no shit

Brooks, Kevin Michael
1999
Metalinear Cinematic Narrative

64-82
Describes approaches to how a story can evolve:

  1. 64-67, Knowledge-based Approach: don’t really understand
  2. 67-70, Simple-Link Approach: basically the way hypertext/links work; user clicks his way through a story
  3. 70-74, Multiple Character Approach: user interacts with characters (see 72: story engine) and learns the story from them
  4. 74f, Puzzle Approach: user moves from puzzles to puzzle and learns the story on the way; ARGs do this -> downside: Sean Stewart: TNAG
  5. 75-78, Traffic Circle Approach: user starts at a central place from where he goes down story lanes and always returns to the central place
  6. 78fSingle-Stream Cinematic Sequence Approach: moving pictures tell something in their order, even if the user is able to choose in what order to watch them
  7. 80-82, Folded Approach: not sure this is a real category (perhaps he just wanted to present his past creative work); a main character tells sth (as a moving picture?) -> user can click on screen anytime -> detail about that scene is then told by 12 characters discussing it -> user can click on on of the 12 to hear his perspective (second fold) -> user can make main character talk to that character (third fold)

72
Definition-story engine:
“the term story engine is used to describe a set of software algorithms designed to make decisions regarding how a computer-based story should proceed.” The user does something and the story engine responds in a certain way.

Askwith, Ivan
Gray, Jonathan
2008
Transmedia Storytelling and Media Franchises
in Andersen, R et al ~ Battleground: The Media

Mentions “storyworld” on page 521.
References offer some texts I can quote for:

  • Dawson’s Creek
  • Babylon 5
  • Twin Peak

519
Definition-transmedia:
Definition-transmedia storytelling:
“Taken by itself, the term “transmedia” simply describes the process of content moving or expanding from one medium into another. As such, transmediation can describe practices ranging from adaptation (e.g., turning a novel into a film) to merchandising (e.g., creating action figures in the likeness of film characters). However, the notion of transmedia storytelling is more specific, and is used to describe the process of further developing a coherent narrative (or elaborating a narrative universe) by distributing related story components across multiple media platforms.”

520
“While most major media franchises of the 1980s expanded to include both licensed merchandise (toys, clothing, breakfast cereal) and transmedia components (films, television series, video games, comic books), many of the most popular franchises were actually financed and launched by merchandisers to help sell their products.”

521
“are these transmedia extensions being developed primarily to tell better stories, or to generate higher profits?”
“Meanwhile, each “platform” serves as an advertisement for the others, and hence for the whole, thereby allowing media corporations to make money from their advertisements.”

521f
“The most significant shift toward horizontal integration and media franchising came in the 1930s, when Walt Disney introduced a new business model that he described as total merchandising. Under this model, all Disney products served dual purposes: branded merchandise, television shows, animated movies, and amusement park rides all simultaneously functioned as entertainment and as advertisements for every other Disney product. Disney’s characters were not the first to be featured on merchandise or appear in multiple media, but they were almost certainly the first characters designed to serve as entertainment “brands.”

522
Description of The Lost Experience.

523
“The 1980s, in particular, brought an explosion of youth- focused media franchises. Countless film, television, and comic book characters were introduced (or reintroduced) as transmedia franchises, complete with comic books, multiple cinematic releases, animated television series, and a wide range of toys and branded merchandise. In fact, during the 1980s, many of the most popular entertainment franchises were launched not by media companies, but by merchandisers and toy manufacturers looking to build audiences (and markets) for their properties (see “1980s Media Franchises” sidebar).”
“But while branded bed linens, breakfast cereals, and soft drinks encourage children to consume products, it is important to recognize that toys, games, and many other franchise products can enable children to interact with, and take control of, a franchise’s stories, themes, and characters.”

524
“These [The Matrix'] problems indicate the degree to which transmedia stories must now carefully balance some viewer’s desires to dig deeper into the story world with other viewers’ desire not to feel left out.” -> You could simply ignore the casuals, but then you won’t get their money!

525
“From this framework, we might then understand today’s expansion of storytelling across media as providing greater opportunities for involvement, and as representing development in narrative form and technique, not just an explosion in cross-media promotion.”

