Announcing Rio's Henry Jenkins Transmedia Lab

I have written from time to time here about my travels to Brazil and my wonderful engagement with the people who are shaping the creative industries down there. It is a country which has embraced my ideas with a passion that I have seen few other places, and in return, I have fallen in love with their culture, their people, their landscape, and their media. I was deeply honored recently with the Rio Content Market launched the Henry Jenkins Transmedia Lab (*Blush*) and I wanted to share some information about this initiative here with my readers. The Rio Content Market is an international event dedicated to multi-platform content production and open to the television and digital media industry. On its first edition, Rio Content Market hosted the gathering of 170 executives from both national and international markets to share experiences, with the attendance of more than 1.000 members of the television and digital media industry. The second edition of Rio Content Market had keynotes and panels from leading professionals of the field. There were debates, pitching sessions, and rounds of negotiations, and this year, they announced the launch of the Transmedia Lab.

A partnership between the Brazilian Independent Producers Association and The Alchemists. The Transmedia Lab selected 12 transmedia projects (among 170) from

Brazil and Latin America in 3 main categories: (i) web, (ii) TV and (iii) Apps & Games. These projects were analyzed by tutors who will work with the authors to improve them. Later, the selected projects will be pitched and their authors can meet interested players face to face. The winning project - Contacts by Segunda Feira Films, won a

trip to participate on Transmedia Hollywood and will be co-produced by the Alchemists for international markets. The Henry Jenkins Transmedia Lab will be a talent and IP developing platform that will occur between US and Brazil.

We were able to showcase Contacts at this year's Transmedia Hollywood event and introduce its producers to our audience. (I was unfortunately unable to attend the event due to some medical issues). So, now is my first chance to publicly share my enthusiasm and respect for what Segunda Feira Films has been able to produce -- a project which makes imaginative use of social media not as an added on feature but as a central focus of its story, which deals with the possibility that we might receive communications from the dead. At the heart of Contacts is a rich genre-mixing story, which is bold in its experimentation with alternative modes of audience engagement. I hope you will agree.

Mauricio Mota, the key force behind the launch of the Lab and the person who has done the most to introduce me and my work to Brazil, wrote an important statement about the state of transmedia in his country as part of the launch of the lab. I am happy to share it with you here.

LETTER TO THE CONSULTANTS AND PRODUCERS OF THE SELLECTED PROJECTS

by Maurício Mota, Chief Storytelling Officer of The Alchemists

Transmedia Storytelling Co

"First the story, then the platforms"

"First the plot, then the iPhone, my son".

"First a good intrigue and characters, then the character's Facebook page".

Transmea Culpa

In 2007 I had my first contact with the term "transmedia storytelling" in its origin. For more than a week at MIT, I accessed the academic, theoretic and analytic aspects as

well as the commercial, capitalist and Hollywood ones. And when I left I had been transformed by two people: Henry Jenkins and Mark Warshaw. The first, the pope of convergence, a great fan of pop culture and the first academicwho built a healthy bridge between those who think and those who make culture; the second, a pioneer of transmedia storytelling in broadcast television: for eight years he revolutionized Superman in Smallville and made as much noise with the first season of Heroes as Lost made.

We became partners that year. Nice, huh? More or less. It's a bit more complicated.

Here begins this Transmea Culpa, which could have no better place to happen than in Rio-ContentMarket, in Brazil, during the opening of the first Transmedia Lab of Latin America. From the moment when I brought the term transmedia to Brazil, I had the aid of

Meio & Mensagem Group, which understood that this new manner of storytelling would bring innovation to the whole market: storytellers, advertisers, vehicles, agencies and

so on.

They all loved it and started using the term: scripts, projects and PowerPoint slides. Viral videos became transmedia, games became transmedia, cell phone apps became

transmedia, making bogus character blogs became transmedia. There you have it; everyone began to own the latest word. And we were all wrong.

Because excited as we were with the English term and the American cases, everyone was so astonished that they forgot that transmedia storytelling means a TRANSMEDIA NARRATIVE. And in doing so we simply focused on the MEDIA, forgetting the importance of stories and content. Or at least we put all that in the background.

Then we had to repeat endlessly to clients and partners: "first the story, then the platforms". "First the plot, then the iPhone,my son". "First a good intrigue and characters, then the character's Facebook page". Then, besides giving too much audience to Twitter and Facebook (current crazes) this frenzy brought along an unnecessary strife: the

strife between generations or types.

On one side producers, distributors, directors and experienced content creators of consolidated media. On the other side, the generation that considers itself Avant-garde, off the curve, those who understand completely the new media because they spend more time in the social media and own an iPhone. And the only loser is the story.

Because the consolidated bring to the table a repertoire and an experience that you can only amass in time. And the young add freshness and the will to transgress of those who have nothing to lose. If they're mixed, these characteristics are an unbeatable alchemy in the content area.

And this dispute between who is right and who is wrong makes everyone talk too much and do too little. It hinders the process of innovation that we need so much for the next decades - because we will grow immensely, we will set the stage for world events, we

will need content for education and entertainment as never before. If I could put on paper some words that would bring an essential definition to transmedia narrative

in these three years of hits and misses in stories in Brazil and in the USA I would write:

  • Balance between platforms
  • Quality of production
  • Short Mass media togenerate a quick knowledge of the story
  • Niche mediawith more time to deepen the story
  • TV or internet, radio or book, it doesn't matter: the story needs to have a
  • central platform (a mother ship)
  • Produce specific content for each media, do not copy and paste
  • The story needs to always focus on two types of "people": the general public and the fan, the person who will want more layers to your plot.
  • And last but not least, so that you will not need to make a Mea Culpa regarding your story, that could have been more successful and have generated more riches,

    invest a lot in Research and Development, make it right, make mistakes, run risks.

And what is the best environment to take risks and mix experiences, successes and

the scars of the consolidated with the transgressive energy of the new storytellers? A lab. In the city which will help to redraw the way culture and content are made in the world: Rio de Janeiro.

Welcome to the 1st Transmedia Lab of RioContentMarket.

Watching the Internet: An Interview with Jose M. Alvarez-Monzoncillo (Part One)

This summer, I am embarking on an extraordinary adventure -- a 20 city lecture tour of Europe. I have been long overdue paying a visit to the Continent, not having visited there since Convergence Culture has been translated into a host of different languages, and this will be my chance to visit academics, public intellectuals, cultural leaders, and transmedia producers, and learn more about the ways these various nations have responded to the shifts in the media landscape which my works describe. I am excited at the prospect of meeting many new thinkers there. I am still struggling to decide how to deal with this blog while on this exhausting journey but in the long run, it should allow me to bring more perspectives to you. Jose M. Alvarez-Monzoncillo, a professor of Audiovisual Communications at the Rey Juan Carlos University in Madrid, will be one of my many hosts on this trip, and he shared with me the English translation of one of his recent books, Watching the Internet: The Future of TV?, which takes up many of the issues we like to discuss through this blog. I asked him if he would be willing to do an interview and share some of his takes on the intersection between old and new media as seen from his perspective, as a veteran of the old media industries and as someone deeply immersed in a Spanish context.

Early on, you quote Gilles Lipovetsky's description of "the unstoppable process of individualization." What factors do you think are leading to the individualization and personalization of our media experiences? How does this personalization impact the existing models shaping the entertainment content industries?

I think there are two distinct, though closely related tendencies. On the one hand there is a tendency towards social individualism which is referred to by Lipovetsky, and on the other hand there is that which refers to the experience of the media. I think the first is indisputable, at least in Europe. "Close relationships" have diminished considerably in recent years (going to church or to the cinema on Sundays, chatting on public transport, talking every day to the person who sells you your newspaper or to the one who serves you coffee in the neighbourhood where you live etc.. There is a great demand to escape from "social control" or anonymity. With regard to television or the cinema I think there is also a trend towards individualism. The concept of the family sitting together in front of the television has disappeared and groups of friends who go to the cinema are doing so less frequently.

However, social networks allow a new social relationship that is replacing the previous ones. I do not agree with Lipovetsky when he argues that virtual communities will eventually destroy the real community, the direct encounter, collective bonds. This is a new form of social relationship that overlaps with the previous ones.

The factors which explain the new socialisation process are very diverse and profound: changes in the family, the design and planning of cities, new forms of social relationship with the arrival of the internet etc. Nobody is denying that the Internet is a powerful tool which allows a new form of socialisation, although it also has the opposite effect: for example, parents have fewer opportunities to have a relationship with their children as they are using social networks or mobiles. The content industries are already taking into account the personalisation and individualism of nomad entertainment. More and more variations of different products are being made to be used on different devices and in different locations: from the cinema to tablets. I think there is still much to be done in this area.

Others, myself among them, argue that television viewing has in fact become more "socialized" as people respond to and debate what they are watching through formal and informal social networks. Would you agree?

Yes, I agree in general terms as people are talking, expressing their opinions, debating and sharing much more than in the past. However, I also believe that television audiences have become much more fragmented in the last few years. The mass audiences of the past are more divided. Broadcasting vs narrowcasting. New digital divides are being created (in their use of the net), economic and social (between the rich and poor), generational (young people, the middle aged and elderly) and cultural (technophobes and technofiles). Inside every group, however, a larger socialisation has appeared. For example, television is more "collectivised" and the dreamed of interactivity of the past is starting to become reality

.

You write, "The social functions once fulfilled by TV are in crisis, while new ones have yet to be defined." Does this imply that television is in crisis? Should a medium survive if it has outlived its social functions?

In Europe, yes. The television of the masses which emerged during the previous century to inform, teach and entertain and was controlled by the State has died. All of the public television stations are in crisis and commercial television, though highly competitive, is losing audiences and advertising. Young people are now deciding how to do these three things. That form of television is changing at the hands of the internet. The logic of demand is changing to the logic of choice. It is the viewer who decides what he wants to see.

Is the "new television" television, and if so, how do we define this medium? Is watching a television series on Hulu television? Is watching a web series? What about playing a game on our television set? What defines the nature of this medium -- the content, the delivery technology, our modes of consumption, its social functions?

This new concept will be created by all of us. But for me, what defines television is the content. When we watch an HBO series, we are watching television. It doesn't matter what screen we are watching it on or the type of telecommunication (cable, satellite, ADSL etc) .The day the internet produces content, things will change. We will then have to invent new concepts. Hulu will always be a joint venture.......

As you note, the rate of change has been uneven across countries and later, you point out that Spain has one of the lowest level of creative participation in net culture in the world. How would you describe the current state of participatory culture in your country and what factors do you think contribute to its relatively slow rate of creative sharing?

This has more to do with what the statistics say than with my opinion. Spain is the leader in pirating and, traditionally, a culture of sharing has not existed, to the point of defrauding the tax office being well looked upon. The Spanish are individualists, in contrast to what is usually supposed. However, I believe that little by little the UGC is catching on among young people, but more slowly than in other countries.

To what degree do you think television will become a global rather than a local, national, or regional medium in an era of networked communications?

Global television for big events (sports, news programmes etc) will continue for a time and will coexist with regional and national television. The Net will complement and start to integrate with television. The internet offers a fascinating complementary opportunity.

Like many others, you speculate that the BRIC countries may become dominant players in the audiovisual culture of the future. Since I have many readers from those countries, I wondered if you might spell out a bit more what you think their impact is going to be and what factors might lead to their increased visibility in the global media market.

I don't believe so. The global mainstream will be North American. It will be difficult for them to break into China but they will manage it in the end. My position is very similar to that of Frédéric Martel. We are moving towards "standardised diversity". We are not faced with a value system that wants to impose itself on the world, rather a "hydra" of companies that feed off each other and know how to adapt themselves to circumstances. The power of the USA on the net and in the production of content makes me think this. Without doubt, styles and vanguards from other cultures will be incorporated, just as happened during the 20th Century. The size of the American national market will help to provide high production costs which will make it very difficult for other cultures to compete.

Jose M. Alvarez-Monzoncillo is Professor of Audiovisual Communications at the Rey Juan Carlos University in Madrid. In addition, he currently holds positions as the Vice Rector for European Harmonisation and Convergence and Director of the International Doctorate School of URJC; Course Director for the Master's in Television Journalism; Coordinator of the Masters in Film, Television, and Interactive Media Studies; and Director of the INFOCENT research group. Professor Alvarez has written and co-written thirty0six books and more than twenty papers for scientific journals on the economy of communications, the cultural industries and new information technologies. Some of his works include The Future of Audiovisual Media in Spain (1992), The Film Industry in Spain (1993), Premium Images (1997), The Present and Future of Digital Television (1999), The Future of Home Entertainment (2004) and Cultural Policy Alternatives (2007).

How to Ride a Lion: A Call for a Higher Transmedia Criticism (Part Three)

2011 C3 Research Memos and White Paper Series edited by Prof. Henry Jenkins, Prof. William Uricchio and Daniel Pereira

How to Ride a Lion:

A Call for a Higher Transmedia Criticism

by

Geoffrey Long

Futures of Entertainment Fellow

Alumni Researcher for the Convergence Culture Consortium (C3)

(Author's Note: Since this paper was originally authored in 2010, I've been delighted to discover an increasing amount of transmedia critics. Whose analysis of transmedia projects do you most enjoy? Please let us know in the comments! -GL)

PART 3 of 3

4. Conclusions and Next Steps

By now, the value proposition for transmedia criticism should be clear, even if the challenges involved in developing it are daunting. Even if one believes (as I do) that the rewards do justify the labor involved, the question remains of where such criticism will be found. Who will these transmedia critics be, and where will they publish their work?

It's easier to imagine a home for transmedia criticism than one for transmedia reviews. Academically speaking, an easy place to begin would be a Journal of Transmedia Studies, but so far that has yet to come into existence. As more conferences and academic programs begin to appear with transmedia as their focus, more critical thinking about transmedia projects will continue to be produced as a result, and will likely be released either as conference proceedings or on blogs dedicated to particular courses or research projects (not unlike the C3 blog in its heyday)[18]. Programs to keep an eye on for such resources include the MIT Comparative Media Studies program, the IMAP program at USC, the Center for Future Storytelling at the MIT Media Lab, and the nascent Center for Serious Play at the University of Washington.

To date, many discussions of transmedia projects at levels that begin to approach true transmedia criticism can be found around the burgeoning alternate reality game sub-industry, such as ARGNet, the mailing list for the IGDA ARG SIG (or the International Game Developers' Association Alternate Reality Game Special Interest Group, for the uninitiated) or the blogs of ARG authors like Andrea Phillips, whose April 6, 2010 post analyzing the Why So Serious ARG campaign for The Dark Knight explained what that campaign did exceptionally well and, in so doing, showed why the first Twilight book is so poorly designed for transmedia extension. Phillips:

One: Experiences like Why So Serious have come under criticism because they arguably don't create audiences where none were before. At the end of the day, the people who were really involved in Why So Serious were all people who were going to see the movie anyway, right? It's uncomfortable to admit it in public like this, but... yeah, it's probably true.

Two: The most successful transmedia experiences are the ones where there is space for the player to live in the world. Harry Potter, Star Wars, Lord of the Rings; these are all worlds that are very much bigger than the action on the main stage. And that's what we do in the ARG space; we provide walk-on roles that let people live in our worlds, while not requiring them to step onto the main stage themselves.

That's why the first Twilight book is poorly suited to transmedia; there isn't much of a world there outside of the couple in love. But the subsequent books increase the scope of the world more and more, incorporating group dynamics and government structures that add up to a world bigger than just Bella and Edward and their true, sparkly love.

So why was Why So Serious such a big deal? It's because it took a world that did not have space for an audience to live inside it - Gotham - and created canon spaces where players could dwell, for the first time. They became voters and accomplices. It turned a property that was previously not very well suited to a transmedia experience and created one that suddenly is. It's not just Batman and his allies and enemies anymore.

And while the people participating in that world are probably the ones who loved the property before, all of that energy and excitement brings more people in. The person with the Joker mask was already going to see the movie, but maybe their roommate wasn't going to, or their cousin, or the person they enthuse about the film to at work or at the coffee shop or on the bus.

I know I started reading Harry Potter because of all of the fan energy around it; that's also why I read Twilight. Giving your audience the freedom and an outlet for their passion for your work leads to them converting peripheral audience members into fans, and people who were never a part of the core audience into peripheral audience members. Participation is the engine that drives fandom, and fandom drives success.

So there you have it, one of the most important keys to making a great transmedia world: Scope. Make it roomy enough for your audience to play in your world. They'll love you for it, and their love brings rewards.[19]

I read that post and heaved a sigh of contented relief, as if I'd just been given a tubful of water after marching across the Sahara. It's not long, but it's insightful, and is an excellent example of how some sample transmedia criticism might work: pick a transmedia project to criticize, break it apart to determine what worked and what didn't, bubble up the learnable observations, and draw connections from that observation to other examples to give it context (and your argument more weight). To my mind, this was a brilliant example of nascent transmedia criticism, and I constantly go back to Phillips' site in hopes of finding more.

Another up-and-coming source for transmedia criticism is Christy Dena's cheekily-named You Suck at Transmedia (www.yousuckattransmedia.com), which includes comments from Comparative Media Studies and C3 alumnus Ilya Vedrashko and friend of C3 Jeff Watson. Although the site is relatively sparse (24 posts over six months), many of the articles to be found there are really interesting. Here's an excerpt from Dena's opening post:

You Suck at Transmedia!!

Yes, this is something many of us have been wanting to say for a while...to others (mostly) and to ourselves (sometimes).

But don't worry, this site isn't about trashing specific people or projects. I'm a practitioner too, and so I know how even though we learn quickly, we cringe at old mistakes. But importantly, I also know how bad design is often the result of processes and people you don't have control over. You know it sucks but nobody listened, or believed you, or worse still...you didn't tell them. This site is part of that conversation. Encouraging us all to feel confident about what we know (and find out) sucks.

... How do you/we/us stop sucking at transmedia? Well, this site is a step in that direction. This site welcomes contributions that really do aim to progress the state of the art. Here we can discuss the consequences of transmedia design, production and execution decisions.

In short, this site will cover transmedia decisions that never, sometimes, and always work.[20]

As of this writing, Dena's posts have titles like "YSA Directing Meaning Across Media," "YSA Being an Artist", "YSA Being Human," and "YSA Sucking".[21] As of this writing, most of Dena's posts haven't been critical evaluations of particular transmedia experiences so much as reflections on the trials and tribulations of life as a transmedia experience designer, including videos of Quentin Tarantino talking about being an artist and a critique of the National Theatre's recent mishandling of a Twitter snafu, but the site has a great deal of promise.

A third newly-released resource for transmedia criticism is The Pixel Report, from Power to the Pixel's Liz Rosenthal and Tishna Molla. TPR declares itself to be "devoted to showcasing new forms of storytelling, film-making and cross-media business development that is in tune with an audience-centered digital era. It is an essential tool for content creators, a vital resource for policy-makers & funding bodies and a unique guide for anyone interested in the future of film and the media."[22] Unfortunately, the site seems to be a thinly-veiled set of hooks to draw people to the Power to the Pixel conference or order the proceeds from the conference. Although the site ostensibly includes case studies of such projects as beActive Entertainment's Final Punishment, Tommy Palotta's Collapsus, and the National Film Board of Canada's Waterlife, the site's pages for these case studies amount to little more than an overview of each project, video clips of people discussing these projects from the previous conference, and a big button encouraging people to order the case studies. This feels less like transmedia criticism and more like advertising for Power to the Pixel and their consulting services.

Finding a home for transmedia reviews are much more challenging. Let us for a moment ignore the (very real) possibility that the entire print magazine world is going belly-up. So far most articles on transmedia have been either mile-high "What is Transmedia?" articles in publications like Wired or slightly deeper and more directed pieces in publications dedicated solely to one medium, such as those found in Filmmaker Magazine. Although book reviews, film reviews, music reviews, video game reviews and even technology reviews are commonplace in mainstream publications, is it realistic to expect the New York Times to employ a transmedia critic alongside their film and book critics? How likely is a New York Review of Transmedia, or an On the Transmedia show on NPR?

It's possible that the very structure of transmedia experiences, where ideally each extension in each medium is of sufficient quality and modularity to serve as an ambassador for the rest of the franchise to the 'native' fans of that medium, also extends to critics. If Escape from Butcher Bay is good enough to garner a high score on Metacritic, perhaps it's good enough to be reviewed by video game critics who will serve as multipliers (to steal a term from Grant McCracken) and advocates for the rest of the franchise to their audience. However, this still leaves us wanting for critics who will advocate for transmedia experiences that do transmedia well, evaluating and recommending the "greater than the sum of its parts" super-experience of the franchise as a whole. It's possible that such reviews will be relegated to the review sections for the medium in which each franchise has its mothership - so reviews of the transmedia franchise surrounding The Matrix will be found in the film section, reviews of the transmedia franchise for Assassin's Creed will be in the video game section, and so on - but as transmedia experiences continue to evolve into massive things that touch on every part of our lives, will the notion of "mothership" continue to exist? Only time will tell - but it seems likely that, if such a scenario comes to pass, by that time our reviews systems will have evolved to accommodate such vast experiences as well.

Finally, returning to the notion that newspapers, magazines and other print-centric media structures might be dead anyway, it's possible that the very notion of curated collections of reviews will dissipate as well. We already have big blogs dedicated to particular audience demographics, like Engadget or io9 or Blastr, that, like special-interest basic cable channels, cover everything that might be of interest to that particular demographic.[23] This suggests that students interested in becoming transmedia critics might first attempt to become staff writers for such blogs - and supplement their writings there with a constant stream of insights posted to their own blogs (a tactic similar to that of both Phillips and Dena).

As transmedia continues to trend towards mainstream acceptance and continues to gather mass as a key area of development in the entertainment industry, all of these options are likely to flourish. It's only a matter of time before a Journal of Transmedia Studies appears to support the research coming out of these new academic programs, only a matter of time before sites like io9 have to figure out how to review projects from transmedia shops like Fourth Wall Studios, Quixotic Transmedia, Campfire, or Blacklight Transmedia, and only a matter of time before more rich resources begin to appear online that cater specifically to producers and fans of transmedia experiences.

Our next steps now are for more of us to start engaging in close analyses of transmedia experiences, to start breaking them down and figuring out why they work or why they fail. More of this exploration must be done in order to help us understand how to really leverage the unique affordances of transmedia experience design as its own particular art, both individually and as a whole. Tearing into these new transmedia experiences to figure out what makes them tick, sharing those insights with one another and then using those lessons to create more astonishingly fantastic transmedia experiences, teaching each other how to ride these lions, is how we will push the medium forward. Writing more transmedia reviews to spread the word about those experiences to a broader audience is how we will ensure that we will all keep riding lions for a long time to come.

Geoffrey Long is a media analyst, scholar, and author exploring transmedia experiences and emerging entertainment platforms at Microsoft. Geoffrey received his Master's degree from the Program in Comparative Media Studies at MIT, where he served as a media analyst for the Convergence Culture Consortium and a researcher for the Singapore-MIT GAMBIT Game Lab. Through his work with the Convergence Culture Consortium, Geoffrey authored "How to Ride a Lion: A Call for a Higher Transmedia Criticism" and "Moving Stories: Aesthetics and Production in Mobile Media". His personal site is at geoffreylong.com, he can be reached at glong@geoffreylong.com, and he can be found on Twitter as @geoffreylong.

WORKS CITED:

[18] The Convergence Culture Blog ran from 2005 through 2011.

