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  • Poetry and cinematics : new marketing tools for the 21st century?

    portraitgraphy-5-carre

    by Alain Bezancon, published on 4.07.2012

    In a general context of gloom and recession, the global luxury industry continues its insolent growth fueled largely by the accession of BRIC citizens (Brazil, Russia, India, China) to millionaire statuds. The members of this growing club of affluent people do not just acquire designer objects symbolic of their class as they are now more interested in unique or even transformational experiences.

     

     

     

    According to the Boston Consulting Group, trips, vacations, expeditions, cruises, this year represent the fastest growing segment in front of handbags, watches, clothing, jewelry and other turbo charged cars.

    Like the influence of haute couture on prêt-à-porter, the luxury sector is certainly at the forefront of a trend that is interesting to decipher in terms of communication and marketing .

     

    LIVE VS. OWN.

    Nowadays it seems that possessing the exterior signs of wealth is no longer sufficient. The acquisition of exclusive and high-end goods is within reach of an ever growing number of individuals. These objects are manufactured and even counterfeited in large numbers thus diminishing the perceived value. The ability to take advantage of tangible goods is limited by our physical abilities while our ability to experience emotions is infinite. That may be what drives this search for non-reproducible and exclusive in the intangible, in the intimacy of the experience. Space tourism is probably the most extreme example of this trend, but the number of applicants crowding the waiting lists is a good indicator of its relevance.

    A stratospheric flight or a stay aboard a space station are bigger than life experiences that sell for themselves. For players offering more earthly packages, differentiation in a highly competitive market is a strategic issue. Relevant concepts being implemented at the speed of the Internet, everyone now offers “experiences”. As the premium for the novelty of the concept is no longer a competitive advantage, the challenge, especially for resorts, is to attract demanding customers wishing to live a unique moment.

    As it is no longer sufficient to communicate on the register of hedonism or on the exotic character of the place with a glossy or virtual brochure other means must be invented.

     

    DIFFERENTIATE TROUGH EMOTION

    A spectacular view,  a sophisticated cuisine, a sumptuous room, a refined spa, enchanting gardens, attentive staff, are clichés literally and figuratively, which present a level of reality, but that does not reflect the emotion, the singular identity of the place. This is perhaps the greatest challenge in terms of communication, to convey an emotion, to translate the essence of a space or a concept allowing customers to project themselves and begin to feel what they could live there. The idea is not to sell a package, but to offer a “decor” with which the client “will come into resonance” to experience the unique story that he will write there. The communication becomes the creation of storytelling anchored in reality. To materialize this scripted reality, the full range of narrative tools can be used.

    A communication experience of this kind was conducted in September 2011 by Portraitgraphy with « Les Terres M’Barka » which is a resort near Marrakech. In order to translate the spirit of the place, a cinematic video portrait was produced. The portrait shows the property developer who plays his own role and expresses the vision that preceded the genesis of the project. The character evolves in its creation and invites the viewer to discover his universe through his eyes. The border between reality and fiction disappears to make room for emotion. The video is presented on a dedicated website and is accompanied by a poetic text that offers an alternative approach to the vision. Video capsules offer sensory samples of the place and making-of photos highlight the cinematic flavor of the project. The hotel and surrounding landscape are only suggested and used as the setting in which the character evolves.

    This original communication approach has been very well received by customers and professionals gathered at an international conference in Marrakech in October 2011 and whose theme was appropriately  “The importance of storytelling.”

    Poetry and cinematics techniques are perfectly coherent for this type of project because they are original creations adding value to another creation. The “client / actor” is  exposed to several works which he is invited to contribute by its presence. This approach seems to satisfy the desire of unique, intimate and therefore non-reproducible experiences on the part of ” luxury consumers”. The experience of the place can become the contribution to a creative process and not a simple act of consumption.

    Taking this concept to the next level, “Les Terres M’Barka” plans to offer the cinematic portrait experience to its customers. The “client / actor” becomes the subject of his own movie in the “decor” he chose because of the emotion it inspires. The loop is closed.

    Pushing this even further, we may see appearing in the near future the concept of “Designer Life”:  your life “designed” as a succession of personal and exclusive experiences in a scripted reality 24/7/365.

     

    BEYOND EMOTION, MEANING

    Will emerging communication techniques used by the luxury industry spread to other sectors?
    Can poetry and cinematic portraits apply to other markets?
    It is surely too early to tell, but beyond the tools, the emergence of a consumer trend oriented toward being more than having is an indicator,  probably revealing, of the troubled period of transition we are going through. The hierarchy of needs seems to be evolving from the material to the intangible, from the object to the experience, and beyond the experience the search for meaning.

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    author Alain Bezancon

    Depuis toujours passionné par la prospective et les thèmes d'anticipation, Alain Bezançon décline sa vision dans différents domaines de création : édition de logiciels, écriture, production artistiques pluridisciplinaires.

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  • Henry Jenkins explains his vision of transmedia and audience engagement

    Centre Pompidou Transmedia lab

    by Mélanie Bourdaa, published on 7.06.2012

    Promoted by Sorbonne Nouvelle – Université Paris 3 and supported by Orange’s Transmedia lab, the Centre Pompidou hosted a lecture by Henry Jenkins on Friday 25 May for a lecture on Transmedia Storytelling entitled “Engagement, participation, play: the value and meaning of Transmedia audiences”. The lecture, organised by Eric Maigret (Professor at Paris 3 University) and (associate professor at Bordeaux 3 University), provided an opportunity for to explain his vision of transmedia and audience engagement strategies. We bring you feedback from Mélanie Bourdaa and .

     


    THE FAN: A CENTRAL FIGURE

    After an introduction in which Eric Maigret and Mélanie Bourdaa emphasised the significance of academic work, most particularly his initial ethnographic research into fan communities in the 1990s and, more recently, into Convergence Culture in the early 2000s, Henry Jenkins opened his presentation by underlining important role of fans. In his opinion, as a result of convergence culture the cultural industries now perceive fans differently and are trying to come to terms with this new variable. He explained, for instance, that a number of television series, including Fringe recently, have been kept on air thanks to fans’ demonstrations of support on social networks.

    Logics of engagement:

    In Jenkins’ view, five logics are contributing to the emergence of transmedia and the phenomenon of increased fan participation (‘fandom’):

    -    The logic of entertainment, as evidenced by the presence in the US TV schedules of TV series and reality shows;
    -    The logic of social connection, highlighted by votes and discussions on social networking sites;
    -    The logic of experts, symbolised by the collective intelligence (Levy, 1994true) brought to bear by fans for the purposes of creation, production and discussion. Henry Jenkins cites the examples of the creation of Twin Peaks fan sites and the Lost Wiki (Lostpedia), which both collate articles written by fans to offer greater insight into both series;
    -    The logic of immersion, which encourages participation. For example, on Oscars night fans could use a number of interactive tools to immerse themselves in the ceremony and form a community;
    -    The logic of identification, which enables fans to establish an identity depending on what they watch.

    THE DEFINITION OF TRANSMEDIA STORYTELLING

    Henry Jenkins then returned to his definition of Transmedia Storytelling, which he proposed for the first time in a 2003 analysis of the augmented universe of the Matrix film franchise, published in Technological Review.

    Taking this definition as a starting point, he suggested examples to illustrate the concept, both in terms of production strategies and fan extensions. For instance, Jenkins highlighted the narrative universe of The Wizard of Oz (musicals, cartoon series, books, comic strips) to illustrate the idea that, in his opinion, Transmedia strategies were in place well before the term was coined and defined, and certainly well before the rapid rise of digital media. He emphasised this idea by explaining that Transmedia Storytelling is perfectly viable without using new technologies, and that the latter have mainly been used as facilitators by the modern creators of transmedia universes.

    The researcher at USC’s Annenberg Lab then moved on to more contemporary examples, such as the creation of the Tru Blood drink as a direct spin-off of the TV products, the posting of “no aliens” stickers on benches specially designed for humans to symbolise the racial segregation depicted in the film District 9, and the Buffy the Vampire Slayer comic books created by Joss Whedon, which added an eighth non-televised season to the series.

    Fans, immersed in a wide-ranging narrative universe, strive to produce their own transmedia extensions, in an example of what Jenkins calls the logic of performance. For example, fans of Lost have managed to create a map of the island which is not shown in the series, enabling them to map locations and characters’ movements. Glee fans, meanwhile, perform songs and dance routines from episodes of the show and then post and share them on platforms like YouTube. Finally, fans of Star Wars have made Star Wars Uncut, a series of sequences filmed by them and stitched together to recreate the whole film.

    Jenkins also noted that some fan extensions precede the cultural industries’ transmedia creations. He cited the example of Pottermore, the official transmedia extension created by the author of the Harry Potter books. This website offers functions such as the Sorting Hat Ceremony, which determines which of the four school Houses each new Hogwarts student is assigned to. Yet this ceremony had already been developed by fans themselves ten years before, leading Jenkins to note that the cultural industries are lagging ten years behind!

    Cosplay also has a role in fans’ transmedia extensions, as they offer their take on the universe and interactions between characters.

    Fans’ activities can also become civic activities, as part of a movement called transmedia activism. In this case, community sharing and discussions can promote concerted action in favour of political and charitable causes. For example, Palestinian children dressed up as the Na’vi people from James Cameron’s Avatar film, to peacefully symbolise the oppression of their people. The Hunger Games provides further examples. Fans of the literary trilogy and film joined forces with the Harry Potter Alliance and Oxfam to launch a campaign against global hunger entitled “Hunger is not a Game”. Unfortunately, feeling threatened, the film’s distributor Lionsgate put a stop to the campaign.
    “IF IT DOESN’T SPREAD, IT’S DEAD”

    Much of Henry Jenkins’ conference focused on the circulation of media content by fans. He explained a number of terminological and cultural points. Firstly, he refers to the circulation of content by fans, and not distribution, which in his view is the province of the cultural industries. Next, he prefers the term “spreadable” to the term “viral”, which implies, in his view, a notion of contagion and infection. Finally, he rejects the description of fans that re-appropriate content and circulate it among their communities as “pirates”.

    Jenkins sees the decision to circulate media content as an active one on the part of the fan, but also a sharing decision and a political choice. Taking the example of Kony 2012, or the Pepper Spray Cop meme, fans are certainly involved in receiving and circulating specific content in public spheres. In addition, these examples show clearly that transmedia does not need to be based on an established franchise (like a film or TV series), because they attracted non-hardcore fans.

    In the conference, Henry Jenkins tried to explain the phenomena of audience engagement, and more specifically fandom. Transmedia Storytelling encourages various fan behaviours (creation, collective intelligence, activism, circulation, etc.), providing fertile ground for a range of engagement tools.

    However, we should note the remarkable extension of Jenkins’ definition of Transmedia Storytelling. Indeed, even though he restated his initial definition in this conference, his comments suggest that he is now trying to extend the scope of Transmedia Storytelling, at times moving away from the prime reason for implementing such a strategy: the creation of an augmented narrative.

     

     

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    author Mélanie Bourdaa

    Maitre de Conférences à l’Université Bordeaux 3 dans le département Information et Communication (ISIC), en Master Multimédia, elle est membre du laboratoire MICA (Médiation, Information, Communication, Art) dans lequel elle développe des recherches autour du Transmedia Storytelling et des études de fans. Elle a co-fondé l’association Univers Transmedia.

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    Between fiction and reality: the continuous back and forth for fan communities 3/3

    FAN FICTION

    by Aurore Gallarino, published on 21.05.2012

    Aurore Gallarino offers a new perspective as part of a series of articles which provide a complete overview of certain fan practices, many of them related to storytelling, and their transmedia potential. She has given us a look at “fan community story factories” and explained “expanded universes: home-made franchises”. Now she shows us the overlap between life as an expanded universe fan and the reality of daily life.

     

     

     

    The storytelling fan sometimes goes beyond the fictional environment when they don’t just write follow-ups or missing scenes for a work but go beyond that and create content as if it was straight out of the universe. If there is one thing we need to understand then it is the ‘expert’ nature of fan activity. Access into the world of fandom is not determined by race, gender, or social class, but by attachment to a work (Jenkins, 2008). This attachment and commitment are characterised by the fans’ hyper-specialisation in relation to a work. To get an idea of this commitment we need only to consider the example of Lord of the Rings fans who learnt how to speak Elvish, or Star Trek fans who speak the Klingon language, as portrayed in the TV series The Big Bang Theory, with characters fully versed in the game of Klingon Boggle.

     

     

    This fan ‘expertise’ demonstrates knowledge of the work and the author’s world which often surpasses adaptations by commissioned directors or licensed merchandising. We need to be bear in mind fans’ desire to create something ‘real’, and stay as close as possible to the official version and not get into approximation. For certain fans, there should be no tie-in products. Indeed they think the aim of any creation or fan product is for it to be a ‘genuine’ and ‘authentic’ item. These products are not gadgets, but items from the universe itself, with the fictional world juxtaposing the real world. This desire for ‘authenticity’ drives fans to extend the universe into all media and realities available to them, making the boundaries between the fictional and the real world increasingly porous.

     

    PUBLICATIONS

    Certain fans are not content to know that “The Daily Prophet” or “The Quibbler” are two publications in the expanded universe of Harry Potter. No, certain fans actually write and publish “The Daily Prophet” and “The Quibbler” as if they were being published in the world of Harry Potter itself. Here we are not talking about either fan fiction or fiction period. This is ‘fan reality’. For fans it is a case of playing the game through role-playing and forgetting the ‘fictional’ nature of published content. For example, ‘Obscurus Press’ is a group of Harry Potter fans who publish wizard publications.

    Display of all of Obscurus Press’ publications – Personal photo taken at a fan convention.

     

    MUSIC

    The concept of the music fan is not a new practice linked to the development of the web and social network sites like MySpace. In the past, there was what was known as ‘Filk’ where fans met for performances by singers on stage and song lyric booklets were sold as fanzines (Jenkins, 1992, 2008). Nowadays, music and video file-sharing platforms, with their easy access to content and simplified distribution possibilities, have given a new boost to the practice of singing about one’s favourite fan universe.

    In the original world of Harry Potter, wizard music, and in particular a group called ‘Weird Sisters’, is mentioned. The fans themselves have created musical groups under the collective name of ‘Wizard Rock’. The group Harry and the Potters, for example, has albums available on iTunes and perform live in several towns in the USA.

    There is even a wizard radio station which broadcasts these Harry Potter-inspired songs via podcasts.

    In terms of content, the fans’ song lyrics go from fan-fiction (in the sense that the songwriter observes the universe in question from the outside) through to fan-reality (in the sense where the songwriter writes ‘as if he was part’ of the universe itself). And this music sometimes plays a critical role in relation to franchises and attempts at transmedia by the entertainment industry. Indeed there are singers who produce songs which ridicule fan expertise and the entertainment industry’s reaction to it. Recently, Alex Carpenter, known for his parodies and his involvement in Wizard Rock for many years now, wrote the song ‘Pottermore’.

     

     

    In this song he asks ‘What if Pottermore puts me in the wrong House? So he’s wondering what will happen to him, as a fan right from the outset, whose reading of the books when they came out always made him think that he belonged to the red and gold Gryffindor House, when many years later he finds himself belonging to the green and silver Slytherin House in Pottermore (the official website from the owner-creators of the Harry Potter universe)?

    Extract : « The last ten years theres only one thing I’ve known for sure

    Thats where I’d be sorted if I went to Hogwarts

    Thinking back on all the sweaters, robes and ties I bought

    All my clothes are my house colors, then again maybe not

    What if Pottermore sorts me in the wrong house? »

    So this song questions how fans that are faced with an official extension can see their expertise and knowledge about the work threatened. This problem is real and shows the reflexiveness of fandom in the face of the entertainment industry and authors’ acts, but also the limits of transmedia set up retroactively. By adding to the work belatedly the official creators of content put themselves at odds with extremely qualified audiences of fan communities.

     

    SPORT

    Sport is another element that the fans can transpose to the real world. While certain fantasy communities replay big battles from their favourite universes, fans of Harry Potter transpose into the real world the wizard sport of Quidditch (a game with teams of seven players flying around on magic broomsticks). But some fans do not buy the replica of the broom that Harry Potter flies on in the film. Instead they make their own brooms and use them to play ‘real’ Quidditch. In fact there are groups of fans who play regular Quidditch matches. These teams got together in 2011 for a Quidditch World Cup with more than 2000 competing athletes.

     

    TIME

    Time and the duty to preserve the memory of universes special to fans are themes which are continually brought up by fans so that fandom does not die out. Because beyond creating and living the culture of an expanded universe fan in reality, fandom members use all their knowledge to keep key dates in mind and match timelines from the fictional world with everyday life.

    Twitter is especially useful for matching timelines. The hashtag is notably used to re-tell the Harry Potter story day after day.

    When it is a character’s birthday, the fans take the opportunity to flood social networks with birthday messages like this #HappyBirthdayRonWeasley.

    It should be noted that official Harry Potter accounts on Twitter and Facebook run by Warner Bros also talk about Ron’s birthday and use it as a commercial tool:

    This daily narrative of the story demonstrates the amount of energy devoted by fan communities to continually rekindle the memory of the work.

     

    POLITICS

    There is one fan production’s aspect which takes a step right out of a fictional work and takes the values of the universe as its reference, rather than the universe itself. Here, the values of the fictional universe become real and are transformed into political action. The most striking example of this political shift in fan practices is the Harry Potter Alliance. This group of Harry Potter fans says it fights for the rights of everyone, including werewolves and the LGBTQ community. The Harry Potter Alliance is not just a showcase or joke among friends, but an organisation which is active on the web and in the field. The organisation has 100,000 members and 60 ‘offices’ around the world. JK Rowling, the author of Harry Potter, has herself said that the Harry Potter Alliance was the expression of the ‘spirit of Albus Dumbledore’, one of the key characters in the books.

    Extract from their manifesto: “The Harry Potter Alliance (HPA) uses parallels from Harry Potter to inspire hundreds of thousands of Harry Potter fans to act as heroes in our world. The HPA has sent five cargo planes to Haiti, donated over 88,000 books across the world, and has made significant contributions to the anti-genocide, LGBTQ equality, environmental, and media reform movements. Currently, the organization is in discussion with the CEO of Warner Bros. to make all Harry Potter chocolate Fair Trade.”

    This demonstration of fandom in the real world is the ultimate example of fan activity. Transforming the principles of a fictional universe into real acts and citizens is the clearest expression of the richness and resources potentially found in fan audiences. Like myHogwarts, the Harry Potter Alliance fulfils the desire to realise the actual switch from the virtual and fictional world to the real world. By rethinking the boundaries between reality and fiction the fans are going beyond transmedia, storytelling, and translating the story across various media. They are making reality and daily life a medium and a place; a medium where the work can be trans-posed, trans-formed, and trans-cended.

     

    GENERAL CONCLUSION

    It is clearly not by chance that the researcher Henry Jenkins, an icon for fan studies, was also the man who developed the idea of transmedia. Fans who have already been developing their own franchises, their own films, their own games, and their own networks for a long time are still stronger than the media-cultures that bring out tie-in products, successfully adapt books for the big screen, and publish guides for people to learn more about universes. With their wild imagination and patience in the face of adversity, fan communities effectively adapt the universe they love using all available media and using all the human and technical resources found in fandoms.

    Now the need to extend and share content inspired by their favourite universe has been enhanced and increased in visibility and accessibility thanks to the web. The ‘Do it yourself’ aspect is especially well represented in fandoms where content production is shared with an eager audience and can quickly snowball thanks to an already captive audience (already more than 2 million views for ‘A Very Potter Musical’). In the case of a long-term fan community such as the Harry Potter one, the survival of fandom depends on the capacity for fan production to tell the story again and again. Through its profusion and creativity, it provides a framework for everyday immersion into the narrative and a perpetual resurrection of that initial work.

     

    RESSOURCES EN LIGNE

    This Fantasy League Gets a Stage in New York, for Real : The Wall Street Journal

    State of the League Address – December 2011 : InternationalQuidditch.org

    About The Harry Potter Alliance : TheHPAlliance.org

    The full bibliography can be found at the end of the first article ‘When fan communities embrace the principle of storytelling’

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    author Aurore Gallarino

    Travaillant actuellement comme chargée de médiation sur les réseaux sociaux pour le Centre Pompidou, je m'intéresse avant tout aux audiences et aux créations amateurs. Récemment diplômée d'un master 2 recherche en info-com, je continue cette année en "free-lance" mes recherches dans le champ des études culturelles, de la fan culture, de la convergence, de la culture participative, des nouveaux médias et des métamorphoses médiatiques en général.

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    Do it yourself: fan community “pirate” productions 2/3

    Sans titre-2

    by Aurore Gallarino, published on 14.05.2012

    Aurore Galliano offers a new perspective as part of a series of articles which provide a complete overview of certain fan practices, many of them related to storytelling, and their transmedia potential. She brings us a look at “fan community story factories” and explains “expanded universes: home-made franchises”.

     

     

     

     

    Everyone can call to mind, or even find in their cupboards, a mug, a t-shirt, or figurine featuring the hero of a film, TV series, manga or other story. Fans are generally assumed to be collectors, an assumption which we will not call into question (see Bromberger, 1998; Le Guern, 2010). For our purposes, we are more interested by collectors’ items which are directly produced, manufactured and reinvented by fans, rather than by the entertainment industry. The most common types of content created by these communities naturally include encyclopaedias and other fan guides which take a fairly systematic approach to list all the resources related to a work and serve as a reference. When the industry fails to produce the tie-in products or transmedia extensions of fans’ dreams, they tend to roll up their sleeves and get to work on designing the items that they would like to find on the market.

     

    TIE-IN PRODUCTS FOR FANS

    The entertainment industry develops numerous tie-in products, but fan communities often compete with them by creating their own versions of the products. For example, while the online Warner Bros shop offers different items tied to the expanded universe of Harry Potter, including t-shirts, replicas, figurines and jewellery, fans manufacture and sell the same type of products on crafting websites.

    Example: iPad stickers created by fans

     

    Fans sometimes create their own versions even when official tie-in products do exist. So even though the Warner Bros shop sells an official “Deathly Hallows” necklace DIY fans have launched their own “made in fandom” Deathly Hallows necklace on e-commerce sites for crafters.

     

    NON-OFFICIAL FRANCHISES

    Fans may also use resources from other franchises: rather than readapting existing franchises and tie-in products, they take on franchises which have never been tailored to their expanded universe in order to create their own “pirate” franchises.

    For example, although there are numerous adaptations of Monopoly based on universes like Star Wars or The Simpsons, there is no official Harry Potter version. The Harry Potter fan community, frustrated by the lack of a wizarding version of the game, faced the challenge head on: a group of fans simply created their own larger-than-life version of Monopoly.

    Some existing franchises, like the strategic life-simulation video game The Sims, offer a way for fans to express themselves. Thanks to the degree of personalisation which players enjoy, fans have used the DIY tools included in the game to create their own objects, hairstyles, and clothes, leading to a piecemeal expansion which could be called “The Sims: Harry Potter”.for

    Fans have used other features of game, combined with their own Harry Potter version of The Sims, to play out original scenes from the books and produce their own films. For example, one fan has used The Sims 2 to direct a very convincing series of videos re-enacting the storyline from Harry Potter and the Philosopher’s Stone, creating all of the locations as well as the characters, their costumes and their lives from A to Z.

    Here we have a screen shot of the opening scene from Harry Potter, when Albus Dumbledore, Minerva McGonagall and Rubeus Hagrid drop off the baby Harry on the Dursleys’ steps.

    It should be noted that EA Games, which publishes The Sims, offers the same type of franchise with the recent release of a Sims 3 collector expansion pack which is entirely based on the life of the singer Katy Perry. By integrating well-known figures into a fictional game, EA Games is imitating the uses and practices already widely enjoyed by fans.

     

    ORIGINAL PRODUCTIONS

    Fan enthusiasm can also be found in other media, which are harder to manage. For example, there is a Harry Potter musical called: “A Very Potter Musical”. A group of fans has gone as far as writing and composing a musical, which is somewhere between a parody and a self-referential look at their own practices, inspired by their favourite expanded universe.

     

    AN ALL-IN-ONE FAN SOCIAL NETWORK

    The myHogwarts website, which aims to extend the fan experience in the most immersive way possible, is the latest project developed by the English-speaking Harry Potter fan community. The website, set to open in June, is a cross between an RPG forum, a social networking site, and a fan club, in the tradition of social networks like Facebook and Twitter. It distinctive feature is its aim of creating a bridge between the fan world and the real world for the community of Harry Potter readers.

    The description given on the website says: myHogwarts is a social network for Harry Potter fans… but it’s also so much more than that. Like traditional social networks, we allow you to add friends, have profiles, send messages, write on walls and everything you’re used to. What those networks don’t offer, however, is the ability to meet new Potter fans from around the world, socialize in your House Common Room, collect Chocolate Frog Cards, listen to an all-wizarding radio station, read and write books for the Hogwarts Library, meet other fans in your local area, take in-character Hogwarts courses and much more.”


    With myHogwarts, fans hope to make fandom last. Ten years ago, when the first Harry Potter fan communities were being organised, social networks did not yet exist. These communities now actively use new tools and existing platforms to colonise and appropriate other sites which are increasingly in keeping with the digital and cultural practices of audiences. If social networks represent a form of self-expression (Granjon, Denouël, 2010), then social networks of fans are all part of the expressiveness of fans and the identity of a community via new forms of storytelling.

     

    RESSOURCES EN LIGNE

    - The Deathly Hallows – Unisex Harry Potter Inspired Deathly Hallows Necklace Hematite Gunmetal Three Peverell Brothers Guy Man : http://www.etsy.com

    - “Sims” version reproduction of the actor Rupert Grint : http://lecadeau.blogspot.fr

    - “Sims version” of Harry Potter, an original fan creation: : http://www.brighthub.com

    - Katy Perry in a one-to-one encounter with her Sims alter-ego :

     

     

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    author Aurore Gallarino

    Travaillant actuellement comme chargée de médiation sur les réseaux sociaux pour le Centre Pompidou, je m'intéresse avant tout aux audiences et aux créations amateurs. Récemment diplômée d'un master 2 recherche en info-com, je continue cette année en "free-lance" mes recherches dans le champ des études culturelles, de la fan culture, de la convergence, de la culture participative, des nouveaux médias et des métamorphoses médiatiques en général.

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    Detective Avenue, one year on: reporting on the “first transmedia cluedo”

    Detective-Avenue

    by Vincent PUREN, published on 10.05.2012

    April 2011, Orange and Murmures Productions launch Detective Avenue, a new sort of transmedia experience combining an interactive police series with a inquiry game. One year on, the winner of the Orange award for Creation and his partner look back over an experiment that was full of lessons.

     

     

     

     

    It all began in 2008 when Alain Degove, producer at Murmures Productions, had the idea for a digital thriller inspired by Hitchcock and “Rear Window”. A team was put together comprising a series editor (Marc Eisenchteter) and two writers (Aurélie Belko and Sabine Cipolla) to develop a script for this new project, entitled Detective Avenue. Laurent Guérin joined Mumures Productions at the end of 2009 to take charge of all the digital and transmedia elements.

    Director, game designers, project manager, graphic designer: a whole range of expertise contributed to the completion of the project, which was presented at the 2010 Ateliers Orange de la creation (Orange creation workshops). Detective Avenue began by winning over the Games selection board (the Orange “transmedia” workshop was multi-themed: fiction, music, games, etc.) and then the executive board of the Ateliers Orange. One of 120 entrants, Murmures Productions took the prize at this first event dedicated to creative transmedia formats.

    “It’s a real story with real writers, inspired by the “Cluedo” archetype from the world of games; it succeeded in adapting a known format, the “web series”, delivering interactivity by exchanging emails and text messages with players. The Transmedia Producer responsible for providing the link between screen-play, technology and communities/interactions, and the well-conceived marketing carried by the digital storytelling, were both innovations that helped win over the panel of judges,” remarks , Director of the Transmedia lab and panel member.

    Following the award, this new format drama obtained financial backing from Orange, was promoted and distributed on its networks, and received support throughout the delivery of the project.

    According to “Orange is very reassuring; it’s a company that really commits to the success of a project it has selected. It’s very powerful. And the Group’s various talents and resources are put behind the project. We benefited from the know-how and expertise of the people who supported us. We also very much appreciated the great freedom we were given.”

     

    A TRANSMEDIA CLUEDO COMBINING AN INTERACTIVE POLICE SERIES WITH A GAME OF DETECTION.

     

    Suzelle Berthier has been found dead in her apartment. The police believe there has been an accident, but Gaëlle, the victim’s sister, is unconvinced. She moves into Suzelle’s apartment and begins to make enquires in the neighbourhood. Each of those involved reveals a secret and a potential motive for murdering Suzelle. This is the starting point of Detective Avenue’s plot.

    http://www.dailymotion.com/videoxhosym

    The online participant soon has a dual role: observer and detective. They observe events and Gaëlle’s actions as she continues with her investigations across a series of video episodes, developing theories of their own by finding clues (“point and click” games) and accessing additional content (text and audio messages) or by exchanging information with the community of other players. For Morgan Bouchet “the web-series format was an advantage, reaching a non-gamer audience that was eventually won-over by the collaborative participation available to the “detectives”, which went beyond the immediate context of gamification.”

     

    AN EXPERIMENT CONFIRMING PUBLIC INTEREST


    The Orange and Murmures Productions teams were able to create an “addiction” by setting up a daily rendezvous between the players. Every day the new video episodes were released online at midnight, with nearly 10% of traffic generated occurring in the three following hours. The late time-slot seemed not to hold back the players, who were impatient to experience the next part of the adventure.

    This addictive aspect of the series gave a real push to the statistics. “We reached 10 million page views. The average time spent on the site was nearly 15 minutes, with more than 25 pages viewed per visit” specify Morgan Bouchet and Laurent Guérin.

    Proof of player enthusiasm came when the Orange and Murmures Productions teams successfully set up a freemium model (rarely used for this type of content). Most investigators did play Detective Avenue for free, but a significant number went further, accessing bonus material by subscribing to text-message services or listening to audio messages. These extras were successful, with premium players spending an average of 2 Euros on the programme.

    Facebook integration was also a major success for the project. “Suzelle” alone collected 3000 likes on her Facebook profile. “We also made the choice to group all discussions (forums) on a single dedicated Facebook page” adds Laurent Guérin. The page focused the community, becoming the central point for interaction between the players.

    As the investigation continued, a community really did develop around the programme. The players went beyond feedback, making phone calls and sending each other messages, chat invitations, invitations to Facebook fan pages and even gifts.  At the end of the game an event was organised where players from all over France could meet each other.

    Amused, Laurent Guérin adds that he was even contacted on his mobile by a hacker who had broken into the Detective Avenue characters’ Facebook pages. “I felt like the biter bit. But it was funny too.”

    All the contributors to the project are nonetheless prepared to say that there are still some minor aspects that could be improved; the end of the plot for instance. They also regret the failure to attract other “sponsor” brands and follow-up audiences. But the task was not a simple one, with a programme like Detective Avenue needing cross-media exposure, in turn requiring the collaboration of several different types of partner or sponsor, who may not necessarily understand the potential of an innovative project. “We had to overcome the teething troubles and play our role as pioneers”, confides Morgan Bouchet.

    Laurent Guérin is keen to add: “Another thing that gave me satisfaction came from actually making the programme. We had people working together who until now have had little opportunity to collaborate on a single project. Talent from gaming, the web, TV, film, drama, photography, and so on. They all really loved the experience!”

    Laurent Guérin concludes by asserting: “this is just the beginning for this sort of adventure. Detective Avenue was designed to offer new mysteries. We now have expertise that can be used for programmes like “Alt-Minds”, to meet the expectations of audiences wanting to experience a skilful combination of fiction, reality, gaming and social networking.”

     

    DETECTIVE AVENUE: A VIDEO CASE STUDY


    Why not watch the Detective Avenue project case study? A minute and a half introduction to the experience and its success (figures and media articles).

    http://www.dailymotion.com/videoxqpztz
    Avatar Image

    author Vincent PUREN

    Passionné des nouveaux médias ainsi que des tendances numériques, j'ai rejoint l'équipe du TransmediaLab début 2012. Je suis également éditeur du blog Buzzmania depuis 2010 et rédacteur chez Presse Citron autour des thématiques de l'advergaming, des médias sociaux et de l'E-Business.

