Is This the End of Television As We Know It?

The Future of Television- Annenberg Innovation Lab Summit from Annenberg Innovation Lab on Vimeo.

This video captures a really extraordinary and timely conversation that was recently hosted by the Annenberg Innovation Lab as part of its 2013 research summit. The panel was called “Transmedia and the Future of Television,” but it was really much more focused on exploring the future of television — particularly the future of the “program bundle” at a time of tremendous transition in the ways television operates within our culture. (If you want to know more about the research we are doing on transmedia, check out the “T is For Transmedia” report which the Innovation Lab released a few months ago in cooperation with the Joan Ganz Cooney Center).

I was moderator and the panelists were:

  • Gabriel Kahn, Professor of Professional Practice, Journalism, USC
  • Hardie Tankersley, VP of Platforms and Innovation, Fox Broadcasting
  • Aaron DeBevoise, Executive Vice President, Network Programming, Machinima
  • Howard T. Stein, Strategist for Entertainment, Facebook Inc.

The concept of “bundling” — that is, the selling of a package of networks to subscribers rather than offering them a la carte — has been a foundation of the cable television industry over the past several decades: cable companies advertise based on the number of channels they offer, lesser interest networks survive because they are attached to high interest networks, and industry insiders claim that this is an approach that supports diversity. Others argue that bundling is to television which block booking was to the Hollywood studio era and that sooner or later, disagregation, which has hit the music and newspaper industries, will hit television also. Part of the premise of the panel was that events over the past year or so have been transformative in how television content gets funded, produced, and distributed, and how we consume it. Part of the goal of the panel was to get people from journalism, from the television industry, and from some of the emerging digital challengers to talk about these changes and how they feel they will impact the future of the medium.

What follows are some of the key indicators that the nature of television is undergoing some radical shifts as we write (some of them are discussed here, some did not get talked about because of time limits, and some have occurred since the conference, but they all represent good background for watching this session).

 

  • YouTube announces that 100 media companies and celebrities have signed up to launch their own channels for content distribution and the company has solicited a broader and more diverse group of people to curate their own playlists, directing attention on content which Wired describes as having a “cable feel” but being “way more niche than cable ever could.”

  • Surpassing the speed and scope of the earlier Susan Boyle phenomenon, Kony 2012,  a 30 minute documentary about child soldiers in Africa, reaches more than 77 million views in under four days through grassroots circulation, drawing more eyeballs that week than the highest rated television series on American television and the top grossing Hollywood box office hit that week, combined. Its success has since been followed by the global circulation of Psy’s “Gangem Style,” which has helped to introduce KPop content into the U.S. Market.

  • Hulu is offering an extensive array of international television programs as exclusive online content to their subscribers, suggesting that national borders are increasingly arbitrary in terms of television consumption, even for U.S. consumers.
  • Amazon announces that it is commissioning eleven pilots for production as web-based television series, with the pilots to be available to the public, which will help decide which ones will go into full production.

  • Some media observers note that brands may have gained greater advantage over their spontaneous social media responses during the Super Bowl blackout than they did for their paid advertising during the event. In any case, most of the brands now release their spots to YouTube and other video sharing sites prior to the Super Bowl event itself.

  • According to the Pew Research Center’s Project for Excellence in Journalism, “Among adults younger than age 30, as many saw news on a social networking site the previous day (33%) as saw any television news (34%), with just 13% having read a newspaper either in print or digital form.”

  • A federal appeals court in New York upholds a lower court ruling in favor of Aereo, Barry Diller’s Internet startup company, which streams content from local stations via the internet without compensating the original rights holders.
  • Cablevision and Verizon have filed legal action challenging the bundling of television networks as an unreasonable constraint on trade and a threat to innovation.
  • Facebook invests heavily in becoming the central vehicle for supporting mobile television around the world.

  • Participant Media announces that their new television network, Pivot, will be available to “cordcutters” through a mobile app, whether or not they subscribe to cable television.
  • Prospect Park has brought former ABC soaps, All My Children and One Life to Live, from cancelation via web distribution.

Taken collectively, these shifts represent a significant tipping point in terms of how television is produced, distributed, and consumed. Does this spell the end of television as we know it? What happens when “television” is less a technology than a set of programming practices? What happens when more people “cut the cord” or when the industry no longer depends on the “bundle”? What happens when the intensity of fan response may become as important as the quantity of viewers in shaping which programs remain in production?

Videos for Transmedia Hollywood 4: Spreading Change

On behalf of the conference organizers, I am proud to be able to share with you today the videos of our April 12 Transmedia Hollywood 4 conference. As many regular readers know, this event is run jointly by myself, representing USC’s Cinema School, and Denise Mann, representing our counterparts at UCLA and it is funded by a grant from the Andrew J. Kuehn Jr. Foundation. This year’s focus was on models of social change, and we were excited to see a conversation emerge across the four panels, starting with panel 1′s focus on the community outreach efforts of major brands and studios, panel 2′s focus on smaller scale transmedia projects and entertainment education, panel 3′s attention to grassroots activist efforts, and panel 4′s consideration of young entrepreneurs and philanthropists. Each of the panels is interesting in its own right, but those who attended the event agreed that there was something magical about how the parts came together as a whole this year. I want to specially think David McKenna who worked around the clock to get these videos up and out to the world in record time. Enjoy.

Panel 1 Revolutionary Advertising: Cultivating Cultural Movements
In the web 2.0 era, as more and more millennials acquire the tools of participatory culture and new media literacy, some of this cohort are redirecting their one-time leisure-based activities into acts of community-based, grassroots social activism. Recognizing the power of the crowd to create a tipping point in brand affiliation, big media marketers, Silicon Valley start-ups, and members of the Madison Avenue advertising community, are jumping on board these crowdsourcing activities to support their respective industries. In other words, many of the social goals of grassroots revolutionaries are being realigned to serve the commercial goals of brand marketers. In the best-case scenarios, the interests of the community and the interests of the market economy align in some mercurial fashion to serve both constituencies. However, in the worst case scenario, the community-based activism fueling social movements is being redirected to support potato chips, tennis shoes, or sugary-soda drinks. Brand marketers are intrigued with the power and sway of social media, inaugurating any number of trailblazing forms of interactive advertising and branded entertainment to replace stodgy, lifeless, 30 second ads. These cutting edge madmen are learning how to reinvent entertainment for the participatory generation by marrying brands to pre-existing social movements to create often impressive, well-funded brand movements like Nike Livestrong, or Pepsi Refresh. Are big media marketers subsuming the radical intent of certain community-based organizations who are challenging the status quo by redirecting them into unintentional alliance with big business or are they infusing these cash-strapped organizations with much needed funds and marketing outreach? Today’s panel of experts will debate these and other issues associated with the future of participatory play as a form of social activism.Todd CunninghamFormerly, Senior Vice-President of Strategic Insights and Research at MTV Networks.

Denise Mann (Moderator)

Co-Director, Transmedia, Hollywood / Associate Professor, Head of Producers Program, UCLA School of Theater, Film and Television

Rob Schuham
CEO, Action Marketing

Michael Serazio
Author, Your Ad Here: The Cool Sell of Guerrilla Marketing

Alden E. Stoner
VP, Social Action Film Campaigns, Participant Media

Rachel Tipograph
Director, Global Digital and Social Media at Gap Inc.

Transmedia, Hollywood 4: Spreading Change. Panel 1 – Revolutionary Advertising: Creating Cultural Movements from UCLA Film & TV on Vimeo.

Panel 2 Transmedia For a Change

Hollywood’s version of transmedia has been preoccupied with inspiring fan engagement, often linked to the promotional strategies for the release of big budget media. But, as transmedia has spread to parts of the world which have been dominated by public service media, there has been an increased amount of experimentation in ways that transmedia tactics can be deployed to encourage civic engagement and social awareness. These transmedia projects can be understood as part of a larger move to shift from understanding public media as serving publics towards a more active mission in gathering and mobilizing publics. These projects may also be understood as an extension of the entertainment education paradigm into the transmedia realm, where the goal shifts from informing to public towards getting people participating in efforts to make change in their own communities. In some cases, these producers are creating transmedia as part of larger documentary projects, but in others, transmedia is making links between fictional content and its real world implications.

Panelists
Henry Jenkins (Moderator)
Co-Director, Transmedia, Hollywood / Provost Professor of Communication, Journalism, and Cinematic Arts, USC Annenberg School for Communication

Katerina Cizek
Filmmaker-in-Residence, National Film Board, Canada

Katie Elmore Mota
Producer, CEO of PRAJNA Productions

Sam Haren
Creative Director, Sandpit

Mahyad Tousi
Founder, BoomGen Studios

Transmedia, Hollywood 4: Spreading Change. Panel 2 – Transmedia for a Change from UCLA Film & TV on Vimeo.

Panel 3: Through Any Media Necessary: Activism in a DIY Culture
A recent survey released by the MacArthur Foundation found that a growing number of young people are embracing practices the researchers identified as “participatory politics”: “interactive, peer-based acts through which individuals and groups seek to exert both voice and influence on issues of public concern.” These forms of politics emerge from an increasingly DIY media culture, linked in important ways to the practices of Makers, Hackers, Remix Artists and Fan Activists. This panel will bring together some key “change agents,” people who are helping to shape the production and flow of political media, or who are seeking to better understand the nature of political participation in an era of networked publics. Increasingly, these new forms of activism are both transmedia (in that they construct messages through any and all available media) and spreadable (in that they encourage participation on the level of circulation even if they do not always invite the public to help create media content).

Panelists:

Megan M. Boler
Professor and Associate Chair, Department of Humanities, Social Sciences, and Social Justice Education OISE/University of Toronto

Marya Bangee
Community Organizing Residency (COR) Fellow, OneLA, Industrial Areas Foundation (IAF)

Erick Huerta
Immigrant’s rights activist

Jonathan MacIntosh
Pop Culture Hacker and Transformative Storyteller

Sangita Shreshtova (Moderator)
Research Director of Media Activism & Participatory Politics (MAPP) project, USC Annenberg School of Communications and Journalism

Elisabeth Soep
Research Director and Senior Producer at Youth Radio-Youth Media International

Transmedia, Hollywood 4: Spreading Change. Panel 3 – By Any Media Necessary: Activism in a DIY Culture from UCLA Film & TV on Vimeo.


