2015
Transmedia
Storytelling
The benefits of Participative Consistency
and the Hidden Markov Model
Tim van Leeuwerden
NHTV
5/18/2015
NHTV Breda University of Applied Sciences
Transmedia Storytelling
The benefits of Participative Consistency and the
Hidden Markov Model
by Tim van Leeuwerden
Student at NHTV Breda University of Applied Sciences
International Media & Entertainment Management
Supervisor: Oscar Bastiaens
18 May, 2015
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Preface
In the past four years, I have been trying to develop myself as a media Humanis Universalis.
I wanted to know everything from every corner in the field of media entertainment. It was
then at the start of my third year that Oscar Bastiaens noticed I might be suited for the field
of academic research. And he could not have been more right. The field of academic
research into social as well as media studies sparked my interests towards the current state
of entertainment and how to improve it. I decided I wanted to become invested into narrative
studies, moulded in the context of multimedia entertainment. The industry is ever changing,
but the need for storytelling has been present even before the invention of the written
language. I am therefore truly grateful to finish my bachelor journey with writing a thesis that
details how I view the current state of fictional narrative story worlds in entertainment and
how that narrative success potential could exponentially grow with the recognition of the right
tools to construct story worlds in a transmedial structure.
For as long as I can remember, I have been an avid fan of story worlds. The richness, the
depth and the narrative quality that a story world could contain struck me as something aweinspiring. Story worlds have and will always contain a special place in my heart. Therefore I
was more than thrilled to make my recommendations to make transmedia storytelling more
transparent, universal, observable and measurable but most of all, more profitable. The first
story world I ever enjoyed in my life was that of Star Wars. The current story world I enjoy
but find lacking some transmedial aspects is that of Assassin's Creed. It seems only fitting
that I would discuss these two narrative story worlds, which are the causes that sparked my
interest in transmedia story world structure, to communicate my statements. With this
research, I have attempted to discuss the necessity of narrative attribution recognition in
transmedia storytelling and how it could be implemented in the variables in a Hidden Markov
Model to observe the current state of story world in order to anticipate and alter the future
state of story world to reach a participative consistency from the most users.
First of all, I would like to thank my supervisor Oscar Bastiaens. He always pushed me to
pursuit further knowledge and to never stop exploring my hunches and thoughts. His
unwavering faith in me is something I will always be truly grateful for.
I would like to thank the industry experts, whose ideas about transmedia instructed me on
what the industry still needs and who impacted the research: Carlos Alberto Scolari, Jen
Begeal, Andrea Phillips, Joris Hoebe, Tim Murck, Drew Davidson, Ilse Romero Santizo,
Robert Pratten and Jeff Gomez.
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I would also like to thank my family and friends for being supportive at all times. While most
of them did not always understood what I was going through, their motivations pushed me to
go the distance. Special thanks go to Jessy van de Walle, Robyn Pierson and Mathijs van
der Kroft for proofreading and marking up the layout.
Lastly, I want to thank my fellow student Zarifa Huseynova, whose charming attitude and
unshakable motivation was a big example for me.
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Abstract
In this modern era of convergence, storytellers are looking for all sorts of ways to distribute
their story worlds in the most optimal way possible. Transmedia storytelling would seem to
be the new prospect of profit by the industry to construct optimal narrative engagement. This
thesis deals with the question what the role of narrative attribution is in transmedia
storytelling and how it can contribute to form a observation model that measures the
narrative success of a story world. Several examples of transmedia story worlds are
analysed, most notably Star Wars and Assassin's Creed, which serve as case studies.
For this research, different online research facilities such as the universities of NHTV and
Bournemouth University have been consulted surrounding different theories of digital media,
narrative structure and measurement models. This research extensively observed the
different online fan communities surrounding Star Wars and Assassin's Creed regarding
their enjoyment of the story world to exemplify in the thesis. Finally, for this research, ten
different experts in the field of transmedia have been interviewed regarding the current state
of transmedia, as well as the role of narrative and migratory behaviours. These interviews
where fundamental, as the interviews stated what ideas and understandings surrounding
transmedia storytelling where still missing.
This thesis discusses the role of narrative quality in transmedia and how that can be
observed and/or measured. The recognition of narrative attributions are an essential
component in transmedia storytelling. This thesis reviews the current understanding of
transmedia storytelling, as started by Henry Jenkins (2003) and the current role of narrative
in transmedia storytelling and suggests which components are of benefit to the analysis of
the narrative quality in transmedial story worlds.
Careful analysis has been done to review the attributions that differentiate a transmedial
narrative from an ordinary narrative and how they can engage users in constant transmedia
traversal. Furthermore, this thesis suggests how the meta-narrative of a story world can best
be diversified throughout a transmedia story world, delivering the best possible narrative
experience. For that, several strategies and observations surrounding migratory behaviour
are suggested to form an optimal narrative deliverance.
In order to understand the value and meaning of these transmedia components, a thorough
research to different measurement models has been conducted. This thesis suggests that
the level of narrative attributions, as well as the current state of a story world can be
measured by implementing the Hidden Markov Model. The model can serve two purposes:
the analysis of the current state of story world by audience feedback, as well as anticipating
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the level of success by future narrative extensions to the story world. The Hidden Markov
Model can turn a seemingly immeasurable progress of world building into a system of
observation that repeatedly allows for the analysis of current story world state and
structuring its narrative strong and weak points, based on feedback.
Observation and measurement of transmedia work better if there is an end goal to work
towards. For that, this thesis suggests a new transmedia storytelling component called
participative consistency, which details the balance between the most profit for the
storyteller, as well as the best possible level of engagement with the story world.
Finally, the implementation of narrative attributions in the Hidden Markov Model are
demonstrated in the two different case studies in different ways: how a new narrative can
change the current state of the Star Wars story world engagement, as well as how narrative
attributions demonstrate the current state of the Assassin's Creed story world.
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Table of Contents
Preface
3
Abstract
5
Introduction
Topic Introduction
Problem Definition
Industry Relevance
Research Questions & Method
Research Goal
8
8
10
12
13
14
Chapter 1: Transmedial Storytelling
16
1.1 An Age of Convergence
1.2 From Multimedia to Transmedia
1.3 Additive Comprehension & Radical Intertextuality
1.4 Multimodality
1.5 Metatextuality
1.6 Summary
17
19
20
21
22
23
Chapter 2: Narrative Attributions
24
2.1 Multi-Narrative Design
2.2 Aesthetics of Story World
2.3 Distributed Narratives
2.4 Engaging Transmedial Characters
25
27
28
30
2.5 Summary
31
Chapter 3: Migratory Behaviour
3.1 Negative Capability
3.2 Uses & Gratifications Theory
3.3 Migratory Cues
3.4 Summary
32
32
33
35
37
Chapter 4: Participative Consistency
38
Chapter 5: The Hidden Markov Model
44
Case Study: Measuring Assassin's Creed's Story World
49
Chapter 6: Towards and understanding of Transmedia Success
56
Reference List
58
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Introduction
Topic introduction
Over the past few years, different theories have emerged in the fields of media, narrative,
interactivity and engagement that can all be rallied under the banner of transmedia.
Transmedia as a complex system of interconnected narratives which tell the grand story of a
story world, has started from a spark close to a powder keg into a seemingly unlimited and
unqualified wildfire of transmedia producers that all try to make new, thrilling narrative
experiences, each one trying to offer ways to alternatively enjoy a narrative story.
Transmedia storytelling (as coined by Henry Jenkins in 2003) would almost seem a
buzzword for a new generation of storytellers - a revolutionary movement of entwining
narrative consistency across multiple platforms, with each platform adding to a metanarrative (Bastiaens & Bouwknegt 2014, p.2) and the enlargement of a story world
experience. Naturally, this new wave of storytelling demands new intellectual skills in
knowing how to attract, engage and captivate your audience with these new multimedia
medthods. It is Jenkins' definition of transmedia who refers to the term explicitly for use in
fictional narrative entertainment, which got a considerable following from storytellers and
narrative designers:
"A transmedia story unfolds across multiple media platforms, with each new text
making a distinctive and valuable contribution to the whole. 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….Each
franchise entry needs to be self-contained so you don’t need to have seen the film to
enjoy the game or vice versa." (Jenkins, 2006, p.95-96)
Getting a story out has never been easier for storytellers. Ironically, producing a captivating
experience for your audiences has never been more difficult due to the ever-increasing
demands from the consumers towards the entertainment industry in terms of watching an
intriguing experience that stands out from what they are already familiar with. Because of
these insistences by consumers, storytellers are constantly shifting their mindset and
philosophies towards finding the El Dorado of storytelling. However, there is little knowledge
of transmedia narrative execution and what the actual mechanics of transmedia storytelling
are and how they ought to be observed and measured. The industry has a need for the tools
and knowledge to observe transmedia storytelling and how to consequently improve
transmedia storytelling as a concept of narrative entertainment.
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In the last decade many investigations have been performed on how to make a transmedia
product. Below you will find Robert Pratten's (2011, p.2) conception of transmedia. As is
seen traditionally we see that the consummation of media platforms are singular and do not
affect each other. However, in transmedia, every component works together to tell a larger
narrative wherein the whole of the
narrative is more satisfying than the sum
of parts. This thesis will discuss why one
should measure transmedia products.
Or rather, this thesis would like to
discuss whether transmedia storytelling
truly is this Holy Grail as it is believed to
be now and how one can make the
model of transmedia better in narrative
quality
and
better
suited
for
measurement. What is the role of
narrative in transmedia? Ryan (2004,
p.5) argues that narrative context has no
general definition; the meaning lies not
Figure 1: Robert Pratten's Transmedia Model
in
the
circumstances
within
the
narrative, nor within the social function
of the narrative act but in the context-transcending nature of this act. In other words, to
define a narrative in transmedia, the purpose and platform of a narrative must be
considered. One must also think of which narrative attributions we should be implementing
for a transmedia story. Could it be that the propositions and promises of transmedia
storytelling have been defined wrongly by looking at quantitative product marketing and
spreadability of narratives, while rather, providing qualitative narratives through the gained
benefits of transmedia multimodality should be look at and how to make that narrative quality
measurable. Could there perhaps be cues devised for migration and place narrative
incentives in the platforms that will allow storytellers to direct the audience to where the
audience needs to go next to deliver the best narrative experience? Indeed, narrative quality,
migratory behaviour and multimodality are what makes transmedia storytelling successful as
a model.
A denouement about the expectancy of transmedia success (that is, for both consumers and
producers) can only be developed after extensive research within the current field of
transmedia. Carlos Scolari (2009) states:
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"Researchers should learn more about transmedia narrative structures. As Vladimir
Propp said about folktales in 1928: analyzing their structure will increase the
possibilities of creating new stories. In this case, narratology can be very helpful for
describing the internal dynamics of these complex textual networks. that transmedia
research should go deeper into the analysis of world expansion strategies." (Scolari,
2009, p.601)
Alongside different interviews, it has become clear that the role of transmedia and its
usability for story world measurement is not yet fully understood. This thesis will take a
daring approach to go beyond the logistics and essence of transmedia storytelling and
rather, propose to further investigate the field of narrative studies and what it can do for the
benefit of transmedia storytelling enjoyment by consumers, as well as forming a model of
success expectancy and measurement. Ultimately, this model has to be contributing to a
larger profit of story worlds. This research will encompass different disciplines, including
narrative attribution, migratory incentives
and optimal transmedia engagement by
consumers. There is a fundamental misconstruction between our understanding of how to
make transmedia and whether it really is as profitable as is forecasted.
Problem definition
The industry has no need for another manual on how to make or converge a product into
transmedia. Notwithstanding, this industry has a severe lack of two critical and meaningful
questions:
1. Can the effects of narrative in transmedia storytelling be measured?
2. How can transmedia storytelling be made worth the effort and sources?
These vital questions are urgent for the future prospect of transmedia and, to a far-reaching
extend, fictional entertainment understanding and perception. Future narrative design
models will have better odds of succeeding when illuminating the chasms of transmedia
storytelling and the current narrative design trend. This thesis will aim to provide an answer
to these urgent questions, which might be led by the assumption that transmedia storytelling
is a successful formula in his current form. And if not, how we transmedia storytelling in its
basis conception can be improved with narrative components to make it optimal for
measurement and observation.
To understand what transmedia storytelling means, one needs to understand the concept
that while transmedia storytelling itself is divided over multiple media platforms, one general
idea is optimally used with the assets of the singular individual platform (cinema has
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audiovisuals, novels contain in-depth information on characters, websites have information
on the story world etc.) These bricks form the complete picture of transmedia storytelling, the
continuous enlargement of a story world that enhances optimal use in its platforms. For a
fictional transmedia project to be successful in terms of accessibility, the individual pieces of
the story need to be autonomous to watch, meaning that you can view only one platform and
still feel satisfied with the story (as discussed by Jenkins, 2007). Transmedia storytelling is
based on the essence that the story is divided over different platforms, ideally with each
platform adding narrative information to the grand story of the story world itself, rather than
only telling a singular narrative occurring in the story world.
When looking at transmedia storytelling, we should not only look at the gained benefits, but
also the boundaries of transmedial strategy by storytellers. Sometimes, storytellers do not
have all the resources to expand their story world to a variety of platforms but are limited to a
few. That should not matter for the measurement of success, since the success lies in the
strategy of how you furnish your story world, and not in the quantity of channels. The story
world should be rich in its essence, rather than spread out in as many channels as possible.
Even though the gospel of transmedia storytelling has been praised for years, the common
entertainment industry still does not have a grip on how to distinguish transmedia storytelling
from other contemporary entertainment strategies, such as cross-media (Boumans, 2007).
Davis (2013, p.185) wondered whether true transmedia products are more effective than
less elaborate cross-media product configurations in inducing audience engagement in
support of the desired outcome. This thesis will demonstrate how the conception of Jenkins'
transmedia is more suitable for deep narratives and measurement. The industry still has
some major dilemmas in terms of collectively interpreting transmedia in terms of what it
should and could do. This thesis will propose what to look into to enhance and measure
transmedia storytelling are:
1: To accord the scope of the transmedia campaign for optimal audience engagement/
producer profit.
2: To construct platform diversity within the narrative, with each platform extracting their
affordances.
3: To practice and engage audiences for sustainment of participative consistency by
establishing a persistent narrative.
The correct psyche of properly contemplating transmedia as an added benefit to your
product is a blissful need within the industry. Thus, as storytellers have little idea on how to
make a promising and engaging multi-narrative, let alone suggesting the idea of measuring
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the success of transmedia, gainful insights can be reached by analyzing how the individual
platforms are sustained by the larger core message of the grand story narrative, also called
the meta-narrative (Bastiaens & Bouwknegt 2014, p.2) and how that can strengthen the
potential of the other platforms. Scrutinizing a well-thought and appealing narrative can
potentially hold many discoveries into what the future holds for the transmedia industry and
how it can benefit from narrative in terms of enjoyment and measurement. This will be
attempted by delving into the theories surrounding narrative attribution, migratory strategies
and engagement. These theories will provide the variables through transmedia story world
narrative success can be measured with the Hidden Markov Model.
Industry relevance
As a storyteller, the understanding on whether your efforts and sources within transmedia
products are optimally enjoyed by audiences might prove for the industry to be the savior of
not only transmedia industry success in terms of delivering interesting narrative experiences,
but also in assuring the future of narrative design by providing an understanding of fictional
narrative and how narrative success is best used and measured. Producers need to start to
consider the added benefits of narrative design and its place within this age of convergence,
in which every consumer is an expert in digital practice. Sarah Atkinson (2014) already
analyzed how the engagement of audience can contribute in upholding narrative
congruence, coherence and authenticity in her article of 'Dramatic Communities'.
Engagement in narrative interest might be the key component for measurement in
transmedia stories, as well as transmedia enjoyment.
The PGA (Producers Guild of America, 2010) defines a product to be transmedia property
according to three criteria: the number of narrative storylines; the kinds of platforms involved
in the project and the requirement for narrative novelty. While it may not be universally
recognized as the definition of a transmedia product, the PGA does recognize the necessity
of narrativity, shaped and communicated according to the added benefits of narrative
extensions.
"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." (PGA 2010)
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Research Questions & Method
This thesis will deal with several issues within the field of transmedia in which there are no
transparent agreements or solutions at the time of writing. The biggest issue is the lack of
measurement scales and observation in narrative transmedia storytelling success. The lack
of purposeful use of narrative attributions and migratory strategies can however uplift the
transmedia experience and create loyal consumers. There is also a lack of understanding
how one platform can intend market profit for the other platforms and how to optimally exploit
it. A look will be taken into how consistency in narrative attribution quality and narrative cues
boosts the user's motivation to traverse all channels. Figure 2 demonstrates the traversal of
channels, wherein each channel continues on narratives established in the previous
platforms and how that contributes to
the grand story of the transmedia story
world. It is vital to understand not only
the
individual
selling
numbers
of
platforms, but also understanding the
audience
feedback
that
give
one
insight and knowledge on the overall
consistency
narrative
enjoyment
followers
and
of
your
how
one
platform can invigorate the cues and
drive for the audience from which they Figure 2: Example of Transmedia product campaign
want to pursue the rest of the grand
story. A look will be taken into what allowed the conception of transmedia and what should
defined as transmedia storytelling. As already said earlier, in this age of easy story access it
is important for storytellers to be able to measure and know their level of success, because
of the huge, ever-growing competitive entertainment market.
This thesis has conducted extensive literature reviews, observation of story worlds and fan
communities and researched different system measurement models. Also, the suggestions
of this research are formed from the opinions of different transmedia experts that have been
interviewed extensively. From their perspectives, this thesis has been shaped to answer
lingering questions about the role of narrative in transmedia, as well as how we can make
transmedia successful and measurable. The sub questions will give a frame to work with,
cautiously trying to find answers to these questions that will ultimately have to result in the
answer of the main question; how narrative attribution can augment participative consistency
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and thereby give transmedia story worlds an end goal to work to and how these story world
can be measured and analyzed for optimization. An observation tool will be devised from the
results of the main question, which will be able to calculate the level of narrative attribution
based on audience response and structurally determining whether the transmedial fictional
story world is optimal in its use of narrative attributions to gain participative consistency. The
questions are:
Main question:
How can the augmentation of participative consistency assist in constructing a framework for
success measurement in transmedia?
Sub question 1:
What are the gains for the audience when implementing negative capability and migratory
cues to transmedia products in terms of intrinsic motivation?
Sub question 2:
How can the meta-narrative of the transmedia product be best diversified throughout the
platforms?
Sub question 3:
How can participative consistency of audiences across multiple transmedial platforms in
terms of deductive reasoning and modeling best be framed?
Sub question 4:
Can a hypertext of successful transmedial narrative tropes be deducted within the industry?
Research Goal
The contributions to the field of transmedia storytelling will be profitable to the grounded bigbusiness commercial storytelling campaigns that practice narrative fiction, as well as smaller
campaigns with little funding. That should not matter in the levels of narrative attribution. For
a narrative to be considered transmedia in this dissertation, the meta-narrative must carry
multiple stories and viewpoints that are interwoven in a story world. Furthermore, each piece
of the meta-narrative (each platform) must be able to read autonomously, with the audience
still having the content feeling that they are experiencing a full story. Furthermore, there
must also be an avoidance of redundancy between media - every platform must be
contributing towards the larger picture. As Robert Pratten states in his paper on how
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storytellers can create transmedia with different platforms, "the whole must be exponentially
better than the sum of its parts." (2011, p.2)
This thesis will aim to unearth the mysteries and ambiguous contexts that surround the
dilemma on how narratives should be regarded within transmedia storytelling and how it can
add up to the success measurement of story worlds. Ideally, at the end of this research one
will be able to recognize what is needed to make transmedia storytelling more successful
and optimal for measurement by the added benefits of narrative components than can serve
as measurement variables, also known as 'narrative attribution.'