526
“One of the clear signs that transmedia storytelling might be developing new ways to tell stories, and not just new platforms from which to reap profits, is that many writers and directors are becoming intimately involved in the transmedia proliferation of their products.” mentions Simpsons, Matrix, Lost as examples.
“as many transmedia tales have also been synergistic goldmines for their corporate parents, often the economics of the media industries have encouraged media corporations to vigorously pursue and solicit projects that can cross various media. Concerns regarding the hidden persuasions of product placement and the monopolistic tendencies of synergy continue to exist, but they are now being accompanied by some writers’ and consumers’ excitement at the prospect of yet more developed story worlds.”

Magretta, Joan
2002
Why Business Models Matter

She says: business model = story. Is this the same thing as the “Why? of business” like in that TEDx talk?

86f
“A good business model remains essential to every successful organization, whether it’s a new venture or an established player.”

87
Definition-business model:
They [business models] are, at heart, stories-stories that explain how enterprises work. A good business model answers Peter Drucker’s age-old questions: Who is the customer? And what does the customer value? It also answers the fundamental questions every manager must ask: How do we make money in this business? What is the underlying economic logic that explains how we can deliver value to customers at an appropriate cost?”

88
a successful business model represents a better way than the existing alternatives. It may offer more value to a discrete group of customers. Or it may completely replace the old way of doing things and become the standard for the next generation of entrepreneurs to beat.”
“Creating a business model is, then, a lot like writing a new story. At some level, all new stories are variations on old ones, reworkings of the universal themes underlying all human experience. Similarly, all new business models are variations on the generic value chain underlying all businesses.”

89
“This was something new. Before the personal com­puter changed the nature of business planning, most successful business models, like Fargo’s, were created more by accident than by design and forethought. The business model became clear only after the fact. By en­abling companies to tie their marketplace insights much more tightly to the resulting economics-to link their assumptions about how people would behave to the num­bers of a pro forma P&L­ spreadsheets made it possible to model businesses be­fore they were launched.

90
“Profits are important not only for their own sake but also because they tell you whether your model is working.” -> and which part of it is working.
“Business modeling is, in this sense, the managerial equivalent of the scientific method – you start with a hypothesis, which you then test in action and revise when necessary.”
“When business models don’t work, it’s because they fail either the narrative test (the story doesn’t make sense) or the numbers test (the P&L doesn’t add up).” -> story here means what you do and how.
“Ultimately, models like these fail because they are built on faulty as­sumptions about customer behavior. They are solutions in search of a problem.” -> I think she mentions 1990s interactive TV.

91
“Every viable organization is built on a sound business model, whether or not its founders or its managers con­ceive of what they do in those terms.”
Definition-business strategy:
“Business models describe, as a system, how the pieces of a business fit to­gether. But they don’t factor in one critical dimension of performance: competition. Sooner or later-and it is usu­ally sooner-every enterprise runs into competitors. Deal­ing with that reality is strategy’s job.”
“When you cut away the jargon, that’s what strategy is all about – how you are going to do better by being different.”

92
“When a new model changes the economics of an industry and is difficult to replicate, it can by itself create a strong competitive advantage.”
-> Dell:
copy it -> die (“If Dell’s rivals tried to sell direct, they would disrupt their existing distribution channels and alienate the resellers on whom they relied.”)
don’t copy it -> die (if they didn’t copy Dell, they would have to pay all the middle men and their profit margin would shrink and it would become impossible to ever catch up with Dell)
“It’s true that any attempt to draw sharp bound­aries around abstract terms involves some arbitrary choices. But unless we’re willing to draw the line some­ where, these concepts will remain confusing and difficult to use. Definition brings clarity. And when it comes to concepts that are so fundamental to performance, no or­ganization can afford fuzzy thinking.” -> This is what I’m doing with EA!!!

