Tuesday, November 29, 2016

Transmedia


The difference between multimedia and transmedia is the amount of forms of media used to reach a public. Multimedia refers to a piece of media that’s presented in different forms of media such as video, audio and so on. On the other hand, transmedia goes beyond transforming a piece of media into into multiple ones, but makes one big media project with pieces of media  that interact with each other to make a unified experience.

Transmedia is a way of reaching the public  in many different ways, taking into consideration people’s interests. A  great example, of how transmedia has done a great job at reaching multiple audience is Dragon Ball Z. The way this product has been marketed has been  simply great. This anime first aired on 1986  and after that, it grew to be a huge brand that many people liked. Throughout the years the amount of media created for this anime has been insane,  From audio to visuals Dragon Ball Z has been successful. Henry Jensky says:
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 unique contribution to the unfolding of the story.”
Dragon Ball Z became one unified and coordinated entertainment experience once,  more than just being a tv series, it became a symbol  for all the people who became a fan or just simply watched it. People who watched Dragon Ball Z became part of a community who shared mutual interest. 

People started making out of the television series theme music their national anthem. There were theme songs for Dragon Ball Z that any fan would recognize after they heard it.Also, it not only captured a huge audience that included adults and youngsters.

As part of the transmidia of this entertainment experience,  toys were created to reach adults who collected the character  and children who played among each other pretending to be their favorite character. Jensky says, “it provides a set of roles and goals which readers [or audience]  can assume as they enact aspects of the story through their everyday life. We might see this performative dimension at play with the release of action figures which encourage children to construct their own stories about the fictional characters or costumes and role playing games which invite us to immerse ourselves in the world of the fiction.” Dragon Ball Z’s set of ideas were being influenced in children.To unified even more the experience, clothing, books, movies, lunchboxes and so much more were made.




This year the presidential election was heavily influenced by media. As the years progress media will be more and more present and prevalent in political campaigns. For example, Trump has always been really present in the media and even more now in the internet. From making bold statement on twitter, to memes, to song about him, media influenced is campaign and publicity.  



    Trump knew that using twitter constantly would make people feel he is more accessible compared to other other candidates who don’t have a direct communication with the audience. Memes and any other comical sort of media done in the internet by people, where part of the whole story of this election. Dr. Pamela Rutledge says, “The immediacy of social media creates instant channels for memes—an idea or symbol—to take hold and spread rapidly. “  All the memes people made and spread around the world to expressed people's opinion made  it an interactive media experience.


Thursday, November 24, 2016

Transmedia: Pokemon

        Since the turn of the century, technology has been growing at a rapid pace and as such the spread of information or ideas become much more defined and easy. Due to this many companies seize the opportunity to spread their products throughout the globe through multimedia or transmedia. Now first off what is the difference between multi-media and transmedia. Multi-media utilizes just one product and spreads it out in a variety of forms such as video, audio or photos, while Transmedia expands on the product and creates a variety products from it and distributes it through many platforms using technology.
        One of my all-time favorite games throughout my life is Pokemon. Even though I did not manage to play the original Red and Blue games, I still managed to play its subsequent generations. Anyway, the game allows you to catch and train Pokemon so that eventually you can become the strongest in the game. Once the game released worldwide, everyone was going crazy for these Pokemon. As such Japan capitalized on this and created multiple sequels to the games and thus expanding the story throughout multiple generations.

Then even after the success of multiple games, Japan even generated a manga that expanded the game and introduce new characters and their adventures within the region. Eventually it even led to the creation of the Pokemon anime that most people have come to love. Although the protagonist never changes throughout the anime (even though its been over 10 years), it is still ongoing and coincides with the consistent release. Furthermore, the franchise expanded through a variety of ways such as clothing, toys and even a trading card game. However one of its most popular spin-offs known as Pokemon Mystery Dungeon, which involves the player to actually play as a Pokemon.This in turn brought out a variety of new story elements within the Pokemon world.




Now it has been over 20 years since Pokemon has debut with Pokemon Red and Blue and even now the franchise has been looking stronger than even. One example is even Pokemon Go which has expanded the boundaries of virtual reality. Furthermore, the release of its 7th generation games brought about a fresh new way to play, and a more potent and fresh looking anime was created titled Pokemon Generations. This new anime helps to expand of the Pokemon world and its lore that was created throughout the previous generations of games.



