no shit

Jenkins, Henry
15.01.2003
Transmedia Storytelling: Moving characters from books to films to video games can make them stronger and more compelling (06.10.2010)

This is where/when he coined Transmedia Storytelling!

“For our generation, the hour-long, ensemble-based, serialized drama was the pinnacle of sophisticated storytelling, but for the next generation, it is going to seem, well, like less than child’s play. Younger consumers have become information hunters and gatherers, taking pleasure in tracking down character backgrounds and plot points and making connections between different texts within the same franchise.”

“While the technological infrastructure is ready, the economic prospects sweet, and the audience primed, the media industries haven’t done a very good job of collaborating to produce compelling transmedia experiences. Even within the media conglomerates, units compete aggressively rather than collaborate. Each industry sector has specialized talent, but the conglomerates lack a common language or vision to unify them.” -> EA!

“Franchise products are governed too much by economic logic and not enough by artistic vision.”

“So far, the most successful transmedia franchises have emerged when a single creator or creative unit maintains control over the franchise.”

Definition-transmedia storytelling:
“In the ideal form of transmedia storytelling, each medium does what it does best-so that a story might be introduced in a film, expanded through television, novels, and comics, and its world might be explored and experienced through game play. Each franchise entry needs to be self-contained enough to enable autonomous consumption. That is, you don’t need to have seen the film to enjoy the game and vice-versa.”

Dean, Christy
2009
Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments

22
Definition-storyworld:
Sources and names!

23
Definition-fictional world:
“the term fictional world is employed to denote the sum of all the content and expressive planes (all compositions) that are constructed to adhere to the same internal logic.”

Dymek, Mikołaj
2010
Industrial Phantasmagoria: Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation

PhD thesis by Polish dude in Sweden.
Very well written, very long, took him 8 years.

284
Definition-narrative:
“One will define narrative without difficulty as the representation of an event or of a sequence of events.” Genette, 1980, p. 127?

Gray, Jonathan
2010
Show Sold Separately: Promos, Spoilers, and Other Media Paratexts

2
“Film and television shows, in other words, are only a small part of the massive, extended presence of filmic and televisual texts across our lived environments.”

3
“Decisions on what to watch, what not to watch, and how to watch are often made while consuming hype, synergy, and promos, so that by the time we actually encounter “the show itself,” we have already begun to decode it and to preview its meanings and effects.”
“Today’s version of “Don’t judge a book by its cover” is “Don’t believe the hype,” but hype and surrounding texts do more than just ask us to believe them or not; rather, they establish frames and filters through which we look at, listen to, and interpret the texts that they hype. As media scholars have long noted, much of the media’s powers come not necessarily from being able to tell us what to think, but what to think about, and how to think about it.”

4
“Charles Acland writes that “the problem with film studies has been film, that is, the use of a medium in order to designate the boundaries of the discipline. Such a designation assumes a certain stability in what is actually a mutable technological apparatus. A problem ensues when it is apparent that film is not film anymore.” This is also a problem with television studies, for, I would quibble with Acland, film has never been (just) film, nor has television ever been (just) television. Thus, while “screen studies” exists as a discipline encompassing both film and television studies, we need an “off-screen studies” to make sense of the wealth of other entities that saturate the media, and that construct film and television.” This is all bs. There needs to be a reset of thinking -> EA!

5
“Within the entertainment industry, it refers to a strategy of multimedia platforming, linking a media product to related media on other “platforms,” such as toys, DVDs, and/or videogames, so that each product advertises and enriches the experience of the other.” Disney’s total advertising or whatever it was called?

7
Definition-storyworld: storyworld = the whole text, not just the film, etc.
“a film or program is but one part of the text, the text always being a contingent entity, either in the process of forming and transforming or vulnerable to further formation or transformation. The text, as Julia Kristeva notes, is not a finished production, but a continuous “productivity.” It is a larger unit than any film or show that may be part of it; it is the entire storyworld as we know it. Our attitudes toward, responses to, and evaluations of this world will always rely upon paratexts too.”

8
“And yet media, film, television, and cultural studies frequently stick solely to the films and television programs with a loyalty born out of habit. John Caldwell notes the film and television industries’ widespread devaluation of “below the line” workers as lesser than the “above the line” directors, producers, writers, and actors. Media studies, too, often risk a similar devaluation of those whose labor and creativity can be just as constitutive of the text as that of the above-the-liners.”

11
“in this book I will argue that paratexts play as much of a role as does the film or television program itself in constructing how different audience members will construct this ideal text.”

22
“While paratexts can at times be seen as annoyances, as “mere” advertising, and/or as only so much hype, they are often as complex and intricate, and as generative of meanings and engagement, as are the films and television shows that they orbit and establish. To limit our understanding of film and television to films and television shows themselves risks drafting an insufficient picture not only of any given text, but also of the processes of production and reception attached to that text. Paratextual study, by contrast, promises a more richly contextualized and nuanced image of how texts work, how and why they are made, and how and why they are watched, interpreted, and enjoyed.