Producers Guild of America (PGA)
2010
Credit Guidelines for NEW MEDIA

Definition-transmedia producer:
“A Transmedia Narrative project or franchise must consist of three (or more) narrative storylines existing within the same fictional universe on any of the following platforms: Film, Television, Short Film, Broadband, Publishing, Comics, Animation, Mobile, Special Venues, DVD/Blu-ray/CD-ROM, Narrative Commercial and Marketing rollouts, and other technologies that may or may not currently exist. These narrative extensions are NOT the same as repurposing material from one platform to be cut or repurposed to different platforms.
A Transmedia Producer credit is given to the person(s) responsible for a significant portion of a project’s long-term planning, development, production, and/or maintenance of narrative continuity across multiple platforms, and creation of original storylines for new platforms. Transmedia producers also create and implement interactive endeavors to unite the audience of the property with the canonical narrative and this element should be considered as valid qualification for credit as long as they are related directly to the narrative presentation of a project.
Transmedia Producers may originate with a project or be brought in at any time during the long-term rollout of a project in order to analyze, create or facilitate the life of that project and may be responsible for all or only part of the content of the project. Transmedia Producers may also be hired by or partner with companies or entities, which develop software and other technologies and who wish to showcase these inventions with compelling, immersive, multi-platform content.
To qualify for this credit, a Transmedia Producer may or may not be publicly credited as part of a larger institution or company, but a titled employee of said institution must be able to confirm that the individual was an integral part of the production team for the project.”

PGA ~ Credit Guidelines for NEW MEDIA (06.06.2010)

McGonigal, Jane
2004
Alternate Reality Gaming

9
Definition-ARG:
“An interactive drama played out online and in real-world spaces, taking place over several weeks or months, in which dozens, hundreds, or thousands of players come together online, form collaborative social networks, and work together to solve a mystery or problem that would be absolutely impossible to solve alone.”

10ff
“6 key terms that describe ARGs”:

  • cross-media
  • pervasive
  • persistent
  • collaborative
  • constructive
  • expressive

Pratten, Robert
2010
Transmedia – Platform Selection

“How do I motivate audiences to cross platforms?”

Definition “story”, “storyworld”, “experience”
“Think of the story has having two components:

  • “the story” – the whole world that’s created with all the characters stretching out in chronological order
  • “the experience” – how the storyworld is revealed to the audience (timing and platforms).

Note that the story might be much larger than the project you’re working on now.
Our objective throughout this process is to have the story and the experience of the story integrated with the business model.

Although you started with the story in mind, platform selection has rightly focused on the experience. Now is the time to sanity check the experience and see if there’s any missing story, story that now needs adapting or story + experience that can be improved.
For example, now you have a roll-out strategy for your platforms (the experience), iterate back through the story and looking for these types of opportunities (in no particular order and please add more of your own):

  • Twists
  • Surprises
  • Cliff hangers
  • Inciting incidents
  • Reunions
  • Breakups
  • Conflict
  • Discovery
  • Exposition
  • Reversals
  • Suspense
  • Threats
  • Complications
  • Conclusions”

He says “roll-out strategy” = “experience”.
Jeff Gomez (I think in the interview with Lance Weiler) said “bible” = “roll-out strategy”.
Is the bible the experience? No. Is it the blueprint of the experience? I think so.

category: PhD sources
tags: ,

Jenkins, Henry
Hollywood Goes “Transmedia”

Talks about transmedia not being definable yet. Mentions various definitions!

Jenkins, H ~ Hollywood Goes Transmedia (20.05.2010)

Weiler, Lance
Gomez, Jeff
Building Storyworlds

Definition “bible”: Transmedia Rollout Strategy (8:40 mins)
“a highly detailed account of all the characters that will be in the story, the heroes and villains, the locations, how the technology works, what the messages and themes of the property are, and how the property will be implemented across multiple media platforms. And we call that the transmedia rollout strategy.”

“Starlight Runner has 5 employees full time and we form the production skeleton of anything that’s going to get done.”
The projects are so varied that they have to mix and match people according to the project.

WorkBook Project (18.05.2010)

1-13
Cultural studies is “a philosophy of plenty” instead of scarcity like traditional economics claim.

1
“Cultural studies has come of age; it has achieved sufficiently wide popular recognition to become a butt of jokes in the media, and denunciation in the daily press.”
“Even within intellectual communities and academic institutions, [...] the field is riven by fundamental disagreements about what cultural studies is for, in whose interests it is done, what theories, methods and objects of study are proper to it, and where to set its limits.”

4
“As a philosophy of plenty, cultural studies introduced into the academy the novel idea that you might not have to choose between high and low culture, or even between the rich and the dispossessed, but instead you needed to find out what connected, drove, and separated these differences.”

