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stoytelling transmediale

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Transmedia narration


"I think that it's important now for people coming into the entertainrnent or pop culture business to know that all bets are off, ... We don't necessarily know that filmmaking as we know it will exist in few years. 
​We don't know that gaming is going to look the way it (now) looks or TV is going to look the way it looks. There is no doubt that there is
 convergence happening through these various media"

                                                                                                                                                                                        Alex McDowell
Immagine
A transmedia narration is an ensemble of stories which are declined on more media platforms and for which each medium involved gives its specific contribution so to get the best possible comprehension of the narrated world.
Transmedia narration represents for the audience a powerful tool to approach with a more integral (if related to the models based on the original texts and auxiliary products) method the basic content that is submitted through the development and distribution of a transmedia franchise.
According to the sociologist Jenkins [*], this is a “process in which integral elements of a fiction are systematically spread on more distribution channels with the aim of creating an unique entertaining experience which will be unified and coordinated. Each medium, ideally, gives its own specific contribution to the development of the story-line. This process is enriched and complicated by the fan’s production of contents. These contents often give strength or simply complicate the idea of “unified and coordinated entertainment experience"
The application of the concept of transmedia narrative can be developed according to the 7 main principles cited by the aforesaid sociologist:
  1. Spreadability vs. drillability
  2. Continuity vs. multiplicity
  3. Immersion vs. extractability
  4. Worldbuilding
  5. Seriality
  6. Subjectivity
  7. Performance
Following, the Master of Science in Transmedia Storytelling and Entertainment’s introductory speech held by professor Jenkins in USC (California) in the autumn of 2009, gives a complete frame about the concept of Transmedia narration applied to the production of Converging Culture projects.

Transmedia Storytelling and Entertainment; A Syllabus
Given the interest out there in transmedia or cross-media entertainment, I thought I would share the syllabus for the course I am teaching this fall at the University of Southern California. I am still shifting some details, as I deal with the scheduling of guest speakers, but all of the speakers listed have agreed to come. The readings are a good starter set for people wanting to do more thinking on this emerging area of research. I will be sharing reflections about the course material here throughout the fall, since I'm sure working through these readings in a class context is going to spark me to do some fresh thinking on the topic. I'd love to hear from others out there teaching transmedia or cross-media topics.

We now live at a moment where every story, image, brand, relationship plays itself out across the maximum number of media platforms, shaped top down by decisions made in corporate boardrooms and bottom up by decisions made in teenager's bedrooms. The concentrated ownership of media conglomerates increases the desirability of properties that can exploit "synergies" between different parts of the medium system and "maximize touch-points" with different niches of consumers. The result has been the push towards franchise-building in general and transmedia entertainment in particular.

A transmedia story represents the integration of entertainment experiences across a range of different media platforms. A story like Heroes or Lost might spread from television into comics, the web, computer or alternate reality games, toys and other commodities, and so forth, picking up new consumers as it goes and allowing the most dedicated fans to drill deeper. The fans, in turn, may translate their interests in the franchise into concordances and wikipedia entries, fan fiction, vids, fan films, cosplay, game mods, and a range of other participatory practices that further extend the story world in new directions. Both the commercial and grassroots expansion of narrative universes contribute to a new mode of storytelling, one which is based on an encyclopedic expanse of information which gets put together differently by each individual consumer as well as processed collectively by social networks and online knowledge communities.

The course is broken down into five basic units: "Foundations" offers an overview of the current movement towards transmedia or cross-platform entertainment; "Narrative Structures" introduces the basic toolkit available to contemporary storytellers, digging deeply into issues around seriality, and examining what it might mean to think of a story as a structure of information; "World Building" deals with what it means to think of contemporary media franchises in terms of "worlds" or "universes" which unfold across many different media systems; "Audience Matters" links transmedia storytelling to issues of audience engagement and in the process, considers how fans might contribute unofficial extensions to favorite media texts; and "Tracing the History of Transmedia" pulls back to consider key moments in the evolution of transmedia entertainment, moving from the late 19th century to the present.

In this course, we will be exploring the phenomenon of transmedia storytelling through:

  • Critically examining commercial and grassroots texts which contribute to larger media franchises (mobisodes and webisodes, comics, games).
  • Developing a theoretical framework for understanding how storytelling works in this new environment with a particular emphasis upon issues of world building, cultural attractors, and cultural activators.
  • Tracing the historical context from which modern transmedia practices emerged, including consideration of the contributions of such key figures as P.T. Barnum, L. Frank Baum, Feuillade, C.S. Lewis, J.R.R. Tolkien, Cordwainer Smith, Walt Disney, George Lucas, DC and Marvel Comics, and Joss Whedon.
  • Exploring what transmedia approaches contribute to such key genres as science fiction, fantasy, horror, superhero, suspense, soap opera, teen and reality television.
  • Listening to cutting-edge thinkers from the media industry talk about the challenges and opportunities which transmedia entertainment offers, walking through cases of contemporary projects that have deployed cross-platform strategies.
  • Putting these ideas into action through working with a team of fellow students to develop and pitch transmedia strategies around an existing media property.
more @ http://www.rebelalliance.eu/e-zine/transmedia-storytelling-narrazione-transmediale
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  • Home
  • New technologies for Culture and Heritage
  • From Creativity to the specific Cultural production
  • Virtual Archeological Tourism
  • Museum of the Future
  • Product/Cultural/Location placement
    • Advertainment
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  • Cultural Diplomacy
  • TransMedia
    • Corrado Feroci aka Silpa Bhirastri
    • Mediterraneo 3d | Pantelleria
  • Feature Film Project for Cultural & Location Placement
    • Sanctuary | the Movie
    • Al Emboror meet Al Kamil; the Sixth Crusade
      • العربية
    • Mlesia tales
    • Raimondo di Sangro, Prince of Sansevero
    • Salute
  • Location Based Project
  • ARTE - Augmented Reality Technology Experience
  • Holographic performance
    • Umm Kulthum
    • Cazuza
  • Knowledge bank
    • Glossary
    • Research paper
    • Video interview
    • the experience
  • Disclaimer
  • Contact