23
“If we imagine the triumvirate of Text, Audience, and Industry as the Big Three of media practice, then paratexts fill the space between them, conditioning passages and trajectories that criss-cross the mediascape, and variously negotiating or determining interactions among the three. Industry and audiences create vast amounts of paratexts. Audiences also consume vast amounts of paratexts.” -> The glue! The glue!

30
“One can hold a roll of film or a tape of a television program, but that is the work alone—the text is only experienced in the act of consumption. However, Barthes defines this act of consumption as one of production because no text can be experienced free of the individual reader. In effect, all of us bring to bear an entire reading and life history to any act of textual consumption, so that each one of us will find different resonances in the same text.”
“Thus, while the work consists of letters on a page or images on a screen, the text comes alive in the interaction between these letters or images and the reader.”

30f
“The magic and majesty of art rely upon the individual spark that occurs between work and reader as the reader participates in the birth of the text.”

32
“Iampolski (echoing Barthes) notes, “only the viewer or reader can unite the text, using his [sic] cultural memory to make it one.””

33
“When a text seemingly has one meaning, to Fish this only means that one interpretive community is dominant, effectively controlling the context of reception, setting the terms by which any reader will approach the text.”

34
“via the pre-existing para-/inter-textual network of Bond, we will always arrive at any new Bond text with a sense of what to expect, and with the interpretation process already well under way.”

40
“Brooker proposes the notion of “overflow,” evoking an image of a text that is too full, too large for its own body, necessitating the spillover of textuality into paratexts. As much as synergy attempts to capture audiences’ attention and bring them to the show, much modern synergy is best understood as offering value-added, rather than simply announcing the show’s presence.” -> EA effectively already exists.

44
“”There is neither a first word nor a last word. The contents of dialogue are without limit. They extend into the deepest past and into the most distant future. Even meanings born in dialogues of the remotest past will never finally be grasped once and for all, for they will always be renewed in later dialogue. At any present moment of the dialogue there are great masses of forgotten meanings, but these will be recalled again at a given moment in the dialogue’s later course when it will be given new life. For nothing is absolutely dead: every meaning will someday have its homecoming festival. The intertextual dialogue and life of texts remains perpetually open.“”

45
“there is never a point in time at which a text frees itself from the contextualizing powers of paratextuality.”

46
As analysts, we might be tempted to think of the paratexts here as mere residue, or a long shadow, of the show, but individual audience members may not care to make the distinction between paratext and show. Precisely because the language of “paratextuality” is absent from everyday talk of film and television, and because the desire to delineate exactly what is and is not “the text” is often an analyst’s alone, not an average audience member’s, frequently we may find that audience talk of and reaction to a text may have originated with the paratext, yet been integrated into the individual audience member’s conception of “the text itself.”” -> EA has already been delivered for a while, from the audiences point of view. Even if producers didn’t see it that way.
“since paratexts have, as I have argued and as the remaining chapters will show, considerable power to amplify, reduce, erase, or add meaning, much of the textuality that exists in the world is paratext-driven.”

50
“the trite opening common to many trailers: “In a world where . . .”” Movies try to establish a storyworld in a very short time. Trailers even quicker.

70
When we speak of authors, [...] we often speak of what Michel Foucault dubs the “author function”—not a real figure but a projection, “in more or less psychologizing terms, of the operations that we force texts to undergo, the connections that we make, the traits that we establish as pertinent, the continuities that we recognize, or the exclusions that we practice.””

75
Opening credits help to transport us from the previous textual universe to a new one, or out of “real life” and into the life of the program (even if a growing number of shows are opting for cold starts to throw the viewer right into the action).”

79
“Working in medias res, paratexts also attempt to police proper interpretations, insisting on how they would like us to read the text.” -> If everything advertises everything (Disney’s total merchandising/advertising), every EA chunk is in effect advertising for every other EA chunk, then the entarch is able to convey a more coherent (auteur) message!

86
“The “old sense of broadcast media” they allude to is, I would pose, that of the show-based model. In the “new” model, the text is now dispersed across not only the show, but also its multiple paratexts.”

97
“while Benjamin writes of aura as though it is born with the text, aura must be assigned with paratexts; his concern lies with the degree to which aura and value can be reassigned with different paratexts.”
“while Benjamin focuses on how reproduction can lessen aura, surely we might explore ways in which reproduction might change the text, add context, “tradition,” and “presence,” and thereby increase aura.”