5
“The implication of cultural studies [is] to focus on the expansion of difference, not on vanquishing outmoded cultural forms.”

10
Definition “cultural studies”:
“It [cultural studies] was a philosophy of plenty. It was:

  • Dedicated to the study of the expansion of difference in human affairs (during an era of increasing globalisation, corporate concentration and technological integration of those affairs);
  • An assemblage of intellectual concerns about power, meaning, identity and subjectivity in modern societies;
  • An attempt to recover and promote marginal, unworthy or despised regions, identities, practices and media (it was a profane pursuit);
  • A critical enterprise devoted to displacing, decentring, demystifying and deconstructing the common sense of dominant discourses;
  • An activist commitment to intellectual politics – making a difference with ideas, to ideas, by ideas.

It was also a publishing enterprise, partly defined by cultural entrepreneurs in both the academy and the publishing industry. Cultural studies was what its practitioners and publishers said it was.”

13
“Once released, ideas tend to dart about like quarks in the cosmos – everywhere and nowhere at once; hard to identify but important to understand.”

33
“More recently, popular culture and high culture were reunited in the cause of national and regional economic development, recast as the ‘creative industries’ [...]. ‘Cultural entrepreneurs created wealth as well as culture, using ‘thin-air’ resources like talent and intangible assets like know-how.

34
“Cultural studies, as an emancipatory discourse, was itself ‘governed’ by an intellectual tradition with sometimes alarmingly anti-democratic tendencies.”

43
“The great Shakespearian discovery was that quality extended vertically through the social scale, not horizontally at the upper genteel, economic and academic levels.” Alfred Harbage, As They Liked It. (Cited thus in Hall and Whannel, 1964: 66)

58
“But method was itself controversial, since from the start cultural studies was regarded by proponents and critics alike as an avant-garde enterprise, which entailed that it was hard to accept any standardisation or codification of method. And the kind of work done by those with a literary training, differed markedly from what was done in social science contexts. Social sciences were more interested in methodology, and more likely to propose replicable research routines, often quantitatively based, while people from the arts and humanities were apt to rely on critique, the essay form, and one-off analytical performances.”

61
“Thus the methodology inherited by cultural studies included a constructivist version largely imported form the visual arts, as well as a realist version more familiar in the social sciences.

  • Realists sought to use scientific observation and empirical methods to ascertain objective information that existed independently of the investigator.
  • Constructivists sought to show the constructed nature of the real – especially its socially constructed nature. [...]“

“But the concept and analysis of power became central to cultural studies, not least because it was the object of study for both realists and constructivists. Realists found power in the ownership and control of modern corporations and government, while constructivists found it in language, ideology and discourse.”

73
“From these ingredients, cultural studies inherited a methodological recipe of pursuing high modernist abstraction in the form of theory, mixed with an equal portion of suspicion for mere naturalistic empiricism in the quantitative sciences – e.g. sociology and its commercial sibling audience research, and psychology and its commercial sibling, marketing.”

89
“Culture was seen as a product of economy. This was the classic Marxist doctrine of causation, stating that productive economic activity in large-scale, complex, industrialised societies determined what people thought, not the other way round.”

91

92
“Very gradually, the theoretical tide began to turn. The causal flow between consciousness and the economy was looked for as something that might move in the other direction as well – culture might be investigated as a cause rather than an effect of economic circumstances and political outcomes. It was therefore a suitable place for class struggle to occur.”

103
“The equation of ‘ownership and control’ with ‘power’, ‘power’ with ‘economics’, ‘economics’ with ‘capitalists’, and ‘capitalists’ with media moguls, meant that the requirement to analyse all the links in the cultural value chain from producer / distributor to consumer / user could all too easily be reduced to a fixation with individual corporations and their frequently demonised chief executives. Understanding the Sun meant investigating neither its content nor its readers, much less the cultural and historical context of popular politics to which it was a rude byt exuberant heir, but Rupert Murdoch.”

106
“There were, waiting in the wings as it were, some developments that provided cultural studies with alternative ways of both thinking about and dealing with the nexus between consciousness and the economy. The fist of these was ‘cultural policy studies’. Later on came ‘creative industries’. Each was a practical rethinking of this nexus, and both located the nexus itself in the concept of citizenship.”