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    When fan communities embrace the principle of storytelling 1/3

    FANS et storytelling 2012

    by Aurore Gallarino, published on 7.05.2012

    The aim of this series of articles is to provide a complete overview of certain fan practices which can be considered as potential transmedia practices, in particular in terms of storytelling. For our purposes the idea is not to exhaustively cover the new ways that fan communities appropriate, rewrite, and poach (De Certeau, 1980; Jenkins, 1992) from “mediacultures productions” (Maigret, Macé 2005), but instead offer a journey, which is neither linear nor complete, to the heart of expanded universes (Peyron, 2008) where fans create, navigate, and prolong the experience they first had. On the first leg of the journey, we will look at “fan community story factories”.

     


    Because of my own research fields and because exploring a fan community is a work that requires stamina with all its different stages and meetings involved (in fact the researcher or apprentice researcher, along with others, is considered a “newbie”), this article will mainly concentrate on examples from the media-advertising franchise Harry Potter (Vanhée, 2004), an expanded universe which offers a wealth of especially interesting fan practices because of how long it has been around and its numerous franchises.

    Storytelling: the fan community story factories

     

    .FAN PRODUCTIVITY

    Fan communities are the places where all sorts of creativity is expressed which we will group under the label ‘fan production’ or ‘fan productivity’. This fan production is organised like a production network, with meaning and values like those of official networks. This fully-fledged ‘art world ’ (Jenkins, 2008 from Becker, 1988) is expressed in its own place and within its own culture: “fandom”. Fandom, the domain of fans, is that place which is never completely defined but always present where fans meet and share their experience as viewers/readers, whether through virtual meetings on websites, IRCs, forums, blogs, or real meetings at fan conventions, conversations with friends, writing workshops, concerts etc.

     

     

    The fan community is brought together by one criterion which surpasses all the others: enthusiasm of individuals for the same topic, whether it is a book, film, TV series, artist etc. Fan activities are indeed generally defined as such because they require such a high level of commitment (time, money, and how symbolic it is) from the fans. When the readers/viewers take up the media at their disposal to develop content inspired by their favourite production, somehow, they become themselves directors of media content and take part in the extension of an original work as a multimodal, plurimedia, or even transmedia work, if we can accept such a broad definition of that term. These fan productions contribute, in a sense, to the broadening of the official work as they tell stories around, within, and beyond the original story. When the fans begin to create, extend, and produce content, they take part in the storytelling process and the distribution of the original work. These new behaviors extend the boundaries of official content and deepen an expanded universe, offer more about the characters, and thus question everything that is already there but which the author, director, or official creator did not produce or sanction.The media productions become “worlds” in themselves (Peyron, 2008) and the content then transforms the work into a scaled-up version, which is a bit like a dream made up of official content and non-official content that the fans are always working on or reworking.

    In the next part we will list the different media and resources used by fan communities to continue telling the story and make the work come alive in as many media and places as possible.

     

    .REWRITING THE ORIGINAL STORY

    To “tell stories” the fans produce fan fiction over many years beforehand. Fan fiction is an activity which involves writing fiction using characters created by another author. This literature is based on the idea of “repetition with a difference” (Derecho, 2006) or filling in “the narrative gaps” (Fiske, 1992; Martin, 2007), which means filling the holes left in the story by the original authors. Through fan fiction, the fan effectively uses subtexts, the unsaid, the nearly said, the never said, interviews with authors, interviews with actors, and different franchises related to the original world to remodel these worlds by reworking the canong i.e. the official content or reference text. For example, fan fiction can tell the story of the eighth Harry Potter novel which will never be released in bookshops, or explore the childhoods of characters in How I Met Your Mother, or involve rewriting the whole of the Star Wars saga based on a “And what if Luke Skywalker had a twin…” scenario.

     

    Nevertheless, where fan fiction is especially rich in teaching us about the ways readers/viewers do things is in multi-referential or “crossover” writing. Writing “crossover” fiction is mixing expanded universes. For example, like Batman (see below – “Why so serious?”) meeting Peter Pan to eat with the white rabbit and hatter from Alice in Wonderland, or Tintin travelling on the Star Trek spaceship; it is simply about converging several expanded universes in the same place or text. One of the tools at fans disposal to “cross” these universes in a plausible way is the use of characteristics unique to a “world”. For example, a spaceship which can travel in time and space, like the TARDIS in Doctor Who, makes all types of crossover in all types of universe possible…

     

     

    Example: This example of fan fiction tells the story of a meeting between Sherlock Holmes and the main character in Doctor Who – the Doctor :

    “Whoa” he said. “Whoa! 1890! London! The magnifying glass! You are…you are Sherlock Holmes! Whoa, that is amazing. Rose – it’s Sherlock Holmes!”

    He began to shower me with compliments, saying that he had always dreamed of meeting me. Ms. Rose remarked that she thought I was thinner than I was and asked where the hat, pipe, and you my dear Doctor Watson were, to which I deigned not reply.

    The man introduced himself as The Doctor. He stressed the capital letters and gave no name with the title. He was accompanied by Ms. Rose Tyler.

    Source: FanFiction.net

    But more interestingly still, the cross-over can also be based on the actors themselves. Indeed, when actor A plays character P1 in a film and then character P2 in a TV series, they can serve as a catalyst for the creativity of fans who will then use the presence of actor A in universes 1 and 2 to mix the universes together, develop a story, and continue the adventure.

    For example, David Tennant is a British actor best known for his role as the Doctor in the TV series Doctor Who. But David Tennant also plays the role of Barty Crouch Jr. in the film Harry Potter and the Goblet of Fire. The fact that Tennant appears in both has encouraged fans to collide the two universes in the following way:

    “I think the question is…” the Doctor frowned more than slightly, “Who are you?

    “My name… is Barty Crouch Junior. […] And you?” Barty asked, annoyed.

    “The Doctor!” And he grinned. “Why do you look like me?”

    Source : Whofic.com

    Fan fiction writing makes room for virtually unlimited possibilities because of the potential which, over years of practice (around ten years in the case of Harry Potter fandom, and forty years for Star Trek – the fandom pioneer) have made the fan fiction universe a real world of amateur writing full of complexity, with its own niches, rules, semantics, secrets, supporters, and detractors (for example some authors like Robin Hoob or Anne Rice openly forbid fan fiction which is based on their work).

     

    .DIY STRUCTURED AROUND THE ACTOR-CHARACTER

    The fans not only use the different roles and characters played by an actor to extend the story. Indeed, the actor, through their presence in the media in general, serves as media themselves and can be used by the fans to fuel fandom with content and news which they can then act upon. For example, a account holder can take a photo of an actor from the Harry Potter films and invent gossip based on the characters.

     

     

    In this doctored photo of the actor Daniel Radcliffe (top left in the photo) we are given the impression of a “scandal” where the character ‘Harry’ no longer hides his homosexuality. And it should be noted that the reference to the potential affair between Harry and Draco Malfoy (another character from this universe) springs from the world of fandom fan fiction where a sub-community exists who write stories where Harry is in a relationship with another man i.e. Draco (Tosenberger, 2008 ; Gallarino, 2010).

    It should be said that Warner Bros uses the same ploy to generate content based around the Harry Potter franchise.

     

     

    In fact a photo shoot with Tom Felton (Draco Malfoy) and Rupert Grint (Ron Weasley) was used as a pretext to attract fans’ attention on Facebook by playing on the fact that in the original work Draco and Ron are supposed to hate each other, but in the photo shoot they got on very well.

     

    .RPG FORUMS

    The fans’ desire to adapt and extend their favourite universes is seen in non-official forums as well. On these RPG forums the fans play the characters and make them evolve in different topic areas on the website. By posting comments, the fan interacts with other fans and extends the story through messages threads posted in the different sections of the forum.

    The Harry Potter 2005 RPG forum, for example, has a storyline which takes place in the world of Harry Potter but set several decades after the events narrated in the official story.

    Extract from the pitch: “Many years have passed since the great battle which raged in Hogwarts and opposed evil against the young Harry Potter. May his soul rest in peace, those of his friends, and all his loved ones. Now we are fast approaching the twenty-second century, but what those remarkable wizards did will always stay etched in our memories. But a new era of darkness is hanging over our world …”

     

     

    In the same way the Harry Potter expanded universe has created “virtual schools” such as poudlard12.com (Poudlard is the French translation of Hogwarts) where fans can “become accomplished wizards….do their homework…. and get points and money so that your House can win the Four House cup and then celebrate victory in the common room”.

     

     

    These virtual games are entirely directed, animated and financed by the fans themselves. Before the online social networks which we know today existed, these fan communities were already involved in “social gaming” where the story being told was as important as the enthusiasm to share it with “friends”. And far from disappearing, these fan practices continue: the fans now use the new tools of the social web to make the player’s experience even more immersive by continuing to produce content based around their favourite universe. And there is no sign that their enthusiasm for this universe is abating.

     

    Select bibliography


    BACON–SMITH, Camille. – – Philadelphia : University of Pennsylvania Press, 1992, 352p.

    DE CERTEAU, Michel. – – Gallimard, 1990, 350p. (Folio Essai)

    DERECHO, Abigail. – « Archontic Literature: A Definition, a History, and Several Theories of Fan Fiction », in HELLEKSON, Karen ; Kristina BUSSE. – – Jefferson, North Carolina : McFarland & Co, 2006, pp. 61–78.

    FRANCOIS, Sébastien. – « Fanf(r)ictions. Tensions identitaires et relationnelles chez les auteurs de récits de fans », Réseaux, 27 (153), 2009, pp.157–189.

    GRANJON, Fabien. ; DENOUEL, J.. – « Exposition de soi et reconnaissance de singularités subjectives sur les sites de réseaux sociaux », Sociologie, 1, 2010.

    JENKINS, Henry. – – Routledge, 1992 – 343p. (Coll. Studies in Culture and Communication).

    JENKINS, Henry – « La « Filk » et la construction sociale de la communauté des fans de science–fiction », pp. 212–222, dans GLEVAREC, Hervé ; MACE, Eric ; MAIGRET, Eric. – . – Paris : Ed. Armand Colin et INA, 2008, – 368 p. (Coll : Médiacultures)

    LE GUERN, Philippe – – Rennes: Presses Universitaires de Rennes, 2002

    LE GUERN, Philippe. – « NO MATTER WHAT THEY DO, THEY CAN NEVER LET YOU DOWN… » : Entre esthétique et politique: sociologie des fans, un bilan critique – Réseaux, 27 (153), 2009, pp.19–54.

    MACE, Éric ; MAIGRET Éric (dir.). – , Paris : Armand Colin, Ina, 2005.

    MARTIN, Martial. – « Les Fanfictions sur Internet » in Médiamorphoses, hors série n°3, Ina, Armand Colin, pp.186–189.

    PEYRON, David. – « Quand les oeuvres deviennent des mondes » in Réseaux, 148–149, 2008, pp. 335–368.

    TOSENBERGER, Catherine. – « Oh my God, the Fanfiction! Dumbledore’s Outing and the Online Harry Potter Fandom. » in Children’s Literature Association Quarterly, 33, 2, 2008, pp. 200-206.

    VANHEE, Olivier. – « Reading Harry Potter: A personal and collective experience », Participations. Journal of Audience & Reception Studies. – 5, 2, novembre 2008.

     

    ONLINE RESOURCES

    JENKINS, Henry. – « How “Dumbledore’s Army” Is Transforming Our World: An Interview with the HP Alliance’s Andrew Slack », – article du 23 juillet 2009 [En ligne : here or there ]

    GALLARINO, Aurore. – Etude lexicométrique d’un corpus de fanfictions Harry Potter dites « pour adultes » publiées sur le site internet fanfiction.net au cours du mois de juin 2004. – Etude réalisée dans le cadre du Master 1 information-communication (2009-2010). [En ligne : here]

     

    NEXT ARTICLES IN THIS DOSSIER

    “Do it yourself : les productions « pirates » des communautés de fans” 2/3

    “Entre fiction et réalité : les aller-retour incessants des communautés de fans” 3/3

    Avatar Image

    author Aurore Gallarino

    Travaillant actuellement comme chargée de médiation sur les réseaux sociaux pour le Centre Pompidou, je m'intéresse avant tout aux audiences et aux créations amateurs. Récemment diplômée d'un master 2 recherche en info-com, je continue cette année en "free-lance" mes recherches dans le champ des études culturelles, de la fan culture, de la convergence, de la culture participative, des nouveaux médias et des métamorphoses médiatiques en général.

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    Transmedia Hollywood: the creativity of the US content industry in the transmedia era

    Hollywood.jpg

    by Morgan Bouchet, published on 4.05.2012

    On April 6, , managing director of Transmedia Lab and VP  Social Media at the Orange Content Division, took part in the panel alongside Denise Mann and . Organised by UCLA (University of California, Los Angeles) and USC (University of Southern California) and held at the Annenberg Innovation Lab– USC in Los Angeles, the theme of this year’s event was “Rethinking Creative Relations”.

     

     

     

    For several years, USC and UCLA have been working together to examine the impact of the digital revolution (journalism, communication, creating, storytelling, and so on) on the media. Their goal is to decipher trends and evaluate changes and potential risks, but also to develop a range of solutions and technologies. The two universities have become experts in cutting-edge areas like social TV, social networks, transmedia and, more generally, digital communication. It is because of this renowned expertise that we decided to contribute to this work and to forge a sustainable partnership between Orange and USC’s Annenberg Innovation Lab, as we recently told you.

    With an approach blending creativity and technology (whereas MIT, another leading player, swear only by digital) and emphasising above all their immediate proximity with Hollywood, the two universities, led by Denise Mann and Henry Jenkins, joined forces three years ago to promote, explain and prepare the industry for the coming technological, creative and behavioural media upheaval.

    I had the opportunity to represent Transmedia Lab and share our European take on these radical changes with an audience of media strategists, majors, producers, developers, content service providers, scriptwriters, agents, authors, researchers, students and scriptwriters’ collectives. Over the course of nearly two hours, there was an animated discussion of a single theme: “Creative Economies: Commercial vs. State-Based Models”, or the views of the “rest of the world” on the challenges and economics of transmedia/crossmedia.

    Contributing to the discussion along with me were , Director of Universe Creation 101, , Vice-Chancellor of OCAD (Ontario College of Art and Design University), , formerly Vice President Media and Technology of the American Film Institute, and Brazilian producer Jose Padhila.

     

    SHOULD THE CREATIVE WORLD UNITE WITH THE DIGITAL WORLD ?

    While the panel was originally due to be moderated by Henry Jenkins (who was hospitalised the previous day but has since improved), he handed the task over to , a strategic consultant with Georgia Tech Institute for People and Technology (IPaT) who focuses on the entertainment sector, identifying emerging technological trends and research topics in order to build relationships with large media companies.

    The first session – Realigned Work-Worlds: Hollywood/Silicon Valley/Madison Avenue – was designed to set the tone.

    We are entering a period when marketing and content will become invisible. Conventional marketing models aiming for saturation are becoming less and less relevant, especially in the era of social media. Moreover, the arrival of a new generation of content creators armed with new technological tools could force Hollywood, Silicon Valley and Madison Avenue to converge. Is this a sign that a cultural evolution is taking place? Definitely.

    We are living through a period of transition, and as a consequence a number of communication issues persist. What’s more, the SOPA law might only accentuate the disconnect between the media, digital and cinema industries, which are struggling to maintain a dialogue. Remember, in the United States, lobbyists for the cultural industries are backing draft laws strengthening the tools used to combat piracy, even if this means authorising outright attacks, and blocking access to some sites, which will affect Silicon Valley players in particular. The media are having fun portraying this as a “Silicon Valley vs. Hollywood” battle, especially in the wake of the MegaUpload affair.

    It is clear to me that the creative world will sooner or later have to join forces with the digital sector, but the question needs to be asked: Who should unite with whom? Who should make the first move? Is it up to Silicon Valley to approach Hollywood, or vice versa? Is it significant that the latest edition of « Story World » was held in San Francisco?

    Imagine a future scenario where The Voice is written and designed in such a way that it incorporates the activity, reactions, comments and even the audiences of social networks into the very concept of a transmedia storytelling experience, thereby enabling us to follow a single story (concept) written by its “producer-cum-creator-cum-developer-cum-game designer”.

     

    WHAT ECONOMIC MODEL FOR TRANSMEDIA PROJECTS ?

    One major question remains to be answered: How can transmedia projects exist? Some of them are very expensive and require robust economic models, which at the very least can turn a profit on the investments made without disrupting the consumer experience.

    It would be interesting to define a series of economic micro-models, since a standardised approach makes it difficult to model a suitable revenue source for the wide range of existing concepts.

    We will have to take an imaginative approach to developing these models, which may be truly original creations or simply based on existing economic models from other fields. Options include crowdfunding or even advertising. The latter seems particularly relevant in this case, given its connections to the ideas of commitment and creativity which are central to transmedia.

    Creators should thus work on Brand Content by getting brands involved and even offering them the chance to create editorial content, or at least influence the existing content. The brand would play the role of an editor and financial partner… (different from Branded Content).

     

    EUROPE PRESENTS ITS VISION AND ITS FORAYS INTO THE HOLLYWOOD MARKET

    Our panel also aimed to explain how transmedia is developing outside the United States, in terms of creation, finance, business models, services, technologies, and so on.

    Morgan Bouchet with Christy Dena, Jesse Albert and Jose Padilha

     

    Introducing Orange, Brazilian producer José Padhila quite rightly cited convergence between “networks” and “content”, illustrated by the example of Televisa (a Mexican TV group which in 2010 bought a stake in a Mexican telecoms operator, and is owned by Carlos Slim, the richest man on the planet).

    From Brazil to Canada, Australia or France, everyone shared his vision,  comforting thereby  the idea that we don’t witness a mere fad but an actual paradigm shift for the whole media industry and that current business models will have to evolve.

    Some issues and messages to take away from the event:

     

    -         reflect on the notions of platforms and tools

     

    -         the role of technologies

     

    -         what creative business approaches to adopt (e.g. crowdfunding…)

     

    -         the author’s role in the new value chain

     

    -       what position should Hollywood adopt in the face of these challenges, from pure players  in particular

     

    Finally, the panel’s high point was undoubtedly the screening of this video by José Padikla:

     

     

    “How Brazil Is Reshaping the Futures of Entertainment” is a fairly trenchant vision of the future of the media which features the views of Henry Jenkins.

    On this note, I should remind you that Henry Jenkins, the author of “Convergence Culture”, will be appearing alongside Orange Transmedia Lab and Sorbonne Nouvelle at the Centre Pompidou on 25 May from 7 pm to share with us his vision of transmedia storytelling.

     

    MORE INFO ON :

    - Transmedia Hollywood :

    - Annenberg Innovation Lab (USC) : Annenberg Innovation Lab website

     

    LES PERSONNES DE TRANSMEDIA FIGURES TO FOLLOW :

    Henry Jenkins ( and Blog)

    Laurie Dean Baird ()

    Christy Dena ( and Blog)

    Sara Diamond ()

    Nick DeMartino ( and Blog)

    Avatar Image

    author Morgan Bouchet

    VP Transmedia & Social Media - Content Division, he has over 15 years’ experience in integrated communications, marketing & content with digital expertise. In 1997 he joined FKGB agency (TBWA group), a French leader in 360° entertainment communication, brand and content marketing and became manager of the New Media division in 1998. He joined Orange/FT in August 2000 to develop content-related activities as product manager and new content experiences. A member of Xavier Couture’s team since 2008, he develops new business & content activities.

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    Orange and Lexis Numérique are unveiling “Alt-Minds,” the first total fiction

    logo_altminds_final2012

    by Nicolas Brunet, published on 2.04.2012

    The Orange Transmedia Lab Team is proud to announce its co-production partnership with Lexis Numérique to create Alt-Minds, an exclusive transmedia adventure, part web series, part game, which will start in autumn 2012.

     

     

     

     

     

    Alt-Minds is an innovative approach to storytelling which plays on the way different media complement one another to draw its audience into the heart of a paranormal thriller which will take them to the far corners of Europe. Spectators will be able to decide whether to take part in an investigation, interact with the story, and even earn their place in history.

     

    For Jean-François Rodriguez, Director of Games and Transmedia at Orange: “We are proud of our partnership with Lexis Numérique, a pioneer in transmedia fiction, on a project which combines gaming, series and social networks. For Orange, this is an opportunity to show that the tools we offer artists can be used to bring the public something new.”

     

     

     

     

    For Eric Viennot, co-founder and Creative director at Lexis Numérique: “We are working with Orange to explore a new type of fiction, and one which I hope will become a part of the history of transmedia, which we started with In Memoriam back in 2003. These online experiences break down the barriers between fiction and reality by offering spectators/players an unprecedented level of immersion in the story.”

     

     

     

    The Transmedia Lab team has put the lessons learnt from its previous experiments (Detective Avenue, Fanfan2) to good use through its partnership with Lexis Numérique. The team is also eager to improve access to this experience (storytelling, interactivity, distribution), and aims to bring these new types of storytelling format into the mainstream. The Transmedia Lab, which is responsible for Alt-Minds production, storytelling and marketing, is managing the technical developments carried out specifically for this project within Orange Labs.

    We will provide you with more information on this flagship project for 2012 over the coming weeks and will invite you to follow #AltMinds

    Press releases in French and English here

    Live Orange Blog interviewed and about Alt-Minds.

     

    Crédits visuels © 2012 Orange/Lexis Numérique – All rights reserved. “Alt-Minds” is a registered trademark of Orange and Lexis Numérique.

    Avatar Image

    author Nicolas Brunet

    10 ans d'expérience entre marques et contenu (advertainment, branded content), entre marketing et storytelling (brand content, transmedia) en media, en agence de publicité puis en 2009 chez Orange (musique). Dans la team du Transmedia Lab depuis 2010.

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    Transmedia Lab invites you to follow the Transmedia San Francisco Meetup in livestream

    Transmedia-Meetup-San-Francisco

    by Vincent PUREN, published on 26.03.2012

    Orange, which attended the latest Transmedia Meetup in New York, will have the pleasure of hosting the Transmedia SF conference today at its San Francisco site. The Transmedia Lab is partnering with Orange Silicon Valley and Orange Vallée to offer you the opportunity to experience this exciting event live via streaming this evening. Just like the lucky guests on-site for the event, you will enjoy presentations by experts who will discuss their professional goals and their experiences in the industry, and what they see at the best current strategies and opportunities.

     


    The Transmedia Lab has decided to work hand in hand with Orange Silicon Valley to livestream the entire San Francisco Transmedia Meetup. Orange Silicon Valley, located right in the epicentre of American innovation, is a member of the Orange Labs network and works closely with an array of highly innovative start-ups, so hosting the San Francisco Transmedia Meetup, an event on the cutting edge of the sector, which marries technology and creativity, was a natural move. The event, organised by and , will focus on convergence and storytelling.

    The meetup will feature three speakers, including , Founder and CEO of SocialSamba, a community platform for fictional characters based on the Facebook API, offering to fans the opportunity to connect with their favourite movie, TV and literary characters.

    The other speakers at the event will be , CEO of Tall Chair, which specialises in Storytelling on touchscreens, and , a product manager at Gomiso.com, the Social TV platform discussed in our case study of the Game of Thrones series.

     

    livestream available from 6pm

     

    The broadcast is made possible by Orson, a live broadcasting video application created by Orange Vallée. You can use this innovative livestreaming solution to broadcast your videos live on and for Facebook, Twitter, websites and even mobile devices.

    There’s no need to install the application to view live video streams. Guests can watch from any smartphone or PC and will receive notifications via text messaging, Facebook, or Direct Messages on Twitter.

    Orson is a free application available for download for mobiles from Android Market and the Apple Appstore and for PCs on Facebook and at Orson.fr.

    Join us a 6 pm California time… that’s 2 am for the brave souls in our European offices! After the event, feel free to let us know what you thought of it so we can evaluate your interest, and hopefully do it again!

    Avatar Image

    author Vincent PUREN

    Passionné des nouveaux médias ainsi que des tendances numériques, j'ai rejoint l'équipe du TransmediaLab début 2012. Je suis également éditeur du blog Buzzmania depuis 2010 et rédacteur chez Presse Citron autour des thématiques de l'advergaming, des médias sociaux et de l'E-Business.

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    Emotein : Essence of pure emotion between fiction and reality at the frontier of transmedia.

    EMOTIEN TRANSMEDIALAB END

    by Alain Bezancon, published on 21.03.2012

    Since August 2009, Emotein presents a new storytelling model on the theme of the changing role of emotions in the world. The project uses various means of expression for addressing the theme and the story (Emotein) through the prism of multiple approaches and experiences. The video, the book, the play, the objects, the interviews, the photos, the music are all independent and complementary ways to discover the Emotein universe. The vision is materialized with original creations presented via digital media (website, ebook, podcast, iPhone app) whose purpose is to initiate events and meetings.

     

    Genesis of the concept

     

    The patent of the century: The memory of water

    > Do tears contain a memory of our emotions ?

    > Consume emotions to live more

    > Selling tears

    > Emotein – essence of pure emotion

     

     

     

    The Creations

    Emotein places the creative and experimentation processes in all aspects of the project: in the concepts discussed, in the technologies and in the media used.

     

    VIDEO

    It is central to the Emotein project. The clips are designed and optimized for mobile devices (smartphones, tablets, iPods) and displayed in the portrait format. HD movies are presented via the Emotein web site, an iPhone app developed specifically for the project as well as illustrations for the audio book.

     

    BOOK

    “The Tear Thief” is a novella written for the Emotein project that presents a world where emotions are disappearing to make way for selling the tears and emotions they contain. The text was released as an ebook and as an audiobook. The ebook is available for download at the Emotein site as well as many other digital platforms (Apple iBookstore, Barnes & Noble, iTunes, Feedbooks, Smashwords, Kobo, etc.). The eBook is also part of the Emotein iPhone app.

     

    PLAY

    The dramatic environment of “Emoshow” is inspired by the « Tear Thief » novella and presents a character who is losing his ability to feel emotions and who is trying by every means to keep his humanity by consuming Emotein. The aim of the play is to allow the public to discover the themes of the Emotein project through a living experience inducing emotions and thoughts.

     

    INTERVIEWS

    Experts from different fields (biotechnology, art history, sociology, pharmaceutical cosmetics, neurology, psychiatry) were interviewed to comment the themes addressed by the Emotein fiction. Written transcripts of the interviews are available at the Emotein web site and the iPhone app, audio versions are part of the audiobook.

     

    PHOTOGRAPHS

    4 sets of photographs are presented in portrait format at the Emotein web site. It was realized during the shooting of videos and also show subjects inspired by the other creations such as the lachrymatories or a character of  «The Tear Thief » book. Photos are available at the Emotein web site and the iPhone app.

     

    MUSIC

    An original composition was written for Emotein. It is used for the video, the audio book and the iPhone app.

     

    DESIGN

    The Emotein team has designed original objects (lachrymatories and a raw silk dress) that weremade ​​to measure by artists and craftsmen. Some were used as accessories for the video and other creations are derived from the concepts presented.

     

    Feedback

     

    QUANTITATIVE


    As the project is not commercial, with no sponsors and not attached to a famous brand, the free digital contents were released without being subject to any promotion. In this context it is interesting to measure the “spontaneous” quantitative results related to the types of contents across different platforms.

    After just over two years of online presence, it is finally “The Tear Thief” book in its digital (eBook) format that seems to generate the greatest traffic closely followed by the audio format (podcast). Because of the lack of accurate statistics on the different platforms we can only provide estimates. The number of downloads of the eBook (English and French) is estimated at 30.000 and 20.000 for the audio version.

    The ranking of the eBook and podcast on various sites also provides some information about the popularity. In March 2012, “The Tear Thief” is ranked in the top 20 free books on iTunes France, in the top 15 all categories on Feedbooks (eBook) and in the top 20 literary podcasts on iTunes France.

    Other contents (videos, photos, music, interviews) on other platforms (web, app store) seem to have been totally buried, especially for English versions.

    With the technologies used and the variety of platforms it is very difficult to evaluate the synergy between contents such as the number of people who downloaded the ebook and who then viewed the videos.

     

    QUALITATIVE


    As each content item is an experience by itself and as they are dispersed across different platforms, it is difficult to measure the impact of the synergy or complementarity that they may have between them and also to evaluate the nature of the narrative experience for the audience.

    However, the use of multiple channels and the bilingualism were effective tools to reach an international audience and offer many entry points to the Emotein world with the pleasant surprise of the “success” of the ebook and audiobook.

    From the perspective of the creative process of this production, it is interesting to note that the creation of the contents have influenced and enriched one another. The creative teams have worked together on their respective projects with ongoing communication between them. For example, elements of the book being written have been used during the filming of the movie which itself inspired the design of the dress that was then worn by a model (a silicone one)which later became part of the book.

    Despite the free availability of the contents, the creators of the project were able to see through the public comments that the expectations in terms of quality were as high as for paid content.

    In a digital world where everything is free or almost free and infinitely duplicable, the unique real life experience takes on a new dimension. For this reason the Emotein project considers as important the creation of physical events. The idea is to create more or less immersive experiences like the play, the bar of emotions (happening), the meeting of the Emotein corporationshareholders (scripted reality), the creation of molecular cuisine dishes (sensory experience). The creation of these experiences is the physical extension of the project that continues it’s life through encounters and the participation of enthusiasts who want to join this work.

    In conclusion, Emotein is a unique emotional “passport” facilitating the meeting of new people and the creation of new works. The creators of Emotein position their “transmedia storytelling” experiment in a trend defined by the technological improvement of media (eg iPad 3 Retina display), the search for meaning and the need to live unique and comprehensive digital and real life experiences.

     

    Articles

    Article about Emotein by le Laboratoire de Recherche sur les Œuvres Hypermédiatiques

    AArticle about “Le voleur de larmes” by Libération (July 8,2010)

    Avatar Image

    author Alain Bezancon

    Depuis toujours passionné par la prospective et les thèmes d'anticipation, Alain Bezançon décline sa vision dans différents domaines de création : édition de logiciels, écriture, production artistiques pluridisciplinaires.

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    Transmedia Lab (Orange) join forces to the Annenberg Innovation Lab (USC)

    Orange-Annenberg-Innovation-Lab-parrainage

    by Morgan Bouchet, published on 1.03.2012

    Keen to build on their transmedia innovation strategy, our colleagues at Orange Silicon Valley and the Orange Content Division have just established a partnership with the Annenberg Innovation Lab at USC (University of Southern California). The laboratory and its leading light Henry Jenkins will share expertise with the Orange teams, challenging them on various projects.This partnership will progress analysis and experimentation in an area of activity that is destined to step up from being a trend to acting as a powerful lever.

     

     

    It was the decision to commit to a marriage between technology and creativity that led to Orange founding its Transmedia Lab in 2009. The Lab is dedicated to supporting creators, producers, and broadcasters through the gestation of their projects and to experimenting with new narrative formats.

    In the context of new projects and international perspectives, Orange has just established a partnership with the University of Southern California’s Annenberg Innovation Lab. Best known for its Film School, founded in 1929, USC has educated some of the biggest names in American cinema, such as Ron Howard and George Lucas. The Annenberg Innovation Lab is recognised in the United States for its contributions to the fields of transmedia, journalism, social media and Social TV. Its reputation is owed to its professors (alumni of Stanford, MIT, etc.) and researchers Jonathan Taplin and Henry Jenkins (formerly of MIT), who are authorities in the field.

    Henry Jenkins is identified as the originator of Transmedia as a concept, first described in 2002 at an Electronic Arts conference. After 20 years with the Massachusetts Institute of Technology Medialab, he recently joined the Annenberg Innovation Lab, which is known for the crucial creative editorial role it plays in the realisation of projects launched at MIT, in turn famous for its “technological” prowess.

    The partnership will last a year, giving Orange access to various works of analysis as well as the results of the University’s research. The idea is to work with the Annenberg Innovation Lab researchers to lay fundamental groundwork, pushing forward all transmedia experimentation and building a powerful tool to meet consumer expectations.

    The partnership will also give Orange an opportunity to work with academics from USC and put the Orange teams to the test against its students on projects focusing on transmedia and the socialisation of content. According to Jean-François Rodriguez (Director for Gaming and Transmedia at Orange) this will enable them “to work together with students and researchers on Orange’s flagship transmedia project, due in October 2012”.