108
“For television in particular, the explosion of websites, the increase in entertainment news magazines and programs, and the advent of DVD bonus materials and podcasting have made executive producers/showrunners considerably more visible than in earlier years of the medium. With this visibility, these individuals are more and more able to add their voice to the audience’s understanding of their products, and thus are increasingly able to construct themselves as authors, televisual counterparts to Peter “Frodo” Jackson.”
-> Entarchs can become stars!
“Barthes’s essay was more of a strategic, rhetorical killing than an actual obituary. He saw the study of texts “tyrannically centred on the author, his [sic] person, his life, his tastes, his passions,” thereby neglecting the fact that “it is language which speaks, not the author; to write is, through a prerequisite impersonality [. . .] to reach a point where only language ‘performs,’ and not ‘me.’”
“Barthes closed his article, “the birth of the reader must be at the cost of the death of the author.””

108f
Foucault argues that “it is not enough to declare that we should do without the writer (the author).” People still talk about authors, he notes, not necessarily as real people, but as projections of our hopes, expectations, and established reading strategies for texts. In particular, the author—or “author function,” as Foucault calls it—takes on the role of being classificatory, indicating “a constant level of value,” “a field of conceptual or theoretical coherence,” “a stylistic unity,” and “a historical figure at the crossroads of a certain number of events.”

109
“Playing off this last use for the “author function,” and following from the above discussions of DVDs, aura, and value, we could add that the value function of authorship can more generally lend weight and substance to an entire medium.”

112
Good references/concepts for author-audience-relationship:

  • Lotman sees winners and losers.
  • Barthes asks for an expected practice of “practical collaboration” of the reader with the text.

113
we might regard television authors as mediators between the industry and audiences, and the author function as a discursive entity used by the industry to communicate messages about its texts to audiences, by the creative personnel often conflated into the image of the author(s) to communicate their own messages about these texts to audiences, and by audiences to communicate messages both to each other and to the industry.”
-> They turn JJ Abrams, for example into a superstar.
“Paratexts carry these messages, and thus frequently serve as both the words and the content of discussions among text, audience, and industry.”

114
“With more than half of the average foreign film’s domestic box office coming from New York City alone, as Michael Wilmington has noted, the New York Times has “veto power” over a foreign film’s future.”

115
“All shows have paratexts, and all require their paratexts to create frames of value around them, but different genres will favor or disfavor different types of paratextuality.”

117
Definition-paratextuality:
Definition-intertextuality:
Intertextuality is a system that calls for the viewer to use previously seen texts to make sense of the one at hand. As Laurent Jenny notes, it “introduces a new way of reading which destroys the linearity of a text,” instead opening the text up to meanings from outside, so that often much of (our understanding of) a text will be constructed outside of the text. And while it is more obvious in examples such as West Side Story, The Colbert Report, or The Sopranos, no text creates its entire meaning for itself by itself, as viewers will always make sense of a new text using structures and orders of meaning offered to them by other texts, genres, and viewing experiences. Intertextuality is always at work, with texts framing each other just as I have shown paratexts to frame texts. In this regard, paratextuality is in fact a subset of intertextuality. What distinguishes the two terms is that intertextuality often refers to the instance wherein one or more bona fide shows frame another show, whereas paratextuality refers to the instance wherein a textual fragment or “peripheral” frames a show.

140
“as was seen with the Six Degrees hype and the American Sweet Hereafter trailer in chapter 2, paratexts can often lead audiences down blind alleys, and should by no means be considered inherently helpful, just as not every clue that detectives find at a crime scene will aid their investigation.”
-> EA elegance versus EA shit!
“paratextuality and intertextuality are not always self-motoring systems.”
-> In EA elegance consumers are led to the next granule. In EA shit consumers are lost.
-> EA helps in achieving this elegance!

141
“once one consults audience discussion, one starts to see both how radically and how subtly it can toggle, dismantle, or revise the careful planning of Hollywood’s textual systems.”
-> That’s because Hollywood does not have an integrated approach like EA. Still, an entarch needs to remember he can only steer so much.

146
“Fan creativity can work as a powerful in medias res paratext, grabbing a story or text in midstream and directing its path elsewhere, or forcing the text to fork outward in multiple directions.”
““A marked or annotated book,” Jackson notes, “traces the development of the reader’s self-definition in and by relation to the text. Perhaps all readers experience this process; annotators keep a log.”” -> If somebody sees my annotations to a book, he knows to some degree how I think.

160
Fan fiction, writes Coppa, “is community theatre in a mass media world,” a staging and therefore a reading of a text.”

165
“rather than see media firms’ paratexts and fans in competition or contrast, we [academics] should also acknowledge the increasing incidence of media firms creating policed playgrounds for fans, setting up fan sites that invite various forms of fan paratextual creativity and user-generated content, yet often imposing a set of rules and limitations and/ or claiming legal rights over the material.”

166
“a text is always already a collaboratively created entity, and regardless of how media firms rewrite copyright law to give them power of attorney over a text, the only texts incapacitated enough to be ownable are those that have absolutely no social relevance or audience attention.” Fucking A!