Supposedly, the strength of one story world is greatly derived from its inhabitants. Paolo
Bertetti (2014, p.2344) defines a transmedial character as a fictional hero whose adventures
are told in multiple media platforms, each one giving more details on the life of that
character. Later on it will become apparent that the synergy between transmedial characters
and story worlds is fundamental in evoking audience engagement by reaching participative
consistency (the user becomes committed one hundred percent to the story world) and the
guarantee of transmedia success throughout all platforms.
This thesis will, among other things, attempt to recognize an overlaying narrative pattern of
attributions within transmedia products. These can vary between multi-narrative design,
transmedial characters, distribution of narratives and aesthetics of the story world. Klastrup
& Tosca (2004, p.1) state that "transmedial story worlds are abstract content systems from
which a repertoire of fictional stories and characters can be actualized or derived across a
variety of media platforms." That is true, in the sense that a transmedia story world must be
able to narrate different stories in the story world. Thereby, the narratives effectively tell the
grand story of the story world itself. More light will be shed on this through the careful
analysis of exemplifying mainly two different successful transmedia story worlds, which are
Star Wars and Assassin's Creed, alongside some other single examples in the first chapter.
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Chapter 1: Transmedial Storytelling
These next pages will discuss the definition of transmedial storytelling, alongside the implied
relevance of these factors in terms of forming a conceptual model of persuasive narrativity.
The scholar who is regarded by many transmedia scholars as the founder of transmedia
storytelling as it's known in its current form is Henry Jenkins and his notions of convergence.
This investigation will start with explaining what transmedia storytelling means exactly. It is a
term that may seem daunting and diverse in meaning at first, but throughout this chapter one
will discover that it pays to be aware of the correct use of the phrase transmedia storytelling
(something that many transmedia designers still forget and thereby neglecting the idea of a
collective measurement tool). The idea of transmedia storytelling was coined for the first time
by Henry Jenkins in Technology review, as he stated: "Moving characters from books to
films to video games can make them stronger and more compelling." (Jenkins, 2003)
This simple notion of transmedial characters connected to engaging narrative events placed
in a multimodal environment story world will prove to be a crucial cornerstone if we are to
attempt to form a model of transmedia narrative success measurement. Transmedia relates
to the way narratives can be extended, adding more depth to the story to work with for
producers, and to be enjoyed by consumers. Transmedia is more than simply extending a
brand; "different media and languages participate and contribute to the construction of the
transmedia
narrative
world"
(Scolari,
2009,
p.587).
In
our
interview
(personal
communication, February 16, 2015), Scolari explained that in transmedia storytelling, the
most important part is the storytelling. If the storytelling is good it will engage the consumers
and invite them to explore the narrative universe. Spread of content cannot save a story
world if the narrative attribution execution is bad. Platforms and the usability of platforms
also play an important role in the success of transmedia. Bordwell and Thompson (2009)
commented that the “platform-shifting” nature of transmedia storytelling is "planned and
executed at the creative end, moving the story world calculatedly across media." Bordwell
and Thompson may be right, but it is Scolari that effectively reveals the lack of current
transmedia: understanding this language of storytelling that contributes to participation. The
lack of measurement tools prevents the industry from unleashing the maximum capacity of
transmedia storytelling. It needs to be possible to measure story worlds effectively,
applicable to modes of observation and success measurement, both during and after the
construction of the transmedia project. This is needed in order for the industry to devise a
collective interpretation of the components of transmedia storyelling.
Indeed, different multimodal narrative conceptions such as Boumans (2007) Cross-Media
model and Kress & van Leeuwen's (2001) Multimodal Discourse model had already been
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devised. But none of these models do contain the adequate potential level of narrative
richness and platform affordance construction optimal for measurement. That is to say,
transmedia storytelling allows for the narration of an evolving story world, whereas these
other models cannot provide sufficient incentives of platform for an audience to become
engaged in the richness of the narrative across multiple channels, thereby neglecting
potential profit since there will be a lack of incentives to pursue the narrative. A good
example is Star Wars. While several earlier videogames recapitulated the story from the
films in a cross-media fashion, current products are handpicked by George Lucas and his
team of storytellers to become part of the growing story world. In addition, no single narrative
piece must tell the same. All new narrative parts must reveal or expand something on the
ever-growing Star Wars universe.
For now it is important to start and explain what sets transmedia storytelling apart from other
forms of narrative extension. The added benefits of both narrative expansion techniques in
transmedia as well as platform diversity are discussed in the following chapters, detailing
that when correctly used in the line of transmedia storytelling the audience will have the best
intrinsic motivation to migrate across channels and become engaged. This requires a closer
look at which media innovations sparked the idea of transmedia storytelling into the industry
in the first place.
1.1 An Age of Convergence
In 2006, Henry Jenkins published his renowned book Convergence Culture: Where Old and
New Media Collide. Within a short period the academic fields of digital media embraced
Jenkins notions of the changing digital entertainment economy and the occurrence of the
rising convergence culture. As Jenkins said:
"By convergence, I mean the flow of content across multiple media platforms, the
cooperation between multiple media industries, and the migratory behaviour of media
audiences who would go almost anywhere in search of the kinds of entertainment
experiences they wanted." (Jenkins, 2006, p.2)
Convergence is the center of the recent changes in media usage and how audiences
engages with content. Convergence teaches us about interconnectivity and differentiation in
multimedia. The understanding of living in a convergence culture has allowed for the
entertainment to make the first steps into understanding the growing need of diversifying
entertainment across platforms, and the possibilities for the industry to supply this need.
"Convergence alters the relationship between existing technologies, industries, markets,
genres and audiences. Convergence refers to a process, but not an endpoint" (Jenkins,
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2004b, p.34). As seen in figure 3, the content of a
story world is spread across channels, each one
thereby becoming crucial for the full experience of
the story world, hopefully triggering a sense of
exploration in the user. Another contributor to the
change in form of entertainment is the rise of
participatory culture.
Jenkins stressed the need for participatory culture
to be understood in his paper Confronting the
Figure 3: Convergence - content across multiple media
platforms
Challenges of Participatory Culture. Not only to
understand what this new trend means for the
construction of narrative experiences, but also to acknowledge the benefits of understanding
the target audience and its needs:
"Participatory culture is emerging as the culture absorbs and responds to the
explosion of new media technologies that make it possible for average consumers to
archive, annotate, appropriate, and recirculate media content in powerful new ways.
A focus on expanding access to new technologies carries us only so far if we do not
also foster the skills and cultural knowledge necessary to deploy those tools toward
our own ends." (Jenkins, 2009, p.8)
Participatory culture triggered by the rise of convergence gives way for audiences to enjoy
and engage with narratives in new and exciting ways. Transmedia offers new ways by
bringing consumers to a new state of engagement. By providing meaningful narratives that
evolve and alter the progression of the meta-narrative with diversifying content across
multiple channels, the audience can become more immersed in a seemingly living and
growing story world that develops a grand story through multiple channels. This is what the
concept of transmedia can do, creating an immersive experience by offering a compelling
narrative that continues in multiple platforms, with each platform makes use of its
affordances. However, one must understand that the conception of implementing the unique
affordances in each platform, does not grant the unconditional loyalty of an audience. To
achieve this, one further step must be taken by making a story not only immersive, but at the
same time engaging throughout the course of the construction of the story world with
consistent narrative attribution that triggers migration across channels.
Harries (as cited in Graves 2011, p.2) proposed that "the creation of elaborate transmedia
storyworlds profoundly affects engagement by encouraging "viewsing" - a type of interactive,
participatory, and communicative multi-platform media use." What this means is that the
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fundamentality of a strong story world is crucial to reach meaningful engagement through a
multi-platform media usage. It has already been suggested that story worlds can create
immersion, but the industry needs to understand how story worlds are made, kept and
maintained to be engaging through narrative, sparking the constant participation of users
across channels. The problem in the industry is that the is focus too much on the methods of
offering the same content on different channels for easy use. However, transmedia
storytelling could benefit tremendously from the boons of meaningful narrative engagement
that invites exploration in each channel. Perhaps that is exactly what the audience wants;
they do not want to only feel part of a story, they want to be part of a story by engaging with
the story world across channels with each channel making use of their affordances.
1.2 From Multimedia to Transmedia
In order to understand the fundamental differences between multimedia and transmedia, a
definition of what distinguishes the two phenomena is in order. Firstly, Rockwell & Mactavish
(2004, p.4) defined multimedia as "a computer-based rhetorical artifact in which multiple
media are integrated into an interactive whole." They further dissect the phenomena by
implying that multimedia, among other things, is the integration of different media as an
artistic whole. 'The integration of media is a conscious human act aimed at a unified work
identifiable as such; likewise consumers of multimedia treat such works as integrated in their
consumption of them' (Rockwell & Mactavish, 2004, p.4). However, that does not mean that
the consumers will have a constant engagement and interest. Rockwell and Mactavish's
idea of multimedia misses the conceptualization of narrative engagement, media
affordances and expansion of story worlds, whereas Jenkins's ideas emphasize the need for
these concepts to make transmeda
successful
(Jenkins,
2006),
since
audiences will desire to experience
more channels of the story world.
For example, Henry Jenkins, as read in
the
introduction,
stated
that
each
medium must be autonomous for
reading, while at the same time each
medium contributes to the unfolding
and understanding of the story world
Figure 4: Cross-media vs. Transmedia
(Jenkins, 2011). Other ideas such as
Boumans's cross-media (2007) only
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emphasizes the need for content to be spread across platforms for the audience to engage
with, neglecting narrative expansion of story worlds and diversity of story world engagement.
Transmedia storytelling is the only strategy that manages to acknowledge the differentiation
of specialty with each medium, while understanding the collection of platforms as an artistic
whole that strengthens each other's appeal. Multimedia storytelling has the option of
spreading media as a conscious unified work (spreading the same narrative content across
channels) while transmedia storytelling emphasizes the importance of the singular medium,
and how it affects and contributes to the meta-narrative and the extension of a story world.
An example would be The Matrix, as seen in figure 4, where the difference between crossmedia storytelling as created by Boumans (2007) versus transmedia storytelling is seen.
Whereas normal multimedia storytelling would opt for telling the same narrative events
across channels (such as the videogame having the same events as the movie), The Matrix
instead built a transmedia narrative wherein each component unfolded a larger story world.
For example, the videogame Enter The Matrix took place between the events of the first and
second film, smoothly transitioning the in-between events for the understanding of the
audience. In this example, each channel made use of its own affordances. The affordances
of a channel refer that each channel does what it does best (TV series can detail a long
narrative, novels can give textual background information, websites allow for looking up
additional information etc.). In The Matrix, the narrative in each singular medium sparks the
user's interest in the progression of the narrative through other channels. But with the use of
affordances, each channel offers something new to the experience of the story world by
doing what it does best, sparking the user's interest in the other channels of the story world.
1.3 Additive Comprehension & Radical Intertextuality
In 2011, after receiving many replies from his peers about the confusing nature of what
transmedia storytelling should be accorded to, Henry Jenkins further developed his
conceptual model of transmedia storytelling. Jenkins (2011) explained and defined two
important traits a transmedial narrative should contain: additive comprehension & radical
intertextuality.
First, we will begin with explaining additive comprehension. Originally a term coined by game
designer Neil Young, the term refers to "the ways that each text adds a new piece of
information which forces us to revise our understanding of the fiction as a whole" (Jenkins,
2007). This means that further unfolding of the narrative should not be a mere branded
extension of the product, but rather serve as a puzzle piece for the understanding of the
story world. An example can be the constant expansion of the Pokémon story world. Each
new generation supplements new Pokémon that work in new, compelling ways as opposed
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to the older generations, alongside a new region to explore. New Pokémon force us to revise
our understanding of how to structure your team, and what this means for your
understanding of the story world. Hence, additive comprehension enlarges out a narrative in
terms of enriching the story world, and is part of a story world-building process across
platforms. It should be noted that this conceptualization of world-building is perhaps the most
crucial piece that differentiates transmedia storytelling from other works of multimedia
narrative, such as cross-media wherein the need for extensive world-building and the option
for alternative views of narratives within the story world by multiple channels are not
essential.
The second aspect of Jenkins' extended explanation of transmedia storytelling is radical
intertextuality. Radical intertextuality is spoken of when there is "a movement across texts or
across textual structures within the same medium" (Jenkins, 2011). Essentially, it refers to
how different focalizations are visualized within the story world. It could be that there are
multiple perspectives of the same event occurring in the story world. An example is Marvel's
Civil War saga. The story happens in the same narrative and medium, but is focalized by
more than one viewpoint, all having conflicting opinions on the event in the story world. This
makes a story world seem alive and growing, offering alternating perspectives. Through the
way additive comprehension enlarges a narrative across platforms, it thus allows radical
intertextuality for the narrative of one platform to make an interesting story world, in which
multiple narratives can occur, that all contribute to the grand story.
1.4 Multimodality
Now we will discuss the implication of multiple platforms to one grand story, and which
philosophy the implementation of using multiple platforms to tell a narrative must be
accorded to in order to classify as proper transmedia storytelling. In essence, just as with
additive comprehension and radical intertextuality, individual platforms are deployed to
become part of a meta-narrative; a grand story about a story world. Multimodality, originally
a term by Gunther Kress (2001), is an effective way to attract and engage users through the
spreading of content across channels. The content must be different across channels, with
each channel offering something new to the experience of the grand story. This can be done
by visualizing new narrative events or telling an existing narrative events by alternating
viewpoints.
An example of this is Disney's Toy Story 2. While the film tells the story of Buzz Lightyear
having to journey across the entire city in order to find his best friend Woody, the video game
allowed you to actually embark on this journey, showing you parts of the trip that were not
seen in the film. Because that is what the platform of video games can do; give the user a
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chance to alter the outcome of a story and experience an integral part of the story firsthand.
This affordance is something that benefits the video game platform over the film platform.
Likewise, the film platform has better assets for Toy Story 2 to tell the tale of the journey,
rather than experiencing the journey yourself. The concept of multimodality fits better into the
field of transmedia when we combine it with the notion of media platform affordances.
Christy Dena (2009, p.57) made transmedia even more popular when discussing how
transmedia practitioners need to consider affordances for a cumulative experience.
Affordances speak of the ways a platform can facilitate a narrative, involving different kinds
of representations with each medium. Always in service of the grand story, the platforms
must work in narrative attribution harmony to tell various parts of the grand story, while still
making effective use of their platform features to emote varying kinds of representation of
the narrative. Thus, multimodality grants us the possibility of diversifying the narrative
experience of the grand story, triggering the sense of exploration in users if the narratives
are compelling enough.
1.5 Metatextuality
As earlier defined with the concept of radical intertextuality, texts can move across the same
medium. But it can also be that one text can be referenced in another text without the other
text being present at the moment. An example are the films Captain America: The Winter
Soldier and Iron Man 3, wherein characters in the film discuss previous events in the Marvel
Universe and what characters who played a role in previous events are doing now. Still, at
that very moment, the narrative that is being discussed in the other text at that moment is
being enriched, possibly with new information or with the points of view of the talking
characters. In order to understand this phenomenon transmedia can learn something from
one of the aesthetics of narrative studies: transtextuality.
Transtextuality is a concept of literary reception and interpretations. Gerard Genette (1997)
coined a set of five forms of transtextuality in his book Paratexts: Tresholds of Interpretation:
Intertextuality, Paratexts, Metatextuality, Hypertextuality and Architextuality. All forms partly
describe the impact of text in different categories, and how these influence audience
reception. When explaining the third form, Metatextuality, can be derived that this phrase is
used when one text talks about another text. Thus, the narrative of one text is applied in the
communication of another text.
These texts do not have to be from the same platform. With transmedia story worlds, a text
from a novel can discuss the events that occur within the text of the film. Thus, the novel can
further enrich the narrative events from the film by sharing new viewpoints on the same
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event. The benefit that metatextuality can bring to transmedial storytelling is best perceived
in the scope of multimodality. Indeed, the mentioning of a narrative event in a different
channel than the event mentioned can engage the user to explore the meta-narrative in
search of that event, thereby migrating to other platforms.
Within transmedia storytelling, all platforms and components must strengthen each other
and tell the meta-narrative, the essential core of the story world, thereby telling the grand
story of a story world itself. Characters referring to one event in the story world are bound to
form an opinion. The user gets intrigued by this mentioned event and will try to find the
event, ideally forcing the user to continue down the line of following the narratives across
platforms. For example, in The Lord of the Rings story world, characters in the novel and film
often mention the War of the North, which is, another important war theatre in the larger War
of the Ring. Within the videogame Lord of the Rings: War in the North, it is actually possible
to experience the viewpoint of new characters that were present during these events. As a
bonus, characters from the North also mention the events in the film and the novel (the War
of the South), thereby forming the concept of Middle-Earth as a growing story world, where
multiple narratives can occur at the same time.
1.6 Summary
For the entertainment industry, where it used to be sufficient to deliver narratives without too
much diversification on the different platforms (multimedia), the audience now expects a
narrative experience, one wherein every narrative event and platform scrutiny is part of an
ongoing delivery of meaningful narrative experiences (transmedia). The narrative events in
the story world can also be the subject of alternative, new settings and viewpoints of the
story world, traversed by users through different channels, with each channel offering
something new to the meta-narrative. However, the different channels must not fall out of
coordination with the rules and regulations set in the meta-narrative (core message) of the
story world. Every media platform can give fresh, new viewpoints on the events in the story
world. That is the essential core of how this thesis describes the correct application of
transmedia storytelling, as coined by Henry Jenkins, which will be used throughout the rest
of the thesis:
"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 it
own contribution to the unfolding of the story." (Jenkins, 2007)
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Chapter 2: Narrative Attributions
In the previous chapter it has been explained that one needs to recognize the components
of transmedia storytelling in order to apply them properly for observation purposes. Before
one can apply and measure narratives, there is a need to recognize and define what is
essential in a narrative of transmedia storytelling and what exactly it is in transmedia that lifts
the experience to a higher satisfaction. These compounds of uplifting a transmedia narrative
to greater satisfaction will henceforth be called 'Narrative Attributions'. They will serve as the
measurable variables to measure the narrative success of a story world and are applicable
to practically every transmedia story world.
De Graaf et al (2009, p.386) already researched that 'a reader's phenomenological
experience of a narrative plays a mediating role in the persuasive effects of the narrative.'
They claimed that the reader's attitude to the story and their drive for narrative persuasion is
often greatly affected by their emotions for the characters in the story. That means that the
characters of a narrative can play an important role in the likeliness to engage with a
narrative text. As with transmedia, characters need to have the same core identity in each
platform, while still making use of the platform's affordances. A good example is Star Wars'
Luke Skywalker. His feeling for adventure is often debated in the films, while the videogames
actually allow you to play with this sense of adventure and exploration. All the while, his
character stays true throughout the platforms (being good of will, fighting evil etc.). Another
example of an experience of narrative comes from Jeff Watson's interview. In our interview,
Watson (personal communication, March 25, 2015) explained that in transmedia, there often
is a 'rabbit hole' that draws people into the story world and exposes them for the first time to
the story world. The type of channel that the user first experiences is often of impact to
his/her experience of the story world and its narrative attributions. Thus, every channel must
uphold the same level and type of narrative attributions.