    The partnership marks the next level of Orange’s 2009 commitment to exploring the rapid expansion of these new creative formats. The company is acting on its strategy of innovation in content, gaming and new forms of creativity.

     

    NB:
    - Henry Jenkins will be in Paris in May!

    - The next San Francisco Transmedia Meetup will be held at the end of March at Orange’s premises.

    Avatar Image

    author Morgan Bouchet

    VP Transmedia & Social Media - Content Division, he has over 15 years’ experience in integrated communications, marketing & content with digital expertise. In 1997 he joined FKGB agency (TBWA group), a French leader in 360° entertainment communication, brand and content marketing and became manager of the New Media division in 1998. He joined Orange/FT in August 2000 to develop content-related activities as product manager and new content experiences. A member of Xavier Couture’s team since 2008, he develops new business & content activities.

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    • Hans Herbots
    • international
    • serie
    • the artists

    “The Artists” : A new European Union ?

    The-Artists

    by Vincent PUREN, published on 31.01.2012

    While Jean Dujardin is inflaming Hollywood with the movie “The Artist”, a same – named serie scheduled at the end of 2012, could brand european spirits with a new storytelling experience.  “The Artists”, realized by the Belgian Hans Herbots, aims at simulcasting on six televisions networks on the old continent.

     

     

     

     

    It’s a premiere ! By the end of 2012, six European TV channels (Canvas (Flanders, Belgium), VARA (Netherlands), SVT (Sweden), NRK (Norway), YLE (Finland) and TV3 (Denmark)) will join their forces to broadcast a large-scale drama tv series, called “The Artists”

    Focusing on an international artist’s community, based in Copenhagen, this thriller will start with the enigmatic disappearance of one of its members.

    Taking advantage to the Multitasking trend, the production decided to allow the public to discover the story and characters through various media, kept secret at the moment.

    According our information, The main characters will be played by actors Tuva Novotny, Donald Högberg (both from Sweden), Tommi Korpela, Elmer Bäck (both from Finland), Thure Lindhardt, Paw Henriksen (both from Denmark), Viktoria Winge (from Norway), Teun Luijkx (from The Netherlands) and Thomas Ryckewaert, Johan Van Assche, Johan Leysen and Lien Van De Kelder (from Belgium). All are acclaimed actors in their respective countries.

    Hans Herbots

    « The Artists » is a five-episodes series, English/multi-language spoken, with subtitling, to make it more accessible to an international audience.

    This European co-production, directed by  Hans Herbots already well kwown in his own country,  produced by Belgian TV production company Caviar, also get support from VAF (B), Media (US), and investment funds Wallimage (B), Mediafonds (NL), Svenska Kulturfunden (FI) and CoBo (NL).

    We don’t have access to more information so far on this series which is still in post-production but  we will keep you posted and cover it further in the future.

    To be continued…

     

     

    Avatar Image

    author Vincent PUREN

    Passionné des nouveaux médias ainsi que des tendances numériques, j'ai rejoint l'équipe du TransmediaLab début 2012. Je suis également éditeur du blog Buzzmania depuis 2010 et rédacteur chez Presse Citron autour des thématiques de l'advergaming, des médias sociaux et de l'E-Business.

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    MipCube : Call for transmedia projects !

    Trophée Content 360 MipCube

    by Vincent PUREN, published on 30.01.2012

    Building on the 2011 success of Connected Creativity at MIPTV, the first MIPCube edition is a two-day networking and live learning experience exploring the game-changing innovations affecting the TV industry.


     

     

     

    This event is also an opportunity to see emerging innovative projects, is why Content 360 competition so far attached to the MIP TV, will celebrate its 7th edition in the MipCube. The opportunity to open two new categories at innovatives digital media players. So, originate grow classes New Transmedia Concepts and Videos that Create Global Buzz, created by MSN International.

    In the Viral Video categorie, MSN will start looking creatives ideas presented as fiction and animation short movies durant less of three minutes. Projects must consider the expectations of the advertiser – MSN – anxious to renew to reinvent its offering via Social, Real-Time, Search and Multi-Platform infusion. The winner will be the project most likely to appeal 50 countries MSN customers. Also, the winner will be coached by MSN in order to secure sponsorship from an advertiser for an entire production season.

    For its part, Transmedia categorie focus on confluence of video storytelling with gaming, live events, mobile applications, integrated marketing, dual screen content, or any additional techniques for enriching the story and the user experience. In the same spirit as for the viral video category, competitors must present their ideas up to 20 images in order to state one’s business by developing the concept, the target, the story, the characters, platforms and budget.

    By the way, Olivier Godest the MipCube Brand Manager, announces « It’s very important for us to obstrude the more groundbreaking transmedia projects in the lime light. It is both great opportunity for creator to present they projects to people immersed during two days on these topics, but it’s also the opportunity to a professionnal community, wannabe created the futur of televison, to share with them they personal experiences, ideas or against expectations for the futur. »

    For all those interested people, know that the deadline to enter the competition is 24 February 2012. MSN will select three projects who will receive € 5 000 each to produce a video driver presented during MIPCube. Winners will be revealed on Saturday, March 30 and their projects will be presented on April 1 as part of the MIPTV conference program.

    So, for more information about MipCube, we encourage you to visit the dedicated program, as well as our post « MIPCUBE explore the future of entertainment ahead of MIPTV 2012 . »

     

    FOR MORE INFORMATIONS :

     

    MIPCube Website – MIPCube on – MIPCube on

    Avatar Image

    author Vincent PUREN

    Passionné des nouveaux médias ainsi que des tendances numériques, j'ai rejoint l'équipe du TransmediaLab début 2012. Je suis également éditeur du blog Buzzmania depuis 2010 et rédacteur chez Presse Citron autour des thématiques de l'advergaming, des médias sociaux et de l'E-Business.

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    Look for inspiration ?! Transmedia New York Meetup, is here for that !

    transmedia meetup2

    by laredaction Rédaction, published on 19.01.2012

    The Transmedia Meetups New York quickly emerged as missed meetings, both to spot new transmedia trends and more broadly new media and new writing, but also to immerse in a nascent community. Carole Dohan and Sylvain Leroux, “special correspondants” in New York for Transmedia Lab give us their first impressions.


     

     

     

    Carole Dohan in immersion at Transmedia  New York City Meetups since 2010

    Since November 2010, I’ve been attending regular Transmedia NYC Meetups. These monthly events gather cutting edge (trans)media professionals, newbees and interested fellows just like me and consist in presenting and sharing transmedia experiences of all sorts.

    Transmedia Meetups NYC are often very eventful with a packed audience, and a time for drinks and conversation after the presentations, which is always a good way to exchange ideas with the always very creative speakers, network – of course, or simply meet new friends.

    Founded by Mike Knowlton and Aina Abiodun*, the small group of 50 people at the time has been steadily growing to reach a crowd of more than 500 members at the end of 2011. Topics covered are very diverse and highlight the creativity and innovative concepts that surround the notion of transmedia.

    Last April for instance, Lance Weiler, a well-known director presented « Pandemic » , a transmedia experience praised at Sundance last year. He also took the opportunity to explain and discuss his theory about the future of film and creation. James Carter presented to one side what a transmedia theater experience could be through his latest play, . (I actually had the opportunity to experience it for real in NY, attending a play where real time acting was mixed with pre-show interactions with the characters, video blog excerpts…).

    More recently, Lina Srivastava and Koffi Annan, amongst others, pointed out the growing role of transmedia tools to promote social activism and human rights. The so-called ‘transactivism’ offers innovative ways to integrate both tech and social change – several initiatives targeting mostly emerging markets were shared, including « Africa unity kit » by Puma, « 18 days in Egypt » or « G3nerations » in Rwanda…

     

    The group recently made two big announcements. First, it is incorporating as a NY-based not-for-profit organization called StoryCode. On the other hand, the Film Society of Lincoln Center is a new sponsor, offering the Elinor Bunin Munroe Film Center Amphitheater for the group’s meetings. Wonderful, dramatic changes and another proof if needed that the group is now all grown up: 2012 shall be a pretty busy one for NY transmedia professionals!

    I was happy to be part of this growing community; rest assured the GMNA team will continue covering the subject and relate on. Now find the past videos on the meetups Youtube channel .

     

     

    * Aina Abiodun is an American film maker and transmedia activist, Mike Knowlton is the CeO at MurmurCo in NY

     

    Sylvain Leroux at Transmedia NYC Meetup to present FanFan 2 project.

    Last October, I attend the Transmedia New York City Meetup in order to present the case study of our project Fanfan2 orchestred with Alexandre Jardin.

    Transmedia NYC brings together digital folks, creatives and cross-platform storytelling enthusiasts to explorate the rapidly evolving world of transmedia storytelling and participating in these gatherings was an amazing experience for me.

    This meetup offered me the opportunity to present our project with some very interesting specialists : Frank Rose, contributing editor at Wired for more than a decade who writes extensively about the intersection of media and technology, and Nate Goldman the producer of Undead End, a transmedia radio drama inspired by Orson Welles’ 1938 perfomance of H.G. Wells war of the worlds.

    The networking session after the presentation allowed me to talk with people from industries as diverse as TV or fashion and many other fields, all exploring transmedia storytelling opportunities in their own ways. Transmedia NYC brings together like-minded professionals and I was pleasantly surprised to meet these stimulating people with such ease.

    A good idea worth to mention : Aina and Mike the co-organizers also give everyone the opportunity to make a five minute pitch to present or challenge a project.

    I was pleased to see that many people were interested in the original dimension of the Fanfan2 project based on a book. Like radio, publishing a daily novel as a social media stream with various entry points allows a lot of flexibility and interaction with the audience. With so many producers facing financial and production issues due to the global economic situation and the inherent challenges of transmedia creation, it’s easy to see that transmedia makers are looking for more flexibility. So, will these audio and (or) written projects be the trend in 2012 ? Your insights are welcome !

     

    Others Transmedia Meetups in the World :
    Transmedia Meetup de Londres
    Transmedia Meetup de Los Angeles
    Transmedia Meetup de Paris
    Transmedia  Meetup de San Francisco (near future)
    Transmedia Meetup de Toronto
    Transmedia Meetup de Vancouver

    Feel free to share your experiences with Transmedia Meetup around the world. We look forward to sharing your patterns.

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    author laredaction Rédaction

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    MIPCUBE explore the future of entertainment ahead of MIPTV 2012

    MIPCube

    by Nicolas Brunet, published on 11.01.2012

    MIPCube, a two-day high-level networking and live learning experience exploring the game-changing innovations affecting the TV industry, will open in Cannes on Friday 30 March, just ahead of the 2012 edition of MIPTV (1-4 April). Building on the 2011 success of Connected Creativity at MIPTV, MIPCube will bring together the architects of the future of TV:  influential players in the television business, key innovators in the digital and social media space and forward thinking producers to shape the evolving world of TV, in all its forms

     

    At MIPCube you will find :

    Live Learning sessions will present several experts on visionary talks, study cases and “how to” workshops. They will tackle two major themes :
    - Spreading the Story will examine ways of expanding a content concept across all media, looking at games, brands and audience engagement.
    - Enriching the Story will explore ways of adapting a concept and content to the changing content consumption associated with connected television, interactivity, online media and social networks.

    Innovation Alley will showcase the latest technologies in Connected TV, social media and dual screen technology.

    MIPCube will feature three competitions :
    The seventh annual Content 360 will select the best projects from around the world in cross-media content and audience engagement.
    The second annual MIPTV start up competition returns as MIPCube Lab, providing a global platform for start-ups to present their business plans and prototypes to venture capitalists, business angels and TV business leaders.
    Finally, the TV Hack Day will offer developers a chance to team up for 48 hours to come up with the most innovative TV app.

    The fourth Digital Minds Summit (DMS) at MIPCube, an exclusive behind closed doors invitation-only summit, will bring together 50 top global business leaders of the media world in a private session to debate, discuss and plan the future of TV.

    Lastly, the MIPCube Party will bring together participants from every continent in a celebration of innovation, as part of a series of themed parties, lunches and intimate networking dinners  alongside MIPCube.

     

    Who will be at MIPCube ?

    Cindy Gallop is the first confirmed speaker at MIPCube. She is the former US President of creative agency Bartle Bogle Hegarty and the CEO of IfWeRanTheWorld.com, a web meets world platform that turns good intentions into action, one microaction at a time. Following her TEDBooks release of “Make Love Not Porn: Technology’s Hardcore Impact On Human Behaviour,” she will launch makelovenotporn.tv in the spring of 2012. Cindy Gallop acts as board advisor to a number of tech startups around the world, describing her consultancy approach as: “I like to blow shit up. I am the Michael Bay of business. You can find more informations about Cindy Gallop here.

     

    The Coca-Cola Company , Vivendi and Ogilvy & Mather, will announce thought provoking speakers for the event shortly. Contagious will present an exclusive Trends Briefing on augmented content by Senior Consultant Ed White during the 2-day event.
    And we will inform you as soon as we get new informations !

     

    How to go to MIPCube ?

    This year the MIPCube Pass will give access to this unique two-day accelerator event on 30-31 March and to the first day of MIPTV on April 1. For more informations :
    - The website where you can - to follow the newsfeed, to start the conversation with the future participants and by following the account @_mip and by starting to use the tag #MIPCube

    Avatar Image

    author Nicolas Brunet

    10 ans d'expérience entre marques et contenu (advertainment, branded content), entre marketing et storytelling (brand content, transmedia) en media, en agence de publicité puis en 2009 chez Orange (musique). Dans la team du Transmedia Lab depuis 2010.

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    Happy New Year 2012 !

    Image 16

    by laredaction Rédaction, published on 2.01.2012

    We take this period of best wishes for 2012 to thank the many editors, contributors, authors, experts in 2011 who shared their thoughts, decryption, findings or opinions on Transmedia Lab and of course our loyal readers!

     

     

     

     


    Sandra Albertolli & Dan Benzakiem
    Oriane Hurard
    Vanessa Meheut
    Manon Perroud & Mathilde Prat
    Ane Vasile
    Stéphane Adamiak
    Julien Aubert
    Nicolas Brunet
    Nicolas Bry
    Aurélien Gaucherand & Cyril Huet
    Olivier Godest
    Sam Howey Nunn
    Sébastien Lachausse & Rym Soussi
    Deni Susic
    Eric Viennot

    A big THX to all !
    You want to contribute -> transmedia (point) contact (at) orange (dot) com

    We make some surprises for 2012 we look forward to sharing with you.
    We present our best wishes for the new year the transmedia longer than ever!

    The team of Transmedia Lab

     

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    author laredaction Rédaction

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    Editorial : new directions for Transmedia Lab

    U158116scr_en

    by Nicolas Brunet, published on 15.12.2011

    Newly linked to the Orange Content division (New Gross Activities), Transmedia Lab will continue in its evangelising mission to decode the new scripts and writing patterns (storytelling & new technologies experiments) associated with the arrival of the new usages and new technologies that contribute to this growing phenomenon.


    A new Orange team
    Transmedia Lab is supported by the Transmedia & Social Media team set up in 2010 by Jean-Francois Rodriguez as part of the Orange Content division
    , and is headed by Morgan Bouchet. The team, which brings together Stéphane Adamiak, Nicolas Labretonnière and Nicolas Brunet, is rich in expertise acquired in the gaming field (engineering, design, release, distribution, etc.) and more generally in content: multi-screen approaches, new marketing practices, emerging business models, new patterns of involvement, community dynamics and so on.

    In collaboration with other Orange divisions, the unit aims to design innovative entertainment experiences based on partnerships with the content industry.

     

    New ambitions
    As pioneers in transmedia coverage in France,
    we intend to keep the transmedialab.org blog on the cutting edge of the phenomenon, helping readers to find better information and improve their understanding and grasp of its various facets.

    With this in mind, we have decided push our work forward in three major areas :

    - Giving more visibility to transmedia phenomena and initiatives in France and internationally: news, presenting new projects, case studies, analyses (usages, marketing, innovation, etc.), interviews with transmedia players and media personalities, events, studies, institutional partnerships and so on.

    - Capitalising on our DNA as a Lab with experiments, tools and new technologies: presenting and sharing findings from our transmedia projects (Fanfan2, Detective Avenue, The Prodigies, our future projects) and offering you solutions and tools (API) to test that are developed by our unit in partnership with Group researchers (Technocentre, Orange Labs, R&D, etc.)

    - Opening up our blog to contributions from the rest of the Orange Group and external sources, giving you access to new expertise (researchers, sociologists, lawyers, gamers, communicators, etc.), aiming to expand on the transmedia concept in the context of digital culture, film, sport, reading and TV.

    We hope very much to hear from you, to ensure that transmedialab.org develops to meet your requirements, and are relying on you to share your contributions, ideas and enthusiasms, so as to broaden the discussion on these new patterns of expression.

     

    Jean-François Rodriguez
    Games & Transmedia BU Managing Director (Orange – Content Division)

     

     

     

     

    Morgan Bouchet
    VP Transmedia & Social Media (Orange – Content Division)

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    author Nicolas Brunet

    10 ans d'expérience entre marques et contenu (advertainment, branded content), entre marketing et storytelling (brand content, transmedia) en media, en agence de publicité puis en 2009 chez Orange (musique). Dans la team du Transmedia Lab depuis 2010.

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    Case study : Assassin’s Creed, a transmedia franchise 2/2

    Assassin's Creed

    by Ana Vasile, published on 25.11.2011

    Following the launch of the Assassin’s Creed: Revelations video game, we are continuing with our overview of the saga, which has sold 28 million units worldwide

     

     


    Assassin’s Creed : Project Legacy

    In September 2010, Ubisoft achieved a coup with the launch of a strategy game on Facebook: , aiming to prepare the way for the arrival of Brotherhood, the saga’s third console game. The game offers web-users the opportunity to synchronise their Facebook and Uplay accounts.

    Using this synchronisation, a bonus system interlinks the gaming experience of both games: playing Project Legacy, the web-user gains experience and money that can be transferred to the console game. Similarly, playing the console game gives the web-user the opportunity to unlock 25 exclusive missions in Legacy.

    http://www.dailymotion.com/videoxfq4cc Assassin’s Creed: Project Legacy / Facebook-Uplay interconnection

    Assassin’s Creed : Aquilus

    The second volume of the Assassin’s Creed graphic novel series, an integral part of the campaign preceding the launch of Brotherhood, came out in November 2010. Writer Eric Corbeyran and artist Djillali Defali, who created the first volume in 2009, return to the story of Desmond to recount the next chapter. Entitled Aquilus, the graphic novel presents events which take place after Assassin’s Creed II, leading to the search for an artefact with great unknown potential.

    Assassin's Creed BD -aquilus-

    Assassin’s Creed : Ascendance : a short animated film

    Created by UbiWorkshop, the animated short Assassin’s Creed: Ascendance was released in November 2010. The animated adventure, which was produced and developed by Ubisoft Montréal, was available on Xbox Live, PlayStation Store and iTunes for around 2 Euros. The short film was designed to fill in the narrative gaps between Assassin’s Creed II and Assassin’s Creed: Brotherhood. Plots, betrayals and assassinations… The film brings together all the ingredients behind the series’ success, with a focus on the irresistible rise of Cesare Borgia and Ezio’s role behind the scenes.

    http://www.dailymotion.com/videoxfm3ys

    According to Louis-Pierre Pharand, director of UbiWorkshop, Ascendance was a profitable exercise.  “Even today it’s in the top twenty short films sold on iTunes,” confirms the film’s producer.

     

    Assassin’s Creed Brotherhood: becoming the perfect assassin in “multiplayer” and “training-ground” modes

    Released in November 2010, Assassin’s Creed: Brotherhood is a direct sequel to Assassin’s Creed II. Surprisingly, while Wired reviewed this new version as a novelty-free retread of the previous title, it was also awarded best video game scenario by the Writers Guild of America in the same year.

    In this instalment, Desmond is again controlling Ezio, and the player is called on to explore Renaissance Rome, a city under the thumb of the infamous Borgias. Ezio re-forms the ancient Order of Assassins, recruiting opponents to the Borgias’ power, and together they work to confound the actions of the corrupt family.

    On the gameplay side, Brotherhood brings two significant improvements to the saga: multiplayer mode and a training environment to become the perfect assassin.

    Developed by Ubisoft Annecy, multiplayer offers several playing modes, based on the solo dynamics. So, depending on mission aims, the player may have to assassinate other players, or become defenceless prey with no option but to hide. This particular mode received strong criticism from the Wired reviewer, who was, however, impressed with “Manhunt” mode, where the player can work as part of a team, with other online players.

    In less than a week, Brotherhood sold over a million copies in Europe, making it the fastest selling Ubisoft game ever on the continent. In May 2011 the games developer announced that this third episode in the Assassin’s Creed saga had sold over 8 million copies.

    Assassin’s Creed : The Fall

    At the end of 2010, the assassins’ saga attracted a major US comic publisher! The Fall is a series of three Assassin’s Creed comics published by DC Comics, where we follow the adventures of a Russian assassin and his descendant. Published in the US and the UK, the series steps away from the characters we have met so far in the saga.

    In Russia in 1888, Nikolai is a member of the Russian order of Assassins, who we meet at the start of his new mission: to assassinate Tsar Alexander III and retrieve a mysterious artefact. As with the games, the reader also follows the story of Nikolai’s descendant in modern day America…

    Assassins_Creed_The-Fall

    According to Cinecomics.fr, the series contains “excellent revelations and a taut and well-developed plotline, alternating between 1888 and 1998 in a perfect rhythm.”

    In the Around the Transmedia World interview series, Louis-Pierre Pharand, transmedia producer and director of UbiWorkshop, adds some extra insight into this transmedia approach to the franchise:

    “Whatever the medium, we never tell the story of the game: that would be cross-media. With transmedia we open up a new narrative avenue within the brand, which is connected to the brand and respects the parameters of the brand, but is entirely independent, a stand-alone product which will give someone who doesn’t play the video game an excellent experience within the given medium. We also call it an entry point into the brand.”

    That’s certainly what has been achieved with The Fall, which can be read, understood and enjoyed without ever having played one of the games. The comic book remains within the framework of the brand, without becoming a derivative product or a mere marketing tool.

    For more details, why not listen to what series’ creators Karl Kerschl and Cameron Stewart have to say, talking in this video about how they created a comic book that contributes to expanding and enhancing the game’s world.

    Assassin’s Creed: Oliver Bowden’s novels

    Assassin's Creed Renaissance

    The writing may be excellent, but Oliver Bowden’s series of linked novels is above all a “novelisation” of the games, a common phenomenon in the video game industry. By remaining faithful to the plotlines of the games, these books bring little in the way of new insight, making them crossmedia rather than transmedia.

    Nevertheless, enthusiasts have been able to appreciate this opportunity to get to know the characters better, to learn more about “their thoughts, feelings, fears, pains and hopes… a worthwhile addition to the video game, certainly enjoyable.”

    Assassin’s Creed: The Secret Crusade is the third book in the series, published in June 2011. Bowden plunges the reader into the childhood of Altaïr, hero of the first video game; the narrator is none other than Niccolo Polo, father of Marco Polo and… a member of the Brotherhood of Assassins, tracked down by Ezio in Revelations, the latest game in the series.

    So while part of the book faithfully follows the events of the first game, The Secret Crusade moves away from it to successfully link to an additional storyline. Fans of the series were therefore able to detect hints in the book of the premise of Revelations, launched a few months later.

     

    Assassin’s Creed : Embers

    Released on Xbox Live, PlayStation Store and UbiShop, a few days after the publication of the comic book Assassin’s Creed: Accipiter, Embers is a 22 minute animated film and an epilogue to Ezio’s story.

    According to Louis-Pierre Pharand, Embers was “produced in a way that is entirely unique and different from usual production methods. We reused the game environments as well as the characters, animations and models, pulling them together within a more traditional pipeline of linking animations and images. We took our material from inside the game!”

    The production technique may be interesting, but can Embers reach a public beyond the fans of the game series? What if, by dabbling in animated production, expectations are raised even higher? Reactions to its premiere screening at the Montreal Festival du Nouveau Cinéma provide a good indication of the sort of debate this kind of ambition can provoke.

     

    What next?

    Assassin’s Creed Revelations is now on sale, and like its predecessors, provoking plenty of reaction. Whether from hardcore gamers or fans of the game’s world, opinions will differ, and if one chapter of the saga is now complete, another will surely follow, and with it, a new departure resolutely anticipated by the most demanding.

    Meanwhile, we can wind up this analysis with a promise for the future: Variety has announced that Sony is hoping to adapt the Assassin’s Creed universe into a film franchise. Crossmedia? Transmedia? We’ll just have to wait and see!

     

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Case study: Assassin’s Creed, a transmedia franchise I/2

    assassin-s-creed

    by Ana Vasile, published on 18.11.2011

    In the wake of the official launch of Assassin’s Creed Revelations, the latest video game to feature Ezio the Italian assassin, we could not resist the urge to tell you a little bit about a saga that has sold more than 28 million units worldwide. Here’s our look at a phenomenon which has become a genuine transmedia franchise, where each new element contributes to the expansion of a richly imagined world with its roots in European history.

    The origins of Assassin’s Creed

    Assassin’s Creed, released for PS3 in 2007, was designed at Ubisoft Montreal as an action game, with adventure and infiltration coming together in a narrative inspired by historic fact. The first title in the saga transports us to Jerusalem in 1191 in the role of Altaïr, an elite assassin tasked with bringing hostilities to a halt by attacking both Crusaders and Saracens. There is plenty at stake in the adventure, with the player’s actions deciding whether the Third Crusade will be triggered, settling the fate of the Holy City.

    While critics where initially cautious, sales were not: Assassin’s Creed sold over a million copies in its first week, performing far better than expected – a fact emphasised in a press release from the publisher. According to Ubisoft, eight million copies of Assassin’s Creed have been distributed worldwide for different platforms. Patrice Désilets, the game’s creator, believes that between 30 and 35 million people have played the game, once rentals and the second-hand market are factored in.

    The world of Assassin’s Creed

    Going beyond questions of playability and design, Assassin’s Creed hit the bull’s eye by drawing inspiration from a fascinating period of history and featuring a genuinely charismatic protagonist. But there is more even than that to creating a rich and immersive world, and those who have played the game have become aware that the structure of Assassin’s Creed conceals many mysteries, leaving the way open for numerous new developments…

    The real plotline begins in 2012, with a hero called Desmond Miles, an American barman taken prisoner by Abstergo Industries, a pharmaceutical company founded by the Knights Templar.

    Desmond is no ordinary patient: hidden in his DNA is precious information about his ancestors, crucial data that Abstergo’s scientists are trying to recover through experiments on genetic memory. Using a machine known as the “Animus”, Desmond relives the actions of his ancestor Altaïr, and in the second title in the series, those of Ezio.

    This science-fiction theme, with its contrast to the historical saga of the assassins, is one of the aspects that has most appealed to gamers. Better still, Desmond’s progress, working back through time to relive his ancestors’ adventures, parallels the player’s own immersion in the game’s world. This mirroring of reality is a rare attribute, truly appreciated by gamers. With the essence of the story laid out in this fashion, opportunities to delve ever deeper into the meta-mystery are virtually endless.

     

    Assassin's Creed Hero

    Patrice Désilets, the games’ creator, explained to Ecrans.fr that as soon as development was complete on the first game, he wanted to take Desmond’s adventures further. “It felt like I had opened a whole series of doors, and I was eager to start closing some of them. For me, Assassin’s Creed is much more than a game, it’s a whole universe that we had created, and I was eager to explore it further. I wanted to see where it was all going to take us, on the creative level…”

    It is with the launch of the second game we can really start talking about this artificial world in transmedia terms. While two further iterations of the first game were created – Altaïr’s Chronicles and Bloodlines, they were produced “under licence” and did not have a major impact.

    Lineage, a series of short films broadcast on the internet and TV channel NRJ 12 in the build up to the release of Assassin’s Creed II, cemented the multi-platform approach: the story had started out on one platform and evolved onto another… From that moment on, Assassin’s Creed adopted a fully multi-platform strategy, launching into the creation of comic-books and short films, expanding the game’s world far beyond the usual promotional vehicles for computer games (official websites for each of the three games released on consoles, a host of , and games for the Facebook platform).

    The strategy has been well-rewarded: Assassin’s Creed is now the focus of numerous websites and wikis created by fans, and even fan-fiction…

     

    Assassin's Creed timeline
    CHRONOLOGY OF A SUCCESS

     


    First tries…

     

    Assassin’s Creed: Altaïr’s Chronicles

    Released in 2008 on Nintendo DS then in 2009 for the iPhone (subsequently renamed Assassin’s Creed HD), the game was developed by Gameloft and published by Ubisoft.
    altair's-chroniclesAltaïr’s Chronicles focuses solely on the young Altaïr and events that take place in 1190, in the midst of the Third Crusade. It does not reproduce the story of the first game for portable consoles, choosing instead to explore the protagonist’s youth.  However, by ignoring the SF meta-mystery aspect, and not contributing to the central narrative, this version failed to be adopted as a core part the world of the game

     

    Assassin’s Creed BloodlinesAssassins-Creed-Bloodlines-PSP-

    Released in November 2009 at the same time as Assassin’s Creed II, and developed by Griptonite Games for PlayStation Portable, Assassin’s Creed Bloodlines was the last title to follow the adventures of Altaïr. The story is designed to form a link with the next core game in the assassins’ saga, aiming to uncover a number of mysteries left in suspense by the previous title. Following on from the events of the first Assassin’s Creed game, Bloodlines is also build around Altaïr, who must travel to Cyprus to seek the elimination of the Templars.

     

    First transmedia installments

    Assassin’s Creed: Lineage

    Created by Ubisoft and broadcast shortly before the launch of Assassin’s Creed II, Lineage is a series of short films that were released on the internet and shown on TV channel NRJ 12.

    The films provide insights into Ezio’s family, and so into his motivations. Episode One of the Lineage series was shown for the first time on YouTube on 26th October 2009, and seen by 1.1 million viewers, which at the time was the highest figure ever for a YouTube video in its first 24 hours online.  The two subsequent episodes attracted audiences of 250,000 viewers.

    The films tell the story of Ezio’s father, Giovanni Auditore, his opposition to the Templars and his attempt to prevent a plot to assassinate the Duke of Milan. The story is continued at the beginning of Assassin’s Creed II. The series used the same locations and sets as the Assassin’s Creed II game, and some of the actors’ voices were also used in the game, to help weave the two scenarios into a single tapestry.

     

    Assassin’s Creed II

    Assassins Creed II

    The second game came out in November 2009 on Xbox 360 and PS3, to an enthusiastic response from the press and gamers. This time the story takes place in Renaissance Italy, with a new protagonist: Ezio Auditore da Firenze. Assassin’s Creed II performed even better than its predecessor, with 1.6 million copies sold worldwide in the first week and total worldwide sales eventually coming close to 9 million.

     

     

    Assassin’s Creed: the first volume of the comic book

    In November 2009 Ubisoft published the first volume of an Assassin’s Creed comic book, in France and Belgium only. Entitled “Desmond”, the comic explores the reasons behind Desmond Miles’ imprisonment in a secret and ultra-secure experimental laboratory.

    BD Assassin's Creed : Desmond

    Published by “Les Deux Royaumes”, the publishing house created by Ubisoft, this comic book series is not just a promotional tool for the games developer. Corbeyran and Defali, well-known figures in the comic book world and the names behind the Stryges series, were put in charge of the project, with the aim of providing further insights into still half-hidden areas of the game’s world.

    In volume one, fans learned more about Desmond Miles and his ancestors Altaïr and Ezio, as well as about the famous Patient 16, whose symbols had aroused the curiosity of a large portion of the gaming community.

    This is the sort of touch that explains the success of this transmedia franchise: small details scattered through the story’s world which can be developed into the plotline of another complementary narrative. Jeff Gomez characterised them as “distant mountains”, features that appear to be far-off, in the background, but which drive an urge to explore further, and underline the richness of the artificial world.

     

    Assassin’s Creed II : Discovery


    assassin-s-creed-discovery-nintendo-ds

    Released on Nintendo DS and iPhone at the same time as the main Assassin’s Creed II game, Discovery was developed by Griptonite Games. It’s an action game played as Ezio Auditore, who must travel to Spain to save his brother assassins and defeat a Templar plot.  While the DS version of Assassin’s Creed, featuring Altaïr, the protagonist of the first game, was a prequel which revealed the origins of the character, Discovery is simply a parallel story.

