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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April 20, 2006

Upcoming Paper for AOIR

by @ 12:58 pm. Filed under Cross-Media Design, Research, Theories, Terms, Academia, Researcher

I forgot to tell you about a paper I’ll be delivering at the Association of Internet Researchers Conference: Internet Research 7.0: Internet Convergences in Brisbane late September this year. The paper is titled: How the Internet is Holding the Centre of the Narrative Universe, and the abstract is online.

The Internet is an undisputedly influential force in changes to the way entertainment is conceived, produced, distributed, experienced and critiqued. With the proliferation of technology we have a wide range of production devices and distribution models that, along with cultural and inter-disciplinary cross-fertilisation, inspire media-specific poetics and genre hybrids. To name a few that have emerged within new media arts alone: advertainment, email fiction, interactive comics, mobile art, hypertext fiction, wikifiction, botfiction and blog fiction. Conglomerate media ownership and franchise management encourages the shifting of audiences across platforms, within a branded universe. Years of television programming, competitive industry, networked markets and indie-publishing has facilitated episodic aesthetics and distribution. In the age of cross-media production, stories are no-longer delivered at a single-point in time; they are remediated, adapted, serialised, appropriated and distributed across media. Cross-media entertainment encompasses a range of genres that include pervasive gaming, franchises, alternate reality games, transmedia storytelling, mobisodes, episodic gaming, extendable reality games, tie-ins and so on.

The relationships between these “texts”, between components of a storyworld, are not addressed in the notions of intertextuality, hypertextuality, dialogism and heteroglossia, assemblage, intermedia, open work and relational aesthetics. These works are emerging forms with poetic and cultural ramifications theorised by researchers in media studies, literary theory and semiotics: “second-shift aesthetics” (Caldwell), “digitextuality” (Everett), “transmedia storytelling” (Jenkins), “entertainment supersystem” (Kinder), “transmedial worlds” (Klastrup and Tosca), “inter-media world franchises” (Lemke), “new intertextual commodity” (Marshall), “neo-baroque aesthetics” (Ndalianis), “distributed narratives” (Walker), “networked narrative environments” (Zapp).

Sympathetic to Richard Wagner’s “gesamtkunstwerk” (“total work of art”) these works are viewed through the romantic lens of Ionian Enchantment (Holton), universality (Andrews) and consilience (Wilson): they are reframed as polysystems within which a variety of clusters of entertainment forms co-exist and inter-relate. This is a somewhat turbulent narrative universe of original, commissioned, sanctioned and unsanctioned producers; long-form, short and micro narratives; linear, interactive, generated and emergent narratives; push and pull content; mono- and multi-modal media; fixed, mobile, converged, networked technology; public, private, mass, remote, virtual and personalised address; traditional, hybrid and emerging genres; literary, popular, marketing, anarchic and pedagogical rhetorics; fiction, nonfiction and alternate realities; real, virtual and augmented realities. How do audiences navigate such a dynamic narrative universe? The Internet.

This paper argues that the Internet is the binding agent of cross-media entertainment. A narrator with all the answers, a signpost to the everything, the Internet acts as site-map of continually updating components of a cross-media universe and its meta content. Rather than the artwork being the source of all information about a storyworld, the Internet acts as a neutral mediator of the various instantiations. Through a content analysis of cross-media productions and consideration of audience usage of media, an overview of the various functions the Internet currently plays, and could play are proposed. 

April 19, 2006

My Company Website: Star of Dena

by @ 4:35 pm. Filed under Blog Admin

Well, I’ve finally done it. I’ve moved all info about myself to a single location, my company website: Star of Dena. It was getting a bit too ridiculous updating my details in so many locations, AND I wanted to practice what I preach. I’ve created a pivot point, a page that lists all the websites within the Star of Dena Universe! That way, you get to know everything i’m doing all over cyberspace. I’ve popped in a couple of pics of my self with my new spectacles! I only need them to read for long periods, but I think they make me look serious, so I put them in. :)

A Couple of My Talks, Online

by @ 10:44 am. Filed under Research, Industry, Theories, Audiences, Academia

I gave a talk last week on Finding and Attracting Audiences to film & TV producers at the Australian Film, Television and Radio School Centre for Screen Business, Melbourne. I was briefed to give a talk on how producers can make themselves findable, basically, how producers advertise to reach through the noise. I chose to select examples of what film & TV producers have been doing the last few months, proven techniques that have indeed made them findable and attract audiences. I chose creative, in-story examples as much as possible. I don’t consider myself a marketer, but I do look at every aspect of cross-media production and advertising is part of it. AND, in the age of “branded entertainment”, “Madison & Vine” (Scott Donaton) and so on, there really isn’t much difference between good shows and good advertising. I also look very closely at what advertisers have learnt. And there is a good reason for that: advertisers know how to motivate a person to act. The entertainment industry is new to active audiences, but marketers are not. Whereas storytellers, artists, know how to move a person emotionally, they know how to create whole worlds with a few words or brush strokes. Anyway, rant over, a pdf of the talk is now online. :)

