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January 21 2012
Transmedia Talk 39: Clockwork Watch
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with RSS |Subscribe with iTunes
Yomi Ayeni, creator of Clockwork Watch, talks about how he built his team, developed his vision, and what we can expect to experience in Clockwork Watch, a steampunk transmedia project that was recently named one of IndieGoGo’s top projects of 2011.
Hosts:
Nick Braccia from Culture Hacker
Haley Moore
Special Guests:
Yomi Ayeni, creator of Clockwork Watch.
From This Episode:
The Clockwork Watch IndieGoGo page.
The Anachronauts Digest, the blog chronicling the production.
WBP Exclusive: Christopher Rice interviews Yomi Ayeni on “Breathe”
December 14 2011
Transmedia Talk 38: Storyworld Conference 2011
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with RSS |Subscribe with iTunes
Lucas J.W. Johnson joins the Transmedia Talk crew for a review of StoryWorld Conference 2011.
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media
Haley Moore
Robert Pratten from Transmedia Storyteller
Special Guests:
Lucas JW Johnson of Silverstring Media joins us for a recap of the first Storyworld Conference held in San Francisco this Halloween.
From This Episode:
ZoeTrap, an ARG created specifically for StoryWorld Conference
Dr. Henry Jenkins’ Confessions of an Aca-Fan
Intel’s Inside Experience
Carrie Cutforth-Young’s article on Canadian transmedia funding
December 12 2011
Transmedia Talk 37: Robot Heart Stories at DIY Days LA
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with RSS |Subscribe with iTunes
Janine Saunders, creative producer of Robot Heart Stories, talks with us about how Robot Heart Stories used transmedia strategies to engage underprivileged elementary students in collaborative learning.
Hosts:
Nick Braccia from Culture Hacker
Robert Pratten from Transmedia Storyteller
Haley Moore
(and Host Emeritus Dee Cook from Dog Tale Media)
About the Project
In Robot Heart Stories, two groups of students – one in Montreal (French speaking) and the other in LA (English speaking) – used their developing knowledge of math, science, history, geography and creative writing to get a stranded robot back to her home planet. The robot’s ten-day journey from Montreal to LA culminated in its arrival at DIY Days LA, where we sat down with Janine.
About Our Guest:
Janine Saunders is a creative producer who has worked on Collapsus, Pandemic 1.0, and produced the Workbook Project’s RADAR series. Working with Workbook Project founder Lance Weiler, she was the producer of Robot Heart Stories.
November 08 2011
Transmedia Talk 34: SCA Reality
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with RSS |Subscribe with iTunes
Jeff Watson from the University of Southern California talks about Reality, a creative game he designed with Simon Wiscombe for students at the university’s School of Cinematic Arts.
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media
Haley Moore
(and Host Emeritus Robert Pratten from Transmedia Storyteller)
Special Guest:
Jeff Watson, co-creator of SCA Reality at USC.
From This Episode:
USC’s Integrated Media Arts and Practice (IMAP) program.
The collaborative production game SFZero
Steve Jackson’s Illuminati
The card game Fluxx
Mary Flannagan’s Grow-A-Game
A few of our favorite deals:
Spacebound – Deal Page
The Game – Deal Page

Letters of My Lai – Deal Page
September 12 2011
Transmedia Talk 32: GoBZRK and the Future of Publishing
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with RSS |Subscribe with iTunes
Rich Silverman, Alex Lemay, and Transmedia Talk host Dee Cook discuss the future of publishing and talk about GoBZRK, the experience they have created for an upcoming novel by prolific young adult author Michael Grant.
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media, Experience and Community Moderator for GoBZRK
(and Host Emeritus Robert Pratten from Transmedia Storyteller)
Special Guests:
Rich Silverman, Writer/Producer, GoBZRK
Alex Lemay, Executive Producer, GoBZRK
From This Episode:
Silverman and Lemay are members of The Shadow Gang.
Borders closed almost 400 stores in July.
Egmont UK, the publisher of BZRK
Nexus Humanus, the first in-game site for the experience.