[19] http://www.deusexmachinatio.com/2010/04/why-so-serious-lessons-in-transmedia-worldbuilding.html

[20] http://www.yousuckattransmedia.com/2010/06/hello-world/

[21] The YSA stands for "You Suck At," naturally.

[22] http://thepixelreport.org/

[23] Unsurprisingly, Blastr.com is operated by genre cable channel Syfy.

BIBLIOGRAPHY:

Bloom, David. "A Critical Shortfall: Who Rates the Transmedia?" TheWrap.com, March 21, 2010. http://www.thewrap.com/television/blog-post/critical-shortfall-who-rates-transmedia-15492

Bordwell, David, Janet Staiger and Kristin Thompson. The Classical Hollywood Cinema: Film Style and Mode of Production to 1960. New York: Columbia University Press, 1985.

Corrigan, Timothy. A Short Guide to Writing About Film, 7th Ed. Longman, 2010.

Delaney, Samuel. Shorter Views.Wesleyan, 2000. [GL10]

Dena, Christy. "Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments." PhD Dissertation. University of Sydney, 2009.

Eagleton, Terry. The Function of Criticism. New York: Verso Press, 2000 ed.

Heer, Jeet and Kent Worcester. Arguing Comics: Literary Masters on a Popular Medium. University Press of Mississippi, 2004.

Ito, Mimi. "Intertextual Enterprises: Writing Alternative Places and Meanings in the Media Mixed Networks of Yugioh." http://www.itofisher.com/mito/archives/ito.intertextual.pdf

Jenkins, Henry. "Revenge of the Origami Unicorn." http://henryjenkins.org/2009/12/the_revenge_of_the_origami_uni.html

Johnson, Derek. "Learning to Share: The Relational Logistics of Media Franchising,"

MIT Comparative Media Studies, Converegence Culture Consortium White Paper,

http://www.convergenceculture.org/research/c3-learningshare-full.pdf

Kochalka, James. The Cute Manifesto. Gainesville: Alternative Comics, 2005.

Long, Geoffrey. "Transmedia Storytelling: Business, Aesthetics and Production at the Jim Henson Company," MIT Comparative Media Studies Master's Thesis, http://cmsw.mit.edu/transmedia-storytelling-jim-henson-company/.

Philips, Andrea. "Why So Serious: Lessons in Transmedia Worldbuilding." Deus Ex Machinatio, April 6, 2010. http://www.deusexmachinatio.com/2010/04/why-so-serious-lessons-in-transmedia-worldbuilding.html

Rosenbaum, Jonathan. Essential Cinema: On the Necessity of Film Canons. Baltimore: Johns Hopkins University Press, 2004.

Rosenbaum, Jonathan. Goodbye Cinema, Hello Cinephelia: Film Culture in Transition. Chicago: University of Chicago Press, 2010.

Rosenbaum, Jonathan. Placing Movies: The Practice of Film Criticism. Los Angeles: University of California Press, 1995.

Schwartz, Ben. The Best American Comics Criticism. Seattle: Fantagraphics Books, 2010.

Thompson, Brooke. "A Criticism on the Lack of Criticism." GiantMice.com, June 1, 2010. http://www.giantmice.com/archives/2010/06/a-criticism-on-the-lack-of-criticism/

Wolk, Douglas. Reading Comics: How Graphic Novels Work and What They Mean. Cambridge: Da Capo Press, 2007.

How to Ride a Lion: A Call for a Higher Transmedia Criticism (Part Two)

Register now for Transmedia Hollywood, April 6, USC.

2011 C3 Research Memos and White Paper Series

edited by Prof. Henry Jenkins, Prof. William Uricchio and Daniel Pereira

How to Ride a Lion:

A Call for a Higher Transmedia Criticism

by

Geoffrey Long

Futures of Entertainment Fellow

Alumni Researcher for the Convergence Culture Consortium (C3)

Author's Note: Since this paper was originally authored in 2010, I've been delighted to discover an increasing amount of transmedia critics. Whose analysis of transmedia projects do you most enjoy? Please let us know in the comments! -GL)

PART 2 of 3

3. What Role Might Transmedia Criticism and Reviews Play?

If, as suggested in the last section, what is needed is an ecosystem that includes both transmedia criticism and transmedia reviews, then we need to explore both halves. First, what value can transmedia criticism and transmedia critics provide to the industry? Second, what value can transmedia reviews and reviewers provide to the public?

3.1. Educating the Industry: Transmedia Criticism and Critics

As David Bloom suggested in his 2010 Transmedia /Hollywood recap, transmedia criticism could provide some answers to the very real concerns of the entertainment industry - not just "What is transmedia?" or "Why should I invest in a transmedia project?", but "What does real, measurable success for a transmedia project look like?" Transmedia criticism may not have all the answers - as noted, we desperately need better systems for transmedia 'ratings' and other metrics - but it may provide a jumping-off point for some qualitative analyses while we're waiting for the quantitative ones to catch up.

Most beneficial, perhaps, is the role that such criticism can play in the shaping of a language of transmedia experiences, through the discovery of a set of standard best practices. By understanding these best practices - by speaking the language - creators and their sponsors can improve their chances of creating successful transmedia experiences. Once such an 'open' language is developed, individual implementations of, and strategic differentiations from, those best practices can result in highly profitable products and even new competitive advantages.

In their seminal text The Classical Hollywood Cinema: Film Style and Mode of Production to 1960, David Bordwell, Janet Staiger and Kristin Thompson describe the importance of standardization in the very early years of the cinema. Rather than reinventing the wheel with every film, Hollywood began to adopt standard techniques, formats, and practices that could be reused effectively in each production - which in turn led to a set of norms against which excellence could be judged:

Industrial standardization included uniformity in nomenclature and dimensions, simplification in types, sizes and grades, and safety provisions and rules of practice. Such standardization facilitated mass production. Standardization also included specifications, methods of testing quality, and ratings under specific conditions. The latter set of elements in standardization have another connotation: a criterion, norm, degree or level of excellence. Both the movement toward uniformity and attainment of excellence coexisted in the trend. The standardization process must be thought of not as an inevitable progression towards dull, mediocre products (although many may be that for reasons of aesthetic differences or economy in materials and workmanship), but instead, particularly in competitive cases, as an attempt to achieve a precision-tooled, quality object. Once established, the standard becomes a goal to be attained.[9]

Such desirable characteristics included "narrative dominance and clarity, verisimilitude, continuity, stars and spectacle". Those of us in the transmedia space should be feeling a slight tingling of recognition at this point. Such a key set of standard, recurring elements in transmedia is already beginning to emerge, as outlined in Henry Jenkins' keynote talk at C3's Futures of Entertainment 4 conference, "Revenge of the Origami Unicorn." Jenkins outlined seven principles of transmedia storytelling: spreadability vs. drillability, continuity vs. multiplicity, immersion vs. extractability, worldbuilding, seriality, subjectivity, and performance.[10] Jenkins' observed principles emerged from his close analysis of multiple transmedia experiences, including The Matrix, the Studio Ghibli Museum in Tokyo, Tori Amos' Comic Book Tattoo project, the success of Susan Boyle, American Idol and so on. Such close readings provide the raw fodder for his high-level observations, which are then shared with the public and the industry alike through books, articles, lectures or blog posts. The same kind of standards-from-observation practices from theorists and critics like Jenkins was at play during the early days of cinema. Again, Bordwell et.al.:

Mechanisms for standardization included ones somewhat connected to the industry - trade publications and critics and 'how-to' books - and ones external to the industry - college courses, newspaper reviewing, theoretical writing, and museum exhibitions. Undoubtedly there are others, but these will suggest how standards were available to influence the company's and worker's conception of how the motion picture ought to look and sound. While these mechanisms presented themselves as educational and informative, they were also prescriptive. A how-to-write-a-movie-script book advised not only how it was done but how it ought to be done to insure a sale. In the case of reviewers or theorists, the references to established standards in other arts (theater, literature, painting, design, music, still photography) perpetuated ideological/signifying practices - although, of course, in mediated form.[11]

Bordwell points out that trade papers in the entertainment field (such as the New York Dramatic Mirror, Show World, the New York Clipper, Moving Picture World, Motion Picture News, The Nickelodeon and, of course, Variety) served as an important channel for these theorists and critics to influence their audiences. One such important influential was Epes Winthrop Sargent, a columnist for Moving Picture World:

Sargent began as a critic for music, theater and vaudeville in the 1890s and had been a scenario editor and press agent for Lubin before he arrived at the Moving Picture World in 1911. At that point he began a series of columns, the "Technique of the photoplay," which included formats of scenarios and film production information primarily aimed at the freelance writer and the manufacturers' scenario departments. Those columns appeared in book form in 1912 and in an extensively revised edition in 1913. Although other handbooks of film practice preceded his, Sargent's work became a classic in a field that from that point on rapidly expanded.[12]

Bordwell goes on to quote an article of Sargent's from December of 1909 as a sample of such prescriptive writing, generated from Sargent's observation of emerging best practices in the form and, amusingly, what sounds an awful lot like comparative media studies:

The stories must have situations plainly visible, a clearly drafted story, and, with it, an opportunity for artistic interpretation. Dramatically, a motion picture story must be more intense in its situations than the spoken drama. It is often dragged into inconsistency but this is pardonable if the story is sufficiently strong to warrant it. The point of situation cannot be too strongly emphasized.

...We are told by our masters in short story writing and in drama writing that we must have one theme and one theme only. Too many characters will spoil the spell that grips us when we have but two or three people to watch. We are told to avoid rambling into green hedges off the roadside and to grip the attention of the audience from the very start. The complications should start immediately and the developments come with the proper regard for sequence.

...The period of action in a motion picture play is not restricted although it is best to follow the arrangement as depicted in the vaudeville drama. A single episode or incident which might occur within the length of time it takes to run the film is better than dragging the tale through twenty or thirty years. Too many notes and subtitles interrupt the story and detract from the interest.

...A motion picture play should be consistent and the nearer to real life we get the more is the picture appreciated. Complications which are too easily cleared up make the story unsatisfying, smacking of unreality, thus destroying the illusion that, as the producer faithfully endeavors to portray, the scene is not one of acting, but that we have an inside view of the comedy or tragedy of a real life. Let your stories, though they be strong in plot, be convincing, the situations not merely possible but probable. The producer will then have no trouble in making his actors appear to be real.[13]

If Jenkins chose to do so, he could write a trade column or a book specifically on how to apply his seven principles to transmedia storytelling, replicating the role of Sargent to this newly-emerging field. Close reading and analysis reveals learnable lessons, as any artist will attest; all authors, filmmakers, video game designers and other creative professionals spend years soaking up as much high-quality work in their medium as possible and tearing it apart to see what makes it tick.

Theorists and critics do the same, but they then write up their analyses and share it with others. In doing so, they begin to create a shared language with which to discuss these emerging best practices, which then becomes a linguistic shorthand for particular approaches and tactics, which then in turn becomes a shared lens for understanding how these things work. This is where terms like first person point of view, suspension of disbelief, unreliable narrator and so on come from - and, once those observations and tactics are internalized, they become accepted as tools by a wider creative audience. Once these concepts become tools, they become more commonly used in the creation of future experiences, thus reinforcing the acceptance of the concepts. Criticism becomes influential through dispersion, acceptance and implementation.

Jenkins' ideas are already becoming widely accepted in the industry and his terms are becoming the terminology for this emerging space. The problem is we need much more of this type of work, and we need it quickly. Increase the number of really insightful, clearly-spoken and practically-minded theorist-critics and we accelerate the rate at which we come to understand what transmedia is really capable of. Again, to paraphrase Kochalka, "Transmedia criticism is a means we have of making sense of this new medium, focusing to make it clearer."

The value in adopting the best practices that emerge through such transmedia criticism in order to increase a transmedia experience's chances for success is apparent. However, there's another key reason why an ecosystem of transmedia criticism would be incredibly useful to practitioners: the creation of strategic differentiation. In other words, to see where to zig when everyone else has chosen to zag. As Bordwell writes:

The emphasis on uniformity does not mean that a standard will not change in small ways. New technology, new products and new models are continually put forth as alternative standards for the field. One analyst of standardization wrote: 'An innovation is successful only when it has become a new standard.' That process is dynamic, with multiple practices creating the change. In fact, for the film industry, changing its product was an economic necessity. In the entertainment field, innovations in standards are also prized qualities. The economic reason is that the promotion of the difference between products is a competitive method and encourages repeated consumption. The phrase differentiation of the product is used to describe the practice in which the firm stresses how its goods or services differ from other ones.[14]

Much the same thing can be said for observing best practices in transmedia storytelling. By observing emerging norms for the medium particularly adventuresome, innovative storytellers can choose to do things differently in hopes of achieving strategic differentiation. Revisit Jenkins' list of principles and imagine how they might be flipped on their heads in a narrative experience, resulting in a new and engaging type of transmedia story. As more transmedia criticism emerges, more crazy "what-if" ideas will be sparked, and even more experimental experiences will appear on the market. Those that work spectacularly well - think 3-D in James Cameron's Avatar - will become more broadly adopted, pushing the cycle of significant differentiation into another iteration, and the medium will continue to grow as a result.

Between a shared language for transmedia experience design, a collection of best practices that will increase a transmedia experience's chances of success, and a seedbed for accelerated strategic differentiation, the value of transmedia criticism to practitioners seems clear. However, transmedia experiences without audiences remain difficult to justify. This is where transmedia reviews come into play.

3.2. Educating the Public: Transmedia Reviews and Reviewers

...The way I experience and think about comics has a lot to do with the fact that I really enjoy them. I like figuring out how that pleasure works and describing it to other people so that they can enjoy them too, or at least enjoy them more fully than they would otherwise. And what I like (and want to pass along) about a particular comic can be the pleasure of pure spectacle, or of ingenious design, or of kinetic flow, or of characters' psychological depth, or of a story that's funny or engaging, or any number of other things. (Wolk 21-22)

Massive entertainment franchises - think long-running soap operas or comic books - frequently get a bad rap for being huge, intimidating monsters. Try picking up a random issue of X-Men or turning on a random episode of As The World Turns and figure out what's going on. It's important not to ignore the word 'complex' in 'complex narratives' or 'complex entertainment', and even more important to remember that transmedia entertainment serves as an exponential multiplier to that complexity. Yes, a transmedia franchise that spans comics, television, films and games can have each of its components serve as a gateway into the entire franchise for "native" fans of those particular media, but an Everest like Star Wars or Halo is a massive undertaking looming on a newcomer's horizon. Such franchises aren't just increasingly complex; they're also increasingly time-consuming and increasingly expensive. You think it's difficult deciding which movie is worth your twenty bucks and two hours on Friday night?

As of this writing, buying the canonical Buffyverse on Amazon will set you back over $400, and take weeks to consume. One can only imagine what it would cost in both time and money to experience every film, book, comic, video game, TV show and piece of ancillary merchandise that makes up Star Wars.

This is where a transmedia critic can play sherpa: a really good (there's that word again) transmedia critic can give an interested fan-in-the-making maps to these daunting territories, even suggesting which paths they should take depending on their personal interests. Are they fans of Luke Skywalker? Watch the original movies, read these books, play those games. Fans of space battles? Watch these TV episodes, read these different books, play these other games. A single transmedia critic can't create personalized recommendations for everybody, but that's why we need an entire thriving community of transmedia critics sharing their opinions and providing maps like these.

The people who currently play these roles are the die-hard fans on fan websites, the people who live and breathe these franchises. Unfortunately, they're frequently not the best ambassadors to the series. We need the John Clutes, the Pauline Kaels, the Gene Siskels and Roger Eberts, the people who can analyze and report back on multiple franchises to convince hesitant audiences that these heights really are navigable, that the best experiences really are worth the labor, and that, alas, some of the peaks are actually best avoided. Having multiple transmedia critics, and having those critics establish themselves as experts with distinct tastes across franchises instead of fanboys for particular franchises, will help make such massive, complex entertainments less intimidating - and thus more enticing to mass audiences. And if we're serious about moving transmedia entertainment more and more towards the mainstream, this has got to happen.

Unfortunately, the viability of transmedia reviews - and, for that matter, transmedia criticism - suffers from the same Everest-level challenge. In a June 1, 2010 post to her blog called "A Criticism on the Lack of Criticism", transmedia designer Brooke Thompson puts her finger on one of the biggest problems facing transmedia criticism - scale:

There are a number of challenges to writing critiques on projects, not the least of which is their complexity and length. It's difficult to be critical once you've invested so much time and energy into a project - whether you've designed it or experienced it. Being critical seems harsh and, well, it might make you wonder if you've wasted a bunch of your time and who wants to think that? This is one reason why we may never have a Roger Ebert or Ben Croshaw - the commitment required to fully experience a transmedia project, especially one as complex as an ARG, is far greater than the commitment required for films and video games (or books or music or or or). To make transmedia critique a commitment on that level is difficult and, well, would require far more time than would be profitable. Which makes it a pursuit of passion or, perhaps, an academic exercise. Yet both of these color the criticism, that's not necessarily bad, but in collaborative transmedia that ignores the "other side of the curtain."

In the Comics Journal article "A Call for Higher Criticism" I cited earlier, Paul Levitz suggests that comics critics consider each issue in the context of the larger body of work, that "the time and effort we now devote to carving up a story should be devoted to carving up the universe in which the story exists" (44). This resonates with transmedia reviews, because, as Thompson points out, current reviews of transmedia franchises are usually limited to individual components - so a review of the latest Star Wars video game, instead of a review of Star Wars as an entire franchise.

Thompson hits the nail on the head when she writes, "the commitment required to fully experience a transmedia project... makes it a pursuit of passion or, perhaps, an academic exercise." Being able to review Star Wars, Star Trek, Halo, or any of these other transmedia super-franchises at the franchise level requires thousands of hours to consume it, let alone analyze it and write intelligently about one's findings. In a way, each of these super-franchises is in effect a lifestyle brand - and therein lies both a primary trouble with transmedia reviews, and why they're so important. Imagine you're trying to decide whether to engage with the Star Wars franchise for the first time. The sheer size of the franchise at this point is epic and must loom large in the eye of the potential audience member - again, an Everest on the horizon. This is why Marvel keeps launching new X-Men titles, reboots and alternate versions, attempting to give people an "accessible" version of the X-Men franchise. As Sam Ford writes frequently on the challenges facing new audiences to soap operas, longevity and drillability can be simultaneously a franchise's greatest strength and greatest liability.

Further, there's a chicken-and-egg issue at hand with massive franchises and geekiness: are geeky people attracted to excessively drillable subjects, or does excessive drilling make one geeky? It's just as easy to become a sports geek as it is to become a comic book geek. The catch is that sometimes those people who are the most familiar with the topic, the ones who have done the most drilling, are also those who are the least valuable as the topic's advocates.

From the outside looking in, there must clearly something interesting about Star Wars, soap operas, the Chicago Cubs, quantum physics, the Civil War, and so on, because so many people are so passionately interested in these topics. An outsider may want to engage with the complex topic enough to enjoy it without becoming "that guy", at least until their interest reaches a sufficient level that they crest the tipping point and mastery of the topic becomes acutely desirable. In a way, transmedia reviews, or transmedia criticism for the masses,[15] should be the equivalent of a 101-level course - sufficient to introduce a lay audience to the highlights of a topic, loaded with directions on where to go next for further drilling, and so on. The trouble is that we need, as Thompson points out, a Roger Ebert of transmedia reviews providing a reliable viewpoint to bear on a new franchise every week, which is the equivalent of a rockstar professor teaching an entire Philosophy 101 course one week, a Political Science 101 course the next week, and a History 101 course the week after that.

As Jenkins has pondered for years, there's a strange line to consider between fandom and scholarship - one needs a certain amount of fandom to motivate the epic amount of drilling required to become an expert in a subject, yet one must also remain sufficiently detached to retain an objective perspective. An Ebert who gave a huge thumbs-up to everything he reviewed wouldn't be a very good critic, he'd just be a guy who never shut up about all the things of which he was a fan. A truly valuable transmedia reviewer/critic must be able to engage with multiple massive transmedia franchises and have enough dedication to consume, analyze and report on each of them on a regular basis, even those he or she doesn't like.

Of all the responses to Paul Levitz' call for higher criticism published by The Comics Journal, my favorite is one by Richard Howell and Carol Kalish. Their response contains a brilliant concise definition of what comics criticism should be, which can easily be applied to transmedia criticism as well:

We feel, however, that comic books share their major objectives with other mass media, [and] can and should be judged by similar standards. To wit: Capability - a familiarity with, and craftsmanship-like utilization of, the medium's techniques, be they visual or verbal elements; Communication - a conscious and responsible manipulation of these technical elements in such a way as to transmit at least the bare storytelling elements (plot, characterization, and theme) to a responsive reader; and Commitment - the perception required to invest the product with a moral focus which can both enlighten and entertain and the dedication needed to broaden the craft repertoire of the medium.

Comic book critics must be prepared to both refine these standards to make them more appropriate measures of comic book products and to apply these rigorous, objective standards with perception and understanding to the industry. Only then can comics criticism assume its rightful position as both guide and guardian of the continual evolution of the comics medium.

This quote points to yet another complication: the issue of what is actually being criticized. If one believes that what is to be criticized is that which makes the franchise transmedia - the unique affordances and characteristics of transmedia as a medium, its aesthetics and mechanics - then a familiarity with just transmedia is clearly sufficient. However, a more idealistic but vastly more daunting approach is to truly and knowledgably criticize each component of the franchise as an example of its own medium. This is the same challenge staring down any transmedia artist, and illustrates the same gut-wrenching truth: something as complex as a piece of transmedia storytelling or transmedia criticism is only as strong as its weakest link.

Any time you have a combination of disciplines brought together into an art form, every element has to succeed for the work as a whole to function properly. A comic book that has beautiful art but is shoddily written will be tossed aside; a TV show that is brilliantly written but horribly acted will get zapped away. Clearly some particularly excellent elements can make up for some weaker ones - the cinematography in The Last Samurai helps make up for Tom Cruise being, well, Tom Cruise - but overall it's how the entire thing hangs together that determines the overall valuation of the whole.

Under this logic, an ideal transmedia critic must be able to criticize the six films of Star Wars as a film critic, The Clone Wars as a TV critic, the Timothy Zahn Heir to the Empire novels as a book critic, the Force Unleashed games as a game critic, Dark Horse's Star Wars: Legacy comics as a comic critic, and so on. This may seem harsh, but it's important to remember that just as each component of a transmedia franchise serves as an entry point into the franchise as a whole, it must also serve as an ambassador to the "native" audiences of each medium.

Think of it as the Transitive Quality of Crap: if a Star Wars comic is a crappy comic, comic readers for whom that comic is their first point of contact with the franchise will likely assume that a similar low quality permeates the entire franchise, and thus assume that the games are crappy, the TV shows are crappy, the film is crappy, and the franchise overall is just one big steaming pile.[16]

I have seen some astonishingly lousy transmedia extensions that were clearly approved by people unfamiliar with that extension's medium - countless tie-in games, comics and novels spring to mind - and/or by people who assume that the value of the franchise's license is sufficient to overcome a lousy experience. This isn't the case, and this is why video games based on film licenses are widely derided in the games industry: a video game based on a film is assumed to have blown most of its budget obtaining the license, was rushed to market to make a "day and date" simultaneous release with the film (and had its production started much, much later than that of the film, despite the fact that video games can sometimes take even longer than films to produce), was creatively crippled by strict oversight by the licensor, and so on.