Panel 4 The e-Entrepreneur as the New Philanthropist

Nonprofit organizations are increasingly thinking like entrepreneurial start-ups and vice-versa, as young people are starting organizations which embrace the notion of the “consumer-citizen,” modeling ways that social-change efforts can be embedded within the everyday lifestyles of their supporters. While the boomers treated the cultural movements of the late sixties as a cause, today’s e-citizens are treating their social activism as a brand. They are selling social responsibility as if it were a commodity or product, using the same strategies that traditional business men and women used to sell products.

Sarah Banet-Weiser
Professor, USC Annenberg School of Communication and Journalism and Department of American Studies and Ethnicity

Sean D. Carasso
Founder, Falling Whistles

Yael Cohen
Founder/CEO, Fuck Cancer

Ann Pendleton-Jullian (Moderator)
Professor, Knowlton School of Architecture, The Ohio State University, and Distinguished Visting Professor, Georgetown University

Milana Rabkin
Digital Media Agent

Transmedia, Hollywood 4: Spreading Change. Panel 4, The e-Entrepreneur as the New Philanthropist from UCLA Film & TV on Vimeo.

Kickstarting Veronica Mars: A Conversation About The Future of Television (Final Installment)

Suzanne Scott:

Thanks, AJ, for doing the heavy lifting by synthesizing the tensions emerging out of this conversation, and for tackling the industrial context. You’re absolutely right, fans and producers both know the score, and I think it’s vital to acknowledge fan agency in this discussion, despite my qualms about how the campaign frames fan participation and labor.  That said, I’d add a couple of corollaries to the core tensions you’ve identified above, drawing on the framing of fans across the past few exchanges.

First, I want to revisit Maurício’s point about the ultimate “winner” of the shifting power dynamics between media audiences, producers, and distributors being the story itself.  Both Maurício and Henry make a strong case for the how this emerging model might be most beneficial for liminal producers and properties, those that don’t fall neatly into the categories of “mainstream” or “independent” production.  But there’s a catch with fan-funded stories, and it’s already visible in the discourses around the Veronica Mars Kickstarter.  It’s baked into the FAQ’s nod to shipping and fan expectations (see image), and it’s directly addressed in this remark from Thomas after the success of the campaign:

“I had some desire, as a filmmaker, to take Veronica in a slightly new direction and do something adventurous with her. Or, there’s the ‘give the people what they want’ version. And I think partly because it’s crowd-sourced, I’m going with the ‘give the people what they want’ version. It’s going to be Veronica being Veronica, and the characters you know and love. Certainly, I think I can make a fun, great movie out of that, and I’m excited about that, but it was a creative debate I had with myself, and I finally made the decision that I’m happy with it, to go with, ‘Let’s not piss people off who all donated. Let’s give them the stuff that I think that they want in the movie.’”

 

It’s the “give them the stuff that I think they want” that troubles the notion that story emerges the clear “winner” in this particular case.  Whether Thomas is justifiably hedging his bets in response to the intense scrutiny that has accompanied the campaign’s success (“If the movie ultimately sucks, don’t blame me, my vision was hindered by fan service…after all, they paid for it…”) is beside the point.  To return to the first tension AJ identified, fan “satisfaction” is clearly the central concern here, but it’s ultimately framed as a potential detriment to Thomas’ creative control.  There is something empowering about the fact that, in Maurício’s terms, we can now frame fans as studios.  But what I think might be getting lost here is the fact that fans are independent creators too, and it’s often their dissatisfaction with a story, or the industrial structures and strictures that limit it, that drives their textual production.  Henry’s right that fans will always be read, first and foremost, through an economic lens.  But, fans aren’t just storybuyers, they’re storytellers.  They make their own satisfaction.

 

On a second and related point, you all make a compelling case for how distribution on Netflix, or similar platforms, might help reshape industrial investments in media properties, encourage experimentation with transmedia or non-linear textualities, and cater to pre-existing fannish consumption patterns such as binge watching. Our conceptual understanding of what “television” is (who produces and distributes it, and where, when and how we consume it) continues to be radically reimagined in the post-network era.  Within the Netflix television model, the television temporalities of seriality and seasonality are effectively eradicated. This isn’t a bad thing, necessarily, but I do wonder how these new “telelvision” models might fundamentally alter our conception of television fandom.

 

If fans produce their richest work in the gaps and margins of a television text, they’ve also historically used the temporal gaps and margins between episodes and seasons to their advantage.  I return, time and again, to Matt Hills’ Fan Cultures and his useful notion of “just-in-time” fandom to describe how fan practices have “become increasingly enmeshed within the rhythms and temporalities of broadcasting” (178).  Moreover, Hills cautioned (back in 2002, no less), that eradicating time lags function “ever more insistently to discipline and regulate the opportunities for temporally-licensed ‘feedback,’ and the very horizons of the fan experience” (179).  So, what happens when we begin to reconceptualize the afterlife for cult television series strictly as films, or in one large seasonal installment with no lag time between episodes?  The pleasures of television fandom are deeply tied to its form, and the impact of these shifts deserves further consideration.

 

My concern here isn’t just the horizons of the fan experience, but the horizons of the industrial and cultural framing of fans and fan participation. Whether we’re talking about fan-funded film extension of a cult television series, or an entire new season of a cult show dropping on Netflix, these temporal horizons are potentially less generative for fans, which in turn might make it increasingly difficult to discursively shift our understanding of them as producers of anything but capital.  If I’m being totally honest, as a Veronica Marsfan, what I really want is another season of Veronica Mars.  And as an Arrested Development fan, I will absolutely binge watch the new season (and, let’s be real, I’ll binge watch the prior three seasons as an amuse bouche the day before the launch).

 

Understandably, we all want to focus on what we’re gaining.  I’m admittedly more interested in what’s potentially being lost or overlooked, but I don’t want that emphasis to be mistaken for a lack of enthusiasm about these developments.  I do think they have game-changing potential, particularly as the beginnings of a creators’ rights movement.  I just worry that fans’ legacy as creators in their own right will once again be obscured in favor of celebrating industrially sanctioned modes of fan engagement.

Mauricio Mota:

From all of our contributions so far, the ones that mostly intrigued me were the ones related to roles (fans, producers, distributors) and business models.

And both rely on a discussion that, if not well explored, can become a “chicken or the egg” equation.

Some questions to provoke that discussion:

Would Veronica Mars raise all that money on Kickstarter if it was an independent movie from a new director with an unknown actress about an unknown character?

Do we really need algorithms to figure out that BBC Format + David Fincher + Kevin Spacey + Washington politics is a success formula for House of Cards?

Is 60 thousand people as a Box Office number for a movie a sufficient number for a studio to green light to produce it?

When fans “invest” or donate for IP development and or production they are looking for some sort of creative control or ownership or just wanting the story to come to life?

We are entering – with or without the help from the Studios – an era of what we like to name as  ”Grassroots Blockbusting”: where IPs are nurtured to the ground up and more independent of the “normal” way of becoming a success. All Studios have what we name “Dormant IPs” – stories that have already a whole world built, good story arches and some sort of audience built through generations. But very few of these IPs (and even less Studios) are being developed in a way that allows them to become something profitable and successful.

Unfortunately it is still naive to come to a studio or any big show runner in town and tell them to “hand over IP”. This is not only a conversation about studios focusing on blockbusters and mainstream stories because of shareholders. They are also investing on their libraries and keeping as much control of that IP as possible. Their framework is built around owning as much % of the IPs as possible since the same framework is built around giving more power and control for the part that invests more to make a story happen. And although roles are blurring,  very few creators can say they can make their own shows without a major investment from a studio.

In Brazil, the Government is making an immense effort to grow our TV industries by creating a new law that makes every cable channel to invest massively on original content produced by Brazilian companies (like mine). It is a huge achievement but it has also been very tricky and challenging for the producers to convince studios and networks ( still the most important distribution channels) to give up on a big percentage of an IP they would air because of that new law. Simply because it forces them to not own majority of brazilian original content. So, better said than done.

However, there are independent funds – in the US, Latin America and Asia – that are starting to invest into new green IPs or buying turnaround scripts from studios/production companies to re-start them from the ground using transmedia and the digital tools to start them small and sustainable. Like I said before, lines are blurred, roles are confused and money and knowledge about what works is more democratized.

The existing cases we have been discussing are actually good starters for a possible different model where fans and creators are closer by sharing a common dream and making it happen. And by doing so more and more the Studio system will then have new competitors among the same people they see as consumers. Which is a good thing since humans and companies tend to pay more attention to things and people that threat them than to people that they take for granted. And to AJ’s points looks like creators and fans are paying more attention to what is happening around them.

 

Aymar Jean “AJ” Christian is an assistant professor of communication in the Media, Technology and Society program at Northwestern University. His manuscript, tentatively titled Off the Line, Independent Television and the Transformation of Creative Economy, explores the politics and value of the web series market. He edits a personal blog, Televisual, has been published in the academic journals Continuum, Transformative Works and Cultures, First Monday and Cinema Journal, and in the popular press in Slate, Indiewire, The Wall Street Journal and The Root, among others. For more information, visit his site.

Suzanne Scott is a Mellon Digital Scholarship Postdoctoral Fellow in the Center for Digital Learning + Research at Occidental College.  Her work on fandom within convergence culture, transmedia storytelling, and fanboy auteurism has been published in the anthologies Cylons in AmericaThe Participatory Cultures Handbook, and A Companion to Media Authorship, and the journal Transformative Works and Cultures.  She blogs at Revenge of the Fans and tweets @iheartfatapollo.
Mauricio Mota is one the founders of The Alchemists, Entertainment Group responsible for building original transmedia narratives and content for studios, publishing companies, fans and brands. Some of their clients include Coca-Cola, Petrobras, TV Globo, CW, Elle Magazine, NFL, Nextel and the Brazilian Ministry of Education. He was responsible for bringing the concept of transmedia storytelling to Brazil and implemented the Transmedia Communication Department for Globo Television (4th largest network in the world).