The importance of narrative attributions will be elaborated through the postmodernism theory
of meta-narrative. Bastiaens and Bouwknegt (2014) have already looked into meta-narrative
in regards to transmedia. The meta-narrative is the story of a story itself, encompassing all
the smaller narratives and explaining them within totalizing schemes and how they relate. It
could be described as the 'core message' of a narrative. The idea of emphasizing metanarratives will prove to be useful, as it will be explained that narrative attributions and
justification of narrative attributions work within the totalizing concept of meta-narrative. That
is to say, a story world construction from a meta-narrative thought allows one to build a
growing story world in which multiple narratives can unfold across different platforms in a
totalizing scheme of telling one grand story; that of the story world itself.
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Consequently, all these narratives have to serve the purpose of exhibiting a grand story.
They form the 'layers' of a story world, and each layer should help the user understand the
meta-narrative of the story world, discovered through the various channels. For now, keep in
mind that every narrative attribution is a set of principles that strengthen the appeal of a
meta-narrative, all in line with the purpose of narrating a grand story. In our interview, Ilse
Romero (personal communication, March 22, 2015) explained that you need to make sure
all narrative elements in the story world are communicated to the audience. Consequently,
the audience needs to make meaning of these narrative elements and spark intrinsic
motivation. When narrative attributions are properly executed and in line with each other's
rules and regulations (just as Jenkins's explanation on transmedia with each platform adding
something new while still in line with the grand story), audiences will have a better incentive
to pursue the narrative and thus, increase their understanding of the story world, since they
are engaged in multiple channels.
2.1 Multi-Narrative Design
The first component of narrative attribution with relation to transmedia storytelling is the
concept of multi-narrative design. Multi-narrative implies that several narratives happen
simultaneously. In the case of transmedia storytelling, it is the phenomenon of having
multiple narratives happening at the same time, in different ways and places or in their
causal effect, with chunks of crucial information scattered on platforms, forcing the audience
to traverse across platforms.
A narrative is mostly a sequence of events triggered by characters. As Abbott (as cited in
Von Stackelberg, 2011, p.80) mentions, "A defining characteristic of narrative is that there is
a sense of the precedence of the event; that the event or events occurred prior to the telling
of the story and that the story was already there, in place to be rendered". This relates to the
idea of an ongoing story world that serves the purpose of telling a grand story about a story
world. The narratives are already there, the platforms allow you to experience them, as is the
case in the world of Star Wars. The story world serves as a hub to different narratives. For
example, the original trilogy (episodes IV-VI) implied there had been a whole series of
events already in place to be rendered in the form of the prequel trilogy (I-III). These prior
events could occur because of the events that happened in the original trilogy, thus the
trilogies are in each other's causal effect. The story of Star Wars in the films is merely one
story (that of the Skywalker family) out of many possible stories in a grand story, that all
explain the meta-narrative of the Star Wars universe. As Evans (2013, p.27) states,
"transmedia elements do not involve the telling of the same events on different platforms;
they involve the telling of new events from the same story world".
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Transmedia storytelling can differ between a linear narrative, versus a non-linear narrative.
In practice, with linear narratives, the designer has more control over the audience's
experiences as opposed to leaving the audiences in charge of making their own choices in
the narrative. This can become a problem for transmedia storytellers, as they naturally want
their audiences to experience the meta-narrative in the best mode of progression.
"The open world often means the player is able to encounter different parts of the
overall story in whatever order they choose, or the player is able to access smaller,
more isolated side stories in whatever order they choose." (McIntosh, Cohn, &
Grace, 2010)
How could it be a certainty that each narrative is experienced in the preferred reading order?
Preferred reading is a term coined by Bastiaens and Bouwknegt (2014), explaining how
users can best traverse the transmedia experience for maximum engagement. Selecting an
order of reading also affects the
feeling of suspense a reader has
towards
the narrative. As Ryan
(2005, p.522) mentions, "the creation
of suspense in narrative is ―highly
dependent on the management of
what the reader knows and does not
know at each moment of the reading
experience."
The
control
of
information, thus what is disclosed to
the reader and when, should be Figure 5: Three main principles of story that alter the outcome of
narrative events
considered a key aspect in the
creation of interesting transmedia storytelling. Narrative designers lose the control of
information disclosure when the audience is free to choose what platform to experience at
what time, and left without proper migratory incentives. That could be damaging to the
experience of meta-narrative and transmedia platform migration.
The aesthetics of a multi-narrative design should be constructed so that meaning and order
can be derived from one narrative to another and how they relate to the grand story. As seen
in figure 5 we see how a single story is affected by multiple factors that alter the progression
of narrative events. In transmedia storytelling, the outcome of these events should also
affect the progression of other narratives in other platforms. Everything is in a causal relation
to the grand story. Ryan (2004, p.11) states that "the ability to infer causal relations is
essential to narrative understanding." What this means for the division of multiple narratives
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is that a multi-narrative design must serve a purpose. All narratives stand in line with each
other and are in service to the reader's exploration, and their understanding of the metanarrative. An example of this is again Star Wars. The new TV series Star Wars: Rebels
explains different events happening between episodes III and IV. The character of Ahsoka
Tahn, a young Jedi Padawan, is present in the show while she was also present in the
show's predecessor, Star Wars: The Clone Wars. Her narrative (becoming a Jedi) that starts
in Clone Wars takes place alongside another narrative of Rebels (Rebels fighting the
Empire), forming a multi-narrative design. Both narratives contribute and detail the grand
story of Star Wars; the never-ending battle of the Light side (Jedi) versus the Dark side
(Sith).
Thus, storytellers need to think about the multi-narrative design and the spatial ordering of
narrative events in not only their channels, but in their release of information and where to
find which information at what moment. By giving sufficient incentives and coordinated
chunks of information, combined with building the story world to a preferred reading
experience, storytellers can give the best possible narrative catharsis. Consequently, with a
preferred platform migration the industry can use their tools for platform migration
measurement in a more efficient way, when the audience is desired to traverse the metanarrative in a preferred design, anticipating what platforms and narrative events they have
already likely traversed.
2.2 Aesthetics of Story World
One of the most important narrative attributions is the aesthetics of a story world. While the
aesthetics of a changing narrative is driven by character and conflict, the aesthetics are
driven by the elements within the story world, triggering a set of events or conflicts within that
world and changing the outcome of the conflict through the act of characters. Story world
aesthetics are higher in hierarchy than the aesthetics of character, since story world settings
affects character identity first, characters affect story world only after a set of events, but
nonetheless both are very important. Aesthetics should be constant, in order for the
audience to experience the same grand story across media. In our interview, Andrea Phillips
(personal communication, February 27, 2015) states that in order for a story world to be
successful, audiences need to have a feeling of consistency, thereby forming a story world
that seems fluent.
This thesis states that the aesthetical elements of a story world is made up out of different
parts:
Natural - Biology, zoology, geology, histories etc.
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Cultural - Language, ideas, customs, philosophy, mythology, technology etc.
Ontology - Physics
The elements of a story world can drastically change the course of the narrative. An example
of this is the Assassin's Creed series. In the series, prominent historical characters form
cultural elements of the story world by choosing sides in the war between Assassins and
Templars. Often, these affiliations are not immediately known to the player, changing the
outcome of narrative events. For example, in Assassin's Creed II, the papacy of Rome is
discovered to be evil, changing the events and course of the player. Indeed, this cultural
element in the story world affects the grand story actively and therefore also affects the
user's understanding of the meta-narrative. Long (2007, p.138) states "to avoid a fragmented
sense of the story world, each transmedia extension should follow the rules of their shared
universe, and not conflict with any other extensions." The rules of the story world must
always be serving in accordance with the narrative, actively affecting the events unfolding.
This creates a more engaging feeling for the audience, wherein their experience in this story
world is hard to anticipate, something complete and with meaning that continues to surprise.
Therefore, they become more interested in what the rest of the story world has to offer. The
aesthetics of the story world are the stage for every channel in transmedia storytelling.
Ideally, each platform can demonstrate their own causal effects of the aesthetics of the story
world with the use of the platform's affordances. However, as we have seen with Jenkins'
explanation of transmedia storytelling and his notion of additive comprehension, all new
information must serve to enlarge the scope of the story world to make it feel alive.
2.3 Distributed Narratives
Transmedia producers need to understand that the distribution of narratives across channels
is a delicate matter; each platform should offer something different to the experience. Ruppel
(as cited in Dena 2009, p.2) states "new structures that shatter the fixity of narrative as a
single-medium endeavor and establish instead a multiply-mediated story world". Thus, with
the rise of convergence and new media channels, things need to be reconsidered how to
efficiently spread media, while still offering new content and revelations of the story world in
each channel. This can be done by effectively distributing meaningful narrative content.
Jill Walker formulated the suggestion that in this age of convergence and new media, there
is an emerging form of distribution in narratives. She states that 'distributed narratives can't
be experienced in a single session or in a single space' (Walker, 2004, p.4). Walker
proposes three different principles, mirroring Aristotle's principles of dramatic unity:
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1. Distribution in Time: The narrative cannot be experienced in one consecutive period
of time.
2. Distribution in Space: There is no single place in which the whole narrative can be
experienced.
3. Distribution of Authorship: No single author or group of authors can have complete
control of form of the narrative.
This set of principles are key in understanding how to effectively distribute your content
(narrative) and in what context (transmedia channels). The first principle relates to the
spreadability of content and narrative progress in time. It might be that it is not a desire to
have the entire meta-narrative of the story world be available straight from the start, as
loyalty from the audience takes time to grow and there is a want to build with a consistent
release of narrative information. People need to be given time to explore and discover the
available information in the story world, before providing them with something new. The
second principle in the context of transmedia storytelling relates to the notion of spreading
content across different channels. If the entire story world takes place in one platform, it is
impossible make use of the affordances in other channels, while also missing commercial
extras of the audience's committed engagement across multiple channels. The third and last
principle relates to the fact that a transmedia story world must be subjective to enlargement
by other sources than the original creator. This can refer to the licensing of franchise, with
different authors creating new narratives for the story world, but also refers to the input of a
fan basis. That is to say, the story world needs to be subjective to participatory culture,
wherein audiences feel their input has a causal effect on the story world in their experience.
Like the Star Wars Expanded Universe, most writers basically act as fans that take
temporary authorship over the Star Wars story world. Whether canon or not, the story world
is expanded by new events, offering new content to explore that assists in narrating the
grand story.
Not only do transmedia producers need to think about this unity in distribution of narrative
but transmedia producers also need to carefully think where, how and when to place crucial
information about the grand story. For that, Henry Jenkins and his concept of seriality needs
to be referred to. Jenkins' (2010) concept of seriality mentions the unfolding of a story over
time, mostly through the procedure of chunking (creating meaningful bits of the story) and
dispersal (breaking the story into interconnected installments), as is the case with the
Assassin's Creed series. Every new novel or game provides more information on the current
modern time of the story world, while also dispersing background information on the
Assassin and Templar Orders in each product and how events in the past trigger future
events. We see some similarities with Walker's theory of distributed narratives. However,
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where distributed narratives discuss the distribution of content, seriality discusses the bits
and pieces of story revelation, provoking audiences to proceed further into the other
interconnected narratives scattered through platforms, expecting more meaningful bits and
pieces of the story with each channel that helps them excavate the meta-narrative.
2.4 Engaging Transmedial Characters
The final narrative attribution discussed is the implementation of transmedial characters in a
story world. Where story world aesthetics can depend on their likability in natural, cultural
and ontological elements, characters depend on dialogue and action and are the
executioners of the meaning behind the story world. They are the meaningful players that
bring change to the story world through the meta-narrative. Therefore, they must be likable
enough for the audience to be motivated to follow them across channels.
Ryan (as cited in Bertetti, 2014,
p.2350) also mentions that characters,
like others fictional entities such as
stories or worlds, are not textual
entities but cognitive constructs built by
the interpreter in response to the text.
Characters are an important part for
Figure 6: Reoccurrences of characters through multiple channels
migratory strategy. People create
opinions about characters. The character becomes a structure of meaning, both in the minds
of the audience as well as in the story world, therefore becoming part of the meta-narrative
and the story world he or she is passively or actively changing. In figure 6 we see how
characters can be part of multiple channels in the transmedia story world. In the interviews
conducted, transmedia expert Jen Begeal (personal communication, February 26, 2015)
states she thinks the best way to fragment narratives is by breaking up characters that play
in different platforms. In Star Wars, the characters of Obi-Wan Kenobi and Anakin Skywalker
are not only important to the films, but also to the TV series of Star Wars: The Clone Wars,
which links the events from episode II to episode III. Characters are the players in a story
world that dictate where the next set of events and outcomes of conflicts lead to. Therefore,
the audience must become invested in the actions of the character. Characters can form
their appeal by their dialogue, as well as their actions. The events should serve to challenge
the character and story world, guiding the audience's curiosity towards new platforms and
the progression of the narrative. As Parody (2011) observed:
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"Recognizing this is important to understanding the patterns and rhythms of franchise
characters’ narration and representation. They are shaped by the objectives of
serialisation, by efforts to manage the investment of an established audience and
attract the interest of new consumers through balancing cliffhangers with resolutions,
repetition and redundancy with novelty and progression, the episodic with the arc."
(Parody, 2011, p.69)
Parody correctly observed that the recognition of franchise characters' narration and
representation play a crucial role in the acceptance of a story world. As seen with Star Wars,
a new videogame with new adventures experienced by Luke Skywalker as a transmedial
character it is not possible to suddenly change him into a brutal killer that is unaware of
those around him. That is too far from his original representation, thus will not likely be
accepted by audiences.
In Assassin's Creed, each product entrusts new chunks of information about characters and
their role in the grand story of the story world (the meta-narrative of 'Assassin's versus
Templars'). Characters need to be of causal effect to the meta-narrative, effectively changing
the story world they operate in, always offering something new, as well as recognizable
combined with the affordances of channels.
2.5 Summary
The concept of the meta-narrative is that the story of a story world itself is being told. This is
done by telling different narrative branches of the grand story in a multi-narrative design
where all channels and their affordances are scrutinized. These different channels all work
schematically with the same narrative attributions, which makes the story world seem alive
and expanded on with the channel's affordances. Narrative attribution must be consistent,
with different narrative events happening that are caused by these attributions. Users need
to get the feeling that they want to know and can know everything about the meta-narrative.
This can be achieved by distributing narrative information spread across the channels. The
audience is often smart enough to discover the chronology in the narrative events, so if a
user started in the middle of all of these narrative events, they will be inclined to discover the
origins of the narrative events they started in. Additionally, all narratives must be in each
other's causal effect, forming a consistency of narrative attributions across the transmedia
experience. From these attributions we will be able to measure the success of story world
and whether the current story world is executed for optimal engagement by audiences.
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Chapter 3: Migratory Behavior
The mindset will now be shifted from transmedia storytelling narrative content and context to
the observational perspective in how audiences can choose to traverse the transmedia story
world and how storytellers can alter their decision. In the interviews, transmedia expert Jeff
Gomez (personal communication, March 19, 2015) stated that 'people are psychologically
wired to follow a narrative.' He thinks that the only thing people need from the storyteller are
the cues and indications where to go from the narrative. This chapter will discuss how the
industry can implement migratory strategies within the meta-narrative to gain a preferred
reading. With a preferred reading, the meta-narrative spread can be conducted and devised
for optimal incentive placement. As a result, the industry will have a better understanding by
anticipating audience movement, thereby making observation and measurement easier
since there is a sense of expected migratory behavior.
3.1 Negative Capability
An effective way of provoking migration for engaged audiences is by the simple idea that in
order for these audiences to keep following a narrative, they would have no other option than
to go to the next platform since the continuation and deepening of narrative continues there.
This form of suspension proves to be successful. As can be seen in the Star Wars prequel
films. Between each film there was a gap of about three years, creating much anticipation for
the next narrative events. In the meantime, comics and videogames were released, detailing
the story world in its current form before the release of the new narrative events (especially
episode I was notorious for the amount of side-narrative products). Another example of this
suspension is the upcoming release of the videogame Star Wars: Battlefront, which will
include some planets which will be seen in the later upcoming episode VII: The Force
Awakens. This is enough for dedicated Star Wars fans to migrate from one channel to
another and play the videogame, fortifying their engagement with the story world and
decreasing suspension for new narrative revelation. This suspension is called negative
capability. As Long defines negative capability:
"When applied to storytelling, negative capability is the art of building strategic gaps
into a narrative to evoke a delicious sense of 'uncertainty, Mystery, or doubt' in the
audience. Simple references to people, places or events external to the current
narrative provide hints to the history of the characters and the larger world in which
the story takes place. This empowers audiences to fill in the gaps in their own
imaginations while leaving them curious to find out more." (Long, 2009, p.53)
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Thus, the structure of the narrative is set in such a way that the audience is triggered in their
sense of exploration to find out more about the meta-narrative, but sometimes it is not
possible yet because of different reasons, such as that the next narrative product is not
released yet, as is the case with Star Wars. This negative capability can also stem from
metatextuality, wherein one text is mentioned in another text, stimulating the sense of
exploration to pursue that information. It can thus very well be that the suspension of
narrative cannot be 'answered' at that point in time, as with the Star Wars prequel trilogy.
The need for narrative answers can stem from the smallest of details, which can also be
explained through the Star Wars example. In Episode IV: A New Hope, Luke and Obi-Wan
briefly talk about the Clone Wars. This mentioning of a previous war struck fans with
decades of speculations. It was not until 2002 (25 years after the Episode IV release) that
the audience finally learned about the narrative events of the Clone Wars and how it linked
into the following dramatic events that led up to Episode IV. This little seed of suspense
allowed George Lucas to greatly expand and play with the suspension of negative capability
to draw the incentives of narrative exploration in audiences in order to explore all the events
surrounding the Clone Wars, effectively opening up the prequel saga for expansion of the
story world with the new narrative events that would become episodes I to III.
3.2 Uses & Gratifications Theory
Another interesting tactic comes from looking at the basics of the uses and gratifications
theory. When an audience actively seeks out media information, they are seeking it in order
to gratify a need. People may feel more knowledgeable and comfortable with the narrative
when they have specific background facts and stories from media to add to the conversation.
By seeking out media, a person fulfills a need to be informed or entertained, becoming
gratified. This can also be caused by the lack of answers and the feeling of non-fulfillment
left by the absence of narrative continuation (grasping back on negative capability).
The study on user gratification dates back to as far as the 1940's. For this thesis, MqQuail's
(1987, p.236) common typologies for media usage will be used. These typologies are:
Information: satisfying curiosity and general interest, gaining a sense of security
through knowledge, etc.
other', etc.
Personal Identity: Finding reinforcement for personal values, identifying with 'valued
Integration and Social Interaction: Enabling one to connect with society, identifying
with others and gain a sense of belonging etc.
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Entertainment: Escaping from problems, filling time, getting intrinsic, cultural and
aesthetic enjoyment, etc.
There can be more than one reason to traverse a meta-narrative. It can be because
someone identifies with the characters (personal identity) but at the same time someone can
enjoy the aesthetic of story world (entertainment). For example, many people want to know
more about the Expanded Universe in Star Wars. That can be because they like specific
stories in the Expanded Universe, but it can also be to satisfy a certain curiosity stemming
from background information mentioned in the films. It can also serve for social interaction,
to talk and discuss the Star Wars lore with other fans.
Audiences are looking for experiences and want to gratify their need of witnessing narrative
that is meaningful to them. Jennings (2000, p.79) suggests that "aesthetic experiences are
intrinsically motivating, require focused attention, stimulate curiosity, and are interesting and
pleasurable". The experience can only be aesthetic and meaningful if it is properly executed
by narrative attributions. Stimulating curiosity can indeed be derived from the pursuing part
that the audience performs in transmedia. But then, storytellers must know what this intrinsic
need your audience fulfills is exactly, when engaging with the narrative of your story world.