Why So Serious, the ARG experience for the Dark Knight. ( player forum )
Publishers Weekly’s interview with Michael Grant
ARGNet’s coverage of the experience
August 25 2011
Transmedia Talk 31: Evan Jones, Suspending Disbelief in Interactive Stories
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with RSS |Subscribe with iTunes
Stitch Media partner Evan Jones talks about the role of the audience in transmedia storytelling, suspension of disbelief, and Stitch’s new project, the Drunk and On Drugs Happy Funtime Hour.
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media
Haley Moore
(and Host Emeritus Robert Pratten from Transmedia Storyteller)
Special Guest:
Evan Jones, partner at Stitch Media
From This Episode:
Jones’s TEDx Halifax talk, “Belief is Not Binary”
The Drunk and on Drugs Happy Funtime Hour
Him, Her and Them, and our episode on the project
The film Catfish
Stitch Media’s web series Moderation Town
June 19 2011
Branded Distribution
Remember the music industry isn’t struggling because people don’t love music. Social networks allow artists to have more reach and powerful connections with their listeners. Green Label Sound signed The Cool Kids to be part of their relationship with fans (consumers). I think that is a good investment when you consider the depth and duration of the relationship the fans have with the rap crew. This combined with (last time I checked) 3,370,297 views for their Black Mage music video on Youtube, 4,850,369 plays and 423,384 listeners on Lastfm, 187,861 Likes on their Facebook page, and they have 12,878 followers on Twitter. At SXSW The Cool Kids performed at the Green Label Sound Showcase and many top music blogs mentioned their label.
In exchange, the Cool Kids get to keep all of their income from iTunes album sales, except for processing fees (Source Billboard). They are promoted by a marketing budget much larger than most record labels, since Green Label Sound is owned by PepsiCo, a Fortune 500 company that has sold billions of dollars worth of soft drinks vs relying on album sales. “Labels suck,” the Cool Kids’ Chuck Inglish said, “What can they do that Pepsi can’t do? We had a good experience with Green Label Sound — we got more from that single than we got from our previous album. I was tired of the album sitting around and just wanted to get it out.”(Source Billboard)
Here’s where indie film distribution fits in. Sponsors at prestigious film festivals might evolve into distributors: starting to acquire titles that make sense for the brand’s identity, focusing on marketing themselves as patrons of the arts, distributing films to theaters where their target demographic lives e.g. college towns. This strategy increases brand loyalty by adding value to people’s lives.
Content producers will win because all of the typical costs associated with theatrical film distribution will be covered by the brand. So, creators are going to be able to keep more money. Filmmakers will still own the digital rights for their project and the buzz from screenings will increase the projects’ value. “Theatrical will drive awareness of the film,” WME agent Liesl Copland said regarding distribution for Blue Valentine (Source Eugene Hernande at IndieWire).
June 16 2011
June 01 2011
Transmedia Talk 27: Socks, Incorporated
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with iTunes
Jim Babb of Awkward Hug joins us to talk about his new game Socks, Incorporated.
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media
Haley Moore
(and Host Emeritus Robert Pratten from Transmedia Storyteller)
Special Guest:
Jim Babb from Awkward Hug
From This Episode:
Babb and Tanner Ringerud’s 2009 project Must Love Robots.
Socks, Incorporated on Kickstarter.
Last week’s podcast, Transmedia Talk 26: Dave Szulborski Memorial Show
Email Babb at jim GNAT awkwardhug.com.
May 25 2011
Transmedia Talk 26 – Dave Szulborski Memorial Show
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with iTunes
Mike Monello, Brian Clark, Michelle Senderhauf, and longtime ARG player Roxanne (Enaxor) join us to honor the life and games of indie ARG creator Dave Szulborski.
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media
Haley Moore
(and Host Emeritus Robert Pratten from Transmedia Storyteller)
Special Guests:
Mike Monello, Founder and CEO of Campfire
Brian Clark, CEO of GMD Studios
Michelle Senderhauf of Dog Tale Media
Roxanne, also known as Enaxor
From This Episode:
Dave Szulborski’s personal site with his biography, game descriptions and puzzles.
Dave Szulborski’s book This is Not a Game
Varin’s guide to Chasing the Wish
Dee’s guide to Dread House
EA’s game Majestic
Art of the Heist cube word search puzzle, aka The Evil Cube
The Strange Creatures video from Monster Hunter Club, currently at over 4,700,000 views on YouTube.