So here's the problem: a transmedia author needs to be well-versed in each medium being deployed in their franchise, so they know when something is sub-par and can fix that weakest link. A transmedia critic needs to be able to evaluate each component of the franchise so if there is a weakest link, they can point it out as something to be avoided - but still point out that the rest of the franchise shouldn't be missed. For example, one of the best exceptions to the "lousy film tie-in" rule is The Chronicles of Riddick. Both Pitch Black and The Chronicles of Riddick are Vin Diesel sci-fi movies with abysmal scores on Metacritic, but the tie-in game Escape from Butcher Bay has fantastic scores on Metacritic.

A transmedia critic looking at the franchise as a whole must be well-versed enough to be able to say what the films did poorly, what the game did well, what the connections are between the films and the game and how well those connections are crafted, and whether or not an audience must sit through the films in order to enjoy the game. There's enough of a Venn diagram overlap between gamers and sci-fi nerds for game critics to be able to report that the game is better than the movies because they probably saw the movies, but it'd be almost unthinkable for film critics to say, "The films are awful, but the game is excellent - skip the films and play the game." And yet that's precisely what an ideal transmedia critic would be expected to do.

Being well-versed in just one medium does not qualify you to criticize another, for the same reason that gamers find Roger Ebert writing criticisms of video games dubious. A transmedia critic must have a rich, nuanced understanding of multiple media in order to speak authoritatively to audiences across media - to be respected by film buffs when reporting on film components, by comic fans when reporting on comic books, by the literati when reporting on films and by foodies when reporting on food. In a way, the ideal transmedia critic is a return to the Renaissance Man style of critic that drove the first waves of literary criticism in 18th-century England. The question is whether or not such breadth is even remotely feasible on the 21st-century Internet.

(Next: Conclusions and Next Steps)

Geoffrey Long is a media analyst, scholar, and author exploring transmedia experiences and emerging entertainment platforms at Microsoft. Geoffrey received his Master's degree from the Program in Comparative Media Studies at MIT, where he served as a media analyst for the Convergence Culture Consortium and a researcher for the Singapore-MIT GAMBIT Game Lab. Through his work with the Convergence Culture Consortium, Geoffrey authored "How to Ride a Lion: A Call for a Higher Transmedia Criticism" and "Moving Stories: Aesthetics and Production in Mobile Media". His personal site is at geoffreylong.com, he can be reached at glong@geoffreylong.com, and he can be found on Twitter as @geoffreylong.

WORKS CITED:

[9] Bordwell et al. 96.

[10] http://henryjenkins.org/2009/12/the_revenge_of_the_origami_uni.html

[11] Bordwell et al, 106.

[12] Bordwell et al 106.

[13] Quoted in Bordwell et al, 107.

[14] Bordwell et al 97.

[15] I'm resisting 'transmedia advocacy' because I believe that term should be reserved for advocacy done across media; see Lina Srivastava's excellent work on transmedia activism for more on this.

[16] Again, Rule One.

How to Ride a Lion: A Call for a Higher Transmedia Criticism (Part One)

As people here on the west coast are getting ready for the April 6 Transmedia Hollywood conference to be held at the USC Cinema School (hint, hint - tickets still available), my old colleagues on the East Coast -- the fine folks in the Futures of Entertainment Consortium (formerly the Convergence Culture Consortium) which I helped to establish back at MIT -- released a significant new white paper which calls for more critical engagement with what does and does not work in the current generation of transmedia entertainment. Geoffrey Long, an alumni of the MIT Comparative Media Studies Program, was part of a remarkable cohort of students who helped me work through some of the core ideas in Convergence Culture and who have continued to engage with issues of transmedia in their professional lives. Long, from the start, has asked some of the most thoughtful questions about the aesthetics and poetics of transmedia as a mode of storytelling, and some of that core thinking comes together here in an especially powerful way. I hope to see many of you at the Transmedia Hollywood conference in just a few weeks but in the meantime, Long's white paper gives us all something to chew on. Talk amongst yourselves.

2011 C3 Research Memos and White Paper Series

edited by Prof. Henry Jenkins, Prof. William Uricchio and Daniel Pereira

How to Ride a Lion:

A Call for a Higher Transmedia Criticism

by

Geoffrey Long

Futures of Entertainment Fellow

Alumni Researcher for the Convergence Culture Consortium (C3)

(Author's Note: Since this paper was originally authored in 2010, I've been delighted to discover an increasing amount of transmedia critics. Whose analysis of transmedia projects do you most enjoy? Please let us know in the comments! -GL)

PART 1 of 3

Executive Summary

As we move past the "Transmedia 101" stage of definitions and early experiments, the next stage of development for transmedia experiences may require transmedia criticism.

Such a move is not without its challenges. Transmedia criticism is inherently difficult (Should transmedia criticism only focus on transmedia's unique characteristics? Should it evaluate how well each individual component performs as an example of its medium? Must a transmedia critic be 'fluent' in every medium in a franchise?), and unleashing a horde of vicious critics on a medium still in its infancy could be horrifically damaging. There's also the question of where such criticism might ideally begin, as it is likely to evolve in three distinct directions - first in an industry-educating role like that of E.W. Sargent in the early days of cinema, second in an "educate the public sphere" role like that of early literary criticism in 18th-century England, and third in the lonelier role of isolated education to which literary criticism eventually found itself exiled.

Despite these issues, a robust system of transmedia criticism will be well worth the difficulty. As the future of entertainment becomes increasingly dominated by transmedia experiences, the entertainment industry will require both more informed practitioners (who will need both insights into leading transmedia experiences and a shared language of transmedia akin to the language of cinema) and a broader audience for transmedia as a medium (who will need ways to find new transmedia experiences and recommendations of which are worth their time). All of these breakthroughs can be attained through a robust transmedia criticism.

1. Introduction

Good.

I've been thinking a lot lately about this one weird word. 'Good' is a horrible word, really, because it's not only wholly subjective, it's also inherently subjective, fleeting, and hyperlocalized. What I think is good might be garbage to you, what was good yesterday isn't good today or what's good today may be passé tomorrow, and what's good in Los Angeles may be worthless in Tokyo or even in the next building over.

Yet 'good' is also an intensely powerful word. In 2006 I wrote a white paper for the Convergence Culture Consortium (C3) in which I half-jokingly declared that Rule One for creating anything is "Don't Suck." The awkward truth at the heart of that joke is that in order for a work to succeed it must first be good. This brings us back to the subjective, fleeting, hyperlocalized nature of 'good', and round and round we go.

And yet, as maddening as the pursuit of 'good' can inherently be, this is where both transmedia production and transmedia studies must go next. The majority of the papers written and talks given about transmedia to date have focused on defining the terminology or recounting early experiments: "this is what we think transmedia is, and this is how we're tinkering with it". A lot of this is Transmedia 101, or, when we're lucky, Transmedia 201. What we need now is Transmedia 701, 801 and 901, to tell us how to create good transmedia experiences, how to succeed at transmedia as a medium in and of itself.

Measuring transmedia success objectively will require some form of transmedia metrics, to tell us which transmedia experiences are gathering audiences, retaining audience attention, converting new audiences in one medium into fans that pursue the experience into additional media, and so on. Alas, we're not there yet. For now, we must satisfy ourselves with subjective forms of success, observing tactics adopted by various transmedia experiences and evaluating how well they appear to function in the service of the whole. We can also attempt to evaluate how well a particular transmedia experience succeeds as a transmedia experience by setting a number of tightly-defined criteria for evaluation, and then determining how closely the subject under examination adheres to those criteria - but attempting to do so for any medium, much less one as early in its infancy as transmedia, may be a fool's errand. The edges of any medium (and, arguably, any definition) will always remain what Samuel R. Delaney calls a 'fuzzy set', and so a fixed definition of 'transmedia' will always be as elusive as a fixed definition of 'film' or 'comics'.[1]

This isn't to say that pushing and pulling at the boundaries of a definition isn't a worthwhile pursuit - such experimentation is what leads to the expansion of any enterprise, and often leads to the creation of wholly new types of things. Some folks will happily bicker for years over whether a truly transmedia experience has to have community involvement, whether all Alternative Reality Games (ARGs) are transmedia experiences, if it's really transmedia if it's just a jump from a digital version of a comic to a print version of a comic, ad infinitum and ad nauseum.[2]

Yet there are now a sufficient number of us playing in this particular sandbox that we can move on to more advanced debates. We can stop pointing to examples of what transmedia storytelling is or is not, and start creating some in-depth, insightful criticism of what we consider to be good or bad examples of what we call transmedia, why we consider them to be so, and what they did that appears to have worked. In his Cute Manifesto, comics artist and theorist James Kochalka states:

Art is not a way of conveying information, it's a way of understanding information. That is, creating a work of art is a means we have of making sense of the world, focusing to make it clearer, not a way of communicating some understanding of the world that we already hold. (Kochalka 2005)

This is similar to the role that transmedia criticism can play in our understanding of this emerging medium. Kochalka's comment could easily be remixed into the following:

Transmedia criticism is not a way of conveying knowledge about transmedia, it's a way of understanding transmedia. That is, transmedia criticism is a means we have of making sense of this new medium, focusing to make it clearer, not a way of communicating some understanding of transmedia that we already hold.

Simply put, we don't yet know enough about transmedia to communicate firm, definitive truths about it that we already hold. However, this demonstrates the value of engaging in such analysis now, while general understanding of - and the creative practices in - transmedia is still relatively malleable. We should engage in earnest transmedia criticism now to gain a clearer focus, a better understanding, and ideally both a broader audience for transmedia and deeper, richer, more engaging, more profitable, and generally better transmedia experiences overall.

This explorative tactic is my chosen approach for this extended essay. The pages that follow include a few examples of what transmedia criticism already exists and draw on a history of criticism and examinations of criticism in other media (particularly comics and film) to lend them some context. By the end, this essay will have sketched out who's calling for such transmedia criticism, what role transmedia criticism might play and why it's important, where such criticism might be found, who might do it, and where might be a good place to start.

Some of us - especially those of us familiar with the work of the Convergence Culture Consortium (C3)[3] - are starting already, groping around in this dark direction. While I wouldn't call the recently-published doctoral theses of either Derek Johnson[4] or Christy Dena[5] transmedia criticism per se, both documents make me long to read what criticism Johnson and Dena would write given the chance. Therein lies the problem - some of this work exists, but we need more of it - a lot more - and we need it quickly and broadly disseminated. This essay is designed as a resource for those of us already thinking about transmedia criticism, to help us step up and write that criticism and get it out there where it can start to do some real good.

At the end of the day, all of this Transmedia 101-level "This is what transmedia is, and this is how we're experimenting with it" panels and papers feel a bit like "There's this thing called a lion, and this is how we poked it with a stick." The challenge is to go further: not just "this is how to tame a lion" further, not just "this is how to ride a lion" further, but "this is how to ride a lion well". We have proven the existence of lions. There are plenty of people out there who are not only starting to ride lions, but are getting really good at riding lions. It's time we point out who's riding their lions through fire - and to tell the world why that's so amazing.

2. Who's Calling for Transmedia Criticism?

I once had a conversation with a high-ranking executive who was a transmedia skeptic. I was describing how important this notion of transmedia was becoming to the future of experiences, until he cut me off. "If it's so important," he said, "why aren't I hearing people calling for it?"

The first response that sprang to mind was Henry Ford's famous quote about how if he had only listened to what people were asking for, he would have built a faster horse. My second dismissed candidate was that people are calling for it - but then I realized that these people calling for transmedia experiences are themselves already converts, and are in fact calling for more advanced transmedia experiences. The response I chose? Those familiar with transmedia experiences are calling for more, and those who aren't just haven't been properly introduced to good transmedia experiences yet.

Not unsurprisingly, the same thing can be said of transmedia criticism. In a recap of the March 2010 Transmedia Hollywood event, journalist David Bloom wrote:

Fans are eating up all the cryptic, dystopian alternate-reality game experiences and spinoff comic books and book-length novelizations, participants said. But just as importantly, what once were just marketing-driven afterthoughts now often are aesthetic achievements that stand on their own. The only questions (and they're big ones) are deciding what counts as a success, based on what criteria, and judged by whom.

...One audience member tartly observed that, "Anything that is concerned with ROI (return on investment) isn't art." Yes, he clearly hadn't talked to a studio executive in a long time (despite saying he was in the middle of post-production on a science-fiction film). But his point went to a core question of the day, one panelists didn't really answer: how do you evaluate a transmedia project's success? Is it artistic/aesthetic? If so, is it judged on its own merits, or just on how it connects and fleshes out the connected "mothership" project, typically a film or book? Should it be judged on financial terms, like a stand-alone book or movie or videogame? If it is financial, is that based only on what the project cost? Or do you have to figure out how to measure what it did for the mothership? How do you value a transmedia project that keeps fans engaged in a major franchise during the lulls between new mothership arrivals? What Hollywood suit is equipped to pencil this one out? And, in the wake of widespread layoffs by print publications of their film, music, TV and theater critics, who's qualified to make any judgments on aesthetic or financial grounds (ahem, Variety, we're looking at you, again)? If, as with some recent projects, it's an elaborate creation that ties together multiple web sites, phone numbers, video material, documents, puzzles and more, who's going to work through all that, and decide how it rates?[6]

Transmedia designer Brooke Thompson voiced similar concerns in a June 1, 2010 blog post called "A Criticism on the Lack of Criticism":

It strikes me that one of the biggest problems hindering the growth of transmedia (and all the various things that fall under it, such as ARGs) is the absolute lack of critical looks at projects. That's not to say that criticism doesn't exist - it does, but it's scattered in conversations and hidden in forum posts or mailing lists. And it is, usually, not about a project as a whole and, instead, focuses on a single issue or is a broad look at the field.

Thompson is referring to the nascent form of transmedia criticism on the message boards of sites like Unfiction or ARGNet (both of which specialize in alternate reality games) and in the blog posts of individuals like Andrea Phillips (another transmedia artist) and Christy Dena (a prominent transmedia scholar). More on their attempts to address this need appear in sections V and VI of this paper, but the main point is that calls for criticism are being issued by fans, practitioners and scholars.

Such calls for criticism have been issued in other media before. In fact, the subtitle of this extended essay pays homage to an article called "A Call for Higher Criticism" published in October of 1979 in The Comics Journal #50. In it, the author pleads:

First, let me make it clear that I'm not trying to promote a standard for "fan" criticism or "professional" efforts. I write this in the hope that I might make discoveries when I read criticism of comics art, and not merely read opinions of an issue, a story, or a creator. What criticism of our medium needs is a frame of reference, and a sustained level of introspection.

The author was a young comics writer and DC editorial staff member named Paul Levitz, who happened to go on to serve as the President of DC Comics from 2002 until 2009. Levitz was calling for a comics criticism that transcended mere reviews of individual stories and included more insightful examinations into the context in which those stories existed. As Levitz concluded:

Many professional comics writers and artists, for whatever reasons, think no further about their work than the job they're currently finishing. Many others, of course, give deep and intense thought to the medium they use. Many critics of comics criticize issues or stories as the be-all and end-all. Few take the time to consider the bigger picture, and to make criticisms that can give both readers and professionals lasting insight into what they do. It's this lasting insight that is a critic's opportunity to make changes in a field - changes great enough to last beyond his lifetime.

...Look back over the numberless thousands of comics you've read when next you criticize a single one. Consider the context, not as an excuse, but as explanation - or at least as the raw data of which an explanation can be made. Communicate your likes and dislikes not on the level of "loved panel seven of page eight," but on a level of theory that may revolutionize the thinking of someone who reads your criticism. That's your golden opportunity to use your critic's throne to change the future, because all you have to do is communicate one ever-so-special thought to the right person at the right time, and you might help genius reach fulfillment. And wouldn't that be a nice change?

A number of established critics stepped up to answer that question, and The Comics Journal published their responses to Levitz' article in the very next issue. The tone of these replies was predictably mixed. Pierce Askegren, for example, noted that "Levitz should bear in mind the comparative youth of comics, comics fandom and comics fans; maturity comes to institutions more slowly than it does to individuals." It's Bill Sherman's response, though, that bears the most relevance to our current purposes:

We should make a distinction here between reviewing and criticizing. Reviews ask - and, one hopes, answers - the simple question: "Is this piece of art worth my time?" In a review the writer acts as an educated consumer, giving a context for his opinion (which may involve history as well as some critical comments) and then telling readers his answer to that question. Most reviewing is by nature ephemeral, though if a writer is consistent and works long enough without taking the easy way out (overusing the cursory cop-outs Levitz mentions, for example), he will produce criticism of a general sort. An example of this happening might be James Agee's series of movie reviews in the '40s: collected, they provide an excellent critical overview of the period.

Criticism speaks to a larger audience: both consumers and those artists willing to look and think about what they and their cohorts are or have been doing. It's analytical, tries to figure out how a piece of art works in relation to other pieces of art, and to a degree it ignores the question of "Is this worth my time?" "Of course it is," criticism says, although that answer may not imply the work being criticized is any good in the critic's eyes, only important. Criticism is lengthier and usually takes a degree of distancing... It takes time for critical vision to develop, which is why so many highly touted favorites have been known to lose their sheen after several years' perspective. For all its analytical value criticism frequently lacks a journalistic sense of what's happening now.

Where does this leave us? With the need for both good criticism and good reviewing, with the need for reviewers with enough critical/historical insight to produce writing that - while short of Levitz's ideal - carries thought behind it, with the need for creators who aren't afraid to have their work looked at from a consumer's point of view and who aren't lackadaisical about the critical process. Levitz's call is just, but there's need for good thoughtful writing on all levels of analysis.

Sherman is absolutely right. The type of criticism Levitz calls for - the deep, insightful examination of how a piece of work is built and the context in which it was made - is intensely useful to practitioners, but it might be overkill for general audiences curious to know whether something is worth their time - and this question takes on even more importance when dealing with transmedia franchises that represent massive time investments in order to consume the whole thing.[7]

This suggests that instead of merely 'transmedia criticism', what we need is actually both a type of 'transmedia criticism' and a form of 'transmedia reviews'. A richer, deeper understanding of transmedia among academics and professionals may require an equally rich, deep form of transmedia criticism, which develops its own language of transmedia akin to the language of cinema (more on that later), wrestles with the lasting import of any particular example of transmedia (in other words, debates the existence of and admission into some form of transmedia canon) and enjoys all the delightful tensions between industry and academia inherent therein.

At the same time, broadening the audience for transmedia experiences may require transmedia reviews, which concern themselves more directly with communicating to the general public (and the generally curious) which transmedia experiences are worth their time and money - and, ideally, which components of those franchises will be the most interesting to a given sub-section of the audience, which component would be the best place to start, and so on. There's clearly a place for both such criticism and such reviews, but it is the combination of the two which will most likely result in both better transmedia and a broader audience for it.[8]

The task at hand, then, is to sketch out not just a form of transmedia criticism, but an ecosystem of transmedia criticism, one that's broad enough to include both criticism targeted at educating the industry and reviews broadening the public. Such a combination might finally provide the ideal answer to the question posed by the executive at the beginning of this section: to hear more people calling for transmedia, first you have to produce something worth wanting, and then show them why they want it.

(Next: What Role Might Transmedia Reviews Play?)

Geoffrey Long is a media analyst, scholar, and author exploring transmedia experiences and emerging entertainment platforms at Microsoft. Geoffrey received his Master's degree from the Program in Comparative Media Studies at MIT, where he served as a media analyst for the Convergence Culture Consortium and a researcher for the Singapore-MIT GAMBIT Game Lab. Through his work with the Convergence Culture Consortium, Geoffrey authored "How to Ride a Lion: A Call for a Higher Transmedia Criticism" and "Moving Stories: Aesthetics and Production in Mobile Media". His personal site is at geoffreylong.com, he can be reached at glong@geoffreylong.com, and he can be found on Twitter as @geoffreylong.

WORKS CITED:

[1] For an example of what a nightmare this is, see the ongoing debate over Scott McCloud's famous definition of 'comics'.

[2] We should let them do so. For many of them, tenure depends on it.

[3] http://www.convergenceculture.org/aboutc3/

[4] A version of the ideas in Johnson's thesis can be found in his C3 White Paper: "Learning to Share: The Relational Logistics of Media Franchising" -

[5] Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments -

[6] http://www.thewrap.com/television/blog-post/critical-shortfall-who-rates-transmedia-15492

[7] More on this in section V.

[8] Over a quarter-century later, a new generation of comics scholar-critics have emerged to answer Levitz' call. One such critic is Douglas Wolk, who has written comics criticism for The New York Times, The Washington Post, Salon and Rolling Stone. In his 2007 book Reading Comics: How Graphic Novels Work and What They Mean, Wolk writes, "...It's my responsibility as a critic to be harsh and demanding and to subject unambitious or botched work to public scorn, because I want more good comics: more cartoonists who challenge themselves to do better, and more readers who insist on the same" (Wolk 22). One hopes it won't take nearly as long to generate the ecosystem of transmedia criticism I'm lobbying for here.

A Brief Outline of Kony 2012 and Initial Reactions to the Campaign

by Rhea Vichot and Zhan Li

The Kony 2012 video campaign by Invisible Children (IC) has been extraordinarily - even unprecedentedly successful - in

spreading its message. It has also attracted criticism, both concerning

the content and strategy of the video campaign and the general character

of the organization itself.

This post offers a brief overview of the debate over the campaign as it evolved in the period between the release of Kony 2012

on YouTube on March 5, 2012 and the subsequent official response to

critiques made by Invisible Children on March 7th. Of course, we

recognize that the debate continued to develop in important ways after

this time. This post simply offers an introduction to the early days of

the campaign.

The Kony 2012

video was released by Invisible Children at 12PM PST on March 5th, 2012

on popular video sharing platform YouTube (the video had been hosted on

Vimeo, another video sharing site, since February 20th, but may have been password protected until its public release).

KONY 2012 from INVISIBLE CHILDREN on Vimeo.

Narrated by Jason Russell,

one of the founders of Invisible Children, the film aims to spread

awareness about the crimes of Joseph Kony, head of the militant group

the Lord's Resistance Army (LRA) which is operating in several countries

in Central Africa: Sudan, South Sudan, The Democratic Republic of

Congo, The Central African Republic, and Uganda. Kony was indicted for

war crimes by the International Criminal Court in 2005, and the campaign

calls for increased action and pressure to bring him to justice.

The

video quickly became an astonishing success in the scale and speed of

its spread. For instance, Invisible Children tweeted that the video had

already received 800,000 hits online in the first 24 hours. Indeed, the

scale and speed was so staggering that many people in the NGO and aid

world felt that they had to pay close attention to this campaign by a NGO

that many may have never heard of before (and some may have dismissed as an eccentric aid campaign organization aimed at an audience of high

school kids). The impact of the campaign also attracted much attention

from fields beyond the NGO and aid world - including the celebrity press

and social media and marketing consultants.

By March 7th, the videos

had attracted 40 million views on YouTube and almost 11 million views on

Vimeo. IC's campaign planners had originally called for a target of a

mere 500,000 views of the video by the end of 2012 and had thought the video would mostly circulate within IC's core audiences of (mainly

US) high school and college students.

