkably’ girly personal style and a cute pet cat. In September it emerged that Seraphine was a new playable character in e-sports giant Riot’s League of Legends (Riot 2009), a free-to-play ‘multiplayer online battle arena’ funded by the sale of sale of ‘skins’ and cosmetics items that allow players to customise the appearance of their chosen characters. While the character proved highly popular, the launch was not without controversy, with some pundits finding Riot’s bids for ‘relatability’ clumsy and their portrayal of the Seraphine’s mental health issues ‘perverse’ and ‘offensive’ – especially when set against the backdrop of a worsening pandemic (Jackson 2020). The controversy intensified when, in a post published two months later, Medium user Step-nie (2020) recounted her ‘brief relationship with a Riot employee’ and outlined her belief that the company had essentially plagiarised her online persona to create Seraphine, a character who ‘looks like me, and talks like me, and sounds like me, and draws like me’. 

The Seraphine incident highlights how shifts in the development, distribution and monetisation of digital games driven by the rise of ‘platform capitalism’ (Srnicek 2017) are fostering new approaches to characterisation and storytelling - approaches informed by (and often modelled on) the ‘self-branding’ strategies (Duffy and Hund 2015) and ‘small storytelling’ practices (Georgakopoulou 2016) of young social media users. For a sense of how these approaches diverge from previous paradigms we might look to The Last of Us Part II (Naughty Dog 2020). Naughty Dog’s blockbuster sequel confirms that gaming has yet to shake the case of ‘cinema envy’ that Eric Zimmerman diagnosed it with almost two decades ago (2002, 125). If the game’s photorealistic visuals and its use of state-of-the-art performance capture techniques mean it often looks like a film, its approach to plotting and characterisation is similarly steeped in Hollywood conventions, and entails subjecting protagonists Ellie and Abby to a series of life-threatening trials and life-changing tests of character set in motion by a shocking inciting incident. But while the game was one of the highest-grossing releases of last year, as a story-led singleplayer console game it is also a specimen of what many consider a dying breed. Drawing on accounts of fictional characters as ‘quasi-persons’ (Frow 2014), studies of transmedia characterisation (Thon 2019; Steinberg 2012; Azuma 2009) and work on games and social media, this paper asks what Ellie, Abby and Seraphine can tell us about the functions of fictional characters in an entertainment ecosystem being reshaped by platformisation.

 

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By Milosz Waskiewicz, 25 May, 2021
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What Do We Call This?

Between 2019 – 2020 The University of South Wales collaborated with a consortium of creative commercial practitioners dubbed Fictioneers in a UKRI funded, Audience of the Future R&D demonstrator project designed to further develop digital storytelling within the UK Creative Industries. Using the popular Wallace and Gromit IP, the consortium drew upon their combined skills in games production, animation, creative marketing and new technology development to create a location-based experience targeting young audiences entitled Wallace & Gromit: Big Fix Up, designed to propel new and playful identities for a traditional narrative media.

Wallace & Gromit: Big Fix Up is an ambitious and complex production. Through their research and development efforts, Fictioneers sought to develop a viable production alternative to branching tree, digital story-telling structures which risk combinatorial explosion. Instead, the application delivers a rich tapestry of serialised, short media elements. Linked by a central, enhanced mobile application, the multi-platform media include YouTube videos and comics, as well as augmented reality game-play challenges. The application aims to engage new audiences and provide innovative ways for long term fans to interact with media favourites. Mimicking a variety of social newsfeed items these media elements are variable, chunked and optional to view. They are also pre-determined and closely networked via the central newsfeed. The story-flow is complex nevertheless, incorporating enhanced augmented reality story-telling, multi-platform media and mobile game-play.

The hybridity of this experience posed new challenges regarding the most definitive way to describe the experience on offer, as well as the most helpful frameworks to evaluate it. With few alternative terms on hand to describe this genre, the term experience was often used to describe the sort of hybrid encounter made possible via this complex network of media influences, but experience is still an open-ended concept that can be hard to pin-point. Alternative terms like digital story-telling may also be useful place-holders to help delineate interactive and narrativised experiences from traditional media encounters, nevertheless such terminology is still only useful to an extent. Narrative frameworks such as characterisation, pace and tone are relevant to projects like Wallace & Gromit: Big Fix Up, but they don’t capture all the elements that audiences encounter in real time. Describing the experience as a game can be equally problematic, since it can set up expectations of a very different type of challenge-driven, dramatic experience than this application delivers.