This brings it back to Henry Jenkin's Convergence Culture: Where Old and New Media Collide in which he states "Transmedia storytelling refers to a new aesthetic that has emerged in response to media convergence-one that places new demands on consumers and depends on the active participation of knowledge communities" (20). At first it may have seem that Pokemon was dying out as new generations just followed the same old routine established beforehand but Pokemon Go allowed Pokemon to achieve relevance again and kick started the company to expand and in their new game Pokemon Sun and Moon which clearly took in opinions and support from the players to make new improvements.

Final Project Progress Report (DClermont)

Hello to anyone that may be interested in learning about my progress with the project. So far, I can say that I am around 25% finished with the project, with a few more parts that I plan to write out in the later portion of my project. I have covered the origin of the hivemind and the negative impact of the hivemind through the theme of greedy institutions having a hold on people's privacy. By the end of this weekend, I aim to complete parts 3-5 before moving onto the next phase of the project: media implementation. Basing on relevancy and somewhat humorous effect, I will use pictures and videos (if I can find any) to add some impact so you won't have to scroll through nothing but text. I hope everyone else is making good progress on their projects and look forward in seeing your true potential in the limelight. Happy Thanksgiving and have a wonderful day.

Don't forget to share this with others that may be interested, maybe even shoot ideas at me on what to write in the future.
Allow me to bring sense to nonsense in a world of myth and jargon.

Tuesday, November 22, 2016

Transmedia: Marvel Cinematic Universe


With the internet and social media becoming more engrained and taking on a bigger role in today’s world, transmedia has become one of the best ways for franchises to market themselves on a whole new level. A franchise can start off as a novel, then delve into film, television, and gaming to name a few.
            A prominent example of transmedia today is the Marvel Cinematic Universe. The franchise, which obviously started with Marvel Comics, officially kicked off with the Robert Downey Jr. Iron Man movie. Because Iron Man was such a hit, the studio was able to keep that success going and basically scrape the bottom of the Marvel barrel, and make the likes of Guardians of the Galaxy and Doctor Strange blockbuster hits. For context, Marvel sold some of their bigger stories (X-Men, Spiderman) to Fox as they were facing bankruptcy. Marvel Studios was able to buy back the rights to Spiderman earlier this year, which is a testament to how successful their franchise is now.

            One of the main reasons why transmedia works as a marketing tool is that it tries to get everyone involved. Someone who may not necessarily be a fan of the movies, can get involved by playing the video game, or reading the comic. According to Henry Jenkins, in convergent culture, everyone is a participant.
            “Within convergence culture, everyone's a participant—although participants may have different degrees of status and influence.” (Henry Jenkins, Convergence Culture: Where old and new media collide – pg 132)
            The MCU is found on several levels of media. Their main media sources are film, television, video games and comic books. Their greatest asset is that it is all one universe, thus all these characters exist in the same universe, which is enticing to fans who are used to having a limited cinematic universe. The MCU even produces several short films, no more than 5-10 minutes long, to give fans an “update” of to what their favorite hero has been up to since the last movie. For example, Thor moved to Australia and became roommates with a local.
            One of the MCU’s biggest strengths is their marketing. Through social media, movies have a larger platform to advertise their upcoming projects. This particularly showed with the MCU’s two latest movies; Captain America: Civil War and Doctor Strange. Months prior to the release of Civil War, both the Iron Man and Captain America Facebook pages were posting the films posters, but only showing members of their teams. Additionally, two hashtags were created: #TeamCap and #TeamIronMan. Despite the fact that this movie was already one of the most highly anticipated movies of 2016, marketing the fact that it was a movie about Iron Man and Captain America fighting each other intrigued the casual fan and those who took part in the hashtags provided free publicity.

            More recently with Doctor Strange each Facebook page of a Marvel character posted about the Sorcerer Supreme, as compared to the exisiting MCU characters, he is probably the least popular. Marvel didn’t use hastags to promote Doctor Strange, instead they used gifs disguised as regular pictures or posts. The average Facebook will scroll through Facebook, see a Marvel post and read through it to see what they have to say about the movie. However, while reading, the text begins to disappear and Benedict Cumberbatch, dressed in his costume, appears. We then realize the post was actually a gif, meant to show audiences what’s in store for them in the film.
“Relatively few, if any, franchises achieve the full aesthetic potential of transmedia storytelling—yet. Media makers are still finding their way and are more than willing to let someone else take the risks.” (Jenkins, pg 97)
The Marvel Cinematic Universe is taking advantage of the marketing potential they have. Most people will see a movie if it has “Marvel” slapped on it. Behind the abundant amount of projects they have on several different platforms, is a smart social media team that is able to involve as many people as they can.