Cryptid Love, a video from Monster Hunter Club.
Dave’s character stringsends at Top Secret Dance Off
May 05 2011
Seven Things I Learned from the Portal 2 ARG
So, Portal 2 is out. You may have heard.
You may have also heard there was an ARG associated with it – or maybe you didn’t. While the game received some media attention right before the launch of Portal 2, it slid past ARG communities without making much of a wave.
The Portal 2 ARG project was a collaboration between several indie studios and Valve. Most of the game was rolled out through hidden content in 13 indie games sold together as “The Potato Sack” on Steam. Playing those games led you to hidden levels and messages from the Portal’s antagonist GLaDOS, and ended up being the key to getting Portal 2 several hours ahead of its official release time.
This game tried a lot of things that are outside the normal scope of ARGs, and I feel like there are valuable design lessons to be learned here.
1) Partnerships are Awesome
Because the ARG was created as a partnership between a large group of video game designers, they were able to deliver the game as a series of easter eggs in video game that were already fully developed and polished. That’s something indie ARG creators wish they could do, but very rarely can.
The additional content inside the games was polished, and the sort of content you could only get from putting quality designers on the project. The GLaDOS levels in Rush and Toki Tori were designed to have the same feel as Portal – they challenged you to be creative with the game’s existing teleportation mechanics. I felt like I was getting a little taste of Portal 2 as I was playing them.
After the game came to its conclusion, we learned that these indie designers were principally involved in designing the entire experience. They created everything from tweets to puzzles to youtube videos and music. The total budget? $100.
The ARG was a labor of indie love designed by Portal fans, who were given free reign to work with the Portal characters and access to Valve resources. I wish I had known this from the beginning because it would have made a big difference in my second point:
2) Don’t Build Your Pay Wall Too High
The primary content for the ARG was distributed through the Potato Sack – 13 indie games that sold in a package on Steam for $38.72. For someone with very limited entertainment cash, that is quite a lot of money.
However, about four days before the release of Portal 2, a little birdie let me know who was responsible for the ARG, and my attitude toward the pay wall shifted completely. Over the course of the next 3 days, I bought Cogs, Rush, Toki Tori, and The Wonderful End of the World for a grand total of $15.
The pre-sale for Portal 2 was priced at $45, so the Potato Sack cost almost as much as the game it was promoting. By contrast, $15 felt like a pretty natural stopping point. (This is pretty comparable to other experiences behind pay walls – the print version of Cathy’s Book retails for $17.95.) That $15 was doled out in four purchases of $5 or less. The option to buy the games individually was the only reason I didn’t just smack into the pay wall face first.
The only thing I can conclude here is:
3) Screw the Curtain
If there’s something cool about the way your project was established, there is no reason to keep it a secret. Valve partnering with indie game designers to create a Portal ARG is cool, and worth supporting. The desire to keep coy and quiet about the history behind this ARG may have kept it from ubiquity.
There’s also a fundamental sales pitch difference. The idea of paying $39 to be advertised to is ridiculous, but it’s reasonable to spend that money to support an indie ARG team.
4) Countdowns Can be Compelling
As the endgame approached for the ARG, a page with a countdown timer was revealed. When that timer ran out, it led to another countdown timer. It sounds like a parody of ARG design, but it worked – and very well – because player interaction drove changes in the final countdown.
Participants had to play the games in the Potato Sack, and earn the secret challenge badges in them, to release Portal 2 ahead of the release time given on Steam. The countdown was a measure of player progress and a call to action, which made it far more interesting than a countdown alone could be. This was another area where the video game roots of the ARG really made for something great.
It didn’t hurt that it was counting down to a much-anticipated event, either.
5) Exclusivity is a Design Flaw
I’m not going to lie. Several times, especially near the end of the game, I was earned my potato badges by replicating cheat videos on YouTube. The extra levels in each of the games were more than challenging; they were hard – and as the clock ticked down, I realized I didn’t have time to beat them by my wits alone.