I co-wrote an academic paper with Jeremy Douglass and Mark Marino (my WRT co-horts over in California): Benchmark Fiction: A Framework for Comparative New Media Studies. The paper was delivered at the premier academic new media arts event: Digital Arts & Culture (DAC) in Copenhagen last December by Jeremy. We basically put forward a theory of how new media texts can be created and analysed using the IT industry technique of benchmarking, creatively. A pdf of that talk is now online too. BTW: I have transferred my PhD from the University of Melbourne to the University of Sydney, now that I moved!

Enjoy! And of course, let me know any examples you could add, or things you would like to know more about.

April 18, 2006

Txt2Buy, Txt2Give, Txt2Know

by @ 9:31 pm. Filed under Cross-Media Design, Cross-Media Navigation, Technology, Mobile Arts

 

PayPal Mobile

Earlier this month, PayPal launched PayPal Mobile (only available in Canada, US & the UK..grrrr). The service connects your phone to your PayPal account, making you able to purchase from your phone. Advertisements on posters, on websites, in magazines with the icon of Txt2Buy prompt you to enter a code and SMS it to PayPal. Whammo, you’ve got it and it will be delivered to you immediately. So, when you’re walking down the street, and you see a CD advertised, you can satisfy that on-demand urge and buy it immediately. So now, you can buy things immediately online and immediately on the street. We’re getting further and further away from the bricks and mortar… 

Another thing you can do is Txt2Give. By texting WATER you can donate to Unicef, other codes you can donate to Amnesty International and so on. Or you can transfer money to someone immediately. No fees apply, just your normal SMS cost.

 

MCode

 

Outside of PayPal is another service in Australia: mCode. This system provides the same code number prompt, but sending it triggers details to be sent to you. So, once you’ve registered with them, if you see a poster advertising an event you’d like to see, all you have to do is text the code. An email will be sent to you, outlining all the dates, times & avenues for buying tickets etc. In the spirit of PayPal, I’ve called this Txt2Know.

All of these services make sense, because everyone carries their phones with them all the time. I’m interested in creative uses of this system too. What if I read a story that asks me to Txt2Be…text to be closer to a character or the storyworld. I love the use of words as commands, to have ramifications in the real world.

RL Drama

by @ 11:32 am. Filed under Participatory Design, Audiences, Virtual Worlds

 

Screenshot from video

I’ve just watched a video of a virtual event for the third time. I found it so exciting and interesting, but some of you may find this response upsetting. You see, the event was not consensual. In World of Warcraft (WoW), a guild, Illidan, was holding an in-game memorial service for a member who had passed away in real life. The members of the guild were paying their respects, and videod the service to give to the family of the deceased. Then something happened. Another guild, Serenity-Now, attacked them. The funeral attendees avatars are seen strewn over the snow. They made of the video of the event too, to recruit new members to their PvP (player versus player) guild. You can watch a video at Google, download it there, and a hi-res torrent is available (but that is a different edit). Nate’s post at Terra Nova provides links to some fascinating online discussions and their are some interesting comments there too. 

I’m sure I’d be very upset if I was part of the funeral event, but as an observer I’m fascinated. It is interesting, to me, that the drama is because of a mix of the real & virtual world. If it was a realworld attack on a real world funeral, we’d react differently (though some are equally outraged at this event). And if the funeral was virtual then this event wouldn’t have so much tension. The whole idea of representation in the arts is at question here. We’ve been hammering on the idea of audience becoming active, of the reader becoming a user, of the co-creation of the text, of participatory arts. Well, it is happening. We now have the ability to participate in the creation of works and we are the event. The problem now is, how can we delineate between fictional behaviour and real world behaviour?

Okay, in the virtual world those players are not actually killing the other players in real life, they are killing their virtual representations. So, there is one delineation there. But it can still hurt. Someone can smash my favourite picture. The picture represents some memory I have, but it is just a representation. But it still hurts. Intention is the difference. Did the Serenity-Now players intend to hurt the other guild in RL? No. They intended to represent hurting them though… At what point have I crossed the line? Each avatar is a person, it is not a hollow puppet (besides the bots!). Many of these games, including alternate reality ones, are tettering on the edge. At present, we’re still covered in the muck of scripted entertainment. If we’re given a role suddenly, we say the lines we think we should say, as we’ve seen a million times before. But those words are quickly becoming stale, that echo will get fainter.