Henry Jenkins, Convergence Culture: Where old and new media collide


Sunday, November 20, 2016

Transmedia: Hip-Hop Artists

Out of all the genres, hip-hop artists are always at the forefront in new medias. The know how to perfectly execute their message to their audience. Multimedia is someone telling a story over one specific platform. Transmedia uses many different lane/platforms. Back in the 1990s and early 2000s, artists would simply record their album, shoot music videos, and go on tour. Now, artists, specifically hip-hop artists are using pretty much every form of media at once to get their message across.


Kanye West while usually leading the pack with his fashion designs, prides himself on being the most innovative out. His record, "Only One" dedicated to his late mother, was recently turned into a video game and is expected to be released sometime in the future. The song is sung as if West's mother was talking to him and the goal of the video game is to find the gates of heaven. West tries to make his music and video as creative as possible. He once released the music video for his song, "Black Skinhead", the point of the video was that the user can speed up or slow down the rate of the song. West has now taken fans  to play a virtual game with listening to his music.
Many rappers now have their own mobile app to accompany their music. The app above is Meek Mill's bike app where you can race on motorcycles. You often see Meek and his group riding bikes as a part of the lifestyle they like. The app is transforming Meek Mill's message into a virtual game similar to Kanye. Many hip-hop artists also have emoji apps, which have become extremely popular with all celebrities.
As mentioned, artists used to just record their music and overtime release the videos to their records. While not a new trend, but something that has gotten popular are visual albums. Frank Ocean released "Endless" this past summer, Endless is a movie-length music video. It of course features Ocean's new record, but having visuals that the whole album versus one track. Beyonce has done the same for her album Lemonade. While Frank Ocean pulls a large audience, Beyonce is on another level. Her visual album was broadcasted on HBO, almost like a new movie release. Not the first to do it, but Kanye made this trend popular when he released "Runaway", a short film in which he stars in. While it's obvious the acting is sub-par, the visuals help the listener better understand and feel the music.
Early 2000s rapper, N.O.R.E. has a wildly popular podcast called Drink Champs. NORE sits down with hop-hop acts and they simply drink together while talking. NORE isn't really relevant with his music in today's world, but has found new success in the podcasting game. He know uses that medium to convey his message. The most popular and well known hip-hop blog site, RapRadar.com started off about 5 years ago and also has a very popular podcast called The RapRadar podcast. They use the blog, video, social media, and podcasting to inform the public of the current news in music.
Lastly, Hip-Hop has transformed rappers into reality stars. The Game recently had a reality show on VH1. There are many other hip-hop shows as well, Love and Hip-Hop is another widely popular one. The reality show offers fans an inside look inside the life of a rapper which is often rapped about to be lavish and luxurious.

Hop-Hop artists always find a way to get their music and ideas across. From Apps, Tv, and podcasting, the digital world has no boundaries for music artists. They will use all of these platforms to effectively get their message across. 

Transmedia Trips on Trump

Much of the most successful and widely consumed storytelling in our digital age is transmedia or strives to be. Where multimedia storytelling presents the same story on different media platforms, transmedia campaigns tell a full story only as a sum of their parts. Henry Jenkins coined the term in 2003 and calls it “entertainment for the age of media convergence.” It reflects our participatory culture, where collective intelligence and activity can continually expand a narrative.  

There is a growing understanding that presenting any vision/story as a multimedia or transmedia project tends to garner more audience involvement. Fans can also be introduced to the story via different channels. Ideally, each medium in transmedia storytelling contributes something to the story, so immersive story worlds support some of the most successful franchises- The Matrix, Star Wars, and Star Trek to name a few. Those franchises benefit from a synergy of the canon (official content) and the fandom. TheOneRing.net, a fan site for Lord of the Rings, as well as several Harry Potter-related websites have enormous followings where users create different types of content inspired by their story worlds.

While transmedia entertainment might be exemplified by fictional epics, marketing campaigns for everything from cars to computers are constantly trying different tactics or mediums to surprise and excite customers. This might not be true transmedia- the different aspects of a campaign don’t generally contribute to a grand narrative- but the motivation is the same. Coca-Cola’s “Happiness Factory” campaign successfully combined storytelling and marketing with a series of animated videos, music, a ringtone, and skins for Xbox consoles. The marketing of popular music continually pushes toward transmedia to engage fans. This year Rihanna released an app and website with Samsung to promote her album Anti, and Beyonce created a visual album for Lemonade, allowing the world to see it for free on HBO before releasing it exclusively on Tidal. Radiohead took an unorthodox approach that created buzz for their album by having all of their social media pages fade and disappear. They sent mysterious leaflets with lyrics from “Burn the Witch” to fans- and then returned to social media with a preview of the music video for it.  

