no shit

Kinder, Marsha
1991
Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles

Search for ‘transmedia’ on its Google Books page.

47
Definition transmedia intertextuality:
“What I found [from recording Saturday morning children's TV] was a fairly consistent form of transmedia intertextuality, which positions young spectators (1) to recognize, distinguish, and combine different popular genres and their respective iconography that cut across movies, television, comic books, commercials, video games, and toys; (2) to observe the formal differences between television and its prior discourse of cinema, which it absorbs, parodies, and ultimately replaces as the dominant mode of image production; (3) to respond to and distinguish between the two basic modes of subject positioning associated respectively with television and cinema, being hailed in direct address by fictional characters or by offscreen voices, and being sutured into imaginary identification with fictional character and fictional space, frequently through the structure of the gaze and through the classical editing conventions of shot/reverse shot; and (4) to perceive both the dangers of obsolescence (as a potential threat to individuals, programs, genres, and media) and the values of compatibility with a larger system of intertextuality, whithin which formerly conflicting categories can be absorbed and restrictive boundaries erased.”

Rose, Frank
2011
The Art of Immersion: How the digital generation is remaking Hollywood, Madison Avenue, and the way we tell stories

1
“Anthropologists tell us that storytelling is central to human existence. That it’s common to every known culture. That it involves a symbiotic exchange between teller and listener – an exchange we learn to negotiate in infancy. Just as the brain detects patterns in the visual forms of nature – a face, a figure, a flower – and in sound, so too it detects patterns in information. Stories are recognizable patterns, and in those patterns we find meaning. We use stories to make sense of our world and to share that understanding with others. They are the signal within the noise.

2
“Every new medium has given rise to a new form of narrative.”

3
Definition deep media:
“Under its [the Net's] influence, a new type of narrative is emerging – one that’s told through many media at once in a way that’s nonlinear, that’s participatory and often gamelike, and that’s designed above all to be immersive. This is “deep media”: stories that are not just entertaining, but immersive, taking you deeper than an hour-long TV drama or a two-hour movie or a 30-second spot will permit. This new mode of storytelling is transforming not just entertainment (the stories that are offered to us for enjoyment) but also advertising (the stories marketers tell us about their products) and autobiography (the stories we tell about ourselves).”

8
“We can see the outlines of a new art form, but its grammar is as tenuous and elusive as the grammar of cinema a century ago.”

21
“At the end of the meeting [with Jordan Weisman], [Kathleen] Kennedy called the head of marketing at Warner Bros., which was making the picture [A.I.]. As Weisman recalls it, she made an announcement: ‘I’m sending Jordan over. I want you to write him a very big check. And don’t ask what it’s for.’
‘It’s good to be kind,’ Weisman remarked when the call was over.
‘Yes,’ she said, ‘it is.’”

27
Trent Reznor’s Year Zero entarch was “‘the world’s most elaborate album cover,’ he said, ‘using the media of today.’”

32
“Where earlier forms of literature had been expected to hew to history, myth, or legend, novels were judged by their ‘truth to individual experience,’ as the critic Ian Watt put it.” (Watt, Ian; 1957; The Rise of the Novel)

43
“At expos like Comic Ichi and Super Comic City, thousands of amateurs sell slickly produced, self-published manga in which well-known characters express forbidden desires and otherwise behave in clear violation of intellectual property laws. Yet commercial publishers show no inclination to send out their copyright attorneys and shut the markets down. Instead they’ve learned to look the other way, because thy know that the fervor these fan-created manga generate can only lead to increased sales for everyone.”

67
“McDonald’s, Coca-Cola – these were the deals the people at Fox could understand. The Ubisoft game was not.”

68-75
He describes the difference between Star Wars set up as a franchise and entarch – and how it became more entarch-like in the late eighties (72-73). Essentially, in the beginning everybody who owned a piece of the franchise did whatever they wanted – novel ghost written by somebody in the name of Lucas; Marvel created Jaxxon, a giant rabbit as an homage to Bugs Bunny (68); Luke Skywalker getting affectionate with twin sister Princess Leia (71) – while later Lucas took control and a bible was created.
-> It’s still not entarch (weak glue), but getting closer.