Besides

raising awareness of the issues surrounding Kony and the LRA through

encouraging spread of the video online, the Kony 2012  campaign also

recommended to its supporters that they send communications (primarily

via Twitter) targeting 20 "culturemakers" and 12 "policymakers" as

selected by IC and identified on the Kony 2012 website

culture-policymakers.jpg

These

designated celebrities and political figures range in experience and

ideology. The "culturemakers" ranged from entertainment celebrities

(including some with reputations for involvement with NGO and

humanitarian causes such as Lady Gaga, Oprah Winfrey, and Bono - to

major technology and financial entrepreneurs such as Bill Gates, Mark

Zuckerberg, and Warren Buffet, as well as other leading shapers of

public opinion such as Rush Limbaugh and Rick Warren. The range of

policymakers focused on U.S. politicians such as former U.S. Presidents

George W. Bush and Bill Clinton, Mitt Romney, and Harry Reid (President

Obama and his Cabinet are notably not included here), while also

including non-U.S. politicians Stephen Harper (Prime Minister of Canada)

and U.N. Secretary-General Ban Ki-moon.

Criticisms

as well as praise began to emerge online soon after the video's launch

on Monday. These responses came via social networks (perhaps most

notably Twitter and Reddit)

as well as independent opinion blogs (for instance, a grassroots blog

post whose critique of Kony 2012 started spreading widely early on was

an opinion piece entitled  "We Got Trouble"  that was written by a Canadian college student) and mainstream media channels in the US and beyond (the UK Guardian for instance liveblogged early reactions to the campaign and quickly published multiple reports online about Kony 2012).

Key

critiques of the Kony 2012 campaign included arguments that it greatly

oversimplified the complexities of politics, conflict, and aid; that it

displayed neo-colonial or patronizing attitudes towards Africans; that

it distracted attention away from more pressing issues; that it was

arguing for humanitarian military intervention without recognizing the

immense difficulties and many unintended consequences of such policy;

that the organization has inefficiently misallocated funds towards

media/marketing and overhead at the expense of tangible on-the-ground

development and aid efforts; and that there is something distasteful and

counterproductive in the way that IC presents its message through

glossy, stylish, and youth-centered popular culture savvy content.

On March 7th, Invisible Children released an article on their site

which provided official responses that argued against key critiques

levelled at their campaign - for instance, regarding IC's NGO

credibility and transparency and IC's position in relation to human

rights based criticisms of the Ugandan government. IC also attempted to

deflect attacks on what some critics have seen as IC's "white savior"

rhetoric by highlighting "that

over 95% of IC's leadership and staff on the ground are Ugandans on the

forefront of program design and implementation." They also addressed

the related controversy regarding the photo of the

founders posing with guns from 2008, with co-founder Jason Russell

stating "that photo was a bad idea. We were young and we got caught up

in the moment."

Overall,

IC appears to have been both caught off-guard as well as feeling

exhilarated and energized by the spread of the campaign so far. In a video posted on March 8th, Jason Russell thanked IC's supporters for the incredible success of the campaign's spread.

Wow. Thank You. from INVISIBLE CHILDREN on Vimeo.

Jason

called the movement a revolution that will change the world and told

his audience: "I need you to know something. I am here representing you - your voice. This is a collective. It's a We. And this story transcends borders. It is not about politics. It is not about

the economy. This is about human beings - human beings waking up to the

potential and the power that they have. That's what KONY 2012 is about

and it's just the beginning - because we are starting something which

cannot be stopped." IC has also announced that it is translating the

Kony 2012 video into as many languages as possible.

Since

IC published its response to critics, the attention towards Kony 2012

has only increased, with tallies at time of writing (end of day, March

11th) showing around 91 million views in total for the original YouTube

and Vimeo versions (these figures do not count other versions that may

be in circulation, including non-English language editions that may

already have been released). Commentary critiquing and praising IC's

Kony 2012 campaign continues to evolve and expand.

Zhan Li, a fellow member of the Civic Paths Project Research Group has created a Storify linklist , which presents a selection of these critiques and defenses.

Announcing Transmedia Hollywood 3: Rethinking Creative Relations

UCLA School of Theater, Film, and Television, and

USC School of Cinematic Arts &

USC Annenberg School of Communications and Journalism

Present:

Transmedia Hollywood 3: Rethinking Creative Relations

April 6, 2012, USC

Conference Overview:

As transmedia models become more central to the ways that the entertainment industry operates, the result has been some dramatic shifts within production culture, shifts in the ways labor gets organized, in how productions get financed and distributed, in the relations between media industries, and in the locations from which creative decisions are being made. This year's Transmedia Hollywood examines the ways that transmedia approaches are forcing the media industry to reconsider old production logics and practices, paving the way for new kinds of creative output. Our hope is to capture these transitions by bringing together established players from mainstream media industries and independent producers trying new routes to the market. We also hope to bring a global perspective to the conversation, looking closely at the ways transmedia operates in a range of different kinds of creative economies and how these different imperatives result in different understandings of what transmedia can contribute to the storytelling process--for traditional Hollywood, the global media industries, and for all the independent media-makers who are taking up the challenge to reinvent traditional media-making for a "connected" audience of collaborators.

Many of Hollywood's entrenched business and creative practices remain deeply mired in the past, weighed down by rigid hierarchies, interlocking bureaucracies, and institutionalized gatekeepers (e.g. the corporate executives, agents, managers, and lawyers). In this volatile moment of crisis and opportunity, as Hollywood shifts from an analog to a digital industry, one which embraces collaboration, collectivity, and compelling uses of social media, a number of powerful independent voices have emerged. These include high-profile transmedia production companies such as Jeff Gomez's Starlight Runner Entertainment as well as less well-funded and well-staffed solo artists who are coming together virtually from various locations across the globe. What these top-down and bottom-up developments have in common is a desire to buck tradition and to help invent the future of entertainment. One of the issues we hope to address today is the social, cultural, and industrial impact of these new forms of international collaboration and mixtures of old and new work cultures.

Another topic that will be addressed is the future of independent film. Will creative commons replace copyright? Will crowdsourcing replace the antiquated foreign sales model? Will the guilds be able to protect the rights of digital laborers who work for peanuts? What about audiences who work for free? Given that most people today spend the bulk of their leisure time online, why aren't independent artists going online and connecting with their community before committing their hard-earned dollars on a speculative project designed for the smallest group of people imaginable--those that frequent art-house theaters?

Fearing obsolescence in the near future, many of Hollywood's traditional studios and networks are looking increasingly to outsiders--often from Silicon Valley or Madison Avenue--to teach these old dogs some new tricks. Many current studio and network executives are overseeing in-house agencies, whose names--Sony Interactive Imageworks, NBC Digital, and Disney Interactive Media Group--are meant to describe their cutting-edge activities and differentiate themselves from Hollywood's old guard. Creating media in the digital age is "nice work if you can get it," according to labor scholar Andrew Ross in a recent book of the same name. Frequently situated in park-like "campuses," many of these new, experimental companies and divisions are hiring large numbers of next generation workers, offering them attractive amenities ranging from coffee bars to well-prepared organic food to basketball courts. However, even though these perks help to humanize the workplace, several labor scholars (e.g. Andrew Ross, Mark Deuze, Rosalind Gill) see them as glittering distractions, obscuring a looming problem on the horizon--a new workforce of "temps, freelancers, adjuncts, and migrants."

While the analog model still dominates in Hollywood, the digital hand-writing is on the wall; therefore, the labor guilds, lawyers, and agent/managers must intervene to find ways to restore the eroding power/leverage of creators. In addition, shouldn't the guilds be mindful of the new generation of digital laborers working inside these in-house agencies? What about the creative talent that emerges from Madison Avenue ad agencies like Goodby, Silverstein & Partners, makers of the Asylum 626 first-person horror experience for Doritos; or Grey's Advertising, makers of the "Behind the Still" collective campaign for Canon? Google has not only put the networks' 30-second ad to shame using Adword, but its Creative Labs has taken marketing to new aesthetic heights with its breathtaking Johnny Cash [collective] Project. Furthermore, Google's evocative Parisian Love campaign reminds us just how intimately intertwined our real and virtual lives have become.

Shouldn't Hollywood take note that many of its most powerful writers, directors, and producers are starting to embrace transmedia in direct and meaningful ways by inviting artists from the worlds of comic books, gaming, and web design to collaborate? These collaborations enhance the storytelling and aesthetic worlds tenfold, enriching "worlds" as diverse as The Dark Knight, The Avengers, and cable's The Walking Dead. Hopefully, this conference will leave all of us with a broader understanding of what it means to be a media maker today--by revealing new and expansive ways for artists to collaborate with Hollywood media managers, audiences, advertisers, members of the tech culture, and with one another.

PANEL 1 (9:15-11:15): "Realigned Work-Worlds: Hollywood/Silicon Valley/Madison Avenue" Denise Mann, moderator

This panel seeks to capture the unruly, still unfolding, wild wild west moment of cultural-industrial conversion taking place in both virtual and real-world workplaces as Hollywood looks for top-down solutions to engaging with consumers where they live--online. Once the dominant players in the content industry, Hollywood today is having to look as far away as Silicon Valley and Madison Avenue for collaborators in the 2.0 space. Many in Hollywood are trying to bridge the gap between the old and new ways of doing business, describing their operations as "Silicon Valley startups within a big media company." Disney is buying out the founders of social experiments like Club Penguin, Togetherville, and Playdom in order to reinvent their family business for the connected generation. In each instance, Hollywood's old guard is having to rely on a new generation of entrepreneurs from the tech and geek communities to teach them how to navigate the 21st century.

Break: 11:15-11:30

Panel Two (11:30-1:30): "Creative Economies: Commercial vs. State-Based Models"

Henry Jenkins, moderator

In the United States, transmedia production has been often coupled with issues of promotion and branding, because of the ways that production is funded in a Hollywood studio or network television models. But, around the world, in countries where there is strong state support for media production, alternative forms of transmedia are taking shape, which are governed by different imperatives (cultural, educational, artistic). How has transmedia fit within the effort of nation-states to promote and expand their creative economies? What can commercial media producers learn from these alternative models and approaches? How might these developments further expand our understanding of what transmedia is and what it can contribute to the language of storytelling? What are the advantages and disadvantages of creating transmedia content under these different kinds of creative economies?

Lunch (1:30-2:30)

Panel Three (2:30-4:30): "Working on the Margins--Who Pays for Transformative Works of Art?" Denise Mann, moderator

The independent film industry isn't working any longer--so says powerful indie producer Ted Hope, who now advocates for using transmedia entertainment models that allow media-makers to engage directly with fans, and in the process, rethink old production, marketing, and distribution patterns that no longer make sense in the 21st century. A new generation of media-makers, actors, writers, directors, and producers are taking concrete steps to reinvent bottom-up entertainment for the contemporary, connected, tech-savvy audience. For some independent-minded creators, the best way to connect with today's self-aware audience is by creating a self-mocking, self-reflexive web series like The Guild or Dr. Horrible. For others, the best way to engage with the audience is by creating collective works of art via star-driven companies like hitRECord or Funny or Die. The impulse behind each of these works of collective intelligence is to take art out of the rarified world of crumbling art-house theaters, museums, and galleries and put it back into the hands of the masses-- creating an immersive, interactive, and collective works of transmedia entertainment, made by and for the people who enjoy it most.

Break (4:30-4:45)

Panel 4 (4:45-6:45): "Creative Intersections: How Comics Fit into the Transmedia Ecology"

Henry Jenkins, moderator

By many accounts, the comics industry in the United States struggles to survive, with mainstream titles facing declining readerships, despite some growth in the sales of independent graphic novels through bookstores. Yet, the comics industry has never played a more central role in the entertainment industry as a whole, with comics seeding more and more film and television franchises, and with comics performing important functions within larger transmedia projects. So, how can we understand the paradoxical status of the comics industry? In what ways are these other media outlets helping to subsize the production of printed comics? What kinds of advantages does content audience-tested through comics bring to other media industries? Why have so many television series sought to extend their narratives through graphic novels in recent years? As comics are brought to the screen, what do the producers owe to the fans of the original material as opposed to new viewers who may have little to no awareness of the series' origins in comics? What lessons might transmedia producers learn from the larger history of extended universes and intertexuality within comics?

Moderators:

Henry Jenkins

Henry Jenkins is the Provost's Professor of Communications, Journalism, Cinematic Arts, and Education at the University of Southern California. He is the author or editor of 15 books on various aspects of media and popular culture, including Textual Poachers: Television Fans and Participatory Culture (1992), Convergence Culture: Where Old and New Media Collide (2006) and with Sam Ford and Joshua Green, Spreadable Media: Creating Media and Value in a Networked Culture (Fall, 2012).

Denise Mann

Denise Mann is Associate Professor and Head of the Producers Program at the UCLA School of Theater, Film, and Television. Her most recent book is Hollywood Independents: The Postwar Talent Takeover (Minnesota, 2008). Previously, Mann co-edited Private Screenings: Television & the Female Consumer (Minnesota, 1992) and has published articles on television and consumer culture in a range of journals. Mann served as an associate editor on Camera Obscura, a journal of feminism and film theory, for six years.

Speakers include:

Ivan Askwith

Ivan Askwith is Senior Director of Digital Media at Lucasfilm, where he oversees strategic and creative direction for the wide range of online, mobile, social and cross-platform initiatives that make up the digital presence of Star Wars, Lucasfilm, and the company's other properties. Previously, he was the Director of Strategy at Big Spaceship.

Morgan Bouchet

Morgan Bouchet is Transmedia and Social Media Vice President of the Content Division of Orange and is Director of the Orange Transmedia Lab . Orange is a brand of France Telecom, the main telecommunications company in France (and one of the world's largest). Bouchet joined France Telecom in 2000, developing content experiences and Vod products before moving to transmedia and social media. Prior to France Telecom, Bouchet was manager of the New Media division of FKGB, a French entertainment marketing company.

Angela Chen Caplan

Angela Cheng Caplan is the President and CEO of Cheng Caplan Company, Inc., a boutique literary/talent management and production company based in Los Angeles, California, representing Academy Award nominated filmmakers, best-selling book authors, Pulitzer Prize winning journalists and world famous comic book creators such as Brian Wood

Katerina Cizek

Director Katerina Cizek is an Emmy-winning documentary-maker working across many media platforms. Cizek directs the National Film Board of Canada's Highrise series on residential skyscrapers. For five years, she was the National Film Board of Canada's Filmmaker-in-Residence at an inner-city hospital, in a many-media project that won a 2008 Webby Award, a Banff Award, and a Canadian New Media Award.

Sara Diamond

Sara Diamond is the President of the Ontario College of Art and Design (OCAD) University, Canada's "university of the imagination." Prior to her presidency at OCAD University, Dr. Diamond was the Artistic Director of Media and Visual Art and Director of Research at the Banff Centre, where in 1995 she created the Banff New Media Institute (BNMI) and led it for 10 years. Dr. Diamond holds a PhD in computer science and degrees in new media theory and practice, social history, and communications from the United Kingdom and Canada.

Christy Dena

Dr. Christy Dena is the director of Universe Creation 101, an organization that creates and consults cross-media narrative development. As a transmedia analyst, she collaborated with colleagues Tim Kring, Nokia and The company P on Conspiracy for Good, a Digital Emmy-nominated alternate reality experience (2011 Digital Emmy-nominated alternate reality experience. Another recent project includes curating and co-organizing Transmedia Victoria, an industry conference and workshop for the Australia Council of the Arts. She holds a Ph.D. from the University of Sydney, a postgraduate diploma in Creative Writing from University of Melbourne, and a B.A. in Visual and Performing Arts from Monash University.

Nick De Martino

Nick De Martino is a media and technology consultant and was Senior Vice President of Media and Technology at the American Film Institute for 20 years before retiring in 2010. Under his direction, AFI and Apple Computer developed the first training lab for Hollywood filmmakers, the beginning of many collaborations with high-powered technology companies (that also included Adobe, Intel, and IBM, among others). The Los Angeles Business Journal named De Martino a leader in technology twice, and in 2006, the Hollywood Reporter and the Producer's Guild of America's New Media Council ranked De Martino #3 in the "Digital 50" which recognizes digital innovaters.

Jennifer Holt

Jennifer Holt is Associate Professor of Film and Media Studies at the University of California Santa Barbara. She specializes in the areas of media industry studies, film and television history, and media policy. Her current research looks at regulation and policy in the era of digitization and convergence. She is the co-editor of Media Industries: History, Theory, and Method (Blackwell, 2009) and author of Empires of Entertainment (Rutgers UP, 2011), which examines deregulation and media conglomeration from 1980-1996. She is also the Co-Director of the Carsey-Wolf Center's Media Industries Project.

Ted Hope

Ted Hope has produced Academy-Award nominated independent films such as 21 Grams (2003), The Savages (2007), and In The Bedroom (2001). Three of his entries to the Sundance Film Festival have won the Grand Jury Prize: American Splendor (2003), The Brothers McMullen (1995), and What Happened Was.. (1994). In the early 1990s, he co-founded Good Machine, an independent film production and distribution company that went to become Focus Features. Currently, Hope works from his New York-based indie production house, This Is That, which he co-founded in 2002. He is the recipient of the 2009 Vision Award from the LA Filmmakers' Alliance as well as the Woodstock Film Festival's Honorary Trailblazer Award.

Gareth Kay

Gareth Kay is Chief Strategy Officer of Goodby, Silverstein & Partners, an ad agency based in San Francisco. He joined GS&P as the Director of Digital Strategy in 2009. Prior to joining GS&P, Kay was Head of Planning at Modernista!, where he oversaw the strategic direction of all accounts including Cadillac, HUMMER, Napster and (RED). Gareth began his career in the UK and worked at TBWA, dfgw and Lowe. Gareth serves on the boards of Boulder Digital Works and the VCU Brandcenter, and sits on the Google Creative Leadership Council.

Katherine Keller

Katherine Keller is a "Founding Tart" and the current Culture Vultures

Editrix at Sequential Tart. She is married to Ralph Mathieu, owner of

the Eisner nominated Alternate Reality Comics. (Yes, she married her

neighborhood comic shop owner.) In her day job she works at the Lied

Library, University of Nevada, Las Vegas. She is passionate about

comics, pop culture, fandom, and open access publishing.

Joe LeFavi

Joe LeFavi, is a transmedia producer and brand strategist who launched consultancy Quixotic Transmedia in 2010. His company provided the transmedia strategy for Immortals (2011), Relativity Media's highest grossing film. He has also collaborated with I am Rogue, Lionsgate and Crest Animation. In addition, his company has published motion comics for Platinum's Cowboys & Aliens, numerous titles for Archaia such as Immortals and Johnny Recon, and over 100+ titles for The Jim Henson Company, which includes their line of Archaia graphic novels.

Jordan Levin

Jordan Levin is founding partner and CEO of Generate, a management and cross-platform production company in Los Angeles. Levin is best known for co-founding the WB, where he where he helped develop a distinctive brand of young-skewing shows (Dawson's Creek, Gilmore Girls, Buffy the Vampire Slayer) and served as the youngest-ever network CEO.

Sheila C. Murphy

Shelia C. Murphy is an Associate Professor in the Department of Screen Arts & Cultures at the University of Michigan. Murphy is also the author of How Television Invented New Media (Rutgers UP, 2011). She received her B.A. in Art History from the University of Rochester and her M.A. and Ph.D. in Visual Studies from the University of California, Irvine. From teletubbies to cybernetics, television to "convergence," net.art and hacking, her interest lies in visual discourse of and cultural rhetoric about how, why, when and where we use computers and incorporate them into our everyday life.

Jose Padhila

Jose Padhila is a Brazilian filmmaker and producer. His credits include Bus 174, Elite Squad, and Elite Squad: The Enemy Within, a trilogy that explores corruption and brutality in Brazil. Elite Squad won the Golden Berlin Bear at the Berlin International Film Festival in 2008, one of Padhila's many filmmaking awards. Upcoming films include Robocop, Words with Gods and Rio, eu te amo.

Mike Richardson

Mike Richardson is the current president of Dark Horse Comics, a comics publishing company he founded in 1986, as well as the president of Dark Horse Entertainment, which has developed and produced numerous projects for film and television based on Dark Horse or other licensed properties. Dark Horse publishes many licensed comics, including comics based on Star Wars, Buffy the Vampire Slayer, Aliens, Predator, Mass Effect, and Conan; the company also publishes creator owned comics such as Frank Miller's Sin City and 300, Mike Mignola's Hellboy, Stan Sakai's Usagi Yojimbo, Paul Chadwick's Concrete, and Michael Chabon's The Escapist.

Mark Verheiden

Mark Verheiden is a writer for comics, movies, and television. He is a co-executive producer for the television series Falling Skies for DreamWorks Television and the TNT Network. Verheiden was also a writer and consulting producer for Heroes and a a writer and co-executive producer on the television series Battlestar Galactica. Verheiden's introduction into writing comics came in June 1987, when he penned The American, which was published by Dark Horse Comics. Verheiden has written many series for Dark Horse based on both the Aliens and Predator series of films.

Mary Vogt

Mary Vogt is a costume designer who has been Emmy-nominated for her work on Pushing Daisies (2008). She was the costume designer for the Men in Black movies, Batman Returns (1992), Fantastic Four: Rise of the Silver Surfer (2007), and the 2010 Tamil (South Asian) science fiction blockbuster, Endhiran (Robot).

Watch here for further speaker announcements.

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Eileen Norris Cinema Theatre, USC Cinematic Arts Complex, Los Angeles

Parking

The USC School of Cinematic Arts is located at 900 W. 34th St., Los Angeles, CA 90007. Parking passes are available for Parking Structure D (PSD) for $8.00 at Entrance Gate #4, located off Jefferson Blvd. at Royal Street (east of Hoover Street). The School of Cinematic Arts is down 34th Street (heading away from Figueroa) from the Parking Structure. To view a map of the Parking Structures and Entrance Gates, visit http://web-app.usc.edu/maps/

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Extra Event: Teaching Transmedia

As more and more colleges and universities are teaching courses in transmedia enertainment, crossmedia design, and convergence culture, Transmedia Hollywood wants to invite people interested in exchanging resources or trading experiences to gather for a special "birds of a feather" meeting at the Annenberg Innovation Lab on the eve of the conference -- April 5 -- at 7 pm. If you want to come, drop me a note at hjenkins@usc.edu

Inventing the Digital Medium: An Interview with Janet Murray (Part Two)

You describe the digital as still an "immature medium." What would constitute a mature medium and what steps would still need to take place before the digital can reach this state?

Well, movies are a mature medium - we don't think about the devices by which the story is told - the placement of the camera or the acting style: all of that has become conventionalized and made transparent to the viewer and at the same time it affords the practice of virtuosity, of invention of the new within a stable expressive range of conventions.

And some parts of digital expression are more mature than others - web page design is pretty stable for example. But it is easy to think of changes in the inscription or transmission layer that will make current web design obsolete. For example, if 3D screens become the norm we might enter a period of exploring and refining some of the established film techniques - we can see that happening in Scorsese's Hugo for example, but all within the recognizable conventions of a Hollywood movie. But if 3D screens become the norm for interactive environments, then we will have to develop a whole new set of conventions for navigation along the Z axis, and we will see a rearrangement of archives into 3 dimensions (think of the tables of iTunes songs) and this will inevitably make us more eager to use gestural interfaces to reach in and grab things or send them hurtling back and forth. The disruption in inscription of a 3D screen would not just lead to 3D shooter games but to new genres and formats that would organize information and experience in ways that we cannot predict until we start messing with it. So this openness to disruption is a symptom of an immature medium.

