Trans-media has emerged due to the advent of the Internet and computing/video games. The Internet allows for more audience feedback, as well as audience discussion of the movie. Video games allow audiences the ability to play as characters from the movie, deepening the engagement the narrative has with its audience members. After establishing the implications trans-media has in film, using an informative video, I then went over various examples of trans-media in recent times. Lego was a specific franchise I used to exemplify this current trend.
Discussion: Once I had gone through various examples, I then posed possible franchises that may soon adopt trans-media into their business strategy. One classmate mentioned how Breaking Bad's attempt at trans-media proved problematic, integrating adult themed characters into kids toys. Another classmate used Frozen as an example of how Disney is attempting to engage with its female audiences through trans-media.
Video: https://www.youtube.com/watch?v=HvJbY9hUgbc
Sources:
Dena, Christy. Transmedia practice: Theorising the practice of expressing a fictional world across distinct media and environments. Diss. University of Sydney, 2010.
Edwards, Leigh H. "Transmedia Storytelling, Corporate Synergy, and Audience Expression." Global Media Journal 12.20 (2012): 1-12.
Jenkins, Henry. "Transmedia storytelling and entertainment: An annotated syllabus." Continuum: Journal of Media & Cultural Studies 24.6 (2010): 943-958.
Smith A (2011). Beyond the brick: narrativizing LEGO in the digital age. Presentation at Media in Transition 7: Unstable Platforms, Boston, Massachusetts, 13–15 May.
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