174
Definition-storyworld:
“All [spoilers, vids, recaps, wikis, reviews, websites, campaigns, viewing parties, etc.] underline the considerable power of viewer-end paratexts to set or change the terms by which we make sense of film and television, and, hence, to add or subtract depth and breadth to a text and its storyworld.

177
“Writing in 1992, before the franchise’s proliferation of videogames, and before the second trilogy opened the floodgates for yet more merchandise sales, Stephen Sansweet noted that Star Wars had amassed over $2.5 billion from merchandise alone.”

187
Buoyed by the invitations of licensed toys and other childhood merchandising, film and television narratives are open for business—or, rather, for play—and have been for many years, whether media firms and their legal teams like it or not. Paratexts have extended this invitation to play, as they have contributed to the text with their own suggested meanings, and have offered consumers opportunities to contribute further to the text themselves.”

192
According to Linda Hutcheon, “the process of adaptation frequently moves a story across different modes, opening up new possibilities for both the storyteller(s) and the audiences. In particular, she notes three modes of narratives:

  • telling, as in novels, which immerse us “through imagination in a fictional world”;
  • showing, as in plays and films, which immerse us “through the perception of the aural and the visual”;
  • and participatory, as in videogames, which immerse us “physically and kinesthetically.”

Thus, a videogame adaptation—or at least a good one—is not merely an attempt to rehash or to copy; it moves the story, its world, and its audience to a different narrative mode, wherein the audience can step into (parts of) the storyworld.

196
Allowing fans, and giving room to play, is often of vital importance, but requiring that all viewers be fans is an immodest and potentially destructive move, even for sequels of cult properties such as The Matrix.”

202
“the What Happened in Piedmont? puppetmasters regularly received posts from readers who clearly did not understand that this was fictional, and from many others whose in-frame postings made it unclear whether they believed in the conspiracy or were simply playing along.”

205
“this chapter has argued that for some viewers, the text is at its most interesting, engaging, and/or meaningful at the outskirts.” -> The glue! The glue!
“Engaging with any form of entertainment, particularly of a fictional nature, is a form of play, and thus texts are essentially spaces for play and the reflection it inspires.” -> Has play also always been part of entertainment, just like story?

206
some film and television franchises have embraced the creative and contributive capacities of paratexts and have moved toward a model of media creation that works across media, networking various platforms, styles, and even textual addresses to fashion a more developed text.

207
3 key tasks for entarchs:

  • “Balancing alternate-sized textual universes is rapidly becoming a key task for media producers.
  • Furthermore, since each paratext can toggle or even short-circuit the text (as examples throughout this book have illustrated), another key task is for media producers to streamline their various paratexts.
  • And a third key task is to open sufficient room for storyworlds to be inhabitable, so that viewers have the interest in commandeering portions of the world, as well as the ability and freedom to create their own parts of and paths through this world.

Making all of these tasks considerably harder is many companies’ and shows’ apparent lack of dedicated creative personnel whose job it is to oversee the smooth flow of textuality and meaning between films, programs, and paratexts.” -> Opportunity for EA!
“While I argue for the creative potential that is fostered by streamlining shows and their paratexts, and while I am critical of some instances when show and paratext work independently, by no means do I wish to suggest that all texts should reign in their paratexts. At times, the push and pull between different meanings among paratexts or between the show and a paratext will be responsible for some of the text’s vitality.”

208
There are “what we might call textually “incorporated” and “unincorporated” paratexts.”

208-210
He mentions unincorporated paratexts as a pizza branded as The Dark Knight. A branded pizza paratext might be incorporated in the case of Spider-Man or Ninja Turtles.
-> But all things that cannot be controlled, like people talking at the water cooler, are unincorporated paratexts too!!! Right?

210
“By contrast, this book has also presented numerous cases of paratexts that were “incorporated,” adding to the storyworld and allowing viewers chances to explore that world further or even to contribute to it.”

211
“some in Hollywood have started to call [EA] “360 degree” storytelling”

214
New understanding/role of marketing, it becomes part of the story:
“both producers and audiences are encouraged to look upon the paratexts as far more than just a marketing tool, though they may well be that as well. Rather, they are invited to incorporate the paratext into their text, and to see the creation of that paratext as part of the act of creating the text in general.”
“paratexts have significant value, in and of themselves, but also as components of larger units of entertainment.”

215
Definition-showrunner:
“showrunners of complex, transmediated shows such as Heroes or Lost try to coordinate and incorporate various paratexts into the grand narrative”

216
He uses “bible” in reference to the Simpsons.
“Clearly, for licensed games to work, film and television creators need to get more involved, and they need to allow game designers more freedom and more information, inviting them into the creative process of the text as a whole, while not abdicating as much of the narrative foundations to the games as did The Matrix.” -> Don’t be so normative.

217
Heroes had a dedicated transmedia team (called this, too, following the team’s interest in Henry Jenkins’s work and use of the term “transmedia”).”