The previous Portal 2 extended reality campaign, which released last year with the free release of Portal, also had this issue. I had no idea that the extra content in Portal was extra, because I was playing the game for the first time. The content was also a challenge to get to, and in many later levels required a lot of experimentation and gaming skill. It seemed as though the experience was designed to reward veteran players who had mastered the game years ago. That seemed odd, considering the point of giving Portal away was to bring in new players.
This may be a fundamental philosophical difference between video game design and pervasive fiction design. As a storyteller, I seek to create intimacy with the audience. Making players struggle to reach content is one way to make an interaction seem meaningful and personal, but it is far from the only way.
More importantly, it is a bad way to do things if you want to make an experience that will engage a lot of people. To experience the Potato Sack ARG in its entirety, you not only had to buy all of the games, but master them and beat their most challenging levels. That’s quite a lot of work to get to the meat of an experience.
We usually design ARG experiences with late rabbitholes, and mechanisms that allow trailblazers to unlock content for everyone. If you treat every new player as though you expect them to be a trailblazer, only the trailblazers actually play the game. That’s not such a terrible thing if your goal is to create buzz – but when you want people to cross a pay wall, things get a little different.
6) We Can Still Pull Players “Behind the Scenes”
Several players who had been active on the game’s wiki were “kidnapped” during the course of the game. At first, I wondered if Valve had planted fake players – an unpopular but unfortunately common practice.
As it turns out, those players were brought behind the scenes and invited to Portal 2’s launch party as a reward for being active in the ARG. This is something Dave Szulborski did in Chasing the Wish, and it adds a nice layer of audience collaboration to the mix.
7) April Fool’s is a Bad Launch Date
The Portal 2 ARG launched on April 1, which might be aptly called “International Online Fiction Day.” The internet is flooded with interactive and pervasive fiction pieces on April Fool’s, most of which don’t go any deeper than a few web pages and only last one day, as our yearly ritual prescribes. This game got lost in the static, especially after it picked up the name “Potato Fools Day” – which implied that the game was a joke.
BONUS: Music Keeps the Experience Alive
This one is more of a protip than a serious lesson. The popularity of Portal spread in part thanks to Jonathan Coulton and his catchy end credits tune. “Still Alive” has become such a gaming anthem that children’s choirs are performing it, and Portal 2 is continuing that tradition two key songs for the new game. The ARG creators took cues from that, and (along with several remakes of Still Alive) released some original music for with experience.
Audiosurf featured a techno track built on quotes from Portal, called The Device Has Been Modified. 1… 2… 3.. KICK IT included a chill out track called Searching. Emergence. Discovery., and The Wonderful End of the World contains a melodious folk song by Dejobaan Games developer Dan Brainerd called “Hole in the Ground.” This song, with it’s haunting lyrics (“I took up a job that was all absentee”), was stuck in my head for nearly two weeks after Portal 2 launched.
Even though I jumped into the game fairly late, the music cemented my connection with the game and made it memorable. This is something I might be trying for myself in the future.
April 26 2011
Find Out How To Monetize Transmedia Storytelling And ARG On Hollywood 2.0!
My co-host Rich Silverman (Emmy-winner writer) and I (producer/neurocinema innovator) will tell you how…Welcome to Hollywood 2.0, a new podcast that covers innovation in the entertainment industry.
Subscribe to Hollywood 2.0. Follow Rich and Peter.
February 13 2011
Transmedia Talk Podcast – Episode 18
Welcome to Transmedia Talk, a new podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with iTunes
Running Time: 55:24
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media
Haley Moore
and Host Emeritus Robert Pratten from Transmedia Storyteller
Special Guest:
Lance Weiler creator of Pandemic 1.0.
Filmmaker and story architect Lance Weiler joins us to talk about his transmedia experience Pandemic 1.0, which ran during this year’s Sundance Film Festival.
From This Episode:
‘Pandemic 41.410806, -75.654259′, the short film shown at Sundance alongside the Pandemic 1.0 experience.
How I Learned to Start a Pandemic -Lance walks us through the Pandemic 1.0 experience.
Lance gives us a tour of the “memorial room” in the basement of Pandemic’s headquarters at Sundance.
Lance talks about his approach to storytelling in an interview with Christine Vachon and Ted Hope.
Note: We were unable to record the show last week due to inclement weather and blackouts, so in the audio of Episode 18, we accidentally refer to this as Episode 19. We apologize for the error.