In this paper I explore what additional insights can be gained by also considering the interplay of technology and creativity within the research and development process. Technology is a defining feature of this digital storytelling experience. Augmented reality technologies, for example, offer dynamic, enhanced tracking and visualisation opportunities, whilst also demanding strict file-size constraints, comprehensive audience testing and extensive cross-disciplinary collaboration. By evaluating the creative and technical processes shaping the development of this hybrid media identity, I explore the ways in which any effective definition of this new type of distributed genre is likely to be as much about co-ordination, as new experience.

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The appearance of new technologies and their exponential growth for several decades has changed our way of understanding knowledge. Although it is already a topic that is part of the contemporary background, it is worth remembering that digital culture and the possibilities of the internet have meant a radical change, only comparable, according to Alejandro Baricco, to the printing revolution.

The incorporation of the network and transmedia resources into the literary environment is fostering new poetics; new forms of textuality that, according to Joan-Elies Adell, go beyond the book and turn the computer or any mobile device into the natural space of the work. Hypertext, interaction, video game ... The very essence of literature is changing. Writers who think of the word in conjunction with HTML code, geolocation, processing or other programming tools. With their creations they come to expel us from our areas of literary comfort.

We are talking about jobs designed for the network, that new agora. We are talking about hypermedia works that, in contrast to orality or printed tradition, investigate within what Ernesto Zapata defines as electronality. We are talking simply about literature in the post-Gutenberg era.

Description (in original language)
La aparición de nuevas tecnologías y su crecimiento exponencial desde hace varias décadas ha cambiado nuestra manera de entender el conocimiento. Aunque ya es un tema que forma parte del background contemporáneo, no está de más recordar que la cultura digital y las posibilidades de internet han supuesto un cambio radical, solo comparable, según Alejandro Baricco, a la revolución de la imprenta.

La incorporación de la red y de los recursos transmedia al entorno literario está propiciando nuevas poéticas; nuevas formas de textualidad que, según Joan-Elies Adell, desbordan el libro y convierten el ordenador o cualquier dispositivo móvil en el espacio natural de la obra. Hipertexto, interacción, videojuego… La esencia misma de la literatura está mutando. Escritores que piensan la palabra de forma conjunta al código HTML, a la geolocalización, al processing u otras herramientas de programación. Con sus creaciones vienen a expulsarnos de nuestras áreas de confort literario.

Hablamos de trabajos pensados para la red, ese nuevo ágora. Hablamos de obras hipermedia que, frente a la oralidad o la tradición impresa, investigan dentro de lo que Ernesto Zapata define como electronalidad. Hablamos, sencillamente, de literatura en la era post-Gutenberg.
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A. Bill Miller's 'Gridworks' is an ongoing body of work that includes drawings, collage, video and transmedia compositions of text-based characters.

"We exist within a built environment that is constantly mediated by the grid. Grids organize space through coordinate mapping and patterns of development. Grids compress, redisplay, and reorder information. Grids are an enforcement system imposed upon both nature and culture.

Grids can also be populated with marks that are fundamentally human — the characters of our shared alphabets. These marks — once scratched by hand, now recorded by a keypress — are not simply carriers of meaning but iconic forms in their own right. The codes of information interchange can potentially become an artist’s palette, a medium for drawing. The coldness and rationality of the grid confronts the warmth and playfulness of the human touch."

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Walid Raad's The Atlas Group Archive (1989-2004) is a transmedial, fictional 'archive' which supposedly encompasses donated testimonies on the war in Lebanon (1974-1991), including diary logs, photographs (some of which contain notes), and videos, archived on theatlasgroup.org. Apart from being published on the website, Raad's project has been exhibited in different galleries around the world.

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Sherwood Rise was an experimental arts project that investigated possible futuristic forms of the book. The challenge was how to expand a traditional paper book (codex) using new media technologies. Sherwood Rise uses AR in an experimental artistic way, and tells a participatory and interactive story through printed newspapers, mobile phones, and email. AR is used to enable multiples voices in the story, where each voice tells the story from different and opposing perspectives. The AR also acts as the interface to the story, and enables the reader to change and control the story and eventual outcomes.

(Source: Author's Description)

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Description (in English)

Sherwood Rise is the world's first augmented novel. It's an Augmented Reality (AR) transmedia interactive graphic novel/ game, told over 4 days through a range of media and formats: printed newspapers, AR on mobile phones, emails, hacker websites, blogs, sound, music, graphic novels and illustrations.