     

     

    With the launch of Assassin’s Creed III: Revelations, the transmedia world created by Ubisoft will see a new injection of energy. Discover the latest enhancements to this game’s world and its developments here.

     

     

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Back from London’s 2011 Pixel Forum, where to next?

    Power-to-the-Pixel-375x250

    by Stephane Adamiak , published on 15.11.2011

    In recent years, Power to the Pixel (London 11-14 October 2011) has become Europe’s major transmedia event. Bringing together professionals from film, TV and interactive media, the forum is a unique opportunity to discover the vast array of new formats and innovative techniques available to today’s directors and producers.

     

     

     

     

    This year the Pixel Forum (sponsored by Orange) opened with a single day of lectures, which mainly focused on case studies and feedback. The following day was given over entirely to the Pixel Pitch (with a prize awarded), with a series of project presentations made to a panel of judges. Closing with the Pixel Market and Pixel Think Tank, this year dedicated to financing projects, 2011’s Power to the Pixel ran for an intense four days of encounters and discussions.

    On returning from this busy interlude, what trends can we identify shaping the present and future of this still emerging cross/trans/inter/omni/über/media industry (delete the terms you find most irritating) ?

    Pragmatism bites

    Looking beyond the inspiring speeches of the genre’s evangelists, this year a sense of realism permeated the presentations and project proposals. Perhaps faced with the conceptual complexity of transmedia’s inherent nature, or the wariness of broadcasters and distributors, creators and producers seem currently to be approaching the transmedia model with pragmatism. Rather than promising the earth with longshot cartoon, toys or video games plans, projects are focusing on proven formats (mostly documentaries and serials, and occasionally film) that are extended or augmented on other platforms to demonstrate their transmedia potential. A documentary can lead to a more persistent interactive web platform, or a film can link to an iPad application in the style of an exhibition catalogue, and so on.

    Traditional publishing takes up the baton

    Over the four days of the Pixel Forum a number of publishers (Penguin and Edgemont amongst others) came forward to share their vision and experiences of the transmedia world. Past months have produced a number of initiatives involving book launches preceded by ARG type schemes like BZRK, or original ideas like Night Circus (interactive web story experience still available here) and Orange’s , to give only this examples. The big news of recent weeks is the strategic partnership linking Blacklight and Random House. Another between BeActive and Penguin was announced following Power to the Pixel. There can be no doubt about it, the world of traditional publishing is coming to grips with transmedia, and we will hear more from them in the months to come.

    There should be no surprise in the fact that the “young adults” market is the key focus for publishers who are closely tracking a generation brought up on a diet of Harry Potter, hungry for stories, eager for connectivity, and particularly prone to spending their time on platforms not made from dead trees.

    A success like is a clear signal that this audience is ready to embrace these mutant narrative formats, and whoever manages to marry this sort of model to a new Twilight will have hit the mother lode. Rather than appearing in the second rank on the transmedia agenda, the world of book publishing (especially in the SciFi/fantasy or young adult categories) is looking to change the rules of the game and – why not – kick-start future franchise successes.

    What if transmedia’s “Avatar”, the long awaited Holy Grail that will show the way like Cameron’s film did for 3D cinema, came from this unexpected source?

     

    >>> Shining the spotlight on some favourites

    Tomorrow we Disapear (produit par Rebell Yell) : A striking artistic direction for a documentary with multi-platform ambitions. There are still a bunch of days days left to give them a helping hand on KickStarter (and why not get an actual magic ring…) !

     

    http://www.vimeo.com/31450908

     

    Love & Engineering (Produced by Making Movies Oy) : Pixel Pitch winner. An amazing documentary (not fiction!) linked to a site which elaborates on the subject of the film, as does an iOS application. The subject ? An engineer has discovered how to bypass any woman’s “firewall” and is setting out to coach his fellow engineers on how to find love. In the following video, producers explain their intention and share the railer (starting at 1’38s).

     

     

    Jezabel (Produced by Bridges Films) : A TV series with transmedia extensions: a young girl becomes famous too quickly. Rock and Roll. Student life… A combination that should quickly secure an audience if the cast lives up to the promise of the teaser.

     

    http://www.vimeo.com/22892580

     

    Cloud Chamber (Produced by Windelov/Lassen Interactive): An ARG style project set in an inspiring world, conjured from the enigmas of the cosmos and engaging with an ambitious mystery. The producers intend to put a freemium style financial model to the test.

     

    Cloud Chamber concept art

     

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    author Stephane Adamiak

    Responsable Projets & Partenariats au sein de la team du Transmedia Lab - Orange / Direction des Contenus

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    Balance of Powers: unprecedented transmedia storytelling?

    balance of powers

    by Ana Vasile, published on 2.11.2011

    Crowd-founded through KickstarterBalance of Powers is a project aiming to create a dark new alternate-storyworld, created by the team that wrote Perplex City : a web-based free-to-read story, structured in eight chapters unfolding over eight weeks.

    Balance of Powers introduces us to four main characters and to their Cold War era world. “Their stories converge at a strange city on stilts called Midway; a place between places, where the balance of powers will be decided.”

     

     

    Murders, international politics, armed interventions, investigations, an ex-spy and a lot of imagination… this are the promises made by this hybrid online experience, a mix between a book and an ARG: a free-to-read online episodic story with special content available only for the subscribers like letters from the characters, live story events online, and even newspapers and artifacts from the story world.

    We invite you to discover more on this promising project, guided by one of its creators, Adrian Hon de SixtoStart :

    Could you introduce the Transmedia Lab readers to the storyworld of Balance of Powers?
    We’ve created an alt-history universe similar to the twentieth-century Cold War world but with some darker, supernatural elements.

    What should we expect from the plot and the characters?
    There are four main characters, each with very different backgrounds and viewpoints. Sometimes they overlap, but much of the time you’ll be seeing four perspectives on events and will need to join the dots yourself to figure out the truth of the situation.

    Balance of Powers seems to join an emerging trend in transmedia projects, more focused on the story and less influenced by the ARG. What is the main promise this storyworld makes to the user?
    We’ll tell them a rollicking tale! Alt-history also raises interesting questions about how the world might have turned out if one or two key events had happened differently, so we hope the readers will think as well as enjoy. We don’t think you need cryptography and QR codes just to tell a great story through multiple media.

    Perplex city

    I’ve read that it’s been a while since you started cooking the Balance of Power’s idea. What made you choose the crowdfunding path to finance this project?
    Crowdfunding isn’t just about funding – it’s about building a crowd. We wanted to create a community for our work, and Kickstarter gave us the platform to do that. It gave a focus for our campaign and helped to build buzz as well as budget.

    Do you think that crowdfunding is valuable and necessary for a transmedia project? Would you recommend it?

    It’s certainly a valuable way of connecting with an audience and raising a fairly modest amount of money, yes, but it’s not necessary. The great thing about crowdfunding is that it doesn’t have any gatekeepers – you don’t need anyone’s permission or blessing to get funding, unlike traditional routes like VC funding or investment or competitive grants – but it’s not easy either, because you have to work hard to spread the word amongst your supporters.

    There have been several projects that have not been able to raise much money because they just assumed people would come out of nowhere. So – we’d recommend it, with the caveat that it can be hard work and it’s not an easy route to riches!

    Between the gifts offered to your supporters, I’ve read there will be a newspaper, a book and an artifact extracted from the storyworld. Why did you chose those objects and do you think it’s enough to motivate your supporters to join the adventure?

    We chose them because they are great ways of telling the story and expanding the world offline. People understand how newspapers, books, and artefacts ‘work’ – they don’t require any special devices or instructions; also, they’re not too difficult for us to make, and we can make them look fantastic without having them be too expensive.

    They also allow us to talk about parts of the world in a way that would be more difficult in the main story – for example, a newspaper can include adverts and letter and articles that reveal more of the background. We think they’ve certainly been enough to motivate our supporters – a lot of people have opted for the newspaper or the book!

    balance-of-power

    What will be freely available for the entire community, and what is destined for supporters only?

    The main text will be freely available online, so a reader should be able to follow the story and enjoy the tale without paying a penny. But paying supporters will get real-life swag and the chance to take part in live online events.

    Have you considered selling paid content, after the launching of the project?

    We’ll probably sell the newspaper and books, yes, and perhaps other artefacts and story objects, but the core story will still be free.

    Kickstarter represents your choice of pre-financing, have you also imagined other financing paths?
    We’re certainly familiar with the process of chasing venture funding and so on, but we didn’t want to do that with this project because we’re in it for the joy of it. Going after the deep pockets isn’t much fun.

    You have clearly gathered the needed amount, what would you do with the extra money?
    We’ll just be making sure the rewards are the best they can possibly be. We’re not making money out of this – it’s not about profit (yet) – so we really want to thank our supporters for the help they’ve given us.

    When will your project be launched and available on the internet?
    TBC!

    What are your future plans with this storyworld?
    If Season 1 goes well, we hope to be back with a Season 2 with an even bigger audience and even better rewards.


    Adrian Hon is co-founder and CEO at Six to Start, specializing in game-like stories and story-like games. Clients have included Disney Imagineering, the BBC, Channel 4, and Penguin, and Six to Start has won multiple awards including Best of Show at SXSW.

    He also writes about technology for The Telegraph, is writing a Kickstarter-funded book A History of the Future in 100 Objects, and is the co-founder ofTransmedia London. Adrian studied neuroscience at Cambridge, Oxford, and UCSD, and has spoken at TED in California about Mars exploration.

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Feedback: FanFan2 and the transmedia literature

    fanfan2 projet crossmedia

    by Ana Vasile, published on 19.10.2011

    Fanfan2 is an Orange initiative, a multiplatform project dreamed up by the author Alexandre Jardin based on the adventures of Alexandre, the hero of his book “Fanfan, 15 ans après”. Fanfan2 places the reader at the heart of a participatory, multi-screen approach, with the aim of extending fiction beyond the realms of the printed book using a website, social media (Facebook and Twitter) and iPhone and iPad applications.

     

     

     

    The case study provides an overview of the experiment, which ended in May 2011. Stéphane Adamiak, Transmedia Projects and Partnerships Manager within Orange’s Content Management team, explains some of the lessons learned from this project and talks to us about the subjects of digital writing and interaction with readers.


    Fanfan2 Case study
    http://www.dailymotion.com/videoxlgbro


    Fifteen years after they first met, the hero of the novel, Alexandre, sets himself the challenge of surprising his wife, Fanfan, everyday. Faced with the scale of this, Alexandre decides to ask readers to help him re-enthral his love!

     

    Initially, this project was ambitious because of its positioning: the original Fanfan community is largely an adult, female readership; what’s more those who read novels appear to be quite remote from the digital world. Now the Fanfan2 adventure is over, have these assumptions been confirmed?

    SA: Broadly, yes. However, we witnessed the community getting younger over time. The proportion of 15-25 year olds increased little-by-little, without becoming the most active members. Ultimately, Fanfan2 is not a book but actually the digital extension of a literary work. Although the majority of readers remain attached to the physical book, the question of adopting Fanfan2 is different. Those who are reluctant to adopt digital habits didn’t pay any attention to it, but those who already use social networks were curious and grasped the opportunity!


    The collaborative aspect of the work is driven by social media. Readers are invited to respond and to create parts of the story with the author/character. After almost seven months of interaction with the public, how would you rate the level of involvement?

    Fanfan 2 transmedia via Orange

    SA: Seven months is actually a real marathon in terms of attention and involvement, but we were surprised by the loyalty of the Fanfan2 community. A hard core of readers was rapidly formed, participating or responding every day and, more widely, this community shrank very little over the months. With Fanfan2, it’s clear that involvement went far beyond simply liking/following (which is frequently limited to a passing interest).

    The other surprise was the effort made by participants in terms of their responses and contributions. Users were not satisfied with a single line comment such as “LOL”, they took the time to really enrich the stream of interactions with the characters (without wishing to stay on the right side of them, quite the contrary!). This quickly created a kind of standard and those who joined in the adventure along the way followed this example.

     

    In October 2010, Alexandre Jardin said he was fascinated by the possibility of creating a real time narration and being in permanent contact with readers. How did the FanFan2 community enjoy the experience offered by the author?


    SA: Writing in real time in the form of tweeted messages or Facebook statuses leaves a lot of scope for the reader’s imagination, with the latter trying to anticipate and extrapolate whilst waiting for the next episode. After taking the time to grasp the potential and limitations of this writing “in a stream”, Alexandre took great pleasure in playing with the ellipses, the intervals between the main character’s idealistic plans and his carrying them out. It was not unusual for readers to be on the edge of their seats waiting for a report on the “situation on the ground” and sharing their opinions or predictions with others, and even moaning when the character took a long time to tell them what had happened.

    On a number of occasions, we were also surprised that the characters were attacked, as if they were really “Facebook” type friends. Alexandre Crusoé, the protagonist, received a ticking off more than once, but it was ultimately only readers who enjoyed playing a role – that of the confidante of a fictional character. Obtaining this result was one of our aims, but it happened far more quickly than we expected.


    Happy Fannie, Orange’s teams and Alexandre Jardin needed to work together on this project. How did you divide the duties and know-how?

    SA: On the part of Orange, we first took the time to work with Alexandre Jardin on the general concept, adapting his writing to social media and the scheme’s schedule, as well as tailoring it to the brand image. We then linked up with 6Degrees (which brings together a number of companies and studios, including, specifically, Oahu for development, and Unity for design) in order to develop the concept into a website and applications. At this stage, Happy Fannie was already involved in exploratory meetings, but it was at the launch at the end of October that the team, led by Sandrine Girbal, played a central role by moderating the community and monitoring the smooth progress of the story in cooperation with Alexandre Jardin. From that point, we all got together for weekly editorial meetings to discuss the latest news and developments in relation to the project.

     

    This new form of narration allowed readers of Fanfan2 to be immersed in the intimacy of Fanfan and Alexandre in real time. The latter implicitly needed the help of the community every day. Which media most encouraged participation?

    SA: The protagonist’s requests were more than just implicit! The real time style of the narration led us to highlight the smartphone aspect, but this media lends itself poorly to writing, which was at the heart of the project (limitations in terms of the interface, context, available time, etc.). Ultimately, it was therefore Facebook that became the hub as it was most widely used by the readership in question and was most suited to the anticipated interaction.

     

    Fanfan2 was created as a project that could be developed as it progressed. What was your strategy for maintaining the loyalty of your community and interest in the experiment for the entire duration of the project?

    SA: The establishment of a dedicated team, constantly listening to and in a close relationship with the author, was the key. It’s thanks to this daily attention that we were able to “take the temperature” of the community and respond rapidly to expectations or anticipate lulls in intensity.

    Anticipation rightly, but in the longer term, was also our concern. For example, beyond the impetus of the first few weeks, we needed to steer through the minefield of Christmas (leading to an inevitable decrease in public attention and a much smaller team, naturally). In the last few months too, we needed to keep the flame alight by making changes to the format or rhythm to avoid falling into a routine, which could have adversely affected both the public and the team.

    On the other hand, our initial plan anticipated the establishment of new modes of interaction with the world of Alexandre Jardin. We could have moved towards applications that aimed to make the atmosphere of Fanfan2 into a social game, which would have made use of geolocation, for example. However, in contact with the community, we came to understand that our audience was made up of readers, who were fans of stories, and whose daily lives were already sufficiently full not to need additional challenges. Benefitting from the time to escape via a serial or soap opera, or a space for sharing and discussion was enough and going further would have divided the community. Instead of sticking with our initial vision, we changed, choosing to give more space and influence to participants’ contributions in relation to the writing, based on a fun, less formal, approach.

    Beyond our initial strategy, Fanfan2 was therefore mainly managed “just in time”, responsively and as closely as possible to its public. Obviously, this type of flexibility is far easier to achieve with literary content than with video, for example. Nevertheless, once again, without a dedicated author and a committed editorial team, it would not have been possible to continue for such a long time.


    What lessons can be learned from working alongside a “traditional” author?

    SA: Alexandre Jardin did not turn out to be traditional in this case. Apart from the aforementioned writing, which clearly remains the domain of the author, it was also a question of collective working methods, a convergence of community management and web development. And even though publishing is a collaborative effort, “traditional” writing has not accustomed authors to this type of interaction. The upstream phase turned out to be the key for this kind of project, in order to guarantee coherence with the reference work and the feasibility of the approach.

    There is no generic formula for projects which are so heavily based on encounters/interactions: an author, designers specialising in new media, community managers and, naturally, the public! An adventure packed with lessons, which opens up new prospects for literary works.


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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    • Transmedia Immersive University

    Transmedia Immersive University: transmedia goes back to school

    transmediawordle

    by Ana Vasile, published on 12.10.2011

    Transmedia Immersive University is a completely new project that is taking transmedia to France’s universities. An initiative launched by Jérémy Pouilloux, associate producer of the film company la Générale de Production, the aim behind Transmedia Immersive University is to encourage students to write transmedia material by supervising the production of their projects and then broadcasting these projects as part of a public event. This approach is supported by the expertise of more than twenty transmedia specialists working in France, including the producers of FDP, Fanfan2, Addicts, Detective Avenue, and Les Geeks, and brings together the leading transmedia figures from the various national broadcasters.


    The project takes the form of a specialized tuition period provided for the students during their normal academic curriculum. It is intended to allow them to realize their transmedia projects as part of an event during which these works will be broadcast and which will bring together people involved in every sector of transmedia creation. The tuition period includes a writing period, from October to December 2011, a pitch session arranged for 13 January 2012 and a production period between February and June 2012.

    Organized over a period of three days, the first Transmedia Immersive University will be held in October 2012 in partnership with the Paris City Council, the Gaîté Lyrique and lemonde.fr.

    The participating universities include the most prestigious academies in Paris as well as many other institutions: Gobelins, Cnam/Enjmin, Supinfocom/Supinfogame, EMLyon, Celsa MISC, SciencesCom, InaSup, Gamagora, Arfis, Factory, Ecole Bellecour, CEEA.

     

    Transmedia Immersive University

    To help us gain a better understanding of this project and find out what we can expect from this innovative initiative, Jérémy Pouilloux kindly took the time to answer all our questions:

    Jérémy, you decided to create Transmedia Immersive University. What motivated you to launch a project of such scope?
    There were two main reasons. The first is that I believe deeply in the potential of this type of writing. Creative potential, emotional potential for the audiences, on the one hand, and economic potential and a source of renewal for French fiction, on the other. The second concerns the market situation facing this type of writing. It is still a very difficult undertaking to conduct large-scale projects in this field and find a way of exploring new narrative modes. It was necessary to do something that would allow professionals in the sector and the public to see this type of project. So that they can experience them. So that we can make our own contribution to the development of a transmedia culture in France and in this way send out a strong signal to and maximize the profile of authors who want to express themselves in this field both now and in the future.
    transmedia

    Are the hopes of the transmedia market vested in the student generations?
    I wouldn’t say that. If this question is meant to refer to a possible distinction between students and established authors, I think that many of the authors who are writing today are very interested in these innovative narrative approaches. And it is very important that these experienced authors get to grips with this type of writing if high-quality work is to be produced in the future. One of the aims of Transmedia Immersive University (TIU) is precisely to convince these established authors of the value of these new forms of expression and share our enthusiasm with them.

    Having said that, it will be interesting to see what the students are capable of inventing, in particular since they are not obliged to fit in with any particular viewpoint or editorial policy. I should add that one of the tasks of TIU is to disseminate the “transmedia culture” within academic training and help improve the quality of this type of writing. Students are therefore a key audience for us.

     

    Are they the new storytellers, better suited to cope with the complex realities of transmedia projects?
    Once again, I don’t really believe in this type of distinction between generations. Some “old” authors are far more familiar with the technological tools and what can be done with them than the students themselves. Whether young or old, the new storytellers will be the ones who are able to bring together drama skills, a passion for technology and an understanding of its practical implementation. Having said that, it is true that young people, the “digital natives”, want to make use of the new tools that are now available and their enthusiasm is fundamental for future development. Nevertheless, you still have to learn to tell stories.


    les nouveaux storytellers

    What is the maximum number of projects that will be produced?
    This year, the intention is to support between ten and twenty projects. TIU combines a period of tuition, administered to the students by their teachers and professionals from the industry, and an event during which their work will be broadcast. The tuition period includes a writing period which will take place from October to December 2011, a pitch session organized for mid-January 2012, and a project production period between February and June 2012.

    The exact number of projects won’t be known until January because some establishments may decide to focus on one or two projects for production out of a number of projects developed during the writing phase.


    transmedia

     

    What are you hoping for in terms of the quality of these projects?
    That is one of the unknowns! We are experimenting and so there are bound to be surprises… I personally am very confident and have high expectations as to the results. The organization of the TIU as I have just described it means that these projects have every chance of succeeding and the motivation of the students I have met so far is a key factor. And having seen plenty of student projects, I think we are in for some pleasant surprises.

     

    When will we be able to see the results (trailers, productions)?
    Some elements of the projects will be made public as of the end of January and we intend to set up crowdfunding mechanisms to ensure that finances will be available for the completion of these projects.

    You will have to wait until October 2012 to see these projects in full and experience them with us during a three-day event at which the projects will be broadcast and professionals from many different disciplines will be able to meet in what we hope will be a festive atmosphere.


    In order to keep you posted on the advancements of this project we scheduled a future article with Jérémy, he will inform us on the stories this project created. Jérémy Pouilloux, associate producer at la Générale de Production, produces fiction, documentaries and transmedia projects. He is currently working on a number of transmedia projects including L’Œil Américain, a burlesque, interactive tale of a bank robbery, and Le Trou Noir, a transmedia documentary focusing on quantum physics and the fear of science.

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Iron Sky: reimagining transmedia for 2012

    Ironsky

    by Ana Vasile, published on 5.10.2011

    Enter into the Iron Sky’s world: a dark science fiction comedy that takes place in the year 2018, when the Nazis, who fled to the dark side of the Moon in 1945, return to claim the Earth.  This Finnish-German-Australian co-production with a budget of 7.5 million Euros was created by the makers of Star Wreck, ( a Star Trek parody)

     

     

     

     

    What makes Iron Sky special is the wide collaboration with fans and community: the project’s fans joined in by creating ideas and content in a collaborative movie making platform called Wreckamovie, they helped spreading the word about the film by sharing information online, they even funded the movie by designing and buying merchandize. Almost one million Euros should come from fan funding.

    Directed by Timo Vuorensola and co-produced by Tero Kaukomaa (Blind Spot Pictures), Samuli Torssonen (Energia) as the visual effects producer, Oliver Damian (27 Films Production), Cathy Overett and Mark Overett (New Holland Pictures) the film should be completed in December 2011 and launched in 2012.

    Using the internet and doing it right

    Iron Sky managed to achieve an active collaboration between the film makers and the online community. The team is in direct contact with over 200.000 fans on a weekly basis: with more than 8 million views on , almost 73.000 fans on and 55.000 on Iron Sky’s official website.

    iron sky

    The fans and followers can take part in Iron Sky by offering their ideas through a collaborative film making platform called Wreckamovie.com. There, the film makers can give their followers tasks, which go from very simple (finding a name for a character) to quite complex (build a 3D model of a starship).

    An integral part of the Iron Sky publicity campaign is a system called Demand to See Iron Sky : a tool that enables visitors to demand to see the movie in cinemas in their home city. Paris, Madrid, London, Berlin and Barcelona seem to be conquered by this idea.

    They demand Iron Sky

    The Iron Sky community can also take part in creating movie merchandise. The fans will be able to download a Design Kit, which includes Iron Sky themed graphics, fonts, pictures and other materials, with which they can create their own suggestions for Iron Sky merchandise. The most convincing creations will be added to the Iron Sky’s official line of merchandise which is distributed globally by EMI. The designers will be rewarded with movie tickets, cash and tickets to the Iron Sky premiere. More than 36 422 demands have been made!

    Iron Sky, not just a movie

    The movie is only one part of the Iron Sky storyworld. The producers imagined a series of three prequel comics, which will be published before the movie and a fully fledged graphic novel of Iron Sky story. There will also be a novelization of the film and a book about how this unprecedented movie project was created.

    The producers attested that a videogame based on the Iron Sky storyworld is under development and it will be published on the PC platform. There will be also Iron Sky themed content on mobile platforms, such as smartphones: these include an Iron Sky iPhone game and a free application which brings the latest Iron Sky news and content directly to the user’s phone.

    Real time making-of videos

    In order to keep up with the online community’s interest, Iron Sky offers a view behind the scenes as the movie is being made. The team publishes each month Iron Sky Signal documentaries on . The making-of crew offers an overview of the work progress from different departments, such as the art or costume department, in order to allow the audience to understand how a multi million euro sci-fi movie is actually produced. In addition, the film crew publishes shorter video diaries, such as the Director’s Diary: which Timo films often in a daily basis.

    Preview: the first minutes of the film in advance

    Iron Sky published a new feature called Iron Sky Sneak Peek which gives the fans a chance to see the first five minutes of the film in advance, for as little as one Euro. In addition to that people will get the chance to follow how that part of the film is made, starting from the idea of the scene, script, storyboards, animations and other various steps.

    Funding and overall budget

    About half of the Iron Sky 7.5 million € production budget is covered from Finland, and the rest from Germany and Australia. The producers attested that they have secured about 6.3 million Euros through traditional film funding channels but in the same time they hope that the online communities will finance almost 1 million.

    The rest is coming from more traditional sources such as Finnish Film Foundation, Hessen Film Invest, Eurimages, Nordisk Film & TV Fond, Screen Queensland, Media development, several pre-Sales and spend related financing like DFFF in Germany and Australian tax-offset (Qape).

     

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

    One Response to “Iron Sky: reimagining transmedia for 2012”

    1. The 11.03.2012 à 10:54, from togen

      Question is that all this is very interesting, but is the film good. Apparently there’s a lot people can learn from the making, but according to the reviews it might not be that good =/

      Very interesting concept though.

      Here’s some reviews
      http://www.reddit.com/r/FilmReview/comments/qn8xf/iron_sky_reviews/

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    • Balance of Powers
    • Christy Dena
    • crowdfunding
    • NightVision
    • online communities

    Transmedia and the crowdfunding

    crowdfunding

    by Ana Vasile, published on 28.09.2011

    The crowdfunding is at his hype! A long list of websites like MyMajorCompany, Kickstarter, People For Cinema, Invested.in or Touscoprod propose to the online community to finance music artists, films, journalism project or documentaries. More and more transmedia and cross platform projects appeal to this type of funding. We chose three different emerging projects that base themselves on this type of financing. Balance of Powers, NightVision and “A History of the Future in 100 Objects” are three emerging projects based on crowd funding, proving that this type of funding is efficient. Another project worth describing, Christy Dena’s, kept our special attention for its different approach.

    Supporter vs. Producer

    online-Community

    At first, the crowd funding websites advertised to cybernauts: “become producers”. A tricky question, especially in France, where the producer title implies winning part of the profit… Eventually, the creators learned that it’s neither practical nor plausible to share the profits with thousand of unknown “online producers”.

    They started to offer objects or exclusive content in exchange for the cybernauts financial support. On the paper, this should perfectly work for transmedia projects, where the storyworld plays such an important role.

    Crowd funding for a storyworld: Balance of Powers

    Created by the team that wrote Perplex City, Balance of Powers is a project aiming to create a dark new alternate-storyworld: a web-based free-to-read story, structured in eight chapters unfolding over eight weeks. Crowd-founded through Kickstarter, Balance of Powers introduces us to four main characters and to their Cold War era world. “Their stories converge at a strange city on stilts called Midway; a place between places, where the balance of powers will be decided.” Murders, international politics, armed interventions, investigations, an ex-spy and a lot of imagination… an interesting promise and a rich storyworld that might be developed on multiple seasons if the community is supportive enough.

    Balance of Powers is presented as a hybrid online experience, a mix between a book and an ARG: a free-to-read online episodic story with special content available only for the subscribers like letters from the characters, live story events online, and even newspapers and artifacts from the story world.

    The money raised through the crowd funding should help the team to create the graphic design and physical objects, to pay the web hosting and to “make the user experience as enticing and engaging as we can”, as the team wrote on the kickstarter.com’s pitch. If the project raises more money than targeted, the team promised to start working on Season 2 of Balance of Power. The project already raised 1 565$ more than asked, so we may keep our hopes up.

    More than 100 cybernauts are baking to Balance of Powers. We might think that the creator’s names played a part, but I’m inclined to say that the project itself has all the chances to catch the eye : Adrian Hon, Andrea Phillips, David Varela and Naomi Alderman: four award-winning storytellers, writers, and game designers who love creating together captivating fictions.

    Nevertheless, the promised objects directly extracted from the dark storyworld seemed to interest the online community. For a pledge of 15$ the cybernaut receives the title of “Cadet”, extra content and exclusive behind the scenes commentaries. For more than 40$, the backer is promoted to “lieutenant” and receives at his doorsteps a newspaper shipped directly from the storyworld. For 75$, he can be named “commander”, be proudly invited to an online special performance or might even be a part of the story. More than 10 backers pledged more than 200$ in order to receive a limited-edition book of Balance of Power Season 1. One backer paid 500$ and will receive at home one special artifact from the world of Balance of Powers.

    Crowd funding for a “Facebook Theatre”: NightVision

    NightVision is another project appealing to crowd-funding as a source of pre-financing. Presented as a horror experience, not a movie, a book, nor a game; another hybrid storytelling project trying to emerge thanks to the online community’s help. NightVision will be played out on Facebook, Youtube and across the web. The creators call it “Facebook Theater”.

    It is a story of terror and nightmare where “a group of mates from Imperial College are trapped in a pitch black where they only have a camera’s nightvision mode to act as their eyes. The footage from the camera’s is being uploaded to youtube LIVE.” The show will take about half an hour to complete and will unfold through an intricate social platform web. The audience will be able to interact with the characters via Facebook, Twitter and Youtube.

    Created by PlayThisNext, a cross platform development company, NightVision hopes to raise $10 000 through crowd funding, in order to finance cast costs, crew costs, technical equipment and the script. By this hour, they managed to raise $10,051 on the Invested.in platform. The rewards are given as advance tickets, VIP invites to online screenings, special thanks credits, and a multiple screenings pass.

    Addressing a niche market: “A History of the Future in 100 Objects”

    The crowd sourcing might be interesting for smaller projects or more specifically for those targeted at a smaller audience which would never be aired by national broadcasters. This type of financing assures the diversity of content and the creative innovation. By crowd funding, the creator speaks directly to the audience targeted…

    “A History of the Future in 100 Objects” is a crowd sourced project imagined by Adrian Hon, one of the cofounders of “Six to Start”, a company focused on next-generation stories. Presented on kickstarter.com, “A History of the Future in 100 Objects” is a journalism project born from Adrian’s personal imagination and desire to think of the future. It is a weblog exploring the future and proposing 100 posts for 100 objects, accompanied by newspapers from the future and podcasts. Adrian wanted to transform this web experience into a real book, rooted in science facts. This approach seemed to interest the readers. In fact, “A History of the Future in 100 Objects” raised easily the double of the pledged initial goal of $2500.

     

    But don’t imagine that the author will be greatly paid. He attested doing this for pure pleasure. He raised the money for his project’s technical needs, like recording and producing a high-quality podcast with real actors, hosting the website, illustrations, printing the newspapers and books, and converting the last ones into open and non-DRM eBook formats. He also promised that if he raises more than the target, which evidently happened, they would create more content, smart phone or tablet apps, and even to hold an event at the British Museum with guest speakers.

    The project looked interesting on paper and the author is more than qualified to create it. However, why did the cybernauts joined the adventure and invested? More than 100 backers helped Adrian raise the money he needed to make the project happen. Pledging from 5$ to 500$, the cybernauts were conquered by his cause and by the promised gifts, all within the universe of the future as seen by Adrian Hon. The promised gifts were:  exclusive newsletters, ebooks, printed newspaper directly from the future, autographed books, naming a scientist of the future, an Olympic athlete or even a President… the chance to star in a podcast as a Mars mission controller, or a 3D sculpted object, from the future of course!

    Why use crowd funding?

    For Balance of Powers, the creators confessed that they chose this type of financing in order to be in direct contact with the readers and players every day. They said that “Funding by Kickstarter is a great way to start to build a community around our new world.” Other than building a relationship with online community, the crowd funding may allow a certain freedom of creativity. PlayThisNext, the creators of NightVision, wanted to innovate and to allow the final user to be involved into the creative process of this new type of storytelling.

