Cross-Media Entertainment

This Blog shares Christy Dena’s research into cross-media entertainment. It is about storyworlds that are experienced over more than one medium and arts type. (Previously ‘crossmediastorytelling’)

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December 12, 2005

Our paper went well!

by @ 6:59 pm. Filed under Research, Remediation, Transfiction, Transmedial Worlds, Transfictionality, Adaptation, Academia, Researcher

Our first joint paper — that is between Jeremy Douglass, Mark Marino and I (of Writer Response Theory)– was presented by Jeremy at DAC in Denmark last week. The feedback is good. In particular, Jeremy has been getting a few queries from people following up from my sections on cross-media and adaptations. I’ll be posting about these researchers soon too. Yes, there is another cross-media researcher in the world! In fact, I have 4 more coming your way. In the meantime, here is the abstract of our paper:

How do we compare eliterature forms? What does it mean for a work to be implemented as hypertext, interactive fiction, or chatbot? “Benchmark fiction” is a methodology for creating ‘benchmarks’ - sets of adaptations of the “same” eliterature content across different media for the purpose of comparative study. While total equivalence between the resulting ‘benchfic’ is impossible, praxis remains important: by creating ‘equivalent’ media and then critiquing them, we revealing our own definitions of media through process. Work on the first story to be benchmarked, “The Lady or the Tiger” (1882) by Frank R. Stockton, inspired a framework for displaying sources through interchangeable display modules. The project is considered in terms of historical precedents (Lorem Ipsum, Hello World, Cloak of Darkness, Gabriella Infinita), contemporarytheories (adaptation, remediation, media-specific analysis, transmedial and cross-media storytelling), and current experiments (chatbots, wikis, search art, cellular automata), with some discussion of design and pedagogy.

And the bot, part of the benchmark project, is here.

Douglass, J., Marino, M. and Christy Dena (2005) ‘Benchmark Fiction: A Framework for Comparative New Media Studies’ presented at Digital Arts and Culture Conference, Department of Digital Aesthetics & Communication at the IT University of Copenhagen, Denmark.

October 15, 2005


by @ 8:45 pm. Filed under Research, Remediation, Adaptation
It is now official, I’ve got a paper in DAC! The paper, which frankly I didn’t do as much as Jeremy and Mark, is our first collaborative academic paper. We’ve been working on our collective blog, WRT, for about a year now. Basic info about the DAC program is now online. Our paper, A Framework for Comparative New Media Studies, is an interesting (we think) exploration of how the remediation of stories over different media has pedagogical as well as Narratological and Media ramifications and applications. Jeremy is representing Mark and I as I won’t be travelling over for the event. We’re all looking forward to meeting in person, but I don’t see that happening this year. We’re thrilled to be in DAC though, it is a rite-of-passage for researchers & practitioners.

September 29, 2005

Forget the Rules launched

by @ 10:57 am. Filed under Repurposing, Mobisode, Remediation, Mobile Arts
I’ve spoken before about a new cross-media project that was being developed here in Oz. Well, it has been launched. Forget the Rules is a cross-media project that falls on the extreme left side of my cross-media continuum: it provides the same content over multiple platfroms, rather than offering different content over platforms. It is a drama created by Jim Shomos and Paul Baiguerra of Global Dilemma that is available simultaneously on TV, broadband internet and mobile phone.

At present there are some snippets of scenes provided for insight into the show and the characters. You watch a snippet and can then choose an ending. They have good design by allowing you to then watch the alternative ending too. The acting was a bit wooden, so we’ll see how they relax into the show. I’m not that interested in the topics (singles looking for sex, having trouble with mates, looking for a partner). They are universal themes, but the way they deal with these issues is niave. It is targeted at a culture that I don’t subscribe too. Nevertheless, I enjoy the choosing of endings and was pleasantly surprised by what they offered. I was coloured though, for whenever someone chooses something they are suddenly highly invested in the experience. One marker of successful design is how closely the scene depicted the choice. The names of the choices must be an accurate description of the object.

Couple of clashes: the Kama Sutra game entails playing with another person, a friend. Keeping in theme with the show the game is for horny friends, but the idea of inviting someone else to play an orgasm game didn’t rock my boat. It is something I’d like to do secretly on the web rather than publicly. Another successful orgasm game that is played single player is the widely popular Orgasm Girl. Another problem: they don’t have an email registration to find out more details once it is launched. Strange. It has been created (I websucked the site) but it is not publicly available (or did I miss it?). I find this the most important feature of sites I go to. I don’t want to have to remember to go back to the trillion sites I visit, I want to be prompted.

The full series commences on Oct 10th. Should be interesting, we’re getting a big collection of Oz created content that includes Web & mobiles: Girl Friday and Random Place…Good on you creators!

September 10, 2005

Manga on Mobiles

by @ 7:30 pm. Filed under Industry, Repurposing, Remediation, Technology, Mobile Arts
Sony Japan is jumping on providing manga comics on mobile phones. Rather than just provide the images, Celsys’ has developed a program, Comic Surfing, that shows each frame and slowly surfs over the whole comic, makes the phone vibrate on action scenes and will have sound. A video on the comics is online at Wireless Watch Japan. Sony have signed deals with 10 manga artists to provide over 300 comics. According to The Age, ‘manga maniacs spent an estimated Y100 billion ($A1.2 billion) on comics in 2004′. Viewers of the manga on mobiles will pay Y315 ($A3.80) to download five manga titles a month by an artist of their choice.



Cross-Media Paradigms: aggregated narrative, alternate reality branding, alternate reality game, ARG, assemblage, a-cross media, branding, buzz marketing, CME, convergence, convergent journalism, cross-media, cross-media communication, cross-media entertainment, cross-media game, cross-media storytelling, cross-sited narratives, digitextuality, distributed narrative, emergent narrative, episodic gaming, enhanced tv, franchises, games, integrated performance media, inter-media world franchises, intertextuality, locative-arts, mixed-reality game, multi-channel, multi-platform, multi-modal, multivariant narrative, neo-baroque aesthetics, networked narrative environments, new intertextual commodity, new marketing, participatory culture, participatory design, polymorphic narrative, second-shift aesthetics, superfictions, transfictionality, transmedia intertextual commodity, transmedia storytelling, transmedial narrative, transmedial worlds, viral marketing, worlds, X-media, XME...


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A cross-media creator is a conductor of an orchestra of media channels & arts types; an imagineer, constructing fictional worlds that cover the planet; a programmer, interpreting conversations between technology and nature; a sorcerer conjuring awesome events even they are surprised by; an audience member that wanted more, and so made a pact with The Creator to change the world.
— Christy Dena, 2005

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