January 04 2011
November 17 2010
The Value of Story: Michael Margolis
Michael Margolis is the President of Get Storied, an education company that teaches people how to feel, think, and see in narratives. As an evangelist for storytelling and the creative process, Michael works with clients ranging from Audubon, Omnicom, and Zappos.com . Michael is also author of Believe Me: a Storytelling Manifesto for Change-makers and Innovators, which is available as a complimentary digital download.

WorkBook Project: How do you see storytellers adapting to changes in authorship and the realities of a participatory culture?
Michael Margolis: Ownership is a false and outmoded concept. If you’re a Digital Native, you accept that everything you do online is recorded, and therefore shareable. You naturally borrow, adapt, and remix. Anyone who is creatively using the web, can’t help but recycle existing ideas, graphics, and concepts. It’s just inevitable. In a word of infinite knowledge, everything is a derivative in some fashion. We have to learn to let our egos get out of the way.
WBP: What are some of the interesting approaches that you’ve seen in regards to storytellers embracing these changes in authorship?
MM: Don’t get me wrong, we all deserve to be compensated for our hard work and efforts. What people will pay for is packaging the idea in a variety of formats, from freemium content to deluxe packages and premium experiences.
Especially if you’re trying to make a name for yourself. Since trust is low, you have to break through the noise and lower the risk of trying/experiencing your content. Musicians, book authors, and consultants all embrace this concept.
Consider the Gift Economy – which is a primal human instinct to offer gifts as the social lubricant of relationship building. In indigenous culture, gift economy is a demonstration of status and power. You are so confident and secure in your position, that you can share your bounty with others. That’s how you build and gather a tribe in today’s information overload environment. Give away something of high perceived value, and through familiarity and rapor – the money will follow.
WBP: In your opinion what’s the value of creating a personal brand and what’s the best way to go about it? Can you give us 5 things to consider?
MM: Perception is reality. You already have a personal brand: it’s called the stories that people tell about you. So whether you’re thinking about it or not, people are forming an impression in their mind as who you are, what you stand for, and what they share in common with you. Personal branding from a story perspective is about inviting people into relationship.
1. What do you want to be known for? (how can you embody that?)
2. What is your back story? (We want to know where you come from)
3. What are you willing to fight for? (People want to hear a point-of-view.)
4. What imperfections can you share? (quirks, vulnerability, make it real)
5. What myth or archetype do you embody (think of a persona others will relate to)
WBP: It’s been said that story will drive the next generation of social networking and app development can you explain why?
MM: We have entered the Age of Storytelling. Because in a era of infinite knowledge, we are struggling to find real meaning and understanding. As humans, narrative is how we make sense of things. Narrative is how we express ourselves. And narrative is how we connect with each other. There’s no accident that storytelling is a huge cultural meme reshaping the landscape of media and communications in all forms. There is a movement a foot to rehumanize business and culture. It’s no wonder our more basic human technology, storytelling is at the center of the equation.
WBP: What’s thing that you’ve learned the hard way that you wish someone would have told you?
MM: The old adage – that we teach what we need to learn most. In my case, storytelling is my medicine. My father is an inventor and my mother an artist – so living in a world of possibilities always came easy. I also grew up across many cultures, and in the process often felt lost in translation. As a social entrepreneur, I experienced my share of success and failure. Yet, I could never shake the feeling of being misunderstood. No wonder, I’ve devoted the past decade on decoding the role of narrative in our work and lives. Sort of like – we create the drama we seek. Yet, as I continue to imbibe my medicine, I not only heal myself, I heal the world. And thus take a few steps further in fulfilling my mission.
So, what’s the riddle you’re trying to solve? Get clear on what’s driving you forward, what fuels your curiosity and passion. There’s a new level of clarity that emerges when you learn how to shape the stories that shape you. We are no longer a victim of our own story. Instead we get to reinterpret the arc of our lives as we see fit. That’s the heart of reinvention.
WBP: Why the Reinvention Summit and why now?