    Other than obtaining funds, the crowd funding seems helpful to create a community around the project even before its launching. It might be an interesting way to test the project itself. Christy Dena told us that for her project “Authentic in All Caps” presented here, she asked for the cybernauts’ financial support by offering a pre-order feature:

    “However, the pre-orders are not there as my primary financial model. The pre-orders are there for a different reason, to see who is seriously interested in this creative project. It is a form of market testing. Most crowd funding projects gather finance from people supporting the people behind the project. They’re not necessarily interested in the project. I’m working on my long-term goal of having a sustainable artistic life. I’m interested to see who will pay to experience my creative projects. I’m working to build a direct relationship with my audience/players! » said Dena.

    For all of these projects, the crowd funding appeared to work on different levels: financing, testing or obtaining publicity.A new way to obtain financing for content creators, the crowd funding may be more than just an online wallet, but a way to connect to future online communities, so eagerly needed by all transmedia projects… Perhaps, one of the main reasons is that the traditional financing paths are too crowded to allow creative and different projects to emerge.

     

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    • Inanimate Alice

    Inanimate Alice: a cross-platform educational project

    Inanimate Alice home

    by Ana Vasile, published on 22.09.2011

    Considered as a revolution in the “book publishing” industry, Inanimate Alice is a multiplatform immersive project. Often presented as transmedia, mostly thanks to its interactivity and multimedia use, Inanimate Alice is an interesting case of storytelling usage. With a six figure budget and different levels of utility, this project’s development took an unexpected turn…

    The Story:

    Inanimate Alice was created as a digital book; the immersive story allows users to interact with the central character, Alice, and to help her advance into the story. Text, audio, video, special effects and gaming are all used to deliver the narrative in a compelling way.

    Written by award winning author Kate Pullinger, directed by digital artist Chris Joseph and produced by Ian Harper, this interactive project introduces us to Alice, a young girl growing up in the first half of the 21st century, and her digital imaginary friend, Brad.


    Inanimate-Alice-Episodes

    Ian Harper explained that “Inanimate Alice is a multimedia interactive fiction, produced using manipulated images, text, games, music and sound effects.” As the story evolves, the authors describe Alice’s life, told in episodes, her travels around the world with her parents, then at school, in college, and then at the video game company when the main character grows up.

    Even though Inanimate Alice is not pure transmedia if you take in consideration the Wikipedia definition by being mainly web based, the project has inherent transmedia features like a non-linear mode of reading, evolving storytelling and user’s interactivity that spans across multiple media platforms (the story can be experienced on any device that supports Adobe’s Flash Player). The reader becomes a part of the story, by participating rather than just consuming the content.

     

    The origins of the project

    Ian Harper confessed that Inanimate Alice began as the back-story to a movie screenplay called E|Mission, he had written in 2004. The events presented in that tale called for some explanation of who Alice is, her relationship with her digital friend Brad, and what events led her be the one person who would save the world.

    Unlike most digital content, Inanimate Alice is not a traditional text-only story, which has then been reorganized and enhanced in digital form. This project was conceived, written and created entirely for the web.

    The producer stated that as the story progressed, each episode became more interactive and complex than the one before, thus reflecting Alice’s character growth and her developing skills as an animator and computer game designer. Even the formats evolve: from still images to video and 3-D games.

     

    Interactivity

    The viewer is tasked with multiple actions mostly destined to increase the immersion into the story. The simulated multi-tasking environment is supposed to be similar to a computer game requiring the reader to solve puzzles before being able to access new portions of the text.

    In August 2011, Inanimate Alice launched a new website and a new tool, developed in partnership with Promethean Planet that establishes a resources and news-sharing community around Inanimate Alice. These recent developments help expanding Alice’s story world.

     

    It’s quite interesting that one of these developments is Alice’s gadget. Pulled out of one episode, the gadget is brought to life and serves as a centralizer for the new free resources: a trailer, a teacher’s guide, a literary resource pack, a whiteboard guide and a showcase for all user generated contents.

    While the Promethean Planet User Group was created for the teachers, it actually created as well a community of involved students eager to create their own Inanimate Alice episodes, alongside unofficial wikis like this one: Alice and friends.

    The Target

    Ian Harper estimated that the total episode views were well in excess of one million, in the US, Europe, Asia, and especially Australia and New Zealand. An official and account accompanies the main website, alongside two “Alice’s School Reports” a webzine about the relation between the students and the Inanimate Alice storyline.

    After the airing of the fifth episode, the early ones were translated into French, German, Italian and Spanish for the European Commission’s Intercultural Dialogue initiative. The producers discovered then that they might use Alice for something beyond simply reading. That’s when the project started to evolve into an “educational” tool for foreign languages teachers.

    The storyline and the graphics let us think that the project is mainly targeted at children and teenagers; this assumption is confirmed by the project’s “educational” evolution. Over the time, the producers observed that Inanimate Alice was, indeed, popular with international schools and language learning schools around the world, particularly in AsiaPac countries.

     

    Alice for education

    Inanimate Alice’s producers developed a series of partnerships with different teachers and university students in order to develop complementary educational materials. Now, said Ian Harper “education departments at universities around the world use those lesson plans and worksheets as core materials for literacy and ICT education objectives targeting 10-14 year old students with widely differing competencies.” The early episodes provide the framework for a considerable (100+ hours) modular non-native-language training program. Following the format of the online series, this program provides content for both language-schools and individual learners.

    A Million Dollar Story

    The project’s producer, Ian Harper stated that “The team’s commitment to this project far exceeds the six-figure sum that has been spent thus far.” In the same article he mentioned that the series completion will demand another investment, pushing the overall budget over the one million dollars limit.

    Alice has become a bridge between technologies, languages, generations and education. The producer’s hope is that the industry will, as well, meet them in the middle.

    Avatar Image

    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    TEDxTransmedia 2011 : An interview with Nicoletta Iacobacci

    Tedx-transmedia

    by Ana Vasile, published on 14.09.2011

    TEDxTransmedia returns for its second global conference focusing on Media that Matters, on September 30th 2011. 20 engaging speakers will explore the concept – Making a difference with Socially Responsible Media. We had the chance to exchange with Nicoletta Iacobacci, TedxTransmedia’s Curator and she kindly answered all our eager questions and explained what to expect from this year’s event. The organizers stated that “the idea of Socially Responsible Media should be at the core of broadcasting, and in particular of the PSBs’ mission; in order to create a call for action and help driving social innovation.” Focusing on the power of remarkable stories to translate universally across media, TEDxTransmedia aims to enhance the storytelling as a powerful tool of change-making throughout media;

    The event will take a new approach on:

    This year’s event is committed to generating a call-to-action to bring together and mobilize concerned audiences and engage fragmented communities with a global voice to make a change.

    In order to get a better glimpse on this years’ event, Nicoletta Iacobacci takes us on a Q&A tour of TEDxTransmedia 2011:



     

    What is the target you imagined for this year’s edition?

    I imagined for this year’s event to reach a wider audience, not only the specific NewMedia, CrossMedia, Transmedia audience. Transmedia is the strategy that has the capability of reaching different groups of people and aggregates them in powerful communities. A multigenerational audience that can become proactive and help making the world a better place. Why not expressing this concept instead of talking only about how to make Transmedia, what business model can be used or what platforms can we utilize?

    At this year’s TEDx we will use transmedia as the “fil rouge” to connect different topics in order to inspire, to enthuse and to challenge the attendees. We will perform some Transactivism, starting from the power of a non linear/multiplatform narrative (the spring revolution in Africa) to the Harry Potter alliance; from Lina Srivastava, who is well known for being a transmedia activist to Jem Bendell who will give us an unusual and scary image of money.

    Of course many well known transmedia professionals will take part of the conversation, but again with a wider, extended overview. We also planned a surprise at the end of the conference… that still needs to be confirmed. I have to confess that this year I tried to apply a sort of Transmedia strategy to curate the conference, engaging the attendees to enter in the conversation from different entry points…

    What are your attendance expectations?

    I think many Italians will participate, the European Transmedia crowd and some from abroad. Then artists, writers and at least 50/60 PSBs. The venue, the MAXXI Contemporary Art Museum in Rome is a great place to host a transmedia conference, being transmedia itself. The museum architecture encourages non linear experiences and allows different expositions to intersect and consciously overlap.


    What should attendees expect from the conferences?

    To be inspired, to continue with the DARING message I tried to convey at the last year’s event. We need to be bold, to try, to experiment, maybe to fail as well… but to continue… and if we consider the fact that we can use transmedia to contribute for making a better world, I think it could be a more pleasant activity. We will have many Public Service Broadcasters attending and the occasion will be great to spread this message.

     

    What are the main ideas this events aims to spread?

    The title of TEDxTransmedia 2011 is WHAT IF: Socially Responsible Media. I would like to generate a big number of “WHAT IFs” and see many of them realized!

    The program

    This year’s event will approach the Socially Responsible Media from three angles: Courage, Passion and Magic. Each angle will unfold under different conferences going from covering the spring revolution of North Africa, transmedia as a weapon and the strength of non-linear communication to advices on how to push the bar by daring to innovate. The full program, still subject to change, is available here and you can make your reservations here.

    The place

    Nicoletta Iacobacci,TedxTransmedia’s Curator chose Rome for this edition of TEDxTransmedia because the city embodies in her point of view the three main angles of the event : Courage, Passion and Magic. She presented the MAXXI, the national contemporary art museum created by architect Zaha Hadid to promote 21st century art and architecture, as the most transmedial museum she has ever experienced.

    You may be impressed by the speakers and the event’s conferences, but you shouldn’t miss the expositions on permanent display at the museum: installations by Anish Kapoor, Sol Lewitt, Maurizio Mochetti, Giuseppe Penone and Massimo Grimaldi.

     

    TEDx was created in 2009 in the spirit of TED’s mission, “ideas worth spreading.” The program is designed to give communities, organizations and individuals the opportunity to stimulate dialogue through TED-like experiences at the local level.

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    • Authentic in All Caps
    • Christy Dena
    • interactive

    Authentic in All Caps: a playful comedy-drama by Christy Dena

    AIAC

    by Ana Vasile, published on 7.09.2011

    The first independent project created by Christy Dena one of the transmedia worldwide legends, “Authentic in All Caps” has just been launched with a fresh new website and teaser. The project is presented as an audio drama that takes the cybernaut across the web, interacting with fictional websites while hearing the character’s stories behind them. It is an online episodic comedy-drama that is “explorable, ever expanding, reactive, playful, and replayable” as depicted by Dena herself.


    “Authentic in All Caps” The Story:

    The project’s website presents the story as a dark investigation between two worlds: “An Underworld gambling philosopher desperately trying to earn a living in the Overworld as an autopsy pathologist takes on a bet to find the meaning of death. Despite help from her part-time Time Traveling Assistant, she finds her investigation upsets fellow Gambling Philosophers, Ticket Inspectors, Artist Assassins and the Quantum Physicists’ Organized Crime Boss. Ultimately, her inability to fit in with either the Overworld or the Underworld makes everyone involved want to kill her.”

    Christy Dena was kind enough to answer our questions and to give us special insights into the project’s creation, without spoiling your future experience of “Authentic in All Caps”:


    How would you qualify Authentic in All Caps? Is it a new form of entertainment?

    It actually is a new form of entertainment! This is surprising, since new things are quite rare and publicity spin usually claims a project is new when it is not. But I have researched for a long time to find out if anyone has ever created a project where characters guide you via audio across websites, and I haven’t found a single one. Many people have created alternate reality games, where fictional websites are created and the players need to traverse the web to find them. I’ll be doing that. And many people have created audio-driven street games, where characters guide players through streets via audio. I’ll be doing that, but across the web. So it really is a new form of entertainment, and a new way of navigating and experiencing the web.


     

    Were you inspired by your research in the transmedia field?

    I was inspired by my research and work in the transmedia field, and beyond. The design of this project is based on my research insights into the way people respond to complexity, and the role media plays in that experience. It is also based on my work as an experience designer, writer and producer on transmedia projects – both alternate reality games and the expansion of films, TV shows, games and theatre. I’ve learnt a lot over these past eight years, and I am keen to act on them in an independent setting. I’m also inspired by my experiences with and excursions into a variety of artforms and interests: animation, pervasive gaming, experience design, music, emotions, performance, philosophy, mortality, ritual, and my ongoing attempts to feel at home in this world.

     

    What transmedia rules or practices did you apply in the creation of your project?

    There are some things I’m utilising that have worked for me and for others in the past, and there are some things I’m not utilising even though they appear to have worked for others in the past. I’m drawing on a variety of things I’ve learnt regarding audience/player behaviour whether they have been enacted before for others or not. These include accessibility, simplicity that encourages mastery, “beauty”, pacing, and so on. Creating creative projects, and especially the role of a director, requires making decisions all the time. Nothing happens as you intend it and so you continually have to figure out ways to reach your vision through a different path. This sometimes means letting some things go.

     


    Will the social networks play a role in the plot?

    I cannot confirm what social networks we’ll use just yet (as I’m still doing the writing and design and I don’t want to reveal some). But at the moment we are using Facebook and Twitter (or networks that look like them). Social networks play a role in grounding the characters in this world, and also enabling the audience/players to communicate with them and contribute to the greater storyworld.
    I’ve read that the user’s input can influence the story? How exactly did you imagined that flexibility of the script?

    User input is a very tricky proposition at any time, and it is even more complicated in this project. This is because the project is designed to be released and experienced in real-time first (like a traditional ARG unfolds live), but then once that live unfolding happens the project becomes automated. This means anyone can experience the world at anytime (if is not a one-off event), but it does create a lot of challenging design issues. I’m using a mix of human response and automation to achieve this. And in the end, it is in some ways the creation of two projects: one that is live and one that is replayable.


    What exactly do you mean by « interactive with the website »? What kind of quest or tasks would the users perform?  

    The experience is designed to encourage activity in a way that is easy and rewarding. The audio (and sometimes visuals) give in-story calls to action to encourage clicking on the websites and across websites. It is not quest or task-heavy at all, but there are things to do both during the playing of the audio and after.


    What can we expect from this project presented as “playful, reactive, explorable?”

    Authentic in All Caps is explorable, ever expanding, reactive, playful, and replayable. What explorable means, is there are things you can take your time discovering yourself if you wish (like other websites, characters, sub-plots). It is ever-expanding, which means it is designed to keep growing during its live launch and afterwards, by our own actions as creators and by the actions of players. The world is reactive to the actions of players, in that there are certain things that the players do that will cause a response and can permanently change the world. When I say it is also a playful world, I’m referring to the fun things you can do of your own choice with little rules attached to them. And finally, Authentic in All Caps is a project you can experience more than once and people can enter at any time…which I call replayable!


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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    DIY Days, a free transmedia conference

    DIY DAYS LA

    by Ana Vasile, published on 31.08.2011

    If you happen to be in Los Angeles on Oct 28th, be sure not to miss the DIY DAYS! With a new website, freshly launched, DIY Days is returning to LA for a free day of talks, workshops and networking. Organized under the supervision of Lance Weiler, one of the co-creators of this event, DIY Days aspires to bring you closer to inspirational speakers sharing insights and a number of action oriented initiatives that focus on co-creation and open access.

     

     

     

    The upcoming event in LA is the 9th DIY Days event in less than 3 years. Currently, the event is held twice a year, in New York City in the spring and in Los Angeles in fall.  Presented as a roving conference for those who create, the event can be considered as national with past stops in LA, San Francisco, Boston and Philadelphia.

    One of the most important features of DIY Days is its free access and being organized by volunteers. The event claims to be all about the accessibility of ideas, resources and networking that can enable storytellers to fund, create, distribute and sustain. Lance Weiler declared in an interview accorded to The Creators Project that “There is something about making it free that lets people put their guard down. They feel the organic nature of the event—that we’re not trying to sell anything, but in fact working to inform and hopefully inspire something. »

    The organizers declared that the main goal was to share information and creative process within a social environment. Apparently, DIY Days came out of the desire to transfer into the real world the storytelling-involved community formed around WorkBook Project, a project focused on innovation, new trends, cutting edge projects and an open approach to a once closed industry by creating a collaborative and open system that shares resources, networking, information and knowledge.

     

     

    Speakers and innovative projects

    Lance Weiler insisted that “What DIY Days looks to do is weave together a mixture of speakers working in film, music, gaming, print, design, and software. We’ve found that many of the issues are the same in terms of the impact of technology, but what’s a bit different is how people are dealing with them.” He explained then, that the filmmakers should realize that their creative world is expanding, which in fact is a great opportunity to experience new ways to tell stories.

    The first round of announced speakers to this “DIY Days” edition include the transmedia legends Henry JenkinsTommy Pallotta and Christy Dena. The organizers promised to announce the detailed program in the coming weeks.

    If you are motivated and you have a great project to present, you should and let them know, they are still looking for innovative projects and people who would make wonderful speakers.

     

    Wicked Solutions for a Wicked Problem

    While waiting for October, here some of the “action” the event’s organizers prepared for us.  “Wicked Solutions for a Wicked Problemis special R&D project described as a “creative exploration into problem solving using storytelling” that should be at the center of the event.

     

    WS WP assembles a “core team” of programmers, designers, storytellers, community leaders and researchers in an effort to harness the power of storytelling to impact a “Wicked Problem” that is affecting a community in Los Angeles. By combining design thinking, storytelling and co-creation, the project should evolve from concept to working prototype within a 48 hour period. DIY DAYS LA will close with a presentation of the prototype to a live audience, announced the event’s website.

    Robot Heart Stories

     

    Robot Heart Stories is another project that will take place during the DIY Days LA. Conceived as an experiential educational project and created in a common effort with the Festival du Nouveau Cinéma de Montreal, Robot Heart Stories will have students in two underprivileged schools, one in Montreal and one in Los Angeles, co-creating stories that will move a robot (connected plush toy with GPS capabilities) from Montreal to Los Angeles. You will be able to dive into this project here.

     

     


    Show & Tell » par Cinema Speakeasy

    A special section of DIY DAYS will be highlighting some new innovative work. DIY Days teamed up with Cinema Speakeasy to create an innovative exhibition, in other words a space to show to creators of film, games, music, design projects, immersive experiences and anything else that deals with storytelling. Evidently the exhibition’s space is limited so the organizers told us to make sure to contact them early if you want to expose your work. For more details, check out this website.

    DIY Days LA partnered with the UCLA Library as one of their Open Access Week events. You will be able to find the free tickets here, starting on Sept 12th.

     

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Pottermore opens its doors to 1 million fans

    Pottermore

    by Ana Vasile, published on 23.08.2011

    Before its brilliant launch, we had talked about Pottermore, the new brick of the Harry Potter universe, right here. Presented in the biggest newspapers as the site that will bring together the whole community of the little bespectacled sorcerer’s fans, which until now was spread out onto thousands of informal sites, Pottermore launches under the aegis of J.K. Rowlings, the creator of the fictional universe.

    After a digital marketing action open onto the whole world, Pottermore opened its doors, as a preview, for only one million diligent fans who earned their virtual place in the site’s community. For 7 days, the Internet users answered riddles on the site to find “the magic feather”: the virtual object that opened their access to the internet portal.


    The search for the “magic feather”

    The riddles remain anchored in the universe of the book. An element that once again emphasizes the target of this operation: Harry Potter initiates. Here is, for example, the first question: “How many types of owls are on the sign of “The Owl Kingdom” shop? Multiply this number by 49 to get the answer…”. If you can answer this question (without cheating with a search engine) you are indeed part of the little sorcerer’s community! We can therefore assume that the goal of this operation is to identify and value the most active members of this global community.

    The quest is now over! You can retrace the winding path of the Internet users who won “Harry Potter’s magic feather” on the IDBOX blog. The participants who correctly answered the riddles received a welcome email, bringing this part of the virtual game to an end. The organizers promised the winners that their accounts would be activated between August 15th and September 30th.

    This hunt for the magic feather seems to continue the jovial and enigmatic spirit of the site’s opening, when JK Rowling had challenged the internet users to find the ten letters of her new project’s name through a game of clues published on her Twitter thread. The letters matched 10 geographic coordinates from the Harry Potter universe. Once integrated into the site Secret Street View, they gave the name of her new website.

    Rowling highlighted, in one of her important declarations to members of her community: “It’s the same story with some essential add-ons. The most important element is you. In the same way that reading implies a collaboration between the imagination of the author and the reader, Pottermore is partially built by you, the reader.”

    Pottermore and the PotterWar

    This focus on the internet user’s role is a beneficial attitude change on behalf of the owners of the Harry Potter brand! Deep Media reminds us of the PotterWar, ten years ago, when the fan community was threatened by Warner Bros… The studio wanted to protect the integrity of its brand, but the readers were outraged by the threats of lawsuits from using the “Harry Potter” brand on their websites, which were specifically created to prolong and cover the story with praise.

    For his book Convergence Culture,Henry Jenkins had interviewed the leader of this group of angry fans. Heather Lawyer, only 16 years old back then, answered that Warner Bros. had underestimated the fact that all these sites were interconnected. Before the studio had time to change its mind, the British public opinion was already offended by these threats of legal action against children passionate about Harry Potter. Today, more and more producers understand that UGC is not a threat to their brand or for the content that they’re commercializing, but a strong declaration of commitment towards the content. The actions surrounding Pottermore today confirm the place of the community and promises interactivity with the creation of a “gratification” system for the most active fans.

    Jeff Gomez, the co-founder of Starlight Runner was describing in Forbes, the importance of Pottermore’s community aspect: “It’s not only there to sell books, but to feed and finally to develop Harry Potter’s strength. It’s a historic moment!” He highlights the fact that the site’s producers created a “participative storytelling system”. The act of formalizing and assembling the fan base in a single place allows them to offer services adapted to a community hungry for interaction and participation.

    The Harry Potter fan community has showed a strong implication for more than a decade, with innumerable UGC and local events organized around the books. The Pottermore Twitter and  accounts already have about 400.000 fans. Few sites would have succeeded in creating so much interest around a website.

    Speculators around the Pottermore project go further and dream of a transmedia project: an MMO game that would continue into the real world. The UK Times said that “this new website is a sophisticated online game unveiling clues that lead to prizes hidden in the real world. The magic wands will be found in the UK, in the US and potentially in other countries.”

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Creative Commons Licenses

    Creative commons1

    by Sebastien Lachaussee et Rym Soussi , published on 9.08.2011

    Transmedia professionals often bring it up: French legislation has trouble adapting to the needs of its creators’ projects. It’s actually quite restrictive when it comes to UGC or public domain resources. Sébastien Lachaussée Lachaussée, Attorney at Law, and Rym Soussi, explain to us what Creative Commons Licenses are and how they can be used in France.

    Creative Commons Licenses are born from the General Public Licenses (GPL) imagined by Richard Stallman, a researcher at MIT in Boston. By operating a free cession of rights for works registered under this license by the author to any user, Creative Commons Licenses want to offer a legal framework to share content created by the Internet revolution. After Free Software Licenses, Creative Commons Licenses have been met with great success on the web given the numerous criticisms of Internet users towards intellectual property rights, judged as too exclusive, too numerous, too heavy for a digital universe. It’s true that the efficiency of our legal systems is heavily compromised by the ease of reproduction of works on the Internet, with the numerous ways of exchanging, sharing and transferring data and documents. How do these licenses compare to classic contractual relations and what is their relationship with intellectual property rights?

    The mechanism

    Creative Commons licenses want to take advantage of this ease to exchange by offering a simple legal tool, which guarantees both a free circulation of the works on the Internet, but also the protection of the authors’ rights. The fundamental characteristic of these licenses is their modular aspect. The vulgarization and simplification work, namely through the use of pictograms, make them accessible to all users, who, as long as they respect the exploitation conditions of the work, can exchange it, duplicate it, change it or even exploit it commercially. These licenses allow creators to easily share their work and users to use them without having to previously contact the creator to ask for his authorization.

    Any type of work, as long as it’s original, can be concerned. Authors choose the most suited contract for the distribution of their work among several types of contracts offered by the Creative Commons Foundation. The Creative Common licenses define the facts and the conditions under which the free use of the work is authorized.

    In France, the author has the choice between six licenses:

    -          “Attribution” license

    -          “Attribution – No Derivs” license

    -          “Attribution – Non Commercial – No Derivs” license

    -          “Attribution – Non Commercial” license

    -          “Attribution – Non Commercial – Share Alike” license

    -          “Attribution – Share Alike” license

     

    This way, the author can agree to the duplication of their work with derivatives or share alike or on the contrary, forbid any changes. He can also authorize the commercial use or on the contrary, forbid it, or allow the distribution under the same conditions, all these different options can be combined as long as the author is always credited.

    Creative Commons and authors’ rights

    The system established by the Creative Commons Licenses cannot ignore French intellectual property rights. Yet, the very principle of these licenses is a paradox and a disruption of French copyright. Whereas copyrights are exclusive rights that the owner trades and sells, licenses aim to use authors’ rights to favor sharing and exchange and lead to a free circulation of the work.

    This reversal is a “re-structuring” of authors’ rights and encounters some difficulties in terms of the legality of these licenses. First of all the term “license” is not recognized by the “Intellectual Property Code”. The only contractual mechanism recognized by literary and artistic property is cession (L. 122-7, L. 131-3 du CPI). The latter is defined in terms of length and territories, contrary to free licenses which are usually defined by the lack of timing and where the object of the contract goes further than what the law permits since it gives a non exclusive exploitation authorization, with the possibility of changing the work and redistributing it.

    The work of the author registered under Creative Commons Licenses remains ruled by the Intellectual Property Code. The moral right, an inalienable right of the public order, which the author cannot give up, still binds the users of the work. The outcome is that a contract where an author would completely give up his attribution right would be worthless. Consequently, since the second 2.0 version of the Creative Commons Licenses, “attribution” has become an essential condition of Creative Commons Licenses, in conformity with French authors’ rights.

    Furthermore, French law does not recognize the general cession of rights or the notion or “royalty free”. Consequently, contracts that allow a cession of rights for all forms of exploitations, all media, ad vitam aeternam and for the whole world are judged abusive and run the risk of being worthless. The reason being that they don’t clearly define the limits of the cession of authors’ rights as described in article L 131-3 of the Intellectual Property Code.

    This question is a good illustration of the difficulties that these licenses met when transposed to the existing French legislation, especially in terms of moral rights.

    However, Creative Commons Licenses do try to conform to the formality of literary and artistic rights contract cessions as described in article L 131-3 of the Intellectual Property Code. They thus have to mention each right yielded (specifically if the cession is with regards to a representation, reproduction or translation right) and limit its territory, its destination, the location and duration of the exploitation (which must necessarily be determined and limited in time). The protection of the work through the Creative Commons License and its exploitation duration therefore faithfully conform to the Intellectual Property Code. The territory, for the whole world, is also identified and copied on French law.

    Furthermore, regarding free cession, article L 122-7 of the Intellectual Property Code says that “the right of representation and the right of reproduction are accessible for free or at a cost” and article 122-7-1 specifies that “the author is free to make his work available to the public for free, provided the approval of eventual coauthors and those of other parties involved as well as with respect to other agreements that he has entered.” These dispositions were specifically inserted into our legislation to take into account “free” licenses.

    However, while jurisprudence condemns contracts that don’t allow serious remuneration for the authors based on article L.131-4 of the Intellectual Property Code, doctrine and jurisprudence admit its legality within the framework of article L.122-7, when the author makes his work available in a free and voluntary manner in exchange for the publicity seeked through an increased distribution of the work. Finally, it’s unlikely that a judge would consider a free cession through licenses allowing a commercial exploitation of the work, legal.

    But the main conflict between authors’ rights and Creative Commons Licenses resides in the principles of moral rights. The latter is of public order, inalienable, imprescriptible and intangible, making it impossible for the author to give it up. With this regard, the question of the validity of licenses, whose main interest is to authorize derivatives of the work, is highlighted.

    It applies first and foremost with regards to the right of respect of the work listed in article L212-1 of the Intellectual Property Code, thanks to which the author can oppose any changes that may distort his work. In a context such as that of free licenses, how can the author evaluate the change made to his work and at which moment can he decide that it impedes on his right to the respect of his work? A tentative answer to this might however be in vain since the right of respect of a work can be an obstacle to such an authorization. The principle of inalienability of the right of respect of a work, a principle of public order, was recalled by the French Supreme Court of Judicature according to which it “opposed itself to the fact that an author abandon to the transferee, in a preliminary and general way, the exclusive appreciation of the use, distribution, adaptation, withdrawal, adjunction and changes to which the latter might choose to proceed”. Consequently, only ratifications are valid, meaning approved abdications with full knowledge of the subsequent consequences. It’s logical not to conceive that the author would accept changes to his work without prior knowledge of what they might be. The obstacle of the right of respect of a work submitted to common authors’ rights therefore runs the risk of questioning the legitimacy of Creative Commons Licenses. However, the fact that an author might authorize changes in advance is not equivalent to a renunciation of the right of respect of a work since, in the hypothesis where the change would alienate or misrepresent the original work, a recourse based on the right of respect in case of prejudice is still possible.

    In conclusion, despite the efforts of the Creative Commons Licenses writers, on the one hand, and by French law, on the other, compatibility problems remain regarding Creative Commons Licenses anticipating the possibilities of changing a work or using it commercially. If Creative Commons Licenses are an efficient tool to create a framework for the free sharing of work, all commercial exploitation will not be able to forgo the use of classic cession contracts.

    Article initially published on avocat-l.com

     

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    author Sebastien Lachaussee et Rym Soussi

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    What’s Possible with Transmedia: Case Studies in Successful Projects

    StoryWorld-Conference

    by Ana Vasile, published on 26.07.2011

    While waiting for one of the most important transmedia events, the StoryWorld Conference + Expo in San Francisco, we have some goodies for you. We explained here what StoryWorld Conference aims to achieve during its conference marathon in October 31 and November 2. The producers of this event organized a free WEBcast, in order to keep you informed on the transmedia storytelling.


    The web seminar is a free of charge public event; scheduled on July 27th at 1 PM ET / 10 AM PT (American Time Zone) Here you can find out the schedule for your time zone and register. The subject seems quite interesting: “Surveying Transmedia: Case Studies of Successful Stories.”

    The organizers explained their intentions: defining and discuss the transmedia evolutions through case studies. They might be called cross-platform stories, transmedia projects, branded entertainment, or even alternate reality games, but, whatever you call them, at the heart of these new forms of entertainment is engagement across platforms.It’s hard to believe that the earliest “extended” experiences are now at least a decade old, and it can be difficult getting a handle on the full scope of what’s already come in the world of transmedia storytelling.

    For this special StoryWorld WEBCast Michael Andersen, owner and senior editor at the Alternate Reality Gaming Network, will lead attendees through a tour of what’s possible with alternate reality games, cross-platform strategies, and transmedia storytelling.

    Michael’s goal is to introduce audiences to takeaways and tactics from transmedia storytelling projects, providing an in-depth analysis of a few key projects in addition to a broad overview of what specific industries have done to leverage existing networks and IPs, extend into new markets, and create meaningful connections with fans.
    For those deeply asleep during the webcast event, here you might be able to catch up a recording.

    See you on the cyberspace!

     

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Transmedia Lab changes skin!

    transmedialab nouveau site

    by Nicolas Bry, published on 18.07.2011

    Created in July, Transmedia Lab is celebrating its two years anniversary. A transmedia projects catalyst, an explorative and audacious place, The Lab aspires to reunite the actors issued from different universes: TV, cinema, video game or Internet… and follows three priorities: training in the transmedia culture and know-how, advice and projects accompanying and development of new technological tools for the multiplatform broadcast: the transmedia apps.

     

     

    These last two years were intense and we are proud of the work we’ve done.  We evolved through some key stages:

     

     

    We are grateful to Xavier Couture for his active support to each of these stages, for his empathy with the subject and for his belief that the link between the technology and the creativity is unbreakable, meeting the audience’s needs: « creating by breaking the old borderlines! ».