218
“While Alexander, Warshaw, and Andrade were all polite in not naming names or expanding upon other less-rewarding experiences, all three clearly felt that a commitment to transmedia must come from above.” Fucking A!
“”No one knew if it was marketing or content yet. No one knew a lot of the answers. So there were growing pains during this discovery phase. We had to figure it out along the way. When I was hired on “Heroes,” the transmedia storytelling concept was pretty foreign to the studio, network, and some parts of the show. New structures had to be built and ways of doing business defined. They literally created a transmedia production manual. Now there are templates.“” -> INTERVIEW!!!
“Andrade offered a telling metaphor in speaking of transmedia as a “three-legged stool,”:

  1. promoting the show while
  2. serving as both a vehicle for ads and a
  3. site for story development.

Transmedia’s success and commercial viability, he argued, relies on all three legs being strong.”

219
Film and television have always been collaborative media, but the small, elite club of “above the line” creators may need to open its doors if its members are dedicated to integrating paratexts seamlessly and intelligently. A common complaint from transmedia creators—and one that is evident in many a paratext—is that the network or studio allowed little or no real collaboration or discussion between paratext creators and the film’s director or the television program’s writing staff.”

220
“Everything’s a jumpball right now, with all of us [media corporations] trying to invest in everything,” until the picture of transmedia’s future becomes clear. To this end, and working together, Alexander and Matt Wolf are floating the idea of creating a storyworld that precedes any of its given media iterations, rather than follow the current status quo of letting the transmedia follow the individual show.
“All of the paid paratext creators to whom I spoke talked of fan involvement with their shows with considerable passion and enthusiasm, with Alexander stating that it shouldn’t just be the writers “who get to have all the fun, the fans should get to have fun as well.” But surely not all fan practices are equal in all creators’ eyes, and production ethnographies and histories would undoubtedly uncover the areas of tension better than have my own questions.”

221
“In the DNA”
“As paratexts, convergence, and overflow increasingly bring texts together, however, and as it therefore becomes increasingly difficult to study any one medium in isolation, paratextual study will become all the more important and all the more helpful, and paratextual creation will similarly become all the more vital for any would-be successful text or franchise.”

Herrmann-Pillath, Carsten
2002
Grundriß der Evolutionsökonomik

27
Definition-evolutionary economics:
Das wirtschaftliche Grundproblem ist die Koordination der Bedürfnisbefriedigung autonom handelnder Individuen in einem Zustand des Unwissens. Dieses Unwissen betrifft auch die Frage der Vorzugswürdigkeit unterschiedlicher Koordinationsmechanismen zur Lösung bestimmter Probleme. Ein funktionsfähiges und viables System von Koordinationsmechanismen ist eine „Ordnung“. Die Evolutionsökonomik befasst sich also mit der Frage, wie Ordnung in menschlichen Gesellschaften entsteht und erhalten bleibt. Ihre wirtschaftspolitischen Schlußfolgerungen verstehen sich dementsprechend prinzipiell als Ordnungspolitik, d.h. im Zustand fundamentalen Unwissens werden keine Konzepte direkter Steuerung entwickelt, sondern Konzepte der Ermöglichung von Selbstorganisation und -koordination.

29
“Wirtschaftswissenschaft [ist] ohne transdisziplinäre Öffnung gar nicht denkbar.”

262
“Strukturen sind in der Zeit stabile Konfigurationen von Elementen und Aktoren: Sie sind der Reflex zeitlicher Ordnungen in materiell-energetischen Prozessen und von Transaktionen in Netzwerken.”
“Strukturen sind Regelmäßigkeiten in Netzwerken und materiell-energetischen Prozessen, also wiederkehrende Ursache-Wirkungs-Zusammenhänge.”

269
Institutionen sind Konfigurationen von Netzwerken, die bestimmte Verläufe von Transaktionen gegenüber anderen auszeichnen, und in der Zeit stabil sind.

313
“Manchmal ist auch die „Technologie“ einer Gesellschaft in ihrer Gesamtheit angesprochen, was wir hier nicht nachvollziehen wollen.”
Definition-Basistechnologie:
Eine Basistechnologie ist ein Korrelat zwischen einer Klasse von Artefakten und einem allgemeinen Bauprinzip (zum Beispiel alle Verbrennungsmotoren). [...]