What is the case for seeing the computer as a medium as opposed to a delivery mechanism for a wide array of different kinds of media formats and practices?

That is what I asked myself to prove in Chapter 3 of Hamlet on the Holodeck. It is a medium because it has its own affordances, particularly the procedural and participatory affordances that we recognize as "interactivity." But that does not mean that we can't think about videogames as a medium within the larger digital medium, just as newspapers are a medium within the larger print medium.

As McLuhan pointed out, the content of any new medium is an older medium, and Bolter and Grusin are right to call attention to "remediation" as a cultural phenomenon that is always going on: we are always transposing conventions from one medium to another.

But when we treat the computer as merely a wire for sending down packages of video or print in imitation of legacy formats then we are missing out on new expressive opportunities and often reinscribing the limitations of older physical structures.

For someone trying to make money in the short term from legacy properties then creating a DVD of a movie or streaming a TV show or an electronically delivering a PDF of a "book" seems like a win. But designers should think beyond this: they should ask what we are communicating with these legacy formats - what stories we are telling, what concepts we are explaining -- and then consider whether we can serve the same purposes in more powerful ways by drawing on the affordances of computation. For example, maybe it is time to replace all the physics text books with manipulable system models. Or to go back to a project you and I worked on at MIT some years ago, wouldn't it be better to teach film studies in a digital environment where you could access any film at multiple levels of granularity, comparing multiple examples of the wipe or dissolve? If we think about the digital medium as just a way of reinscribing the print-era text-book or other legacy media formats we will deprive ourselves of new strategies for expressing, sharing, and understanding human experience.

Though you write near the end about the importance of creating "more expressive machines," Hamlet on the Holodeck's concern with expression often takes a back seat here to issues of functionality and transparency. Does this suggest that you think the kinds of debates you used to have with Sven Birkerts and others have been resolved? Are you personally less interested today in the issue of whether the digital can be art or literature?

No, I am still interested in art which is one of the primary ways of exploring the expressive qualities of a new medium - of stretching the clay, so to speak -- and there are many expressive examples in the text, such as Camille Utterback's work, which I admire tremendously as well as a section in the last chapter on playfulness as a design strategy.

But the book does engage the nitty gritty conceptual work of shaping something in digital form: how to abstract experience into coherent procedures and structured documents, how to think about loops and metadata as the raw materials for expressive practice. To my mind, you must understand the specific materiality of the medium - the plasticity of code and data structures - in order to exercise creative power as a designer. That doesn't mean that everyone has to write their own code on every project, but you have to understand how to shape the bits in order to have a wide enough understanding of the design space. If you don't understand how code makes meaning then you can't imagine a wide enough range of possibilities to be a strong designer.

As for Sven Birkerts -- I was happy to see him announce that the journal he was editing was moving to the web just a few years after our debate. He was one of the first to express a kind of nostalgia for print, which I can sympathize with - I'm very fond of books and have just written a very fat one. What I still don't sympathize with is the notion that there is a hierarchy of media, so that anything in print is somehow better than anything on TV or in the digital medium. But Sven was very poetic in evoking the joy of print, which people will likely continue to do as we become more aware of media forms because of the changing landscape.

You rather quickly dismiss the concept of "transmedia" or "crossplatform" storytelling from your focus here. Yet, I know you have been working with the American Film Institute on various projects to think about the computer as a "second screen" in relation to film or television. What insights might you be able to share from this work with my readers who are interested in transmedia issues?

My etv group has been an important focus of my own research since I came to Georgia Tech. It assumes a convergence platform that combines everything we love about TV with all the affordances of the digital medium. This is what I predicted in HoH in 1997, and described in chapter 9. The home TV is converging with the computer, the game platform, and the telephone which is now a video telephone. The tablet has become a useful second screen and is very well positioned to replace the remote control. Our prototypes address these possibilities. For example, we assume that TV series are stored in an archive that is navigable across episodes and across series. Then we ask, what kinds of connections will viewers want to make? So we do prototypes that connect two American history documentaries that explore the Cuban Missile Crisis from Castro's perspective and from Kennedy's. Or we show how a long-form story arc, like Graham Yost's masterfully controlled Justified season, can be made clearer to viewers by scene-specific synchronized visualizations that do not distract them from the unfolding story.

I like your categories of transmedia very much and I know the term has been very energizing within the entertainment industry. I particularly like your calling attention to the need for a consistent storyworld across media instantiations. I have picked a friendly quarrel with the term "transmedia" on my blog and I am taking up the same issue in a keynote at Euro iTV next August, calling for a process of "transcending transmedia. " Instead of interactive environments as separate media from television, I want to encourage people to think about more complex storyworlds that integrate the affordances of the digital medium, such as documentaries that are indexed for multiple paths, or dramatic series that come with the ability to follow a single thread across multiple episodes or seasons, or fantasy dramas that support investigation and sharing of clues to mysterious forces without a sense of leaving one medium and entering another one. I'm more interested in the integration because I think that more complex storytelling is a human resource. It holds the power to make us smarter and more empathetic.

In the interest of continuing this "friendly quarrel," let me add a few thoughts about Janet's arguments about "transmedia" as a purely "additive" concept. She is in some senses rehashing arguments she made two decades ago against the concept of "multimedia," which she argued was like "photoplay" a transitional term which described our limited understanding of how media could be integrated together and that as better design principles emerged, we would see a richer deployment of the affordances of the digital, which included new understandings of the properties of once distinct media. I agreed with her then about multimedia, and still do despite the resurgence of the concept as a result of the iPad's appeals to more integrated media experiences (perhaps, a second stage in the integration process). I am less certain that transmedia is a transitory term in this same sense. Here, I see the gaps between media as a feature and not a bug. For me, transmedia is about creating meaningful layers, where much of the pleasure and agency is in making connections across texts and deploying them as resources in an ongoing social conversation. The gaps between different extensions encourage a more active engagement, accounting for the recurring interest in transmedia across the entertainment industry as Hollywood seeks models for what engagement-based content looks like. I do believe we will see more and more integration of the functions of transmedia as more and more content comes to us through digital platforms, but I also think something vital will be lost if all of the content becomes instantly available to us in a more integrated fashion. This is the moment where transmedia changes back into multimedia (which for me is media across multiple modalities but within the same platform). The result will be to make the layered texts associated with transmedia more popularly accessible, but potentially at the expense of the hunting and gathering (not to mention the social exchange and collective interpretation of content) which has made the transmedia model so effective at mobilizing buzz and participation around media properties. Janet anticipated some aspects of transmedia with her discussion in Hamlet on the Holodeck of the notion of "hyperserial." The key concept here is "serial." Transmedia is a kind of seriality. Serial fictions have a distinct aesthetic and economic function, which would not be achieved by simply integrating all of the elements into a mega-text, and I think the kinds of seriality represented by transmedia will have value even when it becomes technically possible to more fully integrate the extensions. My five cents worth.

Inventing the Digital Medium: An Interview with Janet Murray (Part One)

I first met Janet Murray when I arrived at MIT almost 25 years ago. At the time, she was working on her book, Hamlet on the Holodeck: The Future of Narrative in Cyberspace, while I was working on Textual Poachers: Television Fans and Participatory Culture. Murray, along with the members of the Narrative Intelligence Reading Group, was an early guide for me to the emerging realm of digital culture and helped to shape my thinking in ways that I will never be able to fully acknowledge. A few years later, Murray and I worked together, along with Ben Singer and Ellen Draper, to create The Virtual Screening Room, the prototype for a fully interactive digital textbook for studying film analysis. In many ways, what we constructed together using Hypercard was more advanced than anything we've seen so far coming out of the realm of e-books, with hundreds of clips on command from almost as many movies to illustrate core concepts in film editing.

Shortly afterwords, she left MIT for Georgia Tech, while with William Uricchio, I took over the leadership of our newly created Comparative Media Studies Program. We've remained in touch through the years, with Murray always proving to be a wonderful thinking partner, sometimes affirming, sometimes challenging my own thinking, and always overseeing cutting edge projects which stretched the affordances of digital media in the service of expanding human expression or more fully realizing its pedagogical potential. We've both found ourselves under attack for being "narratologists" in the famous "Ludologist" debates, and sharpened our own thinking about games as a medium in the process. I was delighted (well, for many reasons) when the British magazine, Prospect, identified both of us as among the top thinkers for the digital future.

Murray recently released her long-awaited new book, Inventing the Medium: Principals of Interaction Design as a Cultural Practice. On one level, the book is a textbook designed to help designers in training develop a fuller, more robust understanding of digital media, one which builds productively on principles she first outlined in Hamlet on the Holodeck, but which also reflects on the past decade plus of developments as many once cutting edge practices have now become normalized and routinized within digital media. This book captures some of the thinking she did as the chair of her program at Georgia Tech, which remains one of the most forward thinking about new media platforms and practices.

On another level, the book is a theory of media -- especially of media change -- with a strong emphasis on the intersections between technology and culture. I was delightful to see how much more deeply Murray had read and thought about media theory since the first book, and in the process, she is pushing all of us to think more deeply about what it might mean to consider the digital as its own medium rather than as a delivery system for multiple media or what it might mean to think about the local choices made in digital design as contributing to a larger evolution of that medium. Murray's writing has shifted in a more technical direction than her first book, which was very much an argument for why humanists should engage with new media production and critique, but she remains very much a humanist at heart, who sees digital media as making vital contributions to our contemporary culture. Inventing the Medium is an epic accomplishment, one which we will all be mining for years to come.

In this interview, Murray reflects about the larger conceptual framing of the book, what it has to say about the nature of media change and the role of design in constructing contemporary culture. Her thoughtful and engaging responses to my questions should provoke further reflections about the state of the art in digital design.

Your earlier book, Hamlet on the Holodeck, has been described as an experiment in speculative poetics, in that you were reading early signs of what kind of affordances digital media would offer for human expression. Inventing the Medium now has several decades of experiments and innovations to draw on. How did this change the way you approached this project?

When I sat down to write Hamlet on the Holodeck (HoH) I challenged myself to prove what I believed from the day my students at MIT showed me Eliza and Zork - that this was the beginning of a new medium of expression that could be as rich as print or film. To do that, I had to step back and say what were the equivalents of the material affordances that made film a new medium and not just a way of recording plays or acting out novels. So I came up with the formulations in Chapter 3 of HoH which is probably the most widely read part of that book - that the equivalent of cutting the film and changing the focus of the lens, etc. for cinema was the procedural, participatory, encyclopedic, and spatial affordances of the computer as a medium of representation.

At that point my interest was just in talking about these 4 properties as affordances for storytelling, but it immediately became clear to me in my work as an interaction designer, leading educational computing and (what would now be called) "digital humanities" projects that talking about these affordances and the aesthetics of interactivity and immersion that come out of them was a great way of focusing design teams and conceptualizing key design choices.

So the new book picks up that focus on the design process itself, and it looks beyond narrative to see the design of any digital artifact - any device, web page, app, archive, based on electronic bits and running code - as part of a common enterprise that I call "Inventing the Medium."

So the new book grows out of the previous one, but it also reflects the very different experience I've had since moving to Georgia Tech in 1999 where I served as Director of Graduate Studies (2000-2010) and where I established and continue to teach courses in interaction design, game design as a cultural practice,,and interactive television for students go on to work for all the major players in digital media from Apple and Ideo to Disney Imagineering, Electronic Arts, and Zinga, to Turner Broadcasting, Showtime, DirectTV, and AOL to Google, Amazon, and IBM and so on. Working in this community of diverse creative abilities, brought me much closer to the concrete design challenges of commercial world than my work at MIT. And my contact with all those companies, as well as my work with the American Film Institute as a Mentor and Trustee throughout the heady changes of the 2000s gave me a first-hand look at how productive change can be nurtured or thwarted within a community of practice. . .

So the short answer to your question is, my core ideas from 1997 have proven quite useful despite the profound disruptions and exhilarating inventions of the past 15 years because my experience at MIT from the 1980s through 1990s anticipated a lot of the challenges that hit the wider society later. And the principles I'm always trying to teach my students and that I did my best to put down in Inventing the Medium (ITM) should last over the next several decades of change, because they are not about how to design for any particular platform, but about how to approach the digital design process itself so that decisions you make today will align with the trends of lasting innovation and solutions that you arrive at in the context of today's gizmos can teach you something and inform choices that you will make as a designer in the unknown future environment.

You describe this book as documenting "the collective cultural task of inventing the underlying medium." In what sense is this a cultural as well as a technological project? To what degree do you think designers are aware of their impact on the future of a medium as opposed to the pragmatic issues of designing an App?

In my own teaching I encourage designers to have a kind of double consciousness, sort of short-term and long-term. The short-term consciousness involves serving the immediate users - and the more specifically we can think about them the better - and honoring the constraints of the immediate task, which can mean using a specific platform or limiting functionality in some way. But another part of their mind has to be fixed on the horizon, on the immediate work as part of a larger cultural task, that draws on media conventions from the past that have made for coherent communication, and that creates a foundation of conventions that will make for ever greater coherence going forward.

I have identified design in this book as a cultural project but I think there can be a whole bookshelf or Kindle folder full of books elaborating on that idea, and taking other aspects of our understanding of human culture as starting points for understanding digital design. For me, the key cultural task is the creation of media conventions - the equivalent of the headline, the byline, the chapter division, the cinematic establishing shot or 180 degree rule - the organizing conventions that allow us to build greater complexity and expressivity into the rituals by which we share our understanding of the world and our empathy for one another.

The cultural task I have in mind is meaning-making. I think this is the same task that babies undertake and early humans must have undertaken in clapping hands in imitation of one another, in pointing to something to direct attention to it, in intentionally clapping hands in synchrony with another person. These are the the radical cultural primitives, and language, drawing, writing, print, photography, and now computation are all ways of expanding our ability to clap, to point, to think together and synchronize our minds and our behaviors.

You draw on some of the same core concepts here as in Hamlet on the Holodeck. Which ones have had to be rethought the most to reflect the actual changes which have taken place?

Well if I were writing HoH again I would have to make changes, and I intend to do something like that for my next book - sort of a Return to the Holodeck (!) But Inventing the Medium is really a matter of taking the same ideas deeper, and so I see it as continuous with HoH.. The main change is that just as I had to think deeply about the affordances of the medium for HoH in order to think about interactive storytelling as a special case of digital affordances, for ITM which focuses on digital affordances as the basis of a design process, I had to think much more deeply about what a medium is. In HoH I took "medium" for granted. For ITM I had to think about whether what I was claiming about a medium was true for other media. I actually had another 50,000 words about this that I had to cut out and condense into parts of the Introduction, Chapter 1, and the last chapter on the Game Model, because it slowed down the main argument about design too much to go into it. But I am writing more about that in other places. I gave a talk about it for the MECCSA in the UK and I'm going to be writing that up for an article in Convergence.

I have two main insights about what a medium is that I can state briefly here. One is that any medium is composed of three parts: Inscription, transmission, and representation. (I define all this in the book and summarize it in the Glossary which is also reproduced on my blog ) . The other is that the most productive paradigm for designers in thinking about a medium, to my mind, is the paradigm of focused attention.

And actually this paradigm, come to think of it, came indirectly from one of the most dramatic reactions to HoH, which was the hostility (which you received as well) from the ludologists who were trying to set off a place for Game Studies separate from what they thought of as the "hegemony" of "narratology." I found it very useful to my thinking that they foregrounded games as its own communicative and representational genre. This led me to think about the place of games in human culture, and I realized in reading Michael Tomasello and Merlyn Donald, neither of whom talk about games explicitly, that the experience of focused attention and "theory of mind" that the cognitive folks think of as distinguishing us from our primate cousins, is really the pleasure we find in synchronizing our behavior with one another - which is the essence of games.

For me it was a particularly illuminating moment when I read in Merlyn Donald's work the statement of how much human culture could accomplish without first inventing language. This was amazing to me as a hyperverbal person of course. But then it was illuminating to my thinking about what a medium is. And it led me to think of focused attention as the key to the design of a new medium.

Janet H. Murray is an internationally recognized designer and media theorist, and Ivan Allen College Dean's Professor of Digital Media at Georgia Tech where she also directs the Experimental Television Laboratory. She holds a PhD in English from Harvard University and was a pioneer of digital humanities applications at MIT in the 1980s and 1990s, moving to Georgia Tech in 1999, and serving as Director of Graduate Studies in Digital Media from 2000-2010 during which time she led the redesign of the MS curriculum and the founding of one of the first PhDs in the field. She is the author of Hamlet on the Holodeck: The Future of Narrative in Cyberspace (Free Press, 1997; MIT Press 1998), which has been translated into 5 languages, and is widely used as a roadmap to emerging broadband art, information, and entertainment environments, and Inventing the Medium: Principles of Interaction Design as a Cultural Practice (MIT Press, 2011). At Georgia Tech, her interactive design projects include a digital edition of the Warner Brothers classic, Casablanca, funded by NEH and in collaboration with the American Film Institute; the Interactive Toolkit for Engineering LearningProject, funded by NSF; and a series of prototypes for the convergence of television and computation, created in collaboration with PBS, ABC , MTV, Turner, Intel, Alcatel-Lucent, and other networks and media companies. Murray is an emerita Trustee of the AFI and a current board member of the George Foster Peabody Award. In December 2010 Murray was named one of the "Top Ten Brains of the Digital Future" by Prospect Magazine.

On Transmedia and Education: A Conversation With Robot Heart Stories' Jen Begeal and Inanimate Alice's Laura Fleming (Part One)

This week, I want to showcase two innovative projects which seek to explore the intersections between transmedia storytelling, participatory culture, and education -- Robot Heart Stories and Inanimate Alice. Here's some background on the two projects, taken from their respective home pages:

Robot Hearts Stories is an experiential learning project that uses collaboration and creative problem solving to put education directly in the hands of students. This fall, two classrooms, a continent apart, will work together to get a lost robot home, and they will need your help... The experience begins when a robot crash lands in Montreal and must make her way to LA in order to find her space craft and return home. Two class rooms in underprivileged neighborhoods, one in Montreal (French speaking) and the other in LA (English speaking), will use math, science, history, geography and creative writing to help the robot make her way across North America. At the same time, Robot Hearts Stories extends beyond the classroom, as the project welcomes involvement from a global audience. We need participants of all ages to share their own passions in the form of a creative act involving a robot they can print, customize and document. For each photo or piece of art featuring the robot that is submitted, the "signal strength" of the robot grows stronger and helps her to get back home. Robot Heart Stories is the first in a trilogy of experiential learning projects from award winning storytelling pioneer Lance Weiler and creative producer Janine Saunders.

Robot Heart Stories from WorkBook Project on Vimeo.

Set in the early years of the 21st century and told through text, sound, images, music and games, Inanimate Alice is the story of Alice and her imaginary digital friend Brad. nanimate Alice is Transmedia - designed from the outset as a story that unfolds over time and on multiple platforms, the episodes are available on all devices capable of running Adobe's Flash Player. Alice connects technologies, languages, cultures, generations and curricula within a sweeping narrative accessible by all. As Alice's journey progresses, new storylines appear elsewhere providing more details and insights, enriching the tale through surprising developments. Students are encouraged to co-create developing episodes of their own, either filling in the gaps or developing new strands. Designed originally as entertainment, 'Inanimate Alice' has been adopted by teachers eager to connect with students through media they inherently understand. Created around a high-quality robust text, the content is suitable for the deep-reading and re-reading necessary for academic investigation.

My desire to learn more about these imaginative and groundbreaking projects led me to two women (Robot Heart Stories' Jen Begeal and Inanimate Alice's Laura Fleming) who have been heavily involved in their development and deployment. What follows is an online conversation between the two of them which describes not only their work on these projects, but also dig deeper into their underlying philosophies concerning the value of transmedia and participatory learning. (For my own thoughts on these topics, see this blog post.) My hope is that this exchange will help spark similar discussions across projects, across entertainment companies, nonprofits, educators, and schools, about how we can tap in the power of new forms of storytelling experiences to enhance the opportunities students have to learn and grow.

You have both been involved in recent projects to create transmedia experiences for young people. Can you describe these projects and your participation in them?

Jen: I have recently been involved with Robot Heart Stories (RHS), an experiential education project that used collaboration and creative problem solving to put education directly in the hands of students. The experience begins when a robot crash landed in Montreal and must make her way to LA in order to find her space craft and return home. Two class rooms in underprivileged neighborhoods, one in Montreal (French speaking) and the other in LA (English speaking), will use math, science, history, geography and creative writing to help the robot make her way across North America.

At the same time, Robot Hearts Stories extends beyond the classroom, as the project welcomes involvement from a global audience. We need participants of all ages to share their own passions in the form of a creative act involving a robot they can print, customize and document. For each photo or piece of art featuring the robot that is submitted, the "signal strength" of the robot grows stronger and helps her to get back home.

Robot Heart Stories was created by award winning transmedia storytelling pioneer, Lance Weiler and creative producer Janine Saunders. My role with the project is as social media strategist, I helped build the social media strategy for the twitter feed and the blogger outreach campaign.

Laura: I have been working on Inanimate Alice , a series of interactive, multimedia, episodes that uses a combination of text, sound, images, and games to tell the story of Alice, a young girl growing up with technology as her best and sometimes only friend. During my time with the project, I have been able to work closely with the producer of the series advising on the educational media attributes of the story and helping devise intriguing new ways to navigate the transmedia experience that is just starting to unfold.

In addition, I was a collaborator for Robot Heart Stories, a project in which transmedia strategies were used to engage students from across the world. I also implemented pieces of the project within my own classroom.

What lessons have you taken from your experiments so far in deploying transmedia practices for education?

Jen: You need to understand your audience, and know that what works for each grade level will be different. Also, you must make the project easy to understand, curate and showcase for educators and students. Another lesson we learned from RHS is that you need an open line of communication between collaborators which may include needing an administrator to oversee discussions to you ensure that goals are made and met.

Laura: When thinking about transmedia and the affordances it provides for learning, the most important lesson I have taken away is that transmedia properties designed for education must be pedagogically sound, by shifting the locus of control firmly away from the teacher towards the learner. In the case of Inanimate Alice, I have seen learners become producers of content in the widest transliterate sense- teachers and learners learning together, shaping new narrative possibilities has enabled learners to participate, grow and be an integral part of the story. Transmedia practices for education must allow room for freedom, flexibility, and creativity while at the same time being practical and addressing standards, objectives and the needs of learners.

While transmedia has long been a property of commercial franchises aimed at young people, we are just now beginning to explore the implications of transmedia for education. What lessons do you think educators might take from commercial transmedia aimed at children? In what ways does educational use of transmedia require different underlying models and assumptions?

Jen: Some lessons that educators may take away from commercial transmedia aimed at children are the social communities built around the project, and how these communities encourage each participant to have a voice. Some examples of commercial properties which have accomplished this include: Inanimate Alice and the eagerly anticipated Pottermore, currently in Beta, but which allowed one million early testers to join in the summer of 2011.

Transmedia projects are about being actively engaged with a story and "playing." Educators must understand that there is no right or wrong way to tell a transmedia story because the landscape and communities are continuously changing and evolving. Digital technologies are in a constant state of flux therefor we can no longer rely on "standards" for teaching as educators will face a harder time connecting with students who are becoming more accustomed to shifting technologies.