    This accomplishment could not have been achieved without the help of the Orange teams : (Orange Vallée – Jean-Lous Constanza, Studio 37 – Frédérique Dumas, Content Direction – Morgan Bouchet, Stéphane Adamiak, Boris Duchesnay, Frank Guillouard, Sebastien Goales, Jean-françois Rodriguez, Stephan Jost, Programming and Broadcast – David Lacombled, Carol Cuneo, Orange Lab – Christophe Aguiton, Dominique Cardon et Fabien Granjon) and the broadcasters, so important to our work: TF1 (Eleanor Coleman & Damien Rety), France Télévisions (Harold Valentin, Jean-Marc Merriaux, François Guilbeau) , M6 (Philippe Bony), Arte (with the special support of Michel Reilhac, so remarkable by his mixture of intelligence and energy), Dailymotion (Martin Rogard), as well as the multi-screens pioneer in UK: Liz Rosenthal, Power to the Pixel. At the end of this article we mentioned the others actors that helped build this experience.

     

    Many projects emerged in 2011, especially under the impulsion of the Orange’s Content Direction that accompanied creations like Detective Avenue, Fanfan 2, The Prodigies and the Cross Video Days event.

    Generally the transmedia conception methods are spreading; the physical and virtual places are accompanying the professionals’ community development and the technological applications emerge.  Transmedia aims to satisfy its audience; nevertheless it still has a beautiful challenge: establishing its business model.

    While acknowledging this positive context, Transmedialb.org undergoes its transformation. Here we take a few minutes to discuss the technological innovations we’ve been working on for the past few months.

     

    A new design for Transmedialab.org


    Our blog changes skin, but not only! We have improved the structure of the website, in order to better help you find the transmedia references, by giving a themed structure to our articles and case studies. We created a glossary of all the transmedia scientific terms.

    The Transmedia Lab blog opens up to you! This becomes your blog, with an intern community opened to all transmedia professionals, in order to help you connect and share your transmedia info with your followers. You can directly contact any member of the community and find the missing know-how to your project.

    The transmedia apps


    The transmedia projects accompaniment helped us imagine some applications and tools to help the multiplatform broadcast of transmedia content. By tapping into our know-how of innovation management and into the Orange’s Lab, we created a selection of transmedia app that provide an easier broadcast of the story’s universe through different media, by allowing a broader audience access and by offering new interactive experiences even more immersive for the viewer.

     

    iPhone and iPad video playlist generator

    Allows a producer to generate rapidly and at a low cost his own iPhone and iPad app able to reflect his production company or his content universe. This application allows the mobile owner to create and manage his playlists, to search and buy a certain video, as well as highlight premium content.

    The video content is available « anytime anywhere ». The mobile owner can be « connected » to the content; he can share the videos with his friends by using Facebook or Twitter, just as he can receive some informational “pushes”.

     

    This instrument was conceived for:

     

    A transmedia video player that offers multiples « augmented » paths inside a certain content universe


    The transmedia player offers a new navigation experience inside the universe of contents all throughout the Internet.

    Two main axes are proposed:

    The cybernaut can navigate in the player from content to content, using semantically interpreted links. The player associates rich content to its display: multimedia content (texts, images, sounds, maps and commercial links) directly linked by semantics to the users’ profiles (social recommendations).

     

     

    These tags can be enriched by the cybernauts and off course, the player can offer ratings and Facebook/Twitter sharing functions.

    This augmented navigation finds its first applications in the games created in a fictional universe, in documentaries needing associated information (Travelling for example), news reporting and news feeds, the creation of video playlists on a certain theme. The platform is conceived as a toolbox: available when you need it and able to adapt to your creative ideas.

     

    Blended TV, a service crossing TV/Video content with social networks


    Blended TV helps you find and choose faster a TV program, and then to simply participate: by transforming the social buzz around TV programs and video content into an intelligible flow of information in order to help you better choose a program and enrich the experience in a playful manner.

    Blended TV « scrolls » the social networks, especially Tweeter, in order to enhance the Buzz on these contents: TV, movies, VOD, web video…  It can organize the programs by their “buzz” levels; it can personalize the recommendations and associates the online social discussion to each program by using a filter that facilitates the participation and the reading (tweet, iTag, iVote): the best tweets, the experts’ tweets, the most recent tweets, my network’s opinion…

    Blended TV it’s an “enabler”: available on API form (meaning that it can be research enabled and formatted to respond to questions: What programs are buzzing? What people say about my channels? What are the comments on this movie? Etc), the answers to these searches can be integrated to an “end-user” service, created for the viewer.

     

    Transmedia Lab is a project that we build together, a collective adventure, a community gatherer around our passion: the transmedia, the digital writing and the multiple screens. We count on you for your contributions in creating the reference transmedia community. It is your turn to play!

     

    Credits

     

    This series of actors helped us on our evolution, involved themselves in the new formats development or they just simply opened their door and their ear to our transmedia ideas!

    While the founding team of  Transmedia Lab remains more than important, we are canalizing our thoughts to:

    Seize the media (Lance Weiler et Anita Ondine), Starlight Runner (Jeff Gomez), Pierre Lescure et Alex Berger, Tim Kring, Christy Dena, Générale de Production (Jérémy Pouilloux), Mascaret (Bénédicte Lesage), Making Prod (Matthieu Viala), Bridges (Eric Pellegrin), Faismoi jouer (Julien Aubert), Caroline Gerdolle, Honkytonk (Arnaud Dressen, Guillaume Urjewicz), Happy Fannie (Mathieu Chereau et Sandrine Girbal), Mutation Narrative (Simon Kansara), Enfin Bref (Jeremy Sahel), Trajectoire Givrée (Brigitte Coquelle), Darjeeling (Marc Lustigman, Noam Roubah) et Brèves de Trottoir , Endemol (Frédérique Micouleau, Axel de Charentenay), Citymoviz (Laurent Guerin), Silex (Elisa Larrière, Judith Nora), Story Factory (Dan Benzakein et Sandra Albertolli), Upian (Alexandre Brachet), In Prod We Trust (Cyril Pennec), Les Raconteurs (Sarah Hemar), BBC (John Denton), Idao (Franck Perrier), Google Creative Lab (Ed Sanders), IMCA (Pascal Josephe), Club Galilée (Philippe Chazal), Médiamétrie, Emery Doligé, Vivaki (Gaël Solignac)

    CNC (Laurent Cormier, Guillaume Blanchot), SACD (Pascal Rogard), SPI, La Femis (Marc Nicolas), Les Gobelins, National Film and Television School of London (David Croft), l’ONF (Office national du film du Canada, Tom Perlmutter, Monique Simard, Hugues Sweeney), France Culture (Xavier Delaporte), Forum d’Avignon (Laure Kaltenbach), Ministère de la Culture, EBU Eurovision (Nicoletta Lacobacci, Nicolas Jeanrenaud), Forum des Images (Laurence Herszberg), EU Media (Nathalie Chesnel, Arnaud Pasquali), Media Club (Jérôme Chouraqui, Florence Sandis), Paris Sorbonne University, Cap Digital (Jeremy Sahel à nouveau), Paris 2.0, Paris Science, Festival 4 écrans (Claire Leproust again), SNPTV (Aude Tremedet), Buzz the brand, EGTA (Anne-Laure Dreyfus), Cinéma Tous Ecrans (Gaetano Stucchi), INA (Ana Vinuela et Dominique Gratiot), Stratégies, …

    Avatar Image

    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    The Pottermore experience: a new brick in the Harry Potter universe

    pottermore

    by Ana Vasile, published on 5.07.2011

    Pottermore is a new element of the Harry Potter universe. This saga spreads over 7 films and 8 books: a rich and magical narrative universe whose origins are rooted in J.K. Rowling’s novels. Her books sold 450 million copies. The second part of the film Harry Potter and the Deathly Hallows comes out on July 13th.

    Pottermore is a website promising a new online experience into the bookish universe of Harry Potter, placed under its author’s high patronage. Built as a social network, the site’s ambition is to unite Harry Potter’s global fan community, which until now, had been spread on hundreds of sites, official or created by fans.

    In a press conference in London, J.K. Rowling declared that this site offers users new stories, never before included in the books or in any of her novels, sold for the first time in e-book format. The books have the ambition of being multimedia, with interactive illustrations and elements. , Henry Jenkins wrote that this experiment could be the most visible transmedia project of our time.

     

     

    Rowling said: “Pottermore is a magnificent experience where I have the possibility of being creative with media that didn’t exist in 1990.” Rumors say that the platform will become the main meeting point for fans by offering games, an official encyclopedia, readings by Stephen Fry and competitions. The speculations have a solid base: last year, Warner Bros studio registered the “Pottermore” brand specifying its content as such: online games, live chat, videos and literary program.

    The speculations go even further and we dream of a transmedia project: with an MMO game, which would continue into the real world. The Times UK said that “this new website is a sophisticated online game unveiling clues that lead to prizes hidden in the real world. Magic wands will be found in the UK, in the US and potentially in other countries”.

    Rowling already wrote more than 18.000 words for this online platform, that describe the characters, locations of the objects and her magic universe in detail.

     

    A revolution in book editing

    If, in the past, Rowling had refused to publish the Harry Potter saga as e-books by fear of pirating, Pottermore will become the exclusive distributor of Harry Potter digital books. Strangely, it’s the author that owns the right to these e-books and not the editors.

    Why finally accept to enter the world of digital edition? The Pottermore producers hope that they will succeed in attracting a new generation of readers, who will discover the Harry Potter universe thanks to its digital incarnation.

    The e-books will be compatible with most e-readers. Furthermore, they won’t be blocked by the programs that control the use of digital works (DRM). The e-books will, however, have a digital watermark with the buyer’s data.

    Wired had named this way of publishing books the “Radiohead moment” of edition. Like Radiohead, Rowling is eliminating the intermediaries of the sale cycle by addressing their audiences directly through their own websites.

     

     

    How to create the buzz?

    The Pottermore experience is interesting from its launch. These past few weeks, the directors of the Pottermore.com site have set up an ingenious system to create the buzz around its online launch.

    Taking advantage of a large fan base and of a community always active in a rich and extensible universe, the project was discovered through a game of clues. Rowling released clues on social networks, asking internet users to find the 10 letters of her new project. Theses letters matched 10 geographic locations from the Harry Potter universe. Once integrated into the site Secret Street View, they gave the name of her new site.

     

    After this discovery, Twitter and Facebook accounts as well as a channel were created. A week after its creation, the  account already has 122 072 followers, while the  account has 20 510 fans.

    Dozens of articles have been published on the subject in most major newspapers such as The Telegraph, The GuardianWiredThe New York Times, The Times UK, The Independent…and on a multitude of blogs. Journalists and bloggers launched rumors and speculations on the content of Rowling’s new project.

    Conclusion

    The fabulous launch of Pottermore and all the buzz around it are directly linked to the content of the Harry Potter universe, the most powerful reading brand in the world. Few other brands could have managed to create so much interest around a website.

    Once Rowling unveiled the principles of this experience, most journalists concentrated on the sale of ebooks. Simon Pulman highlighted that in his point of view, the most important element is the unification of a huge community around a website in direct interaction with the author of the universe.

    At this point, it’s difficult to declare that the Pottermore experience is the element that we missed in the Harry Potter transmedia system, but it’s certainly a transmedia interaction element that we will talk about again in the next few months.

     

    Avatar Image

    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

    2 Responses to “The Pottermore experience: a new brick in the Harry Potter universe”

    1. The 11.03.2012 à 10:54, from togen

      Question is that all this is very interesting, but is the film good. Apparently there’s a lot people can learn from the making, but according to the reviews it might not be that good =/

      Very interesting concept though.

      Here’s some reviews
      http://www.reddit.com/r/FilmReview/comments/qn8xf/iron_sky_reviews/

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    Just goodbye

    end

    by Olivier Godest, published on 30.06.2011

    After having worked for two years at Orange, and especially at the Transmedia Lab project, I will finish my missions within this team starting with the 1st July. This is the end of an adventure, and the beginning of a new professional era.

     

     

     

     


    It’s with a certain emotion that I announce you my departure from Transmedia Lab, starting from Friday… an experience wealthy in emotions, memories, learnings and great encounters.

    Good luck to Transmedia Lab and especially to its entire community, I sincerely wish that you emerge all those stories that we envisioned for such a long time and that stirred our imagination.

    Before knowing more about my professional future, I can only tell you that I will be working as a consultant, in order to help building multiplatform and digital projects, always keeping in mind the objective of developing innovative communication mechanisms (transmedia if needed!)

    We still have a lot of work ahead of us, but the past years evolution encourages me to think that we are on the right road!

    For all those heading for the summer break, have some good holydays!

    See you soon,

    Olivier Godest

    www.olivier-godest.com

     

    Avatar Image

    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    London Transmedia Meetup: America 2049

    America2049

    by Ana Vasile, published on 23.06.2011

    Transmedia Meetup is a new event for London-based creatives, scholars, and enthusiasts in order to gather informally and share information and news about cross-platform projects and ideas. Organised by the British Academy of Film and Television Arts, the event starts on Tuesday, 05 July 2011, at 6.30 PM.

     

     

     


    This month, the main speaker is Andrea Phillips, co-designer and writer of America 2049, a transmedia project/Facebook game/alternate reality game from human rights group Breakthrough. Lasting for 12 weeks, the game incorporated websites and live events.

    Andrea’s other transmedia and ARG projects have also included Routes for Channel 4 Education, The Maester’s Path (Game of Thrones), and Perplex City.

    will be talking about Varytale, an open and intensely sexy, platform for building (and monetizing) interactive stories. Alexis is the Chief Narrative Officer and Chairman of Failbetter Games, the company behind the award-winning Echo Bazaar.

    Noam Sohachevsky, the Product Director of Picklive (a real-time fantasy football game) will provide a brief history about his project and what they’ve learnt over the past 2 years about designing for split attention. He’ll also talk about different patterns within TV programmes that one should consider when creating a 2 screen or split attention project. at Picklive.

    Julian Phillips (BBC) and Matt Wieteska (Six to Start) will introduce The Code, a groundbreaking TV documentary/treasure hunt airing this summer that combines Lost, Masquerade and online gaming into a heady and fun mix.

    BAFTA

    Booking Information:

    This event is free to attend, but members of the public must pre-register via the simple Eventbrite sign-up. You can find more information about the event here.

    BAFTA’s public events and online resources aim to bring closer to the creative talent behind your favorite games, films, and TV shows. Find out more at www.bafta.org/newsletter, or 

    Avatar Image

    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

    One Response to “London Transmedia Meetup: America 2049”

    1. The 11.03.2012 à 10:54, from togen

      Question is that all this is very interesting, but is the film good. Apparently there’s a lot people can learn from the making, but according to the reviews it might not be that good =/

      Very interesting concept though.

      Here’s some reviews
      http://www.reddit.com/r/FilmReview/comments/qn8xf/iron_sky_reviews/

      Log in to Reply
    Click here to cancel reply.

    You must be logged in to post a comment.

    Glee: the music at the center of a multi-platform story

    Glee1 (1)

    by Ana Vasile, published on 21.06.2011

    Glee is a TV series that was aired for the first time by Fox in 2009: a musical comedy about the life of a group of talented teenagers, looking for celebrity. Using a multi-platform system, punctuated by the intelligent use of storytelling and music, the series draws a committed audience.


    Dispositif

    TV: two seasons of the series aired by Fox, with 42-minute episodes

    Events: Glee Live tour in 2010 and 2011 in the US and Canada

    Videogames: two karaoke style videogames for the Wii and Nintendo

    iPhone, iPad and iTouch Application: a karaoke application produced by Smule

    Internet: official website, , , Hulu

    Musical editions: five compilations “Glee: The music” volume 1 to 5 and two special editions: “Glee: The Music Presents The Warblers” and “Glee: The Music, The Power Of Madonna”, edited by Columbia Records.


    glee1 the music 4Glee-music-power-of-madonna

     

    In our case study about the music industry, we tried to highlight the advantages that this economy could draw from transmedia principles. One of the reasons of Glee’s dazzling success is, among others things, the original use of music as an integral part of the narrative construction.

     

     

     

     

    Glee Live Anaheim USA

    This series has become a pop culture sensation. Criticized by parents and adored by its young adult audience, its universe is defined as inventive and full of energy.

    In 2010 the show received a Golden Globe award for Best Comedy or Musical TV Series. It also received two EMMYawards: one for best actress and another for best director.

    For the final episode of the second season, on May 24th 2011, Glee had an audience of 12 million spectators! The anecdote is that Fox had programmed the third season even before the end of the first one in 2010.

     

    If we go by transmedia’s definition, the different supports that work together in the multiplatform system must each bring new and complementary perspectives to the universe and the story. As we’ll see later, the different bricks of the Glee system don’t particularly enrich the main narrative, but rather represent different entry points into the musical universe of the series.

    Narrative arcs punctuated by music

    Glee is a very special series, especially through its narrative construction. A main narrative arc presents the evolution of a group of wild teenagers who is trying, with the help of a few professors, to become famous with their college choir.

    The music represents an original way of enriching the narration: strong emotional moments are told through song, the music highlights the key moments of the story. For example, a mystery is played out in a song in one episode, in another, the resolution is revealed through a music video.

    The characters interpret hundreds of familiar tunes with talent. Simon Pulman, transmedia producer and creator of the blog Transmythology.com, pointed out, in his analysis of the series, this enrichment of classic audiovisual narration with musical storytelling.

    An approach that brings a third layer of signification for the audience of Glee is the internalization of the music interpreted by the key characters of the series.

    Ryan Murphy, the series’ creator, declared that the music is an integral part of the script’s development: “Each episode has a main theme, just after writing the story, I’ll choose the songs that will help me move ahead”.

    The songs chosen already have an established success. For example, the first season used covers of different genres: Country (Carrie Underwoodwith her hit “Last Name”), Hip-hop (“Gold Digger” by Kanye West), Pop (“Take a Bow” by Rihanna), show tunes (“Maybe This Time” from Cabaret) and rock classics (Queen’s “Somebody to Love”).

    The creators take musical storytelling further by inventing mash-ups (a mix of several songs): the best sales of the Glee 2010 season were mash-ups between the Bon Jovi song “It’s my life” and Usher’s “Confessions Part II”, and the one between Beyonce’s song “Halo” and “Walking on Sunshine” from Katrina and the Waves.

    Glee excels in music sales

    glee the music

    Since May 2010, more than 4 million Glee songs have been downloaded on the Internet. The first CD edited under this brand entered directly in the 4th position of Billboard’s Top 200. The second volume began in third position. Both albums received the “Gold” certification from theAmerican Music Industry Association for selling more than 500 000 units each.

     

    Online communication

    With a multi generational target, this series manages to touch college students, captivated by the choir’s adventures, but also their parents, drawn in by the musical references of their youth.

    The online communication strategy is targeted to the main audience: young people between 13 and 25 years old. On the Internet, Glee is everywhere: on their official website, on Facebook, Twitter, Youtube, Hulu

    Glee-We love fox

    The official website seems targeted at teenagers, with videogames, quizzes, behind the scenes and bonuses (an application that gives advice to organize a Glee party at home, a virtual photo booth), catch up episodes and VOD are available only in the US.

    Twitter Rachel

    A little over 14 million fans have liked the  page of the series where they can enter contests, respond to polls or watch videos from the series. Each character has his own Facebook and Twitter profile. For example the character of Rachel Berry communicates every day with her 479 759  fans and 152 767  fans by telling them anecdotes about her daily life.

     

    Glee Rachel Berry

    Youtube and Hulu are used as content distribution platforms while the forums created by fans circulate information on behind the scenes gossip and organize contests, sponsored by Fox.

    The iPhone application

    Glee Appli

    Built by Smule for iPhone, iPad and iTouch, Glee Karaoke plays on the spectators’ thirst for celebrity. Everyone can become a star and enter the Glee musical universe.

    The players have to sing to move ahead in the circuit through missions. The application promises to slightly adjust the voice of the player to give them the illusion that they’re a pop star and go up in the daily tops.

    It’s a real music epidemic that is taking over the planet: with Glee Gobe, players can share their songs with their friends on Facebook, Twitter or through email. You can find more information about the application here.

    A similar type of game is offered on the Wii. Two versions of Glee Karaoke Revolution have been distributed. Even though these videogames don’t bring much evolution from a narrative point of view, they represent other entry points into the series’ musical storytelling. The games have the advantage of being a good way of getting players to have fun being the stars, while integrating themselves fully into the universe of the series.

     

     

     

    A participation culture

    It’s not at all surprising that many wikis and forums have been created by fans on the Internet and it’s quite interesting to see how Fox manages this growing community. This group has its own name: they’re the Gleeks. A badge that gives them a feeling of belonging to a community with a strong identity.

    Performe with Glee

    Consumers are encouraged by Fox to create content. Gleeks record themselves singing, replay their favorite scenes from the series and organize  and events under the Glee name (for example the London Gleeks Club ).

    Partnership with Chevrolet

    Glee’s online communication becomes a source of revenue through its partnership with the Chevrolet brand: an online game mixes the DNA of the brand and of the series. The partnership goes further: during the series’ second season launch, the car brand was present on the red carpet alongside the actors. A presence that can be felt as intrusive since the brand can’t justify its role in the narration. It’s not product placement as much as sponsorship. For the music video filmed with Glee for the Superbowl 2011, the brand integrates the shoot of the commercial into the story of the series.

     

    Glee: transmedia or not?

    At first glance, the elements of Glee’s multi-platform system seem to be simple derived products: none of them really enriches the evolution of the series’ narrative. But by pushing the reflection further, this system holds some of the characteristics that we could assimilate to transmedia mechanics, like the circulation of audiences or the implementation of a participation culture.

    Transmedia purists will never accept these derived products as extensions of a transmedia universe without their narrative value but Simon Pullman andAnne Laroque qualify Glee as such for its creative use of musical storytelling.

    Pieces of the story told through songs go beyond the TV screen and take on meaning. They are listened to, covered, reinterpreted by hundreds of fans, until they become a sort of unifying element for this community of Gleeks.

    Although I have no doubt that music can carry feelings and become an integral part of a story, I find it difficult to accept that that these extensions, which are devoid of narrative value, such as the redistribution of a music video on several platforms, can truly be enriching factors of a narrative universe, allowing for a transmedia qualification. What about you? How do you see Glee’s multi-platform system? You can give your opinion here or in the comments on  

     

    Avatar Image

    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Panzer Chocolate, a transmedia project selected at the Cross Video Days

    panzer choco

    by Julien Aubert, published on 14.06.2011

    The Cross Video Days are a series of conferences bringing together 30 international experts, but they’re also a market for cross and transmedia projects. Julien Aubert, the founder of the blog faismoijouer.com and of the production company Bigger Than Fiction, asked the director of a transmedia project entitled “Panzer Chocolate” to answer 3 questions to.


     

     

     

    Can you explain the ARG aspect of your transmedia project? Can you describe its main mechanics?

    Our “Kidnapped” project is an ARG. It’s based on a detective adventure series composed of 14 episodes of 3 to 5 minutes each, distributed on smartphones and tablets (for example iPhone, iPad, Android).

     

     

    The story is transmedia and its architecture is very ARG inspired since it’s told on several media: 1 offline/online game, 3 keys to open things, 3 web pages, 4 clues, 5 different technologies, 6 Universities, 7 murders and 7 towns. The story is transmitted through 11 coded messages, 12 little wooden characters, 14 short episodes, 101 telephone numbers, 101 treasures and 115 GPS points…all this in 20 days.

    In “Kidnapped”, the protagonist (Lucia) only has 20 days to find a treasure hidden by her best friend (Elena), who was kidnapped by an extremist group, who doesn’t want her research to fall into the public domain. The adventure is a quest for this hidden treasure, an adventure in the Lara Croft style but with a detective mystery tone, consequences are murders and multiple clues.  But Lucia isn’t alone in this treasure hunt since the audience will be able to participate and contribute to her search. The mystery is supported by a popular game in our country, Geocaching (treasure hunt with a dowsing rod).

    Each episode concludes with a short coded message that the participant has to decode in order to be able to watch the next chapter of the story.

    Finally, there’s already a first experience to try online before starting our ARG. Go to this page (in Spanish) to enter our universe.

    Why did you choose to do an ARG in your project? What are your references?

    Since I was a child and still today, I enjoy role-playing games on paper. Even though I haven’t practiced them much, I’ve always been fascinated by life-size role-playing games, massive online multi-player role-playing games and ARGs.

    When we started working on Panzer Chocolate, we had followed projects created in the US and Northern Europe, for example The Truth About Marika and The Art of the Heist. We had noticed that, in general, ARGs work very well with horror, detective and adventure stories. So it was a “must” for us to develop one.

    We also saw an opportunity in Spain, where this type of entertainment is still very confidential. Being a “new generation” production company, we wanted to position ourselves on this market.

    For which reasons are ARGs not more popular in your country? How do you plan to reach a wide audience?

    First, I don’t think that we have as many professionals, producers and brands promoting ARGs with the players in our country, as there are in other countries. This could be a question of culture, or maybe our teenagers play too much football? (laugh) I’ve met a few foreign ARG developers, they’ve played and are still playing many life-size role-playing games for example, which give them a hands-on experience that they can then use in their development. I’m not sure that these games are too developed in Spain.

    Secondly, I think that Spanish producers, advertizing agencies and brand managers are more conservative than in other countries. They probably don’t know how to monetize or analyze the real impact of a campaign including an ARG, which is often costly. The consequence is that the country doesn’t yet have success stories and their case studies, necessary to take the risks involved in developing ARGs.

    We are one of the first Spanish production companies that focuses mostly on the development of transmedia projects. We plan on taking ARGs to a wide audience, integrating them in each of our productions, and communicating about our innovative and interactive ideas to agencies and brands.

    Among the 23 projects selected, we would like to draw your attention on 3 projects with an ARG aspect:

    Crimeface² – Union City Shakedown, Bellyfeel, www.crimeface.net

    Hémophages, Haut et Court, www.hautetcourt.com

    Panzer Chocolate, Filmutea, www.panzerchocolate.com

    This article was initially published on www.faismoijouer.com

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    author Julien Aubert

    Julien Aubert s’est forgé une expertise des communautés et médias sociaux en développant des communautés pour Orange sur Second Life. Parallèlement, il crée Fais Moi Jouer avec Thomas. En 2010, il crée une agence de production transmedia, Bigger Than Fiction, centrée autour de son expertise en Experience Design. De l’élaboration du concept à la rédaction du scénario communautaire, Julien supervise la direction artistique de projets transmedia.

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    Bar Karma, an experiment in crowd-sourced entertainment

    bar-karma logo

    by Vanessa Meheut , published on 9.06.2011

    Vanessa Méheut, analyst with Orange San Francisco. Her areas of interests include traditional and online video, transmedia distribution and marketing, and new ad formats. We gladly share with you her point of view on a “community created show” as she defines Bar Karma.

    TV show creator Will Wright is not your traditional TV creator. First he is based in San Francisco, the temple of new technologies and not in LA. Second his background is in gaming: he is the creator of the Sims. So it makes sense that the TV show he co created with producer Albie Hecht, is not your traditional TV show.

    Sci fi show Bar Karma is, to my knowledge, the most advanced example of a community created show that made it to the air.  Mr Wright’s background in gaming makes him a proponent of interactive experiences. His point of view on Bar Karma is that community produced TV will create a higher level of emotional engagement and involvement for co-producers in the crowd than any professionally written show ever will.

    BarKarma_BehindTheScenes_Wil_Wright_Albie

    Bar Karma relies on the wisdom of the crowds but a great part of the work is still done by professionals. The concept is to make it possible for anyone to come up with an idea for the show, from a “one liner” to a complete story-board. They can also volunteer their own creations (music, paintings) to be included in the show.

    The community also votes on the suggested ideas, to determine the most popular plots which will then shape where the story is going. But professionals check which suggestions are actually feasible before they are submitted to the vote, and once plots are selected, a traditional production process starts with professionals. There is a few weeks delay between the moment a story is chosen and when it actually airs on Current TV, the TV network that bought Bar Karma.

    The TV show premiered on February 11th 2011 and its first season was made of 12 episodes of 22mins which aired on Fridays at 10pm until season finale on April 29th. Carrying a strong Twilight Zone feel, the show is about an internet mogul who wakes up one day and walks into an unusual bar where a 20,000 year old bartender informs him that the bar is one of his proceeds for a poker game he won and that he is now in charge of helping the Bar Karma team accomplish its mission.

    Outside of space and time, the Bar Karma is a place where lost souls at a karmic crossroads find themselves. Each episode features a new guest of the bar who will need the help of the bar team (a 20,000 year bartender and the on staff waitress) to reflect on their lives, the consequences of their actions and eventually make life altering decisions.

    The whole concept of crowd-sourced entertainment is not new and has been tried before. But Will Wright used his background in programming to bring to the table a tool to manage this whole crowd-sourcing process.

    The program, called Story Maker, is online and those willing to participate in the story making can sign up on this website and start using the software. A dedicated iOs app for audience participation was also released on the Apple app store. There are no official numbers as to the number of participants for Bar Karma and comments from Mr. Wright at the recent TV of Tomorrow conference in San Francisco suggest it is rather small.

    .

    Bar Karma Facebook page

    The show has 5,000 fans on Facebook and the official Bar Karma page indicates that tens of thousands of ideas were studied for the show. It is possible that crowd-sourced entertainment is the type of experiment that probably follows the Pareto principle (20% of the people create 80% of the value.) Mr. Wright indicated before airing that the first episode would credit 30+ volunteer contributions in addition to the show’s professional crew.

    As far as distribution is concerned, it looks like Bar Karma has not yet been made available for transmedia platforms: some video clips are available on Hulu and YouTube but full episodes are not available on the traditional web/mobile platforms (Hulu, Amazon VOD, iTunes, YouTube,…) or on Current TV properties, most likely because licensing issues have not been sorted out.

    There are a lot of challenges to the concept of crowd-sourcing entertainment:

    1/ Hollywood is run by unions and the Writers Guild, which protects the interests of its writers members, will have its says in whether communities becoming authors are entitled to compensation: an interesting concept should not become a way to write shows on the cheap and destabilizing writing talents,

    crowdsourcing

    2/ There is no question not all talent is in Hollywood, but there is also no question that not everyone can have a good idea for a TV show plot. Outsourcing the process of filtering out the good from the bad can be a dangerous decision. Other experiments in crowd-sourced entertainment sometimes involved professionals making the calls after reading through hundreds of suggestions to find one diamond worth polishing (eg: William Shatner’s web series The Zenoids). Which raises the question whether such a process (finding a needle in a haystack) can be efficient?

    Bar karma s01e11

    3/ While crowds can be very creative, TV shows have a show runner because stories need to follow a vision, something which is better achieved through one or two individuals guiding a crew of writers than by the hands of an invisible community. Fans of TV shows have strong opinions about developments happening and shows, and don’t hesitate to address the writers with their suggestions, but they still expect writers to have a master plan (think ABC’s Lost). Not to mention the fact that most TV viewers like the passivity of the TV experience and are not looking for a lean forward approach, which means few would actually have the high level of emotion engagement sought by Mr. Wright.

    Bar Karma website

    Down the line, and like every TV show, the viability of Bar Karma will be determined on the basis of its ratings, which hopefully will be linked to its quality. Current TV, which premiered in the US in 2005 as an alternative to news channels like MSNBC, CNN and Fox News, is available in 60M households in the US, has a very small viewership which enables it to take this kind of creative risks. Crowd-sourced entertainment is not a mass market and it might never be: numbers in terms of TV ratings have not been made available by Current TV (the network usually carry a rather small 23,000 viewership average in prime time), the show has not been picked for a second season yet. But it can be a brand maker and an interesting differentiator for smaller TV networks. And it is an intellectually challenging concept.

    More information about Bar Karma and Current TV can be found on a recent article from the NY Times dated February 2011 and an interview of show creator Will Wright.

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    author Vanessa Meheut

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    StoryWorld Conference: The content industry meets up in San Francisco

    san-francisco

    by Ana Vasile, published on 7.06.2011

    StoryWorld Conference + Expo is the first major gathering of content creators, platform providers, and entertainment industry leaders dedicated to exploring new business models and working together across media boundaries. The event takes place in San Francisco from October 31 to November 2.

    san-francisco

    StoryWorld Conference aims to help attendees develop new revenue streams and add depth to their narrative. Through seminars and workshops, this event strives to help at the understanding of cross-media partnerships and transmedia-friendly story development, while providing the ideal setting for establishing new partnerships.

    The event promises to help attendees:

    This brand-new event is making waves throughout the entertainment community with speakers like Lance Weiler, Jeff Gomez, Robert Pratten and Christy Dena.