325f

  1. Entstehungsphase
  2. Verbreitungsphase “Es setzt sich ein sogenanntes „dominant design“ durch. (p. 326)”
  3. Stabilisierung und Obsoleszenz

327
Bei der Anwendung des VSB (VSR auf Englisch)-Paradigmas wird “eine Technologie [...] als ein Wissen betrachtet, das durch die relativen Erfolge bei der Lösung bestimmter Probleme selektiert wird. Diese Probleme werden nachfrageseitig definiert und bestimmen die Leistungen, die Technologien erbringen sollen.”
Die Koordination des Wissens zwischen Anwendung und Produktion von Technologie ist ein VSB-Prozeß, bei dem nachfrageseitig das Wissen um Problemstellungen die Selektionsumgebung für Variationen des technologischen Wissens darstellt. Die Nachfrageseite ist also prinzipiell ein Mechanismus äußerer Selektion. Wir können dann die Basistechnologien als Mechanismen innerer Selektion auffassen. Konkrete Anwendungen ergeben sich dann aus dem Wechselspiel zwischen innerer und äußerer Selektion der Technologie. Technologische Paradigmata entsprechen technologischen Entwicklungspfaden im Möglichkeitsraum aller Technologien.
“Es ist aber in jedem Fall wichtig zu notieren, daß die Diffusion von Technologien also maßgeblich durch die Entdeckung von Problemen bestimmt auch ist bzw. durch ihre tatsächliche Beanspruchung zur Lösung von Problemen.”

328
“Es kann geschehen, das prinzipiell vorhandenes technologisches Wissen nicht umgesetzt wird, weil entweder der Problemlösungsbedarf nicht gegeben ist oder weil die gegebene gesellschaftliche Struktur nicht geeignet ist, um den Bedarf zu artikulieren.” -> EA is working on getting out of this problem. People have to learn what EA is and how to consumer it.
“Technologien können aber auch neue Probleme erst definieren, also auch nachfrageseitig in dem Sinne Neuheit erzeugen, daß die Leistungen selbst erst entdeckt werden. Das heisst, die „Umwelt“ ist nicht vollständig unabhängig von der Erzeugung von Technologien.” -> EA has to define the problem to which it is the solution.

328f
“Umgekehrt muß ein Produzent einer Technologie auch in der Lage sein, Probleme der Anwender zu erkennen, die diese selbst nicht kennen.
Generell gilt für alle Technologien, daß eine prinzipielle Differenz besteht zwischen dem generischen Wissen der Technologie und dem kontextsensitiven Wissen, das in konkreten und lokalen Anwendungen mit diesem generisches Wissen korrliert sein muß.” That the technology is there does not mean it will be used.

331
“Das Konzept der Basistechnologie bezieht sich auf grundlegende Merkmale der Herstellung und Funktionalität von Technologien. Technologien weisen ein in der Zeit stabiles Grundmuster ihrer Konstruktionen und Problemlösungen auf, wie etwa das Prinzip „Verbrennungsmotor“.”

334

Mikro- und Makrovarietät in der technologischen Entwicklung

338
“Die Geschichte lehrt, daß die Ablehnung neuer Technologien häufig durch die Angst vor der Entwertung der eigenen Fähigkeiten entsteht. Ein Beispiel sind die Ludditen des 19. Jhs.”
Technologie-spezifische Anwender-Wissensbasis => “Diese strukturelle Kopplung zwischen dem Wissen, das dem Artefakt innewohnt, und dem Wissen, das die Anwender entwickeln, kann erhebliche Barrieren für den Eintritt einer neuen Technologie schaffen, weil die Anwender nicht motiviert sind, ihre Wissensbasis zu entwerten und in die Entwicklung einer neuen zu investieren.”

342
“”Ein damit zusammenhängendes, in der neoklassischen Institutionenökonomik vielverwendetes Argument zum Zusammenhang zwischen Technologie und Organisation bezieht sich auf die schon angesprochene Möglichkeit, daß die Technologie komplementäre Investitionen voraussetzt, die in dem Sinne spezifisch sind, daß sie nur für diese Technologie und bestimmte ihrer Anwendungen nutzbar sind. Dies können spezielle Fertigungsmaschinen sein oder auch das schon betrachtete spezifische Humankapital. Solche Investitionen mit sogenannter hoher „asset specifity“ werden nur geleistet, wenn für die Zukunft Erwartungssicherheit dahingehend besteht, daß tatsächlich auch der Einsatz erfolgt.”

345

Innere und äußere Selektion von Technologien und Organisationen

Innere und äußere Selektion von Technologien und Organisationen

347
gerade in Anfangsphasen von Innovationen besteht die Funktion des Unternehmers darin, technologiespezifische Transaktionen zu institutionalisieren. Dabei gehen Unternehmer typischerweise zunächst von idiosynkratischen, also singulären Beziehungen in Netzwerken aus (etwa bei der Finanzierung, die in besonderem Masse auf Vertrauen beruhen muß).
Gleichzeitig kreiiert der Unternehmer Interpretationen von Technologie. Dies können Rekombinationen vorhandener Technologie sein, also durchaus die eigentliche Erfindertätigkeit. Ökonomisch bedeutsamer ist jedoch die Interpretation von Technologie im Wissen über Nutzungsmöglichkeiten. Der Unternehmer erzeugt entweder dieses Wissen erst beim Nutzer oder er kombiniert vorhandenes Wissen neu. Das verdeutlicht, daß unternehmerisches Handeln in hohem Masse kommunikatives Handeln sein muß, und weniger materiell-energetisch gestaltend.”