Finding out narrative revelations can be stimulating and pleasurable, like traversing
background information about the Jedi in the Expanded Universe. Chapman (as cited in
O'Briens 2008, p.2) looked at different influences on engagement and how they affected
user gratification. That which influences engagement in the case of transmedia storytelling is
the qualitative narrative level of the story, and the level of the story that is defined by the
level of narrative attributions. Therefore, in order for storytellers to reach a gratifying product
audiences wish to consume, their meta-narrative of story world needs to be meaningful and
work towards a catharsis. Like with Assassin's Creed, the building narrative promised to
'conclude' in Assassin's Creed III, but did not do so. As from 2011, the direction of the metanarrative is still unclear where it is heading towards, thereby missing platform connectivity
and profit from continuous gratifying engagement (as we will see in a later case study).
Toschi (2009, p.14) mentions the notion that the uses and gratification theory should be
understood for the benefit of transmedia, in order to measure the various levels of interaction
and engagement. Toschi is indeed right in the sense that storytellers must start to
understand what makes transmedia a gratifying experience. This refers back to the
implementation of narrative attributions and what makes them gratifying.
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3.3 Migratory Cues
This last part of migratory behavior will look at the different patterns and activation
sequences storytellers place within their medium to give an incentive to users and the 'cue'
to migrate to the next platform. Marc Ruppel has coined this phenomenon in transmedia,
calling it 'migratory cues', which might potentially prove to be of essence in the concept of
the storyteller's preferred reading sequence as well as observing traversal behaviour from
users and how we can alter that to a better narrative experience.
Ruppel (2006) structured the main concept of migratory cues as "any sign within one
simplex that can be found in another simplex; a signal towards another medium; the means
through which various narrative paths are marked by an author and located by a user
through activation patterns". One media channel gives a hint about the further exploration of
the grand story that can be found in another channel extension. Migratory cues actively and
carefully places narrative clues and information in tactical places in the transmedia traversal,
forming a bond between two channels to traverse in. Long (2009, p.42) also researched
these ques. Inspired by Ruppel, he states in his research into migratory cues, that "the
bonds between each of the extensions are strengthened and the increased value in
experiencing the franchise as a whole becomes more readily apparent to an audience."
Thus, the meaning behind two perhaps seemingly unrelated extensions of the metanarrative can suddenly give the user an incentive to discover the correlation between the two
extensions and their contribution to the grand story. However, for this thesis Ruppel's
explanation of migratory cues will be used over Long's. Ruppel manages to recognize the
notion of signaling towards another medium and thereby forming an activation pattern,
whereas Long only recognizes the bonds between extensions, not necessarily forming an
activation pattern through which users become engaged. As seen in figure 7, migratory cues
can spark from the narrative events occurring in channels which motivates audiences to
traverse across channels, even those channels already explored if the migratory cues refer
to the events happening in that platform. They form an active pattern of narrative hints
towards other channels from which audiences
will be motivated migrate. In the interviews,
Joris Hoebe (personal communication, March
2 and 3, 2015) states that if storytellers wish
for audience to migrate, they need to make
this as easy as possible without leaving space
to guess. Migratory cues should indeed be
clear and concise, or else you might risk
Figure 7: Migratory Cues between three platforms
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losing audiences. Hoebe is right in this idea of simple migrations, as the promised rewards
from migration to another platform should outweigh the effort of migrating to another
platform.
Migratory cues can also work on an external level, outside of a narrative. Genette (1997)
discusses paratexts; context of a story outside of a narrative such as posters, logos, trailers
etc. that allows users to already engage with the narrative. Ruppel (2012, p.56) recognizes
these forms of external cues as a potential way for the engagement of narrative experience
and drive for migration. Unlike external cues, internal cues are performed 'exclusively by and
through the characters, locations, temporalities and events of the story world currently being
engaged' (Ruppel 2012, p.86). Ruppel categorizes his internal cues in the following order:
Specific: Story-Level Cues
Direct Internal Cues
Intersectional Cues
Intermedial Cues
Specific: story-level cues refer to an overarching sense of cues embedded within the
narrative events. They work together to form a narrative plane, where content is made to
function in several sites simultaneously through selected transmedia connection. Thus, the
cue is being discussed and has meaning across different channels.
Intersectional cues are the type of cues that are discussed and used as a form of
construction between different channels. For example, one event is seen in film where the
cue will lead to a novel, wherein the same events are enacted and further progressed with
additional information. Intersectional cues can therefore serve as departures for events, that
will further develop across more than one channel in different methods.
Direct internal cues are the cues that direct through the extension of a narrative in a different
channel directly through mentioning of source. This can be, for example, a website URL
mentioned within the narrative that can actually be explored on the Internet. This form of
direct mentioning can serve as a 'rabbit hole' (as discussed by Watson in the interview) for
events in the meta-narrative that have not yet been explored extensively up to that point.
Intermedial cues perform by transpositioning the entire content of one platform to another.
For example, a book can be transposited into a videogame or a film. While this would
neglect the idea of transmedia storytelling (since this would be regarded as cross-media),
intermedial cues demonstrate the incentive of users to experience the narrative in
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progressive ways. Meaning, if a user enjoyed a book, he or she is likely to have an incentive
to experience the film of that book.
As Ryan (1991) defines it, narratives are "mental models built through contextual and
predictive causality." While that may definitely be true, the predictive causality must not be
transparent at the moment of migration; the feeling of having the chance to keep discovering
new additive comprehensions that stay in the nature of the meta-narrative must stay present
at all times, chaining the channels of the transmedia experience through an ongoing
narrative.
3.4 Summary
The setup and strategic placement of incentives, like migratory cues and negative capability
that drives the user across channels can give the audience an option of a preferred reading
sequence, opting the storytellers wishes for how they want the audience to experience the
narrative in what order to produce the best possible experience. Producers need to carefully
think about placing narrative information, as storytellers need to think of a preferred reading
order to gain the best reading experience for users as well as demonstrating narrative
events in the best way possible for user satisfaction. This preferred reading order, as well as
understanding what triggers your audience to migrate across channels can be understood by
adding migratory cues that give incentive to explore further into meta-narrative in another
narrative extension.
If the narrative attributions are interesting and meaningful enough to audiences, they are
invested in further exploration. Negative capability expands on this personal motivation by
intentionally spreading information across channels, for the audience to seek out by
becoming triggered through migratory cues and thereby fulfilling their gratifying needs.
Migratory cues are an active way of triggering incentives with the end goal of sparking the
need for exploration across different channels. The level of incentives sparked by migratory
cues stem from the efficient distribution of narrative information. Incentive for transmedia
traversal by users is only achieved by their interest for narrative exploration. In a further
extend, interest in narrative exploration is only achieved by an interesting story world.
Narrative attribution dictates and facilitates the intrinsic need for exploration, while migratory
activation patterns provides users with active cues to migrate across channels, thereby
adjusting to the preferred reading order of the storyteller, structuring their transmedia
traversal process.
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Chapter 4: Participative Consistency
For the industry to know what they should do with all these components of what should be
the context (channels) of transmedia, as well as the content (narrative) of transmedia, a
closer look must be taken must now look at how transmedia story worlds can be made more
profitable with all these transmedia components that spark narrative interest and pursuit.
That is, enough incentives need to be devised for the audiences to become emotionally
involved with the story world and the characters inhabiting them. Also, the audience must
feel that the story world is suggestible to growth and thereby, continuous exploration of
background information continuously in different channels is able. Indeed, the audience must
become committed to something greater than a narrative in a story world; they must become
committed to the core message, the meta-narrative. Therefore, the audience needs to
become not only immersed, but also engaged. Jackie Turnure (as cited in Pratten 2011
p.63) proposes five points in processes for audience engagement:
Engage – create curiosity and suspense
Involve – create compelling characters
Extend – direct audience within and across media
Surprise – keep audience on the move
Reward – make it worthwhile.
Thus, with these points, the audience can transcend beyond being immersed in one platform
and can actually become engaged and committed to the meta-narrative of the story world
they enjoy through multiple channels. When the audience becomes committed to a metanarrative, an array of new options become available for the storyteller to narrate to his
dedicated users. For example, the threshold for expositing older narrative information of the
story world vanishes, since the dedicated user is aware of the narrative information in
previous explorations and is conscious about the present narrative attributions.
Metatextuality also becomes easier, as the user is more likely to be aware of the other texts
being referenced. Dedication towards a meta-narrative can pay off for an audience, as they
are more enlightened about the current narrative events of a story world and the references
made to previous narrative information that only dedicated users would know. A good
example is Star Wars, where in Episode II: Attack of the Clones, senator Bail Organa is first
seen. Audiences that had already viewed previous episodes would have known that the
senator's last name implies he would be the one to adopt Princess Leia Skywalker/Organa.
Later on, in Episode III: Revenge of the Sith, it is revealed that senator Organa was the one
responsible for C3PO's mind-wipe and placing the droids in the care of Captain Antilles.
These references, while not noticeable to the average consumer, is an extra perk for users
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that are aware of the previous narrative information spread to audiences. In our interview,
game expert Drew Davidson (personal communication, March 22, 2015) explained that the
success of Star Wars as story world was also thanks to that they had their own mythology
that invited for audience engagement to traverse the entire grand story, always finding new
narrative events in the story world.
The captivated attention of a user that willingly wants to traverse the entire grand story
channels is logically far more profitable
than that of an average consumer that only
explores one channel of the story world.
Even
more
so,
understanding
the
gratification of dedicated users across the
grand
story
helps
the
storyteller
in
anticipating the variables of success in
new narrative information, as you know
what they enjoy from your story world.
Also, this enables the storyteller to devise
a preferred reading order, rendering the
Figure 8: Pratten's model of audience engagement
likeliness of grand story traversal of users
to a more desirable, coordinated and measurable state. In figure 8, multiple forms of
audience engagement work as causal effects can be seen. When starting to create audience
engagement, it can be seen that the audience's knowledge of story world and interactivity
with characters increases, from which more interaction and reaction is born that stimulates
audiences to discover other narrative extensions and thereby becoming more invested in the
meta-narrative and narrative attributions. This commitment from loyal users that actively
seek to traverse all channels is what makes transmedia storytelling profitable. The users
become participative and actively seek to explore all narrative extensions to fulfill their
gratifying needs. Also, audience engagement can create a fandom that actively preach the
enjoyment of story worlds to others. In our interview, Robert Pratten (personal
communication, March 31, 2015) explains that the passion of fans affects the motivation of
other audiences to experience your story world. His example is that of books. He says that
some people only buy the New York Bestseller books. However, these books could only
have reached that status by the passion of users affecting other audiences, thereby
becoming users themselves. This passion of fans is quite profitable in the concept of
transmedia, where passionate engagement can be conducted across multiple channels,
generating multiple sources of income for storytellers.
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There is thus an urgent need for the industry to rephrase what the actual benefits of
transmedia storytelling should be and how to reach these benefits, rather than simply
categorizing what is transmedia and what is not. Indeed, there is a need to understand what
gratifies the users in a story world and what triggers them to actively explore the grand story
and willingly becomes participative throughout all narrative extensions. The potential of
transmedia storytelling is that a user can become committed to more than simply a story in a
story world; users can become committed to a story world itself, formed by the narrative
attributions. We can measure the sales success of singular channels in a transmedia
experience (box office, viewer ratings etc.) however, the industry has little idea as to how to
measure or anticipate the actual percentage of an audience that consistently follows the
progression of the story world and attempts to scrutinize the meta-narrative, actively
searching for new narrative information from the storytellers, based on their engagement
with the narrative attributions. One might argue that this need for constant participation of
users is what makes transmedia storytelling worthwhile to produce and that constant
participation throughout all channels from users should be an end goal for storytellers.
After extensive research in transmedia, a proper definition of a user's constant loyalty and
participation in a transmedia story world seems to be missing. Immersion is not the right end
goal of transmedia; immersion usually only discusses the engagement of users at the actual
moment of experiencing. It is the constant growth of the story world and the maintained level
of narrative attributions that spark interest in the story world by consumers that makes them
want to migrate across channels and thereby making the model of transmedia storytelling
profitable. Therefore this thesis defines the connotation of a term that looks at this essential
component of transmedia storytelling, called participative consistency. While not an active
component that is visible within transmedia, it is this intrinsic core within audiences that
describes how transmedia storytelling as a context (as we have seen in chapter 1) gives
greater enjoyment of narrative attributions for users, as well as greater optimization of metanarrative spreadability and exponential profit for producers through multiple channels.
Participative consistency should be defined as followed:
Transmedia storytelling component that discusses the continuous loyal commitment
of one user across multiple channels and reaching greater engagement in
transmedia story world exploration. This engagement is achieved by incentives
supplied by constant narrative attribution, migratory cues and curiosity in the current
state, as well as the future expansion of the story world.
Many of the experts in the interviews conducted for this research understood what was
meant when talking about participative consistency in the context of transmedia storytelling.
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They recognized the phenomenon of constant engagement and loyalty and agreed that this
should be what a story world must invoke: curiosity in narrative progression, slowly shifting
into loyalty of user participation that is constantly interested in the progression of the grand
story and the execution of narrative attributions through different channels. Experts also
agreed that measuring the qualitative success of a story world on a large audience scale is
nigh possible. Some agree that social media could be used to reach out for feedback, while
these same experts agree that social media may not be the best transparent focalization of
the actual narrative engagement of audiences in the story world. Some experts also
proposed that audiences could have better migratory incentives to follow a story world when
they discover that their interaction and narrative knowledge of the story world serves for the
further enjoyment of the story world in other extensions. This means that the audience gets
more pleasure out of a grand story by actually loyally following the grand story, thanks to
their previous gained knowledge in other narrative events.
An example is Assassin's Creed. In 2014, two games where released almost simultaneously
on different consoles: Assassin's Creed: Unity for the PS4 and Xbox One and Assassin's
Creed: Rogue for the PS3 and Xbox 360. The narratives of these games did not affect one
another until the final mission of Assassin's Creed: Rogue, wherein you as the player kill the
father of the protagonist you play in Assassin's Creed: Unity. Users that had loyally traversed
the grand story in the correct order could gain more narrative enjoyment out of the events
unfolding, as they were aware of the underlying narrative that led to the murder of the father.
Another example in Assassin's Creed: Rogue is the link with characters from previous
games. For example, Assassin's Creed: Rogue's events take place before Assassin's Creed
III, while that game was released a few years earlier. In the new game we learn why some
characters have specific traits. For example, the Assassin Mentor Achilles in Assassin's
Creed III walks with a limp. In the events of Rogue that play 15 or 20 years before the events
of III, it is actually seen that the Grandmaster of the Templars spares Achilles' life after a
duel, instead shooting him through his right shin. Users that had already played Assassin's
Creed III and started playing Rogue could have anticipated that they would learn from the
events in this game why Achilles walks with a limp once they saw young Achilles walking
fine. Thus, participative consistency was rewarded by making previous narrative knowledge
meaningful for extra enjoyment in the current progression of story world.
The same gratification of previous narrative knowledge is present in Star Wars. The
videogame Star Wars: The Force Unleashed tells the previously unknown information of
what happened between Episodes III and IV. The narrative events in this videogame detail
how Darth Vader finishes his Jedi Purge (started in Episode III) and how the Rebel Alliance
came to be formed. This new narrative information overjoyed many fans and loyal users, as
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the founding of the Rebel Alliance had always been relatively vague and unknown.
Furthermore, in the game we learn that the logo the Rebel Alliance uses is actually the
family crest of the protagonist you play (in his honor, as the first one to openly oppose the
evil Galactic Empire). These new narrative events were enjoyed by many Star Wars fans as
they connected the old trilogy with the new trilogy. Those who only enjoyed one trilogy of the
two could still enjoy the videogame of The Force Unleashed, because of the careful planning
of narrative revelations and how these events impacted the aftermath of the episodes of I-III,
while also setting up the stage wherein the events of IV-VI would unfold. Again, participative
consistency was rewarded by the storytellers to loyal users. Audiences that were involved in
the Star Wars universe received many answers to narrative mysteries that they perhaps
were not even aware they wanted answered, but were ecstatic about it when they
experienced the videogame. Even though the videogame was of excellent quality on its own,
it could only be optimally enjoyed by users aware of previous narration in the Star Wars
universe.
This caused for a closer look at the gained benefits for producers. When discussing the
perceived effects of participative consistency, has already been established that it informs
audiences that continuous engagement pays off in their enjoyment of the story world. For
storytellers, this means that they can greatly expand with the narrative richness in platforms,
since transmedia storytellers can devise story arcs that transcend beyond one platform.
However, it must not be forgotten that each new narrative product must be autonomous to
watch, as well as offering something new to the story world. This can be achieved by the
meta-narrative staying intact in each extension, as well as the narrative attributions, from
there on out sparking the user's interest in the grand story of the story world. Storytellers
can, for example, invoke curiosity by adding negative capability to the narrative, promising
narrative revelation in a new channel not yet explored by users. This might trigger the
audience to become invested in the other channels of the story world and in every new
narrative from there on out, even those not yet created. When a user is invested in all
channels (and thereby showing participative consistency), transmedia storytellers can make
the biggest profit, as well as deliver the best possible narrative product since there is optimal
engagement of previous narrative knowledge gathered by participative consistent users.
As an example another look at Assassin's Creed will be taken. When Ubisoft released
Assassin's Creed II, which takes place during the Renaissance period, all platforms and
channels were adjusted to the story of the Renaissance protagonist called Ezio. The
Renaissance period was the setting for two more Assassin's Creed games, collectively
called the Ezio trilogy. It seemed that fans could not get enough of Ezio, with novels and
comics detailing his further life outside of the games and several short films illustrating his
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father's adventures, as well as an animated short that detailed Ezio's peaceful death of old
age. Additionally, this animated short introduced Shao Jung, a young Chinese girl that would
get her own story in the game Assassin's Creed Chronicles: China, four years after the
animated short. This enrichment of Ezio's life and the Assassins and Templars during the
Renaissance period would not have been able without proper narrative attribution.
Audiences were invested in the character of Ezio and were greatly interested in everything
surrounding him. This participative consistency of users allowed for Ubisoft to expand further
on the story world of Assassin's Creed, while the loyal users enjoyed further narrative
extension of story world, happily paying for more entertainment. This allowed for the
construction of a balance wherein the storytellers kept constructing the story world further,
with the loyal users eager for more narrative information, becoming more and more
immersed in the story world with each new narrative product. This set-up of balance
between story world extension by storytellers, consumed by participative consistent users
could not have happened without properly and consistent executed narrative attributions. In
this particular case, user engagement was most likely because of transmedial character
execution (Ezio) and the story world aesthetic (Renaissance).
This thesis argues that it is the implementation of narrative attributions that conjure
participative consistency in users. That is to say, they are emotionally involved in the
progression of narrative events that actively change the story world and how it changes their
experience of the story world. Participative consistent users enjoy the narrative attributions
the meta-narrative offers and feel the need to explore everything there is known about the
grand story and meta-narrative. Indeed, storytellers must first execute proper consistent
narrative attribution, susceptible for improvement if not executed properly and applicable for
multimodality that prove to be the key toward participative consistency and thereby, the full
potential of transmedia storytelling, forming a measurement tool for narrative engagement
wherein narrative attributions are the variables and participative consistency the end goal.
However, even with the conception of participative consistency in transmedia, there is still no
transparency in how to measure transmedia success without the proper model. Even so,
setting participative consistency as a set goal is an excellent way for storytellers to know
what the results of measurement should be (the level of narrative attribution enjoyment) and
how to get to that end goal.