Laura: Successful commercial franchises have proven that transmedia narrative techniques create intense loyalty, interaction, and engagement. Educators can use these same techniques to create anytime, anywhere learning that is fully integrated and embedded into learner's lives. Spanning educational content across varying platforms and incorporating varying forms of media meets the needs of all of our learners, while at the same time creates an emotional connection to content. Transmedia techniques create a totality of learning experiences that encompass learning both in school, in the community, and at home. Ultimately, I feel educators and indeed learners, increasingly, need to be an integral part of the creation process

.

Jen Begeal is a social media strategist and transmedia producer. Her recent projects include developing a social media strategy for the experiential education project, Robot Heart Stories, developed by The Workbook Project and producing the transmedia campaign for the film, Zenith. She currently works at Umami.TV and can be found tweeting at @jlbhart and @umamitv Jen has spoken at leading conferences including the Film & History Conference for the University of Wisconsin and Mobility Shifts Conference at The New School on the subjects of film theory and media literacy. As a writer her works have been featured on the Tribeca Film: Future of Film blog and on Huffington Post's blog. Jen received her BFA from The State University of New York at Purchase in film directing and her MA from The New School in media studies. She is a co-organizer of the Transmedia NYC meetup group and an active member in the New York Film community.

Laura Fleming has served the children of New Jersey as an educator for the past fifteen years as both a media specialist and a teacher. In recent years she has taken a professional interest in developments in new media and in vanguard techniques in interactive and transmedia (multi-platform) storytelling. In this context, she has been able to draw powerful connections between transmedia and education. She blogs on these issues at www.edtechinsight.blogspot.com and is a regular contributor to other outlets, including the Huffington Post. Laura is currently playing a lead consultative role with the BradField Company, the developers of the innovative and popular transmedia story, Inanimate Alice. She has played a major role in growing and sustaining a thriving and vibrant global community around Inanimate Alice. She has consulted on several transmedia properties, working with producers to help maximise the value of their creations and toolsets for teachers and students as well as for the corporations themselves. Laura is currently co-authoring a book on Transmedia LearningWorlds, due for publication in Autumn 2012, and has spoken at a number of prestigious education, publishing and media events on the significance of transmedia for teaching and learning.

On Transmedia and Education: A Conversation With Robot Heart Stories' Jen Begeal and Inanimate Alice's Laura Fleming (Part Two)

Some transmedia properties are entirely top-down, deploying fairly conventional models of authorship, despite their deployment across multiple media platforms. Others include strong elements of participatory culture. How central is youth participation in the production and circulation of media to your visions for transmedia education?

Jen: Youth participation is very important In production and circulation as many Transmedia projects are aimed at young people, and the ones aimed at adults require that the adults have some prior knowledge of media which leads us back to teaching media literacy at a young age. Specific youth aimed projects, like Robot Heart Stories, require that the students create their own videos, write collaborative stories and construct and color their own paper robots (called "heart packs") which were pdf downloads from the website. The theory behind transmedia education is that user generated content (i.e. created by the students themselves) should be at the core of these projects.

Laura: Story-driven user-generated content is a powerful piece of the transmedia experience and in my opinion is an essential consideration for any educational property. Technology tools allow for new forms of participation and learners inevitably seek out those opportunities. Even just the notion of creating transmedia experiences for specific groups or demographics is something we need to consider carefully. Learners themselves should be immersed in the creative process to ensure that they are not mere consumers of the experience.

What are the implications of teaching a generation not only how to read but also how to write across media?

Jen: There are several implications to this, for one there will be a larger population of active consumers, prior to the "digital generation" most media consumers were passive with little choice in what they were sold or presented with. This new generation now has the choice to decide what to watch, who to interact with and decide which brands can target them. This likewise poses a challenge for brands to be smarter and more engaging with their target audience. I also foresee a higher literacy rate as well as lower drop-out rates as students will have to have certain levels of education to compete in the working world, which will be heavily media driven.

Laura: One of my personal goals has been to blend the theory of transmedia with the implications from entertainment and business and layer it in a discussion about reading, writing, and learning for even our youngest learners. Children will read and write across platforms, whether they are taught to or not. As an educator, I feel I have a personal responsibility to teach my students how to read and write across media by providing a learning environment that allows for freedoms to think about story in less conventional ways. Transmedia storytelling techniques enable us to expand the definition of literacy and allow for new opportunities to experience both reading, writing, and publishing in a transmedia environment and students should be taught to do so responsibly and effectively.

One potential implication of the use of transmedia for education is that it might help students to experience the same story or events through multiple points of view. How might such practices contribute to young people's capacity to explore different perspectives?

Jen: Exploring different perspectives allows for students to filter the facts of a story and sift through the evidence presented to determine the truth. As was the case with RHS, French speaking students in a Montreal classroom had to convey their stories through video, music, and images to their sister classroom of English speaking students in Los Angles. This presented a problem that the students themselves needed to solve, one which involved telling a narrative which could be understood across language. The global initiative of the project prompted our collaborators to translate the initial French/ English curriculum into other languages including Swedish and German.

Laura: Transmedia by nature promotes multiple points of view which fosters a dialogue within global reach that can connect technologies, languages, cultures, generations, and curricula. The dynamic experiences transmedia storytelling helps to provide allows for the proliferation of information and knowledge, as well as ensures that young people will learn together and from each other. Ultimately, transmedia practices have the power to shape and possibly even alter beliefs or interpretations offering mutually beneficial solutions for all. This power makes it all the more critical that learners themselves are instrumental components of transmedia learning worlds.

I have used the metaphor of "hunting and gathering" to describe the activities of consumers engaging with a transmedia narrative. What connections do you see between these modes of active consumption and the kinds of research processes which have long been central to education?

Jen: Research requires actively searching out information and can be as involved as your project requires. Likewise transmedia storytelling allows you to be as little or as much engaged with the project as you desire. The students who participated in Robot Heart Stories had a specific curriculum presented to them, however what they chose to do with the information provided was up to them. In the end they chose to tell the story of the robot across multiple platforms including videos, e-mails and through song.

Laura: There is no problem with the notion of 'consuming' transmedia, but its true educational value will come in our definition of 'active'-- its definition has to be about more than mere 'thinking about the content', it has to stray knowingly into the creative and the immersive aspects too. In the case of Inanimate Alice, students around the world have been motivated to create their own next episodes of the series. Learners have used critical literacy skills to deconstruct the digital text as readers, and have used the knowledge they gained to write and create. They have become producers of content, shaping new narrative possibilities. Students have developed episodes of their own, either filling in the gaps or developing new strands of the narrative. In addition, students have created interstitial episodes that fill in the gaps in Alice's story.

Inanimate Alice has created an active virtual circle of storytelling where transmedia meets co-creation inspiring many learners to write and create. Creators looking to build a market here will succeed best where they can find a path between 'delivering' transmedia experiences which can then be consumed, and building transmedia platforms/landscapes/immersive experiences that empower the learner to create (and live!) their own stories.

How might we reconcile calls for transmedia education with ongoing concerns raised by the Kaiser Foundation and others about the amount of time young people spend engaging with "screens." Does transmedia education compound the concerns others have raised around multitasking and divided attention or might it foster a higher level of media literacy?

Jen: For some, transmedia may be seen as technology overload, however not all transmedia projects take place completely on screens. For instance with Robot Heart Stories part of the project involved students physically cutting out paper robot heart-packs and either drawing pictures or pasting photos on the robots stomachs as a way to "fuel" the robot. The students also had to create videos which meant they had to engage in face to face collaboration.

Another transmedia project that focuses on youth culture is Socks, inc. asks participants to create a physical sock-puppet then photograph or video the puppet interacting in the real world. This type of teaching, which requires a cross-pollination of digital and real world problem solving, should be the core theory behind all transmedia education. We are already a society of information overload but now we need to learn how to examine the world around us and learn how to engage with it through digital media and hands on activities.

Laura : When considering the amount of time young people spend engaging with "screens", it is important to differentiate effectively between the many uses to which screens are put- playing an immersive and complex computer game is not the same as watching television. In the case of transmedia each screen facilitates the manifestation of the whole storyworld.

One promise of transmedia education is that it responds to research about multiple intelligences -- that is, the idea that different young people might learn more effectively through different media channels. Should the model of transmedia education focus on multiple paths to the same knowledge or on the ability of any given learner to synthesize information across multiple channels?

Jen: The model of transmedia education should focus on the ability of the learner to synthesize information across multiple channels as students need this skill in the real world. Content is continually being dispersed across multiple channels and as more content becomes available it will be up to us to teach young people how to curate this content and synthesize the constant stream of information.

Laura: To me, neither of these models are mutually exclusive. Ultimately, only the learner is really in control (for a concise exposition of this position, see I am Learner) Teachers can influence, guide, and facilitate, but what is taught is rarely if ever what is actually learned- so while learners focus on synthesizing information across multiple channels, they will also, naturally, when they are allowed to, take multiple paths to knowledge. The most powerful transemdia education will therefore try to combine both models into one more persistent model.

Pottermore has been a highly publicized attempt to connect multimedia and participatory elements to children's literature. What are your hopes or concerns about Pottermore as a model for transmedia entertainment and education?

Jen: Pottermore has the ability to connect children globally, to teach them how to learn from different cultures, to understand how to connect with one another and be more accepting of each other. I foresee projects like these with such a broad scope and community to reduce prejudices, stereotyping and encourage collaborative learning.

Laura: JK Rowling has done a fascinating thing with Pottermore. She has taken her linear novels and created a non-linear experience around them. Her fans have been wanting to get close to her for years and through Pottermore they will feel like they have gotten that chance and that they now have the opportunity to contribute to the story world. The loyalty this will foster should not be underestimated and should serve as a model for future transmedia properties. In the case of education, these strategies will empower learners to share, contribute, and create by making discoveries through their own interpretations, which encourages passion and responsibility for their own learning.

Both of you have placed strong emphasis on the value of stories as a means of capturing and communicating human wisdom and knowledge. How do we decide which stories or themes should form the basis for these kinds of grassroots storytelling activities?

Jen: Stories should have personal meaning, and they should have an overriding theme. We had learned that for primary and secondary education topics that deal with social good, passion and personal responsibility (anti-bullying) campaigns are the easiest for students to tackle. There are many themes which can be explored or addressed, however the theme itself should be easy to understand and engage with, and be meaningful to the students learning the curriculum.

Laura: Storytelling activities should have the power to offer multiple perspectives and different ways of communicating ideas. Authentic, meaningful, genuine narratives that engage learners through their intent will naturally capture them and enhance the depth of their knowledge.

Our culture has historically reified the concept of authorship, suggesting that only special people have the capacity to create meaningful stories. What techniques have we discovered that help young people overcome their own insecurities and resistances to becoming authors?

Jen: By allowing students to tell their stories across multiple platforms we have given them the chance to be authors without making them self conscious. Some students tell stories visually, others through music and some even through short form dialogues, transmedia embraces the telling of stories across multiple channels, thereby giving everyone a chance to be a storyteller or author. In the case of Pottermore, these same young people are encouraged by a community to pick and choose how little or how much they want to involve themselves into the stories. It gives them the chance to become immersive creators and to actually play instead of write. This is especially helpful to those kids with learning disabilities as they can engage with others in their own way and at their own pace. By breaking down traditional barriers of storytelling we build a world of creators who can tell a story and synthesize information more effectively than ever before.

Laura: Transparency, connecting learners directly to the storytellers allows for powerful opportunities for co-creation. Learners themselves become multiplatform producers by mashing-up commercial content or by creating their own original content that extends the overarching narrative. Once embraced, contributing to the story world will provide satisfaction and a sense of achievement. In addition, celebrating the participation of the learner is validating and will lead to further engagement with the content and will make them feel empowered.

Jen Begeal is a social media strategist and transmedia producer. Her recent projects include developing a social media strategy for the experiential education project, Robot Heart Stories, developed by The Workbook Project and producing the transmedia campaign for the film, Zenith. She currently works at Umami.TV and can be found tweeting at @jlbhart and @umamitv Jen has spoken at leading conferences including the Film & History Conference for the University of Wisconsin and Mobility Shifts Conference at The New School on the subjects of film theory and media literacy. As a writer her works have been featured on the Tribeca Film: Future of Film blog and on Huffington Post's blog. Jen received her BFA from The State University of New York at Purchase in film directing and her MA from The New School in media studies. She is a co-organizer of the Transmedia NYC meetup group and an active member in the New York Film community.

Laura Fleming has served the children of New Jersey as an educator for the past fifteen years as both a media specialist and a teacher. In recent years she has taken a professional interest in developments in new media and in vanguard techniques in interactive and transmedia (multi-platform) storytelling. In this context, she has been able to draw powerful connections between transmedia and education. She blogs on these issues at www.edtechinsight.blogspot.com and is a regular contributor to other outlets, including the Huffington Post. Laura is currently playing a lead consultative role with the BradField Company, the developers of the innovative and popular transmedia story, Inanimate Alice. She has played a major role in growing and sustaining a thriving and vibrant global community around Inanimate Alice. She has consulted on several transmedia properties, working with producers to help maximise the value of their creations and toolsets for teachers and students as well as for the corporations themselves. Laura is currently co-authoring a book on Transmedia LearningWorlds, due for publication in Autumn 2012, and has spoken at a number of prestigious education, publishing and media events on the significance of transmedia for teaching and learning.

The Futures of Entertainment 5: The Videos (Day Two)

Introduction (8:30-9:00 a.m.) Grant McCracken (author of Chief Culture Officer; Culturematic)

MIT Tech TV

The Futures of Serialized Storytelling (9:00-11:00 a.m.)

New means of digital circulation, audience engagement and fan activism have brought with it a variety of experiments with serialized video storytelling. What can we learn from some of the most compelling emerging ways to tell ongoing stories through online video, cross-platform features and applications and real world engagement? What models for content creation are emerging, and what are the stakes for content creators and audiences alike?

Moderator: Laurie Baird (Georgia Tech)

Panelists: Matt Locke (Storythings, UK), Steve Coulson (Campfire), Lynn Liccardo (soap opera critic), and Denise Mann (University of California-Los Angeles)

MIT Tech TV

The Futures of Children's Media (11:30 a.m.-1:00 p.m.).

Children's media has long been an innovator in creating new ways of storytelling. In a digital era, what emerging practices are changing the ways in which stories are being told to children, and what are the challenges unique to children's properties in an online communication environment?

Moderator: Sarah Banet-Weiser (University of Southern California)

Panelists: Melissa Anelli (The Leaky Cauldron), Gary Goldberger (FableVision) and John Bartlett (Houghton Mifflin Harcourt)

MIT Tech TV

The Futures of Nonfiction Storytelling (2:15-4:15 p.m.).

Digital communication has arguably impacted the lives of journalists more than any other media practitioner. But new platforms and ways of circulating content are providing vast new opportunities for journalists and documentarians. How have-and might-nonfiction storytellers incorporate many of the emerging strategies of transmedia storytelling and audience participation from marketing and entertainment, and what experiments are currently underway that are showing the potential paths forward?

Moderator: Johnathan Taplin (University of Southern California)

Panelists: Molly Bingham (photojournalist; founder of ORB); Chris O'Brien (San Jose Mercury News), Patricia Zimmermann (Ithaca College) and Lenny Altschuler (Televisa)

MIT Tech TV

The Futures of Music. (4:45-6:45 p.m.)

The music industry is often cited as the horror story that all other entertainment genres might learn from: how the digital era has laid waste to a traditional business model. But what new models for musicians and for the music industry exist in the wake of this paradigm shift, and what can other media industries learn from emerging models of content creation and circulation?

Moderator: Nancy Baym (Kansas University)

Panelists: Mike King (Berklee College of Music), João Brasil (Brazilian artist), Chuck Fromm (Worship Leader Media), Erin McKeown (musical artist and fellow with the Berkman Center for Internet and Society at Harvard University) and Brian Whitman (The Echo Nest)

MIT Tech TV

Futures of Entertainment 5: The Videos (Day One)

A few weeks ago, I made the trip back to Cambridge, MA to participate in the fifth iteration of the Futures of Entertainment conference. This conference emerged from the work we did at MIT through the Convergence Culture Consortium. The goal of the conference is to provide a meeting ground for forward thinking people in the creative industries and academia to talk with each other about the trends that are impacting how entertainment is produced, circulated, and engaged with. Through the years, the conference has developed its own community, which includes alums of the Comparative Media Studies Program who see the conference as a kind of homecoming, other academics who have found it a unique space to engage with contemporary practices and issues, and industry leaders, many of them former speakers, who return because it offers them a chance to think beyond the established wisdom within their own companies. Our goal is to create a space where academics do not read papers and industry folks don't present prospectus-laden powerpoints or talk about "take-aways" and "deliverables," but people engage honestly, critically, openly about topics of shared interest.

Read by these criteria, this year's event was arguably our most successful venture ever, ripe with sometimes heated debates about the nature of the "crowd" (and of the relations between artists and consumers within crowd sourcing models), about the struggles over privacy, piracy, and self identity which shape everything from our relations with location-based entertainment to children's media, about the ways that global perspectives complicate some of the assumptions shaping American media practices, and about the ways that grassroots control over circulation complicate established business models.

On a personal level, I was deeply proud to see so many of the CMS alums in their new professional identities, showing that they have continued to grow in intellectual stature and cultural authority after leaving MIT, including Sam Ford who has taking over as the primary person in charge of the event and of our newly renamed Futures of Entertainment Consortium. I was delighted to see so many of my new friends from the west coast fly to Cambridge to join us for this year's event, including Ernest Wilson, the Dean of the Annenberg School of Communications and Journalism. Formally, Futures of Entertainment is the sister conference to Transmedia Hollywood, which we host here in Los Angeles, swapping years between USC and UCLA. But this was the year where the two families mingled with each other and the bridges between the two conferences were strengthened. By the way, I've gotten lots of questions about the next Transmedia Hollywood conference: there's not a lot of information to share yet, but it will be held on April 6 2012 at the USC Cinema School, if you want to save the date. Watch this blog for further announcements.

Finally, I was deeply proud of the diversity we achieved in our programing this year, making further progress in a long struggle to get greater gender balance on our panels, and making a huge step forward in terms of bringing transnational perspectives into the mix. We welcome recommendations for speakers at our future events in general, but we especially welcome recommendations for female, minority, and international speakers.

I am also proud that we continue to maintain a tradition of making webcasts of the conference available free to all. I am posting the videos of the Friday events today and next time, of the Saturday events. We will end the week with a focus on a special event on Global Creative Cities, and with some further reflections of our announcement of a new partnership with the City of Rio.

Check out this very thoughtful response by Jonathan Gray to the conference's focus on "crowdsourcing" and collaborative production.

While I was at MIT, I dropped by my old stomping grounds at the Comparative Media Studies Program and had brunch on Sunday with the newly arrived crop of Masters Students and some of the Program's Alums. What a smart group! After several years of regrouping, CMS has come back strong as ever, has maintained strong standards in terms of the quality and diversity of the community. I wish them all the best.

Introduction (8:30-9:00 a.m.)

William Uricchio (Massachusetts Institute of Technology) and Ilya Vedrashko (Hill Holliday)

MIT Tech TV

Spreadable Media: Creating Value and Meaning in a Networked Society. (9:00-10:00 a.m.)

How are the shifting relations between media producers and their audiences transforming the concept of meaningful participation? And how do alternative systems for the circulation of media texts pave the way for new production modes, alternative genres of content, and new relationships between producers and audiences? Henry Jenkins, Sam Ford, and Joshua Green-co-authors of the forthcoming book Spreadable Media-share recent experiments from independent filmmakers, video game designers, comic book creators, and artists and discuss the promises and challenges of models for deeper audience participation with the media industries, setting the stage for the issues covered by the conference.

Speakers: Henry Jenkins (University of Southern California), Sam Ford (Peppercom Strategic Communications) and Joshua Green (Undercurrent)

MIT Tech TV

Collaboration? Emerging Models for Audiences to Participate in Entertainment Decision-Making. (10:15 a.m.-11:45 p.m.)

In an era where fans are lobbying advertisers to keep their favorite shows from being cancelled, advertisers are shunning networks to protest on the fans' behalf and content creators are launching web ventures in conversation with their audiences, there appears to be more opportunity than ever for closer collaboration between content creators and their most ardent fans. What models are being attempted as a way forward, and what can we learn from them? And what challenges exist in pursuing that participation for fans and for creators alike?

Moderator: Sheila Seles (Advertising Research Foundation)

Panelists: C. Lee Harrington (Miami University), Seung Bak (Dramafever) and Jamin Warren (Kill Screen)

MIT Tech TV

Creating with the Crowd: Crowdsourcing for Funding, Producing and Circulating Media Content. (12:45-2:45 p.m.)

Beyond the buzzword and gimmicks using the concept, crowdsourcing is emerging as a new way in which creators are funding media production, inviting audiences into the creation process and exploring new and innovative means of circulating media content. What are some of the innovative projects forging new paths forward, and what can be learned from them? How are attempts at crowdsourcing creating richer media content and greater ownership for fans? And what are the barriers and risks ahead for making these models more prevalent?

Moderator: Ana Domb (Almabrands, Chile)

Panelists: Mirko Schäfer (Utrecht University, The Netherlands), Bruno Natal (Queremos, Brazil), Timo Vuorensola (Wreckamovie, Finland) and Caitlin Boyle (Film Sprout)

MIT Tech TV

Here We Are Now (Entertain Us): Location, Mobile, and How Data Tells Stories (3:15-4:45 p.m.)

Location-based services and context-aware technologies are altering the way we encounter our environments and producing enormous volumes of data about where we go, what we do, and how we live and interact. How are these changes transforming the ways we engage with our physical world, and with each other? What kind of stories does the data produce, and what do they tell us about our culture and social behaviors? What opportunities and perils does this information have for businesses and individuals? What are the implications for brands, audiences, content producers, and media companies?

Moderator: Xiaochang Li (New York University)

Panelists: Germaine Halegoua (University of Kansas), Dan Street (Loku) and Andy Ellwood (Gowalla)

MIT Tech TV

At What Cost?: The Privacy Issues that Must Be Considered in a Digital World. (5:00-6:00 p.m.)

The vast range of new experiments to facilitated greater audience participation and more personalized media content bring are often accomplished through much deeper uses of audience data and platforms whose business models are built on the collection and use of data. What privacy issues must be considered beneath the enthusiasm for these new innovations? What are the fault lines beneath the surface of digital entertainment and marketing, and what is the appropriate balance between new modes of communication and communication privacy?

Participants: Jonathan Zittrain (Harvard University) and Helen Nissenbaum (New York University)

MIT Tech TV

Brian Clark on Transmedia Business Models (Part Five)

This is the final installment in an ongoing series of posts by transmedia designer and entrepreneur Brian Clark on transmedia business models. We've been delighted by all of te interest this series has generated out there. Here's hoping it inspires further reflection and innovation on these issues.

ENGINES OF BUSINESS INNOVATION

by Brian Clark

At the very beginning of this series, I advanced the argument that the next wave of innovation in transmedia would be driven by business innovation as we move beyond the traditional patronage model that dominates the existing body of work. The ten examples of alternative business model solves from other independent movements shows us the building blocks, but transmedia properties (versus mono-modal products) are uniquely suited for business model mash-ups: like companies, they are actually better defined by the combination of business model solves they use.