 

Kickstarting Veronica Mars: A Conversation on the Future of Television (Part Two)

 

 

Suzanne Scott:

Hi everyone, I’m looking forward to this conversation.  I’ve been attempting to work through my ambivalent response to the Veronica Mars kickstarter for the past few days, particularly where it bumps up against my unadulterated fannish glee that Netflix Saved Our Bluths.  Two of my favorite cult TV series are being revived.  It should feel like a win-win, but I can’t shake this sense that the Veronica Mars Kickstarter (or fan-ancing generally) sets a problematic precedent for what constitutes fan “participation.”  Or, to AJ’s point, my concern doesn’t stem from the kinds of value producers and fans generate from television, or even the value that fans are generating from this kickstarter campaign, but how producers are increasingly and strategically generating value from fans.

 

My work broadly engages with industry-fan relationships within convergence culture, and how those relationships are gendered.  In particular, I’m interested in which types of fans and modes of fannish engagement are valued, normalized, or incorporated, and which remain marginalized or are subject to containment.  I’ve written in the past about how industrial efforts to engage fan culture often function as re-gifting economies, or planned communities that strive to “repackage fan culture, masking something old as something new, something unwanted (or unwieldy) as something desirable (or controllable, or profitable).”  I’ve also blogged about the problematic legitimization discourses that surround industrial efforts to co-opt fan practices and retain ownership over fan texts.  Many, myself included, are inclined to view the Veronica Mars Kickstarter as a prime example of fan empowerment (or, in Henry’s terms, as a techno-realization of a longstanding fannish frustration with audience measurement metrics, and a desire to revive media properties that were cut down in their prime).  But, I still worry about what it means to discursively celebrate fans’ power in purely economic terms.

 

I’m a frequent donor to Kickstarter campaigns, especially those like Womanthology or Tropes Vs. Women in Video Games that are attempting to make a transformative intervention into media industries and fannish subcultures that can be unwelcoming to women.  I’m also all for using Kickstarter to launch creator-owned projects.  For example, I get why Batgirl writer Gail Simone, who was recently fired and rehired by DC Comics after a massive pushback from fans, would want to kickstart a graphic novel where she’ll have full control over the creative direction and, more importantly, the intellectual property rights. I’ll probably pull the trigger and donate to the Veronica Mars movie before the days tick down to zero…or, let’s be realistic, probably before the end of this conversation.  But it’s not because I want a t-shirt, or a digital download of the finished product from Flixter, Warner Bros.’ proprietary video platform.  What I want is information, however filtered through Warner Bros. publicity brass that it might be, about how this grand experiment is playing out, and to see if fans are addressed primarily as partners, or promotional agents.

As AJ rightly notes above, crowdfunding may not be the great equalizer, but it is a vital emergent tool that allows minority voices and audiences that are too often underrepresented by media industries to carve out a space to be heard.  The figures that you’re tracking on your blog are vitally important.  They aren’t just dollars, they’re pointed messages sent to media industries by media audiences.  Can we view the massive success of the Veronica Mars Kickstarter as a call to television executives that there’s a market to be tapped for programs with compelling, complex young female protagonists?  Hopefully.  Would I feel better if Rob Thomas had Kickstarted an original web series, where the profits would be funneled into developing the next Veronica Mars, rather than into Warner Bros.’ coffers?  Absolutely. It’s the slippage between crowdsourcing and outsourcing financial risk here that I find troubling.

Mauricio Mota:

Ok, here comes the black sheep-capitalist storyteller from Brazil ;-)

I was born – literally – at the intersection between Academia, Commerce, Storytelling and Marxism. While my parents were academics and Marxists during the 70-80′s, my mom was a fiction writer trying to figure out how to keep working, teaching, studying, paying bills and finally get picked by a publisher to bring her words to the world. The funny thing of that intersection is that till I was 8 I thought one of my grandfathers was Karl Marx – because of a picture my parents had in the home office. But actually my grandfather was considered the Latin-American Shakespeare.

That mix of backgrounds, struggles and opportunities trained my eyes and perceptions (with some scars and learnings) to always pay deep attention to the relationship between Creators (Storytellers), Distributors (Storysellers) and Readers (Story…buyers?) and to keep on the pace around one of the most fascinating dynamics ever. In the past, the roles were so clear, the imposed status quo was so comfortable/a given and people in general were just having fun with their stories that the Veronica Mars/House of Cards models were impossible to imagine.

Kickstarter didn’t invent crowdfunding for storytelling. Neither did Felicia Day or Joss Whedon. The most efficient systems of crowdfunding for storytelling that I ever seen in my life are the Catholic and the Evangelical Churches. People have been funding saints, bibles, sagas, music concerts, souvenirs or tokens for more than 2000 years. In Brazil, the evangelicals own one of the top three tv channels (where they air religious programs, produced telenovelas and bought series from the US like Veronica Mars). So the whole conversation about “exploring” fandom or using fans to fund a movie owned by a big studio is a little bit strange for me because generally people want to watch and share an experience around a story: be it that story about a guy who could regenerate fast (no, I’m not talking about Wolverine, I’m talking about Jesus), Veronica Mars or about an elite group that uses people’s trust to do whatever they want (I’m talking about House of Cards).

The line between owning something and owing was completely blurred when the Veronica Mars kickstarter campaign started. Many fans donated something because they feel such an emotional connection to that cannon that gave them so many good times that they feel the owe something to it and they want more of the pleasure that story gives — with or without having something material back (a shirt or equity). It is the difference between Profit Sharing and Sharing Collective Value.

The roles are also blurred, thanks G’d — both on Veronica Mars and House of Cards. And today I’m able to fund the stories my company creates from different sources: fans, non-profits, global advertisers, studios, networks or a toy company.

Because the Veronica Mars campaign is like advance money given by fans to the creator that implicitly says: “Hey, here is the money I would already buy for this and that, so now go make that extension so I can have the storytelling experience that no money nor a shirt can give me. Oh, I can also make it with my Mastercard and don’t need to wait for someone to decide to fund it?”. Instead of investing money on the IP after it airs, fans are doing it before.

Everyone, on the House of Cards case, was mesmerized by two things: launching 13 episodes at once on Netflix and the fact that some of the decisions to produce were based on algorithms. In the end of the day, the “series marathon” culture is something that is part of the fabric of pop culture consumption; Kevin Spacey is a great actor and amazing villain; politics brings eyeballs, fans add value whenever they watch something and the British version was already really good. If we build it, they will come. And with David Fincher behind, maybe (just maybe), the execution will be good. ;-)

By the way, The funders behind House of Cards are also “outside” the regular model as the Kickstarter examples: Goldman Sachs, WPP Group (one of the largest advertising groups in the world) and AT&T.

Netflix move to offer exclusive content at once was brave and risk taking strategy in a town where networks kill shows on episode 3. VOD changes the importance of focus groups and research to a level that makes me love where all this is going. Because so many amazing pilots or shows would have survived if Netflix, Amazong, Hulu and Kickstarter existed and gave that opportunity to fans, creators and last but not least, studios to make a decision.

Yes, studios.

Because everybody loves to blame the Studios for Hollywood’s lack of innovation. Being a Studio is HARD. Crowdfunding is also hard. But what happens next is the point I’m trying to make.

The Veronica Mars case will show how sending the gifts and tokens for all the 50k+ backers (including movie sessions into remote cities) is really, really, really hard to accomplish but a Studio knows how to make something like this happen. And before the tomatoes come, the discussion is not if the studios do it well or not, but they make it and they have a system. If fans, indies, academics and writers believe there are improvements to be made, fight for it or kickstart a project and start your own Studio. It is about re-allocation of power and responsibilities and not resetting a whole organism that has brought to the world amazing stories – including Veronica Mars.

The Studios used to have the formula of success. Using Henry’s recent book as a reference, the formula was “If doesn’t get picked by studio it is dead”. Now it probably would be “If doesn’t get picked, lets talk to the fans and other distribution channels” (not so charming as “If it doesn’t spread, it’s dead” but really fascinating).

Now nobody has is total control, decision-making power is more shared. But Studios/Networks still have the most efficient marketing and logistics machine in the world and they deserve their share. Fans and storytellers that know how to build their own micro-networks also deserve a share.

Fans are now Studios. Advertisers are Studios. Amazon is a studio. Netflix too.

So, the roles are not only changing, they are blurred and the winner is the story. Because generally we don’t know what we want until a story is in front of us and we say: I want more of that. And I will pay with my time, my emotions, my network of friends and my money.

Aymar Jean “AJ” Christian is an assistant professor of communication in the Media, Technology and Society program at Northwestern University. His manuscript, tentatively titled Off the Line, Independent Television and the Transformation of Creative Economy, explores the politics and value of the web series market. He edits a personal blog, Televisual, has been published in the academic journals Continuum, Transformative Works and Cultures, First Monday and Cinema Journal, and in the popular press in Slate, Indiewire, The Wall Street Journal and The Root, among others. For more information, visit his site.

Suzanne Scott is a Mellon Digital Scholarship Postdoctoral Fellow in the Center for Digital Learning + Research at Occidental College.  Her work on fandom within convergence culture, transmedia storytelling, and fanboy auteurism has been published in the anthologies Cylons in AmericaThe Participatory Cultures Handbook, and A Companion to Media Authorship, and the journal Transformative Works and Cultures.  She blogs at Revenge of the Fans and tweets @iheartfatapollo.
Mauricio Mota is one the founders of The Alchemists, Entertainment Group responsible for building original transmedia narratives and content for studios, publishing companies, fans and brands. Some of their clients include Coca-Cola, Petrobras, TV Globo, CW, Elle Magazine, NFL, Nextel and the Brazilian Ministry of Education. He was responsible for bringing the concept of transmedia storytelling to Brazil and implemented the Transmedia Communication Department for Globo Television (4th largest network in the world).

 

 

 

Kickstarting Veronica Mars: A Conversation About the Future of Television (Part One)

Henry Jenkins:

When I was writing Textual Poachers in the late 1980s, I stumbled across a fascinating scheme being floated by fans of George R.R. Martin’s fantasy series, Beauty and the Beast, a series with a very committed audience, but one that was small enough that the program was always in danger of being canceled. The fans were suggesting a plan where fans would pay into a fund that would cover the cost of the series production and then would received VHS tapes of episodes once they had been made. The fans rightly recognized that the Nielsen Ratings measured the scope of viewership but not its intensity, and that the scale of success demanded to stay on network television was considerably lower than what would be required to cover the costs of production. At the time, such plans were unlikely to succeed, given the nature of the media environment: they really did not have a robust method for collecting funds from dedicated fans, the producers would not have had a viable business model for proceeding under this unstable system, and the distribution of episodes via VHS was going to be clunky at best.