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Chapter 5: The Hidden Markov Model
It has already been dissected that participative consistency stems from narrative attribution.
It is now possible to look at a system how we will be able to measure and anticipate the
probable likelihood of success of transmedia enjoyment in a story world. These will be based
on narrative attribution success in that story world. The industry needs to always be aware of
what it exactly is audiences enjoy from their story world at that moment and how they can
give audiences more of that enjoyment. This way the need of committed users is appeased,
as well as that it keeps the story world consistent. The key towards this consistency in story
world, as well as participative consistency, are narrative attributions.
After different theories and investigations regarding measurement tools, it is discovered that
a possible effective way to measure transmedia success in terms story world narrative
enjoyment is by using the Hidden Markov Model. This is a stochastic process theory,
meaning that it works as a probability theory and not as an absolute. We cannot measure full
expectancy of users behaviour, since all users interact differently and collecting every single
potential user's migratory behaviour data is practically impossible. Therefore, we analyze the
components of the story world and estimate their level of effect. The model works as a
continuous time model and will allow for a prediction of possible success from future
narrative extensions (films, games etc.), as well as observation of the value of current
narrative attributions and how they shape the audience's understanding of the story world.
To understand this model, the Markov chain first needs to be explained.
For the sake of understanding the model in correlation with transmedia story worlds, the
explanation of the Hidden Markov Model in this thesis will not delve to deep into the
numerical context of the Hidden Markov Model and keep it simplified by demonstrating a few
examples. Created by Andrey Markov (1906, p.135-156), the Markov chain is used
worldwide as a tool for predicting seemingly autonomous processes. In its essence, the
Markov chain describes the probability of a phenomenon's transition from one state to
another with known variables of information. Markov seemed to have perfected his theory in
1910, as witnessed from a letter to one of his colleagues (Basharin et al., 2004, p.13). In
present-day, multiple Markov models are used in many different real-world processes to
anticipate a future state of a phenomenon by observing its current state, such as the spread
of a specific language, changing the phenomenon into an observable system that can be
altered and anticipated. Systems and routines are often involved with the prediction of
outcomes based on previous outcomes. The Markov chain can transform a seemingly
random process into a system. In the Markov chain, the prediction of future situations is
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solely dependent of the current situation at hand, and is not influenced by past events that
led to the current situation.
A good example is the difference between board games and card games. Consider the
differences in probable outcomes in each game. In a board game, the only thing that
essentially matters is the current state of the pawns. The next state of the pawns is
dependent on the next roll of the dice. In consideration, the previous state of the board
setting does not matter for the outcome of the next state. However, in a card game such as
blackjack, players can get an advantage by remembering the previous states of the game
when previous cards had been shown that thereby affect the future state. Therefore, the
current state is not independent from the past state. In systems such as transmedial
worldbuilding, we will see that not every variable is as observable as that of a board game.
Another example of the Markov chain is by
demonstrating
an
autonomous
process:
the
prediction of weather (Kohlschein 2006, p.3). Let
us consider that the weather can have three
different possibilities: sunny, cloudy and rainy.
Naturally, not every state is as probable as the
other, as the outcome of only having sunny days
becomes smaller and smaller with each day.
Every day the probable outcome of the weather is
measured based on the information of previous
days. While that may sound contradicting, the
previous days of weather are actually still in the
current state, influencing the future state. Let us
Figure 9: Hidden Markov Model Example
define that the line between past state and current
state is 10 previous days of weather outcome. The definition of current state and previous
state depends on the executioner of the model. The previous information about the outcome
and predictions we had during the last 10 days will help to better understand the probability
of weather outcome for the next day. And so, that outcome then again helps us in predicting
the weather for the next day, and so on.
However, it must also be taken into consideration that the weather prediction can be
changed by multiple, hidden variables which we cannot measure in value. These can include
humidity, air pressure, pollution and so forth. These hidden factors affect the possible
causes for a change in weather probability. Sometimes one cannot systematically measure
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these factors, such as a sudden increase in ozone pollution. In that case, the prediction of an
outcome cannot be analyzed effectively since there are altering factors that alter the
straightforward methods of Markov chain analysis. For these types of measuring processes,
a shift towards scrutinizing a slightly different method is made: the Hidden Markov Model. As
will be demonstrated, the Hidden Markov Model is an effective way to predict transmedia
story world narrative success and recognizing what the narrative attribution strengths are in
a story world and how hidden variables alter the outcome of success probability.
The Hidden Markov Model allows to more structurally predict the future state of a process
without knowing all variables and their movements. Hidden Markov Models 'provide a
conceptual toolkit for building complex models just by drawing an intuitive picture' (Eddy,
2004). That is, some unpredictable variables cannot be measured in a transparent way
because they are changing their state sequentially or are not applicable for constant
observation such as observable variables. From these 'hidden variables' we can indeed, only
draw an intuitive picture. However, with the hidden variables one could anticipate their
impact of the observable variables and predict how both forms of variables will transform the
current state to the future state. Figure 9 portrays how a Hidden Markov Model would work.
We observe the observable variables, while drawing an intuitive picture of the hidden
variables that cannot be measured and estimate the probability how they affect the impact of
the observable variables and the outcome of a future state.
For example, take a YouTube viral clip as an example. We can observe the content within a
video (the narrative attributions), but cannot observe the likability how much the video will be
shared (cannot be measured by observing the narrative of the video, only anticipated).
However, based on comment feedback and structural content in the viral video, the user that
uploaded the video can estimate the expectancy level to how frequent the video will be
shared. This form of estimating the expectancy level of success, based on reviewing
observable variables that correlates the hidden variables are also present within transmedia
storytelling. Here, narrative attributions serve as the observable variables, which are valued
by the response of audience feedback.
The Hidden Markov Model adds a layer of prediction without having the wisdom to predict
completely solid outcomes. In the weather example it might be that someone could be
responsible for predicting the weather, but has been locked up in a house for a couple of
days, not seeing anything of the weather outside. Now, the variables of previous weather
conditions are unknown, rendering someone unable to give a definitive prediction. However,
it is still possible to estimate a future state, based on the information of the values which are
known and the likeliness how the hidden variable values correlate with the known variable
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values. That is, the known variables (e.g. story world aesthetics) can influence the hidden
variables (e.g. hype for a product). The known variables of narrative attributions and
multimodality affordances are discovered by feedback from audiences. Storytellers need to
reach out to users to ask what they so enjoy and ask them to rate it in order to get
meaningful input. From there on out, the variables become known and observable, optimal
for correlation with hidden variables (which in transmedia can be unpredictable phenomena
such as the user's level of multimodality or user's previous narrative knowledge about the
story world) to research their combined causal effects for the future state of your story world
and how you can alter that future state. In the interviews conducted, many experts
acknowledged that every story is different and therefore no two campaigns or metanarratives are the same. They recognized that in the current state, transmedia storytelling is
hard to predict since we do not know the full potential of transmedia storytelling yet, since
there is no universal conception of what transmedia storytelling should contain. This thesis
has suggested the context and content of transmedia story worlds and how they construct
measurement optimization.
Now these theories will be transposed into the context of transmedia storytelling by using the
examples of Star Wars and Assassin's Creed's story world narrative attributions. In
transmedia, all observable states can be anticipated in their numerical values by fan
feedback. The hidden states are the values from which numerical value feedback simply is
not possible. Indeed, we can observe the current state of story world by narrative attribution
feedback to alter and improve the expected success of the future state of a story world. As
said earlier, the Markov chain can transform a seemingly random process into a system.
Therefore, analysis of a current story world state and expectancy of the future state should
be a continuous system. The Hidden Markov Model can not only be valuable for new single
narrative extensions and their expectancy of
success, but the Hidden Markov Model also works
to scrutinize the overall observable and hidden
states of the story world. To demonstrate, two
examples will be given for observation: one short
example that forms the probability of future state
success (Star Wars) and one expanded example
that
observes
the
success
of
current
state
(Assassin's Creed).
For
these
examples,
the
different
variables
applicable to the Hidden Markov Model will be
Figure 10: Planned narrative canon releases
before Star Wars Episode VII
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discussed, firstly in application with the release of Star Wars Episode VII: The Force
Awakens. One of the biggest variables is the narrative attribution of transmedial characters.
The new film promises the return of many beloved characters such as Luke Skywalker and
Han Solo, absent from the big screen for thirty years. With their announced return in the
story world, they therefore can become part of the current state of the transmedia product,
affecting the future state of the transmedia product's success. Another big pull is the
aesthetic of the story world. Audiences enjoy the aesthetic of the presence of the Force,
actively affecting the events of the narrative. The last known variable is multi-narrative
design, forged by the previous narrative extensions set up by the canon releases that occur
between episodes that will actively influence the new episode VII. However, one of the
hidden variables that cannot be measured is the variable of 'hype'. The anticipation of this
long-awaited film has spurred many rejoices among audiences and will no doubt this will
influence the audiences that will have otherwise not been interested by the known variables
of narrative attribution. It is so that that the known variables affect the value of the hidden
hype variable, but it is not possible to correctly anticipate the expectancy of the variable
value of hype. Thus, while the positively received narrative attributions of characters are
known, story world aesthetics are visible for the model and optimal for measurement, the
variable of hype fogs the outcome of the transmedia success. The storytellers can only hope
that those audiences affected by hype will become committed users, becoming engaged in
participative consistency through all the future and previous products.
Story
world
aesthetics
Hype
Characters
MultiNarrative
Design
Figure 11: HMM example for Star Wars Episode VII: The Force Awakens
By applying the model, we have learned that the most obvious measurable variables in Star
Wars would be character, aesthetics and muli-narrative design. If the storytellers want to
value these attributions, they would have to reach out to audiences and receive fan feedback
to the enjoyment of the current state. However, the hidden variable of hype is most likely of
great impact to the acceptance of Episode VII as a new narrative extension. Once Episode
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VII is out (and the future state turns into the current state), Lucas Story Group should again
implement the Hidden Markov Model to the story world to see whether the new narrative
extension has uplifted the enjoyment of narrative attributions in the story world and actually
has contributed to participative consistency in some users. Now a demonstration of the
Hidden Markov Model within the meta-narrative of Asssassin's Creed will be performed, not
in the context of a new narrative extension acceptance, but the narrative success of the
current state of story world based on narrative attributions.
Case Study: Measuring Assassin's Creed Story World
Acceptance of the meta-narrative combined with curiosity for further exploration to the story
world provides the storytellers an audience which helps them to create the demand of
narrative progression their audiences so desire. This connection between supply and
demand allows for the further construction of the grand story, creating more narratives that
unfold in the story world and trigger events that alter the grand story. But as a storyteller, one
must first become aware of the current state of the story world and see what are your
strengths and weaknesses, so that you can alter them by new narrative extensions,
changing the future state of the story world.
The outcome of measuring the current state of a story world in its own could be quite fruitful.
Based on the correlation between how much observable and hidden variables influence
each other, storytellers can opt for an efficient strategy to change the current state of the
story world to a more transparent future state, wherein all variables become even better
suited for observation. For this example, we will be looking at a Hidden Markov Model using
the current observable state of the Assassin's Creed story world narrative. The observable
variables will be scrutinized, along with mentioning the likely hidden variables that influence
the enjoyment of the story world. While gameplay is a big asset to the product of Assassin's
Creed, it's quality is not an affecting part to the grand story of Assassin's Creed. Therefore
the model will only look at narrative factors and how these can be improved, since many
users seem to find the Assassin's Creed narrative attributions lacking, based on online
feedback.
If storytellers wish to attribute the narrative variables, extensive research and analysis within
communities must be conducted. For this test, social media website pages from developer
Ubisoft, as well as many forums about Assassin's Creed have been explored. To draw a
boundary between current state and previous states of a story world, the current state is
regarded from the start of the America saga (started early 2011) until May 2015. Note that
the numerical values to the variables are hypothetical and only serve as a demonstration
how the Hidden Markov Model can be used to analyze the observable and hidden variables
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of a story world. The implementation of the observable narrative attribution variables is
applicable to many transmedial story worlds. The observable variables will consist out of
narrative attribution and how they create the meta-narrative. The hidden variables will
consist out of factors that alter the acceptance of consistent meta-narrative pursuit.
Observable Variables
These observable variables can be estimated in its values by audience feedback, as well as
current product success with the story world. Strengths and weaknesses in the observable
narrative attribution variables gives the storyteller an idea on what is appreciated from the
story world and how weaker attributions might be improved by the strength of the stronger
attributions.
Multi-Narrative Design
While multiple narratives seem to happen at the same time from Assassin's Creed IV: Black
Flag on forward in the same research facility of Abstergo Entertainment, none of these
narratives are in each other's causal effect, aside from some brief mentioning's. From the
first game until the fifth one, all narrative events was focused on protagonist Desmond Miles
who witnessed historical facts from his two ancestors Altaïr and Ezio in different games.
Aside from that, the actions by Altaïr and Ezio were in each other's causal effect, forming a
multi-narrative design that spanned multiple media. However, since Desmond and his
ancestors have passed away and his narrative seemingly was of no effect to the current
events, his actions do not take part in the current state of the story world. Aside from a brief
mentioning of Desmond in Black Flag, his events from the first five games (saving the world
from a meteor) do not seem to matter in the current state of story world. While the metanarrative of Assassin's Creed revolves around an eternal battle between Assassins and
Templars through history, none of the battles through history seem to affect each other
except for one: the final narrative events of Rogue (PS3, Xbox 360), which sets the stage for
Unity (PS4, Xbox One). Concluding, there are the upcoming Chronicle games but in the
current state it has not been affirmed nor will it be likely that these three narratives will be in
each other's causal effect.
Numerical Value: 2 out of 10
Aesthetics of Story World
The aesthetics of story world is something fans seem to enjoy heavily, based on their fan
responses in polls and social media comments. The best-received story world setting by
fans seems to be the Renaissance period, which was constructed by Ubisoft from 2008 until
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2011. However, because of its success, a new game called Assassin's Creed: Identity with
customizable characters will again take place in the Renaissance period. Some of the latest
narrative products, Rogue
and Unity were the stages of the French-Indian war and
Revolutionary France. Both story world aesthetics were welcomed wholeheartedly and
praised for their appeal. The present story world wherein you as an unknown protagonist
work as an employer for Abstergo Entertainment that travels through history also seems to
be enjoyed by the majority of fans. Finally, the first Chronicle series game was released,
Chronicle: China. Again, many fans enjoyed the art style and found it suitable for the Ming
dynasty's aesthetic setting. These prospects are good for the upcoming Chronicle games,
India and Russia as well as Syndicate, a straightforward sequel to Unity, set in Victorian
London instead of Revolutionary Paris. While fans do not always get the desired setting in a
new narrative product, they are almost always satisfied with the aesthetics afterwards,
appreciating the cultural elements that each specific setting brings to the meta-narrative of
Assassins versus Templars.
Numerical value: 8 out of 10
Distributed Narratives
In the current state of Assassin's Creed as a transmedial experience, most of the audiece
attention and efforts from Ubisoft go into the games. The games serve as a 'mother
platform', from which all other narrative extensions are decided. In Assassin's Creed, much
background information is being distributed through the medium of text. For example, an
extensive description of Haytham Kenway (an important antagonist in three different games)
is being discussed in the novel Assassin's Creed: Forsaken. The novel is written as a journal
of Haytham Kenway, making the character feel alive beyond more than one medium. Then
there are also the comics, which are used to narrate events of assassins outside of the
games, such as Russian assassin Nikolai Orelov, who had his narrative told in two different
graphic novels and the upcoming Chronicles: Russia game. Finally, there are the portable
games that are usually not of causal effect to the grand story but serve as more in-depth
insights on one event. For example Assassin's Creed: Pirates, which takes place in the
same aesthetics as Black Flag and Rogue, but which detail an unknown pirate's events that
are of causal effect to the supporting cast of the two earlier mentioned games.
Textual media and portable games are often placed in the care of third-party developers and
are supervised by Ubisoft. Most of the time, all channels make use of their affordances
(portable games are short, novels offer background information etc.). While they are not
nearly as successful as the games, these distributed narratives are present and allow for
committed users to explore the meta-narrative further through these narrative extensions.
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Numerical value: 7 out of 10
Engaging Transmedial Characters
The community seems to be very divided on their favor to the protagonists of the historical
settings. In the past, the best received characters was Ezio Auditore de Firenze, a
charismatic flamboyant assassin in the Renaissance era. Another well-enjoyed character
was Edward Kenway, the scurvy pirate from Black Flag. In recent narratives, many favour
the protagonist from Rogue, the witty Irish Shay Patrick Cormag. It would seem that mostly
the noisy and rude assassins are favorite by the audiences. However, in recent years, not
many assassins have switched their narratives between mediums. Aside from Shao Jun in
Chronicle: China who originates from comic narrative, characters in the current state of story
world like Shay Patrick Cormag do not traverse between channels. Protagonist's narratives
are opened and concluded within the same channel. Instead, multiple channels tell the
narrative events of one historical setting by the hand of different protagonists. While that is a
profound strategy, the transmedial characters who are protagonists cannot build a lasting
dynamic with audiences across channels. However, many supporting cast (especially in the
America saga period) reoccur between games. But even then, these supporting members to
protagonists stay on only one platform and remain two-dimensional in their actions.
Numerical value: 5 out of 10
Hidden Variables
Hidden variables are the variables that cannot be given a numerical value since they are
often temporary phenomena, even though storytellers must be aware of their impact to the
observable variables and therefore the appeal of the story world. Hidden variables are also
speculations and unfathomable phenomena that dictate the success of a current state or the
likeliness of the acceptance of a future state.
Narrative Platform Interconnectivity
A problem Assassin's Creed story world is the lack of interconnectivity between platforms.
While all platforms serve to expand on the narrative events of a singular historical setting
that serves the meta-narrative of Assassin's Creed, most platforms do not recognize each
other and often contradict. For example, the short animation Assassin's Creed: Embers
introduced the Chinese assassin Shao Jun, the main protagonist in the game Chronicle:
China. However, much of what is discussed in the animation is not applicable anymore in the
game, such as a change of weapons and Shao's background story. Another example is
Edward Kenway's children, Jennifer Scott and Haytham Kenway. Their attitudes towards
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their father and each other differ between channels, thereby breaking the illusion of a
consistent story world. These examples of narrative inconsistencies scatter users into
believing what is true for the meta-narrative.
Preferred Reading
While the previous state of the story world was always clear (the journey of Desmond Miles),
current narrative events do not seem to matter in the state of reading order. Aside from the
chronology of events through history, little to no effort is being done by the storytellers to
scatter migratory cues or incentives for audiences to traverse the grand story in a preferred
reading order. Thereby, storytellers miss the opportunity for multi-narrative design that is in
each other's causal relations, to which the user is more likely persuaded to traverse all
previous narrative extensions in order to get the maximal experience from current narrative
events in the story world.
Repetitive Narrative
After some research, it would appear that in the past few years every narrative extension
mainly focused around the training of a new assassin, their quest for the Pieces of Eden to
defeat the Templars, and the betrayal of someone the assassin thought he or she could
trust. This distrust in the narrative quality alters the enjoyment of narrative attribution, since
there is a lack of trust in something new that sparks interest. Therefore, audiences that are
familiar with Assassin's Creed storylines think twice before buying a new narrative product,
since they feel that every product is merely a repetition that does not seem to go anywhere.
Uses & Gratification
The story world is still lacking in determining what their users enjoy most. Indeed, many
historical information and knowledge is placed within the games. But most communities
admit they are hardly interested in the narrative background of the meta-narrative. At the
same time, Ubisoft continues making new novels and comics that do not provide the same
interactive nature as the games. These channels might not be what sparks the interests of
users in why they engage with the Assassin's Creed story world in the first place, which is
gameplay.
