How to Ride a Lion: A Call for a Higher Transmedia Criticism (Part Two)

Register now for Transmedia Hollywood, April 6, USC.

2011 C3 Research Memos and White Paper Series

edited by Prof. Henry Jenkins, Prof. William Uricchio and Daniel Pereira

How to Ride a Lion:

A Call for a Higher Transmedia Criticism

by

Geoffrey Long

Futures of Entertainment Fellow

Alumni Researcher for the Convergence Culture Consortium (C3)

Author's Note: Since this paper was originally authored in 2010, I've been delighted to discover an increasing amount of transmedia critics. Whose analysis of transmedia projects do you most enjoy? Please let us know in the comments! -GL)

PART 2 of 3

3. What Role Might Transmedia Criticism and Reviews Play?

If, as suggested in the last section, what is needed is an ecosystem that includes both transmedia criticism and transmedia reviews, then we need to explore both halves. First, what value can transmedia criticism and transmedia critics provide to the industry? Second, what value can transmedia reviews and reviewers provide to the public?

3.1. Educating the Industry: Transmedia Criticism and Critics

As David Bloom suggested in his 2010 Transmedia /Hollywood recap, transmedia criticism could provide some answers to the very real concerns of the entertainment industry - not just "What is transmedia?" or "Why should I invest in a transmedia project?", but "What does real, measurable success for a transmedia project look like?" Transmedia criticism may not have all the answers - as noted, we desperately need better systems for transmedia 'ratings' and other metrics - but it may provide a jumping-off point for some qualitative analyses while we're waiting for the quantitative ones to catch up.

Most beneficial, perhaps, is the role that such criticism can play in the shaping of a language of transmedia experiences, through the discovery of a set of standard best practices. By understanding these best practices - by speaking the language - creators and their sponsors can improve their chances of creating successful transmedia experiences. Once such an 'open' language is developed, individual implementations of, and strategic differentiations from, those best practices can result in highly profitable products and even new competitive advantages.

In their seminal text The Classical Hollywood Cinema: Film Style and Mode of Production to 1960, David Bordwell, Janet Staiger and Kristin Thompson describe the importance of standardization in the very early years of the cinema. Rather than reinventing the wheel with every film, Hollywood began to adopt standard techniques, formats, and practices that could be reused effectively in each production - which in turn led to a set of norms against which excellence could be judged:

Industrial standardization included uniformity in nomenclature and dimensions, simplification in types, sizes and grades, and safety provisions and rules of practice. Such standardization facilitated mass production. Standardization also included specifications, methods of testing quality, and ratings under specific conditions. The latter set of elements in standardization have another connotation: a criterion, norm, degree or level of excellence. Both the movement toward uniformity and attainment of excellence coexisted in the trend. The standardization process must be thought of not as an inevitable progression towards dull, mediocre products (although many may be that for reasons of aesthetic differences or economy in materials and workmanship), but instead, particularly in competitive cases, as an attempt to achieve a precision-tooled, quality object. Once established, the standard becomes a goal to be attained.[9]

Such desirable characteristics included "narrative dominance and clarity, verisimilitude, continuity, stars and spectacle". Those of us in the transmedia space should be feeling a slight tingling of recognition at this point. Such a key set of standard, recurring elements in transmedia is already beginning to emerge, as outlined in Henry Jenkins' keynote talk at C3's Futures of Entertainment 4 conference, "Revenge of the Origami Unicorn." Jenkins outlined seven principles of transmedia storytelling: spreadability vs. drillability, continuity vs. multiplicity, immersion vs. extractability, worldbuilding, seriality, subjectivity, and performance.[10] Jenkins' observed principles emerged from his close analysis of multiple transmedia experiences, including The Matrix, the Studio Ghibli Museum in Tokyo, Tori Amos' Comic Book Tattoo project, the success of Susan Boyle, American Idol and so on. Such close readings provide the raw fodder for his high-level observations, which are then shared with the public and the industry alike through books, articles, lectures or blog posts. The same kind of standards-from-observation practices from theorists and critics like Jenkins was at play during the early days of cinema. Again, Bordwell et.al.:

Mechanisms for standardization included ones somewhat connected to the industry - trade publications and critics and 'how-to' books - and ones external to the industry - college courses, newspaper reviewing, theoretical writing, and museum exhibitions. Undoubtedly there are others, but these will suggest how standards were available to influence the company's and worker's conception of how the motion picture ought to look and sound. While these mechanisms presented themselves as educational and informative, they were also prescriptive. A how-to-write-a-movie-script book advised not only how it was done but how it ought to be done to insure a sale. In the case of reviewers or theorists, the references to established standards in other arts (theater, literature, painting, design, music, still photography) perpetuated ideological/signifying practices - although, of course, in mediated form.[11]

Bordwell points out that trade papers in the entertainment field (such as the New York Dramatic Mirror, Show World, the New York Clipper, Moving Picture World, Motion Picture News, The Nickelodeon and, of course, Variety) served as an important channel for these theorists and critics to influence their audiences. One such important influential was Epes Winthrop Sargent, a columnist for Moving Picture World:

Sargent began as a critic for music, theater and vaudeville in the 1890s and had been a scenario editor and press agent for Lubin before he arrived at the Moving Picture World in 1911. At that point he began a series of columns, the "Technique of the photoplay," which included formats of scenarios and film production information primarily aimed at the freelance writer and the manufacturers' scenario departments. Those columns appeared in book form in 1912 and in an extensively revised edition in 1913. Although other handbooks of film practice preceded his, Sargent's work became a classic in a field that from that point on rapidly expanded.[12]

Bordwell goes on to quote an article of Sargent's from December of 1909 as a sample of such prescriptive writing, generated from Sargent's observation of emerging best practices in the form and, amusingly, what sounds an awful lot like comparative media studies:

The stories must have situations plainly visible, a clearly drafted story, and, with it, an opportunity for artistic interpretation. Dramatically, a motion picture story must be more intense in its situations than the spoken drama. It is often dragged into inconsistency but this is pardonable if the story is sufficiently strong to warrant it. The point of situation cannot be too strongly emphasized.

...We are told by our masters in short story writing and in drama writing that we must have one theme and one theme only. Too many characters will spoil the spell that grips us when we have but two or three people to watch. We are told to avoid rambling into green hedges off the roadside and to grip the attention of the audience from the very start. The complications should start immediately and the developments come with the proper regard for sequence.

...The period of action in a motion picture play is not restricted although it is best to follow the arrangement as depicted in the vaudeville drama. A single episode or incident which might occur within the length of time it takes to run the film is better than dragging the tale through twenty or thirty years. Too many notes and subtitles interrupt the story and detract from the interest.

...A motion picture play should be consistent and the nearer to real life we get the more is the picture appreciated. Complications which are too easily cleared up make the story unsatisfying, smacking of unreality, thus destroying the illusion that, as the producer faithfully endeavors to portray, the scene is not one of acting, but that we have an inside view of the comedy or tragedy of a real life. Let your stories, though they be strong in plot, be convincing, the situations not merely possible but probable. The producer will then have no trouble in making his actors appear to be real.[13]

If Jenkins chose to do so, he could write a trade column or a book specifically on how to apply his seven principles to transmedia storytelling, replicating the role of Sargent to this newly-emerging field. Close reading and analysis reveals learnable lessons, as any artist will attest; all authors, filmmakers, video game designers and other creative professionals spend years soaking up as much high-quality work in their medium as possible and tearing it apart to see what makes it tick.

Theorists and critics do the same, but they then write up their analyses and share it with others. In doing so, they begin to create a shared language with which to discuss these emerging best practices, which then becomes a linguistic shorthand for particular approaches and tactics, which then in turn becomes a shared lens for understanding how these things work. This is where terms like first person point of view, suspension of disbelief, unreliable narrator and so on come from - and, once those observations and tactics are internalized, they become accepted as tools by a wider creative audience. Once these concepts become tools, they become more commonly used in the creation of future experiences, thus reinforcing the acceptance of the concepts. Criticism becomes influential through dispersion, acceptance and implementation.

Jenkins' ideas are already becoming widely accepted in the industry and his terms are becoming the terminology for this emerging space. The problem is we need much more of this type of work, and we need it quickly. Increase the number of really insightful, clearly-spoken and practically-minded theorist-critics and we accelerate the rate at which we come to understand what transmedia is really capable of. Again, to paraphrase Kochalka, "Transmedia criticism is a means we have of making sense of this new medium, focusing to make it clearer."

The value in adopting the best practices that emerge through such transmedia criticism in order to increase a transmedia experience's chances for success is apparent. However, there's another key reason why an ecosystem of transmedia criticism would be incredibly useful to practitioners: the creation of strategic differentiation. In other words, to see where to zig when everyone else has chosen to zag. As Bordwell writes:

The emphasis on uniformity does not mean that a standard will not change in small ways. New technology, new products and new models are continually put forth as alternative standards for the field. One analyst of standardization wrote: 'An innovation is successful only when it has become a new standard.' That process is dynamic, with multiple practices creating the change. In fact, for the film industry, changing its product was an economic necessity. In the entertainment field, innovations in standards are also prized qualities. The economic reason is that the promotion of the difference between products is a competitive method and encourages repeated consumption. The phrase differentiation of the product is used to describe the practice in which the firm stresses how its goods or services differ from other ones.[14]

Much the same thing can be said for observing best practices in transmedia storytelling. By observing emerging norms for the medium particularly adventuresome, innovative storytellers can choose to do things differently in hopes of achieving strategic differentiation. Revisit Jenkins' list of principles and imagine how they might be flipped on their heads in a narrative experience, resulting in a new and engaging type of transmedia story. As more transmedia criticism emerges, more crazy "what-if" ideas will be sparked, and even more experimental experiences will appear on the market. Those that work spectacularly well - think 3-D in James Cameron's Avatar - will become more broadly adopted, pushing the cycle of significant differentiation into another iteration, and the medium will continue to grow as a result.

Between a shared language for transmedia experience design, a collection of best practices that will increase a transmedia experience's chances of success, and a seedbed for accelerated strategic differentiation, the value of transmedia criticism to practitioners seems clear. However, transmedia experiences without audiences remain difficult to justify. This is where transmedia reviews come into play.

3.2. Educating the Public: Transmedia Reviews and Reviewers

...The way I experience and think about comics has a lot to do with the fact that I really enjoy them. I like figuring out how that pleasure works and describing it to other people so that they can enjoy them too, or at least enjoy them more fully than they would otherwise. And what I like (and want to pass along) about a particular comic can be the pleasure of pure spectacle, or of ingenious design, or of kinetic flow, or of characters' psychological depth, or of a story that's funny or engaging, or any number of other things. (Wolk 21-22)

Massive entertainment franchises - think long-running soap operas or comic books - frequently get a bad rap for being huge, intimidating monsters. Try picking up a random issue of X-Men or turning on a random episode of As The World Turns and figure out what's going on. It's important not to ignore the word 'complex' in 'complex narratives' or 'complex entertainment', and even more important to remember that transmedia entertainment serves as an exponential multiplier to that complexity. Yes, a transmedia franchise that spans comics, television, films and games can have each of its components serve as a gateway into the entire franchise for "native" fans of those particular media, but an Everest like Star Wars or Halo is a massive undertaking looming on a newcomer's horizon. Such franchises aren't just increasingly complex; they're also increasingly time-consuming and increasingly expensive. You think it's difficult deciding which movie is worth your twenty bucks and two hours on Friday night?

As of this writing, buying the canonical Buffyverse on Amazon will set you back over $400, and take weeks to consume. One can only imagine what it would cost in both time and money to experience every film, book, comic, video game, TV show and piece of ancillary merchandise that makes up Star Wars.

This is where a transmedia critic can play sherpa: a really good (there's that word again) transmedia critic can give an interested fan-in-the-making maps to these daunting territories, even suggesting which paths they should take depending on their personal interests. Are they fans of Luke Skywalker? Watch the original movies, read these books, play those games. Fans of space battles? Watch these TV episodes, read these different books, play these other games. A single transmedia critic can't create personalized recommendations for everybody, but that's why we need an entire thriving community of transmedia critics sharing their opinions and providing maps like these.

The people who currently play these roles are the die-hard fans on fan websites, the people who live and breathe these franchises. Unfortunately, they're frequently not the best ambassadors to the series. We need the John Clutes, the Pauline Kaels, the Gene Siskels and Roger Eberts, the people who can analyze and report back on multiple franchises to convince hesitant audiences that these heights really are navigable, that the best experiences really are worth the labor, and that, alas, some of the peaks are actually best avoided. Having multiple transmedia critics, and having those critics establish themselves as experts with distinct tastes across franchises instead of fanboys for particular franchises, will help make such massive, complex entertainments less intimidating - and thus more enticing to mass audiences. And if we're serious about moving transmedia entertainment more and more towards the mainstream, this has got to happen.

Unfortunately, the viability of transmedia reviews - and, for that matter, transmedia criticism - suffers from the same Everest-level challenge. In a June 1, 2010 post to her blog called "A Criticism on the Lack of Criticism", transmedia designer Brooke Thompson puts her finger on one of the biggest problems facing transmedia criticism - scale:

There are a number of challenges to writing critiques on projects, not the least of which is their complexity and length. It's difficult to be critical once you've invested so much time and energy into a project - whether you've designed it or experienced it. Being critical seems harsh and, well, it might make you wonder if you've wasted a bunch of your time and who wants to think that? This is one reason why we may never have a Roger Ebert or Ben Croshaw - the commitment required to fully experience a transmedia project, especially one as complex as an ARG, is far greater than the commitment required for films and video games (or books or music or or or). To make transmedia critique a commitment on that level is difficult and, well, would require far more time than would be profitable. Which makes it a pursuit of passion or, perhaps, an academic exercise. Yet both of these color the criticism, that's not necessarily bad, but in collaborative transmedia that ignores the "other side of the curtain."

In the Comics Journal article "A Call for Higher Criticism" I cited earlier, Paul Levitz suggests that comics critics consider each issue in the context of the larger body of work, that "the time and effort we now devote to carving up a story should be devoted to carving up the universe in which the story exists" (44). This resonates with transmedia reviews, because, as Thompson points out, current reviews of transmedia franchises are usually limited to individual components - so a review of the latest Star Wars video game, instead of a review of Star Wars as an entire franchise.

Thompson hits the nail on the head when she writes, "the commitment required to fully experience a transmedia project... makes it a pursuit of passion or, perhaps, an academic exercise." Being able to review Star Wars, Star Trek, Halo, or any of these other transmedia super-franchises at the franchise level requires thousands of hours to consume it, let alone analyze it and write intelligently about one's findings. In a way, each of these super-franchises is in effect a lifestyle brand - and therein lies both a primary trouble with transmedia reviews, and why they're so important. Imagine you're trying to decide whether to engage with the Star Wars franchise for the first time. The sheer size of the franchise at this point is epic and must loom large in the eye of the potential audience member - again, an Everest on the horizon. This is why Marvel keeps launching new X-Men titles, reboots and alternate versions, attempting to give people an "accessible" version of the X-Men franchise. As Sam Ford writes frequently on the challenges facing new audiences to soap operas, longevity and drillability can be simultaneously a franchise's greatest strength and greatest liability.

Further, there's a chicken-and-egg issue at hand with massive franchises and geekiness: are geeky people attracted to excessively drillable subjects, or does excessive drilling make one geeky? It's just as easy to become a sports geek as it is to become a comic book geek. The catch is that sometimes those people who are the most familiar with the topic, the ones who have done the most drilling, are also those who are the least valuable as the topic's advocates.

From the outside looking in, there must clearly something interesting about Star Wars, soap operas, the Chicago Cubs, quantum physics, the Civil War, and so on, because so many people are so passionately interested in these topics. An outsider may want to engage with the complex topic enough to enjoy it without becoming "that guy", at least until their interest reaches a sufficient level that they crest the tipping point and mastery of the topic becomes acutely desirable. In a way, transmedia reviews, or transmedia criticism for the masses,[15] should be the equivalent of a 101-level course - sufficient to introduce a lay audience to the highlights of a topic, loaded with directions on where to go next for further drilling, and so on. The trouble is that we need, as Thompson points out, a Roger Ebert of transmedia reviews providing a reliable viewpoint to bear on a new franchise every week, which is the equivalent of a rockstar professor teaching an entire Philosophy 101 course one week, a Political Science 101 course the next week, and a History 101 course the week after that.

As Jenkins has pondered for years, there's a strange line to consider between fandom and scholarship - one needs a certain amount of fandom to motivate the epic amount of drilling required to become an expert in a subject, yet one must also remain sufficiently detached to retain an objective perspective. An Ebert who gave a huge thumbs-up to everything he reviewed wouldn't be a very good critic, he'd just be a guy who never shut up about all the things of which he was a fan. A truly valuable transmedia reviewer/critic must be able to engage with multiple massive transmedia franchises and have enough dedication to consume, analyze and report on each of them on a regular basis, even those he or she doesn't like.

Of all the responses to Paul Levitz' call for higher criticism published by The Comics Journal, my favorite is one by Richard Howell and Carol Kalish. Their response contains a brilliant concise definition of what comics criticism should be, which can easily be applied to transmedia criticism as well:

We feel, however, that comic books share their major objectives with other mass media, [and] can and should be judged by similar standards. To wit: Capability - a familiarity with, and craftsmanship-like utilization of, the medium's techniques, be they visual or verbal elements; Communication - a conscious and responsible manipulation of these technical elements in such a way as to transmit at least the bare storytelling elements (plot, characterization, and theme) to a responsive reader; and Commitment - the perception required to invest the product with a moral focus which can both enlighten and entertain and the dedication needed to broaden the craft repertoire of the medium.

Comic book critics must be prepared to both refine these standards to make them more appropriate measures of comic book products and to apply these rigorous, objective standards with perception and understanding to the industry. Only then can comics criticism assume its rightful position as both guide and guardian of the continual evolution of the comics medium.

This quote points to yet another complication: the issue of what is actually being criticized. If one believes that what is to be criticized is that which makes the franchise transmedia - the unique affordances and characteristics of transmedia as a medium, its aesthetics and mechanics - then a familiarity with just transmedia is clearly sufficient. However, a more idealistic but vastly more daunting approach is to truly and knowledgably criticize each component of the franchise as an example of its own medium. This is the same challenge staring down any transmedia artist, and illustrates the same gut-wrenching truth: something as complex as a piece of transmedia storytelling or transmedia criticism is only as strong as its weakest link.

Any time you have a combination of disciplines brought together into an art form, every element has to succeed for the work as a whole to function properly. A comic book that has beautiful art but is shoddily written will be tossed aside; a TV show that is brilliantly written but horribly acted will get zapped away. Clearly some particularly excellent elements can make up for some weaker ones - the cinematography in The Last Samurai helps make up for Tom Cruise being, well, Tom Cruise - but overall it's how the entire thing hangs together that determines the overall valuation of the whole.

Under this logic, an ideal transmedia critic must be able to criticize the six films of Star Wars as a film critic, The Clone Wars as a TV critic, the Timothy Zahn Heir to the Empire novels as a book critic, the Force Unleashed games as a game critic, Dark Horse's Star Wars: Legacy comics as a comic critic, and so on. This may seem harsh, but it's important to remember that just as each component of a transmedia franchise serves as an entry point into the franchise as a whole, it must also serve as an ambassador to the "native" audiences of each medium.

Think of it as the Transitive Quality of Crap: if a Star Wars comic is a crappy comic, comic readers for whom that comic is their first point of contact with the franchise will likely assume that a similar low quality permeates the entire franchise, and thus assume that the games are crappy, the TV shows are crappy, the film is crappy, and the franchise overall is just one big steaming pile.[16]

I have seen some astonishingly lousy transmedia extensions that were clearly approved by people unfamiliar with that extension's medium - countless tie-in games, comics and novels spring to mind - and/or by people who assume that the value of the franchise's license is sufficient to overcome a lousy experience. This isn't the case, and this is why video games based on film licenses are widely derided in the games industry: a video game based on a film is assumed to have blown most of its budget obtaining the license, was rushed to market to make a "day and date" simultaneous release with the film (and had its production started much, much later than that of the film, despite the fact that video games can sometimes take even longer than films to produce), was creatively crippled by strict oversight by the licensor, and so on.

So here's the problem: a transmedia author needs to be well-versed in each medium being deployed in their franchise, so they know when something is sub-par and can fix that weakest link. A transmedia critic needs to be able to evaluate each component of the franchise so if there is a weakest link, they can point it out as something to be avoided - but still point out that the rest of the franchise shouldn't be missed. For example, one of the best exceptions to the "lousy film tie-in" rule is The Chronicles of Riddick. Both Pitch Black and The Chronicles of Riddick are Vin Diesel sci-fi movies with abysmal scores on Metacritic, but the tie-in game Escape from Butcher Bay has fantastic scores on Metacritic.

A transmedia critic looking at the franchise as a whole must be well-versed enough to be able to say what the films did poorly, what the game did well, what the connections are between the films and the game and how well those connections are crafted, and whether or not an audience must sit through the films in order to enjoy the game. There's enough of a Venn diagram overlap between gamers and sci-fi nerds for game critics to be able to report that the game is better than the movies because they probably saw the movies, but it'd be almost unthinkable for film critics to say, "The films are awful, but the game is excellent - skip the films and play the game." And yet that's precisely what an ideal transmedia critic would be expected to do.

Being well-versed in just one medium does not qualify you to criticize another, for the same reason that gamers find Roger Ebert writing criticisms of video games dubious. A transmedia critic must have a rich, nuanced understanding of multiple media in order to speak authoritatively to audiences across media - to be respected by film buffs when reporting on film components, by comic fans when reporting on comic books, by the literati when reporting on films and by foodies when reporting on food. In a way, the ideal transmedia critic is a return to the Renaissance Man style of critic that drove the first waves of literary criticism in 18th-century England. The question is whether or not such breadth is even remotely feasible on the 21st-century Internet.

(Next: Conclusions and Next Steps)

Geoffrey Long is a media analyst, scholar, and author exploring transmedia experiences and emerging entertainment platforms at Microsoft. Geoffrey received his Master's degree from the Program in Comparative Media Studies at MIT, where he served as a media analyst for the Convergence Culture Consortium and a researcher for the Singapore-MIT GAMBIT Game Lab. Through his work with the Convergence Culture Consortium, Geoffrey authored "How to Ride a Lion: A Call for a Higher Transmedia Criticism" and "Moving Stories: Aesthetics and Production in Mobile Media". His personal site is at geoffreylong.com, he can be reached at glong@geoffreylong.com, and he can be found on Twitter as @geoffreylong.

WORKS CITED:

[9] Bordwell et al. 96.

[10] http://henryjenkins.org/2009/12/the_revenge_of_the_origami_uni.html

[11] Bordwell et al, 106.

[12] Bordwell et al 106.

[13] Quoted in Bordwell et al, 107.

[14] Bordwell et al 97.

[15] I'm resisting 'transmedia advocacy' because I believe that term should be reserved for advocacy done across media; see Lina Srivastava's excellent work on transmedia activism for more on this.

[16] Again, Rule One.