We flash forward two decades and recent events suggests we have moved dramatically closer to making such a scenario possible. First, we have seen Netflix become a producer and distributor of original television content — programs that look and feel like network television (actually like HBO or AMC programming) but which are distributed digitally without ever being broadcast. Netflix’s first venture in this direction was House of Cards, which seems to have attracted a very solid audience, and their second will be the relaunch of Arrested Development, a fan favorite series that Netflix has brought back after several years in limbo. We are seeing similar moves by Hulu and YouTube, both of which would like to get into the business of producing and distributing web-based television content.

And, then, we have seen Kickstarter emerge as a platform that, with the example of Veronica Mars, has demonstrated the possibilities of fan support pushing a once canceled program back into production — in this case for the big screen. And for the Veronica Mars scheme to work, we have to assume there were behind the scenes discussions between Rob Thomas and Warner Brothers (which still owns the rights to Veronica Mars) that would allow them some basis of proceeding. We now are hearing that a range of other producers and show-runners are starting to explore whether they might deploy similar tactics to gain a second chance for their passion projects.

This week, I have gathered together three friends, who bring different kinds of expertise to thinking about the short term and long term implications of these developments.

Aymar  Jean “AJ” Christian:

Hello!

It’s been fascinating to see relationships between producers, fans and distributors reconfigured in digital marketplaces!

About a year before Kickstarter launched, I was drawn into the world of crowdfunding through Felicia Day. Day was a working actress with credits on shows like Buffy the Vampire Slayer when she decided she wasn’t ever going to get a leading role and showrunner status unless she did it herself. Intermittently unemployed as so many workers in Hollywood are, she wrote a pilot for The Guild, about a group of gamers, based on her experience playing World of Warcraft in between gigs. She and a skeleton crew produced most of the first season on a dime and then came to place a lot of indie producers find themselves: without funds to continue. But those few episodes had built a fan base, and, through a Paypal link on the show’s active website, she raised thousands to kick-start the rest. That early fan interest shocked the industry, distributors came calling, and The Guild found distribution through Microsoft, who was/is trying to build an entertainment platform outside of television. Day is now a huge source of inspiration within and outside the web television industry and a key brand ambassador for MSN.

In my years researching the “web series” or independent television market I’ve seen crowdfunding take a central place in show development (so much so I’ve tried to track it on my site). Series that built communities of fans early and quickly inevitably turned to crowdfunding. Soon shows targeting all sorts of groups dissatisfied with legacy television used sites like Kickstarter and Indiegogo to keep indie brands alive. Lesbian web series Anyone But Butraised over $30,000 for its third and final season; The Misadventures of Awkward Black Girl ($56,000, nearly twice the ask) for its second; The Outs (over $20,000, many times the ask), a gay-led show, did it in two rounds; last year brought Black & Sexy’s The Couple ($32,000) and Latino-focused show East WillyB ($51,000), not to mention the prodigious work of Freddie Wong, whose canny, Asian-American-led Video Game High School has crowdfunded over $1 million to date (season 1season 2).

Raising money not only gave them funds to survive, and extra opportunities for press and marketing, they also let creators build a database of their strongest fans and supporters, who would then proselytize the show on social networks. This sometimes led to distribution and development deals with both online and on-air networks.

In short, crowdfunding causes us to rethink relationships in media industries, and think very specifically about the kinds of value producers and fans generate from television, as a number of scholars are exploring, from Jason Mittellto Michael Newman, to your work in Spreadable Media. For independent producers, crowdfunding rewards creators with a clear pitch to specific communities, who are in turn rewarded with a show conglomerates might be reluctant to green light. Of course, this kind of value is hard to sustain in our media landscape, and the fact that Veronica Marsraised several times more than most projects before it in 24 hours speaks to the kinds of value conglomerates are able to generate when they have already invested in marketing properties.

 

Aymar Jean “AJ” Christian is an assistant professor of communication in the Media, Technology and Society program at Northwestern University. His manuscript, tentatively titled Off the Line, Independent Television and the Transformation of Creative Economy, explores the politics and value of the web series market. He edits a personal blog, Televisual, has been published in the academic journals Continuum, Transformative Works and Cultures, First Monday and Cinema Journal, and in the popular press in Slate, Indiewire, The Wall Street Journal and The Root, among others. For more information, visit his site.

Suzanne Scott is a Mellon Digital Scholarship Postdoctoral Fellow in the Center for Digital Learning + Research at Occidental College.  Her work on fandom within convergence culture, transmedia storytelling, and fanboy auteurism has been published in the anthologies Cylons in AmericaThe Participatory Cultures Handbook, and A Companion to Media Authorship, and the journal Transformative Works and Cultures.  She blogs at Revenge of the Fans and tweets @iheartfatapollo.
Mauricio Mota is one the founders of The Alchemists, Entertainment Group responsible for building original transmedia narratives and content for studios, publishing companies, fans and brands. Some of their clients include Coca-Cola, Petrobras, TV Globo, CW, Elle Magazine, NFL, Nextel and the Brazilian Ministry of Education. He was responsible for bringing the concept of transmedia storytelling to Brazil and implemented the Transmedia Communication Department for Globo Television (4th largest network in the world).

He began his career as an entrepreneur at the age of 15, when he developed a story-creation platform with writer Sonia Rodrigues. Used in over 4000 schools, it was licensed 8 times and used as a tool to facilitate innovation and creativity for  many top 500 companies and the UN.

 

Kickstart This!: Is The World Ready For a Nigerian Superhero?

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Like many of my readers this week, I am enormously excited about the ground-breaking success of the Kickstarter campaign to get Veronica Mars into production as a feature film and what this means about the future relations between fans and producers of cult media. Next week, I am planning to run a extended conversation with some key thinking partners placing the Veronica Mars campaign (and Netflix’s venture into original television content) into some perspective.

But I don’t want us to forget that Kickstarter has been as powerful if not more so in helping to provide seed funds for independent artists of all kinds and as such, it has become a key vehicle for increasing the diversity of cultural production. My co-authors Sam Ford, Joshua Green, and I discuss Kickstarter in our book, Spreadable Media: Creating Meaning and Value in a Networked Culture, alongside a range of other developments which are creating stronger bonds between independent artists and their supporters — from pre-production through release.

Today, I want to put my weight behind an independent media property — Spider Stories — which was brought to my attention by a USC undergraduate, Charles Agbaje. The Agbaje Brothers (Charles and John) have been publishing independent comics under the Central City Tower label for several years now, and they are seeking funds to take their efforts to the next level — developing a cartoon series which has its roots in traditional African folktales and myths, but which speaks to the genre expectations of our current pop cosmopolitan generation.

Here’s how they describe the basic premise:

Spider Stories follows the tale of Princess Zahara who is thrown into hiding after the royal family is overthrown by a corrupt neighboring kingdom. While traveling with a misfit caravan of merchants she meets a wandering drummer griot who introduces her to the spirit world. Armed with a mystical staff, the fearless princess embarks on quest to reconnect with the spirits, reunite her homeland, and reclaim the throne.

We are developing an 11 minute animated pilot for a fantasy adventure series called Spider Stories. Your pledges will go towards funding a team of animators to get it done at a professional level of quality.

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 They argue that fans of superhero comics have grown up on Norse myths (Thor) and Greek myths (Hercules); we are starting to see Japanese and Chinese folktales making their way into anime and manga, but that comics and animation have so far done  little to tap into the rich cultural traditions of Africa (with the possible exception of the recent revamp of The Black Panther at Marvel). The Agbaje Brothers have expressed concern with the fact that African-American youth are often cut off from their own cultural traditions and all of us receive a single-dimensional understanding of Africa (which many westerners see as a country rather than a continent with many diverse national traditions). However, they are also concerned that so often stories by and for African-Americans get cut off from the cultural mainstream and thus do not reach the largest possible audience. So they very much want to create something that speaks across racial and cultural divides.

If the art work and proof of concept videos they share on their Kickstarter page are any indication, this has the potential to be a spectacular project, and it is precisely the kind of production that Kickstarter was designed to support — one which is unlikely to get very far with mainstream animation or comics producers unless they can demonstrate a broad range of support and can show the world what they can do. Let’s see if we can give them their chance.

In some of their promotional materials, the brothers talk about how their experiences growing up together had shaped the kinds of stories they want to share through their work. I asked Charles to tell me more about these formative influences on their work:

The stories we made growing up span all kinds of sci-fi, fantasy, and superhero tales. We were first inspired by the original Teenage Mutant Ninja Turtles cartoon, and you can see early on we invented several mutant animals of our own. Later we were influenced by the wide variety of anime that hit in the late 90s, particularly shows that made their way onto Toonami. Dragonball Z, Gundam Wing, Tenchi and more were among our favorites. As video games became more sophisticated RPGs and Adventure game story-lines such as The Legend of Zelda also influenced our style. Throughout, the complexity and action in the DCAU such as Batman: The Animated Series, Batman Beyond, and Justice League also contributed to our sensibilities.

We have our fair share of costumed superheroes such as the Storm Surfers, mutant animals like The Frogs, and classic swords and sorcery in Crimson Knight. Even though a lot of these characters started off fairly simple, some we’ve had in our minds literally since we were 5 years old, and the stories have since grown and matured.

Starting with Project 0 in 2010, we moved away from our old ideas and began to synthesize them into new properties that couldn’t be so easily labeled. This also helped us as story tellers. In creating new stories we were able to critique them objectively without the nostalgia lens that would only really make sense to us. Project 0 is a mix of fantasy, sci-fi and adventure taking cues from a lot of our previous original properties, to as diverse sources of inspiration as Digimon and The Matrix.

Though we still plan to revist several of our age old stories, we are now moving forward with another new series called Spider Stories.

