a brief history of transmedia world building

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A brief history of transmedia world- building Jeff Watson // remotedevice.net // USC iMAP

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Outlines history of transmedia "world-building" in a variety of contexts, from religion to contemporary art practice. Prepared for a student seminar at the University of Southern California's School of Cinematic Arts.

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Page 1: A brief history of transmedia world building

A brief history of transmedia world-building

Jeff Watson // remotedevice.net // USC iMAP

Page 2: A brief history of transmedia world building

Transmedia: a graphical definition

Page 3: A brief history of transmedia world building

The Story World

The Traditional Model(approximation; not to scale)

Page 4: A brief history of transmedia world building

The Story World

MediaArtifact

The Traditional Model(approximation; not to scale)

Page 5: A brief history of transmedia world building

The Story World

MediaArtifact

story

The Traditional Model(approximation; not to scale)

Page 6: A brief history of transmedia world building

MediaArtifact

story

The Traditional Model(approximation; not to scale)

The singular media artifact bears full responsibility for revealing the story world.

Page 7: A brief history of transmedia world building

The Story World

The Transmedia Model(approximation; definitely not to scale)

Page 8: A brief history of transmedia world building

The Story World

The Transmedia Model(approximation; definitely not to scale)

Page 9: A brief history of transmedia world building

The Story World

The Transmedia Model(approximation; definitely not to scale)

Page 10: A brief history of transmedia world building

The Story World

The Transmedia Model(approximation; definitely not to scale)

User-generated content

Page 11: A brief history of transmedia world building

The Transmedia Model(approximation; definitely not to scale)

There is no “ur-text” that tells the whole story; rather, the story world is revealed as the aggregate effect of multiple texts/media artifacts.

User-generated content

Page 12: A brief history of transmedia world building

A brief history of transmedia

world-building

Page 13: A brief history of transmedia world building

Myth and religion

Page 14: A brief history of transmedia world building

A brief history of transmedia world-building

Describing a story-world transmedially is at least as old as individual narrative forms such as theatre or epic poetry.

In ancient Greece, for example, statuary, frescoes, plays, and songs combined to describe, extend, and color the core stories of Greek mythology.

Page 15: A brief history of transmedia world building

A brief history of transmedia world- building

By speaking to audiences across a variety of mediums, religions are able to calibrate their messages and develop “brand loyalty” in a multitude of contexts.

Catholicism continued the world-building practices of the Classical era by allowing for a multiplicity of characters and tales, replacing the polytheistic diversity of gods with an equally diverse range of saints and apostles. The exploits of these characters were narrated through song, paintings, and the rather frequent discovery of real-life “relics.”

Page 16: A brief history of transmedia world building

Footprint of the prophet Muhammad, preserved in the türbe (funerary mausoleum) in Eyüp, Istanbul.

Page 17: A brief history of transmedia world building

A brief history of transmedia world-building

Organized religions use ceremonial protocols, sacred places, symbols and icons, devotional practices, and holy artifacts to layer their story worlds across the broadest possible range of spatial and temporal contexts.

Page 18: A brief history of transmedia world building

Religious artifacts like this one extend and amplify the core stories of a particular faith.

Page 19: A brief history of transmedia world building

Propaganda & advertising

Page 20: A brief history of transmedia world building

A brief history of transmedia world-building

Governments, corporations, and sundry other hustlers invoke imaginary worlds in order to provoke desired changes in this one.

In the ideal propaganda situation, there is an identity between the real world and the imagined one.

In a tightly-controlled system such as North Korea, behavioral changes in the citizenry become a part of the propaganda story, amplifying its claim to the truth.

Page 21: A brief history of transmedia world building

Left: Reverend Jim Jones. Right: Jones with followers.

Page 22: A brief history of transmedia world building

A brief history of transmedia world-building

The vestments, artifacts, and rites of religious practice have many analogs in secular transmedia world-building. Their purpose remains the same: to bring about the reinscription of the story they are a part of.

Page 23: A brief history of transmedia world building

A brief history of transmedia world-building

For media producers, transmedia world-building is an powerful pathway to audience engagement.

An engaged audience is a prerequisite for any strategy that hopes to reinscribe, spread, and expand a media property’s story world.

Marketing departments – and, more recently, core creative teams – seek to create opportunities for audience engagement across as many media forms and contexts as possible.

Page 24: A brief history of transmedia world building

Halo/ilovebees (2004) – engagement at the top of the pyramid.

Page 25: A brief history of transmedia world building

More on ARGs*:• Go to

http://remotedevice.net

• Click on “search”• Type in, “ARG” or

“alternate reality”• OR go to Navigate ->

Resources and click on one of the ARG resources

* Which we will also come back to later…

Page 26: A brief history of transmedia world building

Don Draper Twitter feed (2008). Low-grade, ambient engagement opportunity to engage with Mad Men’s story world.

Page 27: A brief history of transmedia world building

Fans and participatory culture

Page 28: A brief history of transmedia world building

A brief history of transmedia world-building

Curiously, much of what corporate media is doing now is attempting to actively create practices that audiences have been doing on their own for a long time.

Fan fiction, role-playing games, LARPing and other productive transmedia world-building activities have been a significant part of popular culture for decades.

Page 29: A brief history of transmedia world building

Socks, Inc (2010): Transmedia collaborative production game (independent).

Page 30: A brief history of transmedia world building

Runes of Gallidon (2010): Transmedia collaborative production game (independent).

Page 31: A brief history of transmedia world building

Art practice

Page 32: A brief history of transmedia world building

A brief history of transmedia world-building

Sascha Pohlflepp’s The Golden Institute is a great example of how artists can build elaborate and penetrating critiques through the creation of a system of interrelated media artifacts. It also flies in the face of Jeff Gomez’s definition of transmedia storytelling as being inherently geared toward mass audiences; if The Golden Institute isn’t transmedia storytelling, what is it?

Page 33: A brief history of transmedia world building

Fluxus manifesto: art beyond the boundaries of the studio, the gallery, the institution, etc.

Page 34: A brief history of transmedia world building

Situationists and others propose art that is inseparable from everyday life, that exists as a layer atop practices and platforms.

ultra-détourneme

nt

Page 35: A brief history of transmedia world building

A brief history of transmedia world-building

“When describing solids, one may ignore time altogether; in describing fluids, to leave time out of account would be a grievous mistake. Descriptions of fluids are all snapshots, and they need a date at the bottom of the picture.

Fluids travel easily. They ‘flow’, ‘spill’, ‘run out’, ‘splash’, ‘pour over’, ‘leak’, ‘flood’, ‘spray’, ‘drip’, ‘seep’, ‘ooze’; unlike solids, they are not easily stopped – they pass around some obstacles, dissolve some others and bore or soak their way through others still. From the meeting with solids they emerge unscathed, while the solids they have met, if they stay solid, are changed – get moist or drenched.

These are reasons to consider ‘fluidity’ or ‘liquidity’ as fitting metaphors when we wish to grasp the nature of the present, in many ways novel, phase in the history of modernity.”

-Zygmunt Bauman

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The Museum of Jurassic Technology.

Page 37: A brief history of transmedia world building

The games of nonchalance.

Page 38: A brief history of transmedia world building

A brief history of transmedia world-building

Jeff Watson // remotedevice.net // USC iMAP