Announcing Transmedia Hollywood 3: Rethinking Creative Relations

UCLA School of Theater, Film, and Television, and

USC School of Cinematic Arts &

USC Annenberg School of Communications and Journalism

Present:

Transmedia Hollywood 3: Rethinking Creative Relations

April 6, 2012, USC

Conference Overview:

As transmedia models become more central to the ways that the entertainment industry operates, the result has been some dramatic shifts within production culture, shifts in the ways labor gets organized, in how productions get financed and distributed, in the relations between media industries, and in the locations from which creative decisions are being made. This year's Transmedia Hollywood examines the ways that transmedia approaches are forcing the media industry to reconsider old production logics and practices, paving the way for new kinds of creative output. Our hope is to capture these transitions by bringing together established players from mainstream media industries and independent producers trying new routes to the market. We also hope to bring a global perspective to the conversation, looking closely at the ways transmedia operates in a range of different kinds of creative economies and how these different imperatives result in different understandings of what transmedia can contribute to the storytelling process--for traditional Hollywood, the global media industries, and for all the independent media-makers who are taking up the challenge to reinvent traditional media-making for a "connected" audience of collaborators.

Many of Hollywood's entrenched business and creative practices remain deeply mired in the past, weighed down by rigid hierarchies, interlocking bureaucracies, and institutionalized gatekeepers (e.g. the corporate executives, agents, managers, and lawyers). In this volatile moment of crisis and opportunity, as Hollywood shifts from an analog to a digital industry, one which embraces collaboration, collectivity, and compelling uses of social media, a number of powerful independent voices have emerged. These include high-profile transmedia production companies such as Jeff Gomez's Starlight Runner Entertainment as well as less well-funded and well-staffed solo artists who are coming together virtually from various locations across the globe. What these top-down and bottom-up developments have in common is a desire to buck tradition and to help invent the future of entertainment. One of the issues we hope to address today is the social, cultural, and industrial impact of these new forms of international collaboration and mixtures of old and new work cultures.

Another topic that will be addressed is the future of independent film. Will creative commons replace copyright? Will crowdsourcing replace the antiquated foreign sales model? Will the guilds be able to protect the rights of digital laborers who work for peanuts? What about audiences who work for free? Given that most people today spend the bulk of their leisure time online, why aren't independent artists going online and connecting with their community before committing their hard-earned dollars on a speculative project designed for the smallest group of people imaginable--those that frequent art-house theaters?

Fearing obsolescence in the near future, many of Hollywood's traditional studios and networks are looking increasingly to outsiders--often from Silicon Valley or Madison Avenue--to teach these old dogs some new tricks. Many current studio and network executives are overseeing in-house agencies, whose names--Sony Interactive Imageworks, NBC Digital, and Disney Interactive Media Group--are meant to describe their cutting-edge activities and differentiate themselves from Hollywood's old guard. Creating media in the digital age is "nice work if you can get it," according to labor scholar Andrew Ross in a recent book of the same name. Frequently situated in park-like "campuses," many of these new, experimental companies and divisions are hiring large numbers of next generation workers, offering them attractive amenities ranging from coffee bars to well-prepared organic food to basketball courts. However, even though these perks help to humanize the workplace, several labor scholars (e.g. Andrew Ross, Mark Deuze, Rosalind Gill) see them as glittering distractions, obscuring a looming problem on the horizon--a new workforce of "temps, freelancers, adjuncts, and migrants."

While the analog model still dominates in Hollywood, the digital hand-writing is on the wall; therefore, the labor guilds, lawyers, and agent/managers must intervene to find ways to restore the eroding power/leverage of creators. In addition, shouldn't the guilds be mindful of the new generation of digital laborers working inside these in-house agencies? What about the creative talent that emerges from Madison Avenue ad agencies like Goodby, Silverstein & Partners, makers of the Asylum 626 first-person horror experience for Doritos; or Grey's Advertising, makers of the "Behind the Still" collective campaign for Canon? Google has not only put the networks' 30-second ad to shame using Adword, but its Creative Labs has taken marketing to new aesthetic heights with its breathtaking Johnny Cash [collective] Project. Furthermore, Google's evocative Parisian Love campaign reminds us just how intimately intertwined our real and virtual lives have become.

Shouldn't Hollywood take note that many of its most powerful writers, directors, and producers are starting to embrace transmedia in direct and meaningful ways by inviting artists from the worlds of comic books, gaming, and web design to collaborate? These collaborations enhance the storytelling and aesthetic worlds tenfold, enriching "worlds" as diverse as The Dark Knight, The Avengers, and cable's The Walking Dead. Hopefully, this conference will leave all of us with a broader understanding of what it means to be a media maker today--by revealing new and expansive ways for artists to collaborate with Hollywood media managers, audiences, advertisers, members of the tech culture, and with one another.

PANEL 1 (9:15-11:15): "Realigned Work-Worlds: Hollywood/Silicon Valley/Madison Avenue" Denise Mann, moderator

This panel seeks to capture the unruly, still unfolding, wild wild west moment of cultural-industrial conversion taking place in both virtual and real-world workplaces as Hollywood looks for top-down solutions to engaging with consumers where they live--online. Once the dominant players in the content industry, Hollywood today is having to look as far away as Silicon Valley and Madison Avenue for collaborators in the 2.0 space. Many in Hollywood are trying to bridge the gap between the old and new ways of doing business, describing their operations as "Silicon Valley startups within a big media company." Disney is buying out the founders of social experiments like Club Penguin, Togetherville, and Playdom in order to reinvent their family business for the connected generation. In each instance, Hollywood's old guard is having to rely on a new generation of entrepreneurs from the tech and geek communities to teach them how to navigate the 21st century.

Break: 11:15-11:30

Panel Two (11:30-1:30): "Creative Economies: Commercial vs. State-Based Models"

Henry Jenkins, moderator

In the United States, transmedia production has been often coupled with issues of promotion and branding, because of the ways that production is funded in a Hollywood studio or network television models. But, around the world, in countries where there is strong state support for media production, alternative forms of transmedia are taking shape, which are governed by different imperatives (cultural, educational, artistic). How has transmedia fit within the effort of nation-states to promote and expand their creative economies? What can commercial media producers learn from these alternative models and approaches? How might these developments further expand our understanding of what transmedia is and what it can contribute to the language of storytelling? What are the advantages and disadvantages of creating transmedia content under these different kinds of creative economies?

Lunch (1:30-2:30)

Panel Three (2:30-4:30): "Working on the Margins--Who Pays for Transformative Works of Art?" Denise Mann, moderator

The independent film industry isn't working any longer--so says powerful indie producer Ted Hope, who now advocates for using transmedia entertainment models that allow media-makers to engage directly with fans, and in the process, rethink old production, marketing, and distribution patterns that no longer make sense in the 21st century. A new generation of media-makers, actors, writers, directors, and producers are taking concrete steps to reinvent bottom-up entertainment for the contemporary, connected, tech-savvy audience. For some independent-minded creators, the best way to connect with today's self-aware audience is by creating a self-mocking, self-reflexive web series like The Guild or Dr. Horrible. For others, the best way to engage with the audience is by creating collective works of art via star-driven companies like hitRECord or Funny or Die. The impulse behind each of these works of collective intelligence is to take art out of the rarified world of crumbling art-house theaters, museums, and galleries and put it back into the hands of the masses-- creating an immersive, interactive, and collective works of transmedia entertainment, made by and for the people who enjoy it most.

Break (4:30-4:45)

Panel 4 (4:45-6:45): "Creative Intersections: How Comics Fit into the Transmedia Ecology"

Henry Jenkins, moderator

By many accounts, the comics industry in the United States struggles to survive, with mainstream titles facing declining readerships, despite some growth in the sales of independent graphic novels through bookstores. Yet, the comics industry has never played a more central role in the entertainment industry as a whole, with comics seeding more and more film and television franchises, and with comics performing important functions within larger transmedia projects. So, how can we understand the paradoxical status of the comics industry? In what ways are these other media outlets helping to subsize the production of printed comics? What kinds of advantages does content audience-tested through comics bring to other media industries? Why have so many television series sought to extend their narratives through graphic novels in recent years? As comics are brought to the screen, what do the producers owe to the fans of the original material as opposed to new viewers who may have little to no awareness of the series' origins in comics? What lessons might transmedia producers learn from the larger history of extended universes and intertexuality within comics?

Moderators:

Henry Jenkins

Henry Jenkins is the Provost's Professor of Communications, Journalism, Cinematic Arts, and Education at the University of Southern California. He is the author or editor of 15 books on various aspects of media and popular culture, including Textual Poachers: Television Fans and Participatory Culture (1992), Convergence Culture: Where Old and New Media Collide (2006) and with Sam Ford and Joshua Green, Spreadable Media: Creating Media and Value in a Networked Culture (Fall, 2012).

Denise Mann

Denise Mann is Associate Professor and Head of the Producers Program at the UCLA School of Theater, Film, and Television. Her most recent book is Hollywood Independents: The Postwar Talent Takeover (Minnesota, 2008). Previously, Mann co-edited Private Screenings: Television & the Female Consumer (Minnesota, 1992) and has published articles on television and consumer culture in a range of journals. Mann served as an associate editor on Camera Obscura, a journal of feminism and film theory, for six years.

Speakers include:

Ivan Askwith

Ivan Askwith is Senior Director of Digital Media at Lucasfilm, where he oversees strategic and creative direction for the wide range of online, mobile, social and cross-platform initiatives that make up the digital presence of Star Wars, Lucasfilm, and the company's other properties. Previously, he was the Director of Strategy at Big Spaceship.

Morgan Bouchet

Morgan Bouchet is Transmedia and Social Media Vice President of the Content Division of Orange and is Director of the Orange Transmedia Lab . Orange is a brand of France Telecom, the main telecommunications company in France (and one of the world's largest). Bouchet joined France Telecom in 2000, developing content experiences and Vod products before moving to transmedia and social media. Prior to France Telecom, Bouchet was manager of the New Media division of FKGB, a French entertainment marketing company.

Angela Chen Caplan

Angela Cheng Caplan is the President and CEO of Cheng Caplan Company, Inc., a boutique literary/talent management and production company based in Los Angeles, California, representing Academy Award nominated filmmakers, best-selling book authors, Pulitzer Prize winning journalists and world famous comic book creators such as Brian Wood

Katerina Cizek

Director Katerina Cizek is an Emmy-winning documentary-maker working across many media platforms. Cizek directs the National Film Board of Canada's Highrise series on residential skyscrapers. For five years, she was the National Film Board of Canada's Filmmaker-in-Residence at an inner-city hospital, in a many-media project that won a 2008 Webby Award, a Banff Award, and a Canadian New Media Award.

Sara Diamond

Sara Diamond is the President of the Ontario College of Art and Design (OCAD) University, Canada's "university of the imagination." Prior to her presidency at OCAD University, Dr. Diamond was the Artistic Director of Media and Visual Art and Director of Research at the Banff Centre, where in 1995 she created the Banff New Media Institute (BNMI) and led it for 10 years. Dr. Diamond holds a PhD in computer science and degrees in new media theory and practice, social history, and communications from the United Kingdom and Canada.

Christy Dena

Dr. Christy Dena is the director of Universe Creation 101, an organization that creates and consults cross-media narrative development. As a transmedia analyst, she collaborated with colleagues Tim Kring, Nokia and The company P on Conspiracy for Good, a Digital Emmy-nominated alternate reality experience (2011 Digital Emmy-nominated alternate reality experience. Another recent project includes curating and co-organizing Transmedia Victoria, an industry conference and workshop for the Australia Council of the Arts. She holds a Ph.D. from the University of Sydney, a postgraduate diploma in Creative Writing from University of Melbourne, and a B.A. in Visual and Performing Arts from Monash University.

Nick De Martino

Nick De Martino is a media and technology consultant and was Senior Vice President of Media and Technology at the American Film Institute for 20 years before retiring in 2010. Under his direction, AFI and Apple Computer developed the first training lab for Hollywood filmmakers, the beginning of many collaborations with high-powered technology companies (that also included Adobe, Intel, and IBM, among others). The Los Angeles Business Journal named De Martino a leader in technology twice, and in 2006, the Hollywood Reporter and the Producer's Guild of America's New Media Council ranked De Martino #3 in the "Digital 50" which recognizes digital innovaters.

Jennifer Holt

Jennifer Holt is Associate Professor of Film and Media Studies at the University of California Santa Barbara. She specializes in the areas of media industry studies, film and television history, and media policy. Her current research looks at regulation and policy in the era of digitization and convergence. She is the co-editor of Media Industries: History, Theory, and Method (Blackwell, 2009) and author of Empires of Entertainment (Rutgers UP, 2011), which examines deregulation and media conglomeration from 1980-1996. She is also the Co-Director of the Carsey-Wolf Center's Media Industries Project.

Ted Hope

Ted Hope has produced Academy-Award nominated independent films such as 21 Grams (2003), The Savages (2007), and In The Bedroom (2001). Three of his entries to the Sundance Film Festival have won the Grand Jury Prize: American Splendor (2003), The Brothers McMullen (1995), and What Happened Was.. (1994). In the early 1990s, he co-founded Good Machine, an independent film production and distribution company that went to become Focus Features. Currently, Hope works from his New York-based indie production house, This Is That, which he co-founded in 2002. He is the recipient of the 2009 Vision Award from the LA Filmmakers' Alliance as well as the Woodstock Film Festival's Honorary Trailblazer Award.

Gareth Kay

Gareth Kay is Chief Strategy Officer of Goodby, Silverstein & Partners, an ad agency based in San Francisco. He joined GS&P as the Director of Digital Strategy in 2009. Prior to joining GS&P, Kay was Head of Planning at Modernista!, where he oversaw the strategic direction of all accounts including Cadillac, HUMMER, Napster and (RED). Gareth began his career in the UK and worked at TBWA, dfgw and Lowe. Gareth serves on the boards of Boulder Digital Works and the VCU Brandcenter, and sits on the Google Creative Leadership Council.

Katherine Keller

Katherine Keller is a "Founding Tart" and the current Culture Vultures

Editrix at Sequential Tart. She is married to Ralph Mathieu, owner of

the Eisner nominated Alternate Reality Comics. (Yes, she married her

neighborhood comic shop owner.) In her day job she works at the Lied

Library, University of Nevada, Las Vegas. She is passionate about

comics, pop culture, fandom, and open access publishing.

Joe LeFavi

Joe LeFavi, is a transmedia producer and brand strategist who launched consultancy Quixotic Transmedia in 2010. His company provided the transmedia strategy for Immortals (2011), Relativity Media's highest grossing film. He has also collaborated with I am Rogue, Lionsgate and Crest Animation. In addition, his company has published motion comics for Platinum's Cowboys & Aliens, numerous titles for Archaia such as Immortals and Johnny Recon, and over 100+ titles for The Jim Henson Company, which includes their line of Archaia graphic novels.

Jordan Levin

Jordan Levin is founding partner and CEO of Generate, a management and cross-platform production company in Los Angeles. Levin is best known for co-founding the WB, where he where he helped develop a distinctive brand of young-skewing shows (Dawson's Creek, Gilmore Girls, Buffy the Vampire Slayer) and served as the youngest-ever network CEO.

Sheila C. Murphy

Shelia C. Murphy is an Associate Professor in the Department of Screen Arts & Cultures at the University of Michigan. Murphy is also the author of How Television Invented New Media (Rutgers UP, 2011). She received her B.A. in Art History from the University of Rochester and her M.A. and Ph.D. in Visual Studies from the University of California, Irvine. From teletubbies to cybernetics, television to "convergence," net.art and hacking, her interest lies in visual discourse of and cultural rhetoric about how, why, when and where we use computers and incorporate them into our everyday life.

Jose Padhila

Jose Padhila is a Brazilian filmmaker and producer. His credits include Bus 174, Elite Squad, and Elite Squad: The Enemy Within, a trilogy that explores corruption and brutality in Brazil. Elite Squad won the Golden Berlin Bear at the Berlin International Film Festival in 2008, one of Padhila's many filmmaking awards. Upcoming films include Robocop, Words with Gods and Rio, eu te amo.

Mike Richardson

Mike Richardson is the current president of Dark Horse Comics, a comics publishing company he founded in 1986, as well as the president of Dark Horse Entertainment, which has developed and produced numerous projects for film and television based on Dark Horse or other licensed properties. Dark Horse publishes many licensed comics, including comics based on Star Wars, Buffy the Vampire Slayer, Aliens, Predator, Mass Effect, and Conan; the company also publishes creator owned comics such as Frank Miller's Sin City and 300, Mike Mignola's Hellboy, Stan Sakai's Usagi Yojimbo, Paul Chadwick's Concrete, and Michael Chabon's The Escapist.

Mark Verheiden

Mark Verheiden is a writer for comics, movies, and television. He is a co-executive producer for the television series Falling Skies for DreamWorks Television and the TNT Network. Verheiden was also a writer and consulting producer for Heroes and a a writer and co-executive producer on the television series Battlestar Galactica. Verheiden's introduction into writing comics came in June 1987, when he penned The American, which was published by Dark Horse Comics. Verheiden has written many series for Dark Horse based on both the Aliens and Predator series of films.

Mary Vogt

Mary Vogt is a costume designer who has been Emmy-nominated for her work on Pushing Daisies (2008). She was the costume designer for the Men in Black movies, Batman Returns (1992), Fantastic Four: Rise of the Silver Surfer (2007), and the 2010 Tamil (South Asian) science fiction blockbuster, Endhiran (Robot).

Watch here for further speaker announcements.

Location:

Venue

Eileen Norris Cinema Theatre, USC Cinematic Arts Complex, Los Angeles

Parking

The USC School of Cinematic Arts is located at 900 W. 34th St., Los Angeles, CA 90007. Parking passes are available for Parking Structure D (PSD) for $8.00 at Entrance Gate #4, located off Jefferson Blvd. at Royal Street (east of Hoover Street). The School of Cinematic Arts is down 34th Street (heading away from Figueroa) from the Parking Structure. To view a map of the Parking Structures and Entrance Gates, visit http://web-app.usc.edu/maps/

Conference Pass (includes admission to all panels and reception)

General Public: $40

Faculty/Students: $10

(Valid university ID required at check-in)

Purchase Tickets here

Processing fees may apply.

All sales are final.

Extra Event: Teaching Transmedia

As more and more colleges and universities are teaching courses in transmedia enertainment, crossmedia design, and convergence culture, Transmedia Hollywood wants to invite people interested in exchanging resources or trading experiences to gather for a special "birds of a feather" meeting at the Annenberg Innovation Lab on the eve of the conference -- April 5 -- at 7 pm. If you want to come, drop me a note at hjenkins@usc.edu

On Transmedia and Education: A Conversation With Robot Heart Stories' Jen Begeal and Inanimate Alice's Laura Fleming (Part Two)

Some transmedia properties are entirely top-down, deploying fairly conventional models of authorship, despite their deployment across multiple media platforms. Others include strong elements of participatory culture. How central is youth participation in the production and circulation of media to your visions for transmedia education?

Jen: Youth participation is very important In production and circulation as many Transmedia projects are aimed at young people, and the ones aimed at adults require that the adults have some prior knowledge of media which leads us back to teaching media literacy at a young age. Specific youth aimed projects, like Robot Heart Stories, require that the students create their own videos, write collaborative stories and construct and color their own paper robots (called "heart packs") which were pdf downloads from the website. The theory behind transmedia education is that user generated content (i.e. created by the students themselves) should be at the core of these projects.

Laura: Story-driven user-generated content is a powerful piece of the transmedia experience and in my opinion is an essential consideration for any educational property. Technology tools allow for new forms of participation and learners inevitably seek out those opportunities. Even just the notion of creating transmedia experiences for specific groups or demographics is something we need to consider carefully. Learners themselves should be immersed in the creative process to ensure that they are not mere consumers of the experience.

What are the implications of teaching a generation not only how to read but also how to write across media?

Jen: There are several implications to this, for one there will be a larger population of active consumers, prior to the "digital generation" most media consumers were passive with little choice in what they were sold or presented with. This new generation now has the choice to decide what to watch, who to interact with and decide which brands can target them. This likewise poses a challenge for brands to be smarter and more engaging with their target audience. I also foresee a higher literacy rate as well as lower drop-out rates as students will have to have certain levels of education to compete in the working world, which will be heavily media driven.

Laura: One of my personal goals has been to blend the theory of transmedia with the implications from entertainment and business and layer it in a discussion about reading, writing, and learning for even our youngest learners. Children will read and write across platforms, whether they are taught to or not. As an educator, I feel I have a personal responsibility to teach my students how to read and write across media by providing a learning environment that allows for freedoms to think about story in less conventional ways. Transmedia storytelling techniques enable us to expand the definition of literacy and allow for new opportunities to experience both reading, writing, and publishing in a transmedia environment and students should be taught to do so responsibly and effectively.

One potential implication of the use of transmedia for education is that it might help students to experience the same story or events through multiple points of view. How might such practices contribute to young people's capacity to explore different perspectives?

Jen: Exploring different perspectives allows for students to filter the facts of a story and sift through the evidence presented to determine the truth. As was the case with RHS, French speaking students in a Montreal classroom had to convey their stories through video, music, and images to their sister classroom of English speaking students in Los Angles. This presented a problem that the students themselves needed to solve, one which involved telling a narrative which could be understood across language. The global initiative of the project prompted our collaborators to translate the initial French/ English curriculum into other languages including Swedish and German.

Laura: Transmedia by nature promotes multiple points of view which fosters a dialogue within global reach that can connect technologies, languages, cultures, generations, and curricula. The dynamic experiences transmedia storytelling helps to provide allows for the proliferation of information and knowledge, as well as ensures that young people will learn together and from each other. Ultimately, transmedia practices have the power to shape and possibly even alter beliefs or interpretations offering mutually beneficial solutions for all. This power makes it all the more critical that learners themselves are instrumental components of transmedia learning worlds.

I have used the metaphor of "hunting and gathering" to describe the activities of consumers engaging with a transmedia narrative. What connections do you see between these modes of active consumption and the kinds of research processes which have long been central to education?

Jen: Research requires actively searching out information and can be as involved as your project requires. Likewise transmedia storytelling allows you to be as little or as much engaged with the project as you desire. The students who participated in Robot Heart Stories had a specific curriculum presented to them, however what they chose to do with the information provided was up to them. In the end they chose to tell the story of the robot across multiple platforms including videos, e-mails and through song.

Laura: There is no problem with the notion of 'consuming' transmedia, but its true educational value will come in our definition of 'active'-- its definition has to be about more than mere 'thinking about the content', it has to stray knowingly into the creative and the immersive aspects too. In the case of Inanimate Alice, students around the world have been motivated to create their own next episodes of the series. Learners have used critical literacy skills to deconstruct the digital text as readers, and have used the knowledge they gained to write and create. They have become producers of content, shaping new narrative possibilities. Students have developed episodes of their own, either filling in the gaps or developing new strands of the narrative. In addition, students have created interstitial episodes that fill in the gaps in Alice's story.

Inanimate Alice has created an active virtual circle of storytelling where transmedia meets co-creation inspiring many learners to write and create. Creators looking to build a market here will succeed best where they can find a path between 'delivering' transmedia experiences which can then be consumed, and building transmedia platforms/landscapes/immersive experiences that empower the learner to create (and live!) their own stories.

How might we reconcile calls for transmedia education with ongoing concerns raised by the Kaiser Foundation and others about the amount of time young people spend engaging with "screens." Does transmedia education compound the concerns others have raised around multitasking and divided attention or might it foster a higher level of media literacy?

Jen: For some, transmedia may be seen as technology overload, however not all transmedia projects take place completely on screens. For instance with Robot Heart Stories part of the project involved students physically cutting out paper robot heart-packs and either drawing pictures or pasting photos on the robots stomachs as a way to "fuel" the robot. The students also had to create videos which meant they had to engage in face to face collaboration.