Spider too takes cues from a lot of our old ideas, and then more modern fantasies such as Avatar The Last Airbender or Nintendo’s Fire Emblem. It takes the same grand scale epic appraoch to world building and story telling that fans around the world love to see. But it does it in an African inspired backdrop which, while there are a few out there, have never really been acknowledged by mainstream audiences. We’re doing a lot of homework on African mythology and history. And we are always sure to consult our cultural experts, our parents, to make sure it stays authentic.

So often the depiction of blacks and Africans in the media is one of poverty, corruption, or ignorance. At its most positive, black characters are often sidekicks or best friends to the lead, and black culture is typically framed through an other-ed lens. Even when it isn’t, such shows and movies are often relegated to niche markets and targeted so narrowly as ‘black entertainment’ that it may be alienating to non-black audiences.

We want Spider to really be a universal story. While it takes on African aesthetics and sensibilities, it is written to be accessible to all audiences regardless of ethnicity. It’s pure fantasy, not historical fiction or an adaptation of an existing myth. We hope audiences will be able to relate to the characters as people first. The nods to culture and history should spark interest in fans to seek out and learn more about Africa on their own. Art is often a launching point for cultural exposure, and the more it’s seen, the more normalized it becomes.

T is for Transmedia…

T is for Transmedia from Annenberg Innovation Lab on Vimeo.

Today, the Annenberg Innovation Lab at USC and the Joan Ganz Cooney Center announced the release of “T is for Transmedia: Learning Through Transmedia Play.” The report is written by Becky Herr-Stephenson and Meryl Alper, under the supervision of Erin Reilly. This paper provides a much-needed guidebook to transmedia in the lives of children age 5-11 and its applications to storytelling, play, and learning. Building off of a review of the existing popular and scholarly literature about transmedia and children, this report identifies key links between transmedia and learning, highlights key characteristics of transmedia play, and presents core principles for and extended case studies of meaningful transmedia play experiences.

“We really have two goals for the report,” says co-author Becky Herr-Stephenson. “Our first is to get educators thinking about how they might incorporate transmedia play into activities, lesson plans, or projects. Our second goal is to put the design recommendations before media makers in the hopes that the principles will reinforce the good work people are already doing as well as encourage others to bring play and learning to the forefront of their transmedia projects.”

“T is for Transmedia” is embedded below and is also available for download here.

I know that this report is going to generate a lot of interest from the transmedia enthusiasts and new media literacy educators who constitute this blog’s most loyal readers, so to give you a taste of what to expect, I am sharing with you the introduction I contributed to this project.

There’s a Monster at the End of This Report

There is a monster at the end of this report (well, maybe there is, but you won’t know for sure until you turn all of the pages and read what we have to say).

But, it is telling that most of you probably recognize this phrase as a reference to a classic children’s book, written by Jon Stone, illustrated by Michael Smollen, released in 1971 just a few years after Sesame Street debutted on PBS, and “starring lovable, furry old Grover.” Much has been made of the ways that Sesame Street reinvented children’s television, embracing rather than running away from the properties of its medium, incorporating tricks from advertising, parodies of popular culture, songs and skits, into something which encouraged the active engagement of its young viewers. Yet, far less has been made of the fact that Sesame Street from the very start encouraged its young fans to follow it across media platforms – from television to records, books, stuffed toys, public performances, feature films, and much more. Certainly, the then-Children’s Television Workshop’s steps in that direction were cautious, given the anxieties many parents have about the commercialization of children’s culture. But, over time, much of the American public came to embrace those experiments in transmedia storytelling as part of what made Sesame Street such a powerful learning system. In a 2007 online poll, the American Education Association voted The Monster At the End of This Book onto a list of “Teachers’ Top 100 Books for Children,” and a few years later, the School Library Journal gave it a prominent spot on its list of the Top 100 picture books.

Part of what makes The Monster so compelling is that it is as reflexive about the nature of the printed book as a medium as Sesame Street was about our experiences of watching and learning from television. Reading this book becomes a kind of play as children scream with a mixture of fear and delight as we turn each page, wondering when the scary monster is going to appear, only to discover that it is “lovable furry old Grover” who is the monster we warmly welcome at the end of the book. Grover tries to do everything he can to block us from turning the pages, from tying knots to constructing brick walls, from begging to harranging us, yet the desire to read overcomes all of the walls he might try to erect. The children’s book has long been a site for domestic performance, as parents and children alike try out different voices, make sound effects, respond with mock emotions, to the pictures on the page.

This book had effects which go beyond the printed page: Grover emerges as an early fan favorite on Sesame Street as his personality took shape across platforms. When young people pick up The Monster, they already know who Grover is, they know his back story, they understand his motivations, they identify with what he is feeling, and as a result, there is an immediacy about our experience of this book.

Predictably enough, Monster has in recent years evolved into a digital book, an interactive experience children on their iPad. We certainly do not want to exclude adults from the fun – reading books together across generation is perhaps the most powerful way to foster a deeper appreciation of the pleasures of reading. But, Sesame Street has always understood that children do not enjoy equal opportunities to learn. Some children are left on their own while their parents work long hours. Some parents do not have good models for active reading with their children and look for prompts that might allow them to learn how to play and perform and speculate around the printed page. The experience of an e-book version of Monster will ideally supplement and scaffold the experience of reading the traditional picture book, not replace it, but it also adds a new layer to the ever expanding “supersystem” which constitutes the world of Sesame Street. So does The Putamayo Kids Presents Sesame Street Playground, a CD/DVD set which shares with children songs from the many versions of the program which have been localized to languages and cultures around the world, and video clips featuring the original casts in India, Mexico, Russia, or South Africa. And Sesame Street, the longest street in the world, just keeps growing.

Today, we might describe Sesame Street as a transmedia experience – that concept did not exist in 1971 when Monster was first published. Transmedia is an idea that has come into sharper focus over the past decade, having emerged from active conversations between academic researchers, creative artists, policy makers, fan communities, anyone and everyone interested in the future of entertainment and storytelling. Transmedia, by itself, means “across media” and it describes any number of possible relationships which might exist between the various texts that constitute a contemporary entertainment franchise. Marsha Kinder (1991), a media scholar who has written extensively about children’s media, coined the term, “transmedia,” to refer to the “entertainment supersystem” which had emerged around characters such as the Teenage Mutant Ninja Turtles, The Muppet Babies, or the Super Mario Brothers, as personalities and characters that move across media platforms, encouraging their fans to follow them where-ever they appeared. In my own work (Jenkins, 2006), I extended her concept to talk about transmedia storytelling, which refers to the systematic unfolding of elements of a story world across multiple media platforms, with each platform making a unique and original contribution to the experience as a whole.

Monster at the End of the Book builds off what we know of Grover on television but it creates a new kind of experience that takes advantage of the distinctive affordances of the printed book, which is designed to be read aloud in the child’s bedroom or playroom. Follow that Bird expands upon the time we get to spend with Big Bird while watching the television series in order to flesh out his backstory, situate him within a quest narrative, and suggest how much he means to the larger Sesame Street community. Neither example builds on extensive narrative information that must be remembered across different texts — that would not necessarily be appropriate for younger viewers — but it does reward fans who apply what they learned in one context to each new appearance of the characters.

Each of these texts, thus, contributes something to our knowledge of this fictional realm, and each takes advantage of those things their respective medium does best. We want the depiction of Oscar or Cookie Monster or the Count in a Sesame Street game to be consistent with what we see on television, but we also want the game to provide us with an interactive experience that is only possible in digital media. By combining media with different affordances, we create a more layered entertainment experience. Or at least, that’s the theory. A good transmedia narrative uses these various cross-platform extensions to flesh out the world, to extend the time line, to deepen our familiarity with the characters, and to increase our engagement.

With an educational property like Sesame Street, transmedia does something else – it reinforces the learning both by encouraging us to reread and re-experience a particularly pleasurable narrative (something, as we all know, kids are often inclined to do with little or no adult encouragement) and because they are invited to connect together pieces of information across multiple installments. In his book, The Tipping Point, Malcolm Gladwell (2000) describes the original Sesame Street as “sticky,” suggesting that young people become so drawn to its vivid characters that they keep coming back for more and in the process, these repeated encounters reinforce what they learn from its curricular design.

Transmedia encourages additive comprehension. We learn something new as we follow the story across media. This distinguishes it from cross-media, which refers to the use of these other media platforms as simple delivery mechanisms for the same old content. So, if we watch Sesame Street online or on a DVD and change nothing else about the content, that’s cross-media. We might also distinguish transmedia from multimedia. Multimedia might use multiple kinds of media – words, pictures, sounds, videos – which are brought together in a single package: so, in the old days, there might be a CD-ROM developed around Sesame Street, where clicking a button opens us up to a range of different kinds of media. In transmedia, there’s something powerful about how the reader is incited to search out dispersed content and reassemble it into a meaningful mental model.

In a hunting society, children learn by playing with bows and arrows. In an information society, they learn to play with information. That’s part of why we think transmedia learning is such a potentially transformative concept. A science fiction writer has to construct a world which can extend across media platforms, but there already exist many rich worlds – the world under the sea, the universe beyond the Earth, the ancient world, the people who live on the other side of the planet — which are central to our desired curriculum. Perhaps, the best way to learn about them is to explore their stories, their environments, across media platforms, much as we acquire a deeper affection for Grover through repeated encounters.

Like any other kind of storytelling, transmedia is something which can be done well or badly. You can be attentive to the possibilities of expanding a story in new directions or you can simply slap a logo on something and pretend like it’s part of the same franchise. Transmedia can be enriching or exploitative, can be motivated by the crudest of economic motives or shaped by the most cutting edge learning science. But, when transmedia is done well, it creates a deeply engaging, immersive experience, which multiplies the number of learning opportunities.

Young people do not simply consume transmedia narratives; rather, transmedia encourages playful participation. In my book, Convergence Culture (2006), I talk about attractors (things that draw together an audience) and activators (elements which give the audience something to do, especially in a network society, ways to interact with each other around the shared content). Narrative-inflected play is hardly new. Go back and reread the great children’s books of the 19th century. There’s Meg in Little Women developing a backyard game based on Pilgrim’s Progress. There’s Tom Sawyer in Mark Twain’s novel pretending to be a pirate or Robin Hood. There’s Anne, she of the Green Gables, who re-enacts the story of the Lady in the Lake. Each of these books remind us that children before the era of mass media actively engaged with stories told to them by adults and transformed them into resources for their own creative play.

