ANTHROPOLOGY - Art Science & Landscape - 0 views
Transmedia Storytelling | MIT Technology Review - 2 views
CHESS - Concept - 3 views
iotheatre - 0 views
Histware - - 0 views
Jenkins: T is for Transmedia… - 2 views
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Today, the Annenberg Innovation Lab at USC and the Joan Ganz Cooney Center announced the release of "T is for Transmedia: Learning Through Transmedia Play." The report is written by Becky Herr-Stephenson and Meryl Alper, under the supervision of Erin Reilly. This paper provides a much-needed guidebook to transmedia in the lives of children age 5-11 and its applications to storytelling, play, and learning. Building off of a review of the existing popular and scholarly literature about transmedia and children, this report identifies key links between transmedia and learning, highlights key characteristics of transmedia play, and presents core principles for and extended case studies of meaningful transmedia play experiences.
Confessions of an Aca/Fan: Archives: Transmedia Storytelling and Entertainment -- A Syl... - 1 views
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We now live at a moment where every story, image, brand, relationship plays itself out across the maximum number of media platforms, shaped top down by decisions made in corporate boardrooms and bottom up by decisions made in teenager's bedrooms.
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The result has been the push towards franchise-building in general and transmedia entertainment in particular
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A transmedia story represents the integration of entertainment experiences across a range of different media platforms. A story like Heroes or Lost might spread from television into comics, the web, computer or alternate reality games, toys and other commodities, and so forth, picking up new consumers as it goes and allowing the most dedicated fans to drill deeper.
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Guillermo del Toro goes trollhunting for DWA (exclusive) - 1 views
MIT TechTV - Session 3: Transmedia for Social Change - 1 views
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This panel will broaden the discussion of transmedia properties to areas beyond the commercial or promotional. What are the potentials for transmedia to be used to affect social change? What parallels can we draw between the activities fan communities and other sites of collective activity? How does participation in the collectives that emerge around transmedia properties equip young people with skills as citizens? What responsibilities should corporations bear, if any, as they try to court fan communities and deep engagement?