MM: We’re in the midst of a dramatic shift. Just about everyone I know is in the midst of reinvention. redefining their careers, rethinking values, revitalizing an organization, or rebuilding community, etc…Talking with thousands of people over the past year, I discovered how reinvention is the new normal. The old assumptions of how the world worked are no longer true. For one, job security is an illusion. So why not follow your passion and live your truth? Unfortunately, most of us don’t have a vocabulary for how to navigate through the reinvention process, or translate that desire into a sustainable economic path.
Connect that with the power of storytelling and its ability to reinvent our world. Narrative is the fundamental language of reinvention. So we all need to learn and deepen our knowledge of narrative principles. That’s the intention behind the Reinvention Summit: 2-weeks, 32 sessions, 400 participants, who all believe that story is core to their work and mission.
We’re gathering a new tribe of storytellers: change-makers, marketers, creatives, innovators, and seekers – who see storytelling as fundamental to their work and mission. And in the process, the Summit is breaking out of the silos - exploring the role of narrative across a range of topics: branding, marketing, social change, community building, transmedia, career development, spiritual growth, social media, and more. Its a bold experiment to expand the discussion and re-story possiblities.
Hope you’re readers decide to join us, they can still register and join midstream. Sessions are also all recorded for playback. www.reinventionsummit.com/program
October 26 2010
Pt1: Investigating the Possibilities of Transmedia; Collapsus, a Case Study
This blog post focuses on the intersection of transmedia and learning. Presented in 4 segments, we will look at how transmedia is revolutionizing media creation and presentation. As modes of human communication continue to change, so too does the concept of audience, and the projects envisioned and produced. Through a case study on Collapsus, an Energy Risk Conspiracy project, I will expose components necessary for building a successful transmedia project, along with the capabilities and influence accessible through employing such processes. Gain access to exclusive storyboards and scripts, behind the scene details, and interactive interviews as WorkBook Project delves deeper into the process of transmedia.
I. What does it mean to experience a Transmedia Project?
Almost a year ago (November, 2009) Alison Norrington, for Wired News, posed the question: “The value of a good story remains; the question is will you prefer to read, listen, watch, or do?” (Wired UK: Transmedia Tales and the Future of Storytelling)
Since this publishing, how has the relationship between media and consumers changed? As the print to screen revolution continues, so too does the process, and production, of the content delivered. At the time of Norrington’s writing, transmedia had been introduced to many, but had yet to conquer the attention of general audiences.
Now a growing buzzword, transmedia can be defined as an approach to content delivery that weaves various storylines across multiple platforms intending to further immerse their audience within a specific media experience. (Seize The Media: What is Transmedia?)
This process transforms the viewer into somewhat of information “detective.” Transmedia projects have the potential to develop a relationship of trust between consumer, content provider, and the product delivered. Because the concept of transmedia is grounded on utilizing multiple outlets to distribute a variety of information, content producers need to immediately develop credibility to ensure a project’s success. Interest is the participant’s motivation, learning digitally no longer a passive role. A well-anchored vision can instill reliable participant relations.
Exposing accurate information through a multitude of well-designed media platforms give players/viewers the tools to build their own infrastructure of knowledge around a communal topic. To ensure a fluid audience while working with multiple media endeavors, pioneers in the field like Lance Weiler, plan “for multiple platforms from the start. They design fictional universes that are consistent however the audience engages.” (Wired: What is Transmedia) This leads to one of the best benefits to the transmedia approach: The cliché “there’s no ‘I’ in team.” Each participant gathers a “data-bank” of unique information that is bettered by employing other participant’s results. (Henry Jenkin’s article) Community building can be fostered and encouraged.
This innovative platform has shifted the production of culture and has revolutionized the concept of storytelling. Weiler recently helped to script Collapsus, a transmedia project developed by SubmarineChannel, with the Dutch public broadcaster VPRO. Collapsus signals a new experience in transmedia storytelling. Through documentary, fiction, animation, players interact within the narrative, choose his/her own perspective, and make decisions to affect the global energy crisis.
Does the innovative production of Collapsus signal a change in consumer choice as Norrington predicted? Yes- the meme spawned around the potential energy crisis reveals that to choose transmedia is to utilize options. Check out the project at http://www.collapsus.com.
Stay tuned for Part II: Why is Collapsus an example of a transmedia project? How is this a useful tool?