69
Star Wars movies generated USD 4 bn box office income. The franchise as a whole USD 15 bn.

73
“In addition to not contradicting the movies or each other, the new stories had to adhere to the core precepts of Star Wars: the struggle between good and evil, the role of mysticism and spirituality, the focus on family relationships, mythic depth beneath an apparently simple story. Working with a team of in-house editors, [Howard] Roffman set the story arcs and decided, in consultation with Lucas, whether major characters would live or die.
-> Two EAs!

74
“In Star Wars, a Holocron is a repository of mystical Jedi knowledge. In real life, it’s a FileMaker database that [Leland] Chee maintains as Lucasfilm’s ultimate internal reference. Chee’s Holocron contains more than 30,000 entries coded for levels of canonicity, with the highest level – “G” for George – standing as the word of God.”
-> Entarch Bible with George as EA!

75
“Somewhere along the way, Lucas himself has been left behind. In December 2008, when Del Rey published The Complete Star Wars Encyclopedia – a three-volume, 1,224-page boxed set – Roffman gave it to him and joked that he probably didn’t know 60 percent of what was in there. Lucas may have created Star Wars, but even he had to admit to Roffman that the fans own it now [figuratively].

87
“there’s nothing inherent in humans that makes them want to be passive consumers of entertainment, or of the advertising that pays for it.”

90
“Inevitably, serialization changed the structure of stories. Dickens fashioned tales with cliff-hanger endings to keep readers coming back [...]. More significant, however, was the way he improvised in response to his readers’ reactions.”

98
“The entire motion picture industry was essentially a real estate operation, with mass-produced entertainment the come-on.” So cinemas were where the money was. Nonetheless the majors sold them off after Paramount.

111
“When people say the Internet is wreaking havoc on existing media businesses, they’re really pointing to two things: this ever-growing cascade of information, and the emergence of hyperlinks as a means of dealing with it. On a planet that even in 2002 produced a new Library of Congress print collection every 57 seconds, most information is never going to command the premium it once did. But links to the right information can be extremely valuable – especially to companies tht know how to use those links to their advantage.”
-> ‘glue’ !!!

112f
“This is why, when books [NEXT PAGE] threatened to make us stupid 2,400 years ago [Socrates "complained that books encourage forgetfulness" 112], we responded not by abandoning books but by redefining “stupid.” I suspect we’ll do the same with Google.”

127
“‘Characters were becoming something companies would place great value in, because they knew people would follow. It was a precursor to the story arc.’” Phil Spencer, head of Microsoft Game Studios.

137
“I think of traditional linear storytelling as a roller coaster and games as a dirt bike.” Will Wright.

141
“The best stories lead to the widest variety of play, and the best play leads to the most story. I think they’re two sides of the same coin.” Will Wright.

142
“This suggests, the authors wrote, ‘that readers understand a story by simulating the events in the story world and updating their simulation when features of that world change.’” Speer, Nicole K. et al; 2009; Reading Stories Activates Neural Representations of Visual and Motor Experiences.
-> Consumers literally live in/experience a story – a bit like the mirror neuron.

177
“‘NBC is paying people fake money to do real work,’ he marveled, ‘and MasterCard paid NBC real money to give away fake money.’” Rajat Paharia, founder of Bunchball.

233
as individuals we’re more connected than ever, and yet as a market we’re atomized. As goes the mass market, so go mass media, spelling chaos for the media industry itself and for the advertisers that rely on it to reach consumers.”

237
“And when consumers are enlisted to tell the story, it’s seen less as advertising than as peer recommendation.”

250
“[...] people don’t want to watch toilet paper give them a 30-second narrative – not when they could be watching real entertainment from real entertainment producers.”
-> He says advertising does not have to be storytelling at all.

274
Any narrative that has gamelike aspects – which is to say, any story that invites you into its world – can make an appeal to your foraging instincts.”
-> If you conceive an entertainment world, play has to be part of it.

277
[Japanese players] have no problem playing the bad guy, because they’re used to the idea that fantasy can be divorced from reality. (Hence such otaku fixations as lolicon and tentacle porn.) Others, Americans in particular, take a more moralistic approach.

318
“‘It is my job to create universes, as the basis of one novel after another. And I have to build them in such a way that they do not fall apart two days later. Or at least that is what my editors hope. However, I will reveal a secret to you: I like to build universes which do fall apart. I like to see them come unglued, and I like to see how the characters in the novels cope with this problem. I have a secret love of chaos. There should be more of it.’” Quotes Philip K. Dick ~ How to Build a Universe That Doesn’t Fall Apart Two Days Later.