In the 20th century, mass media displaced many traditional forms of storytelling, but children’s play with narrative remained meaningful as a way of trying on adult roles and expanding core stories that matter to them. And this is what this report means by transmedia play. Certainly, adults have some legitimate worries about commercial media “colonizing” their children’s imaginations, but keep in mind that the human imagination feeds upon the culture around it and children show enormous capacity to re-imagine the stories that enter their lives.

Transmedia encourages this kind of creative reworking. The scattered fragments of a transmedia story are like pieces of a puzzle; they encourage curiosity, exploration, experimentation, and problem solving. Transmedia’s process of dispersal creates gaps which require our active speculation: some call this negative capability. Transmedia processes show us that there are more than one way to tell story, that there is always more we can learn about the characters and their world, and that represents a provocation to imagine aspects of these characters that have not yet made it to the screen. Young people make these stories their own through their active imaginations. The stuffed toy becomes their avatar: they use it to work through their problems; they use it as a vehicle for their emotions; they project their own personality onto the plush or for that matter, they use it a a stand in for some other powerful figure in their life. For a short moment, as they are reading about or manipulating Grover, they become the monster, and again, that’s a valuable experience. The child psychologist Bruno Betellheim (1976) tells us that young people need to read stories which acknowledge the darker sides of life, because children know that they are not always good and they need resources for thinking through how they should respond to the things that frighten them in the real world.

So, there you have the core concepts of this report – transmedia stories, transmedia play, transmedia learning. Put them all together and something magical happens.

Transmedia is not the monster at the end of the book; it’s not something you need to be afraid of encountering. So far, we know more about transmedia in entertainment and branding contexts than in relation to learning. That’s not a reason to take off running down the street. That’s a reason for people who care deeply about insuring the most diverse learning opportunities for our children to take transmedia seriously, to try to understand how to link multiple media together to create new pedagogical experiences, to be ready to explore how we might play together around the materials of a transmedia franchise, to invite children to explore what it means to read a story across the borders and boundaries between different texts and different media. This report offers some rich exemplars of groups who are doing well by children through their creation of powerful and transformative transmedia experiences, and it offers some design principles so that educators and producers might generate more meaningful, even mind blowing, transmedia experiences for the coming generation.

How Sound Can “Unify” Transmedia: Christy Dena on AUTHENTIC IN ALL CAPS

Today, we are going to continue this week’s focus on transmedia with the following guest post by Christy Dena. Dena’s PhD dissertation transmedia really put her on the map for those of us who closely follow developments in this space. Dena is a gifted designer/theorist or theorist/designer depending on one’s priorities at a given moment: someone who has a deep knowledge of the historic evolutions of theories of multimedia, intermedia, and transmedia, as she aptly demonstrates in the piece below, someone who can move between avant grade experiments and the commercial mainstream in her consideration of examples, and someone who can have a model for a transmedia design document on one page and a discussion of renaissance theories of art on the next. Transmedia has become a place which attracts artists who are also theorists, designers who are also intellectuals, and it has emerged through conversation across all of these spaces. I have come to think of Dena as someone who consistently sharpens my own thinking, since she is unafraid to critique anyone but also knows of what she speaks.

You can read her PhD dissertation here.

I recently learned that she is seeking crowd funding for an exciting new project — AUTHENTIC IN ALL CAPS — which explores the use of sound — including something like radio drama — as the center piece of a transmedia franchise. It is the kind of project that needs to be done as a thought/design experiment that will help us to better understand some of the potentials of transmedia, but it is also the kind of project that it will be difficult to fund through commercial or state sponsorship. The crowd funding scheme is in its final hours and they are painfully close to meeting their goals, so I’m rushing this post out today in hopes some of you will read it, help spread the word about an interesting project, and kick in a little cash to support a worthy cause.

Here’s where you can go to help Christy meet her goals.

Everything below here is Christy Dena describing — in her own words — the thought process that led to the development of this project. Dramatically, she wrote this on a laptop with dwindling battery juice in a house that had lost its power somewhere in Australia. Or, at least, that’s the story.

HOW SOUND CAN “UNIFY” TRANSMEDIA
by Christy Dena

I’d like to take the opportunity with this guest post to talk about how my research into transmedia has greatly influenced my creative project AUTHENTIC IN ALL CAPS. Here’s what I like about where transmedia is moving now — we’re seeing both practitioners and researchers take on their own approaches more and more. Not everyone is thinking the same way about transmedia. While in the past this was a sign that no-one had a clue what was going on, it is now a sign that people are making it their own. There are universals that can help newcomers understand the area, but when transmedia is under your skin, once it is a relatively unconscious activity, we start to see personal difference. This is because people are bringing their own influences and experiences to the table. We’re seeing more of themselves in their works rather than the imitative approach that is necessary when learning. So this post is about some of the influences on my transmedia thinking.

One of the criticisms of transmedia that raises it’s head every now and then is the idea that fragmentation is bad, that transmedia does away with wholeness. So during my PhD research, I trekked back to look at the notion of “dramatic unities” — an approach to theatre that began with Aristotle and was extended later by Italian scholars. Dramatic unities includes unity of action (plot), time, and place:

Aristotle argues that tragedy must have a “unity of plot” (Aristotle 1997 [c330B.C.], 16). What this unity of plot means is that not all “incidents in one man’s life” should be included, for they “cannot be reduced to unity” (ibid.).

Unity of time, on the other hand, was introduced by Cintio Giraldi in 1554 with his Discorso sulle Comedie e sulle Tragedie publication, where he “converted Aristotle’s statement of an historical fact”—that “Tragedy endeavours, as far as possible, to confine itself to a single revolution of the sun” (Aristotle 1997 [c330B.C.], 9)—“into dramatic law’ (Spingarn 1963 [1899], 57).

And then it was Ludovico Castelvetro in his 1570 edition of Poetics, who introduced the theory of unity of place based on the idea of the unity of time (ibid., 61). It was considered proper dramatics, that a whole month of actions should not be represented (performed) in two or three hours. “This principle,” Spingarn explains, “led to the acceptance of the unity of place”: “Limit the time of the action to the time of representation, and it follows that the place of action must be limited to the place of representation” (ibid.).

As Gilbert Highet further explains, the “action of the play must seem probable,” and it “will not seem probable if the scene is constantly being changed” (Highet 1985, 143). In the end, scholarship on dramatic unities was “an attempt to strengthen and discipline the haphazard and amateurish methods of contemporary dramatists—not simply in order to copy the ancients, but in order to make drama more intense, more realistic, and more truly dramatic” (ibid.). So the notion is that a performance will be better if it has a unity of action, time, and place — and that means focusing on small events that are linked by probability, at a certain time, and place.

Anyone who has worked on a transmedia project — whether it be an alternate reality game or book, TV, film, and console experience — knows that it is difficult to have your audience or players engage with all the multiple texts or touch-points you create. I remember Evan Jones observing in the early days that we could expect about 10% of our audience to continue to each touch-point. And so for some, this difficulty is in some way associated with the notion of unity. People cannot experience unity if the media texts are fragmented across time and space (and probably include many plot elements). But I’ve chosen to see this as a design challenge rather than impossibility. How can we have unity across media?

To answer this question, the other research area I looked at was “intermedia”. In 1965, Higgins introduced the term intermedia to “offer a means of ingress into works which already existed, the unfamiliarity of whose forms was such that many potential viewers, hearers, or readers were ‘turned off’ by them” (Higgins 2001 [1965], 52). It is a significant notion to discuss because its introduction coalesced a long-standing aesthetic approach, as Jack Ox and Jacques Mandelbrojt explain in their introduction to the special issue on intermedia in Leonardo: “Higgins did not invent these doings—many artists before him had achieved ‘intermediality’—but he named the phenomenon and defined it in a way that created a framework for understanding and categorizing a set or group of like-minded activities” (Ox and Mandelbrojt 2001, 47). Now, as Fluxus artist and theorist Ken Friedman explains, Higgins coined intermedia “to describe the tendency of an increasing number of the most interesting artists to cross the boundaries of recognized media or to fuse the boundaries of art with media that had not previously been considered art forms” (Friedman [1998]). Intermedia works brought together what had been artificially estranged:

Much of the best work being produced today seems to fall between media. This is
no accident. The concept of the separation between media arose in the
Renaissance. The idea that a painting is made of paint on canvas or that a
sculpture should not be painted seems characteristic of the kind of social
thought—categorizing and dividing society into nobility with its various
subdivisions, untitled gentry, artisans, serfs and landless workers—which we call
the feudal conception of the Great Chain of Being. […] We are approaching the
dawn of a classless society, to which separation into rigid categories is absolutely
irrelevant.
(Higgins 2004 [1965])

The creation of works that combine conventionally separate artforms and/or media is a
somewhat political as well as aesthetic act:

Thus the happening developed as an intermedium, an uncharted land that lies
between collage, music and the theater. It is not governed by rules; each work
determines its own medium and form according to its needs. The concept itself is
better understood by what it is not, rather than what it is. Approaching it, we are
pioneers again, and shall continue to be so as long as there’s plenty of elbow room
and no neighbors around for a few miles.
(ibid.)

Not all practices that bring together different media and artforms are intermedia though.
Higgins distinguishes between mixed media and intermedia according the degree of
integration. Opera is an example of mixed media for it has “music, the libretto, and the
mise-en-scene” which are “quite separate: at no time is the operagoer in doubt as to
whether he is seeing the mise-en-scene, the stage spectacle, hearing the music, etc.”
(ibid.). On the other hand, intermedia practices involve a fusion to the degree that
elements cannot be separated.

In her essay discussing her father’s theory of intermedia, Hannah Higgins reinforces this notion of fusion with her argument that intermedia “refers to structural homologies, and not additive mixtures, which would be multimedia in the sense of illustrated stories or opera, where the various media types function independently of each other” (Higgins 2002, 61). An example she cites of fusion is the blending of musical and visual techniques in Jackson Mac Low’s A Notated Vocabulary for Eve Rosenthal (1978).