Delving into the significance of employing various media outlets in transmedia projects, taking a closer look at Collapsus, the creators behind it, and the capabilities of transmedia as a tool to inspire.
Source Links:
http://www.wired.co.uk/news/archive/2009-11/25/transmedia-tales-and-the-future-of-storytelling?page=all
A brief education, this article breaks the surface of how technology is directly affecting writing and reading stories.
http://seizethemedia.com/what-is-transmedia/
A basic definition on transmedia accompanied by helpful info graphic. Check out the article’s home site to learn more on Chief Story Architect Lance Weiler.
http://www.wired.co.uk/wired-magazine/archive/2010/08/features/what-is-transmedia?page=all
Entertaining article that details the origin of transmedia storytelling and its progression to the mainstream market.
http://www.submarinechannel.com/articles/item/543
Submarinechannel.com is an interactive production studio based in Amsterdam. This article featured on their site details the development of the project Collapsus.
http://henryjenkins.org/2010/06/transmedia_education_the_7_pri.html
Henry Jenkins speculates on the future of transmedia education.
October 13 2010
Transmedia Talk Podcast – Episode 7
Welcome to Transmedia Talk a new podcast covering all things story. Transmedia Talk is co-hosted by Nick Braccia and Robert Pratten and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
In a temporary departure from our usual format while Robert was in the UK, we present the second of two interviews from leading practitioners in the UK. In this podcast Hazel Grian – leading light in the transmedia world for her ARG work with Star Trek (and here), The Red Cross and 221b for the Sherlock Holmes movie (and here) – and specialist in interactive narrative and AI.
NB: If you’d like to give us feedback, recommend yourself as a guest or suggest topics to cover – please email us at talk@workbookproject.com or Tweet away with the hashtag #tmediatalk
Hosts
Nick Braccia from Culture Hacker
Robert Pratten from TransmediaStoryteller.com
Guests
Hazel Grian
Video for two of Hazel’s projects…
Tweeture
Daemon
October 08 2010
Transmedia Talk Podcast – Episode 6
Welcome to Transmedia Talk a new podcast covering all things story. Transmedia Talk is co-hosted by Nick Braccia and Robert Pratten and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
NB: If you’d like to give us feedback, recommend yourself as a guest or suggest topics to cover – please email us at talk@workbookproject.com or Tweet away with the hashtag #tmediatalk
Topics cover in this episode (start time shown in bold)
01:27 Collapsus
27:27 Catfish
Hosts
Nick Braccia from Culture Hacker
Robert Pratten from TransmediaStoryteller.com
Guests
September 24 2010
Transmedia Talk Podcast – Episode 4
Welcome to Transmedia Talk a new podcast covering all things story. Transmedia Talk is co-hosted by Nick Braccia and Robert Pratten and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
NB: If you’d like to give us feedback, recommend yourself as a guest or suggest topics to cover – please email us at talk@workbookproject.com or Tweet away with the hashtag #tmediatalk
Topics cover in this episode (start time shown in bold)
01:14 Collaborative storytelling and world-building with Scott Walker of Brain Candy LLC (with reference to Scott’s property The Runes of Gallidon
34:45 The Webishades mini-ARG from NoMinesMedia
Hosts
Nick Braccia from Culture Hacker
Robert Pratten from TransmediaStoryteller.com
Guests
Scott Walker from Brain Candy LLC
Haley Moore from Culture Hacker
Dee Cook from Dog Tale Media
Transmedia Talk Podcast – Episode 4
Welcome to Transmedia Talk a new podcast covering all things story. Transmedia Talk is co-hosted by Nick Braccia and Robert Pratten and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
NB: If you’d like to give us feedback, recommend yourself as a guest or suggest topics to cover – please email us at talk@workbookproject.com or Tweet away with the hashtag #tmediatalk
Topics cover in this episode (start time shown in bold)
01:14 Collaborative storytelling and world-building with Scott Walker of Brain Candy LLC (with reference to Scott’s property The Runes of Gallidon
34:45 The Webishades mini-ARG from NoMinesMedia
Hosts
Nick Braccia from Culture Hacker
Robert Pratten from TransmediaStoryteller.com
Guests
Scott Walker from Brain Candy LLC
Haley Moore from Culture Hacker
Dee Cook from Dog Tale Media
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