Multi-Narrative
Design
Aesthetics of Story
World
Distributed
Narratives
•Narrative
Platform
Interconnectivity
•Preferred
Reading
•Repetitive
Narrative
Engaging
Transmedial
Characters
•Uses &
Gratification
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Figure 12: Observable and Hidden variables of Assassin's Creed Story World
Observable variables
Numerical Values
Multi-Narrative Design
2
Aesthetics of Story World
8
Distributed Narratives
7
Engaging Transmedial Characters
5
Average value
5,5
The value of narrative attributions in Assassin's Creed variates greatly, resulting in a meager
average value. This is an accurate metaphor for the story world, as we have seen in the past
that the meta-narrative can act to tell multiple narratives in one story world that allows for
discovery, as well as leading to a narrative climax. However, in the current state the multinarrative design, as well as engaging transmedial character attributions are of low value. All
variables are in correlation with one another and affect each other's impact to the transmedia
experience. For example, well-structured engaging transmedial characters reduce the
impact of hidden variables like uses and gratification, since storytellers then know users
engage with their storytellers for the gratifying purpose of interacting with characters. As we
see with the observable variables, the aesthetics of the story world and the distribution of
narratives are well received by audiences. However, the level of character enjoyment is
often diverse, depending on the narrative extension. The biggest problem is the missing
component of transmedia storytelling wherein narrative events entwine and are connected
through each other's causal effects. Therefore, the hidden variables of platform
interconnectivity, preferred reading and repetitive narrative can emerge, since the narratives
become too singular and non-impactful to the grand story, failing to trigger participative
consistency.
Conclusion
The observable variables explain that there is certainly much potential in the meta-narrative
of Assassin's Creed. The optimal set-up of an everlasting battle between two factions
throughout known history certainly allows the storytellers to explore multiple settings with
multiple characters. More often than not these settings and characters appeal to the
audiences because they find them meaningful an worth to invested in, becoming interested
in exploring all the narrative events that have occurred and perhaps still will occur However,
these narrative events are too singular in their causal effects to the meta-narrative and
towards each other's appeal. There seems to be a lack of narrative exploration drive by the
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majority of fan communities, as most of them only explore the games. While the games
generate enough profit for the production of narrative extensions in text and portable games,
little to no incentives are being given to audiences to explore these deeper parts of the metanarrative, neglecting them for participative consistency.
The hidden variables explains the fan communities and their feelings towards the grand
story of the story world that does not seem to go anywhere since the ending of the Desmond
Miles saga. Many fans feel, while the gameplay is often excellent, the narrative quality does
not reach further than repetition and obvious narrative tropes. Then why should they bother
reading deeper information about the story world in other channels? The lack of consistency
in narrative information about characters and the scarcity of a preferred reading order does
not allow for Assassin's Creed in the current state to become a story world in which
audiences want to become invested in a deeper level where they want to explore as many
channels as possible and reach participative consistency.
The story world of Assassin's Creed used to be consistent and was working towards a
narrative connection between channels in a previous state. However, in this current state
from 2011 and on it seems that every narrative is singular in its experience. At the same
time, audiences get too few incentives to migrate from channels and traverse the grand
story. Therefore, the multimodal nature of transmedia storytelling becomes neglected. While
the games may still be selling well, audiences have little interest in the underlying elements
of the story world and how all narratives interweave. New narrative extensions that actively
trigger the audience to explore by migratory cues might uplift the current state of the
Assassin's Creed story world to a better state with a higher participative consistency from
audiences.
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Chapter 6: Concluding towards an understanding of Transmedia Success
This thesis suggests that the recognition of channels and motivations of transmedia
storytelling traversal (context), as well as the implementation of consistent narrative
attribution (content) can form a paradigm of transmedia storytelling, forming a much-needed
generalization in the industry of the crucial components to observe and measure transmedia
success. As the main question, we wanted to research how the augmentation of participative
consistency can assist in constructing a framework of success measurement in transmedia.
Therefore this thesis is constructed to the acknowledgement of what makes transmedia as a
narative model successful and how that leads to measurement and participative consistency.
We have seen in chapter 3 that methods like migratory cues and negative capability are an
active form of placing incentives for the audience that drives users forward to other channels
in pursuit of the grand story of the story world. In these channels, multiple narrative events
can occur that should be in each other's causal effects. The Hidden Markov Model does not
review the channels in itself, but rather how the narrative content of the channel is being
appreciated by audiences. A high value of narrative attributions can indicate there is a likely
drive from users to pursuit these narrative attributions in the execution of other channels.
We have looked how we can best frame participative consistency in terms of reasoning and
modeling. As discussed in the explanation, participative consistency is achieved by
incentives supplied by constant narrative attribution, migratory cues and curiosity in the
current state, as well as the future expansion of the story world. Thus, participative
consistency should be regarded as an end goal, wherein users become fully engaged while
generating the most profit for the storytellers. This can only be achieved by the formation of
excellent story worlds that carry constant narrative attributions, which are optimal for
narrative value improvement and observation from the Hidden Markov Model.
This thesis suggests that participative consistency is the component that strikes motivation in
users and allows them to become fully engaged with the meta-narrative. We have looked at
how we can best diversify the meta-narrative throughout the platforms. Again, this refers
back to the concept that transmedia story worlds should be constantly growing through
narrative channels. This narrative consistency allows for the Hidden Markov Model to value
the narrative attributions through the entire story world, as well as estimating what the
probable hidden variables will be for these narrative attributions.
We also looked at whether there is a hypertext of successful narrative tropes. As many
experts already suggested in the interviews, no two story worlds are identical. Nonetheless,
every transmedia story world is constructed from the level of multi-narrative design,
aesthetics, distribution of narratives and characters. These narrative attributions are constant
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and crucial in story world construction and should be observable in each transmedia story
world, regardless of meta-narrative or channel quantity.
The Hidden Markov Model is used to measure the level of narrative attributions and how
other immeasurable effects can alter that enjoyment. The Hidden Markov Model has no
outcome, but should serve as an observation of the likelihood of participative consistency. In
this time wherein audiences expect more out of their narrative products, it is participative
consistency that gives storytellers a clear goal for transmedia producers to pursuit in order to
gain a profitable product. Commitment and engagement of users is reached by meaningful
narrative attribution, wherein narrative attributions stay in line in regulation of the metanarrative throughout each platform's affordances wherein each singular narrative event
serves to tell the grand story of a story world itself.
However, as we have seen with the Hidden Markov Model, there is a probable difficulty in
how to value all the known narrative variables of the transmedia product. Even more,
unknown variables such as hype, timing and distribution can alter the outcome of transmedia
product acceptance. Therefore, the conclusion is that the success measurement of
transmedia storytelling can only work in observing the current state of story world and how
audiences engage in it, as well as forming probabilities for the success of a future state
based on the current state. Constantly using the Hidden Markov Model to predict the
likelihood of acceptance of new narrative extensions gives an idea as to what an audience
wants and seeks in a story world. With that knowledge, one can then go back and change
the planned progression of the story world, getting a better understanding of what gratifying
experience users get from the narrative out of the story world. From there, storytellers can
again use the Hidden Markov Model to see if the variables have turned favorable, altering
the probability of the next narrative extension to be accepted.
This thesis attempted to demonstrate the necessity of narrative knowledge within transmedia
storytelling for observation purposes, allowing for the users to become
engaged and
motivated by the meta-narrative, rather than simply spreading content across channels. The
industry can greatly benefit from a collective mindset of transmedia storytelling with a
collective measurement tool and end goal, rather than trying to reinvent the wheel of
transmedia content, context and measurement tools with every new transmedia story world.
As of such, the full potential of transmedia storytelling might not have been witnessed yet.
Several factors are to blame, most notably the lack of understanding what a transmedia
story world should contain in terms of offering a sufficient level of narrative attributions and
migratory cues for an audience to become engaged with narrative pursuit, evolving in
participative consistency.
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Reference List
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Appendix
Transcript: Carlos Alberto Scolari
Date: 22.02.15
1: What would you say is the best narrative approach to provoke intrinsic motivation
within audiences to progress in the story?
Traditional tips and tricks like cliffhangers, seriality, intertextual links, etc. still work in
transmedia narrative worlds. The suspension of disbelief and the creation of an immersive
universe, classical ‘tools’ of written or audiovisual fiction (and videogames!), should also be
part of the transmedia strategy. Transmedia storytelling is just a subcategory of storytelling
so I consider that the tips and tricks developed in the last 2,500 years still work.
In this context, I believe that the most creative and relevant things are coming from the
prosumers. For example prosumers are developing new textual formats or narrative
strategies in the borderlands of the traditional media system. For example YouTubers are
changing traditional television.
2: To what extend do you think one platform within the transmedia story can invoke
engaged loyalty for the entire transmedial story?
There are different levels of engagement, loyalty and participation. Many consumers may
enjoy a book or a TV series but not all of them will expand their consumes to the rest of the
narrative universe. Consumers may be loyal to the whole narrative universe or to just a
couple of media. I think we need a more complete taxonomy of consumers and prosumers
practices. We should analyze many more cases to answer this question!
3: What do you think are the factors that ultimately decide which transmedia story
becomes a success and which do not?
There are no secret formulas… The same may be said about books or movies: it is almost
impossible to forecast the success of a production. However, in “transmedia storytelling” the
most important thing is “storytelling”: the transmedia expansion will never save a bad
narrative. Transmedia, in this context, is like 3D effects in cinema: they will never save a bad
story! If the storytelling is good it will engage the consumers and invite them to explore the
narrative universe.
4. How can transmedia producers facilitate the migratory behavior of audiences in
transmedia storyworlds?
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They can facilitate this migratory behavior for example developing a good narrative
articulation of the different textual pieces. It is impossible to tell everything in a single
media… The producer should create interesting intertextual links and seduce/invite the
consumer to explore the whole narrative universe. It is important to define very well what to
tell in each media; in other words, the producer should also manage the grammar of each
media (comics, videogames, etc.). This combination of narrative issues (cliffhangers,
interstitial contents, etc.) and media languages should be carefully planned.
5. What role does interpretation of fragments of a narrative play in facilitating the
migration of audiences from one platform to another in transmedia storyworlds?
Pieces of a narrative which are distributed across multiple platforms but linked
together by a subject.
This is a complex question that depends on what narrative universe we are talking about.
Some short formats (like trailers, sneak peeks or mobisodes) may facilitate the migration
from one platform or media to another. Mobisodes or webisodes may also be used to ‘test’
expansions –for example a spinoff of a TV series- before developing a brand new product.
6. How important is it for transmedia producers to know the interpretative skills of
their target audiences in order to construct storyworlds? Why?
This is basic to design a powerful transmedia world. I’m not just thinking on the “target”: I’m
thinking on a more semiotic conception of the audiences/users. If you understand those
interpretative skills and the specificity of each language and media grammar you can even
create a narrative world that covers different groups (i.e. children, teenagers, adults, etc.)
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Transcript: Jen Begeal
Date: 26.02.15
Duration: 25:12
1. In your opinion, how should a narrative be fragmented in order to be distributed
across multiple platforms? (05:08 - 07:10)
Jen remarks that it is a good question. She afterwards also explains that there are many
ways to fragment a narrative and that there is not one set of rules. In her opinion, it really
depends on the project. However, she does remarks that if you are going to break up a
narrative, break it up into characters. That is what she did with her project 'Zenith', where
she divided narrative parts into a present and future. She remarks that if you want to break
the narrative, you have to break it in that way that the structure fits the actual story itself.
2. How do you decide when one story fragment ends and another one starts? (07:10 08:44)
Jen told she actually wrote a blog about that. She tells us that you just have to see where the
story naturally ends or naturally changes. Sometimes the story takes a natural turn. But what
you don't want, is to force transmedia. However, transmedia should happen naturally. That
is, when the storyline or platform changes, that needs to feel very naturally.
3. Which factors affect the construction of a storyworld? (08:44 - 10:10)
Jen remarks that the most affective thing to a story world are characters. You cannot have a
good story world without good characters. She also says you cannot have a good story
world without its own history. You as a creator also have to know the things in the story
world that are not visible to the audience. She tells that a story world has a lot of different
components. Her example is when you would try to recreate Atlantis. Why does it exist
today? What is the history? Who are the people? How did they get there? You have to know
your characters and the background.
4. How do you think transmedia producers can facilitate the migratory behaviour of
audiences in transmedia storyworlds? (10:10 - 12:38)
Jen laughs, remarking that storytellers have tried to uncover that for years now. She also
regrets to inform that she really doesn't have an answer. She tells us that you need to know
what audiences you are creating for, since not everyone will be interested. She says you
have to build your storyworld for the 'deep divers', the people who are gonna be really
involved in your project. She also tells that she works a lot with social media and that
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storytellers seemed to have forgot about the power of word-of-mouth since we are so
focused in new digital media. She therefore remarks that if you have a good product for a
special niche market, those special audiences will surely talk about your product to others.
5. Do you think a transmedia storyworld should be immersive? (12:38 - 13:56)
According to Jen, yes and no. It really depends on the story itself. Most transmedia are going
to be immersive by definition, because you have to dig deeper to actually become part of the
world. She says it really depends on the end goal of your campaign. Most of us create
transmedia just because we love it, and because we want to get an outcome from it. What
that outcome is and how deep you need your audience to go in the rabbit hole for that is up
to you.
6. And what kinds of outcomes do you usually search for... look for? (13:56 - 14:40)
Jen says that you want people to buy your product. Or you want them to donate to your
campaign or you want to bring awareness to something. There has been some great
transmedia campaigns around social issues. Those are just some of the ways that
transmedia is used, but there is always some sort of payoff in the end.
7. How do you know that a transmedia project was a success? (14:40 - 15:48)
Jen says that is another thing they have been trying to figure out. She actually remarks that
she had a conversation with a friend about this the day before. She tells there can be
different ways, it also depends on your medium for instance, if you have a social media
campaign in your transmedia campaign, you can measure your ROI, you can measure your
CPCs, you can measure what the drop-off rate was. Same with websites, you look at your
analytics. For transmedia, you have to take all of your mediums and you have to analyze
every single platform.
8. What do you think makes people want to pursue a storyworld? (15:48 - 17:22)
Jen tells that people just want to be part of a story. They want to feel special. She
remembers she and her friend were very immersed in 'Lord of the Rings' and that they
started developing stories on their own. So, the story world became very personal for her. A
story world can get personal and that is why people get involved. People grasp unto it. As
long as we as producers and creators think about the audience first and we think about what
kind of stories people identify with, then we'll create more successful stories.
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9: What would you say is the best narrative approach to provoke intrinsic motivation
within audiences to progress in the story? (18:05 - 19:01)
Jen says it is asking them to do very simple task. You want their tasks to be simple, but you
want to evoke emotion. Get an emotional response.
10: Do you think transmedia platforms should be more 'episodic' of nature, or more
'interactional' of nature? And why? (19:25 - 20:15)
Jen says this answer would refer back to the story world answer, that it really depends on
the story itself. It can differ. Some stories call for episodic nature, some don't. A love story for
example, is not episodic.
11: What do you think are the factors that ultimately decide which transmedia story
becomes a success and which do not? (20:15 - 21:24)
Jen tells that the ultimate factor, according to her, are characters. Because, people want to
identify with characters and with a story. Stories are a mirror and that identifier is usually
reflected through the use of characters.
12: For example, with some transmedia fictional stories may be of a fantasy setting,
but that is not necessarily based on realism. How then, do you think people still relate
to different people or races? (21:24 - 22:55)
Jen thinks because they are written from a human point of view. . People identify with
dreams and passion. Elves are perfect beings that don't have human problems, they are
perfect. People identify with characters, because they are who we are and who we want to
be. We usually identify with flawed characters. She also gives the example of Harry Potter,
which is sort of a 'Cinderella story', who becomes someone real and more than he was.
13: To what extend do you think one platform within the transmedia story can invoke
engaged loyalty for the entire transmedial story? (22:55 - 24:38)
Jen explains that in transmedia, most people stay on one platform. People may only follow a
story on Facebook. People are platform agnostic. Depends on where they get pulled into
first. However, people can suddenly switch when the story takes a sudden turn in which they
have to follow. If they are really engaged, but she thinks that is very jarring. She remarks that
switching between platforms a lot is very jarring.
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Transcript: Andrea Phillips
Date: 27.02.15
Duration: 27:20
1. How should a narrative be fragmented in order to be distributed across multiple
platforms? (00:50 - 01:58)
Andrea thinks it depends on the story you are telling and what works for your audience as
there is no one right way to do it. She gets this question a lot, but she thinks some methods
serve some outcomes better than others. In Twitter you can create casual characters, but if
you don't want them to be casual, don't put them on Twitter. It depends on what artistic
purpose you are trying to achieve.
2. How do you decide when one story fragment ends and another one starts? (01:58 03:18)
Depends on how people use media. You think of what message you want to convey to the
audience. If someone has a flat tire, you could make a series of angry Instagram pictures,
that tells the story of the flat tire. Or, you can make one longer video. There is no right way.
3. Which factors affect the construction of the story world? What is essential? (03:18 06:09)
She says you need a certain consistency of feeling, between the parts. Mostly that is canon
material consistency. She thinks that is just a fashion and that fashion can change. She
gives the black/blue-white/gold dress from social media as an example. You can see things
different and characters can have that as well. There needs to be a fluency. Once audiences
have bought into your core of your story, like that there is magic or there are dragons
everything else has to be incrementally based on that, it has to agree in that one big thing
you want your audience to believe, that brought them in the story world in the first place. You
can make an audience believe anything, as long as it follows with what you have already
done.
4. In your book you state, 'the more fragmented a story world is, the more immersive it
is.' Why do you think that is? (06:09 - 08:22)
She thinks because it feels like a real thing. The brain has a bad boundary between what is
fictional and what is not. If a character appears in your mail or social media as a normal
person, it becomes harder for your brains to remember he or she is not real, because you
want to respond with real emotion as you would do with a real person. She says that
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fragmented story worlds usually means that it is more responsive and more likely to talk
back or feel like it could. Everything in the normal world could suddenly become part of
transmedia.
5. Do you think it is essential then for a story world to be immersive? (08:22 - 09:08)
Andrea doesn't think so. She remarks that we also have books and film that are not
necessarily immersive. When we watch a film, we know we are watching a film. You do not
feel in any way you are in the film. She thinks there is a tendency in transmedia of things we
have invented for stories, but there is like thousand years of narrative theories that are still
valid and important.
6. What do you think makes people want to pursue a story world? (09:08 - 10:40)
Andrea thinks it depends. She thinks, fundamentally the reason we consume a story is that
the story is providing us a desirable and emotional experience, and the kinds of experiences
we desire differs in people, that is why we don't like all the same stories. For example, if you
like the feeling of falling in love romantically, you can read romance novels in a safe space.
Nothing bad is going to happen if you read a story.
7. What kind of strategies do you use to guide audiences from one platform to
another? (10:40 - 12:02)
She says that a wise man once told her 'if you want your players to know something, tell it to
them.' She thinks that you need to make information simple. She thinks, instead of making
information organic and hard to find just make a clear story with clear links, with an archive
of information or a recap of information. It's all about making it easy and accessible.
8. Do you think current transmedia producers do that? (12:02 - 13:00)
She thinks some do, some don't. Sometimes it's not in the aesthetic of what you are trying to
achieve, meaning not everyone is going to do all the work so not everybody is part of your
audience. She reminds us that there is no right or wrong way to do transmedia. If you want
to maintain the core of your story, you may have to sacrifice audience numbers. You can fool
people, but you have to know what consequences will be for the choices you are making.
