“I Am Beowulf! Now, It’s Your Turn”

Author(s):  
Jessica Aldred

This article appears in the Oxford Handbook of Sound and Image in Digital Media edited by Carol Vernallis, Amy Herzog, and John Richardson. This essay examines what is at stake when characters move from cinema to digital games and other interactive media according to the synergistic logic of transmedia storytelling. Using the Beowulf franchise as a case study, this essay considers how media franchises encourage cross-media consumption by blurring the boundaries between their film and game characters, often by highlighting shared technical processes and visual similarities and mobilizing a gamelike mode of address in relation to their film characters. It demonstrates how game characters that slavishly remediate their filmic counterparts tend to be faulted for how they approach, but fail to achieve, cinematic realism, sacrificing gameplay in the process. This essay questions the prioritization of game characters as successful avatars for their film characters, rather than as functional stand-ins for their players, and contends that the technological convergence of cinema and digital games has not necessarily led to successfully converged content.

2019 ◽  
Author(s):  
R. Della N Kartika Sari Amirulloh ◽  
Muhammad Amir Zikri

The notion of Education 4.0 has directed to the utilization of various media platforms in teaching, which, in this context, is the adoption of Transmedia storytelling. Transmedia storytelling is the material presented to the students during the teaching and learning session that aims at fostering students transliterate reading. Through transmedia storytelling students are introduced to reading activities that enable them to read through multiple media platforms presented in class. A number of studies have been done in researching transmediality in the area of communication studies, however only little is known in ELT research. Therefore, this paper endeavors to explore the ways in which transmedia storytelling helps foster students’ transliterate reading. Adopting Transmedia Play and Storytelling theories grounded in transmediality, the paper utilizes a case study as the research design. Employing classroom observation and students’ response sheets, the findings reveal that transmedia storytelling promotes students transliterate reading through facilitating them in engaging with multiple types of visual, audio and interactive media activities. It helps them develop awareness in three areas: 1) awareness of the function of pictures for story comprehension and vocabulary acquisition; 2) awareness of the way sound helps for narrative elements interpretation; 3) awareness of the needs of text-reader transaction through new media for comprehension.


2019 ◽  
Vol 11 (1) ◽  
pp. 109-130
Author(s):  
Davi Barboza Cavalcanti ◽  
Elder Paes Barreto Bringel ◽  
Fábio Regueira Jardelino da Costa ◽  
Tassiana Moura de Oliveira ◽  
Vinicius Rodrigues Zuccolotto

To understand the relevance of the new media in the formation of the indignation nets, this text, of exploratory stamp, debates the digital activism in contemporary Brazil . Methodologically, we will make a discussion on cyberactivism, digital media, and national pressure groups starting from two examples, Movimento Brasil Livre (The Free Brazil Movement) and Vem pra Rua (Come to The Street movement) – these are key movements in the organisation of the big anti-government mobilisation that took place in 2015–2016 in Brazil. The theme is important because it embraces current and future challenges of the digital activism, once that this field faced significant changes in the last decades, with the development of interactive media and the technological convergence.


Author(s):  
Stavroula Kalogeras

Transmedia (cross-media/cross-platform/multi-platform) storytelling edutainment involves the use of narratives as a critical-creative approach to learning. The storytelling framework is a viable solution to engage a universal audience in both seated and online environments. The inherent interactivity of the internet and interaction with story is a method that can reach learners with both focused and short attention spans in media-rich environments. An e-module case study and slide presentation is offered to demonstrate narrative practice.


Author(s):  
Alexander Godulla ◽  
Cornelia Wolf

The National Geographic Society (NGS) has always sought to incorporate new ways of media production into its working routine, thus defining standards of journalism both in technical and narrative terms. As a logical result, the NGS also relies on cross media strategies, focusing on transmedia storytelling in order to connect its audience. The “Future of Food” project is one of the largest transmedia projects in journalism. The chapter first outlines the concept of transmedia storytelling and discusses 10 qualities in the context of journalism. Secondly, the authors systematically discuss the case study “Future of Food” by applying the transmedia qualities to the project. This provides insights into the modes and combinations of story elements and allows to draw attention to challenges and opportunities for researchers, producers, and users.


Author(s):  
Akinori Nakamura ◽  
Susana Tosca

The present article looks at the Mobile Suit Gundam franchise and the role of digital games from the conceptual framework of transmedia storytelling and its relation to the ludo mix. We offer a historical account of the role of digital games in the development of “the Mobile Suit Gundam” series from a portfolio perspective, and show how a combination of various types of game genres, or otherwise ‘ludo mix’, played a role in enhancing the franchise’s convergent and divergent strategies, which contributed to the success of the series. Our case can show some insight into the importance of adopting a macro-level portfolio approach when considering specific game design choices in the overall ludo mix within the franchise.


2021 ◽  
pp. 174165902110243
Author(s):  
Orlando Woods

This paper explores how digital media can cause the representational value of rap artists to be transformed. Ubiquitous access to digital recording, production and distribution technologies grants rappers an unprecedented degree of representational autonomy, meaning they are able to integrate the street aesthetic into their lyrics and music videos, and thus create content that offers a more authentic representation of their (past) lives. Sidestepping the mainstream music industry, the digital enables these integrations and bolsters the hypercapitalist impulses of content creators. I illustrate these ideas through a case study of grime artist, Bugzy Malone, who uses his music to narrate his evolution from a life of criminality (selling drugs on the street; a ‘roadman’), to one in which his representational value is recognised by commercial brands who want to partner with him because of his street credibility (collecting ‘royalties’). Bugzy Malone’s commercial success is not predicated on a departure from his criminal past, but the deliberate foregrounding of it as a marker of authenticity. The representational autonomy provided by digital media can therefore enable artists to maximise the affective cachet of the once-criminal self.


SATS ◽  
2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Nivedita Gangopadhyay ◽  
Alois Pichler

Abstract Our linguistic communication often takes the form of creating texts. In this paper, we propose that creating texts or ‘texting’ is a form of joint action. We examine the nature and evolution of this joint action. We argue that creating texts ushers in a special type of joint action, which, while lacking some central features of normal, everyday joint actions such as spatio-temporal collocation of agency and embodiment, nonetheless results in an authentic, strong, and unique type of joint action agency. This special type of agency is already present in creating texts in general and is further augmented in creating texts through digital media. We propose that such a unique type of joint action agency has a transformative effect on the experience of our sense of agency and subjectivity. We conclude with the implications of the proposal for social cognition and social agency. The paper combines research in philosophy of mind with the emerging fields of digital humanities and text technology.


Energies ◽  
2021 ◽  
Vol 14 (5) ◽  
pp. 1270
Author(s):  
Minyoung Kwon ◽  
Erwin Mlecnik

Web portals have the potential to promote sustainable environmental ideas due to the capacity of digital media, such as easy accessibility, openness, and networking. Local authorities (LAs) are responsible for activating carbon savings in homes, and they are key actors when it comes to providing neutral information to their citizens. Local authority web portals may thus create environmental awareness, particularly regarding owner-occupied single-family home renovation. Nevertheless, the experiences of LAs developing web portals have rarely been studied. Therefore, this paper analyses the development process of various LA web modules and investigates how LAs foster modular web portals to stimulate the adoption of home renovation with parameters to assess LAs’ actions in terms of the management of web-modules development. A homeowner renovation journey model is applied to map current local authority developments. Case study research and interviews were done to analyse and evaluate the adoption of modular web portals developed and tested by six local authorities in four countries in Europe. Based on the development and use of the modular web portal, lessons have been derived emphasising the importance of co-creation, integrating with offline activities, and a strategic management plan.


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