It is important to note too that the distinctions from opera are, among other functions, an
attempt to distance intermedia from German opera composer Richard Wagner’s
“gesamtkunstwerk” or “total work of art”:

The true Drama is only conceivable as proceeding from a common urgence of every art towards the most direct appeal to a common public. In this Drama, each separate art can only bare its utmost secret to their common public through a mutual parleying with the other arts; for the purpose of each separate branch of art can only be fully attained by the reciprocal agreement and co-operation of all the branches in their common message.
(Wagner 2001 [1849], 4–5, original emphasis)

The difference between Wagnerian practices and intermedia has been further articulated
by Jürgen Müller (Müller 1996). Since Müller’s writings on this topic are not in English,
I refer to Joki van de Poel who, in his dissertation on intermediality, discusses Müller’s
argument about the difference between the “multimediality” and “intermediality”:

He makes, like Wagner, a distinction between multimedia and intermedia along
the lines of the functioning of media next to each other (Nebeneinander) and with
each other (Miteinander). With Nebeneinander he means that the separate media
function within a larger production but maintain there own qualities, concepts and
structure, whereas in the Miteinander variant the different media function in an
integrative way. The media take over each others structure or concepts and are
changed in this integrative process.
(Poel 2005, 36, original emphasis)

This notion of separation, or more appropriately retention of separation, is actually a key
trait of transmedia projects. So what I surmised is that while transmedia projects do share a concern with bringing together media and artforms that are distinct, in transmedia projects each distinct media retains its manifest nature. Fusion does exist in transmedia projects, but it happens at an abstract level. It is characterized by a conceptual synthesis of separate media rather than an assemblage or transformation at the expressive or material level. The peculiar challenge of this approach is to bring together elements that are disparate, incompatible or isolated, in a way that retains their independent nature. This approach does not try to change that which is manifest, but tries to find connections at a level that reconfigures them conceptually. The objects change, but that change happens around the materials, within the minds of those who design and experience them. Unity is perceived, variety is manifest.

For a few years, I concentrated on this idea of abstract unity through the use of content techniques: how can we motivate activity across media with a call-to-action? What role does character and worldbuilding play in this activity? And so on. But then I had a moment when I suddenly realised there was another kind of abstract unity that can happen with media. I had also been researching simultaneous media usage or multitasking. I read novels that came with music CDs to be played at certain chapters; and read studies on what media combinations people find the most complimentary, such as having a documentary on TV when surfing the Internet. And then when I did the Da Vinci Code audio tour of The Louvre it hit me. Audio. Audio is this media element that has an intangible manifestation, it can be used in conjunction with other media and help bind them together.

I’ve since implemented that epiphany into a full-fledged creative project: a web audio adventure called AUTHENTIC IN ALL CAPS. I’m mixing together the apparently dead artform of radio drama, with web navigation and online storytelling. I’m playing with having an ensemble cast that guide players across fictional websites (multiple touch-points) with the use of humour. It is a mix of storytelling, gaming, radio drama, alternate reality gaming, and electronic literature. It is a mix of audio and vision. So we have a content and medial unity without disturbing the distinct nature of each of those websites. It is an experiment, it is exciting to me, and it is working. This is all, I guess, an example of how one can draw on research, critical reflection, theory, and practice all in one to produce something…and that something is for me both a project and an insight into how we can unify in a world of diversity.

Christy’s crowdfunding page for AUTHENTIC IN ALL CAPS: www.pozible.com/project/11529

References:

Aristotle. 1997 [c330B.C.]. Poetics. Mineola: Dover Publications.

Friedman, Ken. ([1998]). Ken Friedman’s contribution to “Fluxlist and Silence Celebrate
Dick Higgins. Fluxus. http://www.fluxus.org/higgins/ken.htm (accessed Jan 26,
2008).

Higgins, Dick. 2001 [1965]. Intermedia. Leonardo 34(1): 49–54.

Higgins, Dick. 2004 [1965]. Synesthesia and Intersenses: Intermedia. UbuWeb
http://www.ubu.com/papers/higgins_intermedia.html (accessed April 25, 2007).

Higgins, Hannah. 2002. Intermedial Perception or Fluxing Across the Sensory.
Convergence: The International Journal of Research into New Media
Technologies
8(4): 59–76.

Highet, Gilbert. 1985. The Classical Tradition: Greek and Roman influences on Western
Literature.
New York, Oxford Univ. Press.

Müller, Jürgen E. 1996. Intermedialität. Formen modener kultureller Kommunikation.
Münster: Nordus Publikationen.

Ox, Jack and Jacques Mandelbrojt. 2001. Special Section Introduction:
Intersenses/Intermedia: A Theoretical Perspective. Leonardo 34(1): 47–48.

Poel, Joki van de. 2005. Opening up Worlds: Intermediality Reinterpreted. PhD diss.,
Universiteit Utrecht.

Spingarn, Joel Elias. 1963 [1899]. A History of Literary Criticism in the Renaissance.
New York: Harbinger Books.

Wagner, Richard. 2001 [1849]. “Outlines of the Artwork of the Future,” The Artwork of
the Future. In Multimedia: from Wagner to Virtual Reality, ed. Randall Packer
and Ken Jordan, 3–9. New York: Norton

Christy Dena is a writer-designer who worked on global alternate reality games such as Nokia’s Conspiracy for Good, Cisco’s The Hunt, and ABC’s Bluebird AR. She recently created a phone story for the pervasive gaming event Fresh Air Festival. Her web audio adventure for the iPad, AUTHENTIC IN ALL CAPS, was nominated for “Best Writing in a Game” at the 2012 Freeplay Independent Games Festival and is currently in production. Christy wrote her PhD on transmedia practice, and presents worldwide on transmedia writing, design, and philosophy.

What Transmedia Producers Need to Know About Comics: An Interview with Tyler Weaver (Part Two)

I was interested in your description of transmedia audiences as “absorptive.” Explain what you mean by that concept and describe some strategies by which producers might support these desires to absorb your story, especially as they seek to also maintain a relationship with more “passive” viewers who can feel overwhelmed by a dense mythology or elaborate story arcs.

An absorptive audience will seek out as many pieces of a transmedia experience as they can and absorb it into their lives somehow. Some will take it to the (wonderful) extreme of creating their own stories within the storyworld. This is different from a passive audience. Some people simply want to sit back and be entertained. Both have are essential. The key with transmedia design going forward will be to give both passive and absorptive audiences something to chew on.

In my own highly unscientific poll while I was researching the book, I found that there are two sticking points keeping a more passive audience member from becoming absorptive. One we can’t do anything about. The other we can.

The first sticking point is time. We talked about it a bit in the first question. Time is the unspoken transaction in a creator-audience relationship. Money is the secondary transaction, given when time is available.  A movie may ask two or three hours of your time in a single sitting. A video game anywhere from four to a hundred hours. A fully absorptive transmedia experience that may continue indefinitely? Who knows.

There is one thing that we can control, and I hate to belabor the point, but the story has to be worth absorbing. People will invest time and money if they are first emotionally invested in the story being told. I talk a lot about irresistible – not expectant – transmedia in the book. We have to give the audience a complete story within each medium so that they want to absorb more pieces of the story experience, not force them into a hunt for a complete story across media they may not normally use in their lives.

As you note, Superman went transmedia – or at least the character was appearing across multiple media platforms – within a few years of his first appearance in comics. What is it about the superhero genre which made such transmedia extensions a logical and compelling development?

The superhero genre is an iconic representation of being more than we are and of tapping into the best qualities of human nature, the mythological potential in all of us. With that in mind, there are aspects to the superhero genre that are more visceral in other media. There’s nothing like seeing Superman fly on the big screen. I was giddy when I saw the new “Man of Steel” trailer and saw and heard him fly, a visceral, emotional experience that you don’t get from turning the pages of a comic (usually). Even in his radio appearances, there was something “super” about Bud Collyer’s voice. He sounded like Joe Shuster’s drawings brought to life. The representation of superheroes in other media can inform our perspective of the ongoing adventures in comics – sometimes as a detriment, sometimes as a positive.

Extending a superhero into other media – in the best cases – utilizes the inherent characteristics of that medium to present the mythological potential of the superhero genre in its most visceral form, thus forming an emotional investment and bond. Comics can offer the wild and crazy, budget-free ongoing adventures and a deep fan community. Movies give us the chance to be the “man on the street” in the comics, experiencing the wonder that is inherent in the genre (much like Kurt Busiek’s masterpiece, Marvels). Video games give us the chance to be that hero – and be rewarded for it. Want to BE Batman? Play Arkham City, then read the accompanying comics to find out how things became what they became in the gap between Arkham Asylum and City - if you so choose. I would argue that the reason that all other Batman video game adaptations were so awful in the years prior to Arkham Asylum was that they failed to satisfy that urge to embody the hero, a hero that is actually human. Perhaps the reason Superman video games haven’t been that great is that there’s actually a possibility (no matter how remote) of us being Batman – much moreso than the possibility of us physically being Superman.

Comic fans are often obsessed with the ideal of a perfect “continuity,” yet comics publishers have found it difficult to maintain total consistency in a story which has extended over 40-50 years and which unfolds across multiple titles. What might other kinds of transmedia producers learn by looking more closely at the comics industry’s decades-long struggle with fan effort to police continuity?

 

As is often the case, reality interferes with the ideal. When something is explored and mined by human beings over the course of decades, hiccups are bound to occur. Chains are great in spurring creative solutions to problems, but when pulled too tightly, they can cut off circulation. One way forces you to be creative, the other makes you a prisoner (as I talked about in our first question).

As for what transmedia storytellers can learn about fan-policed continuity? Embrace it. Make it part of the experience. The Marvel Universe of the 1960s is the single best effort at a shared universe put to paper. The Marvel Universe was the superheroes yes, but it was more than that. It was a family that contained the fans and foragers of the second generation of comics fans. And Lee, Kirby, and the Marvel Bullpen, while they took the work seriously, never took themselves seriously – at least outwardly. Look at the brilliant No-Prize (in its early incarnation) for example. An empty envelope for spotting a continuity error. Simple, cheeky, but effective. Most importantly? Fun and engaging.