9. How do you think transmedia producers measure the success of transmedia?
(13:00 - 15:38)
Andrea jokingly says it is black magic. She thinks it funny, because a lot of the success is
measured through reach on social media, which is not a real number, purely hypothetical.
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She says there are a lot of shenanigans with presenting numbers and how well you did.
However, inwardly this is more difficult because you need to know what you want out of the
project, something intangible. Maybe you are looking for an artistic emotional response and
then the number of hits don't matter, but the number of posts about feelings. If you are
selling something that doesn't matter to you except for the money and sales it will not work.
You need to know why you are making this product and who it is for. So you measure your
success based on what you were trying to achieve in the project. Once you know what it is,
then you can measure what is relevant to that particular outcome.
10. What would you say is the best narrative approach to provoke intrinsic motivation
within audiences to progress in the story? (16:00 - 18:04)
Andrea says that it is not transmedia. If you want somebody to be extremely motivated to
finish the story, you make it zero work for them to finish the story. . That's why you watch TV
shows and movies, they are put in front of you and the one after that and even changing the
channel is too much effort. In a game, you talk about discrete decisions you have to make.
Nobody puts a website in front of you, or like a game. Somebody already has decided to
follow the story. Andrea says you need to create tension, unsatisfied curiosity. The feeling
that the story is not complete, a question they hope to find the answer for, like clickbait.
11. Do you think transmedia platforms should be more 'episodic' of nature, or more
'interactional' of nature? And why? (18:04 - 20:55)
Andrea laughs and says it is funny I should ask this question. She explains the Alternate
Reality Game model with the example of a rock show. Once a live event is done, it's done.
The reason it is funny is that Andrea is working on a project herself, with a project that feels
interactive but is actually not interactive at all. It works with a character that sends mails to
players and responses you did in the story world. People do not want to do the work, but
they do want to be credited. Andrea says storytellers want to create this feeling of deep
immersion. But at the end of the day, only a small fraction of players email a character or
contact them. Playing into the crowd as we do with transmedia at this moment, we can
definitely do that better.
12. What do you think are the factors that ultimately decide which transmedia story
becomes a success and which do not? (21:00 - 23:40)
Andrea says it's luck. Luck. Andrea says that there is this myth on the internet that if you
make something amazing, then the whole world will come to see it. That is not true. She
says there is so much media that just don't make it, perhaps bad marketing or bad relations.
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Whether your product succeeds or fails is not a reflection on you or your product, you just
never know. Sometimes you might see something great by chance but you stumble across it
by accident because it was not promoted. She says it's a cold, hard truth.
13. To what extend do you think one platform within the transmedia story can invoke
engaged loyalty for the entire transmedial story? (23:40 - 25:15)
Andrea says a lot of power resides in one platform. As an example she mentions Lizzy
Bennett. It can start out with one personal video blog and that was so personal that people
sought her out on to Facebook and Tumblr. That drove them back to more videos. Ideally,
every piece is interesting in its own right. Everything you do is marketing a teaser for
everything else.
Transcript: Joris Hoebe & Tim Murck
Date: 02.03.15 & 03.03.15
Duration: 23:07 & 12:42
2nd of March, 2015
1. What would you say is the best narrative approach to provoke intrinsic motivation
within audiences to progress in the story? (06:17 - 09:11)
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Tim says he has thought about this and says he's an advocate of focusing everything on the
story itself, as quality needs to beat quantity. For the story it is important to make the story
interesting. He says you need to give intrinsic motivation with your story if you want your
audience interested. However, he says interest beats relatability. He says the balance
between relatability and interest needs to be correct.
Joris agrees and says that the structure of the story needs to be right. We look in a story for
inspiration and change, personal change. Joris says that what we do in transmedia is put the
user as the main character. He says all stories are about people who try to get to their end
goal. That is what we are trying to do, for example with adding interaction.
2. Do you think transmedia platforms should be more 'episodic' of nature, or more
'interactional' of nature? And why? (09:11 - 13:57)
Tim says it depends on the story. He says the episodic structure of transmedia is a reason to
be interactional. He thinks interaction is a good thing, but also overrated. His example is,
when you have a book, you forget there are other things around you. And that is simply
because of the story.
Joris says there is also a problem with the term 'transmedia'. We all have different
definitions. Joris says he likes the story world aspect of what actually is transmedia. He says
Tim is more focused on interaction and platform-hopping, while he is more focused on story
worlds. Joris often wonders whether all this migration between platforms is still useful to the
story. He says that often sites like Facebook, Twitter and Instagram do not actually add
something to the story essentially. He is not sure whether migration is needed to make an
immersive story.
3. What do you think are the factors that ultimately decide which transmedia story
becomes a success and which do not? (13:57 - 15:30)
Joris questions what a 'success' is. He says there are beautiful projects that only reach ten
people, while there are also bad ones that reach millions. Joris says that in their project they
had a goal of targets, like reaching 50.000 downloads and they had 90.000 downloads so
that was obviously a success.
Later on (in the next questions), he also mentions that there are also 'superplatforms' which
are dominant, such as television. He believes these platforms already can have a high target
audience. He says TV and cinema are the dominant platforms.
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Tim says the success factors of your transmedia story are primarily decided by your target
audience. So the more people you reach that can relate, the bigger your success.
5. To what extend do you think one platform within the transmedia story can invoke
engaged loyalty for the entire transmedial story? (16:58 - 19:37)
Tim thinks that is very much the case. He thinks people prefer one platform most of the time.
At first audiences are going to experience the story through one platform. But that can trigger
that they become all-in invested to the rest of the story on the other platforms.
3rd of March, 2015
6. How can transmedia producers can facilitate the migratory behaviour of audiences
in transmedia storyworlds? (01:07 - 03:05)
Joris says the easy answer is to make migration easy. So, for example, make design buttons
that are attractive that create incentives that are easy to follow up with. But he thinks that is
more like a practical thing. He thinks the beauty and difficulty of transmedia is to design this
very well. What he likes to perceive this with discovery and difficult migration: not every
player is as active as the other. Some want to discover, some don't want to, just sit back and
relax. He says that this distinction is basically the difficulty.
7. Do you have any specific strategies that you use in order to guide audiences from
one platform to another? (03:05 - 05:14)
Joris says we are always looking for this conversion. In his project they had this opportunity
for people who downloaded an episode to already watch the next episode and he says that
really helped to get people to download. He says the television was the dominant platform
and at the end of an episode there was the commercial to download the app. That made it
really easy. Fans wanted to be part of the world and did not want to miss out. He says, just
like examples such as Marvel, these universes can only exist because of the fans and their
love for the characters.
8. What in your opinion, makes audiences pursue a story world? (05:14 - 08:12)
Joris says that the one thing is that he doesn't think that the percentage of people who
pursue story worlds are not that big. Maybe something like 20 percent of the media
consumers. But if they do pursue a story world, he thinks it has to do with escapism and
experiencing things you normally wouldn't. Joris says he really likes magic, but he thinks it is
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also cool to be in a world like True Detective. It has to do with discovery and learning new
things, changing your perception of the world.
9. What makes the story world immersive then? (08:12 - 09:30)
Joris thinks there should be some kind of realness and should be a believable story world,
that is our task as world builders, building a world that is coherent, you need to make rules.
He says you also need to set the boundaries.
10. Do you think it is essential for a transmedial story world to be immersive? (09:30 10:53)
Joris says we are looking for immersion and transmedia is just a strategy for a story to be
immersive. To get the attention of the audience, but that does not mean it is not necessarily
a goal.
Transcript: Drew Davidson
Date: 19.03.15
Duration: 21:05
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1. In Star Wars, do you think the motivation for users to migrate from one platform to
another is big enough in that universe? (04:10 - 08:11)
Drew mentions that Marie-Laure Ryan and Henry Jenkins have written some interesting
things about this. He says that when creating a universe, you are also creating different
media that are windows into that universe. He says Star Wars did a nice job in marketing,
with introducing a whole mythology. He doesn't know whether it was mentioned to become
this big, but it definitely became big with the addition of toys. He says toys do this nice thing
of creating your own adventures of imagining more of that universe. He says that with Star
Wars, all comics and stories have to be approved by George Lucas and in one story he
approved the killing of Chewbacca. As for the universe expansion, he thinks that J.J. Abrams
definitely has the potential to do it right. He also mentions the games that smoothly connects
to scenes in the movies, just like in the Matrix.
2. 1. What would you say is the best narrative approach to provoke intrinsic
motivation within audiences to progress in the story? (08:11 - 09:50)
Drew thinks that is a good question. He likes the intrinsic part. He says people care about
what happens in the story, that gives them motivation to jump from platforms. You want to
get more out of the story. He thinks characters is the biggest asset. What happens to them is
plot, the second most important asset. He says people like cliff-hangers. He says Star Wars
is a good example, because the characters in itself are interesting but the fictional universe
is so interesting. And sometimes people want to understand more about the universe itself.
3. Do you think transmedia platforms should be more 'episodic' of nature, or more
'interactional' of nature? And why? (09:50 - 12:30)
Drew thinks long about the answer. He remarks the Matrix example of the game, which not
many people have played. Drew says it relates to earlier about intrinsic motivation, you can
make me as audience feel important by giving them a role of agency or make them feel like
that in the boundaries of your design. Interaction can be clever, but may be not defined as
true transmedia, at least kind of. He says that the Telltale games that have episodic nature
also do a nice job. It leaves you hanging for more. He remarks the Lost Experience
campaign, which did not really have that much of an impact on the show. He also gives an
example of the tv show/game Defiance, that both influences each other.
4. Earlier you said interaction can be clever but maybe not pure transmedia. Would
you say then, that interaction does not fit into the nature of transmedia? (12:30 13:18)
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Drew thinks that interaction is actually perhaps the full potential of transmedia. And he is not
sure whether we have already seen the full potential of what transmedia could be capable of
doing.
5. What do you think are the factors that ultimately decide which transmedia story
becomes a success and which do not? (13:18 - 15:46)
Drew has to think about itl. He thinks tt gets back to the basic, story and narrative,
characters, events and putting characters into situation where you want to know what is
happening next. It needs to be well plotted. He says Marvel has been really clever in their
wealth of superhero back story. The audience gets bedazzled every time of all this new
information. You need to build on a solid base. He also gives Prometheus as an example,
which builds on Alien. The transmedia campaign was great, but the movie not so. But the
transmedia usage was great because they made use of the universe that is built around it.
6. To what extend do you think one platform within the transmedia story can invoke
engaged loyalty for the entire transmedial story? (15:46 - 17:16)
Drew says that the idea of a 'tent pole' is really powerful, something like a movie release that
everyone watches. He says something like that makes the accessibility easier for the other
media, because there is a high level of exposure and popularity. He says that pop culture
does a tremendous job covering the releases of film, tv shows and games, which he thinks
are the three areas that seem to do the most work for transmedia.
7. Lastly, I want to talk with you about Assassin's Creed, just as with Star Wars. Since
the Assassin's Creed universe may be not so well developed as the Star Wars
universe, do you think the prospect of the series is well implemented in the last years,
or was it a hit and a miss? (17:16 - 19:42)
Drew thinks that we have to speak of a minor success. He notices that the games work well
enough that they can make a series and pay the bills. He thinks in that regard it did well
enough. He did not play all games. Drew believes that the story does not have enough
coherence as a whole. He thinks that playing with mechanics as, for example, a pirate in the
fourth one Black Flag is fun, but in another one you are playing in the Itialian Renaissance
and therefore he thinks it jumps around too much. He thinks that the concept of history
exploration to save the world is fun, but that the concept is now only used for game
mechanics and settings, rather than actually being in the overarching story itself.
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Transcript: Jeff Gomez
Date: 19.03.15
Duration: 42:05
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1. What would you say is the best narrative approach to provoke intrinsic motivation
within audiences to progress in the story? (00:38 - 05:02)
Jeff thinks there has been a slight change in that question with the advent of interactive
storytelling. It used to be in narrative that the secret to emotional response is to somehow
appeal to aspiration notions. There is a certain degree of wish fulfilment: we yearn to see if
the character achieves his or her goal. We empathize with that. Jeff says with the advent of
new developments of multiplatform and interactive narrative there is an additional new layer.
We feel necessary to not just engage but to create a motivation to move dynamically from
one medium to the next. It requires a powerful engagement. He says there needs to be a
feeling of inclusion, a response that your feelings about the narrative can somehow be
communicated and listened to. Either by others or the narrative itself. He also says there is
also a feeling of control. It is not part of the narrative proper, but part of the audience that
they want to acquire the narrative, when they want it and where. He says if you not have
these components of control, your audience may not be motivated to follow without these
aspects in pursuit of the content. Jeff says The third aspect is a feeling of intimacy. The
narrative is through its communication across platforms connecting on a psychological level
on an intimate level to go deeper into the narrative to find out more about the story world. It
gives a feeling of intimacy. It is all of the conventional attraction of the story plus these three
aspects that give a new kind of loyalty, participation and multiplatform engagement.
2. Earlier you said we feel necessary to not just engage but to create the motivation to
move dynamically. Would you say people naturally want to follow a narrative? (05:02 06:28)
Jeff says we are psychologically wired to follow a narrative. With multiplatform narrative we
see a fundamental psychological shift which is allowing for younger generation to be simply
tuned to move from one medium to the next. Jeff says all we need are the cues and
indications where to go from the narrative.. Jeff says then they will follow the breadcrumbs
and enjoy their story world on whatever platform it appears on.
3. Do you think transmedia platforms should be more 'episodic' of nature, or more
'interactional' of nature? And why? (06:28 - 09:58)
Jeff says the advice that he gives to clients is that each component needs to be selfcontained with a beginning, middle, end, and needs to be quality that reveals something new
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about the characters and the world. He says that if you define that as episodic, you are
correct. However, he says they are not necessarily laid out in front of the other. He says in
transmedia events could happen at the same time or events could be in the past or future. In
transmedia you can issue those pieces separately and out of chronological order. He says
the audience is smart enough to figure it out if it is well made. He says in terms of the level
of interactivity, he thinks it should be more to the taste of the storyteller. He says we still see
that conventional narrative are still popular do not need to be interactive. But he also
remarks we are seeing more and more types of media like apps and games that have
interactive components. He says the key with regard to interactivity is what we call the
architecture of dialogue. He says the most important form of interactivity is the option for
audience to express themselves in terms of their feelings, but also in terms of their creativity
back to the storyteller.
4. What do you think are the factors that ultimately decide which transmedia story
becomes a success and which do not? (09:58 - 12:40)
Jeff says in terms of the factors, the number one factor is that it needs to be a good story. He
says this really is an issue that is missed by content creators. Creators of content feel that
the interactive component or that the content is scattered is enough to draw an audience and
the story is secondary. He says that is not true. The story needs to be compelling. Jeff thinks
to furnish a storyworld that links to extension, you need to have a rich world. One with past
and future. One that exists beyond border of screen. He says it is not necessary to have
fantasy or science-fiction worlds, realism also works, even worlds that exist in nonfiction. He
says it is a matter keeping track of details and of communicating narratives consistently. If
you fail to do that, pieces can contradict and break the illusion that there is a living,
consistent story world.
5. To what extend do you think one platform within the transmedia story can invoke
engaged loyalty for the entire transmedial story? (12:40 - 15:30)
Jeff says we are seeing that one of the reasons for the rise of transmedia is that different
platforms form different touchpoints, for different types, for different audiences. Like Harry
Potter, kids know the novels in the early 2000's. Today, the medium kids are introduced to
Harry Potter is not the novels or the movies. It is the videogames. In this particular case,
videogames play a crucial role in the continuation of the franchise and the world. Jeff says
that commonly, the way people get sucked into the story world to the roots in the storyworld
is called the 'driving platform', through which most people will be exposed to the world.
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6. Earlier you said you see 'all we need are the cues'. What would you say are the
most important and useful for producers for an audience to migrate to the next
platform in the narrative? (15:30 - 20:13)
Jeff says very good. He says there are two categories of cues. One is the 'exegesis',
meaning the cue exists outside of the context of the narrative. That means outside of the
story. He says when we hear music in a movie, that movie does not exist in the movie, it
exists for us. But in, for example, a disco film, the music exists in the story. Then it is part of
the 'diegesis'. Jeff says that in transmedia, the exegesis is the information that tells the
audience that this episode takes place at that time, in this universe. Or when a movie is over
and the screen says something like 'if you want to further pursue the adventures of these
characters, buy the videogame', or it is in an advertisement. That is the exegesis. Jeff says
that then there is also the diegesis, which he thinks is more fun. In diegesis, a characters is
making a reference to an event that has happened or we do not know much about at this
point. And then, Jeff says, we become motivated to hunt for that answer. He gives the movie
'Tron Legacy' as an example. A character tells the hero that she is the last survivor of her
people because she was saved by a hero who gave his life. That is a reference to the father
of the main character. You actually play that event and the father in the videogame. So, if
you watch the film after you played the game, you feel amazed because they talk about
something that 'you' did. And if you haven't, you might look it up and find that there is a
videogame of that event they talk about in the film.
7. How can transmedia producers can facilitate the migratory behaviour of audiences
in transmedia storyworlds? (20:50 - 23:08)
Jeff says the truth lies in the beginning of transmedia. The producer's job is to make sure
everything cooperates. That takes a specific skill set, authority and diplomacy. Then you
have to do a significant amount of planning. That goes into the development process. Jeff
says we have seen over and over again that if the relation is loose, there is not much
motivation for the audience to move across the story. They can live without it, because it
does not count. Jeff says that then you are need to make sure that that content is compelling
and interesting. There need to be more narrative tags in the exegesis and diagesis, as
earlier mentioned.
8. How do you define when one story fragment ends and another one starts? (23:08 24:28)
Jeff says we are still relatively early in the art of transmedia storytelling. He says they
recommend that a story needs to be complete. If you encounter transmedia narrative
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separate from the rest, you feel a satisfaction. The content needs to be complimentary. It is
not necessary to leave the audience on a cliff-hanger that requires them to go looking for
information on another platform. That can become irritating and slows down the dynamic.
You need to make sure to define the dynamic process.
9. What do you think makes audiences pursue a story world? (24:28 - 27:05)
Jeff explains that the idea of pursuit comes when a narrative is compelling enough to make
you want to think about what happens next or makes you want to think about that you love
this world so much, you want as much as possible of it in your life. When human beings find
that they are truly emotionally connected, collectors mentality starts to kick in. We want
more. Jeff gives sports as example. Just like sports, you want to learn everything about
players. Same as story worlds, you want to know everything. That lies in these extra pieces
of content, something the audiences wants to pursue. What you want to know might lie in
these additional pieces of content. So people want to do the work of pursuing content. Jeff
says this is the key to make people move from one platform to the next. He also says
identifying with the character, but also the message of the world and thematic content is
appealing, needs to be an interesting place to be. These are also key components.
10. What do you think makes a good transmedia story world? (27:05 - 28:28)
Jeff says one of the key factors is that the world needs to be devised by a visionair. Jeff
thinks we have to acknowledge that even today good storytellers are rare and not many can
make a rich world. Someone like that needs to work behind the scenes to make the world so
that all these various components can be as compelling as possible. Jeff says you also need
supporting people, creative people who are willing to play within that sandbox and questions
what needs to be answered about the world. Jeff thinks these are the key factors that distinct
a story world.