386
“die letztendliche Bestimmung von Macht [kann] nur unter Bezug auf konkrete Wirtschaftssysteme geschehen [...]. Macht verändert ihren Charakter im Laufe der Evolution von Wirtschaftssystemen. Zudem sind die Interdependenzen zwischen den verschiedenen Strukturen entscheidend für die Einschätzung von Machtstrukturen: Macht stabilisiert Institutionen, muß aber umgekehrt auch institutionalisiert sein. Diese Zusammenhänge können wir nur im Rahmen des Konzeptes der „Ordnung“ begreifen, das sich auf die Struktur der Strukturen von Macht, Institutionen und Technologie bezieht.”

Cavallaro, Dani
2010
Anime and the Visual Novel: Narrative Structure, Design and Play at the Crossroads of Animation and Computer Games

There is a recent trend for creating anime series and anime movies based on visual novels.
Visual novels are fairly static games that rely heavily on text and often there is not much player interaction beyond clicking on “next”.
Video games have become so powerful as a storytelling form that they influence other storytelling forms.

8
“In the context of anime culture, the phrase “visual novel” (“bijuaru noberu”) designates a multibranching and interactive ludic experience that enlists the player’s creativity alongside the production studio’s own artistry and thus transcends the boundaries of other types of more controlling videogaming. The visual novel typically articulates its narrative by means of extensive text conversations complemented by lovingly depicted (and mainly stationary) generic backgrounds and dialogue boxes with character sprites determining the speaker superimposed upon them. At certain pivotal moments in the story, more detailed images drawn especially for those scenes and enhanced by more cinematic camera angles and CGI are included. A visual novel’s ending alters according to the player’s choices at key turning points, which provides a motivation to replay the game and opt for alternative decisions each time. Pictorial sumptuousness, vibrant palettes, meticulous devotion to plot depth and character design and development are absolutely vital aspects of the medium.”

10
“In placing the interactor in a finely grained imaginary setting wherein he or she is required to deploy both text-analysis capabilities and puzzle-solving skills, the visual novel forges an innovative way of presenting and receiving the narrative experience.”

Hartley, John
2009
(The chapter I’m quoting was first published in Story Circle, then revised and published in The Uses of Digital Literacy.)
The Uses of Digital Literacy
Story Circle (page numbers in brackets)

72 (16)
In that book [Reading Television, 1978], the term ‘bardic function’ was coined to describe the active relationship between TV and viewers, where the book argued, TV programming and mode of address use the shared resources of narrative and language to deal with social change and conflict, bringing together the worlds of decision-makers (news), central meaning systems (entertainment) and audiences (‘vertically through the social scale’) to make sense of the experience of modernity.”

73-76 (17-19)
“Blaming the popular media for immoral, tasteless, sycophantic, sexist, senseless and disreputable behaviour is nothing new.” Taliesin, Chief Bard of Britain, criticised newcomers / new art perhaps as far back as the sixth century.

78 (N/A)
The antecedents of popular entertainment with political import go as far back at least as the medieval bards, heralds, minstrels and troubadours whose job it was to ‘broadcast’ the exploits, ferocity, largesse and (mis)adventures of the high and mighty.”

82 (23)
“It should be noted that the order of bards and popular television alike are specialised institutional agencies for delivering the ‘bardic’ function in a given culture. They take it on and professionalise it within evolving historical, regulatory and economic contexts, and of course in so doing they tend to narrow its potential, to exclude outsiders (the general public) from productive or creative participation, not least to maintain the price of their skills, and to restrict the infinite potential of semiosis to definite forms with which their own institutionalised ‘mechanism of translation’ can comfortably cope. These institutional agencies can optimise storytelling’s scale (a story can be reproduced many times) and its diffusion (a story can be heard by many people); but they also increase both formal and bureaucratic rigidity (‘transaction costs’) in narrative production and thus reduce adaptability to change.” Beginning is applicable to EA, but the rest is about broadcasting. He then says that the ‘bardic function’ needs to be reinterpreted.

84 (24)
“The challenge [of today's "dance"] is to understand how such a diffused system might work to propagate coherent sense across social boundaries, among different demographics and throughout social hierarchies. In other words, how does a fully distributed narrative system retain overall systemic unity? If everyone is speaking for themselves, then who speaks for everybody?” Two things:
1. This is a challenge for EA -> is the solution that there is none? -> that the old audience simply has to die out and a new generation of audience will renegotiate storytelling/narrative with EA?
2. EA answers this partly: an entarch is a professional service provider -> everybody can create with everybody, all good, but somebody will probably be successful as a mass entertainer/artist, as a star -> entarchs stand the chance of becoming the stars!