Dissecting the business models of my friends and peer practitioners is a delicate position to find myself in as a writer, but the value of discussing this topic as a community is an important part of incubating broader innovation and sustainability. It is part what we talk about as practitioners when we find ourselves together over cocktails in small groups at conference and events, like the recent gatherings at DIY Days or StoryWorld. For the purpose of illustrating why we're going to see this wave of innovation, we don't even have to dive beyond what some of those firms are already saying publicly.

Traditional Models

The best place to start is with the elephant in the room: we're in middle of a dramatic period of growth in the more traditional transmedia business models. Entertainment and brand marketing transmedia projects have gone from startlingly rare to relatively expected and are starting to move from the realm of marketing into the realm of product design (even in the views of very large companies). Meanwhile, significant new granting initiatives for transmedia storytellers have appeared in the issue advancement space and more traditional financing methods from film and broadcasting expanding to include more diverse expressions.

Transmedia entrepreneurs in companies like Campfire, Blacklight, Firelight and 42 Entertainment have business models that are primarily focused on scaling against that blossoming of demand and opportunity: they continue to polish the tactical usefulness of transmedia methods against familiar needs and mechanisms that already exist in the marketplace. One of the unspoken advantages of a "pure play" such as these is that you don't have to stay a pure play forever ... you have both some scale and the entrepreneurial nimbleness to adapt to changes in the marketplace.

Marketplaces of demand for these kinds of media skills tend to grow most robustly from the bottom up: as the market matures, the value for these kinds of services constantly decreases towards commodity. The democratization of creation works against the long-term value of any particular reproducible tactic. Already, you see traditional advertising agencies and broadcast networks setting up experience design or transmedia labs in order to service that same demand: requests for proposals tend to become job openings as optional elements become required forms.

Patchwork Models

That entrepreneurial flexibility of transmedia tactics has led others in the space to pursue more hybridized business models at a variety of different scales. Individual careers begin to look like hybrid business models, such as Lance Weiler who mixes "story R&D" and infrastructure plays with both public and private financing models across the scope of multiple pieces of work in the marketplace at the same time. At some point, those careers start to look more and more like serial entrepreneurship, like Jordan Weisman who has been incubating one innovative venture after another for decades. My own firm, GMD Studios, is an example of this kind of patchwork approach from a company level: our model for 16 years has focused on using the R&D and financial yields of commercial work along the traditional service models to fuel our own angel capitalization of a series of ventures that have ranged from infrastructure and software plays to publishing venture incubation to transmedia entertainment properties.

Hybridized business models drive you towards thinking more and more like a venture capitalist: you look for markets that can be disrupted or are under-served while favoring models that are often indistinguishable from the "lean startup" and "fail fast" concepts in the venture community. You become more and more a specialist in being a perpetual start-up, which isn't necessarily the lowest risk way to spend your time (or money).

New Models

As the variety and frequency of transmedia work has blossomed, it is starting to produce more daring business model experiments at both the grassroots and venture capital ends of the spectrum. With the impact of the low-capital and fan-capital models, creators like Jim Babb and Andrea Philips are funding new work that venture capitalists or granting organizations just might not always get. In some cities, you see the beginnings of a transmedia theater movement that relies upon direct ticket sales that involve production groups regularly releasing new work, such as Red Cloud Rising or Sleep No More in New York City. At the other end of the spectrum, Fourth Wall Studios is fueled by one of the largest venture capital investments in transmediaís history and is betting on a model rooted heavily in an infrastructure play for immersive mobile storytelling.

This kind of entrepreneurial innovation isnít contained to just upstart mad scientists, either. At last week's StoryWorld conference in San Francisco, it was just as evident among bigger traditional media companies as grassroots developers. The corollary to "if it ain't broke, don't fix it" in business is "only brands in pain innovate," and the massive changes in media distribution and consumption are driving product developers in big companies ask similar questions about business models and profitability. These two factors -- grassroots entrepreneurial risk taking and well financed companies looking to take more limited risks with bigger piles of money -- will inevitably influence and reinforce each other (in the same way that indie film and Hollywood do). Like in film, there are also amazing potentials for international co-productions to help drive some of these new models, particularly where the more entrepreneurially funded U.S. system and the more heavily cultural funded European, Canadian and Australian models find synergies. In many ways, transmedia productions are uniquely suited to adopt their platform choices to the unique tax incentives and granting opportunities in particular territories that can provide 20% to 40% rebates on production budgets.

Successes will emerge from these cauldrons of international opportunity over the next handful of years that will help define the working business models for our entire creative lifetimes. Some of those successes will be modest but prove critical concepts of business sustainability that influence a generation of producers. Some, though, will be amazing successes both creatively and financially and become much-dissected case studies for decades. Right now, though, it is a completely open playing field, which is a rare gift to any generation of artists and reason enough for us to think of business model as one of the mediums in which we work.

Brian Clark is the founder and CEO of GMD Studios, a 16-year-old experience design lab based in Winter Park, Florida. He lives in New York City and occasionally tweets as @gmdclark

Brian Clark on Transmedia Business Models (Part Four)

This is part four of a five part series on transmedia business models by Brian Clark: Founder/CEO, GMD Studios. The segments are based on a talk Clark gave earlier this semester as a guest speaker to my USC class on Transmedia Entertainment. A HANDFUL OF VENTURE MODELS

by Brian Clark

In the prior installment, we looked at handful of business models that try to work for even small budget projects. This time, we're going to look at models that rely (almost) intrinsically on raising capital. These models all share at least two common features, and the key one is that the source of funding is some kind of venture capital (which means the return that investors expect is their money back and hopefully some profit for taking the risk.) If that ís a little bit of capital, these might be angel investors that resemble patrons, but if that ís a lot of capital you'íll be dealing with professional investors. The change that comes with that is the mechanism of promotion. If you've only got a little bit of capital, you'll be relying upon media you create (owned) and earn (press and social sharing), but if you've got more capital you might start buying advertising from other places.

Ticketed Events

An entire set of business models that come from performance instead of media are frequently neglected by transmedia creators: an audience paying for a ticket to attend a live communal experience, whether that ís a theater performance, a concert, a conference or a stranger experience like "Red Cloud Rising" or "Sleep No More". This is the core business model of theatrical distribution (in film), pay-per-view (in broadcast), and touring theater and bands (in music).

  1. FUNDING: Angel capitalizers, investors and venue partners.

  2. RETURN: Financial returns.
  3. SUSTAINABILITY: It's all about the margins.
  4. AUDIENCE: My growing fan base.
  5. PROMOTION: Paid, owned and earned marketing support.

Independent music and theater artists will tell you about the entrepreneurial challenges of squeaking a margin from festivals and tours (and then remind you to buy a t-shirt on your way out), but sustainable careers can be built on these models (and the way they can work with fan incubation as a business goal between ticketed events.) Having funding is usually essential, as the expenses to put on the event get incurred before you collect the revenue back from the sales and you have to buy gas for the tour bus to the next town.

Marginable Arbitrage

In market dynamics, arbitrage is nothing more than buying low in one market to sell high in another, often by creating new value from it that others arenít optimizing. Informercial space on television networks is a good example of this (the broadcast time is cheaper for an hour than for a thirty-second ad during primetime, which is why you see hour long commercials for $19.95 products), but most of the Internet is driven by arbitrage thinking. Many online publishers, for example, get a huge chunk of their traffic from Google because of their knowledge of search engine optimization of content, but then make money off of ads served up by Google that were actually the same as the ads on the search engine page they came from: the publisher made the ads more relevant to the audience, and got paid more because of it. Will some transmedia innovator find a similar system that uses infomercial broadcast space the way online publishers use Google? An arbitrage business model might look something like:

  1. FUNDING: Angel capitalizers, investors and venue partners.

  2. RETURN: Financial returns from margin.
  3. SUSTAINABILITY: Buying cheap, adding value, selling higher.
  4. AUDIENCE: Those consuming it cheap and new fans interested in what weíve turned it into.
  5. PROMOTION: Paid, owned and earned marketing support.

It isnít as easy as it sounds to find value in the cheap: you get two Snuggies for $24.95 plus shipping and handling because they've tested that more sales happen if they price it like that. The more neglected value you find and extract, the more you attract others to do the same (making that cheap resource less cheap) and, like the ticket sales model, as soon as you stop creating arbitrage you stop creating revenue. Conversely, I know people who do nothing but write for the Web from home and get six-digit checks every month because of their understanding of content arbitrage.

Audience Developed Products

In the same way that "fan funded" treats the renewable fan base as a replacement for investors, you could instead treat them as co-creators (and thus invested in the sustainability and promotion of the work.) Online interactive art, especially community games, are an obvious example of this (such as Top Secret Dance Off, Socks Inc. or Ze Frankís Star.me), but there are also filmmakers experimenting with crowdsourcing the shooting of features and online documentarians working to preserve history through cellphone photos or family pictures. These kinds of projects often produce business models such as:

  1. FUNDING: Angel capitalizers, investors and the sweat equity of the audience.

  2. RETURN: Financial returns from margin and seeing myself in the final work.
  3. SUSTAINABILITY: New margins created by not having to raise as much funds for production.
  4. AUDIENCE: Those most attracted to my story, and especially those co-creating it with me.
  5. PROMOTION: Emphasize the earned and owned with fans to minimize the paid from funds.

The strength of this model (crowdsourcing of development) is also its Achilles' heel -- you need a vibrant enough community for that crowdsourcing magic to kick in, and that takes feeding and care. Where it seems to have the most predictable value is in creating longer tails of value, for example in videogames where making level editors available for Halo produced totally new fan-developed games like Portal that became products in their own right.

Infrastructure Play

If research & development models focus on creating new skillsets and proofs of concept, sometimes they are far more than that -- they become infrastructure plays. The impact of THX on audio standards in movie theaters was an infrastructure play contained inside the Star Wars business model, just as Condition One are documentarians creating licensable interactive technology to increase audience immersion. These types of business models typically look more like:

  1. FUNDING: Angel capitalizers, investors and development partners.

  2. RETURN: Financial returns from licensing the underlying technology developed.
  3. SUSTAINABILITY: Revenue from the creative work is supplemented by technology licensing.
  4. AUDIENCE: Those most attracted to my story, but also the industry that might license the tech.
  5. PROMOTION: Owned, earned and paid for the primary creative work; business development for the licensing.

Infrastructure plays often require even deeper capital reserves than other types of models, because the core value of the sustainability argument requires scale (so, for the Facebooks and Twitters of the world, growth is more important in the short term than revenue generation.) These business models often also require "a business within the business" that focuses just on the licensing or enablement revenue streams (since those needs are often different than the actual creative implementation that generates that infrastructure).

Venture Capital

Every vibrant art form also has some kind of venture capital model, from financers of films and Broadway shows to venture capitalists in publishing and technology. Some of those communities are sophisticated enough to have created formal marketplaces for capital raising (for example, documentary film) while others have adopted venture capital models into new forms (for example, the artist granting organization Creative Capital). Venture capitalized business models often look something like:

  1. FUNDING: Professional, sophisticated investors and investment companies.

  2. RETURN: Financial returns from the project you are proposing.
  3. SUSTAINABILITY: A salary or stipend and a healthy share of the profit (it is happens).
  4. AUDIENCE: Carefully researched and justified to funders who might not be the audience.
  5. PROMOTION: Owned, earned and paid media.

The challenge with venture capital models are primarily in the courting of capital: people can spend years trying to put together a full slate of investors to trigger the actual creative work. Many give up before succeeding, and if they do succeed, then the pressure is on to deliver not just a completed creative work but a successful creative revenue stream. This is an even harder sell with innovation (unless you can show how youíll drink someone else's milkshake) because it makes everything seem more risky and risk raises the cost of capital.

Three paragraphs per business plan is obviously skimming the surface of complex media business issues, but I'd like to extend that even further in the next installment and look at how multiple business models come together among the companies in the space (and thus potentially illuminate the kinds of innovations that will drive the next revolutions in transmedia.)

Brian Clark is the founder and CEO of GMD Studios, a 16-year-old experience design lab based in Winter Park, Florida. He lives in New York City and occasionally tweets as @gmdclark

Brian Clark on Transmedia Business Models (Part Three)

This is part three of a five part series by transmedia designer and theorist Brian Clark.

A HANDFUL OF BOTTOM UP MODELS

by Brian Clark

In the prior two installments, we looked at what might drive the next wave of innovation in storytelling and dissected the patronage business model that dominates the transmedia space today. In this installment and the next, I want to dive deeper into ten different alternative business models that we know work from other media movements in the hopes that they provide some inspiration to other entrepreneurial storytellers. The first handful treats funding and sustainability as the primary challenges: if you don't have access to millions of dollars, just how much capital do you really need? Do you need any at all?

No Budget

Some artists and art movements solve the business model problem by assaulting the very need for capital funding. They might treat funding as unnecessary (such as Theater of the Oppressed in the 1950s, the Dogma 95 film movement of the late 1990s or the subsequent Mumblecore movement of the early 2000s that embrace no budget as a choice) or might literally treat capital as the enemy (such as the dÈtournement of the Situationist International movement of the 1950s or modern Anonymousí physical and digital hacktivism). In the context of business models, their solutions look something like:

  1. FUNDING: Is a distraction from making art.

  2. RETURN: With no funders, there is no distraction of returning investment.
  3. SUSTAINABILITY: My project is not about having a sustainable career as a creator.
  4. AUDIENCE: A community to awaken or empower.
  5. PROMOTION: Through provocation, controversy and guerilla tactics.

No budget movements are a healthy part of any artistic form: things get made all the time without having business plan justifications. The Internet and digital creative trends amplifies these kinds of models disproportionately because of the constant increase in tools that decrease the costs of production towards free. Sadly, it isn't decreasing the cost of your food, rent and healthcare towards free and no budget artists typically have more traditional jobs that pay those bills -- which might be, in part, why Lars von Trier doesn't still make films under the Dogma 95 model.

Grassroots

Sometimes, not having funding isn't an active choice but is definitely a current reality. This is familiar territory to independent artists and publishers, from pulp fiction zines of the 1930s through the punk D.I.Y. ethic of the 1970s to the Internet tradition of "grassroots alternate reality games" of this century -- you embrace your limitation as a virtue and make the most of it. For this "D.I.Y. ethic" style of grassroots, the business model solve might look like:

  1. FUNDING: Beg, borrow, and elbow grease.

  2. RETURN: The expectation of paying them back isnít very high on either side.
  3. SUSTAINABILITY: Iíll at least live to fight another day.
  4. AUDIENCE: People who are looking for something different than the mainstream.
  5. PROMOTION: Through provocation, controversy and guerilla tactics.

Rather than being entrepreneurial, the funding in grassroots efforts is ad hoc, doesn't really set revenue goals for sustainability and leaves little funding for promotion. Sometimes, for the artists, the connection and affirmation of an audience is still enough reward to make them want to do it again.

Research & Development

Hopefully, creating always involves learning new things, but sometimes the point of making it in the first place is to learn. The R&D arms of giant companies share this business model with entrepreneurial garage tinkers and both work in prototypes and proofs-of-concept. Some creators, most notably Lance Weiler, have started talking about "story R&D" as the explicit value to their experiments -- learning how to tell stories across all these new platforms and opportunities in relatively low capital risk environments. An R&D business model solve might look like:

  1. FUNDING: Angel capital (including my own).

  2. RETURN: Something new that will require a new business model solve.
  3. SUSTAINABILITY: Iím increasing my capabilities and chances for future success.
  4. AUDIENCE: I wonít necessarily need a large one.
  5. PROMOTION: Through provocation, controversy, partnerships and guerilla tactics.

The most inherent challenge in R&D models is that you're entrepreneurially deciding to push the return on your investment and sustainability to some future date. It requires some confidence (at least on the artist's part) that those kinds of R&D results are a predictable yield and tends (by necessity) to push the work into more experimental territory (because there is very little R&D yield in doing things you already know how to do).

Fan Incubation

Most artists will tell you that a fan is more valuable than a customer -- a fan base is a renewable resource for a sustainable career. Fans buy the next album, they subscribe to the series, they evangelize their passion bring in new fans, and they camp out in lines overnight before the opening. In the past, fan development was slow (for example, the way fan correspondence saved H.P. Lovecraftís works from disappearing) or physical (like the "make record and tour college towns" model of independent musicians like John Vanderslice). The age of the Internet has revolutionized the ability for creators and fans to have rich, meaningful interactions that have led to successes like The Blair Witch Project and innovations like the distribution strategy for Four-Eyed Monsters. Whether a small indie or a big company, fan incubation business model solves look something like:

  1. FUNDING: Angel capital and sweat equity.
  2. RETURN: A motivated audience for a forthcoming work.
  3. SUSTAINABILITY: I'm increasing my chances for success (and return) on some other product.
  4. AUDIENCE: My growing fan base.
  5. PROMOTION: The efforts of the fans themselves, supplemented by owned (maybe even paid) media

This is essentially the same model I critiqued in the prior installment, but with a key difference: you've become your own patron, you've become your own client, and you're leveraging the tactical usefulness to your own potential benefit. Like the research and development model, that means you've pushed off revenue and sustainability to some future product those fans want that has its own business model as an investment in a renewable resource.

Fan Funding

Speaking of the power of fan bases, if you already have even a residual fan base, there are ways to replace funding with those fans. In the classic models, you'd call this pre-sales -- collecting money for a product you haven't made yet to fund the creation itself (often incentivized by some exclusive value add), a model quite common now in the videogame industry but also the classic underpinning of why magazines and newspapers offer annual subscriptions. The Internet's capabilities for crowdsourcing have made this an even more attractive model for independents, whether you're harnessing fans as angel capitalizers with a system like Kickstarter or selling a product that was manufactured "just in time" via a platform like Lulu. The business model might look something like:

  1. FUNDING: From your fan base as pre-sales or angel capitalizers.
  2. RETURN: A special copy of the work, a credit in the finished piece, etc.
  3. SUSTAINABILITY: My fans will support me because theyíd like to see more work.
  4. AUDIENCE: My growing fan base.
  5. PROMOTION: The efforts of the fans themselves, supplemented by owned (maybe even paid) media.
  6. The scale of this model is directed tied to the size of the fan base: George Lucas will always pre-sell more than you do, but a smaller group of fans could dramatically change the way a grassroots project might operate. Many creative properties (large and small) leverage this business model in serial with fan incubation -- when you're not pre-selling something, grow the overall size of the fan base as an investment in your next cycle of fan funding.

    In the next installment, we'll look at another handful of models that solve from the opposite direction: maximizing revenue instead of minimizing investment.

    Brian Clark is the founder and CEO of GMD Studios, a 16-year-old experience design lab based in Winter Park, Florida. He lives in New York City and occasionally tweets as @gmdclark

Brian Clark on Transmedia Business Models (Part Two)

This is the second in a five part series on transmedia business models written by veteran crossplatform and indie media producer Brian Clark. DISSECTING THE "TRADITIONAL" TRANSMEDIA MODELS

by Brian Clark

Most of the money fueling innovation in transmedia storytelling falls into one of three major buckets: entertainment properties created as extended experiences around a core media product; advertising properties created to advance the marketing of a brand; and issues advancing properties created to promote a topic or perspective. In the last installment, I proposed a "business model lens" for looking at some of issues hampering innovation in the new forms of storytelling. There's no better place to start than where the money is.

The Danger of Tactical Functionality

In truth, all three of these "traditional" transmedia models actually share the same business plan solution, one that focuses on the proven usefulness of transmedia as a tactical function. Let's take a look at the five business plan statements from the point of view of an entertainment, brand or issue property:

  1. FUNDING: From a brand / studio / granting organization.

  2. RETURN: Measureable results against a particular goal.
  3. SUSTAINABILITY: Tacking fees onto the funding, perhaps with a back-end percentage.
  4. AUDIENCE: The funder will decide who the audience is based upon their goal.
  5. PROMOTION: Through a combination of owned, earned and paid media.

So if a big brand hires you to create a transmedia marketing campaign, they are actually hiring you to use transmedia tactics to accomplish some particular goal -- perhaps to sell cars or videogames, perhaps to increase brand awareness or enhance brand perception, perhaps to generate leads or social sharing. From the funder's point of view, the cost of doing it must be justified by the results they hope will be delivered.

Big media brands work the same way as non-media brands in the current marketplace, because the budgets for those efforts are most typically from the marketing and promotions expenditures from the studio's point of view. The tactical goal might be different -- for example, film studios are often interested in "butts in seats" in the opening weekend as a marketing goal that they spend against -- but the focus on "transmedia as tactic" is identical.

Issues projects are slightly different, but share most of the same attributes. From a grantor's point of view, the results your effort could create per dollar granted is being evaluated not just against the funder's mission but also against the submissions you're competing against for that same funding. Typically, the fees tacked on are much less than with brands and entertainment projects, and grantors typically are less willing to provide fuel for paid media promotion than financers who are in the business of paid media.

The most noticeable difference between these three models is how they deal with the ownership of intellectual property. Brand marketing campaigns are nearly always a work for hire, which means you don't own the intellectual property you created because you were compensated to create it (although there are "branded entertainment" trends in those industries that are changing that). Entertainment properties tend to be similar, but as an industry they are more used to discussions regarding back-end percentages on direct revenue your work might create (and that trend towards "branded entertainment" is similarly impactful.) Issues funders are less likely to be focused on the ownership of the underlying IP, although some might put a re-compensation clause on funding that returns some small percentage of revenue back to the granting organization.

Their greatest similarity is the focus on transmedia tactical usefulness to accomplishing particular goals. Being useful brings with it baggage. There is a tendency to treat the work as disposable, like an advertisement or a poster promoting a band's gig or a banner painted for a traveling sideshow. It can be beautiful, it can be moving, it can be groundbreaking, but these aren't the way the work will be ultimately evaluated. The goal will be accomplished or it won't, but continued activities require continued funding.

Patronage as Lichen, Studio as Old Growth Forest

Since ancient times, there has always been a deep connection between the arts and systems of patronage. In the modern media age (from say 1920s onward), those patrons and sponsors have become brands and studios and corporations instead of kings and churches. Even the meaning of the phrase "sponsor" has grown in modern parlance to have both the implication of commercial ("and now a word from our sponsor") and of patronage ("a proud sponsor of the Olympics") intertwined. The advantage for the sponsors has always been the platform to advance their own ambitions.

Frequently, patronage is one of the first business models to develop in each periodic revolution in how media get delivered -- for example, the soap opera format first developed for radio that came about as branded entertainment for, you guessed it, soap manufacturers. Like lichen, it is the first part of the ecosystem that can thrive and that, in the process, lays the foundations for more complex ecosystems to develop (especially for those that are entrepreneurial in nature).

Eventually, the media becomes so successful (and mass producible as technique, like "the movie ticket") that an industry will emerge -- like in publishing, radio, film, television, etc. You could think of some of those industries as old growth forest, one of the last ecosystems to develop that requires a level of stability in the environment. Much of the revolution you see in every other media is tied to disruptions and inefficiencies in those stable business models that allow for those old growth forests, and most of that is both created and solved by entrepreneurial independents working against/with the old growth forests.