11. You talked about 'questions'. How do you think transmedia producers set these
'questions' into the narrative that people can recognize to follow the story? (28:28 31:01)
Jeff says that's a matter of narrative artistry and some narrative design. Jeff explains that if
the world is set up and clever references are made to things that the audience doesn't
understand but are intrigued by, it is they will ask questions. Jeff gives Star Wars as an
example. What were the Clone Wars? Jeff remarks that these kind of questions rose up,
even though the entertainment felt complete. The first Star Wars film had a beginning,
middle and end but these questions set up for an exciting expansion of world. But Jeff says
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the audiences must not ask too many questions, because then it becomes too dense. Jeff
says knowledge is power, especially in audiences. Those with a power to speculate or those
who do find out the proper information, they are powerful, especially on the internet. You
want to feed into that power in order to keep the information going around the story world.
12. You said the references do not need to be totally understood by the audiences.
But how often should they be? (31:01 - 32:12)
Jeff says that to a degree it depends on audience. He says that in sciencefiction films, or
superheroes, or fantasy you can be a little bit obscure, because there is a love for minutia
and they are going to investigate any moment of content. Jeff warns that if you get too
obscure, audiences can let it pass. You don't want that. It therefore has to be simpler
references, like a lost love. Jeff remarks that audiences are not that used to investigation
processes.
13. Is it essential for a transmedia story world to be immersive? (32:12 - 33:58)
Jeff says the definition of transmedial storyworlds for him and his company is that they make
themselves available in different ways in different media. That is because the modern person
is surrounded by screens wants to have access. If the content is poorly done it is not going
to feel immersive because the illusion is broken. You need to make sure there is a quality
and richness to the experience. Some believe immersion is not achieved until you have
created certain interactive components or even a virtual component to the narrative. He says
we don't believe that is entirely reuqired. Games, for example, can help but not necessarily.
14. How do you think transmedia producers should measure the success of a story
world? (33:58 - 39:47)
Jeff says there are more and more methodologies and measurement tools. He says it used
to be a simple guarantee of spreadability was of course going to connect. He says that more
recently, we have been able to track people in multiplatform implementation. He gives Apple
as an example. With Apple, they know everything about you. This is a way for Apple to
hopefully give you a better experience with customization. He also mentions Xbox. With
Xbox, you are tagged by the Xbox online monitoring system, everything you do in the
community is tracked. It allows them to know how far you are in games and have the ability
to offer you what you would be interested in. Jeff explains that in the wider world for motion
picture and television transmedia, it's more difficult to track, since network studios do not
have that complete control. He says that a certain podcast ,'Serial' was immensely popular.
More than a million people downloaded it every week. But the producers did not allow a
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forum. The audience built its own community with its own forum , outside the environment of
the podcast. However, he explains this made measurement difficult for the producers
because the audience was so scattered. Ultimately, they were able to figure out how active
everyone was highly active around the narrative. In that way, Jeff remarks 'Serial' the
podcast became transmedia experience in itself. Everyone tried to solve the mystery of the
narrative. That measurement has helped the podcast create CPM (cost per mille) for
advertisement, which meant that the podcast could make more money and so they could
make more money than some TV shows A truly remarkable breakthrough in transmedia and
Jeff says that is good news for us.
Transcript: Ilse Romero
Date: 22.03.15
Duration: 12:07
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1. What would you say is the best narrative approach to provoke intrinsic motivation
within audiences to progress in the story? (01:38 - 02:30)
Ilse says it depends on what you want. She thinks that in every transmedia narrative you try
to reach engagement within the audience. So basically you are trying to connect with this
audience so make sure that all the elements of your narrative make sense to the audience
you try to reach. She thinks this intrinsic motivation and meaning making needs to connect to
an audience.
2. Do you think transmedia platforms should be more interactional of nature or more
episodic of nature? And why? (02:30 - 03:18)
Ilse thinks it definitely needs to be more interactional. Because engagement is one of the key
points in transmedia, you have different story points on different platforms. So if you are
interacting with them, you can measure people's engagement. She thinks there is a big
difference between participation, interaction and engagement. You are able to measure this
through an interactional project. With episodic, you only look at parts of a story world.
3. Could you give me an example how we could measure transmedia through
interaction? (03:18 - 04:28)
She says that with interaction you are looking at reactions from people. She gives the
example of the Lizzy Bennet diaries. They have a lot of Youtube episodes, but what they
were doing is that they had different profiles. And with interaction, according to Ilse, you are
measuring how much people are responding with characters. You are measuring each
interaction and not just the number of Likes. She thinks it is actually not that easy to
measure, because it is difficult to come up with a sort of strategy to see whether audiences
are really interacting or just clicking.
4. What do you think are the factors that ultimately decide which transmedia stories
become a success and which do not? (04:55 - 07:19)
Ilse mentions the factors that Henry Jenkins has devised for transmedia storytelling. For
example, spreadability of content. She tells me that in her research she had found different
things that can make a transmedia story more successful. She focuses on 'The Blair Witch
Project' on how it engages people. She talks about the element of surprise that horrors and
thrillers can have. Another element of success is providing content that is interesting for the
people who are watching that is precisely sharable, meaning you want to share it with your
friends. She says that online we are basically looking at how much people are sharing. She
says that another important element is for a story to be continuous. If you don't have
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different elements on different platforms following each other, you are going to lose people
along the way. The different elements need to be connected.
5. How would you say then is a story best connected? (07:19 - 07:48)
Ilse thinks it is by the narrative itself. She says that if a story does not connect, you cannot
move along with your audience. She says it needs to be the story narrative that has
continuity.
6. How would you say is the best way to get people to the next platform? Are there
sort of cues? (07:48 - 08:32)
Ilse says there are a lot of platforms nowadays that ask audiences to go to a next medium.
She also says transmedia content does not necessarily has to be provided by the creator.
Usually it allows for collaboration. Asking people to go to another site or platform is basically
a cue to move from one platform to the other.
7. To what extend do you think one platform within the transmedial story can invoke
engaged loyalty for the rest of the transmedial story? (08:32 - 09:38)
Ilse thinks that a lot of visual content engages better than just words. She sees Youtube as a
middle: it is very easy to follow, but it is not the platform itself that is creating engagement.
Transcript: Jeff Watson
Date: 25.03.15
Duration: 38:49
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1. What would you say is the best narrative approach to provoke intrinsic motivation
within audiences to progress in the story? (00:59 - 03:50)
Jeff finds that's a big question and thinks it's hard to say if there's a single approach. He
thinks storytellers are always inventing new ways to tell stories and to express themselves
and create transmedia experiences for people. That said, he thinks here are certain kinds of
stories that are more for creating an agency and desire to participate with intrinsic rewards of
itself. One form is the mystery. With mystery Jeff says, leaving spaces where stories are
incomplete, audiences have to participate and solving a problem is something that is agency
driven, fun and satisfying and a rewarding experience of itself. It also involves meeting with
other people, like alternate reality programs. Jeff says essential information is often left out
and kept secret to keep mystery, that audiences must answer themselves, turning them from
passive to active participators. That makes it rewarding.
2. Do you think transmedia platforms should be more 'episodic' of nature, or more
'interactional' of nature? And why? (03:50 - 05:45)
Jeff thinks the primary affordance of all this technology that we have isn't just about
distributing content or presenting content in different context, but inviting people to let people
connect with each other. He says the internet allows to connect directly with creators,
characters and each other. Jeff thinks that participation and interactivity are the cornerstones
of a good transmedia experience. Otherwise it is storytelling in the old way, but sticking it in
different slots. If you don't have participation and play, you are not making the most of the
opportunity of creating a transmedia story world.
3. What do you think are the factors that ultimately decide which transmedia story
becomes a success and which do not? (05:45 - 09:24)
Jeff jokes that if he knew that magical formula he would be a wealthy man. Jeff thinks it
depends from case to case. He always advices his students that if you design for everybody,
you please no one. Whether it's a video game or movie, if you are not very specific of who
your audience is and what they want, you cannot be successful. As soon as you try to
design for everyone, you let down the need to be specific will fail. Therefore, specifying for
audience is important. Jeff thinks another area where transmedia projects can fail, is if the
project does not allow openness for the audience. Leaving gaps and holes in the story world
to fill in themselves for audiences works, and that means letting go for control. Jeff gives the
director Wes Anderson as an example, who has everything in control in his films. For
filmmaking, that can work. However, if you try to make people participate, share,
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collaborate, you have to leave room for them to be creative too . Jeff thinks a good
transmedia project is as much as facilitating storytelling as it is about telling stories.
4. To what extend do you think one platform within the transmedia story can invoke
engaged loyalty for the entire transmedial story? (09:24 - 11:55 and 15:15 - 17:30)
Jeff says that in alternate reality games, we talk about the idea of the rabbit hole. The rabbit
hole is the gateway. He says its maybe a clue, like a weird-looking website. This rabbit hole
metaphor extends into transmedia. Jeff says there is not always going to be a single entry
point. He thinks audiences have different reasons to enter a story world, it can depend on
the form how they entered that story world. For example, two people love vampires, one
loves videogames, but the other anime. If you had both components in your transmedia
project, they enter the experience through their respective components. Jeff thinks this is
one of the core ideas of thinking in transmedia, there is not a temple transmedia property.
After a break, Jeff says that sometimes the temple media property, the center of transmedia
experience can damage the overall experience, like Hollywood movies and their transmedia
experience. For example, Jeff gives The Matrix transmedia promotional campaign. The
movie depended on the entire transmedia experience. People did not understand the stories,
since they did not experience the entire transmedia experience. And people who saw the
film first where kind of turned off by the story world lying behind it because it was all so
confusing. They might have found the story world interesting if they found it through the
smaller components.
5. How do you think can transmedia producers facilitate the migratory behaviour in
transmedia story worlds? (18:02 - 22:21)
Jeff thinks it really depends on the project and mostly the audience. He says you should
always ask, who am I designing for? When we are loooking at transition across texts and
platforms, who are we talking about? He gives as an example that his mom has different
media habits than himself. Based on the needs of the audience, you need to think what
media they will come in contact with. Jeff says you need to think how you can get your
audience to notice there are similar events playing on other platforms. Jeff says his sixteen
year old cousin is on a number of social media and plays video games, so Jeff will need to
facilitate different strategies for migration than his mother. Her internet behaviour only
revolves around email, so then you would have to create something email-based. Jeff says
you also have to think what kind of experience you want to make. Something amazing,
something hard to figure out? Jeff says something hard can also be attractive. Anything that
starts audience agency or is a mystery and is a draw that bring people from platform to
platform and context to context.
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6. And which transmedia stories become successful? The ones that are really easy to
follow with obvious or the one with more complicated cues? (22:21 - 27:45)
Jeff thinks that depends on the audience. As an examples, he tells that in San Francisco
there was a brilliant transmedia experience. It was very hard to find and even harder to find
out more. The story was very interesting, something about a mind-control cult and you would
find different pieces of the puzzle in the city. Because of the scarcity of the narrative
artefacts in the game, word-of-mouth spread about the game very quickly. If you try to draw
millions of people, that is very different. It depends on the model you are going after. Jeff
says you have to think: what is our goal with this project? Transmedia can also be about just
creating a small transmedia experience, like in San Francisco. Creating for only a few people
(or maybe even one) is very different than creating for hundreds of thousands. He thinks that
curiosity is very strong. People want to answer questions themselves and in a way that is
inviting people to play.
7. What do you think are the components that make a good, successful story world?
(27:45 - 30:15)
Jeff again gives gaps in the story as an example. He says a successful story world is
completed up that the audience understands what is at stake, has to be interesting and puts
together a story to a kind of tangible form. But, the audience must always ask questions and
can add their own answers. His example is Lost, where there was a lot of transmedia in it
with the context of the TV show. As long as there were questions, transmedia could be
made. All these questions kept the energy high.
8. When it comes to the construction of a story world how do transmedia producers
which story fragment should be on one platform and which on the other and how do
they decide when one ends and one starts? (30:15 - 33:34)
Jeff thinks that is determined on project to project basis. He says that this idea of a good
project will keep the qualities of each media. Each medium can do specific things. He says a
website can do different things than a film, for example. You need to design what parts are
best suited for what medium. He says that some people tell the same story across channels.
His example is Star Wars. You can make a videogame with the exact story, but then you
know how that will turn out. You are not asked to make meaningful decisions that do not
have consequences. You want audience choices to be important and meaningful, you want
to create a space in the story where people can work with their own experiences and
creations. He concludes that this 'medium specificity' needs to be well designed.
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9. Is it essential for transmedial story worlds to be immersive? (33:34 - 34:54)
Jeff says it depends on what you define as immersive. According to him, there is a virtual
reality idea and sensory immersion. He explains that with Alternate Reality Games: our real
lives are already very immersive. Everything is imbedded and part of your world. He does
not think immersion is necessary. Jeff thinks you can do interesting transmedia things when
audiences are constantly aware of an experience. That said he also thinks that inherently,
we drag content across different media. In its very nature, that can be a kind of immersion.
10. How you do think transmedia producers can measure success? (34:54 - 38:21)
Jeff thinks that's a very difficult question. He says that sometimes advertisers joke that we
know half of our advertisement is working, we just don't know which half. He thinks that is
also sometimes the case with transmedia. Like with alternative reality, people participate on
different media and the numbers are very hard to count. Participation by word of mouth or
public spaces is hard to measure. All transmedia is focused on marketing, it would seem.
Advertisements also make it harder: are people going to a film because of the transmedia
project or the traditional advertisement? Jeff says that the platform system Conductr
provides producers with social media management to measure the scale of participation. Jeff
also says that sometimes you do not care about numbers, you just know what you do has an
impact for people. Like with a play. People show up and they are touched by an artistic
experience. Jeff says that sometimes only through qualitative measurement can you know
how strong an experience worked.
Transcript: Robert Pratten
Date: 31.03.15
Duration: 23:27
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1. What would you say is the best narrative approach to provoke intrinsic motivation
within audiences to progress in the story? (16:00 - 18:04)
Robbert says that the story needs to be something the audience cares about. You have to
understand your audience and what resonates with them. He says that the second thing is
that the choices they make is relevant and that makes it worthwhile for them.
2. Do you think transmedia platforms should be more 'episodic' of nature, or more
'interactional' of nature? And why? (18:04 - 20:55)
Robbert says that both is actually good. He says transmedia should be more episodic as
interactional. His goal as a company is to allow them to interact with the story at any time,
not at just a single time. The story world becomes a living, breathing entity. What you see
with books or movies is a snapshot in time. Interactivity allows us to create a living world in
which the character grows. That doesn't mean the character has to be contemporary. You
can blend the world of the character with this world, and then the character can respond to
the audience. He says that one of the good things about episodic, that you have not only a
continuing story, as creator it allows you to respond to audiences and evolve to their needs.
The problem with book or a movie, once out it's out and becomes very difficult to modify.
According to Robbert, the great thing of episodic is it can be developed and kept being
developed.
3. What do you think are the factors that ultimately decide which transmedia story
becomes a success and which do not? (21:00 - 23:40)
He says that it always comes down to the audience. Robbert mentions his blog, where he
did formula for what makes something engaging. You can have too many characters and not
enough drama. He mentions a project called Stillwater, with different characters. He likes it
but he notes that that project could be more responsive. Sometime there is too much
content, like Stillwater. If you want people to explore, you need inertia, that comes from your
connection with the story world, according to Robbert, also one of the reasons why it's easy
for people to work with existing story worlds, because they are already passionate about the
characters. Projects that start out with brand new worlds and characters have to perform
more work and therefore the audience also has to do more work.
4. To what extend do you think one platform within the transmedia story can invoke
engaged loyalty for the entire transmedial story? (23:40 - 25:15)
Robbert thinks that is totally possible, because that is what happens in transmedia.
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5. What do you think are the benefits of having good narrative attributions for a story?
Is transmedia really dependent on narrative or is there more to it? (23:40 - 25:15)
Robbert says it's key. The story is vital. For example, it is not just a game. We use game
mechanics to maintain engagement make things interactive. The key part of storytelling is
the storytelling. People build relationships with fictional characters. If your audiences cannot
bond with characters, you have a big problem. The story is vital.
6. What do you think is the best way for the industry to observe and measure
transmedia storytelling(23:40 - 25:15)
Robbert says this is something that comes up from time to time. He says things like clicks
and views are easy to measure, but there is the realization that such numbers do not give
the whole story. But what are the real numbers? How can you measure passion? Robbert
says the problem is we cannot measure passion, except by simply asking. He says there are
marketing ways to measure, like sales. Robbert says that superfans and their conversation
will cause the story world to get on someone else's radar. Robbert's example is that some
people only buy New York bestseller books. But those books can only reach that level by the
passions of fans. For concept creators, they must focus on the core audience. You will not
get massive views, but you will get fans with passion.
7. What kind of strategies do transmedia producers use to guide audiences across
multiple platforms? (13:12 - 15:10)
Robbert thinks by creating as little friction as possible. Most producers tend have a hub, a
main site to get as much information as possible. Like, tentacles that form into other
platforms. One of the things we do is, for some audiences we bring everything together. It's
very easy not to go to other platforms. As experience grows, people use platforms as
intended. In the early days of transmedia, people would send chapters of stories with an
email. But people don't want to read that way. But the mail could be from a fictional company
that is in the story. Robbert thinks it's not about giving platforms, but getting platforms to
come to the audience. You have to think how people can use platforms in their daily lives in
a way that is native to that platform.
8. And how do you decide when one fragment of a story ends and the other one
starts? (15:10 - 17:42)
Robbert ponders and says that he doesn't quite think of it that way. He doesn't think of them
as fragments, but layers. Robbert is trying to think what's the right mindset. According to
Robbert, a story has a three act structure. He mentions the narrative theory of kernels and
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satellites, where kernels are the key plot points and satellites are the fillers. The flesh around
the bone. What is the backbone of the story? That all occurs in one platform. Then, the other
stuff, the richness to the story world, might be on other platforms. If people keep on one
platform that is okay, because they can keep up with the speed of what is going on. On a
single platform are the main building blocks. Robbert doesn't think of a story as beginning,
middle and end but as different perspectives and other frames to the story world through
these different platforms.
9. What do you think makes audience pursue a story world? (17:42 - 19:00)
Robbert thinks it's like any story: wanting to know what happens in the end. He says like
any commercial, you need to attract people with defining your genre. If you have a thriller,
people know what they can expect. You need to attract people. Basically, it's delivering to
their expectations. And it is drawing them in with that. Robbert thinks that what's interesting
with technology is, it can have a certain impact, but the real thing that triggers is the
resolution, how the story is going to play out.
10. Do you think that audiences should have more freedom to construct the story
world themselves? (19:15 - 21:32)
Robbert thinks that when you design a story world, you should have a role for the audience.
when you design story worlds, you want to give a satisfying experience. You must not leave
things to chance, so do not let audiences decide everything. You need to know the premise
and what you want to say. Therefore, you need to construct the story world rules and laws to
deliver on the story world, don't give it away to audiences. within the lore of your universe
you can create the rules for the audience. It's kind of within certain boundaries but wherein
they have room to explore. The fans appreciate canon but also nonfiction (he gives
alternative Harry Potters as an example), there you can give them as much freedom as
possible, but if you want them to contribute to your vision you need to give them the right
rules.
11. What do you think determines whether a story world is good or not? (21:32 23:01)
Robbert says it depends on whether there is a connection with the audience. You need
compelling characters that are driven. He says it's a little bit like making a film. You have a
script and the director needs to think in each scene what the camera is going to film that
reinforces the script. The most important thing is that you need to know what it is you are
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trying to say. If you are not clear about your message in one medium, it's only going to get
worse when you put it into other platforms. The premise needs to determine everything. That
is what people resonate to and that is what gives you the consistency.
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