Another transmedia project that focuses on youth culture is Socks, inc. asks participants to create a physical sock-puppet then photograph or video the puppet interacting in the real world. This type of teaching, which requires a cross-pollination of digital and real world problem solving, should be the core theory behind all transmedia education. We are already a society of information overload but now we need to learn how to examine the world around us and learn how to engage with it through digital media and hands on activities.

Laura : When considering the amount of time young people spend engaging with "screens", it is important to differentiate effectively between the many uses to which screens are put- playing an immersive and complex computer game is not the same as watching television. In the case of transmedia each screen facilitates the manifestation of the whole storyworld.

One promise of transmedia education is that it responds to research about multiple intelligences -- that is, the idea that different young people might learn more effectively through different media channels. Should the model of transmedia education focus on multiple paths to the same knowledge or on the ability of any given learner to synthesize information across multiple channels?

Jen: The model of transmedia education should focus on the ability of the learner to synthesize information across multiple channels as students need this skill in the real world. Content is continually being dispersed across multiple channels and as more content becomes available it will be up to us to teach young people how to curate this content and synthesize the constant stream of information.

Laura: To me, neither of these models are mutually exclusive. Ultimately, only the learner is really in control (for a concise exposition of this position, see I am Learner) Teachers can influence, guide, and facilitate, but what is taught is rarely if ever what is actually learned- so while learners focus on synthesizing information across multiple channels, they will also, naturally, when they are allowed to, take multiple paths to knowledge. The most powerful transemdia education will therefore try to combine both models into one more persistent model.

Pottermore has been a highly publicized attempt to connect multimedia and participatory elements to children's literature. What are your hopes or concerns about Pottermore as a model for transmedia entertainment and education?

Jen: Pottermore has the ability to connect children globally, to teach them how to learn from different cultures, to understand how to connect with one another and be more accepting of each other. I foresee projects like these with such a broad scope and community to reduce prejudices, stereotyping and encourage collaborative learning.

Laura: JK Rowling has done a fascinating thing with Pottermore. She has taken her linear novels and created a non-linear experience around them. Her fans have been wanting to get close to her for years and through Pottermore they will feel like they have gotten that chance and that they now have the opportunity to contribute to the story world. The loyalty this will foster should not be underestimated and should serve as a model for future transmedia properties. In the case of education, these strategies will empower learners to share, contribute, and create by making discoveries through their own interpretations, which encourages passion and responsibility for their own learning.

Both of you have placed strong emphasis on the value of stories as a means of capturing and communicating human wisdom and knowledge. How do we decide which stories or themes should form the basis for these kinds of grassroots storytelling activities?

Jen: Stories should have personal meaning, and they should have an overriding theme. We had learned that for primary and secondary education topics that deal with social good, passion and personal responsibility (anti-bullying) campaigns are the easiest for students to tackle. There are many themes which can be explored or addressed, however the theme itself should be easy to understand and engage with, and be meaningful to the students learning the curriculum.

Laura: Storytelling activities should have the power to offer multiple perspectives and different ways of communicating ideas. Authentic, meaningful, genuine narratives that engage learners through their intent will naturally capture them and enhance the depth of their knowledge.

Our culture has historically reified the concept of authorship, suggesting that only special people have the capacity to create meaningful stories. What techniques have we discovered that help young people overcome their own insecurities and resistances to becoming authors?

Jen: By allowing students to tell their stories across multiple platforms we have given them the chance to be authors without making them self conscious. Some students tell stories visually, others through music and some even through short form dialogues, transmedia embraces the telling of stories across multiple channels, thereby giving everyone a chance to be a storyteller or author. In the case of Pottermore, these same young people are encouraged by a community to pick and choose how little or how much they want to involve themselves into the stories. It gives them the chance to become immersive creators and to actually play instead of write. This is especially helpful to those kids with learning disabilities as they can engage with others in their own way and at their own pace. By breaking down traditional barriers of storytelling we build a world of creators who can tell a story and synthesize information more effectively than ever before.

Laura: Transparency, connecting learners directly to the storytellers allows for powerful opportunities for co-creation. Learners themselves become multiplatform producers by mashing-up commercial content or by creating their own original content that extends the overarching narrative. Once embraced, contributing to the story world will provide satisfaction and a sense of achievement. In addition, celebrating the participation of the learner is validating and will lead to further engagement with the content and will make them feel empowered.

Jen Begeal is a social media strategist and transmedia producer. Her recent projects include developing a social media strategy for the experiential education project, Robot Heart Stories, developed by The Workbook Project and producing the transmedia campaign for the film, Zenith. She currently works at Umami.TV and can be found tweeting at @jlbhart and @umamitv Jen has spoken at leading conferences including the Film & History Conference for the University of Wisconsin and Mobility Shifts Conference at The New School on the subjects of film theory and media literacy. As a writer her works have been featured on the Tribeca Film: Future of Film blog and on Huffington Post's blog. Jen received her BFA from The State University of New York at Purchase in film directing and her MA from The New School in media studies. She is a co-organizer of the Transmedia NYC meetup group and an active member in the New York Film community.

Laura Fleming has served the children of New Jersey as an educator for the past fifteen years as both a media specialist and a teacher. In recent years she has taken a professional interest in developments in new media and in vanguard techniques in interactive and transmedia (multi-platform) storytelling. In this context, she has been able to draw powerful connections between transmedia and education. She blogs on these issues at www.edtechinsight.blogspot.com and is a regular contributor to other outlets, including the Huffington Post. Laura is currently playing a lead consultative role with the BradField Company, the developers of the innovative and popular transmedia story, Inanimate Alice. She has played a major role in growing and sustaining a thriving and vibrant global community around Inanimate Alice. She has consulted on several transmedia properties, working with producers to help maximise the value of their creations and toolsets for teachers and students as well as for the corporations themselves. Laura is currently co-authoring a book on Transmedia LearningWorlds, due for publication in Autumn 2012, and has spoken at a number of prestigious education, publishing and media events on the significance of transmedia for teaching and learning.

Help Time Lord Rocker Beat Justin Bieber on British Pop Charts

I know I signed off the blog for the year, but my imagination has been captured by a fascinating struggle which is taking place this weekend around the UK Pop Singles Chart. Specifically, I am excited by 22 year old Alex Day, who is gaining ground and British bookies give him a 1 in 16 chance of winning the competition, despite the fact that he has no record deals and has built his following entirely through his deft use of YouTube, Twitter, and other social media.

His catchy pop song, "Forever Yours," was released December 3 and his video, which playfully pairs a love song with images from superhero comics and zombie movies, has already been seen more than a million times. To win, he will need to best Justien Beber and Mariah Carey (not to mention the recent winner of the British X-Factor).

But, Day's certainly bringing on the grassroots support. Here's what he shared with me via a recent email: "'Forever Yours' is on sale as from today, became the second-highest trending topic on Twitter worldwide within eight minutes, and is so far sitting at number 96 on the UK iTunes Chart and rising about twenty places every time I refresh." This seems like a classic example of spreadability in action!

Apart from trying to turn the British pop world on its head, Day has been a key figure behind the growth of "Time Lord Rock," music inspired by Doctor Who, which has emerged as a grassroots movement in the spirit of the Wizard Rock associated with Harry Potter fandom. As a Time Lord Rocker, Day runs a website, Chameleon Circuit, which features such songs as "Blink" and "Exterminate Regenerate."

Check it out and if you feel so inclined, do what you can to help him beat Justin Bieber. Whatever happens, this is a fascinating example of how grassroots media and participatory culture is starting to impact the operations of the commercial mainstream.

This story came to me from Andrew Slack from the Harry Potter Alliance.

Global Cities and the Future of Entertainment

This year's Futures of Entertainment 5 conference launched with a special event, hosted by the MIT Communications Forum, which specifically highlighted the international dimensions of our work, and it closed with a Technobrega performance at one of Cambridge's hotter night clubs. Both reflect our ongoing engagement with the cultures of Brazil and specifically with the City of Rio. Early in the Creative Cities event, my good friend, Mauricio Mota, Chief Storytelling Officer for The Alchemists, a transmedia company based in Rio and Los Angeles, took to the stage to share a personal message to the attendees from the Mayor of Rio. During my trip to Brazil last summer, Mauricio and I sat down with the Mayor to discuss his vision for the future of the city, which will be playing host to the Olympics and the World Cup over the next few years, and which has been undergoing dramatic changes in terms of the development of its economic and media infrastructure. Over the course of this trip, we hatched a plan together to develop a Center for the Futures of Entertainment in Rio, which would bring the best of what we've been doing at MIT and USC to Latin America. The Mayor quickly got the vision of what we wanted to accomplish and jumped at the chance to provide seed funds to get this venture underway.

The Center will be a collaboration between the Futures of Entertainment Consortium (which evolved from the Convergence Culture Consortium and is now under the leadership of Sam Ford), the Annenberg Innovation Lab (which is under the leadership of Jonathan Taplin), The Alchemists, The City of Rio, and a range of corporate and academic partners, which include Petrobras, RioCriativo (State Government Culture Department) ESPM (Academic Partner), Western Kentucky University, and RioFilme (City of Rio film distribution company). Brazillian partners have long contributed support to the Consortium and they have been early backers of the Innovation Lab, so we welcome the opportunity to work more closely with them in the years ahead. (On a personal level, this country has been incredibly welcoming to me and my work. After the United States, the highest percentage of the readers of my blog and my Twitter flows come from Brazil, and the Portuguese edition of Convergence Culture has been the international version which has had the widest readership.)

Apart from the connection to our new Brazil project, I also want to speak with enormous pride about the contribution here from Parmesh Shahani, a graduate of the Comparative Media Studies Program, and someone who has emerged as a major cultural thought leader in India, and with deep appreciation for my Dean, Ernest Wilson, who was willing to come to MIT and share his rich vision.

Global Creative Cities and the Future of Entertainment.

Today, new entertainment production cultures are arising around key cities like Mumbai and Rio de Janeiro. What do these changes mean for the international flow of media content? And how does the nature of these cities help shape the entertainment industries they are fostering? At the same time, new means of media production and circulation allow people to produce content from suburban or rural areas. How do these trends co-exist? And what does it mean for the futures of entertainment?

Moderator: Maurício Mota (The Alchemists)

Panelists: Parmesh Shahani (Godrej Industries, India), Ernie Wilson (University of Southern California) and Sérgio Sá Leitão (Rio Filmes)

MIT Tech TV

The Futures of Entertainment 5: The Videos (Day Two)

Introduction (8:30-9:00 a.m.) Grant McCracken (author of Chief Culture Officer; Culturematic)

MIT Tech TV

The Futures of Serialized Storytelling (9:00-11:00 a.m.)

New means of digital circulation, audience engagement and fan activism have brought with it a variety of experiments with serialized video storytelling. What can we learn from some of the most compelling emerging ways to tell ongoing stories through online video, cross-platform features and applications and real world engagement? What models for content creation are emerging, and what are the stakes for content creators and audiences alike?

Moderator: Laurie Baird (Georgia Tech)

Panelists: Matt Locke (Storythings, UK), Steve Coulson (Campfire), Lynn Liccardo (soap opera critic), and Denise Mann (University of California-Los Angeles)

MIT Tech TV

The Futures of Children's Media (11:30 a.m.-1:00 p.m.).

Children's media has long been an innovator in creating new ways of storytelling. In a digital era, what emerging practices are changing the ways in which stories are being told to children, and what are the challenges unique to children's properties in an online communication environment?

Moderator: Sarah Banet-Weiser (University of Southern California)

Panelists: Melissa Anelli (The Leaky Cauldron), Gary Goldberger (FableVision) and John Bartlett (Houghton Mifflin Harcourt)

MIT Tech TV

The Futures of Nonfiction Storytelling (2:15-4:15 p.m.).

Digital communication has arguably impacted the lives of journalists more than any other media practitioner. But new platforms and ways of circulating content are providing vast new opportunities for journalists and documentarians. How have-and might-nonfiction storytellers incorporate many of the emerging strategies of transmedia storytelling and audience participation from marketing and entertainment, and what experiments are currently underway that are showing the potential paths forward?

Moderator: Johnathan Taplin (University of Southern California)

Panelists: Molly Bingham (photojournalist; founder of ORB); Chris O'Brien (San Jose Mercury News), Patricia Zimmermann (Ithaca College) and Lenny Altschuler (Televisa)

MIT Tech TV

The Futures of Music. (4:45-6:45 p.m.)

The music industry is often cited as the horror story that all other entertainment genres might learn from: how the digital era has laid waste to a traditional business model. But what new models for musicians and for the music industry exist in the wake of this paradigm shift, and what can other media industries learn from emerging models of content creation and circulation?

Moderator: Nancy Baym (Kansas University)

Panelists: Mike King (Berklee College of Music), João Brasil (Brazilian artist), Chuck Fromm (Worship Leader Media), Erin McKeown (musical artist and fellow with the Berkman Center for Internet and Society at Harvard University) and Brian Whitman (The Echo Nest)

MIT Tech TV

Futures of Entertainment 5: The Videos (Day One)

A few weeks ago, I made the trip back to Cambridge, MA to participate in the fifth iteration of the Futures of Entertainment conference. This conference emerged from the work we did at MIT through the Convergence Culture Consortium. The goal of the conference is to provide a meeting ground for forward thinking people in the creative industries and academia to talk with each other about the trends that are impacting how entertainment is produced, circulated, and engaged with. Through the years, the conference has developed its own community, which includes alums of the Comparative Media Studies Program who see the conference as a kind of homecoming, other academics who have found it a unique space to engage with contemporary practices and issues, and industry leaders, many of them former speakers, who return because it offers them a chance to think beyond the established wisdom within their own companies. Our goal is to create a space where academics do not read papers and industry folks don't present prospectus-laden powerpoints or talk about "take-aways" and "deliverables," but people engage honestly, critically, openly about topics of shared interest.

Read by these criteria, this year's event was arguably our most successful venture ever, ripe with sometimes heated debates about the nature of the "crowd" (and of the relations between artists and consumers within crowd sourcing models), about the struggles over privacy, piracy, and self identity which shape everything from our relations with location-based entertainment to children's media, about the ways that global perspectives complicate some of the assumptions shaping American media practices, and about the ways that grassroots control over circulation complicate established business models.

On a personal level, I was deeply proud to see so many of the CMS alums in their new professional identities, showing that they have continued to grow in intellectual stature and cultural authority after leaving MIT, including Sam Ford who has taking over as the primary person in charge of the event and of our newly renamed Futures of Entertainment Consortium. I was delighted to see so many of my new friends from the west coast fly to Cambridge to join us for this year's event, including Ernest Wilson, the Dean of the Annenberg School of Communications and Journalism. Formally, Futures of Entertainment is the sister conference to Transmedia Hollywood, which we host here in Los Angeles, swapping years between USC and UCLA. But this was the year where the two families mingled with each other and the bridges between the two conferences were strengthened. By the way, I've gotten lots of questions about the next Transmedia Hollywood conference: there's not a lot of information to share yet, but it will be held on April 6 2012 at the USC Cinema School, if you want to save the date. Watch this blog for further announcements.

Finally, I was deeply proud of the diversity we achieved in our programing this year, making further progress in a long struggle to get greater gender balance on our panels, and making a huge step forward in terms of bringing transnational perspectives into the mix. We welcome recommendations for speakers at our future events in general, but we especially welcome recommendations for female, minority, and international speakers.

I am also proud that we continue to maintain a tradition of making webcasts of the conference available free to all. I am posting the videos of the Friday events today and next time, of the Saturday events. We will end the week with a focus on a special event on Global Creative Cities, and with some further reflections of our announcement of a new partnership with the City of Rio.

Check out this very thoughtful response by Jonathan Gray to the conference's focus on "crowdsourcing" and collaborative production.

While I was at MIT, I dropped by my old stomping grounds at the Comparative Media Studies Program and had brunch on Sunday with the newly arrived crop of Masters Students and some of the Program's Alums. What a smart group! After several years of regrouping, CMS has come back strong as ever, has maintained strong standards in terms of the quality and diversity of the community. I wish them all the best.

Introduction (8:30-9:00 a.m.)

William Uricchio (Massachusetts Institute of Technology) and Ilya Vedrashko (Hill Holliday)

MIT Tech TV

Spreadable Media: Creating Value and Meaning in a Networked Society. (9:00-10:00 a.m.)

How are the shifting relations between media producers and their audiences transforming the concept of meaningful participation? And how do alternative systems for the circulation of media texts pave the way for new production modes, alternative genres of content, and new relationships between producers and audiences? Henry Jenkins, Sam Ford, and Joshua Green-co-authors of the forthcoming book Spreadable Media-share recent experiments from independent filmmakers, video game designers, comic book creators, and artists and discuss the promises and challenges of models for deeper audience participation with the media industries, setting the stage for the issues covered by the conference.

Speakers: Henry Jenkins (University of Southern California), Sam Ford (Peppercom Strategic Communications) and Joshua Green (Undercurrent)

MIT Tech TV

Collaboration? Emerging Models for Audiences to Participate in Entertainment Decision-Making. (10:15 a.m.-11:45 p.m.)

In an era where fans are lobbying advertisers to keep their favorite shows from being cancelled, advertisers are shunning networks to protest on the fans' behalf and content creators are launching web ventures in conversation with their audiences, there appears to be more opportunity than ever for closer collaboration between content creators and their most ardent fans. What models are being attempted as a way forward, and what can we learn from them? And what challenges exist in pursuing that participation for fans and for creators alike?

Moderator: Sheila Seles (Advertising Research Foundation)

Panelists: C. Lee Harrington (Miami University), Seung Bak (Dramafever) and Jamin Warren (Kill Screen)

MIT Tech TV

Creating with the Crowd: Crowdsourcing for Funding, Producing and Circulating Media Content. (12:45-2:45 p.m.)

Beyond the buzzword and gimmicks using the concept, crowdsourcing is emerging as a new way in which creators are funding media production, inviting audiences into the creation process and exploring new and innovative means of circulating media content. What are some of the innovative projects forging new paths forward, and what can be learned from them? How are attempts at crowdsourcing creating richer media content and greater ownership for fans? And what are the barriers and risks ahead for making these models more prevalent?

Moderator: Ana Domb (Almabrands, Chile)

Panelists: Mirko Schäfer (Utrecht University, The Netherlands), Bruno Natal (Queremos, Brazil), Timo Vuorensola (Wreckamovie, Finland) and Caitlin Boyle (Film Sprout)

MIT Tech TV

Here We Are Now (Entertain Us): Location, Mobile, and How Data Tells Stories (3:15-4:45 p.m.)

Location-based services and context-aware technologies are altering the way we encounter our environments and producing enormous volumes of data about where we go, what we do, and how we live and interact. How are these changes transforming the ways we engage with our physical world, and with each other? What kind of stories does the data produce, and what do they tell us about our culture and social behaviors? What opportunities and perils does this information have for businesses and individuals? What are the implications for brands, audiences, content producers, and media companies?

Moderator: Xiaochang Li (New York University)

Panelists: Germaine Halegoua (University of Kansas), Dan Street (Loku) and Andy Ellwood (Gowalla)

MIT Tech TV

At What Cost?: The Privacy Issues that Must Be Considered in a Digital World. (5:00-6:00 p.m.)

The vast range of new experiments to facilitated greater audience participation and more personalized media content bring are often accomplished through much deeper uses of audience data and platforms whose business models are built on the collection and use of data. What privacy issues must be considered beneath the enthusiasm for these new innovations? What are the fault lines beneath the surface of digital entertainment and marketing, and what is the appropriate balance between new modes of communication and communication privacy?

Participants: Jonathan Zittrain (Harvard University) and Helen Nissenbaum (New York University)

MIT Tech TV

Brian Clark on Transmedia Business Models (Part Five)

This is the final installment in an ongoing series of posts by transmedia designer and entrepreneur Brian Clark on transmedia business models. We've been delighted by all of te interest this series has generated out there. Here's hoping it inspires further reflection and innovation on these issues.

ENGINES OF BUSINESS INNOVATION

by Brian Clark

At the very beginning of this series, I advanced the argument that the next wave of innovation in transmedia would be driven by business innovation as we move beyond the traditional patronage model that dominates the existing body of work. The ten examples of alternative business model solves from other independent movements shows us the building blocks, but transmedia properties (versus mono-modal products) are uniquely suited for business model mash-ups: like companies, they are actually better defined by the combination of business model solves they use.

Dissecting the business models of my friends and peer practitioners is a delicate position to find myself in as a writer, but the value of discussing this topic as a community is an important part of incubating broader innovation and sustainability. It is part what we talk about as practitioners when we find ourselves together over cocktails in small groups at conference and events, like the recent gatherings at DIY Days or StoryWorld. For the purpose of illustrating why we're going to see this wave of innovation, we don't even have to dive beyond what some of those firms are already saying publicly.

Traditional Models

The best place to start is with the elephant in the room: we're in middle of a dramatic period of growth in the more traditional transmedia business models. Entertainment and brand marketing transmedia projects have gone from startlingly rare to relatively expected and are starting to move from the realm of marketing into the realm of product design (even in the views of very large companies). Meanwhile, significant new granting initiatives for transmedia storytellers have appeared in the issue advancement space and more traditional financing methods from film and broadcasting expanding to include more diverse expressions.

Transmedia entrepreneurs in companies like Campfire, Blacklight, Firelight and 42 Entertainment have business models that are primarily focused on scaling against that blossoming of demand and opportunity: they continue to polish the tactical usefulness of transmedia methods against familiar needs and mechanisms that already exist in the marketplace. One of the unspoken advantages of a "pure play" such as these is that you don't have to stay a pure play forever ... you have both some scale and the entrepreneurial nimbleness to adapt to changes in the marketplace.

Marketplaces of demand for these kinds of media skills tend to grow most robustly from the bottom up: as the market matures, the value for these kinds of services constantly decreases towards commodity. The democratization of creation works against the long-term value of any particular reproducible tactic. Already, you see traditional advertising agencies and broadcast networks setting up experience design or transmedia labs in order to service that same demand: requests for proposals tend to become job openings as optional elements become required forms.

Patchwork Models

That entrepreneurial flexibility of transmedia tactics has led others in the space to pursue more hybridized business models at a variety of different scales. Individual careers begin to look like hybrid business models, such as Lance Weiler who mixes "story R&D" and infrastructure plays with both public and private financing models across the scope of multiple pieces of work in the marketplace at the same time. At some point, those careers start to look more and more like serial entrepreneurship, like Jordan Weisman who has been incubating one innovative venture after another for decades. My own firm, GMD Studios, is an example of this kind of patchwork approach from a company level: our model for 16 years has focused on using the R&D and financial yields of commercial work along the traditional service models to fuel our own angel capitalization of a series of ventures that have ranged from infrastructure and software plays to publishing venture incubation to transmedia entertainment properties.

Hybridized business models drive you towards thinking more and more like a venture capitalist: you look for markets that can be disrupted or are under-served while favoring models that are often indistinguishable from the "lean startup" and "fail fast" concepts in the venture community. You become more and more a specialist in being a perpetual start-up, which isn't necessarily the lowest risk way to spend your time (or money).

New Models

As the variety and frequency of transmedia work has blossomed, it is starting to produce more daring business model experiments at both the grassroots and venture capital ends of the spectrum. With the impact of the low-capital and fan-capital models, creators like Jim Babb and Andrea Philips are funding new work that venture capitalists or granting organizations just might not always get. In some cities, you see the beginnings of a transmedia theater movement that relies upon direct ticket sales that involve production groups regularly releasing new work, such as Red Cloud Rising or Sleep No More in New York City. At the other end of the spectrum, Fourth Wall Studios is fueled by one of the largest venture capital investments in transmediaís history and is betting on a model rooted heavily in an infrastructure play for immersive mobile storytelling.

