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Transmedia storytelling - Wikipedia, the free encyclopedia
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storytelling across multiple forms of media. By using different media, it attempts to create "entrypoints" through which consumers can become immersed in a story franchise's world.
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Media conglomerates have an economic incentive to increase their audience base; transmedia storytelling is an excellent way for companies to extend this base.
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Media franchise - Wikipedia, the free encyclopedia
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A media franchise is an intellectual property involving the characters, setting, and trademarks of an original work of media (usually a work of fiction), such as a film, a work of literature, a television program, or a video game.
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Media franchises tend to cross over from their original media to other forms
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Technology Review: Transmedia Storytelling 1
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what is variously called transmedia, multiplatform, or enhanced storytelling represents the future of entertainment.
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By design, Pokemon unfolds across games, television programs, films, and books, with no media privileged over any other.
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Technology Review: Transmedia Storytelling 2
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These failures account for why sequels and franchises have a bad reputation. Nobody wants to consume a steady diet of second-rate novelizations!
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Hollywood acts as if it only has to provide more of the same, printing a Star Trek logo on so many widgets. In reality, audiences want the new work to offer new insights into the characters and new experiences of the fictional world.
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Technology Review: Transmedia Storytelling 3
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In the ideal form of transmedia storytelling, each medium does what it does best
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Each franchise entry needs to be self-contained enough to enable autonomous consumption. That is, you don't need to have seen the film to enjoy the game and vice-versa.
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Pokémon and international politics?
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She identifies Pokémon as a media form that has defined the current framework, laying the groundwork for peer-to-peer communication and creation of media. While the current generation has outgrown Pokémon, the game franchise shaped how global youth think about culture and gaming. It linked analog and digital media, she proposes, by creating an electronic game that later manifested as a collectible card game, manga, anime, toys and other media. It put portability at the center of the media mix, and helped establish Japanese media content as a transnational source of cultural capital
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She sees a generation of kids engaging in a set of cultural practices - cutting, pasting, linking and forwarding in spaces like MySpace
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Nele Noppe's Public Lists (14)
- article: visual language of manga
- Diigo presentation
- Japan Week films, anime and noh links
- Japanese popular culture 2007-2008: dorama
- Let's Manga list
- Papers: manga in education
- presentatie VUB
- presentation: manga, franchise, fan culture
- workshop: anatomie van een franchise
- workshop: creatieve fancultuur
- workshop: de 'soft power' van Japan
- workshop: en nu educatief
- workshop: introduction
- workshop: wat zijn manga?