Inspired by the current financial crisis, and the Occupy movement, the story is based on the traditional Robin Hood tale. The traditional tale of peasant revolt and dissent is brought up to date, and adapted for AR and transmedia. In our adaptation, austerity is imposed on the poor by a privileged elite, but resisted by a gang of hacker outlaw terrorists called the 'Merry Men'.

Each day you receive a newspaper (via email) which you interact with via AR. Your interaction (how much you support the establishment or the Merry Men) updates a database, which then determines the version of newspaper you receive the next day. My intention was to make a physical book interactive, and in this way explore the future of the book.

The project explores the future of the book and transmedia storytelling:

  • It's a story told in a range of media on multiple platforms
  • It expands a traditional printed story, adds additional layers of story through AR
  • It adds augmented digital artefacts onto a printed story.

The objectives of the project are:

  • To add virtual elements to the real world page by combining mobile device/ new media technology and the book
  • To use mobile device based AR and transmedia, in novel and artistic ways to expand a narrative
  • In creative and artistic ways to raise awareness and stimulate thought about financial fraud, corruption, austerity, politics
  • To produce a book which is part static and part dynamic, and altered by the reader's behaviour
  • To challenge power relations of news using AR.

My research interests for this project included:

  • AR activism, challenging authority, privilege and power
  • The politics of AR and storytelling/ news, contested content, critiquing ways that news is reported, revealing the "truth"
  • Aesthetic, artistic, cultural and sociopolitical uses of AR and transmedia stories
  • Revealing hidden stories within a fiction
  • Many voices in a story - simultaneous multiple viewpoints
  • Documenting the process and experience of designing, adapting and building a transmedia story from the ground up
  • The reader experience - reading and navigating an AR transmedia book, moving from paper to screen, the disjointed reading experience
  • Exploring aesthetic possibilities of AR, graphic novels and illustrations on mobile devices.

Sherwood Rise - the story begins here
Please note that since the AR software "Junaio" is no longer available (since 2015), then the project doesn't run anymore.

This was a research collaboration between Dave Miller (concept, code and drawings) and Dave Moorhead (screenwriter). This was a post-doc research project funded by the University of Bedfordshire, as part of the UNESCO Future of the Book project.

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By Hannah Ackermans, 5 April, 2016
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9780814742815
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xi, 308
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Abstract (in English)

Convergence Culture maps a new territory: where old and new media intersect, where grassroots and corporate media collide, where the power of the media producer and the power of the consumer interact in unpredictable ways. Henry Jenkins, one of America’s most respected media analysts, delves beneath the new media hype to uncover the important cultural transformations that are taking place as media converge. He takes us into the secret world of Survivor Spoilers, where avid internet users pool their knowledge to unearth the show’s secrets before they are revealed on the air. He introduces us to young Harry Potter fans who are writing their own Hogwarts tales while executives at Warner Brothers struggle for control of their franchise. He shows us how The Matrix has pushed transmedia storytelling to new levels, creating a fictional world where consumers track down bits of the story across multiple media channels.Jenkins argues that struggles over convergence will redefine the face of American popular culture. Industry leaders see opportunities to direct content across many channels to increase revenue and broaden markets. At the same time, consumers envision a liberated public sphere, free of network controls, in a decentralized media environment. Sometimes corporate and grassroots efforts reinforce each other, creating closer, more rewarding relations between media producers and consumers. Sometimes these two forces are at war. Jenkins provides a riveting introduction to the world where every story gets told and every brand gets sold across multiple media platforms. He explains the cultural shift that is occurring as consumers fight for control across disparate channels, changing the way we do business, elect our leaders, and educate our children. (source: NYU Press)

Pull Quotes

Freedom is fostered when the means of communication are dispersed, decentralized, and easily available, as are printing presses or microcomputers. Central control is more likely when the means of communication are concentrated, monopolized, and scarce, as are great networks.‎ (p.11)

I think that in order to transform a work into a cult object one must be able to break, dislocate, unhinge it so that one can remember only parts of it, irrespective of their original relationship with the whole.‎ (p. 98)

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By Hannah Ackermans, 11 November, 2015
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How can we best invite everyday writers to collaborate and play in electronic literature projects? For the past few years I have being doing projects in a format I call netprov. Netprov (networked improv narrative) organizes the creation of collaborative stories in real time using multiple available digital media. Working with Mark C. Marino and others we have developed a set of working guidelines and suggestions about how to best engage players’ imaginations and extend invitations that will encourage their creativity. I will discuss our methods, our “Rules of the Game” for several netprovs, and describe the degrees of player participation, from Featured Players who adopt ongoing characters to Casual Players who may only contribute a line or an image.

(Source: ELO 2015 Conference Catalog)