This kind of entrepreneurial innovation isnít contained to just upstart mad scientists, either. At last week's StoryWorld conference in San Francisco, it was just as evident among bigger traditional media companies as grassroots developers. The corollary to "if it ain't broke, don't fix it" in business is "only brands in pain innovate," and the massive changes in media distribution and consumption are driving product developers in big companies ask similar questions about business models and profitability. These two factors -- grassroots entrepreneurial risk taking and well financed companies looking to take more limited risks with bigger piles of money -- will inevitably influence and reinforce each other (in the same way that indie film and Hollywood do). Like in film, there are also amazing potentials for international co-productions to help drive some of these new models, particularly where the more entrepreneurially funded U.S. system and the more heavily cultural funded European, Canadian and Australian models find synergies. In many ways, transmedia productions are uniquely suited to adopt their platform choices to the unique tax incentives and granting opportunities in particular territories that can provide 20% to 40% rebates on production budgets.

Successes will emerge from these cauldrons of international opportunity over the next handful of years that will help define the working business models for our entire creative lifetimes. Some of those successes will be modest but prove critical concepts of business sustainability that influence a generation of producers. Some, though, will be amazing successes both creatively and financially and become much-dissected case studies for decades. Right now, though, it is a completely open playing field, which is a rare gift to any generation of artists and reason enough for us to think of business model as one of the mediums in which we work.

Brian Clark is the founder and CEO of GMD Studios, a 16-year-old experience design lab based in Winter Park, Florida. He lives in New York City and occasionally tweets as @gmdclark

Brian Clark on Transmedia Business Models (Part Four)

This is part four of a five part series on transmedia business models by Brian Clark: Founder/CEO, GMD Studios. The segments are based on a talk Clark gave earlier this semester as a guest speaker to my USC class on Transmedia Entertainment. A HANDFUL OF VENTURE MODELS

by Brian Clark

In the prior installment, we looked at handful of business models that try to work for even small budget projects. This time, we're going to look at models that rely (almost) intrinsically on raising capital. These models all share at least two common features, and the key one is that the source of funding is some kind of venture capital (which means the return that investors expect is their money back and hopefully some profit for taking the risk.) If that ís a little bit of capital, these might be angel investors that resemble patrons, but if that ís a lot of capital you'íll be dealing with professional investors. The change that comes with that is the mechanism of promotion. If you've only got a little bit of capital, you'll be relying upon media you create (owned) and earn (press and social sharing), but if you've got more capital you might start buying advertising from other places.

Ticketed Events

An entire set of business models that come from performance instead of media are frequently neglected by transmedia creators: an audience paying for a ticket to attend a live communal experience, whether that ís a theater performance, a concert, a conference or a stranger experience like "Red Cloud Rising" or "Sleep No More". This is the core business model of theatrical distribution (in film), pay-per-view (in broadcast), and touring theater and bands (in music).

  1. FUNDING: Angel capitalizers, investors and venue partners.

  2. RETURN: Financial returns.
  3. SUSTAINABILITY: It's all about the margins.
  4. AUDIENCE: My growing fan base.
  5. PROMOTION: Paid, owned and earned marketing support.

Independent music and theater artists will tell you about the entrepreneurial challenges of squeaking a margin from festivals and tours (and then remind you to buy a t-shirt on your way out), but sustainable careers can be built on these models (and the way they can work with fan incubation as a business goal between ticketed events.) Having funding is usually essential, as the expenses to put on the event get incurred before you collect the revenue back from the sales and you have to buy gas for the tour bus to the next town.

Marginable Arbitrage

In market dynamics, arbitrage is nothing more than buying low in one market to sell high in another, often by creating new value from it that others arenít optimizing. Informercial space on television networks is a good example of this (the broadcast time is cheaper for an hour than for a thirty-second ad during primetime, which is why you see hour long commercials for $19.95 products), but most of the Internet is driven by arbitrage thinking. Many online publishers, for example, get a huge chunk of their traffic from Google because of their knowledge of search engine optimization of content, but then make money off of ads served up by Google that were actually the same as the ads on the search engine page they came from: the publisher made the ads more relevant to the audience, and got paid more because of it. Will some transmedia innovator find a similar system that uses infomercial broadcast space the way online publishers use Google? An arbitrage business model might look something like:

  1. FUNDING: Angel capitalizers, investors and venue partners.

  2. RETURN: Financial returns from margin.
  3. SUSTAINABILITY: Buying cheap, adding value, selling higher.
  4. AUDIENCE: Those consuming it cheap and new fans interested in what weíve turned it into.
  5. PROMOTION: Paid, owned and earned marketing support.

It isnít as easy as it sounds to find value in the cheap: you get two Snuggies for $24.95 plus shipping and handling because they've tested that more sales happen if they price it like that. The more neglected value you find and extract, the more you attract others to do the same (making that cheap resource less cheap) and, like the ticket sales model, as soon as you stop creating arbitrage you stop creating revenue. Conversely, I know people who do nothing but write for the Web from home and get six-digit checks every month because of their understanding of content arbitrage.

Audience Developed Products

In the same way that "fan funded" treats the renewable fan base as a replacement for investors, you could instead treat them as co-creators (and thus invested in the sustainability and promotion of the work.) Online interactive art, especially community games, are an obvious example of this (such as Top Secret Dance Off, Socks Inc. or Ze Frankís Star.me), but there are also filmmakers experimenting with crowdsourcing the shooting of features and online documentarians working to preserve history through cellphone photos or family pictures. These kinds of projects often produce business models such as:

  1. FUNDING: Angel capitalizers, investors and the sweat equity of the audience.

  2. RETURN: Financial returns from margin and seeing myself in the final work.
  3. SUSTAINABILITY: New margins created by not having to raise as much funds for production.
  4. AUDIENCE: Those most attracted to my story, and especially those co-creating it with me.
  5. PROMOTION: Emphasize the earned and owned with fans to minimize the paid from funds.

The strength of this model (crowdsourcing of development) is also its Achilles' heel -- you need a vibrant enough community for that crowdsourcing magic to kick in, and that takes feeding and care. Where it seems to have the most predictable value is in creating longer tails of value, for example in videogames where making level editors available for Halo produced totally new fan-developed games like Portal that became products in their own right.

Infrastructure Play

If research & development models focus on creating new skillsets and proofs of concept, sometimes they are far more than that -- they become infrastructure plays. The impact of THX on audio standards in movie theaters was an infrastructure play contained inside the Star Wars business model, just as Condition One are documentarians creating licensable interactive technology to increase audience immersion. These types of business models typically look more like:

  1. FUNDING: Angel capitalizers, investors and development partners.

  2. RETURN: Financial returns from licensing the underlying technology developed.
  3. SUSTAINABILITY: Revenue from the creative work is supplemented by technology licensing.
  4. AUDIENCE: Those most attracted to my story, but also the industry that might license the tech.
  5. PROMOTION: Owned, earned and paid for the primary creative work; business development for the licensing.

Infrastructure plays often require even deeper capital reserves than other types of models, because the core value of the sustainability argument requires scale (so, for the Facebooks and Twitters of the world, growth is more important in the short term than revenue generation.) These business models often also require "a business within the business" that focuses just on the licensing or enablement revenue streams (since those needs are often different than the actual creative implementation that generates that infrastructure).

Venture Capital

Every vibrant art form also has some kind of venture capital model, from financers of films and Broadway shows to venture capitalists in publishing and technology. Some of those communities are sophisticated enough to have created formal marketplaces for capital raising (for example, documentary film) while others have adopted venture capital models into new forms (for example, the artist granting organization Creative Capital). Venture capitalized business models often look something like:

  1. FUNDING: Professional, sophisticated investors and investment companies.

  2. RETURN: Financial returns from the project you are proposing.
  3. SUSTAINABILITY: A salary or stipend and a healthy share of the profit (it is happens).
  4. AUDIENCE: Carefully researched and justified to funders who might not be the audience.
  5. PROMOTION: Owned, earned and paid media.

The challenge with venture capital models are primarily in the courting of capital: people can spend years trying to put together a full slate of investors to trigger the actual creative work. Many give up before succeeding, and if they do succeed, then the pressure is on to deliver not just a completed creative work but a successful creative revenue stream. This is an even harder sell with innovation (unless you can show how youíll drink someone else's milkshake) because it makes everything seem more risky and risk raises the cost of capital.

Three paragraphs per business plan is obviously skimming the surface of complex media business issues, but I'd like to extend that even further in the next installment and look at how multiple business models come together among the companies in the space (and thus potentially illuminate the kinds of innovations that will drive the next revolutions in transmedia.)

Brian Clark is the founder and CEO of GMD Studios, a 16-year-old experience design lab based in Winter Park, Florida. He lives in New York City and occasionally tweets as @gmdclark

Brian Clark on Transmedia Business Models (Part Three)

This is part three of a five part series by transmedia designer and theorist Brian Clark.

A HANDFUL OF BOTTOM UP MODELS

by Brian Clark

In the prior two installments, we looked at what might drive the next wave of innovation in storytelling and dissected the patronage business model that dominates the transmedia space today. In this installment and the next, I want to dive deeper into ten different alternative business models that we know work from other media movements in the hopes that they provide some inspiration to other entrepreneurial storytellers. The first handful treats funding and sustainability as the primary challenges: if you don't have access to millions of dollars, just how much capital do you really need? Do you need any at all?

No Budget

Some artists and art movements solve the business model problem by assaulting the very need for capital funding. They might treat funding as unnecessary (such as Theater of the Oppressed in the 1950s, the Dogma 95 film movement of the late 1990s or the subsequent Mumblecore movement of the early 2000s that embrace no budget as a choice) or might literally treat capital as the enemy (such as the dÈtournement of the Situationist International movement of the 1950s or modern Anonymousí physical and digital hacktivism). In the context of business models, their solutions look something like:

  1. FUNDING: Is a distraction from making art.

  2. RETURN: With no funders, there is no distraction of returning investment.
  3. SUSTAINABILITY: My project is not about having a sustainable career as a creator.
  4. AUDIENCE: A community to awaken or empower.
  5. PROMOTION: Through provocation, controversy and guerilla tactics.

No budget movements are a healthy part of any artistic form: things get made all the time without having business plan justifications. The Internet and digital creative trends amplifies these kinds of models disproportionately because of the constant increase in tools that decrease the costs of production towards free. Sadly, it isn't decreasing the cost of your food, rent and healthcare towards free and no budget artists typically have more traditional jobs that pay those bills -- which might be, in part, why Lars von Trier doesn't still make films under the Dogma 95 model.

Grassroots

Sometimes, not having funding isn't an active choice but is definitely a current reality. This is familiar territory to independent artists and publishers, from pulp fiction zines of the 1930s through the punk D.I.Y. ethic of the 1970s to the Internet tradition of "grassroots alternate reality games" of this century -- you embrace your limitation as a virtue and make the most of it. For this "D.I.Y. ethic" style of grassroots, the business model solve might look like:

  1. FUNDING: Beg, borrow, and elbow grease.

  2. RETURN: The expectation of paying them back isnít very high on either side.
  3. SUSTAINABILITY: Iíll at least live to fight another day.
  4. AUDIENCE: People who are looking for something different than the mainstream.
  5. PROMOTION: Through provocation, controversy and guerilla tactics.

Rather than being entrepreneurial, the funding in grassroots efforts is ad hoc, doesn't really set revenue goals for sustainability and leaves little funding for promotion. Sometimes, for the artists, the connection and affirmation of an audience is still enough reward to make them want to do it again.

Research & Development

Hopefully, creating always involves learning new things, but sometimes the point of making it in the first place is to learn. The R&D arms of giant companies share this business model with entrepreneurial garage tinkers and both work in prototypes and proofs-of-concept. Some creators, most notably Lance Weiler, have started talking about "story R&D" as the explicit value to their experiments -- learning how to tell stories across all these new platforms and opportunities in relatively low capital risk environments. An R&D business model solve might look like:

  1. FUNDING: Angel capital (including my own).

  2. RETURN: Something new that will require a new business model solve.
  3. SUSTAINABILITY: Iím increasing my capabilities and chances for future success.
  4. AUDIENCE: I wonít necessarily need a large one.
  5. PROMOTION: Through provocation, controversy, partnerships and guerilla tactics.

The most inherent challenge in R&D models is that you're entrepreneurially deciding to push the return on your investment and sustainability to some future date. It requires some confidence (at least on the artist's part) that those kinds of R&D results are a predictable yield and tends (by necessity) to push the work into more experimental territory (because there is very little R&D yield in doing things you already know how to do).

Fan Incubation

Most artists will tell you that a fan is more valuable than a customer -- a fan base is a renewable resource for a sustainable career. Fans buy the next album, they subscribe to the series, they evangelize their passion bring in new fans, and they camp out in lines overnight before the opening. In the past, fan development was slow (for example, the way fan correspondence saved H.P. Lovecraftís works from disappearing) or physical (like the "make record and tour college towns" model of independent musicians like John Vanderslice). The age of the Internet has revolutionized the ability for creators and fans to have rich, meaningful interactions that have led to successes like The Blair Witch Project and innovations like the distribution strategy for Four-Eyed Monsters. Whether a small indie or a big company, fan incubation business model solves look something like:

  1. FUNDING: Angel capital and sweat equity.
  2. RETURN: A motivated audience for a forthcoming work.
  3. SUSTAINABILITY: I'm increasing my chances for success (and return) on some other product.
  4. AUDIENCE: My growing fan base.
  5. PROMOTION: The efforts of the fans themselves, supplemented by owned (maybe even paid) media

This is essentially the same model I critiqued in the prior installment, but with a key difference: you've become your own patron, you've become your own client, and you're leveraging the tactical usefulness to your own potential benefit. Like the research and development model, that means you've pushed off revenue and sustainability to some future product those fans want that has its own business model as an investment in a renewable resource.

Fan Funding

Speaking of the power of fan bases, if you already have even a residual fan base, there are ways to replace funding with those fans. In the classic models, you'd call this pre-sales -- collecting money for a product you haven't made yet to fund the creation itself (often incentivized by some exclusive value add), a model quite common now in the videogame industry but also the classic underpinning of why magazines and newspapers offer annual subscriptions. The Internet's capabilities for crowdsourcing have made this an even more attractive model for independents, whether you're harnessing fans as angel capitalizers with a system like Kickstarter or selling a product that was manufactured "just in time" via a platform like Lulu. The business model might look something like:

  1. FUNDING: From your fan base as pre-sales or angel capitalizers.
  2. RETURN: A special copy of the work, a credit in the finished piece, etc.
  3. SUSTAINABILITY: My fans will support me because theyíd like to see more work.
  4. AUDIENCE: My growing fan base.
  5. PROMOTION: The efforts of the fans themselves, supplemented by owned (maybe even paid) media.
  6. The scale of this model is directed tied to the size of the fan base: George Lucas will always pre-sell more than you do, but a smaller group of fans could dramatically change the way a grassroots project might operate. Many creative properties (large and small) leverage this business model in serial with fan incubation -- when you're not pre-selling something, grow the overall size of the fan base as an investment in your next cycle of fan funding.

    In the next installment, we'll look at another handful of models that solve from the opposite direction: maximizing revenue instead of minimizing investment.

    Brian Clark is the founder and CEO of GMD Studios, a 16-year-old experience design lab based in Winter Park, Florida. He lives in New York City and occasionally tweets as @gmdclark

Brian Clark on Transmedia Business Models (Part Two)

This is the second in a five part series on transmedia business models written by veteran crossplatform and indie media producer Brian Clark. DISSECTING THE "TRADITIONAL" TRANSMEDIA MODELS

by Brian Clark

Most of the money fueling innovation in transmedia storytelling falls into one of three major buckets: entertainment properties created as extended experiences around a core media product; advertising properties created to advance the marketing of a brand; and issues advancing properties created to promote a topic or perspective. In the last installment, I proposed a "business model lens" for looking at some of issues hampering innovation in the new forms of storytelling. There's no better place to start than where the money is.

The Danger of Tactical Functionality

In truth, all three of these "traditional" transmedia models actually share the same business plan solution, one that focuses on the proven usefulness of transmedia as a tactical function. Let's take a look at the five business plan statements from the point of view of an entertainment, brand or issue property:

  1. FUNDING: From a brand / studio / granting organization.

  2. RETURN: Measureable results against a particular goal.
  3. SUSTAINABILITY: Tacking fees onto the funding, perhaps with a back-end percentage.
  4. AUDIENCE: The funder will decide who the audience is based upon their goal.
  5. PROMOTION: Through a combination of owned, earned and paid media.

So if a big brand hires you to create a transmedia marketing campaign, they are actually hiring you to use transmedia tactics to accomplish some particular goal -- perhaps to sell cars or videogames, perhaps to increase brand awareness or enhance brand perception, perhaps to generate leads or social sharing. From the funder's point of view, the cost of doing it must be justified by the results they hope will be delivered.

Big media brands work the same way as non-media brands in the current marketplace, because the budgets for those efforts are most typically from the marketing and promotions expenditures from the studio's point of view. The tactical goal might be different -- for example, film studios are often interested in "butts in seats" in the opening weekend as a marketing goal that they spend against -- but the focus on "transmedia as tactic" is identical.

Issues projects are slightly different, but share most of the same attributes. From a grantor's point of view, the results your effort could create per dollar granted is being evaluated not just against the funder's mission but also against the submissions you're competing against for that same funding. Typically, the fees tacked on are much less than with brands and entertainment projects, and grantors typically are less willing to provide fuel for paid media promotion than financers who are in the business of paid media.

The most noticeable difference between these three models is how they deal with the ownership of intellectual property. Brand marketing campaigns are nearly always a work for hire, which means you don't own the intellectual property you created because you were compensated to create it (although there are "branded entertainment" trends in those industries that are changing that). Entertainment properties tend to be similar, but as an industry they are more used to discussions regarding back-end percentages on direct revenue your work might create (and that trend towards "branded entertainment" is similarly impactful.) Issues funders are less likely to be focused on the ownership of the underlying IP, although some might put a re-compensation clause on funding that returns some small percentage of revenue back to the granting organization.

Their greatest similarity is the focus on transmedia tactical usefulness to accomplishing particular goals. Being useful brings with it baggage. There is a tendency to treat the work as disposable, like an advertisement or a poster promoting a band's gig or a banner painted for a traveling sideshow. It can be beautiful, it can be moving, it can be groundbreaking, but these aren't the way the work will be ultimately evaluated. The goal will be accomplished or it won't, but continued activities require continued funding.

Patronage as Lichen, Studio as Old Growth Forest

Since ancient times, there has always been a deep connection between the arts and systems of patronage. In the modern media age (from say 1920s onward), those patrons and sponsors have become brands and studios and corporations instead of kings and churches. Even the meaning of the phrase "sponsor" has grown in modern parlance to have both the implication of commercial ("and now a word from our sponsor") and of patronage ("a proud sponsor of the Olympics") intertwined. The advantage for the sponsors has always been the platform to advance their own ambitions.

Frequently, patronage is one of the first business models to develop in each periodic revolution in how media get delivered -- for example, the soap opera format first developed for radio that came about as branded entertainment for, you guessed it, soap manufacturers. Like lichen, it is the first part of the ecosystem that can thrive and that, in the process, lays the foundations for more complex ecosystems to develop (especially for those that are entrepreneurial in nature).

Eventually, the media becomes so successful (and mass producible as technique, like "the movie ticket") that an industry will emerge -- like in publishing, radio, film, television, etc. You could think of some of those industries as old growth forest, one of the last ecosystems to develop that requires a level of stability in the environment. Much of the revolution you see in every other media is tied to disruptions and inefficiencies in those stable business models that allow for those old growth forests, and most of that is both created and solved by entrepreneurial independents working against/with the old growth forests.

If we think that lichen is really cool and totally enough, patronage models are tremendous -- even those of us who aspire to more than that appreciate the fun of a nice big commercial innovation project. Many of my peers and I, though, hail from the more decidedly independent communities around music, film and new media. There, you work from the assumption that you'll probably never have access to the traditional system (but maybe you might) but still want to find a way to create a sustainable career making this kind of work. The transmedia movement has no traditional system to be excluded from, and the traditional system is the patronage model. What would it look like if the last hundred years of independent media business models were all research and development learning for this moment in time, before there was a real industry? In the next three installments, we'll go through ten business models that should provide inspiration for innovation.

Brian Clark is the founder and CEO of GMD Studios, a 16-year-old experience design lab based in Winter Park, Florida. He lives in New York City and occasionally tweets as @gmdclark

NEXT TIME: A HAND FULL OF BOTTOM UP BUSINESS MODELS

Brian Clark on Transmedia Business Models (Part One)

This week, I am going to be sharing a series of five guest blog posts by Brian Clark which are based on a lecture which he gave to the students in the Transmedia Entertainment class I have been teaching in the USC Cinema School. If you follow transmedia closely, you probably already know who Clark is. If you don't, check out some of his astute contributions to this panel from the 2009 Futures of Entertainment conference at MIT. (There are still a few seats left at this year's event which is bring held Friday and Saturday in Cambridge). MIT Tech TV

What I admire about Clark is that he cuts through the crap. He's got a track record as someone who has worked across the entertainment industry and knows what's involved in creating and sustaining transmedia production. He brings street cred as someone who emerged from the worlds of indie music and filmmaking and who helped to create IndieWIRE. He has the pragmatic streak of someone who runs his own business and has to pay the bills, even as he enjoys the visionary speculations that excite many of us about the new forms of creativity that are emerging at the intersections between old and new media. And he's wickedly smart.

When he spoke to my class, he brought all of that and more: this was a provocative presentation which described an array of different business models that might support the production of transmedia content as a challenge to the current economic and creative constraints which stem from the industry's reliance on promotional and advertising budgets as the primary driver of creative innovation in this space. I encouraged him to put the core ideas behind this lecture into writing and am happy to share this provocation with my readers in hopes that it will push all of us to think about what needs to be in place before our exploration of transmedia experiences can be sustainable.

INSTALLMENT #1: TRANSMEDIA BUSINESS MODELS

by Brian Clark

In September 2011, media scholar Henry Jenkins invited me to deliver a guest lecture to his transmedia class at the University of Southern California to explore with his students some of the issues raised in an epic Facebook thread my friends and I engaged in back in May called "Reclaiming Transmedia Storyteller". Henry asked me to focus on exposing his students to some of the transmedia business models "beyond the mothership franchise model" -- a dichotomy I jokingly referred to in that Facebook discussion as the "East Coast / West Coast" contrast in the transmedia community.

I spent a couple of months noodling with how to focus all of that conversation among practitioners deep in the trenches for an audience of media students. It seemed important to provide something practical, not just abstract. It seemed equally important, there in the shadow of Hollywood, to bring the perspective that I share with most of my closest cohorts that we inherited from the independent film community of the 1990s: entrepreneurial independence.

So I decided to focus my lecture on one key concept: that the next wave of innovation in transmedia storytelling is going to be about business models rather than storytelling forms. I started by dissecting the existing transmedia business models to illustrate how the three major communities of creators (media property extensions, brand marketing and issues-oriented activism) all relied, in essence, on the exact same business model -- the one derived from patronage and commissions. That provided a launching pad to talk about all of the other ways those business model challenges can be solved just based upon the examples we can find in the independent movements of the last century (focusing on eight different business model clusters).