If we think that lichen is really cool and totally enough, patronage models are tremendous -- even those of us who aspire to more than that appreciate the fun of a nice big commercial innovation project. Many of my peers and I, though, hail from the more decidedly independent communities around music, film and new media. There, you work from the assumption that you'll probably never have access to the traditional system (but maybe you might) but still want to find a way to create a sustainable career making this kind of work. The transmedia movement has no traditional system to be excluded from, and the traditional system is the patronage model. What would it look like if the last hundred years of independent media business models were all research and development learning for this moment in time, before there was a real industry? In the next three installments, we'll go through ten business models that should provide inspiration for innovation.

Brian Clark is the founder and CEO of GMD Studios, a 16-year-old experience design lab based in Winter Park, Florida. He lives in New York City and occasionally tweets as @gmdclark

NEXT TIME: A HAND FULL OF BOTTOM UP BUSINESS MODELS

Brian Clark on Transmedia Business Models (Part One)

This week, I am going to be sharing a series of five guest blog posts by Brian Clark which are based on a lecture which he gave to the students in the Transmedia Entertainment class I have been teaching in the USC Cinema School. If you follow transmedia closely, you probably already know who Clark is. If you don't, check out some of his astute contributions to this panel from the 2009 Futures of Entertainment conference at MIT. (There are still a few seats left at this year's event which is bring held Friday and Saturday in Cambridge). MIT Tech TV

What I admire about Clark is that he cuts through the crap. He's got a track record as someone who has worked across the entertainment industry and knows what's involved in creating and sustaining transmedia production. He brings street cred as someone who emerged from the worlds of indie music and filmmaking and who helped to create IndieWIRE. He has the pragmatic streak of someone who runs his own business and has to pay the bills, even as he enjoys the visionary speculations that excite many of us about the new forms of creativity that are emerging at the intersections between old and new media. And he's wickedly smart.

When he spoke to my class, he brought all of that and more: this was a provocative presentation which described an array of different business models that might support the production of transmedia content as a challenge to the current economic and creative constraints which stem from the industry's reliance on promotional and advertising budgets as the primary driver of creative innovation in this space. I encouraged him to put the core ideas behind this lecture into writing and am happy to share this provocation with my readers in hopes that it will push all of us to think about what needs to be in place before our exploration of transmedia experiences can be sustainable.

INSTALLMENT #1: TRANSMEDIA BUSINESS MODELS

by Brian Clark

In September 2011, media scholar Henry Jenkins invited me to deliver a guest lecture to his transmedia class at the University of Southern California to explore with his students some of the issues raised in an epic Facebook thread my friends and I engaged in back in May called "Reclaiming Transmedia Storyteller". Henry asked me to focus on exposing his students to some of the transmedia business models "beyond the mothership franchise model" -- a dichotomy I jokingly referred to in that Facebook discussion as the "East Coast / West Coast" contrast in the transmedia community.

I spent a couple of months noodling with how to focus all of that conversation among practitioners deep in the trenches for an audience of media students. It seemed important to provide something practical, not just abstract. It seemed equally important, there in the shadow of Hollywood, to bring the perspective that I share with most of my closest cohorts that we inherited from the independent film community of the 1990s: entrepreneurial independence.

So I decided to focus my lecture on one key concept: that the next wave of innovation in transmedia storytelling is going to be about business models rather than storytelling forms. I started by dissecting the existing transmedia business models to illustrate how the three major communities of creators (media property extensions, brand marketing and issues-oriented activism) all relied, in essence, on the exact same business model -- the one derived from patronage and commissions. That provided a launching pad to talk about all of the other ways those business model challenges can be solved just based upon the examples we can find in the independent movements of the last century (focusing on eight different business model clusters).

Scott Walker did a really tremendous job of outlining the presentation at his blog, but in retrospect I probably tried to cram in way too much territory in a two-hour block. I would have liked to dwell deeper on examples of each of those independent business models and point to cases from which we could all draw inspiration. Fortunately for me, Henry was kind enough to invite me to rectify those shortcomings of my first trial run with his class with a series of guest editorials here at his blog.

THINKING OF TRANSMEDIA AS BUSINESS MODELS

During the last two decades that interactive technologies have been changing storytelling in surprising new ways, one debate has been completely settled by practitioners in the trenches: the question of form. The answer to the question, "Could you tell a story using foo and bar?" is always "yes" no matter what foo and bar are. Once you get past that novelty of form, practitioners spend a lot more time talking with each other about business models.

Let's consider the business model issue from the point of view of a creator, a storyteller, a person whose goal is to make a living making a story. From a highly reductionist point of view, we've got five key challenges to making a model that works in the modern media age:

  1. FUNDING: Where am I going to get the money to make this?

  2. RETURN: What do the funders expect to get back for that funding?
  3. SUSTAINABILITY: How am I going to pay my personal bills as a storyteller?
  4. AUDIENCE: Is there an audience for what I want to make and who are they?
  5. PROMOTION: How will get this work out to this audience?

More traditional art forms have clearly marketed and well-worn paths of solutions through those questions, and then some kind of vibrant community choosing (or left) to find other paths because they don't have access to that "established system". They are richer artistic communities because of that-- the independent film movement exists in great part because Hollywood exists, and both are (often) richer for that, at least in a healthy art form.

On the surface, these new forms of storytelling that span multiple modalities of media might seem to have either no well-worn path (there is no Transmediawood to prompt an indie-transmedia) or nothing but old-media paths (just reproducing the big media versus little media dichotomy of the past.) Underneath that, though, is something far more interesting -- that the well-worn path of patronage models might be what we should be reacting to, as patronage models are always just the earliest models an art movement goes through. And as we'll see in the next installment, right now is all about patronage -- and that there's a danger in just being tactically useful.

Brian Clark is the founder and CEO of GMD Studios, a 16-year-old experience design lab based in Winter Park, Florida. He lives in New York City and occasionally tweets as @gmdclark

Coming Tomorrow: DISSECTING THE "TRADITIONAL" TRANSMEDIA MODELS

Making My Peace with The Bicycle Girl: Reflections on The Walking Dead Web Series

Earlier this semester, I was asked by Scott Walker to be the guest speaker at the Los Angeles Transmedia Meetup, an event which brought together a roomful of artists and entrepreneurs who are invested in making the concept of "transmedia entertainment" into a reality. Today, I wanted to share with you the webcast version of this exchange.

If this whets your appetite for further discussions of these issues, it's not too late to register to attend the Futures of Entertainment conference being hosted by MIT on November 11-12. I will be speaking there on a panel with Sam Ford and Joshua Green, the co-authors of our forthcoming book, Spreadable Media: Creating Value and Meaning in a Networked Society, and you can find more information here.

In my opening remarks to the Transmedia group, I responded to the news that The Walking Dead was launching some webisodes in anticipation of their Second Season. My remarks were based on a news story I had seen that morning, which contained very little information about what was planned other than the news that it would center on "Bicycle Girl," a very memorable zombie character introduced in the series's opening episode. This news seemed to me a mixed blessing and as such, offered us a way to think about when and where transmedia extensions are appropriate or desirable. The discussion was a hypothetical one, a thought experiment, not intended as a criticism of the series producers, and I can now follow it up with some thoughts about the actual execution of the webisodes.

On one level, the choice of "Bicycle Girl" as the focus is inspired. The character originates in Robert Kirkman's original graphic novel and despite appearing on only a few pages, remains a "haunting" figure. She is the first zombie we really get to know as an individual when Rick exits the hospital and his decision to, in effect, commit a mercy killing on this zombie punctures any easy divide between humans and zombies. I've long wanted to know more about this character and particularly I wanted to know whether there was any previous relationship between Rick and the human who had changed into this hideous monster. Clearly the producers also were fascinated with this figure since they devoted a video segment on The Walking Dead dvd release specifically to the making of this sequence.

I would make two claims about why she was the right starting point for a web extension:

1. She is an iconic figure. She's a character we remember. Her situation speaks to the larger themes and conflicts which structure The Walking Dead as a series. Often, transmedia extensions, for budget and contract reasons, end up working with secondary characters rather than the series leads. This is fine if the secondary characters are ones we care about, if they are ones who have a compelling role to play in the series. In fact, introducing alternative points of view on the action may be one of the most valuable contributions transmedia extensions can make. A series which did this right was The Wire, where they produced only a few highly memorable and meaningful webisodes, each focused around characters and character relationships which were meaningful and memorable in the context of the original series. Too often, producers work with who-ever is available and the results seems arbitrary and disappointing.

2. The moment is one which taps what Microsoft's Geoffrey Long would call "negative space." The original moment created a gap or hole which viewers wanted to fill in. In the most generative cases, the audience taps its own "negative capability" to flesh out what must have occurred. This is one of the core processes which generate fan fiction (in its most formalized cases) or simply conversation and speculation (in more informal cases). The challenge for the producer is that when you attempt to fill in these gaps later, once fan speculations have been entrenched, you end up working against rather than with your fan base. We often call this the Boba Fett paradox in reference to a much-beloved secondary character from Star Wars, whose on-screen execution disappointed rather than rewarded a decade or more of intense fan interest. So, to use myself as an example, I very much wanted to see a story where Rick already knew the "Bicycle Girl" and was thus touched by seeing her laying there dismembered and zombified: this is why it matters that he takes the time to go back and take her out of her misery.

Why might it not be a good idea to return to the "Bicycle Girl" story? I have been finishing up an essay which explores the ways that The Walking Dead is and is not "faithful" to the original comic book series. In doing so, I argue that fans are ready to accept expansions and elaborations, even major changes in the continuity (especially those which allow them to explore other aspects of the character conflicts) as long as they are consistent with "the rules" (to borrow from Scream) which were established by Robert Kirkman. In this case, the "rules" are explicit; they emerged over time as Kirkman engaged with his fans through the letter column in the back of the comic.

One of the core rules which Kirkman established was that we would never be given an explanation for why there are zombies and we are never going to go back and fill in the first 20 days of the zombie apocalypse. Here's one of the many times that Kirkman has explained his rationale:

As far as the explanation for the zombies go, I think that aside from the zombies being in the book, this is a fairly realistic story, and that's what makes it work. The people do real things, and it's all very down to Earth...almost normal. ANY explanation would be borderline science fiction....and it would disrupt the normalness. In my mind, the story has moved on. I'm more interested in what happens next then what happened before that caused it all.

Some in the original audience for my remarks assumed I was saying that there was a hole in Kirkman's construction that he was seeking to work around. I don't think so. I think this goes to what I call the active production of belief. I never much liked the phrase the suspension of disbelief, which seems to me far too passive to explain what happens when we consume a fiction. For me, belief is something that is achieved (not something simply accepted) and it is achieved through choices made both by the storyteller and the listener.

In this case, Kirkman's impulses as a storyteller is that any explanation for the zombies would damage the credibility of the fiction he was constructing. This is not a problem with his story: it's a challenge in working with the zombie genre more generally, one all storytellers run up against, and especially a challenge of a version which strives for emotional realism in the ways Kirkman did. Given this particular "rule," which we might see as an informal contract between the producers and consumers, fans were understandably upset when the final episodes of last season took us to the Center for Disease Control and threatened to provide a "rational explanation" for the zombie attacks -- one grounded in the idea of contagion and epidemic. So, I was also defensive at the thought of telling the "Bicycle Girl" story which would mean going back to a time prior to Rick's awakening and thus increase the likelihood of the producer's trying to explain why there are zombies.

As it turned out, I should not have worried. The producers of "Torn Apart" (as the Bicycle Girl webisode is called) were well aware of audience expectations around this issue and as a consequence, they take steps to avoid giving us anything substantive which might explain the outbreak. We get one dubious theory from a somewhat crazed neighbor that the zombie attacks might have been caused by "terrorists." We get a few snippets of news coverage before the power grid goes down and all communication gets cut off. We get the suggestions that whatever happened occurred very swiftly, allowing no time for people to prepare, and catching most of the population off-guard. None of this breaks the underlying logic of the "rule" even if it may push up against the letter.

I spent a class session in my Transmedia Storytelling seminar walking episode through episode through "Torn Apart". The initial response was that the quality was not as high as was routinely achieved on the television series: the acting was more heavy handed, the scripting and camera work more obvious in calling out certain key plot points, and there was less time to fully explore the emotional consequences of certain moments of intensified drama. As we talked as a class, though, we came to a deeper understanding of how these aspects of amplification and simplification emerged from the specifics of production for the web. There were production constraints, in terms of budget and time, which made it hard to achieve the same quality in the web productions as could be achieved on the show itself, and this becomes an issue when what happens on the web is intended to be read as "part" of the television series, a problem which transmedia producers of all kinds will need to address. We discussed the similarities and differences from how these problems are confronted by student filmmakers (at USC film school and elsewhere) and exploitation filmmakers, both of whom dealt with limited time and money, and worked within short form as opposed to long form storytelling. And we discussed the very different interpretive frames consumers bring to such work, excusing imperfections in favor of ambitions in both cases, because we understand the constraints on what could be done.

A second discussion centered around the compression which occurs here. The more closely we looked at the construction of this web series, the more impressed we were by how tightly integrated the details were. Every line, every plot point connected to something else, so that by the end, this was a very classically constructed story with many intensely melodramatic moments and with no loose ends. There are choices here the class debated, such as the decision to recenter or decenter key aspects of this story from the "Bicycle Girl" onto her ex-husband or other members of her family, or the relative arbitrariness of how the "Bicycle Girl" becomes a zombie, despite the elaborate back story with which we were presented (and whether this was consistent with the sense that anything could happen at any time that is part of the logic of The Walking Dead series as a whole.)

The short length of these segments seems to suggest a prevailing industry logic that people only want to watch things on the web which are less than five minutes long (shorter depending on which web expert you talk with) but we can start to question this logic when more and more of us are watching full episodes or feature length movies on our computers through Hulu and iTunes. In the class setting, it quickly became tiresome to have to wade through a pre-roll commercial and credits before getting into the next chunk of the story, and in this case, all of the episodes were released on the same day which means that the serial process was perhaps wasted on this content. That said, part of what we were trying to discuss in class was the twin logics of seriality, which depend on chunking (the creation of meaningful bits which cohere in any given chapter) and dispersal (the shifting of interests and attention onto what is coming next through cliff-hangers and enigmas, both of which are well illustrated in the construction of this particular series).

Some of the more interesting discussion centered around the placement of this episode in the overall flow of The Walking Dead series -- as a bridge between the first and second series. I often hear people talk about the nonlinear quality of transmedia, saying that the parts can be consumed in any order. This is technically true in the same sense that we can read any chapter in a book in any order we want, but we often choose to read the book in a desired sequence. Or we can read any book in a series we want, but again, most readers choose to follow the author's preferred order. Transmedia (at least as Hollywood currently practices it) has to be designed so that any given extension can function as a point of entry into the series and so that only the "mothership" is essential to the experience, but that does not mean that there is not considerable thought put into the timing with which different extensions are introduced into the franchise.

In this case, there is a conscious decision to create something which refers back to the very first episode of The Walking Dead rather than following on from the end of season one, especially in the context of a series which has been sparing with flashbacks and which tends to have a strong forward momentum. We also felt that the focus here on children at risk connected very strongly to the core themes which surfaced in the opening episode of the second season, with certain moments in the webisode having direct parallels in the television episode many of us would watch shortly after.

Beyond this, there is a nice balance in the webisodes between relying on information hardcore fans have acquired through watching the series (such as what happened in Atlanta or what they know at CDC, both plot points here which were already answered in the series) and creating something which could be an "attractor," a point of entry for first time viewers which might draw them into watching the series itself.

There is a lot more that transmedia producers and consumers can learn from looking closely at this example: indeed, my hope is that we can move the conversation about transmedia from broad definitional debates to this kind of close reading, which helps us to learn what works and what doesn't in the current work being done in this space.

Announcing Futures of Entertainment 5 Conference

Registration Open for Futures of Entertainment 5 By Sam Ford

We're excited to announce that registration has officially opened for our fifth Futures of Entertainment conference, which will begin on 11/11/11. The conference--which will run Nov. 11-12--will be held at the Kirsch Auditorium on the first floor of the Frank Gehry-designed Ray and Maria Stata Center on the campus of MIT in Cambridge, MA.

Full details on the line-up as it stands is below. Registration is available here. Please keep in mind that seats are limited, so--if you plan to attend--register soon.

The Futures of Entertainment conference brings together professionals from academia and the marketing and media industries to discuss how communication between media producers/brands and audiences are changing, and how the nature of storytelling is shifting in a digital era.

On Friday, we will tackle some of the pressing questions and new innovations on the media horizon: new models of media creation and distribution--and challenges/questions related to participation--in a "spreadable media" landscape; new models aimed at representing fan interests in media production; innovations in crowdsourcing for content creation, funding, and distribution; the impact of location-based technologies and services; and privacy concerns raised by these developments. On Saturday, we will look at particular media industries to how these innovations are evolving: serialized storytelling; children's media; nonfiction storytelling; and music.

The conference will run from 8:30 a.m. until 6:45 p.m. on Friday and Saturday, with a reception scheduled for Friday evening.

On Thursday evening, Nov. 10th, from 5-7, MIT will be hosting an "eve of FoE" Communications Forum event on "Cities and the Future of Entertainment" in the Bartos Theater in MIT's Wiesner Building.

Cities and the Future of Entertainment. Today, new entertainment production cultures are arising around key cities like Mumbai and Rio de Janeiro. What do these changes mean for the international flow of media content? And how does the nature of these cities help shape the entertainment industries they are fostering? At the same time, new means of media production and circulation allow people to produce content from suburban or rural areas. How do these trends co-exist? And what does it mean for the futures of entertainment?

  • Moderator: Maurício Mota (The Alchemists)
  • Panelists: Parmesh Shahani (Godrej Industries, India)
  • Ernie Wilson (University of Southern California)
  • Eduardo Paes (Mayor of Rio de Janeiro)

FRIDAY:

Introduction:

  • William Uricchio (Massachusetts Institute of Technology)
  • Ilya Vedrashko (Hill Holliday)

Spreadable Media: Creating Value and Meaning in a Networked Society. How are the shifting relations between media producers and their audiences transforming the concept of meaningful participation? And how do alternative systems for the circulation of media texts pave the way for new production modes, alternative genres of content, and new relationships between producers and audiences? Henry Jenkins, Sam Ford, and Joshua Green--co-authors of the forthcoming book Spreadable Media--share recent experiments from independent filmmakers, video game designers, comic book creators, and artists and discuss the promises and challenges of models for deeper audience participation with the media industries, setting the stage for the issues covered by the conference.

Speakers:

  • Henry Jenkins (University of Southern California)
  • Sam Ford (Peppercom Strategic Communications)
  • Joshua Green (Undercurrent)

Collaboration? Emerging Models for Audiences to Participate in Entertainment Decision-Making. In an era where fans are lobbying advertisers to keep their favorite shows from being cancelled, advertisers are shunning networks to protest on the fans' behalf and content creators are launching web ventures in conversation with their audiences, there appears to be more opportunity than ever for closer collaboration between content creators and their most ardent fans. What models are being attempted as a way forward, and what can we learn from them? And what challenges exist in pursuing that participation for fans and for creators alike?

  • Moderator: Sheila Seles (Advertising Research Foundation)
  • Panelists: C. Lee Harrington (Miami University)
  • Seung Bak (Dramafever)
  • Jamin Warren (Kill Screen)

Creating with the Crowd: Crowdsourcing for Funding, Producing and Circulating Media Content. Beyond the buzzword and gimmicks using the concept, crowdsourcing is emerging as a new way in which creators are funding media production, inviting audiences into the creation process and exploring new and innovative means of circulating media content. What are some of the innovative projects forging new paths forward, and what can be learned from them? How are attempts at crowdsourcing creating richer media content and greater ownership for fans? And what are the barriers and risks ahead for making these models more prevalent?

  • Moderator: Ana Domb (Almabrands, Chile)
  • Panelists: Mirko Schafer (Utrecht University, The Netherlands)
  • Bruno Natal (Queremos, Brazil)
  • Timo Vuorensola (Wreckamovie, Finland)
  • Caitlin Boyle (Film Sprout)

Here We Are Now (Entertain Us): Location, Mobile, and How Data Tells Stories. Location-based services and context-aware technologies are altering the way we encounter our environments and producing enormous volumes of data about where we go, what we do, and how we live and interact. How are these changes transforming the ways we engage with our physical world, and with each other? What kind of stories does the data produce, and what do they tell us about our culture and social behaviors? What opportunities and perils does this information have for businesses and individuals? What are the implications for brands, audiences, content producers, and media companies?

  • Moderator: Xiaochang Li (New York University)
  • Panelists: Germaine Halegoua (University of Kansas)
  • (other two panelists still being confirmed)

At What Cost?: The Privacy Issues that Must Be Considered in a Digital World. The vast range of new experiments to facilitated greater audience participation and more personalized media content bring are often accomplished through much deeper uses of audience data and platforms whose business models are built on the collection and use of data. What privacy issues must be considered beneath the enthusiasm for these new innovations? What are the fault lines beneath the surface of digital entertainment and marketing, and what is the appropriate balance between new modes of communication and communication privacy?

  • Participants: Jonathan Zittrain (Harvard University)
  • Helen Nissenbaum (New York University)

Saturday:

Introduction:

  • Grant McCracken (author of Chief Culture Officer; Culturematic)

The Futures of Serialized Storytelling. New means of digital circulation, audience engagement and fan activism have brought with it a variety of experiments with serialized video storytelling. What can we learn from some of the most compelling emerging ways to tell ongoing stories through online video, cross-platform features and applications and real world engagement? What models for content creation are emerging, and what are the stakes for content creators and audiences alike?

  • Moderator: Laurie Baird (Georgia Tech)
  • Panelists: Matt Locke (Storythings, UK)
  • Steve Coulson (Campfire)
  • Lynn Liccardo (soap opera critic)
  • Denise Mann (University of California-Los Angeles)

The Futures of Children's Media. Children's media has long been an innovator in creating new ways of storytelling. In a digital era, what emerging practices are changing the ways in which stories are being told to children, and what are the challenges unique to children's properties in an online communication environment?

  • Moderator: Sarah Banet-Weiser (University of Southern California)
  • Panelists: Melissa Anelli (The Leaky Cauldron)
  • Michael Levine (Joan Ganz Cooney Center, Sesame Workshop)
  • John Bartlett, Houghton Mifflin Harcourt

The Futures of Nonfiction Storytelling. Digital communication has arguably impacted the lives of journalists more than any other media practitioner. But new platforms and ways of circulating content are providing vast new opportunities for journalists and documentarians. How have--and might--nonfiction storytellers incorporate many of the emerging strategies of transmedia storytelling and audience participation from marketing and entertainment, and what experiments are currently underway that are showing the potential paths forward?

  • Moderator: Ellen McGirt (Fast Company)
  • Panelists: Molly Bingham (photojournalist; founder of ORB)
  • Chris O'Brien (San Jose Mercury News)
  • Patricia Zimmermann (Ithaca College)
  • Lenny Altschuler (Televisa)

The Futures of Music. The music industry is often cited as the horror story that all other entertainment genres might learn from: how the digital era has laid waste to a traditional business model. But what new models for musicians and for the music industry exist in the wake of this paradigm shift, and what can other media industries learn from emerging models of content creation and circulation?

  • Moderator: Nancy Baym (Kansas University)
  • Panelists: Mike King (Berklee College of Music)
  • João Brasil (Brazilian artist)
  • Chuck Fromm (Worship Leader Media)
  • Erin McKeown (musical artist and fellow with the Berkman Center for Internet and Society at Harvard Univeristy)
  • Brian Whitman (The Echo Nest)