In the quest to be ever more exciting and unexpected, advertisers sometimes trip over ethical lines. In 2009, Sony Pictures created a website for The Institute of Human Continuity to promote their disaster movie 2012. NASA received concerned emails from people who didn’t realize the site was fake. This wasn’t the first promotional project to cause public confusion or alarm, and one of the most infamous is the 1938 radio broadcast of The War of the Worlds, adapted and narrated by Orson Welles. The first two-thirds of the program was presented as a news bulletin complete with audio of an alien attack. Some panicked believing the broadcast was real, although the outrage may have been exaggerated by newspapers looking to discredit radio as an informational outlet.  


Photo: Gizmodo

The term transmedia doesn’t just describe our entertainment. Clay Shirky insists in Here Comes Everybody that “Communication tools don’t get socially interesting until they get technologically boring.” While global connection and communication via the Internet have existed for decades, their ease and availability are increasingly widespread. Our transmedia communications are both improved and complicated by this. Consider the “narrative” of our social relationships- we text, call, email, and use social media on top of our in-person interaction, and it undeniably shapes our relationships. It shapes our evolution as social creatures. It shouldn’t be surprising then that as communication technology further permeates, communications better reflect our world, and reflect people- not just the elite.

To consider that in one narrow context- how and how well we are informed of “news”- we can study the recent presidential election in light of its surprising result. While mainstream news outlets certainly made mistakes like taking their time before fact-checking Donald Trump on network television and sharing misleading early polls that predicted a decisive Clinton victory, the “news diet” of Americans is changing. A Pew study this year found that 44 percent of adults get news from Facebook. The study is part of an ongoing examination of social media and news which also found that a majority of people got news online while they were doing other things, rather than specifically seeking it out. Buzzfeed published an article this week claiming that fake election news stories outperformed real news on Facebook in the final months of the election. While their analysis is somewhat misleading (they used a small sample size and only considered “real news” from 19 top outlets), false stories do proliferate on the site and all but three of the top 20 fake stories were either pro-Donald Trump or anti-Hillary Clinton in the final months of the election. Mark Zuckerberg says Facebook will be working on better flagging and removal of fake news. Wired also explored the influence of Facebook in the election- namely, that it helped raise the bulk of Donald Trump’s $250 million in online donations. Like his predecessor, Trump’s campaign used Facebook to workshop ad strategies, interact with supporters, and start new conversations.





    It’s unclear just how the “echo chambers” we construct for ourselves via social media and our news diets affect our politically polarized nation. It is apparent that a transmedia election is not transparent, that the responsibility to be well-informed is up to and adjustable to the individual, and that not all of us take that as seriously as we should.        