Scott Walker did a really tremendous job of outlining the presentation at his blog, but in retrospect I probably tried to cram in way too much territory in a two-hour block. I would have liked to dwell deeper on examples of each of those independent business models and point to cases from which we could all draw inspiration. Fortunately for me, Henry was kind enough to invite me to rectify those shortcomings of my first trial run with his class with a series of guest editorials here at his blog.

THINKING OF TRANSMEDIA AS BUSINESS MODELS

During the last two decades that interactive technologies have been changing storytelling in surprising new ways, one debate has been completely settled by practitioners in the trenches: the question of form. The answer to the question, "Could you tell a story using foo and bar?" is always "yes" no matter what foo and bar are. Once you get past that novelty of form, practitioners spend a lot more time talking with each other about business models.

Let's consider the business model issue from the point of view of a creator, a storyteller, a person whose goal is to make a living making a story. From a highly reductionist point of view, we've got five key challenges to making a model that works in the modern media age:

  1. FUNDING: Where am I going to get the money to make this?

  2. RETURN: What do the funders expect to get back for that funding?
  3. SUSTAINABILITY: How am I going to pay my personal bills as a storyteller?
  4. AUDIENCE: Is there an audience for what I want to make and who are they?
  5. PROMOTION: How will get this work out to this audience?

More traditional art forms have clearly marketed and well-worn paths of solutions through those questions, and then some kind of vibrant community choosing (or left) to find other paths because they don't have access to that "established system". They are richer artistic communities because of that-- the independent film movement exists in great part because Hollywood exists, and both are (often) richer for that, at least in a healthy art form.

On the surface, these new forms of storytelling that span multiple modalities of media might seem to have either no well-worn path (there is no Transmediawood to prompt an indie-transmedia) or nothing but old-media paths (just reproducing the big media versus little media dichotomy of the past.) Underneath that, though, is something far more interesting -- that the well-worn path of patronage models might be what we should be reacting to, as patronage models are always just the earliest models an art movement goes through. And as we'll see in the next installment, right now is all about patronage -- and that there's a danger in just being tactically useful.

Brian Clark is the founder and CEO of GMD Studios, a 16-year-old experience design lab based in Winter Park, Florida. He lives in New York City and occasionally tweets as @gmdclark

Coming Tomorrow: DISSECTING THE "TRADITIONAL" TRANSMEDIA MODELS

Making My Peace with The Bicycle Girl: Reflections on The Walking Dead Web Series

Earlier this semester, I was asked by Scott Walker to be the guest speaker at the Los Angeles Transmedia Meetup, an event which brought together a roomful of artists and entrepreneurs who are invested in making the concept of "transmedia entertainment" into a reality. Today, I wanted to share with you the webcast version of this exchange.

If this whets your appetite for further discussions of these issues, it's not too late to register to attend the Futures of Entertainment conference being hosted by MIT on November 11-12. I will be speaking there on a panel with Sam Ford and Joshua Green, the co-authors of our forthcoming book, Spreadable Media: Creating Value and Meaning in a Networked Society, and you can find more information here.

In my opening remarks to the Transmedia group, I responded to the news that The Walking Dead was launching some webisodes in anticipation of their Second Season. My remarks were based on a news story I had seen that morning, which contained very little information about what was planned other than the news that it would center on "Bicycle Girl," a very memorable zombie character introduced in the series's opening episode. This news seemed to me a mixed blessing and as such, offered us a way to think about when and where transmedia extensions are appropriate or desirable. The discussion was a hypothetical one, a thought experiment, not intended as a criticism of the series producers, and I can now follow it up with some thoughts about the actual execution of the webisodes.

On one level, the choice of "Bicycle Girl" as the focus is inspired. The character originates in Robert Kirkman's original graphic novel and despite appearing on only a few pages, remains a "haunting" figure. She is the first zombie we really get to know as an individual when Rick exits the hospital and his decision to, in effect, commit a mercy killing on this zombie punctures any easy divide between humans and zombies. I've long wanted to know more about this character and particularly I wanted to know whether there was any previous relationship between Rick and the human who had changed into this hideous monster. Clearly the producers also were fascinated with this figure since they devoted a video segment on The Walking Dead dvd release specifically to the making of this sequence.

I would make two claims about why she was the right starting point for a web extension:

1. She is an iconic figure. She's a character we remember. Her situation speaks to the larger themes and conflicts which structure The Walking Dead as a series. Often, transmedia extensions, for budget and contract reasons, end up working with secondary characters rather than the series leads. This is fine if the secondary characters are ones we care about, if they are ones who have a compelling role to play in the series. In fact, introducing alternative points of view on the action may be one of the most valuable contributions transmedia extensions can make. A series which did this right was The Wire, where they produced only a few highly memorable and meaningful webisodes, each focused around characters and character relationships which were meaningful and memorable in the context of the original series. Too often, producers work with who-ever is available and the results seems arbitrary and disappointing.

2. The moment is one which taps what Microsoft's Geoffrey Long would call "negative space." The original moment created a gap or hole which viewers wanted to fill in. In the most generative cases, the audience taps its own "negative capability" to flesh out what must have occurred. This is one of the core processes which generate fan fiction (in its most formalized cases) or simply conversation and speculation (in more informal cases). The challenge for the producer is that when you attempt to fill in these gaps later, once fan speculations have been entrenched, you end up working against rather than with your fan base. We often call this the Boba Fett paradox in reference to a much-beloved secondary character from Star Wars, whose on-screen execution disappointed rather than rewarded a decade or more of intense fan interest. So, to use myself as an example, I very much wanted to see a story where Rick already knew the "Bicycle Girl" and was thus touched by seeing her laying there dismembered and zombified: this is why it matters that he takes the time to go back and take her out of her misery.

Why might it not be a good idea to return to the "Bicycle Girl" story? I have been finishing up an essay which explores the ways that The Walking Dead is and is not "faithful" to the original comic book series. In doing so, I argue that fans are ready to accept expansions and elaborations, even major changes in the continuity (especially those which allow them to explore other aspects of the character conflicts) as long as they are consistent with "the rules" (to borrow from Scream) which were established by Robert Kirkman. In this case, the "rules" are explicit; they emerged over time as Kirkman engaged with his fans through the letter column in the back of the comic.

One of the core rules which Kirkman established was that we would never be given an explanation for why there are zombies and we are never going to go back and fill in the first 20 days of the zombie apocalypse. Here's one of the many times that Kirkman has explained his rationale:

As far as the explanation for the zombies go, I think that aside from the zombies being in the book, this is a fairly realistic story, and that's what makes it work. The people do real things, and it's all very down to Earth...almost normal. ANY explanation would be borderline science fiction....and it would disrupt the normalness. In my mind, the story has moved on. I'm more interested in what happens next then what happened before that caused it all.

Some in the original audience for my remarks assumed I was saying that there was a hole in Kirkman's construction that he was seeking to work around. I don't think so. I think this goes to what I call the active production of belief. I never much liked the phrase the suspension of disbelief, which seems to me far too passive to explain what happens when we consume a fiction. For me, belief is something that is achieved (not something simply accepted) and it is achieved through choices made both by the storyteller and the listener.

In this case, Kirkman's impulses as a storyteller is that any explanation for the zombies would damage the credibility of the fiction he was constructing. This is not a problem with his story: it's a challenge in working with the zombie genre more generally, one all storytellers run up against, and especially a challenge of a version which strives for emotional realism in the ways Kirkman did. Given this particular "rule," which we might see as an informal contract between the producers and consumers, fans were understandably upset when the final episodes of last season took us to the Center for Disease Control and threatened to provide a "rational explanation" for the zombie attacks -- one grounded in the idea of contagion and epidemic. So, I was also defensive at the thought of telling the "Bicycle Girl" story which would mean going back to a time prior to Rick's awakening and thus increase the likelihood of the producer's trying to explain why there are zombies.

As it turned out, I should not have worried. The producers of "Torn Apart" (as the Bicycle Girl webisode is called) were well aware of audience expectations around this issue and as a consequence, they take steps to avoid giving us anything substantive which might explain the outbreak. We get one dubious theory from a somewhat crazed neighbor that the zombie attacks might have been caused by "terrorists." We get a few snippets of news coverage before the power grid goes down and all communication gets cut off. We get the suggestions that whatever happened occurred very swiftly, allowing no time for people to prepare, and catching most of the population off-guard. None of this breaks the underlying logic of the "rule" even if it may push up against the letter.

I spent a class session in my Transmedia Storytelling seminar walking episode through episode through "Torn Apart". The initial response was that the quality was not as high as was routinely achieved on the television series: the acting was more heavy handed, the scripting and camera work more obvious in calling out certain key plot points, and there was less time to fully explore the emotional consequences of certain moments of intensified drama. As we talked as a class, though, we came to a deeper understanding of how these aspects of amplification and simplification emerged from the specifics of production for the web. There were production constraints, in terms of budget and time, which made it hard to achieve the same quality in the web productions as could be achieved on the show itself, and this becomes an issue when what happens on the web is intended to be read as "part" of the television series, a problem which transmedia producers of all kinds will need to address. We discussed the similarities and differences from how these problems are confronted by student filmmakers (at USC film school and elsewhere) and exploitation filmmakers, both of whom dealt with limited time and money, and worked within short form as opposed to long form storytelling. And we discussed the very different interpretive frames consumers bring to such work, excusing imperfections in favor of ambitions in both cases, because we understand the constraints on what could be done.

A second discussion centered around the compression which occurs here. The more closely we looked at the construction of this web series, the more impressed we were by how tightly integrated the details were. Every line, every plot point connected to something else, so that by the end, this was a very classically constructed story with many intensely melodramatic moments and with no loose ends. There are choices here the class debated, such as the decision to recenter or decenter key aspects of this story from the "Bicycle Girl" onto her ex-husband or other members of her family, or the relative arbitrariness of how the "Bicycle Girl" becomes a zombie, despite the elaborate back story with which we were presented (and whether this was consistent with the sense that anything could happen at any time that is part of the logic of The Walking Dead series as a whole.)

The short length of these segments seems to suggest a prevailing industry logic that people only want to watch things on the web which are less than five minutes long (shorter depending on which web expert you talk with) but we can start to question this logic when more and more of us are watching full episodes or feature length movies on our computers through Hulu and iTunes. In the class setting, it quickly became tiresome to have to wade through a pre-roll commercial and credits before getting into the next chunk of the story, and in this case, all of the episodes were released on the same day which means that the serial process was perhaps wasted on this content. That said, part of what we were trying to discuss in class was the twin logics of seriality, which depend on chunking (the creation of meaningful bits which cohere in any given chapter) and dispersal (the shifting of interests and attention onto what is coming next through cliff-hangers and enigmas, both of which are well illustrated in the construction of this particular series).

Some of the more interesting discussion centered around the placement of this episode in the overall flow of The Walking Dead series -- as a bridge between the first and second series. I often hear people talk about the nonlinear quality of transmedia, saying that the parts can be consumed in any order. This is technically true in the same sense that we can read any chapter in a book in any order we want, but we often choose to read the book in a desired sequence. Or we can read any book in a series we want, but again, most readers choose to follow the author's preferred order. Transmedia (at least as Hollywood currently practices it) has to be designed so that any given extension can function as a point of entry into the series and so that only the "mothership" is essential to the experience, but that does not mean that there is not considerable thought put into the timing with which different extensions are introduced into the franchise.

In this case, there is a conscious decision to create something which refers back to the very first episode of The Walking Dead rather than following on from the end of season one, especially in the context of a series which has been sparing with flashbacks and which tends to have a strong forward momentum. We also felt that the focus here on children at risk connected very strongly to the core themes which surfaced in the opening episode of the second season, with certain moments in the webisode having direct parallels in the television episode many of us would watch shortly after.

Beyond this, there is a nice balance in the webisodes between relying on information hardcore fans have acquired through watching the series (such as what happened in Atlanta or what they know at CDC, both plot points here which were already answered in the series) and creating something which could be an "attractor," a point of entry for first time viewers which might draw them into watching the series itself.

There is a lot more that transmedia producers and consumers can learn from looking closely at this example: indeed, my hope is that we can move the conversation about transmedia from broad definitional debates to this kind of close reading, which helps us to learn what works and what doesn't in the current work being done in this space.

Announcing Futures of Entertainment 5 Conference

Registration Open for Futures of Entertainment 5 By Sam Ford

We're excited to announce that registration has officially opened for our fifth Futures of Entertainment conference, which will begin on 11/11/11. The conference--which will run Nov. 11-12--will be held at the Kirsch Auditorium on the first floor of the Frank Gehry-designed Ray and Maria Stata Center on the campus of MIT in Cambridge, MA.

Full details on the line-up as it stands is below. Registration is available here. Please keep in mind that seats are limited, so--if you plan to attend--register soon.

The Futures of Entertainment conference brings together professionals from academia and the marketing and media industries to discuss how communication between media producers/brands and audiences are changing, and how the nature of storytelling is shifting in a digital era.

On Friday, we will tackle some of the pressing questions and new innovations on the media horizon: new models of media creation and distribution--and challenges/questions related to participation--in a "spreadable media" landscape; new models aimed at representing fan interests in media production; innovations in crowdsourcing for content creation, funding, and distribution; the impact of location-based technologies and services; and privacy concerns raised by these developments. On Saturday, we will look at particular media industries to how these innovations are evolving: serialized storytelling; children's media; nonfiction storytelling; and music.

The conference will run from 8:30 a.m. until 6:45 p.m. on Friday and Saturday, with a reception scheduled for Friday evening.

On Thursday evening, Nov. 10th, from 5-7, MIT will be hosting an "eve of FoE" Communications Forum event on "Cities and the Future of Entertainment" in the Bartos Theater in MIT's Wiesner Building.

Cities and the Future of Entertainment. Today, new entertainment production cultures are arising around key cities like Mumbai and Rio de Janeiro. What do these changes mean for the international flow of media content? And how does the nature of these cities help shape the entertainment industries they are fostering? At the same time, new means of media production and circulation allow people to produce content from suburban or rural areas. How do these trends co-exist? And what does it mean for the futures of entertainment?

  • Moderator: Maurício Mota (The Alchemists)
  • Panelists: Parmesh Shahani (Godrej Industries, India)
  • Ernie Wilson (University of Southern California)
  • Eduardo Paes (Mayor of Rio de Janeiro)

FRIDAY:

Introduction:

  • William Uricchio (Massachusetts Institute of Technology)
  • Ilya Vedrashko (Hill Holliday)

Spreadable Media: Creating Value and Meaning in a Networked Society. How are the shifting relations between media producers and their audiences transforming the concept of meaningful participation? And how do alternative systems for the circulation of media texts pave the way for new production modes, alternative genres of content, and new relationships between producers and audiences? Henry Jenkins, Sam Ford, and Joshua Green--co-authors of the forthcoming book Spreadable Media--share recent experiments from independent filmmakers, video game designers, comic book creators, and artists and discuss the promises and challenges of models for deeper audience participation with the media industries, setting the stage for the issues covered by the conference.

Speakers:

  • Henry Jenkins (University of Southern California)
  • Sam Ford (Peppercom Strategic Communications)
  • Joshua Green (Undercurrent)

Collaboration? Emerging Models for Audiences to Participate in Entertainment Decision-Making. In an era where fans are lobbying advertisers to keep their favorite shows from being cancelled, advertisers are shunning networks to protest on the fans' behalf and content creators are launching web ventures in conversation with their audiences, there appears to be more opportunity than ever for closer collaboration between content creators and their most ardent fans. What models are being attempted as a way forward, and what can we learn from them? And what challenges exist in pursuing that participation for fans and for creators alike?

  • Moderator: Sheila Seles (Advertising Research Foundation)
  • Panelists: C. Lee Harrington (Miami University)
  • Seung Bak (Dramafever)
  • Jamin Warren (Kill Screen)

Creating with the Crowd: Crowdsourcing for Funding, Producing and Circulating Media Content. Beyond the buzzword and gimmicks using the concept, crowdsourcing is emerging as a new way in which creators are funding media production, inviting audiences into the creation process and exploring new and innovative means of circulating media content. What are some of the innovative projects forging new paths forward, and what can be learned from them? How are attempts at crowdsourcing creating richer media content and greater ownership for fans? And what are the barriers and risks ahead for making these models more prevalent?

  • Moderator: Ana Domb (Almabrands, Chile)
  • Panelists: Mirko Schafer (Utrecht University, The Netherlands)
  • Bruno Natal (Queremos, Brazil)
  • Timo Vuorensola (Wreckamovie, Finland)
  • Caitlin Boyle (Film Sprout)

Here We Are Now (Entertain Us): Location, Mobile, and How Data Tells Stories. Location-based services and context-aware technologies are altering the way we encounter our environments and producing enormous volumes of data about where we go, what we do, and how we live and interact. How are these changes transforming the ways we engage with our physical world, and with each other? What kind of stories does the data produce, and what do they tell us about our culture and social behaviors? What opportunities and perils does this information have for businesses and individuals? What are the implications for brands, audiences, content producers, and media companies?

  • Moderator: Xiaochang Li (New York University)
  • Panelists: Germaine Halegoua (University of Kansas)
  • (other two panelists still being confirmed)

At What Cost?: The Privacy Issues that Must Be Considered in a Digital World. The vast range of new experiments to facilitated greater audience participation and more personalized media content bring are often accomplished through much deeper uses of audience data and platforms whose business models are built on the collection and use of data. What privacy issues must be considered beneath the enthusiasm for these new innovations? What are the fault lines beneath the surface of digital entertainment and marketing, and what is the appropriate balance between new modes of communication and communication privacy?

  • Participants: Jonathan Zittrain (Harvard University)
  • Helen Nissenbaum (New York University)

Saturday:

Introduction:

  • Grant McCracken (author of Chief Culture Officer; Culturematic)

The Futures of Serialized Storytelling. New means of digital circulation, audience engagement and fan activism have brought with it a variety of experiments with serialized video storytelling. What can we learn from some of the most compelling emerging ways to tell ongoing stories through online video, cross-platform features and applications and real world engagement? What models for content creation are emerging, and what are the stakes for content creators and audiences alike?

  • Moderator: Laurie Baird (Georgia Tech)
  • Panelists: Matt Locke (Storythings, UK)
  • Steve Coulson (Campfire)
  • Lynn Liccardo (soap opera critic)
  • Denise Mann (University of California-Los Angeles)

The Futures of Children's Media. Children's media has long been an innovator in creating new ways of storytelling. In a digital era, what emerging practices are changing the ways in which stories are being told to children, and what are the challenges unique to children's properties in an online communication environment?

  • Moderator: Sarah Banet-Weiser (University of Southern California)
  • Panelists: Melissa Anelli (The Leaky Cauldron)
  • Michael Levine (Joan Ganz Cooney Center, Sesame Workshop)
  • John Bartlett, Houghton Mifflin Harcourt

The Futures of Nonfiction Storytelling. Digital communication has arguably impacted the lives of journalists more than any other media practitioner. But new platforms and ways of circulating content are providing vast new opportunities for journalists and documentarians. How have--and might--nonfiction storytellers incorporate many of the emerging strategies of transmedia storytelling and audience participation from marketing and entertainment, and what experiments are currently underway that are showing the potential paths forward?

  • Moderator: Ellen McGirt (Fast Company)
  • Panelists: Molly Bingham (photojournalist; founder of ORB)
  • Chris O'Brien (San Jose Mercury News)
  • Patricia Zimmermann (Ithaca College)
  • Lenny Altschuler (Televisa)

The Futures of Music. The music industry is often cited as the horror story that all other entertainment genres might learn from: how the digital era has laid waste to a traditional business model. But what new models for musicians and for the music industry exist in the wake of this paradigm shift, and what can other media industries learn from emerging models of content creation and circulation?

  • Moderator: Nancy Baym (Kansas University)
  • Panelists: Mike King (Berklee College of Music)
  • João Brasil (Brazilian artist)
  • Chuck Fromm (Worship Leader Media)
  • Erin McKeown (musical artist and fellow with the Berkman Center for Internet and Society at Harvard Univeristy)
  • Brian Whitman (The Echo Nest)

Back to School Special 2: Syllabus for my Transmedia Entertainment Class

One of the challenges of teaching cutting edge subject matter is that you need to totally revamp your syllabus each time you teach a class. The following is the updated syllabus for the class on Transmedia Entertainment I am offering this term through the USC Cinema School. Our long-range hope is that a significant number of the students studying film production at USC will end up with a basic conceptual vocabulary in transmedia storytelling and will thus enter the industry already able to collaborate across media platforms in a meaningful way. Indeed, I would argue that the "movie brats" who have long been poster-children for the Cinema School, the guys whose names are on the buildings -- Spielberg, Lucas, Zemeckis, were never "pure filmmakers" in the classical sense but had always worked across media platforms and indeed, paved the way for contemporary transmedia practice. So, USC is the appropriate place to be developing such a subject. As you will see, the class relies heavily on guest speakers from across the media industry and it also relies on a simulation activity in which our students develop transmedia proposals (including Bibles) and pitch their approach to a panel of industry experts. I am not a designer and so can not teach the design and production aspects of transmedia fully, but I try to tap the full range of creative talent in the class to see how far we can push their thinking, using a model I developed at MIT where I taught an interactive design class from the late and much missed Sande Scordos from Sony Imageworks.

Transmedia Entertainment

CTSC 482

Tuesdays 10:00 am-1:50 pm

We now live in 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.

Each class session will introduce a concept central to our understanding of transmedia entertainment that we will explore through a combination of lectures, screenings, and conversations with industry insiders who are applying these concepts through their own creative practices. The readings for this class are organized into required readings, which every student should read in order for us to have a shared basis for discussion, and recommended readings, which are intended to be resources for the group project as they dig deeper into the course concepts. My recommendation is that the members of the group divide these readings between them and make sure that the core concepts be in the shared pool of knowledge for each team.

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

  • Critically examining commercial and grassroots texts that 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 that 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.

Required Book:

Frank Rose, The Art of Immersion: How the Digital Generation is Remaking Hollywood, Madison Avenue, and How We Tell Stories (New York: W.W. Norton, 2011)

Recommended Book:

Matt Madden, 99 Ways to Tell a Story: Exercises in Style (New York: Chamberlain Brothers, 2005)

All additional readings will be provided through the Blackboard site for the class.

Grading and Assignments:

Commercial Extension Paper 20 percent

Grassroots Extension Paper 20 percent

Final Project - Franchise Development Project 40 percent

Class Forums 20 percent

In order to fully understand how transmedia entertainment works, students will be expected to immerse themselves into at least one major media franchise for the duration of the term. You should consume as many different instantiations (official and unofficial) of this franchise as you can and try to get an understanding of what each part contributes to the series as a whole.