For decades, academics, artist, philosophers, anyone, has been championing the freeing of the individual. Power to the audience! Let there be a two-way interaction. Let’s destroy the tyrrany of the text. Let’s free people to have a voice and stop being help down by a dominant force. Well, maybe it was in place for a reason…

April 17, 2006

Towards a Metaverse

by @ 1:27 pm. Filed under Convergence, Transmedial Worlds, Technology, Virtual Worlds

In Wired recently Steven Johnson, author of Everything Bad Is Good for You: How Today’s Popular Culture Is Actually Making Us Smarter, commented on the need for a metaverse (a term apparently coined by Neal Stephenson — though I cannot imagine it never being uttered until 1992), a unified platform in which all our avatars can roam freely between the various virtual worlds. He argues:

(more…)

April 15, 2006

The Best Quote in the World

by @ 11:40 pm. Filed under Uncategorized

Just did a search for the Best Quote in the World to see what would happen. Well, I was told that “I Love You” was the best quote in the world. Nice. I was trying to be lazy and use the web as an Oracle, without climbing the mountain. Well, I got a wonderful answer, and I didn’t use Google…

More Internet Scavenger Hunts

by @ 1:53 pm. Filed under Creative, Pre Publication, Film & Game

Da Vinci Code Quest on Google screenshot

  

I’ve mentioned Mark Burnett’s internet scavenger hunts before, and the Mission Impossible one, now there’s one for the film of the Da Vinci Code: The Da Vinci Code Quest on Google. Everyone is teaming up with Google to create these search games. Search is big and fun, and teaming up with Google just makes your property even more findable. I gave a talk this week in Melbourne on scavenger hunts and other tactics film & TV producers are using. It will be online soon, I’ll let you know. What I like about these games is that they are fun, when done well they persist and compliment the storyworld, they are alot more rewarding than an advergame and they have the potential to be an artform in themselves.

April 8, 2006

Cross Media Awards & Courses

by @ 10:14 am. Filed under Cross-Media Design, Industry, Post-Publication, Cross-Media Courses, Event

I’m collating lists of awards for cross-media productions and courses in cross-media design. 

Awards 

I don’t have many at this stage. The problem is, of course, that many people don’t realise that cross-media entertainment is an artform in itself, just like a feature film is, or a TV show. There are some cross-media productions that are given awards within the extant parameters, but are not really appropriate. They’re stretching the boundaries really. This is what I have so far, in my wiki:

Courses

I’m looking for courses in Academia & Industry. I’m sure there are plenty more, but here is a good sample of what I have so far:

I know there are more, I’ve come across them but for some reason cannot find them again. Let me know of any awards and courses you’re aware of I could add to these lists.

Fibreculture Mobility issue

by @ 8:00 am. Filed under Research, Stats, Theories, Mobile Arts, Academia, Researcher

This journal edition came out a while ago (cna you tell I’m going through my long neglected drafts?), but has some interesting papers on mobility.

Dong-Hoo Lee documents the experiments with self-image and expression now allowed young Korean women by camera phones.

Angel Lin affirms the continuation of older social practices amongst Hong Kong college students using SMS (in the use of SMS to maintain social ties with friends and family, for example). 

Lin Prøitz finds a surprising amount of gender mobility within the frame of SMSing, even when the rhetoric outside of this frame maintains reasonably strict concepts of gendered behaviours.

Judith Nicholson gives an extensive account of the brief but influential ‘flash mob’ phenomenon, at the same time describing the political potential of mobile networks in terms of new “mobs”.

Larissa Hjorth argues for the enfolding of older forms of communication within SMS and MMS use.

Scott Sharpe, Maria Hynes and Robert Fagan consider the Internet as a forum for coordinating resistance to globalisation.

Ingrid Richardson poses the concept of the ‘mobile technosoma’ - a return to thinking through the new kinds of bodily intensity associated with new technical intensities, and both bodily and technical intensities together.

In a delicately argued article grappling with this new sense of place, Rowan Wilken discusses a sense of place profoundly transformed by mobile networks, but not completely dissolved into them.

Felicity Colman and Christian McCrea take all these questions - very old and very new technics, new intensities and new fragmentation, new relations, the infinite deferral of networks and the way this deferral ties everything into a web - in the direction of what they call the ‘digital maypole’.

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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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