scholarly journals Transmedia Storytelling: from Convergence to Transliteracy

Author(s):  
Maximina Maria Freire

Abstract Stories and narrative represent meaningful communicative events, typical of human beings’ nature since everybody loves reading, telling, and listening to them. They may also constitute digital events, conveyed through virtual resources, and inserted in the convergence culture (Jenkins, 2006). Within this culture and responding to media expansion, there is transmedia, disseminating diverse but related contents, spread out through multiple media platforms, allowing meaning to converge from one to another. This context supports the transmedia storytelling concept: A transversal narrative process investigated by many researchers, but particularly by Jenkins (2006, 2011), Scolari (2013), and Gosciola (2014). This concept motivates the debate about transliteracy: a synchronized movement across, through and beyond contents and multiple media platforms. Considering this scenario, this article aims at presenting transmedia storytelling conceptually to exploit its potential to promote transliteracy. To reach this goal, transmedia storytelling concepts and features are discussed. After that, considerations are directed towards the transliteracy concept and implications. To conclude, remarks on the target relationship pointed out as the objective of the paper are addressed together with reflections upon the perception of transmedia storytelling and transliteracy as a concept and an area that are transdisciplinary, respectively.

Author(s):  
Marie-Laure Ryan

Chapter 30 defines transmedia storytelling as a hybrid of adaptation and transfictionality. Like the former, it involves several media; like the latter, it builds a storyworld through multiple narratives. Two types of transmedia storytelling are distinguished: top-down, the deliberate spreading of narrative content across multiple media; and bottom-up, the use of many media to develop a narrative originally conceived as mono-medial. If transmedia is to be a truly new mode of narration, it should proceed top-down, but actual examples are rare. The essay considers what kinds of phenomena can be regarded as transmedia storytelling; what are the relations between transmedia and interactivity; whether transmedia promote collective world creation; and whether the dispersion of content across multiple media is favorable or detrimental to the two basic elements of narrative: plot and storyworld.


Author(s):  
Anne Kustritz

Transmedia storyworlds often stem from a blockbuster “anchor property” that connects numerous extensions in multiple media forms. Consequently, transmedia can potentially diversify the media industry’s narratives since each medium may follow a different character whose perspective reinterprets the storyworld’s central themes and events. However, this article argues that a narrative strategy has emerged for “transmediating difference,” wherein politically contested storylines, LGBTQ characters, and the perspectives of women and people of color are sectioned off in low-budget transmedia extensions while blockbuster narratives remain primarily the domain of straight, able-bodied, white male protagonists. This story structure reveals the resiliency of industry assumptions about marketability while also isolating the experience of transmedia audiences, allowing companies to profit from inclusive and sanitized versions of the same narrative world. Like algorithmic “filter bubbles,” transmediating difference undermines cultural pluralism, and ushers in a paradoxical new form of invisibility despite increasingly diverse representation.


Author(s):  
Víctor Huertas-Martín

Rupert Goold’s screen production of Macbeth – firstly, staged in 2007 and, later, filmed in 2010 – has been studied as an example of the stage-to-screen hybrid corpus of Shakespearean audio-visual adaptations. Thus, much of the critical emphasis on the production has been placed on its filmic qualities. Particularly, the genre film conventions deployed across the film has summoned the attention of Shakespeare on screen scholars and it has been the creators’ intentions to precisely point at Goold’s filmic intertextual repertoire. Given the recent increasing attention to the multiple media and languages employed in stage-to-screen hybrid Shakespearean adaptations and other exchanges between the languages of the stage and film to rework Shakespearean and theatrical productions, it is instructive to observe the ways in which adaptations such as this one engage with larger processes of transmedia storytelling, not only paying attention to theatrical and filmic languages but to the transmedia strategies these TV theatrical films make use of. Importantly, it is instructive to look into the narrative and philosophical purposes served by transmedia storytelling as the multiple media and languages used in the film display a range of temporalities and film genres associated to them that allow us to expand the interpretive range of Shakespeare’s source text. Following this premise, this essay examines Goold’s Macbeth as a nostalgia narrative in which transmedia strategies serve to display a range of media-based narrative strands that expand the film’s range of possible interpretations. To prove this, I will insert Goold’s film in the larger process of transmedia storytelling encompassing the performance history of Macbeth. Additionally, I will identify narrative strands in Goold’s televisual, theatrical, musical, poetic and computer-based sources. The results will show that Macbeth – and, by extension, potentially this applies to TV theatrical adaptations of Shakespeare’s plays – constitutes a strand of the larger corpus of transmedia storytelling wrapping up the Scottish play’s performance history as well as Shakespeare’s overall performance history.


Gamification ◽  
2015 ◽  
pp. 826-851
Author(s):  
Amy Nottingham-Martin

Much scholarly attention has been paid to how new media call for and influence the development of new literacies, but less focus has been given to exploring the underlying structure and mechanisms of projects that incorporate multiple media. Transmedia stories represent a particularly complicated and compelling type of multimedia project because of the high degree of integration among the components and resulting demand for sophisticated reading and interpretive practices. This chapter proposes a model for analysis of transmedia projects based on Gérard Genette's Paratexts: Thresholds of Interpretation and uses Scholastic, Inc.'s The 39 Clues as a case study for its application.