COMMERCIAL EXTENSION PAPER: For the first paper, you will be asked to write a 5-7 page essay examining one commercially produced media extension (comic, website, game, mobisode, amusement park attraction, etc.). You should try to address such issues as its relationship to the story world, its strategies for expanding the narrative, its deployment of the distinctive properties of its platform, its targeted audience, and its cultural attractors/activators. The paper will be evaluated on its demonstrated grasp of core concepts from the class, its original research, and its analysis of how the artifact relates to specific trends impacting the entertainment industry. Where possible, link your analysis to the course materials, including readings, lecture notes, and speaker comments. Please email a short paragraph describing your project to Prof. Jenkins and Shawna by September 27th. (Due Oct. 4) (20 Percent)

GRASSROOTS EXTENSION PAPER: For the second paper, you will be asked to write a 5-7 page essay examining a fan-made extension (fan fiction, discussion list, video, etc.) and try to understand where the audience has sought to attach themselves to the franchise, what they add to the story world, how they respond to or route around the invitational strategies of the series, and how they reshape our understanding of the characters, plot or world of the original franchise. The paper will be evaluated on its demonstrated grasp of core concepts from the class, its original research, and its analysis of how the artifact relates to specific trends impacting the entertainment industry. Where possible, link your analysis to the course materials, including readings, lecture notes, and speaker comments. Please email a short paragraph describing your project to Prof. Jenkins and Shawna by October 25th. (Due Nov. 1) (20 Percent)

FINAL PROJECT - FRANCHISE DEVELOPMENT PROJECT: Students will be organized into teams, which for the purpose of this exercise will function as transmedia companies. You should select a media property (a film, television series, comic book, novel, etc.) that you feel has the potential to become a successful transmedia franchise. In most cases, you will be looking for a property that has not yet added media extensions, though you could also look at a property that you feel has been mishandled in the past. You should have identified and agreed on a property no later than Sept. 13th. By the end of the term, your team will be "pitching" this property. The pitch should include a briefing book that describes:

1) the core defining properties of the media property

2) a description of the intended audience(s) and what we know of its potential interests

3) a discussion of the specific plans for each media platform you are going to deploy

4) an overall description for how you will seek to integrate the different media platforms to create a coherent world

5) parallel examples of other properties which have deployed the strategies being described

For a potential model for what such a book might look like, see the transmedia bible template from Screen Australia, available here: http://www.screenaustralia.gov.au/filmmaking/digital_resources.aspx. Or visit: http://zenfilms.typepad.com/zen_films/2010/06/transmedia-workflow.html. If you use either as a model, include only those segments of their Bible templates which make sense for your particular property and approach.

The pitch itself will be a group presentation, followed by questions from our panel of judges, who will be drawn from across the entertainment industry. The length and format of the presentation will be announced as the term progresses to reflect the number of students actually involved in the process and thus the number of participating teams. The presentation should give us a "taste" of what the property is like as well as to lay out some of the key elements that are identified in the briefing book. Each team will need to determine what are the most salient features to cover in their pitches as well as what information they want to hold in reserve to address the judge's questions. Each member of the team will be expected to develop expertise around a specific media platform as well as to contribute to the over-all strategies for spreading the property across media systems. The group will select its own team leader who will be responsible for contacts with the instructor and will coordinate the presentation. The team leader will be asked to provide feedback on what each team member contributed to the effort, while team members will be asked to provide an evaluation of how the team leader performed. Team Members will check in on Week Ten and Week Fourteen to review their progress on the assignment. The instructor may request short written updates throughout the term to insure that the team is moving in the right direction. (40 percent)

CLASS FORUM/PARTICIPATION: For each class session, students will be asked to contribute a substantive question or comment via the class forum on BlackBoard. Comments should reflect an understanding of the readings for that day as well as an attempt to formulate an issue that we can explore with the visiting speakers. Students will also be evaluated based on regular attendance and class participation. (20 Percent)

TUESDAY, AUGUST 23rd

Transmedia Storytelling 101

Required Readings:

● Henry Jenkins, "Transmedia Storytelling 101," Confessions of an Aca-Fan, March 22, 2007

● Henry Jenkins, "Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling," Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006), pp. 93-130.

● Nick DeMartino, "Why Transmedia Is Catching On Now," Future of Film Blog, Parts 1, 2, 3.

Recommended Readings:

● Geoffrey Long, Transmedia Storytelling: Business, Aesthetics and Production at the Jim Henson Company, Master's thesis, Massachusetts Institute of Technology, 2007

● P. David Marshall, "The New Intertextual Commodity" in Dan Harries (ed.) The New Media Book (London: BFI, 2002), pp. 69-81.

Speaker: Jeff Gomez, Starlight Runner Entertainment

Jeff Gomez is the world's leading producer of transmedia entertainment properties. He is an expert at incubating new entertainment franchises, strategic planning and production for cross-platform implementation. As CEO of Starlight Runner Entertainment, Jeff leverages intellectual properties into global franchises that successfully navigate an array of media channels. Jeff has worked on such blockbuster universes as Disney's Pirates of the Caribbean, Microsoft's Halo and James Cameron's Avatar. He sits on the board of the Producers Guild of America East, as well as on the PGA New Media Council. A Latino, raised on the Lower East Side of Manhattan, Jeff earned degrees in Film Studies and Communication Arts & Sciences at Queens College, CUNY.

TUESDAY, AUGUST 30th

A Brief History of Transmedia

Required Reading:

● J.P. Telotte, Disney TV (Detroit: Wayne State University Press, 2004), pp. 61 - 79.

● Frank Rose, "How to Build a World That Doesn't Fall Apart," Art of Immersion, pp. 289- 320.

Recommended Readings:

● Neil Harris, "The Operational Aesthetic," Humbug: The Art of P.T. Barnum (Chicago: University of Chicago Press, 1973), pp. 61-89.

● Carolyn Handler Miller, "Using a Transmedia Approach," Digital Storytelling: A Creator's Guide to Interactive Entertainment (Amsterdam: Focal Press, 2006), pp. 149-164.

Speaker: Alexander Seropian, Disney Interactive

Alexander Seropian is the Senior Vice President and General Manager of Core Games for Disney Interactive Media Group. He is responsible for building interactive franchises with major brands such as Mickey Mouse, Pixar and Marvel. Prior to his position at Disney, Alex founded Wideload Games, an independent game developer that utilized an external development model similar to film production. Wideload Games produced award-winning titles such as Stubbs the Zombie. In 2009, the studio was acquired by Disney Interactive Media Group. Alex began his career in videogames in 1991 as the founder of Bungie Studios. Under his guidance, Bungie created some of the most celebrated game franchises in the industry, including Marathon, Myth, Oni, and Halo. Alex also serves as the Game Designer in Residence for DePaul University's College of Digital Media.

TUESDAY, SEPTEMBER 6th

High Concept and the Franchise System

Required Reading:

● Justin Wyatt, "Critical Redefinition: The Concept of High Concept" High Concept: Movies and Marketing in Hollywood (Austin, TX: University of Texas Press, 1994), pp. 1-22.

● Jonathan Gray, "Learning to Use the Force: Star Wars Toys and Their Films," Show Sold Separately: Promos, Spoilers, and Other Media Paratexts (New York: NYU Press, 2010), pp. 177-187.

● Christy Dena, "Chapter 2: Art, Commerce, Media and Environments in Transmedia Practice," from Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environment, pp. 26-55.

● Frank Rose, "Deeper," The Art of Immersion, pp.47-76.

Recommended Readings:

● Derek Johnson, "Learning to Share: The Relational Logics of Media Franchising" a White Paper

● Aaron Smith, "The Era of Convergence," from Transmedia Stories in Television 2.0

Student Team Meetings

TUESDAY, SEPTEMBER 13th

The Logic of Engagement

Required Reading:

● Henry Jenkins, Sam Ford, and Joshua Green, "Chapter Four," Spreadable Media: Creating Value and Meaning in a Networked Culture (New York: NYU Press, forthcoming)

● Frank Rose, "The Dyslexic Storyteller" and "Television: The Game," The Art of Immersion, pp. 9-30, 169-198.

● Christy Dena, Selection from "Chapter 4: Narrative, Game and Interactivity in Transmedia Projects" from Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments, pp. 223- 259

Recommended Reading:

● Ivan Askwith, "The Expanded Television Text", "Five Logics of Engagement," "Lost at Televisions' Crossroads," Television 2.0: Reconceptualizing TV as an Engagement Medium, Master's thesis, Massachusetts Institute of Technology, 2007, pp. 51-150.

● Kim Moses and Ian Sander, selections from Ghost Whisperer: The Spirit Guide (New York: Titan Books, 2008).

Speaker: Kim Moses, Sandermoses Production

A principal in Sander/Moses Productions, she has both developed and served as an executive producer on over 500 hours of prime-time television programming. Kim has co-created (with Ian Sander) the "Total Engagement Experience", a new business and creative model for television, which uses the television show as a component of a broader multi-platform entertainment experience that includes the internet, publishing, music, mobile, DVD's, video games and more, establishing an infinity loop driving ratings and increasing revenue streams. Moses was Executive Producer and Director of the hit CBS drama Ghost Whisperer, and she has co-authored the show's companion book, Ghost Whisperer: Spirit Guide. She has also co-created and written the award winning Ghost Whisperer: The Other Side webseries.

TUESDAY, SEPTEMBER 20th

Media Mix and Multimodality

Required Reading:

● Frank Rose, "Fear of Fiction," The Art of Immersion, pp. 31-46.

● Christy Dena, Chapter Two, Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments, pp. 55-95.

Recommended Reading:

● Anne Allison, "Pokemon: Getting Monsters and Communicating Capitalism," Millennial Monsters: Japanese Toys and the Global Imagination (Berkeley, CA: University of California Press, 2006), pp. 192-233.

● Mizuko Ito, "Gender Dynamics of the Japanese Media Mix," Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming (Cambridge, MA: MIT Press, 2008), pp. 97-110.

Speaker: Brian Clarke, GMD Studios

Brian is an award-winning New York City-based experience designer, the a founder and former publisher of independent film news daily indieWIRE.com, and the CEO of the 16-year-old media innovation lab GMD Studios (www.gmdstudios.com). His integrated experience clients have included advertisers (including Audi, SEGA, Microsoft, Ford), broadcasters (IFC, Fox Television, PBS, Showtime), publishers (New York Times, Scholastic) and film studios.

TUESDAY, SEPTEMBER 27th

Continuity and Multiplicity

Reading:

● William Uricchio and Roberta E. Pearson, "I'm Not Fooled by That Cheap Disguise," in Roberta E. Pearson (ed.), The Many Lives of the Batman: Critical Approaches to A Superhero and His Media (New York: Routledge, 1991), pp. 182-213.

● Sam Ford and Henry Jenkins, "Managing Multiplicity in Superhero Comics," in Pat Harrigan and Noah Wardrip-Fruin (eds.), Third Person: Authoring and Exploring Vast Narratives (Cambridge, MA: MIT Press, 2009), pp. 303-313.

● Christy Dena, "The Who of Transmedia Practice" and "Continuity Documentation," Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments, pp.124-147.

Recommended Reading:

● Alec Austin, "Hybrid Expectations," Expectations Across Entertainment Media, Master's thesis, Massachusetts Institute of Technology, 2007, pp. 97-127

● Jason Bainbridge, "Worlds within Worlds: The Role of Superheroes in the Marvel and DC Universe," in Angela Ndalianis (ed.), The Contemporary Comic Book Superhero (New York: Routledge, 2008), pp. 64-85.

● Matt Madden, 99 Ways to Tell a Story: Exercises in Style (New York: Chamberlain Brothers, 2005)

Speaker: Dan Didio, DC Comics

Dan DiDio was named Co-Publisher of DC Comics alongside Jim Lee in February 2010. Previously to being named Co-Publisher, DiDio served as Senior Vice President and Executive Editor, overseeing the editorial department for the DC Universe line of comic book titles, and charting the ongoing adventures of Superman, Batman, Green Lantern, Wonder Woman, The Flash and scores of heroes and villains; he also worked to develop new titles with the industry's premier writers and artists. Before joining DC in January 2002, DiDio was with the computer animation company Mainframe Entertainment where he served as freelance story editor and scriptwriter for the television series Reboot and War Planets. Later he became its Senior Vice President, Creative Affairs, overseeing the development, distribution, marketing, and promotion as well as merchandising and licensing of all Mainframe's television properties. Among the television projects he developed were Weird-Ohs, Beast Machines, Black Bull's Gatecrasher and Jill Thompson's Scary Godmother. He began his television career in 1981 at CBS, where he worked at a variety of positions before moving to Capital Cities/ABC in 1985. At ABC, DiDio served as Public Relations Manager for the three New York-based daytime dramas, then moved to Los Angeles to become Executive Director of Children's Programming. In this post, he was responsible for Saturday morning programs and After School Specials and served as Program Executive on such series as Tales from the Cryptkeeper, Hypernauts, Madeline, Dumb and Dumber, and Reboot.

TUESDAY, OCTOBER 4th

Immersion and Extractability

Paper One: Commercial Extension Due

Reading:

● Jeff Gomez, "Creating Blockbuster Worlds" (unpublished).

● Henry Jenkins, "He-Man and Masters of Transmedia, " Confessions of an Aca-Fan, May 21, 2010

● Christy Dena, Selection from "Chapter 5 Dramatic Unity, Versimilitude, and the Actual World in Transmedia Practice, " Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments, pp. 277-316

Speaker: Geoffrey Long, Microsoft

Geoffrey Long is a media analyst, scholar, and author exploring transmedia experiences and emerging entertainment platforms as a Transmedia Producer and Program Manager in the Narrative Design Team at Microsoft Studios. He is an alumni researcher with the Convergence Culture Consortium at MIT, a co-editor of the Playful Thinking book series from the MIT Press, and an executive board member of the Interstitial Arts Foundation. His personal site can be found at geoffreylong.com.

TUESDAY, OCTOBER 11th

World Building

Reading:

● Derek Johnson, "Intelligent Design or Godless Universe? The Creative Challenges of World Building and Franchise Development," Franchising Media Worlds: Content Networks and The Collaborative Production of Culture, Ph.D. Dissertation, University of Wisconsin-Madison, 2009. pp. 170-279.

● Frank Rose, "Open Worlds," The Art of Immersion, pp. 121-144.

Recommended Reading:

● Walter Jon Williams, "In What Universe?" in Pat Harrigan and Noah Wardrip-Fruin (eds.), Third Person: Authoring and Exploring Vast Narratives (Cambridge, MA: MIT Press, 2009), pp. 25-32.

● Henry Jenkins, "The Pleasure of Pirates And What It Tells Us About World Building in Branded Entertainment", Confessions of an Aca-Fan, June 13, 2007

● Christy Dena, "Chapter Five Dramatic Unity, Verisimitude, and the Actual World in Transmedia Practice", Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments, pp. 260 -277.

Speaker: Alex McDowell

McDowell trained as a painter in London in the Seventies, and opened a graphic design firm where he built his reputation designing album covers for seminal groups in the London punk scene. Since moving to Los Angeles from London in 1986, he has designed film productions for directors as diverse as Terry Gilliam, Tim Burton, David Fincher, Zack Snyder and Steven Spielberg. It was on Minority Report that McDowell built the first fully digital art department, and developed a prototyping process that has evolved into a new narrative design methodology. Currently McDowell is working on a new Warner Brothers franchise project with director Zack Snyder, and he has recently completed design of a dystopian future for In Time, directed by Andrew Niccol. He continues to work as visual development consultant for projects, both live action and virtual. With many awards for his film design, McDowell was named Royal Designer for Industry by the UK's most prestigious design society, the Royal Society of Arts, in 2006. McDowell serves on several Advisory Boards for design and technology groups and institutions. He currently serves on the AMPAS Science and Technology Council. He is adjunct professor at the School of Cinematic Arts, USC and is a Visiting Artist at MIT's Media Lab, where he has worked for several years with Tod Machover's Opera of the Future Lab. McDowell is co-founder and creative director of the immersive design conference 5D | The Future of Immersive Design, a global series of distributed events and a knowledgebase for an expanding community of thought leaders across all narrative media.

TUESDAY, OCTOBER 18th

Seriality

Reading:

● Jason Mittell, "All in the Game: The Wire, Serial Storytelling, and Procedural Logic," in Pat Harrigan and Noah Wardrip-Fruin (eds.), Third Person: Authoring and Exploring Vast Narratives (Cambridge, MA: MIT Press, 2009), pp. 429-438.

● Neil Perryman, "Doctor Who and the Convergence of Media: A Case Study in Transmedia Storytelling," Convergence, February 2008, pp. 21-40.

● Frank Rose, "Forking Paths," The Art of Immersion, pp. 103-120.

Recommended Reading:

● Jennifer Haywood, "Mutual Friends: The Development of the Mass Serial" Consuming Pleasures: Active Audiences and Serial Fictions from Dickens to Soap Opera (Lexington, KY: University of Kentucky Press, 1997), pp. 21-51.

Speaker: TBD, Campfire

TUESDAY, OCTOBER 25th

Subjectivity

Paper Two: Fan Extension Due

Reading:

● The 9th Wonders, Chapters 1-9

● Henry Jenkins, "'We Had So Many Stories to Tell': The Heroes Comics as Transmedia Storytelling," Confessions of an Aca-Fan, Dec. 3, 2007.

Speaker: Mark Warshaw, The Alchemists

Mark is a transmedia storytelling writer/producer/director. Before co-founding The Alchemists Transmedia Storytelling Co., Warshaw developed and produced the transmedia experience for the TV series Heroes. During his tenure, Heroes 360 became a financial and critical success. Forester Research has estimated the value of the initiative at $50,000,000 and it won an Emmy for Excellence in Interactive Programming. Before joining Heroes, Warshaw spent six seasons on the TV series Smallville where he produced all the show's transmedia content and integrated advertiser initiatives. The Smallville websites and projects won various awards, helped build a large fan community, and became a major source of revenue for the property. Warshaw has created and produced on projects with Volkswagen, Ford, Sprint, Toyota, Verizon Wireless, Cisco, Johnson & Johnson, TRESemmé, Coca-Cola, Nokia and Nissan. He has written for television and comic books and produced and directed webisode series for Warner Bros, The CW, NBC, Elle Magazine and the NFL. He was born and bred in Los Angeles, California with a stopover at the University of Georgia for a degree in Journalism and Mass Communication.

TUESDAY, NOVEMBER 1st

Drillability and Spreadability

Readings:

● Bob Rehak, "That Which Survives: Star Trek's Design Network in Fandom and Franchise," (unpublished), pp. 2-79.

● Suzanne Scott, "Who's Steering the Mothership?: The Role of the Fanboy Auteur in Transmedia Storytelling" (forthcoming).

● Frank Rose, "The Hive Mind and the Mystery Box," The Art of Immersion, pp. 145-168.

Recommended Reading:

● Kristin Thompson, "Not Your Father's Tolkien," The Frodo Franchise: The Lord of the Rings and Modern Hollywood (Berkeley, CA: University of California Press, 2007), pp. 53-74.

● C.S. Lewis, "On Stories," Of Other Worlds: Essays and Stories (New York: Harvest, 2002), pp. 3-21.

● Aaron Smith, Chapter 4-5 in Transmedia Stories in Television 2.0

Speaker: Tim Kring

76 million Heroes fans around the world know the name Tim Kring, and tuned in weekly across broadcast TV, cable, online and mobile to follow plotlines about ordinary people who discovered they possessed extraordinary abilities. As part of the most watched television program in the history of television, Heroes Evolutions set the bar high for multiplatform storytelling when it won the Primetime Emmy® for Interactive Television in 2008. In April, 2010, Kring received the Pioneer Prize at the International Digital Emmy® Awards in Cannes in recognition of his industry-leading creativity in multi-screen storytelling. During the summer of 2010, Kring teamed with Nokia to launch the Conspiracy For Good, a global movement that allows the audience to become part of the story to create positive real world change. The pilot engaged an audience online, through Alternative Reality Gaming elements, Nokia mobile apps, and on the streets of London while incorporating charitable and social benefits with Room to Read and the Pearson Foundation. Through this unique blend of entertainment and philanthropy, Conspiracy For Good delivered funding to build five school libraries in Zambia, more than 10,000 books to stock the library shelves, and created 50 new scholarships for deserving schoolgirls. Kring's Conspiracy For Good is nominated for an International Digital Emmy® Award this April in Cannes. Later this year, Kring begins production on his latest TV pilot Touch for FBC and 20th Century Fox studios, with Kiefer Sutherland attached to star.

Tuesday, November 8th

Performance

Readings:

● Francesca Coppa, "Women, Star Trek, and the Early Development of Fannish Vidding," Transformative Works and Cultures 1, 2008, .

● Frank Rose, "Control," The Art of Immersion, pp. 77-102.

Recommended Readings

● Robert Kozinets, "Inno-Tribes: Star Trek as Wikimedia," in Bernard Cova, Robert Kozinets, and Avi Shankar (eds.), Consumer Tribes (London: Butterworth-Heinemann, 2007), pp. 194-209.

Student Team Meetings

TUESDAY, NOVEMBER 15th

Independent Approaches

Reading:

● Henry Jenkins, Sam Ford, and Joshua Green, Chapter Seven, Spreadable Media: Creating Value and Meaning in a Networked Culture (New York: NYU Press, forthcoming).

Student Team Meetings

TUESDAY, NOVEMBER 22nd

No Class

Work on Student Presentations

TUESDAY, NOVEMBER 29th

Student Presentations

Transmedia 202: Further Reflections

The above video was shot by Scott Walker during one of my presentations at San Diego Comic-Con, during which I spoke about some of the controversy which has surrounded the definition of transmedia over the past six months or so. I've largely stayed out of these conversations, though you can find a very good summary of the debates here.

I've been focusing on other projects and also I've been more interested in the shapes these discussions take than seeking to intervene in them directly, but over the summer, in a range of venues, I've been pushing and proding at my own definitions to see if I can capture some of my own shifting understandings of transmedia, especially as I am preparing to teach a revamped transmedia entertainment class at USC. Today, I am going to try to put some of this still evolving thinking into writing in hopes that it helps others sort through these issues.

Much of this is covered in the above video so if you process things better in audio-visual than in print, you have your options. I've heard some gossip that Jenkins was going to issue a "new definition" of "transmedia": this is no where near as dramatic an overhaul as that, just some clarifications and reflections about definitions. This definition still covers, more or less, what I mean by transmedia storytelling:

Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes it own unique contribution to the unfolding of the story.

So, consider what follows Transmedia 202, to compliment my earlier Transmedia 101 post.

Given the sheer range of people who have embraced (latched onto?) transmedia, we should not be surprised that:

  1. different groups of people are defining a still emerging concept differently for different purposes for different audiences in different contexts
  2. some of those who talk about transmedia are less immersed in the previous writings and thinkings as we might wish and thus can bring a certain degree of fog
  3. some groups are strongly motivated to expand or blur the scope of the category for self promotional and self advancement purposes.

So, let's start at the top with convergence, which in Convergence Culture, I describe as a paradigm for thinking about the current moment of media change, one which is defined through the layering, diversification, and interconnectivity of media. Convergence contrasts with the Digital Revolution model which assumed old media would be displaced by new media. Aspects of this convergence model are shaping decisions of media producers, advertisers, technologists, consumers, and policy-makers, and thus convergence has many different aspects and consequences.

Transmedia, used by itself, simply means "across media." Transmedia, at this level, is one way of talking about convergence as a set of cultural practices. Keep in mind that Marsha Kinder in Playing with Power wrote about "transmedia intertextuality", while I was one of the first to popularize the term, transmedia storytelling. Transmedia storytelling describes one logic for thinking about the flow of content across media. We might also think about transmedia branding, transmedia performance, transmedia ritual, transmedia play, transmedia activism, and transmedia spectacle, as other logics. The same text might fit within multiple logics. So, for example, we could imagine Glee as a transmedia narrative in which we follow the characters and situations across media, but more often, Glee's transmedia strategies emphasize transmedia performance, with the songs moving through YouTube, iTunes, live performances, etc., which we read against each other to make sense of the larger Glee phenomenon.

