Media platforms being utilized in all possible areas to contribute to the overarching presence of a content's story. |
There are great examples of
multimedia and transmedia that can originate from Japanese media. Different
means of telling a story, whether it is through drama CDs, mangas (Japanese comics),
light novel, games, and anime adaptations, all reach to different audiences
that would be hooked into the story itself and wanting more in return. Even if
it touches base on a few of the mediums that I previously mentioned, as long as
it progresses the main line story, the newfound fans can be engaged. A series in
particular that I want to use that exemplifies the presence of transmedia is
one of my favorites, Gundam. The Gundam universe is expanded into different
kinds of universes that follow the same convention of the original series, Mobile Suit Gundam, which aired in 1979.
While there are different universal stories that carry the name, the main line
universe in Gundam is noted as the Universal Century. It was at that point
where the idea of transmedia started to influence the series itself. The
Universal Century has been hailed as the most expansive universe in the entire
Gundam series, with a plethora of side stories and sequels in the forms of
novels, mangas, video games, a few movies, and anime adaptations.
The 1979 series directed by Yoshiyuki Tomino that spawned a pop culture phenomenon all around the world. |
One of the many novels for the Universal Century timeline of Gundam, Hathaway's Flash. This takes place later than some of the animated U.C. Gundam shows. |
The Gundam Versus series mashes all Gundam timelines in a 2 v 2 competitive arcade arena brawl. This game is consistently the most popular arcade game in Japan. |
The various approaches present
options for people that want to find their way into a series that interests the
audience, but want to experiment through their own specific means of media
consumption. With numerous ways to enter a series, the level of participation
solely depends on the level of intrigue that is amassed by the consumer of that
product. Through that intrigue, the consumer might want to see how others have
introduced themselves into a particular medium of media consumption, creating a
network of like-minded individuals that want to find out more about a series.
However, the participation could be separated based on the level of involvement
a person may have, or if they “get” the idea of what a series is about. Similar
to how the hardcore audiences of The Matrix consume different media platforms
to get the full story and understanding of the series beyond the movie trilogy
through comics and video games, as it was noted in Henry Jenkins’s Convergence Culture.
Using a multitude of media
platforms can give stories a life of their own, encouraging audiences an
opportunity to expand their horizons to create a story of their own. The
ability to tell multiple stories through multiple platforms creates the possibilities
that could influence a series as a whole. It depends on how the story of a
series is capitalized to garner attention from all possible angles of entry.
Once that series gains popularity, the widely consumable media trickles down
into other media platforms for everyone else to obtain and enjoy amongst
themselves before moving on to other platforms. The multiple platforms will
only propel the audience to immerse themselves into the mythos being presented
in a variety of paths to choose from, leaving only those heavily invested in a
series that utilizes media mixing/transmedia wanting more for the series itself.
Works Cited
Jenkins,
Henry. "Synergistic Storytelling." Convergence Culture: Where Old and New Media Collide
New York: New York UP, 2006. 101-04. Print.
Rose, Frank. "2. Fear of Fiction." The Art of
Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue,
and the Way We Tell Stories. New York: W.W. Norton, 2011. 31. Print.
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