84f (25)
“As with democracy, so with musical or dramatic storytelling – the challenge is to find a way to think about, to explain and to promote mass participation without encouraging splits, divisions, migrations and anarchy on the one hand, or an incomprehensible cacophonous plurality of competing voices on the other, or an authoritarian/elitist alternative to both. The challenge is also a negative one – how not to associate ‘more’ with ‘worse’; mass participation with loss of quality.”

86 (26)
“Kings and knights were not known until praised.”

86 (N/A)
“Fame followed flattery – not the other way around.” You have to be praised by others to be famous, only then wants the world to sleep with you.

87 (26)
“For humans, storytelling itself is a form of schooling in the capabilities of language. It teaches us how to think (plot), what to think about (narrative), the moral universe of choice (character) and the calculation of risk (action), motivated by desire for immortality (fear of death).”

(33)
“Thence the most interesting question is what digital media might be used for. We should wait and see, not fall for the temptation of hurling abuse at the latest upstart medium that poses some sort of competition to the entrenched professionals of the day, just as the mythical Taliesin did in his own diatribe against strolling minstrels.”

(33f)
3 options for professional storytellers now:

  1. The Taliesin function (“I’m a bard and you’re not”).
  2. The Gandalf function (“I’m a bard and this is how it’s done”).
  3. The eisteddfod function (“We’re all bards: let’s rock!”).

(34)
“Based on the lesson of previous step changes in the growth of knowledge, it is clear that evolution is blind, and the opportunities afforded by adaptations cannot be known in advance, whether it is the opposable thumb or the digital network.”
“Certainly, when writing and printing were invented, no one could have predicted their eventual uses from the purposes of the inventors. The printing press in Gutenberg’s day was based on agricultural machinery and used largely for religious clients. Its eventual success was not at all certain. Like many innovative startups, Gutenberg’s own firm went bust. How could anyone in the 1450s have foreseen the importance of printing and publishing for the growth of the great realist textual systems of modernity – science, journalism, and the novel – since none of them existed until printing made possible the development of a modern reading public? Similarly, who today can predict the cultural function of internet affordances; the outcome of the democratization of publishing; and the population-wide extension of semiotic productivity?”

Cheshire, Tom
Burton,Charlie
2010
Transmedia – Entertainment Reimagined

90
today’s transmedia producers are planning for multiple platforms from the start. They design fictional universes that are consistent however the audience engages.
“In a world of multichoice TV, mobile and the web, competition for viewers has never been greater, and audience attention never more fragmented. That’s why many content creators are betting that transmedia will focus it once again.”

91
“transmedia also demands that narratives cohere, and this is where many previous efforts failed.”

97
“For Gomez, storytellers who embrace these possibilities will define pop culture. So what will happen when transmedia’s fledgling audi­ence comes of age? He gets whimsical. “We’re going to see our transmedia Mozart. We are going to see visionaries who understand the value of each media platform as if it’s a sepa­rate musical instrument, who’ll create sym­phonic narratives which leverage each of these multimedia platforms in a way that will create something we haven’t encountered yet.
“And it’s going to be magnificent.”"

Crawford, Chris
2005
Chris Crawford on Interactive Storytelling

6
Definition-narrative:
“How do you communicate pattern-type information to a pattern-recognizing mental module using a sequential medium such as language? In computer terms, the data is in the wrong format for the communications link!
What’s needed is a reformatter, something that converts one thinking format to the other. Narrative is that reformatter. It’s an ad-hoc solution to an ugly interfacing problem that arose early in the development of language.”

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.

93
“the metalinear form extends the writer’s narrative voice so the writer can say more things in more ways.”

95
“A writer is not so much someone who has something to say as he is someone who has found a process that will bring about new things he would not have thought of if he had not started to say them.” William Stafford, from WRITING THE AUSTRALIAN CRAWL, February 1982

201
Metalinear narrative is the name proposed by this research for this new narrative form. The metalinear narrative is a collection of small related story pieces designed to be arranged in many different ways, to tell many different linear stories from different points of view, with the aid of a story engine which sequences the story pieces.

202
“Metalinear narrative has three primary components:

  • An abstract story structure composed of narrative primitives which a writer can manipulate and rearrange according to her creativity. The story structure provides the narrative framework, or spine, for the many linear narratives to be produced from the metalinear narrative
  • A representation of story granules to be resequenced in various ways. This repre­sentation includes annotations of how each granule fits into the story structure and the narrative relationships between the story granules
  • Methods of resequencing story granules based on their representation and the pro­vided abstract story structure. The story engine chooses granules which fit the sto­ry structure according to predetermined narrative styles

My thesis is that a writing tool which offers the author these three key elements, as well as knowledgeable feedback about narrative construction and context during the creative process, is essential to the task of creating metalinear narratives of significant dimension.”

205
“Met­alinear narrative may make it easier for all of us, not just a few of us, to tell our stories.” -> empowerment