So, there are some people who think that transmedia is simply a form of branding: I would rather argue that branding is one thing you can do with transmedia, but when I speak about transmedia storytelling, that is not the central focus of my interest. I am focusing on emergent forms of storytelling which tap into the flow of content across media and the networking of fan response.

Some people have argued that transmedia is simply another name for franchising. Franchising is a corporate structure for media production which has a long history and throughout much of that history, there has been an attempt to move icons and brands across media channels, but not necessarily an attempt to extend the story in ways which expanded its scope and meaning. Most previous media franchises were based on reproduction and redundancy, but transmedia represents a structure based on the further development of the storyworld through each new medium. For a good guide to the history and practices of franchising, watch for the forthcoming book by Derek Johnson, who has been doing extensive thinking on this topic.

Much of franchising has been based on licensing arrangements which make it hard for media producers to add or change anything beyond what is already in the primary text or the mother ship. True transmedia storytelling is apt to emerge through structures which encourage co-creation and collaboration, but as Johnson notes, the more a media producer moves in this direction, the greater the challenges of coordination and consistency become.

I have sometimes talked about a distinction between adaptation and extension as fundamental to understanding these shifts. Basically, an adaptation takes the same story from one medium and retells it in another. An extension seeks to add something to the existing story as it moves from one medium to another. Christy Dena has challenged making such a cut-and-dried distinction. Adaptations may be highly literal or deeply transformative. Any adaptation represents an interpretation of the work in question and not simply a reproduction, so all adaptions to some degree add to the range of meanings attached to a story. And as Dena notes, the shifts between media mean that we have new experiences and learn new things. To translate Harry Potter from a book to a movie series means thinking through much more deeply what Hogwarts looks like and thus the art director/production designer has significantly expanded and extended the story in the process. It might be better to think of adaptation and extension as part of a continuum in which both poles are only theoretical possibilities and most of the action takes place somewhere in the middle.

What the adaptation-extension distinction was intended to address was additive comprehension, a term borrowed from game designer Neil Young, to refer to the degree that each new text adds to our understanding of the story as a whole. So, the Falling Skies graphic novel is a prequel which tells us about the disappearance of the middle brother and thus helps to provide insights into the motives of the characters on the Turner television series. In this case, additive comprehension takes the form of back story, but the same graphic novel also helps us to better understand the organization of the resistance movement, which we can see as part of a world-building process. Most transmedia content serves one or more of the following functions:

  • Offers backstory
  • Maps the World
  • Offers us other character's perspectives on the action
  • Deepens audience engagement.

I have been troubled by writers who want to reduce transmedia to the idea of multiple media platforms without digging more deeply into the logical relations between those media extensions. So, if you are a guild, it matters deeply that you have a definition which determines how many media are deployed, but for me, as a scholar, that is not the key issue that concerns me. As we think about defining transmedia, then, we need to come back to the relations between media and not simply count the number of the media platforms. So, again, let's imagine a continuum of possibilities.

We might start with the notion of seriality. Seriality would imply the unfolding of a story over time, typically through a process of chunking (creating meaningful bits of the story) and dispersal (breaking the story into interconnected installments). Central to this process is the creation of a story hook or cliffhanger which motivates the consumer to come back for more of the same story. Historically, seriality occurs within the same text.

So, we've seen American television evolve over time between highly episodic structures (more or less self-contained) to much more heavily serialized structures. Most shows, though, combine elements of the episodic (a procedural plot which can be wrapped up in a single episode) and the serial (an evolving character relationship, an unfolding mythology, a larger plot within which the individual episodes work as chapters.) The shift towards seriality on American television plays a large role in preparing audiences for transmedia storytelling. Most transmedia stories are highly serial in structure, but not all serials are transmedia. So, Bones, say, is a partially serialized drama which, for the most part, remains within a single medium.

But we can think of examples where there is a movement across texts or across textual structures within the same medium. I describe this in terms of "radical intertextuality." So, for example, the DC and Marvel universes create dozens of titles which are seen as inter-related. Characters move between them. Plots unfold across them. Periodically, they may have events which straddle multiple book titles, and part of the pleasure of something like Marvel Civil Wars is that we see the same event from the point of view of multiple characters, who may have conflicting perspectives on what is happening. Similarly, Battlestar Galactica unfolds across multiple television series, mini-series, and stand-alone movies. If Battlestar remained in a single medium, television, then it would be another example of radical intertextuality. But, because Battlestar extends this process to include webisodes and comics, which are understood as part of the same continuity, then we call it a transmedia story.

So, let's call this next level Multimodality -- a term coined by Gunther Kress to talk about how educational design taps the affordances of different instructional media, but applied by Christy Dena to talk about transmedia narrative. The key point here is that different media involve different kinds of representation -- so what Green Lantern looks like differs from a comic book, a live action movie, a game, or an animated television series. Each medium has different kinds of affordances -- the game facilitates different ways of interacting with the content than a book or a feature film. A story that plays out across different media adopts different modalities. A franchise can be multimodal without being transmedia -- most of those which repeat the same basic story elements in every media fall into this category. For me, a work needs to combine radical intertextuality and multimodality for the purposes of additive comprehension to be a transmedia story. That's why shortening transmedia to "a story across multiple media" distorts the discussion.

So far, nothing here implies that particular media need to be involved for something to become transmedia. One can construct a high end transmedia system (a major blockbuster movie or network television show and its extensions) and one can construct a low end transmedia system (a low budget and/or independent film, a comic book or web series as the spring board for something which might include live performance or oral storytelling...) Some have tried to argue that games are a key component of transmedia, but I do not want to prioritize digital media extensions over other kinds of media practices.

For this reason, it is possible to find historical antecedents for transmedia which predate the rise of networked computing and interactive entertainment. I am not preoccupied with the "newness" of transmedia. The current push for transmedia has emerged from shifts in production practices (shaped by media concentration, in some cases) or reception practices (the emergence of Web 2.0 and social media), but it has also come from the emergence of new aesthetic understandings of how popular texts work (shaped in part by the rise of geeks and fans to positions of power within the entertainment industries).

The options available to a transmedia producer today are different from those available some decades ago, but we can still point to historical antecedents which were experimenting with notions of world building and mythology-modeled story structures in ways that include both radical intertextuality and multimodality. In that way, you can say that L. Frank Baum (in his focus on world building across media), Walt Disney (in his focus on transmedia branding) and J.R.R. Tolkien (with his experiments in radical intertextuality) each prefigure transmedia practices.

Similarly, I've argued that Obama is as much a transmedia character as Obi Wan is. I do not mean by this simply that our everyday lives are conducted across multiple media platforms, though this is true. I also mean that we tend to connect those dispersed pieces of information together to form a story, that the story we construct depends on which media extensions we draw upon (Fox News vs. The Huffingston Post), and that there are architects who seek to coordinate and construct the range of meanings which get attached to that story. In that sense, the Obama story, as constructed by his campaign, includes both radical intertextuality and multimodality.

When I wrote Convergence Culture, I focused the transmedia discussion around The Matrix, while including a side bar which discussed The Beast as an Alternate Reality Game. I understood that ARGs had something to do with transmedia, but my use of the sidebar structure allowed me to dodge the tougher question of whether ARGs are transmedia, and that's where some of the most heated debates in recent years has occurred.

The Hollywood based model of transmedia assumes a story told or a world explored across not simply multiple media but multiple texts, which can be sold to audiences separately and which represent multiple touch points with the brand. (Note, for my definition, it really doesn't matter if the texts form a single narrative or multiple stories set in the same world, since in practice, most transmedia includes multiple plot lines which can be dispersed in different ways across the installments.) The ARG model, however, assumes that multiple media can contribute to a single entertainment experience. So, we are more likely to talk about The Beast, I Love Bees, or The Lost Experience as completed texts in their own right (as well as in all three cases as part of larger entertainment franchises). Different groups have different stakes in drawing lines distinguishing or integrating these two models. It is important to understand what they are each trying to accomplish, but I am less invested in defining in or out one model or the other. I just think this is a space which deserves closer conceptual work than it has received so far. Both could meet my emphasis on radical intertextuality and multimodality and both can deliver on the promises of additive comprehension.

Another debate worth monitoring here has to do with issues of audience participation in the development of a transmedia property. These debates break down into two sets of issues. The first has to do with the differences I draw in Convergence Culture between interactivity and participation. For me, interactivity has to do with the properties of the technology and participation has to do with the properties of the culture. Obviously, in practice, both may come into play in the same text. So, for example, a computer game stresses interactivity and thus preprogramed entertainment experiences. Fan culture is high on participation, where fans take the resources offered by a text and push it in a range of directions which are neither preprogrammed nor authorized by the producers.

When people claim that interactivity is a core element of a transmedia experience, I want to make sure we are using the term in the same way. We can imagine a range of different relations which fans might have to a transmedia property. On one end would be the hunting and gathering practices of finding the dispersed pieces of information and figuring out how they all fit together to form a meaningful whole. On the other end, we might have playing through a level of a game, working past obstacles, killing bosses, and gathering objects. But we might also think about various forms of fan performance -- from fan fiction to cosplay -- which are more participatory and open ended and less dependent on the design choices of the transmedia producers.

A second set of issues has to do with continuity vs. multiplicity. Most discussions of transmedia place a high emphasis on continuity -- assuming that transmedia requires a high level of coordination and creative control and that all of the pieces have to cohere into a consistent narrative or world. This is a practice which is hard enough to achieve across the multiple divisions of the same production team and it becomes hard for fans to contribute directly to the development of a narrative which places high emphasis on continuity. Indeed, many projects which claim to tap "user-generated content" do so in ways which protect the "integrity" of the continuity at the expense of enabling multiple perspectives and more open-ended participation. They make the author or some designated agent an arbiter of what counts within the canon. On the other hand, there are forms of commercially produced transmedia which really celebrate the multiplicity which emerges from seeing the same characters and stories told in radically different ways. This focus on multiplicity leaves open a space for us to see fan-produced media as part of a larger transmedia process, even if we then want to try to sort through how different elements get marked as official canon or fan alternatives.

Sorry this has gotten so complicated, but I think part of the problem is that many people are looking for simple formulas and a one-size-fits-all definition, trying to delimit what transmedia is. But, we are still in a period of experimentation and innovation. New models are emerging through production practices and critical debates, and we need to be open to a broad array of variations of what transmedia means in relation to different projects. I wrote in Convergence Culture that convergence practices, for the foreseeable future, will amount to "kludges," jerry-rigged attempts to connect different media together, as we all figure out what's going on and what works well.

There is no transmedia formula. Transmedia refers to a set of choices made about the best approach to tell a particular story to a particular audience in a particular context depending on the particular resources available to particular producers. The more we expand the definition, the richer the range of options available to us can be. It doesn't mean we expand transmedia to the point that anything and everything counts, but it means we need a definition sophisticated enough to deal with a range of very different examples. What I want to exclude from this definition is "business as usual" projects which are not exploring the expanded potential of transmedia, but are simply slapping a transmedia label on the same old franchising practices we've seen for decades.

As a way to promote more conversation, please send me your questions, critiques, and other responses to hjenkins@usc.edu, and I will try to respond in a future post.

Aca-Fandom and Beyond: Christine Bacareza Balance, Jack Halberstam, and Sarah Banet-Weiser (Part Two)

Jack: Christine, I really enjoyed your piece - the compact way you account for the colonial context within which popular culture is absorbed, reviled and then transformed by those very people whom colonialism has reduced to the status of mimics. I also appreciate your effort to refuse the sharp distinction between fan and critic, poetry and prose, song and soundscape. In relation to your observations on "fandom" and "fanaticism," I would love to hear you say more about excess, about over the top performances that go beyond the reproduction of the same. I also have struggled with that Sedgwickian notion of "reparative" and I wonder how you are using it. I love her take on the paranoid form of reasoning that dominates academic style but I never really believed in the reparative as an alternative...

Sarah: Jack, Christine, I'm also interested in this notion of excess--both in fan activities as well as in constructions of other subjectivities, including gender, race, sexuality. I struggle with how to articulate this in my own work, because accounting for excess (or spaces of ambivalence) is tricky yet vital, as this is where performances of identity, as you say, can go beyond the reproduction of the same. Excess allows us to imagine new spaces of possibility and transformation. . .

Christine: In response to Jack's post and query and, in allegiance with her opening anecdote, I too have endured such distracting and annoying concert-going experiences (too many to name, in fact). The most recent example: this past June, I attended Janelle Monae and Bruno Mars' concert at the Gibson Amphitheatre--the only Los Angeles stop on their national "Hooligans in Wonderland" tour--both as a critic (currently writing a review of their performance) and a fan (of both artists). Armed with the critical analytics--histories of labor and musical performance as re-cited in each artist's performance (Monae and chitlin circuits, Mars and Hawai'i's tourist economies-- that were going to frame my review of the show, I was first slightly peeved by the audience's (mainly teenage girls and boys and their parents) lukewarm reception of Monae and then fully irritated about two songs into Mars' set. In a similar fashion to Jack's Radiohead experience, my seatmate decided to not just sing but, instead, scream the chorus to his hit single, "Billionaire," sans irony or self-reflexivity. Needless to say, I had to switch seats in order not to inflict fan-on-fan, audience member-on-audience member violence. Indeed, the "fantasy and impossibility" embedded in fandom and being an academic is what makes such a scene difficult. But I try (after physically distancing myself), in such situations, to curb the critical desire to position myself as an omniscient or holier-than-thou audience member, for, it is precisely this stance--one generated and performed by collectors and critics in other settings--which forecloses any possibility of dialogue or conversation.

The "reparative" here becomes a call to stand alongside other fans, rather than above them, no matter how difficult it might be. It signals a type of ethical relationship. For me, the genre of performance--with its qualities of immediacy, ephemerality, improvisation, and liveness--is particularly generative in cultivating what Alexandra Vazquez (by way of Barbara Johnson) identifies as moments of "surprise"--on stage, in the classroom, on the written page, and in everyday life. These days, in my own work, I am finding the analytic of surprise--something unexpected that can incite various affective responses (fear, astonishment, wonder, and even violence)--to be more generative than "excess," especially when (again) the subjects, objects, and performances I am most interested are being generated by a historical relationship (U.S. empire in the Philippines) otherwise deemed "invisible" in mainstream U.S. popular culture.

I also appreciate Sarah's comments regarding "the fan as self-brand." Needless to say, none other than this past weekend's Comicon gathering brings to the forefront the ways that, as Sarah notes, the "fan is positioned and validated as a kind of product within a circuit of commodity exchange." With the increasing presence of mainstream popular entertainment industries (such as films, television, video games) at this long-standing fan-centered event, it becomes quite obvious that Hollywood is present to capitalize on its fans--consumer-participants whose a) identities are themselves "products" of particular forms of consumption and b) fandom does the work of publicizing upcoming new releases (mainly, through social networking outlets such as Twitter and Facebook but also by wearing t-shirts featuring their favorite comic book characters or films). At the same time, by dressing up as characters from particular franchises (this year's favorites: Black Swan, Harry Potter, and the tried-and-true standby, Star Wars), teenage and adult Comicon attendees inhabit and bring to life these particular pop cultural products. Fueled by a "desire for visibility," I witnessed firsthand how these "dressed up" attendees actually extend and are part of the "long tail" of mainstream franchises in a manner similar to amusement parks, as parents photographed their children posed next to other attendees dressed like Tinker Bell or Wolverine.

But, again, rather than merely maintaining some type of critical arm's length from the slew of (mainly) teenagers dressed up as characters and huddled together on the convention center floors, I allowed myself to hearken back to my own adolescent yesteryears, to the theatre competitions and showcases that colored my high school weekends. Where and how can we draw the line between dressing up like Lady Macbeth as opposed to Xena the Warrior Princess, Huckelberry Finn instead of Luke Skywalker, Stanley Kowalski rather than an Avatar? I believe that any attempt to draw lines of difference between such examples of "dressing up" recapitulates the age-old divide between "high" and "low" cultures while it prohibits the potential meanings made by both these performers and their audiences.

Jack: Sarah, I think your notion of the fan as brand and as a distribution point for the circulation of popular culture actually dialogues with my worry that the fan becomes a "celebrity subject" in training - in other words, we consume to learn how to produce well and then produce well in order to facilitate more production. At the same time that I am compelled by these critiques of fandom and the sense of fandom as a economic relay point, I still do want to hold on to some kind of resistant notion of fandom, one where the branding changes the meaning of self, consumption, branding, capital in the process of participating in it.

Sarah: Jack--yes! Your idea/worry about "celebrity subject" in training is truly in conversation with my worry about fan as brand (and self-branding in general). But I also hear both you and Christine about holding on to a concept of the fan as a resistant notion, or a resistant subject, or just in terms of the surprise of meaning Christine gestures toward when talking about dressing up and performing as an adolescent (and I appreciate the notion of surprise over excess). For me, the trick is to hold on to both of these notions simultaneously (fandom as economic relay point, and fandom as potentially resistant), without resorting to a commercial v. non-commercial binary. Which is why I think, Jack, that your last statement, about those moments where branding changes the self, consumption, capital in the process of participating within branding, is vital for me in thinking about how meaning circulates in advanced capitalism. how do we utilize the logic of branding for progressive (and I'm not talking about socially responsible corporations here) or resistant ways? Again, I'm not talking about culture jamming or detournement (though both certainly can have their uses in terms of resistance), but making and remaking brands and fans within new parameters of meaning and signification--that is, how branding can surprise you.

Jack: Christine - well, exactly, one wants to stand or sit alongside the annoying fan from an ethical point of view but in actual, material reality, one wants to get as far away as possible!! So, that is exactly why I mistrust the reparative - it is a gesture of the ethical, a way of knowing the right thing to do but it clashes with the instinctive gesture of, in this case, recoil and disconnection. Moments of surprise are similarly wonderful pedagogical opportunities but hard to come by in an age of self-branding, self-marketing and commercial child manipulation! The only cultural productions that have really been continuously surprising to me in recent years have been animated films for children, which I discuss extensively in The Queer Art of Failure, which manage to address the child viewer in non condescending and often non-normative ways...and then of course, the surprise and wonder of the animated landscape gives way to the banality of the tie-in action figure served up with the kid's happy meal a few hours later. How do we extend the momentary surprise so that it has more affective intensity than the desire for the figure, the dress-up or the happy meal? Sarah - can you give us an example of when branding can surprise?

Sarah: Yes, well, that is the question, isn't it? I love your question of how we can extend the momentary surprise so that creative and potentially resistant cultural forms don't end up like happy meals. I don't have the answer, but one interesting example might be the recent branding of Wikileaks (the Wall St. Journal covered this in February of this year), where Julian Assange's organization began selling t-shirts, etc that said things like "Free Assange!" and "the truth is not treason." The profit generated by the t-shirts supposedly went to Assange's legal fund, or to the maintenance of the site, or somewhere (and of course, the "somewhere" is always the question--the company that made the Wikileaks t-shirts also made Spice Girls t-shirts). To brand something like Wikileaks and its subversive potential is simultaneously a bit of a surprise and entirely predictable. And I'm not sure if it has "more affective intensity than the desire for the figure;" there's got to be a Julian Assange action figure out there for sale somewhere. I'm thinking, though, that this kind of move within branding represents a sort of bending or distorting of commodity exchange, that could possibly lead to different sorts of affective openings. . .

Christine Bacareza Balance is Assistant Professor in Asian American Studies (UC Irvine). Her research & teaching interests include: Filipino/Filipino American studies, performance studies, and popular culture. Her writing has been published in Women & Performance: a feminist journal, the Journal of Asian American Studies (JAAS), Theatre Journal, and In Media Res (online). One-ninth of the Polynesian power pop band The Jack Lords Orchestra, she is currently writing a book on popular music and performance in Filipino America.

Sarah Banet-Weiser is an Associate Professor in the School of Communication at USC Annenberg and the department of American Studies and Ethnicity. Her first book, The Most Beautiful Girl in the World: Beauty Pageants and National Identity (University of California Press, 1999), explores a popular cultural ritual, the beauty pageant, as a space in which national identities, desires, and anxieties about race and gender are played out. She has also authored a book on consumer citizenship and the children's cable network: Kids Rule! Nickelodeon and Consumer Citizenship (Duke University Press, 2007), in addition to her co-edited book, Cable Visions: Television Beyond Broadcasting, co-edited with Cynthia Chris and Anthony Freitas (New York University Press, 2007). Her current book project, Authentic TM: Political Possibility in a Brand Culture (New York University Press, forthcoming) examines brand culture, youth, and political possibility through an investigation of self-branding, creativity, politics, and religion. A co-edited book, Commodity Activism: Cultural Resistance in Neoliberal Times, co-edited with Roopali Muhkerjee, is under contract with New York University Press (forthcoming 2011).

Judith "Jack" Halberstam is Professor of English, American Studies and Ethnicity and Gender Studies at USC. Halberstam works in the areas of popular, visual and queer culture with an emphasis on subcultures. Halberstam's first book, Skin Shows: Gothic Horror and the Technology of Monsters (1995), was a study of popular gothic cultures of the 19th and 20th centuries and it stretched from Frankenstein to contemporary horror film. Her 1998 book, Female Masculinity (1998), made a ground breaking argument about non-male masculinity and tracked the impact of female masculinity upon hegemonic genders. Halberstam's last book, In a Queer Time and Place: Transgender Bodies, Subcultural Lives (2005), described and theorized queer reconfigurations of time and space in relation to subcultural scenes and the emergence of transgender visibility. This book devotes several chapters to the topic of visual representation of gender ambiguity. Halberstam was also the co-author with Del LaGrace Volcano of a photo/essay book, The Drag King Book (1999), and with Ira Livingston of an anthology, Posthuman Bodies (1995). Halberstam regularly speaks on queer culture, gender studies and popular culture and publishes blogs at bullybloggers.com. Halberstam just finished a book titled The Queer Art of Failure due out 2011 from Duke University Press.

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Imagining Television's Futures: An Interview with Intel's Brian David Johnson (Part Three)

This is the final installment of my interiew with Brian David Johnson. Sorry for the delay in posting. I had some difficulty with email access during Comic-Con.

You talk in the book about "ubiquitous television." Many readers will not know this concept, so can you explain what it means and how it represents a significant shift from our current relationship to content?

Ubiquitous TV is built off the idea of ubiquitous computing. This was a concept pioneered by Mark Weiser while he was at Xerox PARC. Weiser saw computing existing in three stages: Stage one was the old mainframe computer. These were the computer the size of an entire room. The second stage of computing was the personal computer. This is the Mac or PC that we all know and love.

Now we should point out that the shift from stage one to stage two was massive. This shift defines the world of computing as we know it today. There was a time when it was fantasy to think of a computer that could fit in your pocket. But of course we all know that happened. And Weiser made a leap to the next stage of computing.

For Weiser stage three was where computing disappeared and literally could be found everywhere. It would be invisible. It would be ubiquitous. This has been a long standing area of study in the academic and corporate research worlds. In my book I took this approach and showed how it was actually beginning to happen in the world of entertainment. I also expanded it to how consumers and people would experience TV in their lives.

The idea of ubiquitous TV means that people would live with TV throughout their day and across all the digital devices or "screens" in their lives. What I always found lovely about the idea of ubiquitous TV was that it shifted the focus of the definition and experience away from the devices and to the lives of consumers. No longer would you go to your TV just to get TV. You wouldn't go to your PC to access the Internet and phones wouldn't just be for phone calls. The idea of ubiquitous TV really is the foundation of my idea of Screen Future.