Friday, November 18, 2016

The World of Harry Potter: Transmedia Storytelling

Transmedia storytelling “unfolds across multiple platforms, with each creating new text distinctive and valuable contribution to the whole.” Within media convergence culture, transmedia storytelling allows for innovative and collaborative content that brings people together. Multimedia possesses similar qualities but is duplicate content that is distributed or reproduced on different platforms. Through transmedia storytelling, the story on each platforms is individualized for content consumer. Therefore, individuals do not have to know the content across all platforms in transmedia storytelling in order to engage with a story. A transmedia entertainment has become an ideal model for many brands like Harry Potter that have become a global franchise.
Harry Potter, a series of fantasy novels created by J.K. Rowling has expanded into a worldwide franchise because of the successful use of transmedia storytelling. Harry Potter originally a published series, consist of 7 novels and was eventually was produced into movies.This is a conventional path in transmedia storytelling within the entertainment industry as the traditional media like print are produced into movies. However, Harry Potter successful created a synergy “integrating multiple texts to create a narrative so large that it cannot be contained within one medium.”
As Henry Jenkins states, “franchises offers a new level of insight and experience refreshes the franchise and sustains consumer loyalty.” Over the decades, the Harry Potter franchise has unlocked a world of new secrets and mysteries for Potter fans on different platforms. From merchandise like wizardry wands and cloaks to Harry Potter video games, the Harry Potter has taken consumers in various industries and markets. For example, Universal Studios, a major theme park has created The Wizarding World of Harry Potter that has become an extension of the book yet park visitors can still enjoy the attractions without previous knowledge of the series. The theme park incorporates an interactive experience as visitors can purchase a wizard wands that allow visitors to unlock secrets throughout the theme park with the use of the wand.
Pottermore
Pottermore is a prime example of transmedia storytelling through interactivity within the Potter franchise. Pottermore is a digital platform and the official website of Harry Potter that was launched in April 2012. This digital platform has “exclusive Potter-related content, including behind-the-scenes information about the books from J.K. Rowling, as well as interactive games that allocate house points and spells to its users.” (Huffington Post, http://huff.to/2g5m9tc ) Pottermore provides Potter fans the ability to immerse themselves in the wizardry world and interact and influence the development of the story. The emphasis on user-generated content within the transmedia culture for Pottermore demonstrates the importance of fan participation. Within a convergent culture, consumers are now using new media technologies to engage with old media content like the Harry Potter books on Pottermore (Jenkins, Convergence Culture, pg.175).
In addition to the Pottermore, the site reaches fans on their social media platforms like their Youtube channel, which provides additional videos from J.K. Rowling and their Twitter page that post the high scores of Pottermore users. As a result, the interactivity on Pottermore and within the entire Harry Potter franchise allows for endless points of entry for potential consumers.
The Daily Prophet
The Harry Potter series is unique as its growing success was at the time when convergent culture was beginning to emerge in the beginning of 20th century. For example, the chapter, Why Heather Can Write in Henry Jenkin’s textbook, Convergence Culture examines how the Harry Potter series has changed the life of young Heather Lewer and her successful launch of The Daily Prophet, a Web-based newspaper. Heather created The Daily Prophet in the late 1990’s to help kids want to read through the world of Harry Potter. The online newspaper created articles about the Potter world as though it was real life to encourage readers “to open their minds to exploring books, explore the characters and analyze the literature.”
Fan participation was an important aspect of The Daily Prophet, as Heather allowed fans to be columnist for the newspaper and create articles and content. As fans would create articles, Heather would serve as an editor and critique the work of writers to help them improve their reading and writing skills. This platform provided kids and young adults a space to explore their imagination through the world of Harry Potter while improving grammar skills. Despite the backlash from conservatives and religious organization on the issue of dark magic in Harry Potter, this site demonstrates how active participation changed the landscape of active participation and transmedia storytelling.


Work Cited

Jenkins, Henry. "Searching for the Origami Unicorn." Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006. 95-134. Print.

Jenkins, Henry. "Why Heather Can Write." Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006. 175-216. Print.

Losowsky, Andrew. "Pottermore, The Harry Potter Official Website, Is Finally Open To Muggles." The Huffington Post. TheHuffingtonPost.com, 14 Apr. 2012. Web. 17 Nov. 2016.

Multimedia & Transmedia: The Minions

The difference of multimedia and transmedia is a small but extremely important point that could be the deciding factor of whether an idea would go viral or not. In today’s market, success is measured by how well a product or an idea sells. One could say the goal which is aimed for is to get the message or product to reach people around the world and not just in one country. Using a multimedia approach, I believe one could achieve that goal, especially in today's social network generation.
Multimedia would be the path chose to sell/spread an idea simultaneously on multiple media outlets. Some outlets that would be used would be through the usage of the television, phone applications, video games, comics/books, and movies. Multimedia utilizes all of these outlets in order to reach audiences who may only get their dosage of the newest trends from one form of media. Once those individuals are targeted and successfully reached, many times they are lead through the use of advertisement to access more content on what it is they like on another outlet. It is here where the reach and the impact expands and begins to make the mark of whether something is successful or not.
I see transmedia being a little less effective than multimedia. I also tend to see it in a sort of negative connotation. When I think of transmedia, I see it as a transfer from one media to another. This usually happens when the idea/product is no longer profitable or lost its value on a specific outlet but still has a heavy following from a fan base. Though the product has been transferred onto another media outlet and is targeting a new audience, only the people who held onto the product/message from the beginning would most likely continue to follow it.
In modern entertainment, I cannot think of another image that has successfully used the multimedia route to gain fame and dominate the animated film industry like The Minions. After their unforgettable entrance into pop culture in the movie Despicable Me and then with their return in Despicable Me 2, the world could not get enough of those tiny yellow balls of fun who no one understood what they were saying. It was an instant attachment with them for children and adults alike.