    Here you can find more information about the event. Hope to see you there!

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    The Stream – The analysis of a social connected TV show

    thestream

    by Manon Perroud et Mathilde Prat , published on 31.05.2011

    Al Jazeera English, the international information channel of the Al Jazeera group, was created in 2006 as a similar concept to CNN International and BBC World. The channel’s editorial policy is to be a forerunner in terms of innovations for information technologies and intends to use this advantage to compete against other international media providers.

     

    With its new program The Stream, launched on May 2nd of last year on television, and before that on their website, the channel has again demonstrated its avant-guard character by bringing the experience of social media to a TV audience.

    After the events of the “Arab Spring” and the scandal of Wikileaks, social media have become a keystone of political mobilization, making a place for themselves in mass media, including television.

    The concept of The Stream rests on the participation of audiences through the Web. It’s composed of a daily TV show presented by two American journalists: Derrick Ashong and Ahmed Shihab-eldin, in 3x30min sequences (5 days out of 7 at 10h30, 16h30 and 21h30) and a website gathering all non-professional information, which integrates all main social media (Twitter, Facebook, Ustream, Skype). The goal is to treat information from a “civilian-journalistic” perspective.

    In fact, The Stream gives everyone the possibility of producing content, giving their opinion, sharing their feelings and their experiences about the daily news. The internet users can react on their site,  or  .

    It’s a remediation process of traditional media: instead of having TV feeding content to the Web, the Web is feeding content to the TV show.

    During the broadcast of the TV show, a Storify, retracing the key points of the theme discussed, is published on the website. It consolidates the tweets, photos and Facebook comments that allowed to illustrate the subject on set.

     

    On TV, the daily show

    Each of the three shows, each day, takes up the theme of a hot new topic that’s already discussed on the web: “The Stories”. The debate is launched and we witness 30 minutes of interaction between presenters and internet users interacting live. The show is built under our eyes directly from the broadcasting studio, which is also the newsroom. The screens are omnipresent on the set, each presenter, playing his role as a moderator, has his computer and the Twitter flow projected on a giant wall. There can also sometimes be Skype interviews.

    On the Web

    The Stream website is hosted on the Al Jazeera English website and offers the possibility of watching previous shows, accessing different information flows for each theme with Storify (updated when the news require it) and displays the different sources (videos on YouTube, comments on Facebook, Tweets…). This presence centralizes discussions and also encourages interactions between the different followers.

    With the recurrent innovations in social media and the Web in general, we can imagine that The Stream will develop and gain new tools, exponentially increasing its presence on social networks. Since the concept of the show is based on Web participation, The Stream will have to be able to follow technological evolutions and renew itself if necessary.

     

     

    Analysis

    With its original concept for The Stream, Al Jazeera English is giving its big competitors CNN and BBC a run for their money, by offering a real international civilian journalistic show. They give a real legitimacy to all these information sources that escape traditional media circuits, criticized by the latter but increasingly favored by audiences that have lost their trust in mass media: too expensive, too institutionalized, too politic, too corrupted…

    By defining themselves as a social media with information sources coming from the web, The Stream doesn’t pay for the content it broadcasts. This gives the website the advantage of not being scattered with advertising like most information media, be it free or not. Video contents are posted for free on The Stream’s website, making the show innovative as an entirely free information source, not sponsored by advertizing. Once more, this is only possible thanks to the Web and the information goldmine that it represents, as well as audience participation through social networks, that bring The Stream to life, both on TV and on the Web.

    By allowing audiences to be real content producers, which they can edit thanks to their daily communication tools, The Stream is different from a classic talk show through the freedom and flexibility of its editorial line. Each show is unpredictable, just like the audiences’ reactions.

    Crowdsourcing (1)

    However, isn’t there a limit to this participative element? Indeed, how can one be sure of the information delivered through these channels? The main problem with web-based information is the identification of the source’s legitimacy.

    But since The Stream gives voice to everyday people who don’t have this legitimacy in the world of media and information, one can wonder which sources will be privileged and debated on the set? Is it really a place where everyone can express their feelings and their experiences?

    Moreover, giving voice to “everyone” also implies some abuses. Insults, lies, unconstructive criticism, identity theft, release of secret information, must also be taken into account in this type of relations between the show and its audience. The role of the journalists is therefore very important, they are the community managers that animate this community of civilian journalists, and that choose to talk about a tweet over another, or which video to publish.

    Under the guise of a free radio system, encouraging freedom of speech by everyone and for everyone, The Stream is still managed by journalists that embody the identity of the show and of the channel throughout the world.

    The Stream’s team will also have to create a system to sort the different content and direct its editors towards the subjects that they’re tackling in order to avoid flow saturation.

    The Stream TwitterThe Stream offers an opportunity to break from the traditional pattern of bringing television into people’s houses: here, people are easily allowed to bring their contribution to television with the tools that they use on a daily basis. At the same time, the editorial policy of the channel and its reputation are embodied by the journalists and the choices they make during the live program.

    Since its creation (early May), The Stream has already built a community of 2971 fans on Facebook and 4391 followers on Twitter, we can therefore talk about a success for this “participative” show. It has already allowed Al Jazeera to recruit new, younger, more international and more “connected” audiences.

    With this concept that rests mostly on the democratization of media and the democratization of the Arab world, as it’s undergoing a sweeping revolution, we have the right to believe that television channels will increasingly give voice to their audiences through social networks, and therefore open the way for Social TV.

    About the authors

    Manon Perroud and Mathilde Prat have both followed studies specialized in audiovisual production. Convinced that media convergence will open new opportunities for the creation of multi-media content, they have recently joined Julien Aubert at Bigger than fiction, to counsel companies who want to set up transmedia strategies.

    @mannonperroud, @Mathildmedia

    @BggrThnFctn



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    author Manon Perroud et Mathilde Prat

    Manon Perroud et Mathilde Prat ont toutes deux suivi des cursus spécialisés dans la production audiovisuelle. Convaincues que la convergence des médias va offrir de nouvelles opportunités à la création de contenus multi-supports, elles ont rejoint récemment Julien Aubert chez Bigger than fiction pour accompagner les entreprises voulant mettre en place des stratégies transmedia. @mannonperroud, @Mathildmedia @BggrThnFctn

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    The Young and Independent Producer’s Day: the audiovisual industry in speed-business meetings

    JJPI

    by Ana Vasile, published on 26.05.2011

    The Young and Independent Producer’s Day is an event that proposes a market for the young producers and for the decision-makers from the audiovisual field searching for innovating programs, through a speed – business meeting. The event strives to offer a 360° overview: a thoroughly conceived diversity with a transmedia approach of the content. The first edition of this event will be held on Tuesday 31st May at Porte d’Aubervilliers, France.

    VISUEL_JJPI

    All formats for all screens

    The declared objective of the event is to discover emergent talents and to valorise the content diversity.  Laurence Lascary, the head of DACP, the YIPD organising company, told us that “the audiovisual innovation rests in its market’s democratization, which will allow the emergence of new companies and a widening of the content proposals accessible to a larger audience.”

    Convinced that the independents producers can propose “programs that are better fitted to meet the audience’s needs, in a better degree than the “patrimonial” ones, Lascary emphasize the fact that « the producer’s job rests the same (to join human and financial resources in the service of creativity) but the young producers innovate through their capacity to propose alternative content, by making use of their international influences, by proposing content accordant to the contemporary society, a high quality content, able to meet the audience’s request. “

    Catalogue JJPI

    The selection of young producers was made in May. About 30 enterprises will present more than 200 programs, in a development or production state. Between all these projects, the organisers will present “about fifteen transmedia programs. Essentially short formats, developed for web and television broadcast.”

    While the inscriptions as independent producer are already closed, you still have the opportunity to attend the event as participants, by making a demand of accreditation on the event’s website.

    The decision-makers attending the YIPD issued form a wide range of audiovisual entities, from TV channels or distributors to professional associations: TF1, Arte, France 2, France 3, Canal+, Lagardère Active, Coyote, Endemol, TVFI, Planète Nolimit, CapaTV, Film&picture, Bellianne, QG Distribution, 3A Télésud, Touscoprod.

    Event’s schedule:

    The event’s schedule is structured in two parts: during the morning the event offers access to three roundtables on audiovisual hot topics organized with the help of Ina SUP, while the afternoon is reserved for the business meetings and programs’ pitching.

    The YIPD is organized with the help of its partners: The Regional d’Ile-de-France Council, Ina SUP, MpowA, le MediaClub and the Aubervilliers town.

    More information is available on the event’s main website, on the Facebook page, on the Vimeo channel or on the account.

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Transmedia/cross-media pitch by ARTE & Power to The Pixel

    POWERPIXEL_magNEW-1 [Converted]

    by Ana Vasile, published on 24.05.2011

    ARTE and Power to the Pixel organize a pitch for multiplatform projects. For the second year in a row, the Arte Pixel Pitch will choose the winner of a £6000 amount at the Pixel market: on 12 & 13 October at Power to the Pixel’s Cross-Media Forum in London

    Power to the Pixel will select up to 25 international transmedia/cross-media projects to be presented to potential financiers, international investors, commission members, technologies enterprises, web portals and media specialized entities.

    The projects can engage in using different formats: cinema, television, web, mobile, interactive content, edition, live events or games. They must be submitted to Power to the Pixel () before the 29th July 2011 (18.00 BST).

    ARTEThe producers submitting their projects must have a strong cinema, or audiovisual, or interactive media experience. Only 25 proposals will be selected and only 8 finalists will be eligible for the Arte Pixel Pitch prize.

    The producers selected will present their projects in front of a hand-picked roundtable jury made up of financiers, commissioners, tech companies, online portals and media & entertainment companies.

    Here you can find more information about the pitch. Good luck to all of the participants!

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    A transmedia overview on the radio

    radio_ibiza

    by Ana Vasile, published on 19.05.2011

    Undead End is an independent multiplatform project that chose the radio as its primarily media. A rather unusual choice that raises a question already asked by one of our readers:  “Why is the radio so rarely considered when constructing a transmedia mechanism?”


    A radio multiplatform drama

    Undead End is a zombies-story, created by Nate Goldman, presents itself as an interactive and immersive experience. The author declared himself inspired by Orson Welles, when he decided to erase the borders between fiction and reality.

    The plot, mainly told through news broadcasts, focalizes on the evolution of a research laboratory specialized on human body studies that start an epidemic with a zombies’ virus.

    The multiplatform mechanism:

    The operation that started in 2010 was concentrated on the Boston University’s campus and broadcasted on the WTBU radio. For the first episode, the audience settled at 2 000 listeners, but the following one gathered the double, more than 4 000. Undead End was broadcasted as well by WZBC Boston radio, two months after its first broadcast.

    If its plot is not that innovative, Undead End has the great quality of proving that we can still tell stories through the radio!

    The radio told stories, once…

    Before the TV’s democratization, the evening was the best moment to listen to the radio, all the family gathered in front of it. It was a cultural shared moment. This media’s function was more than just informational; the radio told stories, created and broadcasted dramatized narrations.

    Devant la radio

    The most obvious example is “The War of the Worlds” an Orson Welles radio adaptation of the SF novel, broadcasted in 1938 by CBS. This radio drama created panic for thousands of Americans, convinced that the fictional narrative was true and that the Martians are attacking the United States. The theorists blamed the program’s authenticity, even though CBS stated the fictional quality of its program: the actors took the role of reporters and told the fictional events as real news.

    Radio evolutions and transmedia projections

    The radios has for sure evolved, nowadays it is listened for its informational function or just as a musical background. The TV democratization has changed the consumer’s habits and evidently the usage of this media.

    radio_ibiza

    The study l’Année Radio 2009-2010, shows that the radio gathers in France more than 42,3 millions listeners aged of 13 years and more that listen to the radio more than  2.54 hours per day. The superior sociologic and professional categories are the highest radio consumers: more than 9 of 10 persons from this category listen to the radio daily.

    A study driven by Ipsos shows that the morning remains the white collars’ radio rendezvous. The radio penetration on this group of consumers is, at least in France, 26, 7% between 7.45 and 8 o’clock.

     

    In the construction of a transmedia strategy, the radio could become a way to create daily meeting points with some well defined audiences. Keeping in mind the programs proposed by the radio stations nowadays, we have to face a question: can we still can develop fictional narrations like in the old times, like Orson Welles. The debate is still open and we invite you to join it on our commentaries section or on Transmedia Lab’s .

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Decoding a transmedia classic, Enter the Matrix

    neo2vh

    by Ana Vasile, published on 17.05.2011

    Acknowledging its massive success, The Matrix is often cited as a reference example of transmedia. We invite you to go deeper into The Matrix’s universe and to take a closer look at its construction.

     

     

     

     


     

    Even if the narrative arch of all three films directed by Wachowski brothers is linear, the global Matrix story world is enriched with each piece forming its multiplatform mechanism:

     

    Synopsis

    Neo, the main character of the Matrix trilogy, is a young computer scientist contacted by a group of hackers. These characters make him discover that his real world is actually a virtual world created to keep the humans under control. From now on, Neo starts an epic battle against the system’s administrators.

    The Animatrix : a series of animated shorts

    The Animatrix, released in June 2003, is a series of 9 animated short films set in the world of The Matrix. The creators of The Matrix Trilogy collaborated on each one of them to varying degrees. Four of the stories were written by the Wachowski Brothers, with the other five written by the directors themselves. Each short adds depth to the Matrix Trilogy, from backstory on characters and events from the movies, to introducing new characters from the sequels.

     

     

    Four of the films were released completely free-of-charge on the Internet in the months leading up to the release of film The Matrix Reloaded. They remain freely available, and you can still download them. A fifth film (Final Flight of the Osiris) was as well shown in theatres to allow viewers to enter the Reloaded setup before its release. All 9 animes were available as well on a single , creating a double path of distribution: online and in stores.

     

    The Matrix Comics : a univers extended as well as Comics

    Matrix Comics vol 1

    The Matrix Comics is a collection of short comic book stories set in the fictional universe of The Matrix.

    Originally released on The Matrix official website, most of the stories were published in two volumes printed in 2003 and 2004 by the Wachowski Brothers’ company Burlyman Entertainment. Quite interesting to note that the printed edition brought to light three more stories never released online.

    The comics’ editor was Spencer Lamm. The Wachowski Brothers wrote one script “Bits and Pieces of Information”, narration that was later related to The Animatrix short animated film The Second Renaissance“.

     

     

     

    Les jeux vidéo : how to become The One…

    Enter the Matrix is a third person action game launched in 2003. Developed by Shiny Entertainment, the game was written by Andy and Larry Wachowski. The player can pick his character (Niobe, Logos’ captain or Ghost, his lieutenant) appearing as secondary characters in the trilogy. This game was vividly critiqued by the press and the cybernauts for its technical mediocrity.

    The game is graphically outdated and its game action is quite mediocre. One of the reasons invoked was the time pressure, knowing that the game was meant to be released between the last two movies.

     

     

    From a narrative point of view, the game allows certain clarifications on the relation between its characters and retraces the Matrix Reloaded story, from a different point of view:  that of the Logos’ team (Niobe, Ghost and Sparks). Only these secondary characters are playable: the game was conceived as a narrative extension of the global story world, that’s why it shows very few recreations of scenes in the film trilogy

     

    The Matrix Online is the second game released in 2005 and picks up the storyline from where Revolutions ends. Conceived as an MMORPG (Massively Multiplayer Online Role-Playing Game) it will support thousands of simultaneous players and it’s said to feature cutting-edge graphics and real-time martial arts combat.

    The Matrix Online

    The game’s storyline focuses on the outcome of Neo’s truce made in Revolutions, emphasizing the war between human factions, some that support Neo and some that support the Matrix.

     

    The Matrix: Path of Neo is the third video game based on the Matrix series and the second developed by Shiny Entertainment. Players control the character Neo, participating in scenes from the films. Written and directed by Andy and Larry Wachowski, the game was released in 2005 in North America. The game proposes a unique point of view: Neo’s with additional missions that extend the storyline of the films. Nevertheless, the game retraces the trilogy’s narrative.

     

     

    This time around, it received good critiques: from a technological point of view as well as narrative.  The press proclaimed that the game had one of the best uses of a license they’d seen in quite some time. It’s the first game all about Neo.

     

    The anthology « The Art of the Matrix »

    The Art of the Matrix is a huge storyboard book. The book does not bring any new narratives to the franchise but instead it’s telling the creators’ story: how they managed to convince Warner Bros to produce the movie and the full-version of Matrix storyboards. Designated to hardcore fans and to graphic professionals, the book

    art-of-matrix

    More than 20 books were published using the Matrix name, but they bring nothing new to the story world. Most of them are essays that discuss the ideas presented in the movie or the philosophical and religious symbolism in the movie.

     

    Conclusion

    In the Matrix franchise, it’s more than important to take notice of the implication of the Wachowski brothers in the development of almost the entire transmedia mechanism. They become the gatekeepers of their universe’s coherence by creating bridges between the narratives of each of their works.  That seems the way to make sure that the extensions are more than just spin-offs.

    By creating some storytelling juxtapositions between Medias, the universe gets richer; the emerging audience is rewarded with a deeper experience.

    mr smith

    For example, in the short « The Final flight of the Osiris » one of the secondary characters tries to send a letter to Nebuchadnezzar’s team. In the game « Enter the Matrix » the first mission is to pick up the exact same letter from the post bureau. In the end, the movie « Matrix Reloaded » brings up a wink to this story: the characters are discussing the last « message of Osiris », as in the letter we all been chasing through the storytelling universe.

    You can also read the article by David Peyron highlighting the concept of cultural convergence introduced by Heny Jenkins, which refers to the universe of The Matrix transmedia.

    If you do think of other examples of storytelling juxtapositions, share them with us, in the comment section or on our page.

     

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    A transmedia overview on the music industry

    music

    by Ana Vasile et Olivier Godest , published on 12.05.2011

    Faced with the evolution of uses and new media consumption habits, the music industry has to face similar problems to those seen in the audiovisual industry: unstable audiences, growing competition and pirating. However, new economic models and multiplatform projects are emerging: Jay Z, Gorillaz or Nine Inch Nails for example, are reinforcing their relationships with their audiences through storytelling.


    New distribution models

    The authors of record labels are faced with one main problem these days: the decreasing sales of material media (CD, DVD), which is directly linked to the digital explosion.

    disques

    Even though it’s often brought up as producers’ number one fear, music only represents 2,9% of illegal downloads, as shown in this Ars Technica study. While most big producers are concentrating their efforts on fighting pirating with entities like the BPI in the UK, the Hadopi law in France or the RIAA in the US, new music development actors and economic development models are changing the playing field.

     

    For example Spotify is a free music access provider that had 10 000 000 users last year with a service financed by advertizing. Since May 1st, Spotify’s policy has changed under pressure from record labels.

    New Spotify Users will still be able to enjoy free service as it is offered now for the next 6 months. Afterwards, all the users of the free service will be able to listen to a song a maximum of 5 times, after this limit, the user will have to buy the song.

    The number of listening hours will also be limited to 10 hours a month, a 50% decrease from last year. Spotify had to change its free policy under pressure from record producers who were denouncing an economic model that caused them losses. For example, Lemonde.fr criticized streaming based models by analyzing the distribution of money that comes from them and highlighting the fact that they hurt independent labels and artists.

     

    spotify

     

    On the other hand, a million subscribers are already paying 9,99 Euros per month for the premium service, without advertizing and available on mobiles. In a similar way, Last.fr, iTunes or Amazon have also been surfing the digital music wave for the past few years. Apple owns the leading music distributions platform with iTunes.

    These examples show that, faced with the digital explosion, the music world is confronted with the need to make its distribution platforms and economic models evolve. The evolution of the global context also requires a change in the way they sell music. Artists’ marketing operations are also evolving, with storytelling elements bringing an added value to the cultural offer.

    A reason to buy

    Gerd Leonhard, communication and media consultant, compared music with bottled water. Water is available almost for free from the tap, but the bottled water market sells more than 89 billion liters of water each year, throughout the world. Leonhard highlights the omnipresence of music. Internet users can get it for free and more and more record houses want to attract the consumer’s limited attention.

    The economic monopoly held for many years by classic producers and distributors is broken, mostly because of new business models based on digital access. Here is the question Leonhard asks himself: why pay for bottled water when it’s available for free from the tap? The solution suggested by the author is engagement, conversation, attraction and community. We’re not only selling music but rather an experience

    Robert Pratten, founder of “Transmedia Storyteller” and Transmedia consultant, touched upon the same theme during his presentation about the application of transmedia concepts to the world of music. Could storytelling give an additional reason to buy to Internet users, to generations who maybe, have never bought a CD?

    concert

    Pratten compares the music industry with the fragrance industry: “We don’t sell perfumed water, but dreams.” According to him, music has to reinvent itself an added value to regain economic value.

    One of the envisioned solutions is to “place the artist in a position of social catalyst in direct connection with the communities, to give them a reason to spend their money.” Instinctively, we can’t help thinking of Lady Gaga, who managed to create a real universe around her character… “Success requires more than a large community, it’s also based on credibility, authenticity, a relationship with the artist” Pratten concludes. He suggests building a narrative universe for an artist’s entire career and a narrative arc for each album and each song.

    This can seem obvious but fans will be more likely to want to extend an experience that has moved them. The musical universe in which they’re immersed consolidates the feeling of belonging to a community that shares the same values as them. An idea exploited by the web-documentary “Ma tribu c’est ma vie” (“My tribe is my life”), in which eight internet users explain how music and Internet have transformed their interpersonal relations and contributed to forging their identity.

    tribu vie

    The creation of a global narrative universe is built, in large part, on the artist’s or the band’s personality, which can be a way of reinforcing the engagement of an audience already more or less seduced by its music. The more passionate fans are rewarded with stronger elements of affinity with the artists that they like, with the right tools, they might even become faithful ambassadors. The more massive ones will appreciate a coherent story that gives them elements of important reference points. Some artists like Gorillaz, JayZ or the rock band Nine Inch Nails, have already started doing this…

     

    The pioneers of transmedia music

    Universes inspired by their music, their lives or their characters are elements of value added for the products that they sell: a new album, concert tickets or a book…

    The Gorillaz alter egos: characters that live in multimediagorillaz11

    Gorillaz is a virtual British band whose main creators are Damon Albarn (the singer of Blur and The Good, the Bad and the Queen) and Jamie Hewlett (the illustrator of Tank Girl). The members of Gorillaz are represented like characters of a comic book.

    For each music video, they build a story around their easily identifiable characters, each of them representing a member of the band.

    Journey to Plastic Beach” is a 15 minute cartoon that represents the journey of Murdoc (the tall one on the right) to Plastic island, where the character conceives the latest Gorillaz album: “Plastic Beach”. The story continues with his efforts to find all the alter egos of the group’s members and his incredible adventure to find the lost spirit of the Gorillaz.

     

     

    To organize the promo of their world tour, a treasure hunt was organized on the Internet. It’s goal? To find the 12 characters of the Gorillaz universe on the net. Those who finished the quest won an exclusive mix and were automatically entered into a contest to win a surfboard designed by Jamie, one of the members of the band.

    On the Internet there are two official sites: the .fr, which is the classic marketing promo site, and the .com, which is a site where you can travel through the Gorillaz universe (especially Plastic Beach at the moment) in the form of an interactive game.

     

    Port Gorillaz

     

    On this Gorillaz website, you can also play a dozen mini games, watch videos, listen to a “pirate radio”, have access to all of the group’s albums. Their facebook page now has 3,5 million fans.

     

    gorillaz.com

     

     

    Decoded by Jay-Z

    In 2010, Jay-Z published his memoir, a conglomeration of music and references to his culture. To promote this launch, the New York agency Droga5 set up a multimedia campaign and a treasure hunt on Internet and in the real world.

    decoded

    Spiegel&Grau, Jay-Z’s editor, signed a partnership with search engine Bing. The dedicated page, created by the search engine, became the starting point of an ARG (Alternate Reality Game). Internet users were invited to find the 320 pages of Jay-Z’s memoir, hidden in Las Vegas, New York, Hollywood and even in the UK.

    Each hiding place was a reference to his book, a key location in the artist’s life. Helped by Bing maps, the clues were given by Jay-Z on his and , the internet users joined this treasure hunt.

    jay z

    Those who managed to decode all the clues were selected for a draw. The prize for the winner was a lifetime access to all of Jay-Z’s concerts.

    To increase the interest of the players, the organizers played on the Internet users’ ego: the first one to find a hiding place could “announce” his discovery on the campaign’s website with his name. This way, other players could see the name of those who discovered each page.

    Pages were hidden on advertising boards, in hamburger wrappings, at the bottom of a swimming pool, in music or jewelry stores, in his favorite bar, on the punching bag of a gym, or on the back of the T-shirts of café waiters.

     

    In four weeks, the players managed to find all the pages; as a reward, they received books signed by Jay-Z or, through a draw, another prize: a trip to Las Vegas for a New Year’s concert by Jay-Z and Coldplay.

    The promotional campaign was financed by Bing and not by the editor. Bing’s Marketing Director refused to release the campaign’s budget but told the New York Times that “important costs are associated with this project”.

    annonce

    However, the results were positive! In November 2010, during the campaign, Bing experienced the most important market share of American traffic since its creation: 11,8%.


    Nine Inch Nails: a long-term relationship

    The “Year Zero” ARG

    In 2007, the band Nine Inch Nails (NIN) created an ARG for the launch of their new album “Year Zero”, thanks to the agency 42 Entertainment.

    This treasure hunt took place in an alternate reality, clues were given through texts on NIN T-shirts, singles of the new album left on USB keys, everything hidden in the toilets of concert venues, on websites or through secret phone numbers. All these elements helped players move ahead in the dark story of Year Zero: a world ravaged by an infinite war and an environmental catastrophe.

    The goal of the project was to immerse fans in an experienced linked to the universe of the album.

    NIN transmedia

    The leader of the band, Trent Reznor, qualified this experience as a “new type of entertainment”. According to him, the combined effect of entertainment, word of mouth and engagement of the audience, made this ARG the perfect tool to promote this album. For more information on their transmedia experience see the case study of the agency 42 Entertainement here.

     

    The NIN iPhone application

    To stay in touch with its audience and reward their loyalty, NIN made a partnership with Tap Tap Revenge in 2008, this iPhone game tests players rhythm in a similar way to “Guitar Hero”.

    tap tap nin

    The band created their own version of the game for 4,99$, everyone could test their rhythm on 13 NIN songs. Furthermore, those who managed to exceed a given score could win places to NIN concerts or the big prize: “a Les Paul guitar signed by Trent Reznor.

     

    The ticket race

    nin course

    Still in 2008, NIN found another way to federate its community.

    For the inhabitants of Los Angeles, Trent Reznor had hidden concert tickets in parks, under rocks, in ditches… Each hiding place was announced on the band’s Google Earth feed.

     

     

     

    Conclusion

    These examples show that storytelling can help artists offer parallel experiences anchored in their musical universes. Nine Inch Nails and Jay-Z managed to engage their communities in sincere ways with an uninterrupted communication like Pratten suggested.

    These two operations are similar in the games’ mechanics but with different approaches. While Jay-Z built a multimedia platform around his life and his character (through his autobiography and its ARG), the rock band built its narrative universe around music, with a particular atmosphere. Gorillaz uses another technical approach by developing virtual characters that evolve with each new album.

    If the music industry can learn from the audiovisual one to build narrative universes around its products to better engage its fans, the audiovisual industry could also learn from the music industry to build events around its “classic” contents.

    We’ve only explored three examples here but the list of artists that developed a transmedia storytelling universe is much longer, we can think of Michael Jackson or Daft Punk for example. If you also have examples of artist that deserve a place on the list of Transmedia music pioneers, don’t hesitate to share it in the comments or on the .

     

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    author Ana Vasile et Olivier Godest

    Olivier Godest était Responsable de la Communication et des Formations pour le Transmedia Lab jusqu'en juillet 2011. Plus d'informations sur www.olivier-godest.com Ana Vasile était rédactrice et assistante en charge des publications du Transmedia Lab de janvier à novembre 2011.

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    The start of Transmedia International Masterclass Marseille

    Palais_du_Pharo

    by Ana Vasile, published on 10.05.2011

    Tomorrow is a big day for transmedia in France.  The three days intense training TIMM, as in Transmedia International Masterclass Marseille, will be held in Marseille, France. An opportunity to listen and work with the best Transmedia specialists in the world.

     

     

    Attendees will learn about Transmedia issues, and, more specifically, will understand how Games: social games, alternate reality games and pervasive games will influence Transmedia creation content, technology, business models, and delivery issues.

    While morning sessions will be devoted to lectures, the workshops and hands on activities will take place in the afternoon. The first day will be designated to Storytelling, with speakers like Christy Dena from Universe Creation 101 or Eric Viennot, the creator of the « total fiction » game concept and co-creator of the Lexis Numérique studio.  Here you can find detailed information about each day’s program and about all the speakers.

    The second day will be all about production, conducted by speakers like Joaquin Alvarado, from American Public Media or Monique De Haas from Dondersteen.net. The last day will focus on technology with the interventions of speakers like Jean-François Rodriguez, VP of Transmedia & Social Media in Orange Group or Boyd Multerer from Microsoft.

     

    TIMM 2011

    The content of each afternoon workshop will be organized in accordance with the speakers of the day and will include hands-on activities, group discussion, analysis and critiques. In addition to these analysis-and-revision exercises, attendees will gain further practical experience working with these models through brief collaborative design projects, brainstorming sessions, critical analysis and discussion.

    TIMM is organized by the French university CNAM, the Conservatoire National des Arts et Métiers, and NX Publishing. It will take place from May 11 to 13, at Palais du Phare in Marseille, south of France.

    It’s quite astonishing, but the registrations are still opened here. For those of you attending this event, feel free to comment here or on and let us know how it went!

    Avatar Image

    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Spangas : a transmedia soap opera made in the country of tulips

    Les Spangas

    by Ana Vasile, published on 5.05.2011

    Spangas is a daily TV series that shows the life of 10 teenagers from a realistic and funny point of view on their everyday-life problems. Produced by a group of producers from Nederland, with Johan Nijenhuis among them, Spangas is a transmedia native project.

    By targeting the 9 to 15 age-group, this program is addressing an instinctively tech- savvy target, well at ease with multiplatform universes. An opportunity well used by the Spangas producers.

     

     

    Spangas’s transmedia mechanism:

    Spangas-MagazineYou might be surprised by the fact that the producer didn’t choose to create an iPhone app, especially with this king of target.  The mobile media was ignored because the celphones are forbidden in Dutch schools: a nice proof that the transmedia mechanism was well adapted to its audience.

    Written like a soap opera, but filmed in a real high school, each season shows an entire school year through 180 episodes throughout 7 months. With quite a record, more than 50% market share at the end of each season, the runs on the Dutch TV channel NRCV. At present, the producers are filming the 5th season.

    An interesting point to the Spangas conception is the way they imagines the audience’s circulation between platforms: TV and Internet. At the end of each TV episode, one of the characters speaks directly to audience by sharing his feelings on what just happened on the show he redirects the viewers to the website, a touching and direct way to assure the flow between platforms.

    The web was imagined as an integrated part of the project. The Spangas website has a forum and each character keeps his profile and diary updated. On their profiles the cybernauts can directly relate to the characters and ask questions. The website is enriched with characters’ testimonials videos where they comment the show narrative and ask for advice. Now and then, the producers organize a virtual meeting with the characters via the live-chat function available on their website. Spangas also proposes on the web extras like touring videos, interviews or the making of.

    This program is even able to integrate on the website the UGC (user generated content): photos and videos posted on the website. By using the forum and the pools, the series creators are always checking the mood of their audience. For example, Charley one of the series character would want to cheat an exam, the cybernauts are being asked their opinions on the matter.

    Spangas website

    The cybernauts reactions are integrated in the series’ narrative by using the pools’ results. Through an intense and scheduled communication, Spangas is forming a strong and lasting relationship with the online community. To give you an idea of the success of this approach: Spangas website is the most visited kids’ website in Nederland with 24% of visitors spending there more than 15 minutes.

    Spangas aired for the first time in 2007 and gathered already 770 episodes, each with a 12 minutes length. Over the years, the program eight prizes in Europe: comme par exemple Best on shifted tv in 2010, Cinekid-Kinderkast Audience Award in 2010 or Cinekid Media Award in 2009. The series was already exported in Switzerland, to the SF channel, and in Germany on SuperRTL.