For consumers it's not about the TV or the PC or the smart phone or any other devices. When our social scientists talk to consumers they hear that for real people it's just about the screens and the entertainment and social communication that these screens give us. That is truly a ubiquitous experience. It's not about one device to rule them all but about whatever device we have handy at the time. In this world of ubiquitous TV it is less about the device and more about how that device does, what we want it to do and how it gives us the experience we want.

When I think about ubiquitous TV now for me it is a real life actualization of Weiser's theoretical ideas. The world of ubiquitous TV is happening and gives us a real world glimpse and application of what we can expect to see In the future.

One could argue that there is a core tension between the idea of media as "personalized" and the idea of media as "socialized," something we consume through networks (whether old school broadcast or new school digital/social). This is not a new tension, but it seems hard for advocates for new models of television to keep both aspects in their heads at the same time. How do these two pulls impact the design of the next generation of television-related technologies?

You couldn't be more right. It has been hard for people to keep both of these concepts in their heads at the same time. But for me I approach it differently. For me I think about what consumers and people are telling us. Because ultimately it's about what they want and people have no problem managing these two ideas at the same time. The reason why it's easy for them is because they want it both ways.

As we start to think about how to design for both the personalized state as well as the socialized state, I think we need to remember that for consumers both of these states are still TV. In the business of entertainment and even in the business of thinking and writing about entertainment, we like to create categories and systems for understanding what's happening in the modern media landscape. This certainly is important as we need to have these discussions but even as we discuss and debate we have to remember that for consumers they don't think this way. They are not thinking about the business or cultural implications of media. People are simply enjoying it as a part of their lives.

I realize this might sound a little over simplified but I've noticed over the past few years that many people I've been talking to forget this simple difference.

So as we start to think about designing for consumers we must remember that there is no line between personalized or socialized. It's about access and communication. I've written a few times that the goal of my kind of futurism is to ultimately become mundane.

People often quote Arthur C. Clarke's third law. "Any sufficiently advanced technology is indistinguishable from magic." But I'd like to humbly add Johnson's Addendum to Clarke. It would say that yes - Any sufficiently advanced technology is indistinguishable from magic - But come next Tuesday evening that magic will be mundane.

For us to design in this landscape we need to understand how people move through their days interacting with people and entertainment. If we remember that people want it both ways. They want to interact and socialize sometimes AND they want to just sit back and be passive sometimes PLUS they want to switch between these modalities freely then I think we are starting to approach a proper design sense.

BUT this is just a start! What I'm most interested in is not their either or approach that we are taking. We always seem to be talking about New TV and Old TV. That's fine. As I said above we have to remember that people want both and that's a good thing. But what I'm really interested in is the landscape I'm between these two experiences. The uncharted territory around these TV experiences. I'm worried we are still encumbered by our past prejudices and experiences. This is why I typically tell my students that they are the future of TV-- not me. I may be working out how people will be interacting with TV and computational platforms and screens and even you Henry will be writing about what's happening and COULD happen but they are the ones who will actually build these experiences. They are the ones who need to be unencumbered by the past. We always need to appreciate what consumers what and respect the TV entertainment experiences but there are so many places to innovate and invent.

Much early writing on digital media implied that the era of mass media would be displaced by an era of niche media, yet there remains an ongoing engagement with our shared experience of broadcast media which has allowed television to weather the storm. What factors have allowed television to withstand competition from the net and the web?

I love the old ideas of where TV was going to go. People always said that it would all be personal; that mainstream broadcast media would shrivel and die. No longer would large corporation dictate to the people what they should watch. It would be a wild and wooly collection of intensely personal niche channels that would change and adapt to the needs and desires of people.

Well yeah that's cool but it didn't happen exactly like that. It turns out people love mainstream broadcast TV. People all over the world love watching American Idol or Pop Idol or Indian Idol... And there's nothing wrong with this. Consumers love personalization and they also love watching Idol live. This is not hard for them to understand.

Look we have to be clear here. Our research shows that the majority of people all over the world still watch the majority of their TV on an actual TV in real time, in broadcast from traditional broadcast, cable or satellite. TV...traditional TV is still very important to people. But that doesn't mean it can't change. Obviously what has happened over the last few years with the delivery of entertainment via the internet to multiple connected computational screens clearly illustrates that people's imaginations can get captured with new entertainment experiences. But that's TV. It can be both things and it's an experience that is strong enough and robust enough to be up to the task.

Part of the frustration of print publishing about emerging media practices is that the book is always out of date before it reaches the reader. What recent developments do you wish you had been able to discuss in the book?

Ah yes! At the end of Screen Future I wrote that I figured that by the time people read the book there would be a whole host of issues and technologies that were outdated.

But in Screen Future I really wanted to spend more time writing and talking to people in the gaming industry. I have always been a gamer. Pong and I were born in the same year. I grew up with a joystick in my hands. My generation is a generation of gamers and the affect that this has had on how we think about entertainment is massive.

I got to do a little writing in this in one of my columns. I spoke with a round table of gamers and game developers at the PAX convention in Seattle and that was really informative. Ultimately I think we need to rethink how we define gaming and that this could have a massive affect not only on the gaming industry but perhaps the entire media landscape.

I've joked that I could write an entire book on social TV. I feel in the book I barely scratched the surface. I really think the social activity is the future of TV and entertainment. Now really this is a bit of a copout because social experience has always been in the bedrock of TV but I do think there is so much more we can do.

What happens when TV and entertainment becomes the platform not only for being social for our friends and family? What happens when TV becomes the platform by which we are social with our government and with our culture and with education?

I'm thinking I should really explore this with you Henry. It's an amazing area and one that I think we need to keep our eye on. The future is going to be really amazing here.

Imagining Television's Futures: An Interview with Intel's Brian David Johnson (Part Two)

What aspects of television can not change and have television remain the same medium?

That's a tough one because TV, like any good system or organism, has survived for so long because it adapts. This is one of the reasons I'm so fascinated by the history of TV. TV as a collection of technical innovations, business models, story structures, cultural indicators and motivators is in a constant state of change. I could give you the long list most of us take for granted: Black and white to color. Sponsored shows to the 30 sec spot. The big three broadcasters to cable and satellite. TiVo! The complex web of broadcasters and affiliates. The birth and refining and reimaging of the half hour sit com. The sit com or more pointedly the American sit com is really strange and deeply interesting...but I'm gushing

When I think about what would not change so that TV remains TV. I could defer to USC's own Jeffrey Cole from The Center for the Digital Future. He says TV is easy. TV is video. For most people they know TV when they see it and it's simply video.

Now some might think of this a being a little too broad but I like it because it puts the burden of the recognition of TV on the people who are consuming it. Which fits really. I also love it because it defines TV as an audio visual medium. Which keeps it broad and allows us to include not just broadcast TV or even Internet delivered TV but any video or games or even applications that is intermingled with video.

You argue that a fundamental change occurred when the computer changed television into data. How so? How is this shift experienced by the everyday television consumer?

I should start off by saying that this fundamental shift to TV from digital to data has not happened yet on a broad scale. It's certainly coming. Some folks I've talked to peg 2015 as a possible date from this but I'm thinking now for mass consumption it might be a bit longer. At the moment the average consumer isn't experiencing the world that I described...yet.

But behind the scenes it's certainly happening and happening right now. At Intel I've seen some really smart work in this area three years ago. I write about it in my book that we have been doing work in the fields of video analytics and computer vision. In a way you can think of it as computers warning TV. How do computers watch TV? What computers what TV what do they see and how do they see it?

In one of our labs in China we did some interesting work with computers watching soccer or football depending upon where you are from. The team created a system that would track the different players, identify them and even track the ball movement. The whole system would go crazy when one of the teams made a goal. It was great.

What was generated from this was a massive amount of data. Essentially TV, the football match, was turned from something that was a digital transmission to data. The tracking of the different objects in the frame and also the links that identified the players created a running data feed. This turned TV from digital to data and once you do that then we can do some really interesting things with. All this data allowed us to search the videos in ways we'd never been able to do before. We could also then pull that data apart and put it back together in some interesting ways. That shift from digital to data was key.

Now the real question is what do we do with that data? That's the question that I'm not sure we know what to do with yet. It's similar to the data mining and massive data set questions that are being discussed now. Practical examples might be the Net Flix prize (which I write about in the book). One way to look at this future of TV and entertainment is those who have the best algorithm to search this data wins. Fascinating!

But we aren't there yet. Although there is some really interesting work going on in universities and companies all over world we haven't got this technology to the point where we could take it to scale and roll the capability to the general public. But this isn't really I think what you are asking.

We aren't there yet. But we will be soon. It's not a failure of technology at the moment but a failure if imagination. What I mean by this is that I really believe we don't know what's possible when TV and entertainment become truly data based. What do we do with that data? How do we organize it? How do we search it? Who owns it? Who owns that data about us using that data?

These are the issues that are just coming up as the algorithms and technology get to the point that they become a viable business option. Once this goes to scale and consumers really begin to see it like you asked I think it's going to be really interesting.

Some are arguing that television is moving from an appointment-based medium to an engagement-based one. What roles will new technologies play in supporting and sustaining our engagement with television?

Oh this is an easy one. You are throwing me a softball here Henry. Technology, the very technology we have been discussing has brought about the transformation of entertainment from a broadcast model or an appointment based TV experience to a more personated and engaged TV experience. Technology did this. No question. In the early days of the DVR is way ReplayTV and Tivo. Heck even to a very limited extent the VCR.

(Side note: The original goal of the VCR was really trying the bring engagement TV into the lives of consumers. The original slogan for the Sony Betamax was: "You don't have to miss Kojack because you're watching Colombo." But as we all know the VCR is a tale of unintended consequences. Although the VCR was originally designed to allow you to personalize your TV experience it really didn't do this. Very few people were recording live TV. Where the VCR shined was allowing consumer to bring home movies and turn their living rooms into a movie theater. In fact what was actually time shifting wasn't TV but the cinema. And it literally changed the underlying financial model of movies and Hollywood forever.

But this wasn't TV. It took the digitization of the TV signal to turn appointment TV to engagement TV. Little upstart companies like Tivo and ReplayTV slowly but surely changed how we acted and interacted with TV.

Of course it wasn't just being able to record TV that brought this change. It was also being able to manage the TV shows you liked (aka the season pass in TiVo) and also find new shows and even get recommendations. Although admittedly the initial accuracy of these recommendations was so questionable that it led to a sitcom spoof.

But even this was a perfect indicator that the world of TV had changed. Never before would the big broadcasters assume you were homosexual and change their broadcasting to meet you new preconceived likes and dislikes. That sitcom was a perfect mainstream digital marker that the world of TV had changed forever.

Enter the Internet. Hokey smokes. Think about all the various ways the Internet and it's accompanying apps and services have literally changed the face of the world. The delay in applying this to the world of TV and entertainment hasn't been technological. As we talked about earlier, the pressure from the technological changes have forced changes in other areas of business, unions, contract and distribution.

Now as I finish up here let me say that appointment TV is not going anywhere. Regardless of how technology transforms TV to an intensely personal experience, appointment TV will not go away. We will always have World Cup and the Olympics and American Idol.

The future is Brian David Johnson's business. As a futurist at Intel Corporation, his charter is to develop an actionable vision for computing in 2020. His work is called "future casting"--using ethnographic field studies, technology research, trend data, and even science fiction to provide Intel with a pragmatic vision of consumers and computing. Along with reinventing TV, Johnson has been pioneering development in artificial intelligence, robotics, and using science fiction as a design tool. He speaks and writes extensively about future technologies in articles and scientific papers as well as science fiction short stories and novels (Science Fiction Prototyping: Designing the Future with Science Fiction, Screen Future: The Future of Entertainment Computing and the Devices we Love, Fake Plastic Love, and Nebulous Mechanisms: The Dr. Simon Egerton Stories). He has directed two feature films and is an illustrator and commissioned painter.

Imagining Television's Futures: An Interview with Intel's Brian David Johnson (Part One)

Shortly after I arrived at USC, Brian David Johnson from Intel came to the office to interview me for a book he was developing on the future of screens and entertainment. I was giddy from having taught the first session of my Transmedia Entertainment class, and we had a great exchange about the relations between consumers and technology and how it might impact our future relations to television and other entertainment media.

The interview was included in Johnson's book, Screen Future: The Future of Entertainment Computing and the Devices We Love, which was released last year. Johnson's book combines interviews with key thinkers about media's future from both academia and industry with his own reflections on recent technological developments being developed at labs and what their long term implications may be.

After years of teaching at MIT, I am often skeptical of work on media which starts from a technologist's perspective since they rarely factor in the social and cultural dimensions of media. Johnson is a notable exception -- a deep thinker who groks the interface between technology and culture, who may work for industry but also understands the consumer perspective on why we love television and what we want to get out of watching our favorite series. So, I recommend his book to anyone who wants to expand their thinking and learn about the visions of screen futures which are driving technological development at Intel and a range of other companies.

Johnson was nice enough to sign on to let me reverse the microphone, so to speak, and do an interview for this blog. Over the next few installments, Johnson will share some of his current thinking. Here, he talks about television in relation to such trends as ubiquitous computing and social media, and shares some of the factors which drove him to produce this book.

Here's Johnson's official bio which should give you a clearer sense of where he is coming from:

The future is Brian David Johnson's business. As a futurist at Intel Corporation, his charter is to develop an actionable vision for computing in 2020. His work is called "future casting"--using ethnographic field studies, technology research, trend data, and even science fiction to provide Intel with a pragmatic vision of consumers and computing. Along with reinventing TV, Johnson has been pioneering development in artificial intelligence, robotics, and using science fiction as a design tool. He speaks and writes extensively about future technologies in articles and scientific papers as well as science fiction short stories and novels (Science Fiction Prototyping: Designing the Future with Science Fiction, Screen Future: The Future of Entertainment Computing and the Devices we Love, Fake Plastic Love, and Nebulous Mechanisms: The Dr. Simon Egerton Stories). He has directed two feature films and is an illustrator and commissioned painter.

You begin the book with Isaac Asimov's warning that predicting the future is a "hopeless, thankless task." Given this, what do you hope to accomplish with this book?

I love that quote! I have tremendous respect for Asimov not only as a science fiction writer and a thinker but also as a person who brought science and conversations about science into the mainstream. When I was writing Screen Future I actually had two books always within reach. The first was Richard Feynman's The Character of Physical Law - his collection of lectures and the second was a collection of Asimov essays The Planet that Wasn't. Asimov was such a good writer, easy to understand and quite funny - that people had no problem reading about the intricacies of planetary motion or the theoretical planet of Vulcan. Both Feynman and Asimov were passionate communicators and conversationalists. Feynman was known as the great explainer, while Asimov was the great popularize of science.

Getting people to have conversations about science is certainly important. But I think getting people to have conversations about the future is even more critical. The future is not a fixed point in time that we are all hurdling towards. The future is not set. The future is made every day by the actions of people. The of the most significant ways that we can all affect the future is to have conversations about it. We need to ask ourselves: What kind of future do we want to live in? What kind of future do we NOT want to live in? Having these conversations, when they are based on sound science can have a real affect on where we are going. Science fiction can do this - I believe science fiction gives us the language so that we can have this conversation about the future. But nonfiction can do the same thing. Both Feynman and Asimov knew this. The ultimate goal of Screen Future and the future casting work I do is to have conversations about the future.

Ultimately what I want to accomplish with the book is twofold:

First we are in an incredibly interesting time when it comes to technology and storytelling. For quite a while now we're been talking about telling stories, meaningful stories across multiple mediums, platforms and technologies. I don't have to tell you this Henry - you've done some of the best writing in this area. But I think something changed in 2010 and I really recognized it when I was walking around the floor of the Consumer Electronics Show (CES) in Las Vegas in 2011. Wondering the floor of that massive show, looking at all these different connected devices and screens it became really obvious to me that we had passed a kind of technological tipping point. What I mean by that is that for years most of the reasons why we've not really been able to take this screen future mainstream or distributed widely was because of technological limitations - the processors were to slow, there wasn't descent broadband connections, heck there really wasn't a robust Internet - things like that. But ultimately that's all changed.

We've really reached that tipping point where we have the processing power, battery life, storage, connectivity and human interfaces (small form factors, touch screens, etc) to be able to delivery people the entertainment and communication experience they want. And businesses have the ability to bring out not just one device - it's not just Apple or Sony or Samsung - it's a entire robust and sometimes zany collection of device manufactures that are bringing all kind of wonderful devices and screens and form factors to market. It's not a technological problem anymore getting across these experiences.

I think where we are now is smack in the middle of a new set of challenges which are very different in nature but just as important. Right now I think we are seeing the gathering of a business tipping point and an experience tipping point. Now forgive me for overusing the tipping point metaphor here but I think it applies. Right now we're watching some really interesting developments around the business of entertainment and computing. People a really beginning to explore what it means for their businesses to deliver these experiences. It has repercussions all over the world, in union negotiations, government regulations, mergers, long term strategic plans...anything that is touched by entertainment and computing industries. And what' most exciting is that we a right in the middle of it - it's happening right now.

I wanted to explore this in Screen Future. There's a lot of culture, history, technology and economics in the book to give us some background on this - but when the book gets really good is when we start having discussions about where things might go, how businesses might change and what are the underlying factors to this change. Since the book has been out and I've been on the book tour I've had some really interesting and well informed discussions and sometimes arguments about the business of storytelling and the business of delivery those stories to people using technology.

The second goal for writing Screen Future is a little more broad. As you know I travel around the world talking to people about the future and I'm always struck with how passionate, interested and engaged people are when they talk about their visions for the future. I wanted the book to be a place to gather together a wide range of research and opinions and offer up a vision for where we might be going. My process of future casting really isn't about prediction at all. Asimov was right THAT is a thankless task. Future casting is a little more pragmatic - I use things like social and computer science, global trends and conversations with experts and visionaries to construct a grounded vision for where we are headed. Then we use this vision to talk about what's good and bad about that vision - like I said before. But ultimately we're using this future casting to develop visions that we can build. In the book I wanted to capture the future casting process with all of its disparate inputs and show what a vision for 2015 might look like. Then use it as a way to have conversations with people about the future that they wanted and the future they were worried about

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You describe yourself as a "Consumer Experience Architect." What does this entail? What kinds of expertise and insight shape your models of the consumer experience? What factors are shifting the consumer experience of television? Are the changes being driven by shifts in technology, in business practice, or in social and cultural expectations?

I'm going to give the answer that I give to my engineering colleagues. But I have to warn you that they hate this answer. So I kind of like giving it to them. The answer to your question is....yes. The answer is yes. All of the above. The changes in consumers experience with TV are due to all of the factors you mentioned. Let's look at each one and see if we don't uncover some more.

Let's start with "shifts in technology". Because I work in an engineering company this is the easiest to tackle. I've watched the evolution of TV technology first hand for more than twenty years now. In the early 1990s I worked on interactive TV deployments in Europe and Scandinavia. Now to give you an idea of the types of things I worked on I should tell you about one of our most successful projects. It was a huge success and we thought it really showed the way forward for "interactive TV". But thinking about it today in 2011 the sad truth is that it really illustrates the technical limitations of TV before recent improvements.

The project was done for British Airways. They were looking to sell vacation packages to Spain at the time. A big problem for them was lead generation, actually finding the right people who would be interested in the vacation package. Now the vacations they were selling weren't super expensive but they also weren't budget vacations either. They were right in the middle. So what BA wanted to do was use an interactive TV application to find the right people to market to.

To do this they produced a really slick commercial. I think it was about 5 minutes long. At the end of the advertisement the viewer was prompted to press a button on their remote control to request a glossy brochure for more information.

We launched the test in Cardiff Whales and it was a huge success as a pilot. We thought we were geniuses. The back end was pretty complicated. To actually make the thing work you had to send the request via the back channel on the set top box. It then had to interface with the head end, pull the subscribers address and information then send that information to the fulfillment center so that they could mail out the glossy brochure of beautiful beaches and smiling people. For BA it was great because they were gathering prequalified leads for their vacation packages, only sending the costly brochure to people who were interested. For many this type of lead generation is the holy grail of advertising. You actually get your potential customers to ask you for advertising materials.

Like I said it was a success and we thought we were geniuses ushering in the future of interactivity on TV. How pathetic is that? Press a button and get a brochure...that was the staggering brilliance of interactive design. A button that sends you a piece of paper mail!

Now I'm not trying to trivialize how difficult it was to pull off this project. It was actually kind of hard but I think it really illustrates the technical and infrastructure limitations of TV systems in the past.

Flash forward 20 years and look how far we have come technically. We all know the Internet really changed everything from a media and storytelling standpoint. But behind the scenes and inside the TV a lot of little and large changes have really turned the TV itself into a computational device. Two decades ago the TV technically look pretty close to the old RCA sets that used to bring I Love Lucy into American living rooms. Today TVs look more like computers and smart phones.

I guess that's really the big shift and one of the main points of my book. Today technically speaking TVs and PCs and smart phones and any connected device is just that; a screen that can connect to the Internet and give people the entertainment and communications they want. It's just a screen not a specific device. When you look at it this way the conversation is less about the TV or PC or whatever and more about the form factor, the size of the screen and they way it fits into your life; the way all the different screens you own fit into your life

That's a huge shift! I'm a TV guy and recasting the TV and entertainment experience like this is worlds away from where we were 20 years ago. Much of this shift has been started and brought about by the technological advances to both TVs and PCs; which really I just think about as computational devices across the board.

This isn't a completely linear story by any means but for the moment let's pretend it is. So, after all they technological advances, the introduction and popularization of the Internet, the reduction in the cost of computational power to consumers and the expansion of meaningful broadband networks then it really got interesting. Well let me restate that...what got interesting is what people did with all of these changes. (Here's a tiny aside: I wrote all of my notes for our conversation on my smart phone as I flew from London or LA or Mumbai - even how we compose and were has evolved!)

Few people have chronicled and explored these cultural shifts more fully than you Henry - so I'm not going to bore you with my poor summary of your work of which I am a huge fan. But let's just say people got involved in their entrainment. They got involved in making it, finding it, talking about it and did it on their schedule and to better fit their preferences not the preferences of the companies and corporation that were producing, distributing and advertising with this content

Now the entertainment industry isn't stupid. We often forget that these large companies are made up of many passionate intelligent people who mainly want to make the best stories possible on whatever medium they choose.

So around 2007 the media and technology industry really began to change and intermingle. A lot of writers cite the 2007 consumer electronics show (CES) in Las Vegas as the turning point where all industries realized the fact that the future of TV and the future of entertainment was digital or a mix of traditional delivery mingled with the Internet. This was massive realization for these large global companies.

This really brought about and is continuing to bring about the business practice changes you asked about. And it's really these changes that we are witnessing and will continue to watch for the next few years. This is something I really came upon while working on my book. From a technological stand point we are there. When it comes to having technical capabilities to deliver the entertainment experience the majority of people want we have the engineering done. We might even be a little ahead. This of course will change but for today most of the technical hurdles have been solved.

We are now witnessing the business changes as they adapt to these technological advancements as they mix with expanded consumer expectations and habits. I find this fascinating! All you need to do is pick up The New York Times, Wall Street Journal, Variety and even Entertainment Weekly and underneath many of the articles you will see the influences of these changes.

And the changes will come. They have to come. People want them. Now I'm not saying TV is going away or even that big budget entertainment is going away. That's not going to happen either. The main reason for that is that people love it. People don't want it to go away. They will still pay for it. But their habits and expectation for where they get it, how they get it and how they can participate with it are changing. The entertainment industry will adapt to this just as it has done the past. As I see it this is an exciting time full with a lot of juicy stories and incredible opportunity.