Unexplainable love for the Minions lead to the obvious next step of making a movie that was centered around them. The movie Minions was instantly a crowd favorite and is now one of the most successful movies of all-time after they made more than $1 Billion in the worldwide box office (Variety). The minion was the ultimate pop culture symbol and they soon after that began jumping into other media outlets.
The Minions then became the center of a new app game where the player can control one of the minions and run through maps that resembled the locations in the movie. This is just one example of how the image and the face of the minion reached out to people around the world. Movie-goers and gamers were now presented with the same message and were now connected by their love for the minion.

King Bob lived up to his name as he and the other minions reigned as the most popular animated character in the industry today. Today, in any children's store or gaming store, something with a minion on it will be on the shelves and would most likely be a hot item for sale. 














Citation: McNary, Dave. "‘Minions’ Hits $1 Billion at Worldwide Box Office." Variety.com. August 28, 2015. Accessed November 18, 2016. http://variety.com/2015/film/news/minions-billion-worldwide-box-office-1201580727/.

Thursday, November 17, 2016

Transmedia: A Series of Unfortunate Events

     Over the years it has become extremely simple to spread ideas and continue stories onto various platforms through multimedia and the use of transmedia. Multimedia is a system of relaying information or entertainment that includes many different forms of communication. For example, it may include video recordings, audio clips and photographs. Transmedia is the technique of telling stories or experiences across multiple platforms and formats using digital technology. It allows different audiences to experience several types of media through film, television, video games, etc.


     One of my favorite books growing up was A Series of Unfortunate Events by Lemony Snicket. The series is made up of 13 novels which follow the chaotic lives of three orphans after their parents perish in a fire. Due to its success among children, a series of gamebased on the books were distributed by Mattel titled The Perilous Parlor Game and The Catastrophic Card Game. They were used to expand the series and tell different stories depending on the players’ outcome. Although this was inspired from the novels, it contained new narratives from outside participants under a different format.

   
            
     Lemony Snicket's A Series of Unfortunate Events is a film adaptation of the first three books in the series. It was released in 2004, around five years after the release of its novels.  The movie mixed various events and characters into one consistent story, adding newfound humor and dialogue in order to appeal to a broader audience than those of the books. The film’s popularity led to a video game by Adrenium Games and Activision for the Play Station 2, Game Cube, Xbox, Game Boy Advance and PC. It included many plot elements, neither seen in the movie nor the series.




    Nearly 12 years after the release of the novel series and film, Paramount Television announced its plans to adapt the books into an original television show. The first four books in the series will be adapted into two episodes in the first season. Unfortunate Events will initially consist of eight episodes, set to be released through Netflix on January 13, 2017. The use of transmedia has allowed this series to live on and grow into the digital era through streaming. It will also bring on a new audience, including a younger generation of viewers.
     

 

     In Henry Jenkins’ Convergence Culture: Where Old and New Media Collide, Jenkins states, “Transmedia storytelling refers to a new aesthetic that has emerged in response to media convergence-one that places new demands on consumers and depends on the active participation of knowledge communities.” (20) Technology has allowed various members of a story to continue sharing their ideas in different ways. Authors and producers have been able to franchise their work with the help of fans’ opinions and continuing support. The use of newly created platforms grants consumers the power to reshape and recreate media.

     This strategy urges people to become involved in their interests and ideas. It inspires them to participate in something they believe in or helped become popular. In the article “Transmedia Defined” by Christine Weitbrecht, she states, “True transmedia narratives deliberately use the unique properties of each media platform to help the consumer experience the different parts and perspectives of a story in the most meaningful way possible.” (1) The use of diverse media has turned storytelling into a key element that brings multiple members of a community together for bigger and greater entertainment.

     The use of various platforms benefits all sides of those involved. It keeps the creator and their works relevant while appealing to consumers’ happiness from extended material. In his article “Is Transmedia Storytelling the New Digital Marketing?” Jason Thibeault states, “It’s all about engagement now; it’s about digital presence and storytelling. The need for a consistent experience seems like a no-brainer.” (1) This goes to show that storytelling can go above and beyond in the world of media.


Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York, NY. University Press. 2006. eBook.

Weitbrecht, Christine. Transmedia Defined. Thoughts on the T. 2011. Web.

Thibeault, Jason. Is Transmedia Storytelling the New Digital Marketing? 17 Oct 2013. Web.