As you note, comics production involves deep collaboration between artists and writers, a situation which closely parallels the challenges transmedia producers are facing in bringing together artists who are used to work within very different media. What might producers learn by studying more closely the “Marvel Method” or some of the other strategies for collaboration developed within the comics industry?

The Marvel Method is a leap of faith in the abilities of your collaborator, sort of the creative (and less humorous) version of “trust falls” at corporate retreats. But we have to look at where and when the Marvel Method worked best: it arose out of a need to get comics released on a reasonable schedule with a small team. It didn’t hurt that the “small team” consisted of Stan Lee, Jack Kirby, Steve Ditko, John Romita, Wally Wood, John Buscema – all master comics storytellers.

Kurosawa had a saying that I love, and can be applied to any collaborative effort – not just film. It was something along the lines of “if it comes out just the way I envisioned it, I’m unhappy.” The point of collaboration is to work with great people and let your vision become more than you envisioned in the first place. Otherwise, what’s the point in collaborating?

The lesson for producers? Work with the best and let them do their job.

Right now, there’s a lot of buzz about Marvel’s plans to develop a television series based on S.H.I.E.L.D. as part of its ongoing effort to build out a series of franchises, all linked together through The Avengers. What do you think has worked about this strategy for Marvel? Are there any concerns you might have about this approach?

I’m intrigued by the S.H.I.E.L.D. series and hope that it’s successful. It’ll be fascinating to watch it play out – both as a critic and a fan. It sounds like they’re on the right track, though I do have a few questions, which I try to keep updating   as new information becomes available. http://comicstoryworld.com/whedon-and-shield/.

As a whole, Marvel’s done a lot of things right with their “Cinematic Universe.” They’ve brought the concept of a shared universe to the mainstream in a way that no other film company has. They’ve brought some fun to the superhero film genre. Plus, they FINALLY got The Hulk right.

There have been missteps along the way - Iron Man 2 being the most egregious. By having a shared universe and distinct continuity within a non-serialized medium, Iron Man 2 felt more like Avengers .5, setting up plot points necessary for The Avengers to the detriment of the film as a whole.

I’m curious if there’s an endgame in mind for this iteration of the Marvel Cinematic Universe. With a reliance on a tight continuity between films, the longevity of the respective individual film franchises is questionable unless they take the James Bond series continuity as an inspiration. The James Bond series is a perfect example of a series that has both endured and achieved longevity through a loose continuity, sliding time scale, and different actors taking on the role. In a way, the Bond series is approached like a comic book series, but instead of pencillers changing the look of the character, actors change. But then again, there’s always the magical reboot button somewhere down the road. Either way, the Marvel Cinematic Universe is a fascinating experience and experiment that gave us Joss Whedon’s Avengers, so I’m in for the ride.

TYLER WEAVER is a writer of stories in (and across) books, comics, radio, and film. He is the author of Comics for Film, Games and Animation: Using Comics to Construct Your Transmedia Storyworld and the writer/co-creator of Whiz!Bam!Pow!  a story experience of family, forgery, death rays, secret codes, laundry chutes, and the Golden Age of Comics. You can find him on Twitter under the creative handle of @tylerweaver.

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For another perspective on the relationship between comics and transmedia, check out this video essay produced by Drew Morton as an expansion of his PhD Dissertation from the UCLA film school. Here, Morton offers a critique of transmedia storytelling (primarily based on the limits of The Matrix model) before delving deeper into the forms of remediation he associates with the comic book film. Using the translation of Scott Pilgrim vs. The World across media, he introduces the concept of transmedia style as a unifying factor, showing how aspects of comics, video games, popular music, and cinema merge to create a unique look and feel for this property. I was lucky enough to be on Morton’s dissertation committee so I am proud to be sharing this video with you today. It’s another great example of the kinds of video essays that UCLA faculty and students are exploring right now. Again, I think the compelling use of visual and audio evidence makes scholarly concepts more broadly accessible, and it produces something that can be taught in classes or as here, embedded into blogs where it will reach audiences that would never look at an academic journal.

 

What Transmedia Producers Should Know About Comics: An Interview with Tyler Weaver (Part One)

From the very start, one of the powers of the superhero has been the capacity to leap across media in a single bound. Part of what cemented Superman’s role in the American popular imagination was the degree to which he came at consumers from multiple media at once — as a character who moved from comic books to comic strips, radio, animated shorts, live action serials, all in a matter of a few years, and then, television series, feature films, and computer games. This process of extending the mythology by absorbing elements associated with these other media has refreshed the character over time and made it feel that much more vivid in the minds of its fans. We will soon be seeing yet another transmedia reboot of the Man of Steel with the release this summer of a new feature film and all of the other stuff that is being constructed around it.

Tyler Weaver’s new book, Comics For Film, Games and Animation: Using Comics to Construct Your Transmedia Storyworld represents the latest in a growing series of books that seeks to explain the still emerging and evolving practices associated with transmedia. In this case, Weaver combines a healthy dose of transmedia theory and production advice with a rich history of the American comics tradition (one primarily focused around the evolution of the superhero as the now dominant genre in mainstream comics production). The book also provides us with thoughtful analysis of specific transmedia products and franchises, including some that represent the movement of comics into other media (such as Batman: Arkham City or Batman: The Animated Series), some representing the movement of other media franchises into comics (such as Halo and Star Trek), some representing the attempts of other media to create their own superhero characters (The Incredibles), and finally, a few (such as The Fountain) which have sought to create and integrate original narratives across comics and other media. The result will be a treat for those of us who have been life-long comics readers, but it may also be a revelation for those who are just discovering how central comics have become to the operations of contemporary popular culture.

More than that, Weaver makes a strong case that many of the practices of contemporary transmedia were prefigured or had their origins in the ways that DC and Marvel have managed their extended universes over the past half decade or more. A better understanding of comics, for example, might help us to think through the shifting balance between continuity and multiplicity, the challenges of maintaining seriality over an extended period of time, the risks of balancing the veteran’s fascination with mastery with the new comer’s interest in accessibility. Over the course of this interview, Weaver speaks to each of these issues and much more.

You cite the adage, “every comic book is someone’s first,” several times across the book.  Yet, while comics publishers often acknowledge this truism, there are also wide spread complaints that many current comics are impenetrable to first time readers, since they assume a hardcore fan deeply immersed in the continuity and mythology of the publisher’s own fictional universe. What does this suggest about the challenges of transmedia design?

I’m not convinced that the impenetrability of continuity and mythologies is at fault for keeping “new readers” away from the experience of buying comics on a regular basis. First, there are more demands on time and greater competition for attention from other media. Video games are to this generation what superhero comics were to kids in the 20th century, with many featuring deep continuities and mythologies with the added appeal of “you are the hero” immersion and the opportunity to demonstrate expertise through accomplishments, rewards, and completing the game on heightening levels of difficulty.

But the problem goes much deeper than demands on time. While continuity is a chain that produces longevity, unlocks story potential and gives fans something to dig into and a means to demonstrate expertise, it can strangle innovation and storytelling when it is wielded in the name of nostalgia and isn’t in line with the values and storytelling tendencies of the current generation. I think that’s what we’re seeing now. I’m a lifelong comics lover, and I hate to say it, but the story offerings of the biggest and most visible publishers (there are exceptions) aren’t that compelling.

A great continuity and mythology gives audiences something to dig into and a reason to hunt for back issues and return month after month. The only way stories — be it a transmedia story experience, video game, comics, television, novel –– inspire that sort of emotional and time investment is through incredible storytelling and characters that the audience wants to revisit again and again.

Your book includes an extensive history of the notion of seriality, a principle which I have long contended is central to understanding contemporary transmedia. Yet, it has been surprisingly absent from most accounts of the arts of comics and graphic storytelling, appearing no where, say, in the work of Scott McCloud and Will Eisner. What do we gain by emphasizing the serial nature of American comics publication and what might we learn by seeing the expansive and interlocking narrative structures of long-form superhero comics as an exemplar for what contemporary transmedia practice might look like?

Seriality is an essential component in a storytelling equation:

Seriality plus Elasticity (or, Evolutionary Ability of a Character) plus Craft equals Longevity.

Spider-Man just celebrated his 50th birthday. Batman? Going strong at 74. Superman? 75.  Superman alone has been published regularly for nearly 900 months, usually more than once a month in a variety of books (in the 1990s, he was up to five solo books including the quarterly Man of Tomorrow). When something is published for that long on a regular basis, the confines of reality and human lifespan make it inevitable that the original creator won’t be with the character all those years. Again, there are exceptions, such as Will Eisner and The Spirit, though I would argue that The Spirit is more known for the craft and innovations Eisner brought to the medium through that character than the character himself.

But, in most cases – such as Superman, Batman, and Spider-Man – this is where the elasticity of a character – the evolutionary ability of that character – comes into play. Each creative team can build upon, pay homage to, deviate, stretch, and bring their own vision to the character because of the serialized nature of American comics and the reality of reality.

Seriality and elasticity require great storytelling craft to connect with an audience.  There has to be some sort of primal connection between audience and mythology. I would argue that in the case of Superman, Batman, and Spider-Man, it’s their simplicity. Orphan from doomed planet (shown most brilliantly in Grant Morrison’s All-Star Superman in the space of four panels), through the love of a kindly couple, becomes symbol of truth and justice and Earth’s protector. Boy witnesses murder of parents, vows that no one will feel the same pain, dedicates life to war on crime. High school nerd bitten by spider, with great power comes great responsibility. All are vibrant mythologies and iconic representations of popular culture created by simplicity and populated with memorable characters that connect to audiences on a primal level.

Transmedia storytellers should understand this equation and consider it in the construction of their stories. How long do they want the experience to last? Is it a finite experience? An ongoing one? How can they craft enduring characters that can evolve – both with technology and with the vision of new creators (like Halo and the leap from Bungie to 343 Industries)?

TYLER WEAVER is a writer of stories in (and across) books, comics, radio, and film. He is the author of Comics for Film, Games and Animation: Using Comics to Construct Your Transmedia Storyworld and the writer/co-creator of Whiz!Bam!Pow!  a story experience of family, forgery, death rays, secret codes, laundry chutes, and the Golden Age of Comics. You can find him on Twitter under the creative handle of @tylerweaver.