the cathedrals of the mind
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The Cathedrals of the Mind: Immersive and participatory storiesTRANSCRIPT
RedMagmaMedia
www.RedMagmaMedia.comBlog: Magos&Pioneros
The Cathedrals of the MindImmersive and participatory stories
StonesSoundsWords ImagesNumbers
For thousands of years, stories have been told using:
One example of a story told using stones?
The Hadrian's Wall
Hadrian's Wall was a defensive fortification in Roman Britain. Its construction begun in AD 122, during the rule of emperor Hadrian.
What story the Hadrian's Wall told?
We are the Romans, we are powerful, we have technology!And we are here to stay!
To whom the Hadrian's Wall told that story?
To the “barbarians,” whose opinion was not a factor!This narrative was completely unidirectional and didn't mean to
engage the listeners.
Another example of a story told using stones?
The Cathedral of Casale Monferrato
Casale Monferrato is a small town, in the Piedmont region in Italy, with a typical medieval urban structure. Its romanesque cathedral
was originally founded in 742 and rebuilt in1107.
What story the Cathedral told?
(This apply also to temples, mosques, sinagogues, etc)
The story of the church that was told using principally stones (walls, columns, dome and floor) but also words (sermons, signs),
numbers (hight and width of the naves), images (paintings, mosaics, frescoesand stained-glass windows), sound (organ, chorus and bells) and
experiential elements (the smell of the incense and the wax).
To whom the Cathedral told its story?
To the parishioners who, within its walls, became participants of its narrative.The cathedral was more than a story, it was a complete storyworld where
the narrative of the church would coexist with the fantasies, dreams, fears, and desires of the people who visited it.
The Hadrian's Wall = Mass Media NarrativesThe Cathedral = Transmedia Narratives
The Cathedrals of the Mind
The Cathedrals of the Mind
Transmedia narratives are based on storyworlds in which our stories cancoexist with the fantasies, dreams, fears, and desires of the participants.
They spread across multiple media and are participatory, game-like and immersive.