Jenkins, Henry
2001
Convergence? I Diverge.

First time he mentions transmedia storytelling, afaik.

93
Definition-transmedia storytelling:
“Media convergence also encourages transmedia storytelling, the development of content across multiple channels. As producers more fully exploit organic convergence, storytellers will use each channel to communicate different kinds and levels of narrative information, using each medium to do what it does best.”

Jenkins, Henry
2010
Transmedia Storytelling and Entertainment: An annotated syllabus

943
“Teaching a class on transmedia is especially challenging – in part because the topic represents an intersection between fields of research that are normally held as methodologically separate.” -> use for methodology chapter!

“by definition, teaching about transmedia requires us to move away from medium- specific models for structuring the curriculum in favour of a comparative media perspective, providing a context for helping students to think across media platforms and to understand how they are interacting with each other in ever more complex ways.” Reference for communication technologies comparative table.

944
Jenkins newest definition-transmedia storytelling:
Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes its own unique contribution to the unfolding of the story.

945
“My own early writing about transmedia may have over-emphasized the ‘newness’ of these developments, excited as I was to see how digital media were extending the potential for entertainment companies to deliver content around their franchises. Yet Derek Johnson has made strong arguments that the current transmedia moment needs to be understood in relation to a much longer history of different strategies for structuring and deploying media franchises.”

Audi of America
08.06.2005
Audi’s “The Art of the Heist” Campaign Launched With Stolen A3 (19.12.2010)

“The story develops into a narrative involving Nisha Roberts and Ian Yarbrough who are racing for their lives as they are being pursued by a pair of hit men. Ian’s tearing across America in a stolen car, the key to unlocking the mystery behind one of the biggest art heists ever planned. Now Nisha has to find out who’s behind the scheme. To complicate matters, Nisha has attracted the attention of legendary game designer Virgil Tatum. Virgil has set his eyes on a prize of his own – Nisha and a video game based on the adventures of Nisha Roberts and her company, Last Resort Retrieval (www.lastresortretrieval.com).”

Borden, Mark
14.07.2010
The Team Who Made Old Spice Smell Good Again Reveals What’s Behind Mustafa’s Towel (18.12.2010)

Interview with Iain Tait, global interactive creative director at Wieden + Kennedy, the advertising agency behind Old Spice Guy.

“One of the unique things taking place in the studio is we have a team of social media people, we have the Old Spice community manager, we have a social media strategist, a couple of technical people, and a producer. And we’ve built an application that scans the Internet looking for mentions and allows us to look at the influence of those people and also what they’ve said. They’re working in collaboration with the creative team that are there to pick out the messages that: 1. Have creative opportunity to produce amazing content; or 2. Have the ability to then embed themselves in an interesting or virally-relevant community.
It’s not just picking people with huge followings, it’s a really interesting combination.”

Hust Rivera, Heather
01.09.2010
First Look at ElecTRONica (16.12.2010)

“ElecTRONica will transform Disney California Adventure park Fridays, Saturdays and Sundays this Fall. TRON fans and families can also enjoy the party seven days a week during Thanksgiving week and Christmas week.”

Gray, Jonathan
2008
Television pre-views and the meaning of hype

34
“hype succeeds by creating meaning.”

Creativity
14.05.2008
2008 Creativity Award Winner: Halo 3 Launch Campaign (08.12.2010)

Q&A with T.A.G. (now agencytwofifteen) Creative Director John Patroulis about the launch campaign of Halo 3.

Powell, Jenni
04.06.2010
Jeff Gomez: Transmedia is a Responsibility Not a Privilege (30.11.2010)

“People feverishly took notes or typed away on laptops as Gomez openly shared years upon years of experience in creating story universes designed to not only extend beyond just one entertainment platform but indeed should work in tandem to create a cohesive and engaging whole. One of the first diagrams Gomez revealed was a set of shapes, each shape representing a platform (movie, game, book). He described a “Typical Media Franchise”, in which the shapes are simply stacked and leaned against each other: touching, but not truly connecting. He then revealed his Transmedia philosophy in diagram form in which the shapes truly fit with each other, forming a perfect rectangle. He called this Transmedia Elegance.” -> EA Elegance!