129
“There was still some (residual) force in the idea that cultural studies looked at the West while anthropology studied the Rest, and that anthropology was biased towards the study of cultures without commerce.”
“[In anthropology] A suspicion remained that the version of ethnography done in cultural studies was methodologically flawed (indeed that cultural studies in general was a methodological wasteland), and that forays into the here and now were better left to more senior anthropologists.”

134f
“In Marxist terms, philosophy was therefore the material form taken by surplus value; in Thorstein Veblen’s terms it was a form of conspicuous leisure or waste, bringing repute in direct proportion to its disutility or wastefulness.”

150
“At the outset, the reader of cultural studies was presumed to be adult, probably male, politically radical or already a socialist by conviction, and activist in some political or intellectual pursuit. Later, readers were juvenated, feminised, multi-raced, multiculturalised and institutionalised as students. They were no longer presumed to be radical or activist, but were still frequently encouraged to radical activism (of the pen usually, rather than of the sword). They were also internationalised – from England and Europe to America, and thence to that place publishers call ROW, the rest of the world.”

152
“These [cultural studies] journals may in point of empirical fact have been read mostly by people working and studying in the academy. However, that was not their initial purpose. They addressed not academic readers but radical ones, people interested in social and cultural change, who believed that certain causes (socialism), or even organisations (like one of the numerous communist parties), were the appropriate agencies to achieve it.”
“Tacitly often, and sometimes explicitly, cultural studies addressed a revolutionary reader. The radical journals looked to ‘make socialists’ ([Stuart] Hall’s phrase), rather than teach students.”

162
“As a first step, we can try to offer a very general, generic definition of cultural studies. … Cultural studies is an interdisciplinary, transdisciplinary, and sometimes counter-disciplinary field that operates in the tension between its tendencies to embrace both a broad, anthropological and a more narrowly humanistic conception of culture. Unlike traditional anthropology… it has grown out of analyses of modern industrial societies. … Unlike humanism it rejects the exclusive equation of culture with high culture. … Cultural studies is thus committed to the study of the entire range of society’s arts, beliefs, institutions, and a communicative practices.
The “Cultural Studies” conference in Urbana-Champaign, USA, turned into “a turf war”.

171
“Like other talent-based professions such as acting or art, cultural studies was focused obsessively on the supply side.”

172
“This tendency for discursive professionals to supply an imagined lack in an unknown audience without direct reference to that audience was just what cultural studies criticised in canonical media.”

175
“It [cultural studies] was still a philosophy of plenty, wishing to increase knowledge as it shared its own insights, the better to bring consumers, producers, analysts and activists into the same cultural commons, at least for the purposes of dialogue.”

176
“The new cultural studies was a hybrid, global, post-disciplinary conversation, whose differing participants could mutually recognise that ‘knowledge increased when it was shared’. But while conceding that culture – the latest service industry – was plentiful, cultural studies was still finding that there was real work to be done on the question of how it was shared.”

Hon, Adrian
02.11.2007
A Game by any other Name

Says ARG has become a term used for everything and has therefore lost its meaning.

Definition “ARG”:
“In fact, ARGs are not defined by what they are, but what they are not. ARGs are not videogames or computer games. They are not casual games. They are not traditional sports games, or board games, or playground games. But they are essentially everything else that involves some sort of game-like experience or play, and that is why we are seeing such a confusing collection of things being called ARGs.”

“I think that the term ‘ARG’ is an umbrella term de facto used for the class of games that do not fall under traditional game definitions, and the reason why it is gaining such prominence and momentum is because of a blossoming of non-traditional games.”

“In time, better sub-classifications will crystallise out of our experimentation, and genres of ARGs will emerge, just as the genres of videogames are now well-known. For now, though, we should recognise and savour the happy confusion that exists, and embrace the freedom that this wholly alternate class of games gives us.”

A comment by a developer probably:
“An ARG is a game that requires a greater-than-average intellectual and imaginative wattage from its players if they are to get from the experience as much as the creator hopes they will.
Which doesn’t bode well for the chances of them ever going mainstream…”
I think they CAN go mainstream, but they have to become easier accessible.

mssv.net (11.05.2010)