Author(s):  
Kevin Veale

Homestuck is a textual and experiential chameleon that manipulates its own structure to shape the audience’s affective experience of the story by mimicking not just the storytelling techniques of other media forms, but their modes of engagement as well. This article introduces terminology to illustrate how and why the online serial Homestuck qualifies as a distinctive form of storytelling. I introduce the term transmodal engagement to illustrate how Homestuck uses the affective, experiential affordances of different media forms to sculpt and shape the experience of the text in completely different ways to ‘transmedia’ storytelling. The second term this article introduces is metamedia storytelling, which describes how the audience’s familiarity with storytelling across multiple media forms can be used to manipulate their experience of fiction. Homestuck deploys metamedia storytelling to continually destabilize the reader’s understanding of the text and their investments in the storyworld by forcing re-evaluations of not just what is happening, but what kind of mediated relationship the readers have with the content of the story.


Author(s):  
Melanie Bourdaa

This article deals with the way HBO promotes its shows today using strategies of ‘transmedia storytelling’ (Jenkins 2006). The US pay-per view cable channel has a history of creating a specific promotional system around its programs. Its famous slogan ‘It’s Not TV. It’s HBO.’ accompanied the introduction of narrative complexity in shows like The Sopranos (HBO/Brillstein Entertainment Partner, 1999-2007) or The Wire (HBO/Blown Deadline Productions, 2002-8) for example. Transmedia Storytelling, as theorized by Henry Jenkins, is a way to extend stories across multiple media platforms in order to create a coherent storyworld, giving information on characters or insights on the plots and the narrative universe. This article analyses how HBO is developing strategies of transmedia storytelling. I will focus on two specific television shows, True Blood (HBO/Your Face Goes Here Entertainment, 2008- ) and Game of Thrones (HBO/Television 360/Grok! Television/Generator Entertainment/Bighead Littlehead, 2011- ), in order to understand how HBO managed to promote these shows and expand its brand in the American and international television landscape. I use a dual methodology, first presenting an analysis of the transmedia strategies related to the universes of the shows. Then I will draw on interviews with the creators of these strategies in order to understand how they are included in the promotion of HBO.


2020 ◽  
Vol 6 (1) ◽  
pp. 66-77
Author(s):  
Filipa Roxo

This article analyses talent attraction and recruitment processes considering the theory of convergence culture and its concepts of participatory culture, collective intelligence and transmedia storytelling. The aim is to understand the potential of transmedia storytelling in the recruitment process, in line with the technological and social changes of the world. A more detailed example of a Heineken campaign using transmedia storytelling is described, exploring how it could be seen as a way of attracting candidates and promoting the image of the company as an employer. We conclude that transmedia storytelling allows organizations to get closer to their target audiences by employing a synergetic process susceptible to influence the image of organizations and the way candidates interact and share information about organizations, choosing their level of involvement.


2019 ◽  
Vol 25 (2) ◽  
pp. 138-163
Author(s):  
Mariia Kuznetsova

The article focuses on psycholinguistic features of the secondary multimodal discourse of the modern English mass culture as a linguistic, social and cultural phenomenon and a specific type of communication with a peculiar context. This research paper represents the unique and valid definition of the secondary type discourse, its role, and place as the phenomenon of the convergence culture in the modern English youth subculture. Based on the differentiation of such related concepts as «youth subculture» and «interpretative community» the research proves that the latter concept is a structural element of a fan subculture. Both of these two concepts model the environment of the secondary textual spaces arranging. The focus of the paper concerns the creation of interpretative communities based on large-scale transmedia projects. The latter develop narration to transfer the world or the project story to the recipient from various perspectives and in different forms. Another concern of the study is that development and expansion project platforms can go far beyond technical means of information creation and transfer. Transmedia project can concentrate on the primary literary source, TV series, a computer game, and different related products thus anyway contributing to the representation of the whole story. Therefore, this psycholinguistic study focuses on a large-scale factual material the Marvel Universe with its elements represented on various platforms. In combination, these elements create a cohesive plot and a compositional space. Based on the sociolinguistic experiment results (questionnaires of totally 100 English native speakers), it is claimed that an integrative condition of the Marvel Universe transmedia storytelling is the independence of each separate platform. The main findings of this research cede on the statistical data, the results of online-questionnaires, and show that only 15% of the respondents are acquainted with the part of the Universe represented in comics. 80% of the respondents believe that movies are the starting point for the Universe entering and thus they are perceived as independent works. Only 5% of the respondents expressed their uncertainty about the priority of one or another platform. Another finding is that transmedia storytelling and participatory сulture are two key features of convergence culture. The recipients of such large-scale projects lose the status of passive consumers and within the interpretative communities, they become producers of a new media content. Thus, we identify the psycholinguistic mechanism of the modern English mass culture secondary textual spaces arranging through the dominant features of a new cultural paradigm, such as an active development of participatory culture, intertextuality, multimodality, and transmedia storytelling. In the social and discoursive space of the youth subculture, the recipients borrow any idea, image, plot or a character from the cult textual space, convert them into diverse media formats, and expand them across all available platforms. Thus, the recipients create the unified and inseparable secondary multimodal textual space.


2021 ◽  
Vol 39 (1) ◽  
pp. 1-3
Author(s):  
Paola Bonifazio ◽  
Maurizio Vito

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