    You can find a complementary article in French on Backstory website and in English on Transmythology.

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    The puzzle of transmedia classification criteria

    questions

    by Olivier Godest, published on 3.05.2011

    For several months now, we’ve been analyzing transmedia works and projects, reflecting on methodologies to write them, giving our point of view on some of them and trying to define criteria to understand why a work is transmedia or not.

    Now, the Producer’s Guild in the US and the CNC in France, have drawn up guidelines to know if your project can be called “TRANSMEDIA” at least as far as getting financial support is concerned.

    But despite these criteria, it’s not always easy to know how to classify your project in the jungle of multi-media works that exists today.


     

    Let’s go back to the start. How do we define a transmedia work based on the studies of a certain Henry Jenkins ?

    As opposed to cross-media (or pluri-media) which spreads a core content across complementary media, transmedia articulates an original narrative universe on different media. This universe is carried by different media (TV, Internet, Mobile, Radio, Print, Tablet, etc), which bring new and complementary perspectives on the universe of the story, depending on their technological capacity. The different elements that compose this universe can be explored and understood independently of each other: we talk about multiple entry points into the story.

    However, I’m often faced with works that approach these criteria, but don’t always include them totally.

    3943332385_9f992fa1e0

    On the other hand, Dr Christy Dena references two types of transmedia works (I invite you to read her much more detailed analysis here):

    - either a collection of several stories told in mono-media in a given universe (ex: franchises)

    - or a collection of media telling one story (ex: an entertainment program that takes place on tv and on the web simultaneously)

    There are then two types of transmedia narrations:

    - those that start from a pre-existing content (she talks about an “expansion” of the universe)

    - and those that are conceived according to the criteria of a transmedia work from the beginning

    This approach seems to me to be the most accurate for the present market. My analysis on the perception of transmedia works today is therefore based on these criteria and is divided into three parts:

    1°) One story told on several media

    cathy-s-book_couv

    Let’s take the example of “Cathy’s book”. This young people’s novel tells the story of the mysterious disappearance of a young teenager. The book is her diary, which she left for her sister.

    On the cover of the book, an intriguing detail: a phone number…

    At the back of the book, the author invites readers to resolve a series of mysteries to find Cathy. In order to do this, she explains that you can use the phone numbers, but you are also pointed towards the web to do your research. The goal: to move ahead in the resolution of the investigation and find Cathy.

    This book also includes an envelope containing clues: photos, business cards, newspaper articles…

    Can this be considered a transmedia work?

    The question deserves to be asked. At first glance, there isn’t a complete independence between the different media… (see definition: “The different elements that compose this universe can be explored and understood independently of each other: we talk about multiple entry points into the story”)

    The mobile and web are extensions of the book medium. These media allow us to delve deeper into the story, to participate, but they don’t bring a new point of view of the main story (then again…this notion is also a subject of debates).

    cathys-book

    There is also an iPhone application serving as another entry point into the story.

    And on the web, multiple sites and forums on which amateur detectives can exchange tips.

    From there on, how can we qualify this work? An alternate reality game, an ARG? A digital book?

    From my point of view, it’s transmedia, whether or not the different media are independent… This example is ONE illustration of a type of multi-media storytelling. It shows one universe spread out on several media, a good measure of interactivity and audience participation at different levels of involvement.

    In the same category, we could talk about our french example : Detective Avenue

    2°) Transmedia transformation and franchises

    These are the most common examples since they are, first and foremost, based on minimal risk taking.

    E17TVa

    It’s the story of a producer and a broadcaster, who bring a TV series to the screen, let’s take Dexter for example. We’ve already done a full article on it. It all started with a book. The first season of the show is based on this book. At this point, we’re closer to adaptation, cross-media.

    But with the growing success of the series, the story between our producer and our broadcaster goes to the next step.

    Why not take over other media while the “Dexter” brand is successful? Once the trust is established, it’s much easier to find the financial means to spread a universe on several media. Other media are then developed in parallel with the series: web series, games, marketing operations, smartphone application, etc.

    dexter-web-serie

    The goal is to fill the fans’ waiting time between two seasons in order not to loose a community that is so hard to build. But also, if possible, to generate business. And the master in that domain is obviously George Lucas.

    694px-star_wars_logosvg

    This is the same logic that was exploited by this great name of filmmaking with Star Wars. Yes, there are a lot of derived products (that don’t bring anything new to the story), but there are also books, video games, an animated series, etc, that bring new perspectives on the universe. Why? Because at the start, there is a successful film, a trilogy, a brand! Minimal risk taking and presumably, a very interesting return.

    The transmedia universe is deployed in the second step, it’s only the extension of a work that was originally mono-media.

    Another example that we’ve explored recently: Tron and transmedia

    Here, we touch upon two points brought up by Chrity Dena: “a collection of stories that are told in mono-media” and “writing based on expansive universes

    3°) “Pure” transmedia works

    They’re the hardest to find in France today… Still too often in the project stages, they are narrative universes that meet all the criteria of the basic definition quoted above.

    A global media strategy is set up from the conception stage, in order to create the links between each medium in the most harmonious way possible. It’s a narrative universe deployed on several media, not a unique story, which is an important difference from the first point. The difference is tiny but it exists.

    One of the best examples to illustrate this strategy is “The Blair Witch Project” that I’ve recently written about.

    We could also talk about the numerous ARGs that were a great inspiration for these mechanisms.

    A good example is that of the HBO campaign for the launch of the True Blood series. Here, the marketing budget was used to extend the universe of the story before the TV broadcast…and the result in terms of audience circulation was excellent.

     

    Conclusion

    From my point of view, there are two possible perceptions of transmedia works today:
    - the reality of the market and the concrete experiences that are offered, which aren’t perfect but at least they exist
    - “pure” transmedia projects such as we imagine them (with all the criteria that we know), but that still have trouble blooming (especially in France).

    The total independence of media is probably one of the most questionable points in the qualification criteria of a transmedia project. Often, the main medium takes the lead in the global universe, which makes it an almost unavoidable step to get through the first layer, since the other entry points rarely have the same narrative intensity. From then on, can we really talk about a true independence of the media from one another?

    Furthermore, in some works, several media are available to the spect’actor to resolve an investigation or simply to move ahead in the story, such as the example of Cathy’s book and Detective Avenue. Here, each medium is not really a new entry point into the story, but rather an additional communication vector to progress in the investigation or enrich the story of the main medium. From there on, should we say that it’s not transmedia? I don’t think so.

    The perception and differentiation of all these innovative projects is a real source of inspiration for international creation, but, as is the case for many works of art, it’s not always easy to fit them into boxes (and that’s a good thing!).

    I would be happy to hear your thoughts on this topic!

    Avatar Image

    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    « La Zone » : a transmedia documentary on the Chernobyl catastrophe

    lazonehome

    by Ana Vasile, published on 28.04.2011

    This multiplatform project proposes a new point of view on the Chernobyl catastrophe. 25 years after, « La Zone » ravished by the radiations is uncovering itself through its inhabitants’ stories, gathered by two journalists through their journeys spread throughout ten years.


    Directed by Guillaume Herbaut and Bruno Masi and produced by Agat Films & Cie and lemonde.fr, “La Zone” unfolds its story through a web documentary (broadcasted on the Le Monde newspaper’s website), an interactive installation at the Parisian art gallery  Gaîté Lyrique and a book edited by Naïve, on the 25 anniversary of  Chernobyl catastrophe.

    “We have discovered the abandoned villages from the forbidden zone : that infinite space similar to The Reunion Island, surrounded by barbed wire and punctuated by graveyards where the corpses of contaminated cars pile up. During ten years, we went back to this region, magnetized by its stakes : the incarnation at a big scale of a  disintegrating world, with no point of reference flowing with the instinct, inhabited by fear of extermination, eaten by his own social and economical decay.” witnessed the authors.

     

    A web documentary

    La zone

    A gallery made by stories and portraits. The men and women living there, orbit around the 4th reactor in Chernobyl.  That restricted area is still one of the most dangerous areas on Earth, a self-contained world eaten away by the radioactivity, this invisible danger… intangible, odorless but always present, a land inhabited by wolves, surveyed by smugglers and state police that will not twitch before pointing up their guns.  A strong and complex tie is woven between this zone and the men and women that inhabit or adventure to cross it. The documentary is online on the Monde’s website

     

    A multimedia installation

    The viewer’s physical experience at the forbidden zone. By entering a grey cube the viewer experiences the zone on four walls. The system mixing video and photography is proposing a certain immersion into the Chernobyl area, the 450 km zone around the fourth reactor.   From the 26th April to the 10th May 2011 at the Gaîté Lyrique (Paris)

    A book

    La zone le livre

    The book co-edited by Naïve and Gaîté Lyrique is mixing Guillaume Herbaut’s pictures with Bruno Masi’s texts and covers all the five trips that allowed these two journalists to create their documentary, from October 2009 until November 2010. Following two stories with different rhythms, this book is inviting the reader to submerge to the zone’s everyday life. Available starting with the 26th April at Gaîté Lyrique (Paris)

    A complementary article is available on WebTelevisionObserver website.

     

    Avatar Image

    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Transversal writing and financing : is transmedia the future of TV ?

    INA

    by Deni Susic, published on 26.04.2011

    After “The search engines” and “3D relief”, the 4th meeting of the Ina SUP professionals focused on the subject of transmedia in TV production. Jean-Yves Lemoine, a specialist of media convergence, and Didier Giraud, coordinator of the Ina seminars, led the debate.

     

    Context

    The multiplication of media platforms has led to an individualization of audiovisual content consumption. Audiences have also become internet users, immersed in a digital flux of continuous information. Uses have evolved: these internet users have also become multi-taskers. They want emotion and proximity. They want to feel, participate, create and communicate. For these reasons, audiovisual production has to invent transmedia formats, to capture the attention of these super-solicited audiences.

    First part speakers: “How does Transmedia mobilize competencies?”

    Jean-Claude Mocik – Head of the directing department of Ina SUP
    Bruno Masi - Head of the journalism department of Ina SUP
    Eric Viennot – Director of Lexis Numérique and creator of « In Memoriam »
    Mathieu Leblanc et de Mathieu Salomé – Producers – Aomys

    An author tells a story, a transmedia author creates an experience

    The ability of a transmedia author to target an audience and determine the platforms to reach them are the characteristics that differentiate him from a traditional author.

    In terms of writing, the notion of “participation” and using the right media are an integral part of the development of a transmedia project. Ideally, these approaches are included from the conception stage (more efficient).

    Capture d’écran 2011-04-08 à 14.22.49

    In the US, transmedia authors are called “Story Architects”. They’re “Supermen” who script a universe on several media. Their job consists of isolating the narrative elements and transmitting them while creating emotion. They know how to work in teams, accept the expertise brought in by new participants and understand the specificity of each medium. These profiles are relatively rare in France.

    shiva

    In the journalistic domain, it’s possible to find a certain resemblance between the “Shiva Journalist” and the “Story Architect”. Bruno Masi, Director of the journalism department of Ina SUP, relates the birth of the “Shiva Journalist” to the emergence of new technologies, and he warns us about the economic overexploitation of this new type of journalist: the “Shiva Journalist” is a DOP, cameraman, sound engineer, editor, graphic designer, community manager, all at the same time. This can be considered like a danger for the profession.

     

    The influence of video games

    “Video Games have become the pop art of the 21st Century”

    in memoriamjeu

    It’s difficult to contradict Eric Viennot, the creator of the game “In Memoriam”, when he announces this in the introduction of his intervention.

    With his company Léxis Numérique, Eric Viennot is developing concepts of “total fiction”. According to him ARGs are too complicated to play and remain, for the most part, promotional works or simple derived products.

    A total fiction is an experience that blurs the boundary between reality and fiction. It allows players to follow a mystery in a non-linear way, to get involved, to modify the course of its story and become the hero. This experience exists on its own. The platforms that build it are independent.

    On the contrary, in ARGs, the player is really guided: accompaniment, engagement and reward processes are created. For example, In Memoriam: Julie’s character was an investigator who sent emails as soon as a player took too long to solve a mystery.

    These markers, as Eric Viennot calls them, allow the game’s editor to “track” the player’s progress. According to him, these mechanisms specific to videogames seem essential in a transmedia project.

    Furthermore, the development of a “total fiction” is very different from that of a traditional fiction. On his latest project, Eric Viennot dedicated an entire year to documentation – accumulating the themes touched upon in the game – with the idea of establishing a coherence between places and characters.

    Whatever his cultural knowledge might be, he says, an author/conceiver is never protected from players that might be better than him. After that, the tools and mechanisms of the game are set up. Finally, he establishes the different levels of the story – the possible itineraries of the player – and creates the project bible.

    book

    “The Gameplay and the story have to be conceived and weaved simultaneously”

    Is transmedia the business of an author or of a conceiver? Opinions diverge. Will an author be able to create an interaction with his audience? Will a conceiver know how to bring to life and make his characters coherent? What we learn from In Memoriam, is that it’s perfectly possible for a conceiver from the world of video games to create immersive transmedia experiences. However, it’s important to note that the development time of such projects are much longer than traditional linear fictions.

     

    A need for training, collaboration and models

    Jean-Claude Mocik, director of the directing department of the Ina SUP, summarized, in a few sentences, the need to establish transmedia specifications for audiovisual professionals :

    “There’s a real need for training, reflection and exchanges between audiovisual professionals. Traditional authors will have to profoundly review their approach to their profession.”

    Indeed, it’s very complicated for a single author to elaborate a transmedia experience without surrounding himself with a multidisciplinary team to support its creation and distribution. In order for this team to work, it has to come together around a project. Mathieu, producer of Aomys, considers that the climate is favorable to share knowledge between professions and competencies: “There is a real opening in the field of audiovisual production for the convergence of classic and new competencies. In terms of writing, a synchronicity of forms and professions is necessary.”

    In France, however, transmedia projects remain relatively few and difficult to finance. References are beginning to appear but there are still very few models. Mathieu Leblanc concludes: “Before, we had to create prototypes for cars, today, we have to create prototypes for circuits.”

    Second part speakers: “How technology is impacting the financing of programs?”

    Véronique Marino, Digital business development consultant – Espace in.fusion and director of the Interactive Media program of the INIS (Québec)
    Valérie Bourgoin – Director of the Video Game and Digital Creation department – CNC
    Jérémy Pouilloux – Producer – La Générale de Production

    business

    Towards a communal taxonomy

    There exists an understanding and language problem between “classic” audiovisual producers and producers from the web. Few players from the world of the web and interactivity are integrated in traditional production companies. Furthermore, audiovisual production doesn’t really understand the production delays of web creation. It’s incapable of challenging the quotes made by professionals in that field. The audiovisual producer doesn’t really know how to estimate the cost of an interactive component. This will require a redefinition of human resources inside production companies and the creation of a common dictionary.

    Transmedia is an artistic and financial challenge

    As new uses lead us to new forms of content, the financing of a transmedia work remains a real challenge. A transmedia producer will have to fight. Finding the funds to finance a transmedia project is difficult. Jéremy Pouilloux, producer with La Générale de Production, comments: “Transmedia is a loosing production economy compared to traditional productions.”

    According to him, it would be too easy to blame it all on the pre-financing crisis. Distributors, even if they are touched, still remain major and dominant actors in the financing of works, transmedia or others. The CNC production and development funds have managed to create a momentum. Furthermore, the opening of the support account is very good news for the producers of new media works.

    The CNC also allows, within certain criteria, the input of a brand.

    detective

    Brand-content, the relationship between a brand and a producer, a brand and a content, can be envisioned, but is confronted with many challenges. When a project is natively transmedia, it’s difficult to integrate it into advertising calendars. In terms of “timing”, in most case studies, the CNC has realized that the associations between producers and brands doesn’t work, because of the constraints established by the public establishment. Brands want a large distribution of the project first and foremost while the CNC is in a logic of helping creation.

    Under the impulse of social media, post-financing, especially in the form of micro-payments, is a possibility for producers. It’s possible to sell certain contents, like applications and mini-games, through these means. Detective Avenue, for example, sells a package of SMS cues for 3€ on its internet site.

    The Canadian Example

    ONF300In 2007, Telefilm Canada created a new media fund, the CMF-FMC, destined for non-television content (multimedia, games, etc). This fund has a good track record since the organism has acquired a real know-how in the field of non-linear production.

    Last year, a federal decision was taken that sent a real shock wave through Canadian TV producers. From now on, they have to subject themselves to the web game, meaning that they must develop an interactive component in order to be eligible for pre-financing.

    The NFB has also stopped its distributing activity. From now on, the organism only finances artistic residencies. Despite that, they are successfully fulfilling their role, by offering very creative contents.

    In terms of brand-content, more and more brands are participating in content production. To go back to the author-artist issue, it’s important that the latter question his role in this case. An artist has to understand that he’s not doing things for himself but for others.

    There is one more real difference between Canada and France. Whether it’s in development or in production, a project’s ability to generate audience is key. The FMC asks producers to make the necessary efforts to find a minimum return on investment.

    About the author : Deni Susic

    Graduate of an Audiovisual Production MBA at the Superior School of Management, Deni worked for the production companies Few Interactive and Karé Productions. Soon, he became interested in the possibilities offered to the traditional audiovisual content by the evolving new screens and the social-medias. Since April 2011, he developed an international community of “story architects” as well as a discussion and exchange portal for the transmedia actors: Mediactivists.com.

    Avatar Image

    author Deni Susic

    Diplomé d'un MBA en Production Audiovisuelle à l'Ecole Supérieure de Gestion, Deni a travaillé pour les sociétés de production Few Interactive et Karé Productions. Très vite, il s'interesse aux possibilités offertes par les nouveaux écrans et les médias sociaux pour les contenus audiovisuels traditionnels. Depuis avril 2011, il développe une communauté internationale de "story architects" ainsi qu'un portail d'échange et de discussion entre les acteurs du transmedia: Mediactivists.com.

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    Collapsus : multiplatform project takes on energy crisis

    collapsus

    by Ana Vasile, published on 21.04.2011

    Collapsus is a brand-new multiplatform project produced by the Dutch company SubmarineChannel. Under the direction of Tommy Pallotta, this experience combines interactivity, animation and fiction with documentary footage. Collapsus offers a peak into the near future and imagines how the imminent energy crisis affects a group of ten young people, who appear to be caught up in a conspiracy.

     

     

    Nominated at the EMMY Digital Awards and winner of SXSW Interactive Awards in the Film category, Collapsus is designed around the documentary Energy Risk, at the demand of Dutch broadcaster VPRO. The goal was to attract a different and younger audience than traditional documentary viewers. Presented as a transmedia project, Collapsus is deployed though only two media, TV and web. On the last media, Collapsus is proposing to the cybernauts an interactive experience through different content on each platform. On the TV, the audience can simply watch the classic documentary Energy Risk.

     

     

    The director presents his project like a “pioneering approach that blends real documentary footage with mini-games and movie fragments, inviting you to choose your own perspective as the story unfolds. Interact and make decisions to avoid further blackouts; get a broader perspective by listening to the experts; or observe the consequences for everyday people through the fictional story”

    Interface_1

    On the project’s main website, the players are required, through an interactive game, to make decisions that leave their mark on a global scale. Collapsus is reiterating the codes “of serious gaming” by developing through a game an important issue in an informative and educational goal. The cybernaut is learning to judge the gravity of national governments’ decisions on theirs energetic politics by trying to put an end to a virtual energetic catastrophe.

    The story starts in 2012 and takes the cybernaut in crucial moments in time, until 2025. The audiences will virtually visit a series of locations such as London, the Ukraine, Teheran and Colorado. Live action footage combined with animation will unfold the current political situation – as well the characters’ course of destiny.

     

    The experience is guided by one of the characters vlog posts of Vera and her friends as they attempt to figure out not only their personal problems, but also what is happening in their collapsing world – and what they can do to create a livable future world.

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    Collapsus can be seen as an experimentation of transmedia power, as producer Bruno Felix says, “We always try to approach complex issues in appealing and engaging ways. It was very interesting to produce a transmedia project because it is an emerging genre that is still in development and experimentation is still possible”.

    If we base ourselves on the Producers Guild of America criteria, Collapsus can’t be an ad litteram transmedia concept (as stated in this Wikipedia article) the experience unfolds his story only on two media, the TV and the Internet. Nevertheless, Collapsus seems a very interesting experience because of its double targeting strategy for a documentary: the young audience is involved through the interactive online platform and the mass audience through TV exposure. Its success could give some ideas to the audiovisual producers, by proving that using a certain dose of interactivity and “serious gaming” can be of interest in enlarging the frontiers of the storytelling universe.

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Call for children’s transmedia projects: TFou Pitch

    TFOU

    by Olivier Godest, published on 19.04.2011

    This year, the TF1 Unit for Youth Programs is launching “TFOU Pitch”, a call for projects open to any kind of writing and to new talents and partners, whether they’re producers, authors or web agencies…

    Concept

    To conceive and coproduce an original transmedia event game: with at least three media support like television, Internet and another support of your choice (live event, card collecting, boxes, mobiles, tablets…). The different media don’t just have to be linked but to be organized as a true virtuous circle. Each media will have its own role in the transmedia program and enrich the others.

    Goal

    TF1 through its TFOU Pitch, wishes to create:

    -          A unifying transmedia program adapted to the TFOU program, aimed for children 6 to 10 years old.

    -          Conceive a fun project: simple, efficient, developing loyalty and mostly CRAZY!

    Registration deadline is June 4th 2011

    Good luck!

    You can look at the specifications here and read the details of the call for projects here.

    Avatar Image

    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    The Media Faculty Training : “How to create and produce transmedia”

    multiplateforme

    by Olivier Godest, published on 14.04.2011

    The Media Faculty is proposing the training “How to create and produce transmedia” from the 26th to the 28th April 2011. The declared objective is to bring answers to all your questions about the new storytelling forms, through the interventions of specialised professionals.

     

    The audiovisual field is boiling with new developing technologies and broadcasting platforms (the linear TV, on-demand TV (VOD), the web, the mobile, the tablet).

    Obviously, more and more issues find themselves needing answers, like how to create and produce content for these new media, how to encourage the participation in transmedia stories without forgetting their possibilities and stakes, as well as the financials and juridical issues raised by transmedia projects.

    Media Faculty

    This training can be entirely paid (by your OPCA or AFDAS and by the AGEFICE for company directors and freelancers), if several named criteria are met (for more information call The Media Faculty).

    Here, you can find more detailed information about this training and all the speakers involved.

    Inscriptions and complementary information available by email at and by phone at 01.43.55.00.40 (Floriane).

    Avatar Image

    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    Tribeca Film Institute : multiplatform projects’ call for entries

    tribeca-film-institute

    by Ana Vasile, published on 12.04.2011

    Tribeca Film Institute, a New York based nonprofit organization, opened a special fund for non-fiction, multiplatform projects.  The organization position itself as a funding provider for filmmakers and a promoter of film.


     

    The TFI New Media Fund is specifically oriented towards projects that go beyond traditional screens, integrating video with content across media platforms, from video games and mobile apps to social networks and interactive websites.

    This initiative emphasizes the importance of innovation through storytelling, as the fund members said “We’re looking for projects that activate audiences around issues of contemporary social justice and equality around the world and demonstrate the power of cross-platform storytelling and dynamic audience engagement.”

    Projects

    The projects eligible for submission must present a non-fiction story focused around issues of contemporary social justice and equality, by including an integrated cross-platform or interactive component designed to engage and activate audiences in imaginative ways.

    The fund welcomes documentary, hybrid/scripted, animation and other innovative storytelling approaches. TFI New Media Fund creators highlight that “We will only accept projects that are in an advanced development stage and beyond,” in order to be accepted the author must submit at least 7 minutes of footage and demonstrate that the “Fund will have a meaningful impact on the completion of your project”.

    multiplateforme

    While students’ projects are not accepted, first time filmmakers are encouraged to submit their work in order to obtain the funding offered. They only need to demonstrate the innovation brought by their project and how it engages audiences in new ways. The video component can be feature-length or short and can be designed specifically for a new media platform – for example a web series.

    Even if the organization is based in New York, producers and filmmakers from all over the world can submit their creations. The project needs to be relevant for the American public and at least subtitled in English.

    Funding

    While there are no entry fees, only four to eight projects will be each receiving between $50,000 and $100,000 in funding.

    Entry Deadlines

    The submission deadline is May 25th, 2011

    Here you can find more detailed information on the fund and here you can submit your work.

    Avatar Image

    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Do you want to be a Super Villain ?

    Super-Vilain

    by Ana Vasile, published on 7.04.2011

    Global adventure allows participants to join or oppose a super villains’ army. The battle takes place through an Alternate Reality Game that started on 12 March 2011. Dominic de Haas, an independent developer/producer and this ARG’s creator explained the game’s mechanism for Transmedia Lab’s readers.

     

     


    Participants are required to locate the virtual Villain Training Program and complete missions at different locations around the world. This training will guide them on their path to become masked villains and aiding the mysterious T.S., the evil mastermind in need of allies. The participants to the ARG can also oppose the villain. A top secret movement is somewhere out there to support them in this war.

    The game concerns a global alternate reality experience that will play out in the real world as well as over the internet through social platforms like Twitter, Facebook and Youtube. The story includes online and offline elements and will deliver some of its content to the participants’ “doorsteps” by means of phone calls or e-mails. There are also mysterious phone numbers to be found and called.

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    The back-story will be told through a digital graphic novel whose pages can be unlocked by the participants during the experience. Optionally players will receive SMS text messages at later stages of the game. Also, players will directly affect parts of the story line, in the game as well as in the graphic novel. For example, by completing the second mission, the players allowed the villain to gain entry to a database where he finds a lethal virus. Would the players have failed this mission, there would not have been a lethal virus and the villain would have to find other alternatives (through other missions).

    Dominic explains that “The game also requests the players to become actively involved in the game, virtually and in real life. For example, one of the missions has had the players add super villain masks to their photos. Another mission requested players to launch blogs on which they describe their journey into villainy.”

    A game of ‘chess’ is proposed  in which players will have to claim locations on earth by going there and taking photos in which they hold up a piece of paper with a drawn logo and therefore ‘claiming’ that location for one of the game’s ‘camps/sides.’ If the Super Villain selects a city that no player can claim, players will then have to use their networks to find people willing to go there.

    At a later stage in the game, players will have to use their networks to collect game artifacts and fulfill missions in different locations in the real world. For the moment, the cities targeted by the Super Villain are kept as a great secret, but the game master whispered us : think New York, London, Berlin and even Paris… for once, France was not forgotten!

    Super Vilain

    “This experience will introduce participants to a villain they will actually be able to interact with. The premise is for the players to find out whether they would rather join or oppose the villain and do they have what it takes to do so?” Dominic concludes.

    Some known cybernauts, like Jane Doh from argn.com, received a personalized invitation from the Super Villain himself to join his troupes. The recruits already started gathering on the Unfiction forum, but Dominic, the game master, says anyone can join the adventure on the game’s launching site: http://www.sotanaht.com.

    What about you, dear readers, would you rather join or fight the Masked Super Villain?

    Avatar Image

    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Detective Avenue : transmedia innovation transforms production collaboration models

    detective-avenue

    by Ana Vasile et Olivier Godest , published on 5.04.2011

    At the crossroads of a police series and a detective game “Detective Avenue” begins on April 4th 2011. The winner of the 2010 Orange Creation Workshops, this is a natively transmedia project on tv, web and mobile. The producers (Alain Degove and Laurent Guérin from Murmures Productions) and the Orange teams in charge of Games and Transmedia (Jean-François Rodriguez, Morgan Bouchet, Mickael Ivorra) tell us about the construction and implementation of this multiplatform experience, which should get people talking.

     

     

     

     

    Synopsis

    Detective Avenue invites internet users to participate in an investigation let by Gaëlle, the heroine of the webseries. Her sister was found dead in her apartment and the perpetrator seems to be someone from her building. Gaëlle therefore moves in among them to lead her investigation and discover the truth. A sort of interactive online « Cluedo » interactif et online…

    Transmedia system

    The internet user/player is at the heart of the project. For 5 weeks, he’ll be able to view 58 episodes of 1 to 3 minutes. Located on the official site, these episodes are aired daily and will unlock clues and mini-games aimed at developing internet user participation and commitment to help Gaëlle solve the mystery : text messages, iPhone application, emails, interactive voice server will all be used.

    Additional clues to progress in the investigation will be available via text messages (3€ for 8 texts) or on social networks. The free iPhone application will allow people to find out even more about the suspects by offering additional video content and clues to find in real life, thanks to a geo-localization game around Orange shops.

    appli iPhone

    Each challenge won by the player will be rewarded through a point system. At the end of the first round of the series, on May 10th 2011, the three players with the best scores will be rewarded with a gift (LG Infinia 55 inches 3D TV, Sony VAIO computer, Canon camera).

    Detective Avenue will also be very present on social networks (Dailymotion, Youtube, Twitter…) like Facebook. One of the channels of Orange TV will be dedicated to the airing and promotion of the series.

    Additional information on the website Web Television Observer

     

    A real evolution for the world of production

    Writing and developing a transmedia program requires many changes to classic production models.

    New production competencies must be acquired and the teams surrounding the producer must also evolve, as explained by Laurent Guérin: “The Detective Avenue production crew is composed of 20 people, including actors, for a period of 3 weeks. The transmedia team is composed of 20 people for a period of one year. Game designer, experience designer, project leader, technical director, graphic designer, photographer, ergonomist, creative writer, developer, webmaster, beta tester, community manager, etc. It’s like putting an orchestra to work, piece by piece, with the right scores

    The writing is also different from the usual linear codes, Alain Degove (Murmures Productions) explains: “We’re at the very beginning of narratives where we don’t show everything onscreen in a linear way. It’s a way of writing that requires an enormous amount of creativity and a real global vision from authors, producers and the director, while making sure to avoid useless distractions that could lose the audience

    detective avenue iPhone2

    Audience participation is one of the key elements of Detective Avenue. The Orange transmedia teams participated in implementing this strategy, inspired, among other things, by models from the world of videogames : for Mickael Ivorra (Orange Transmedia department) “Transmedia experiences can pick and choose elements of inspiration in the rules, mechanisms and know how of the gaming world. “Casual” games and social games often have simple but fun accessibility models”… Morgan Bouchet adds “We’ve noticed that games have an increasing presence in traditional media and even in consumers’ daily lives(gamification)

    New business models and new technologies

    The participation of Orange on such a project is justified by the group’s know how in terms of distribution, entertainment and multi-screen games, but also of telecoms and technologies. The use of technologies and networks to enrich the narration of a fiction program is not yet very democratic, it’s a real research and development experience taking place through transmedia experiences like this one, as explained by Morgan Bouchet (Transmedia and Social Media VP): “We’re working with our France Telecom/Orange R&D teams to develop the tools and applications necessary to accompany producers, TV channels, distributors or authors in these new types of narratives and interactions, allowing them to create a simplified, coherent and innovative presence on the new screens that surround us”

    But is mixing storytelling, telecom tools, applications, networks and platforms accessible to any producer ? For Jean-François Rodriquez “Let’s remember that telecom tools are also the audience’s entertainment tools, transmedia is a natural extension of literature, cinema and television, which any producer and distributor should implement in order to develop “attention” and “commitment” in a connected and multitasking generation

    Another notable characteristic : Detective Avenue was conceived as an exportable (and therefore resalable) ready to use, transmedia system. Laurent Guérin explains: “Detective Avenue is built around a game engine whose vocation is to be able to welcome new projects and therefore start making scale savings on production costs

    For those who want to dive right in and concretely discover this transmedia project, go to www.detective-avenue.com and the .

    Avatar Image

    author Ana Vasile et Olivier Godest

    Olivier Godest était Responsable de la Communication et des Formations pour le Transmedia Lab jusqu'en juillet 2011. Plus d'informations sur www.olivier-godest.com Ana Vasile était rédactrice et assistante en charge des publications du Transmedia Lab de janvier à novembre 2011.

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    Dexter in transmedia

    Dexter

    by Ana Vasile et Olivier Godest , published on 31.03.2011

    In December 2010, Showtime announced that a new season of the series Dexter will start shooting in spring 2011 (the sixth one). Since we have some early day fans in our team, we couldn’t resist telling you a little more about this series, which is presently beating audience records in the US. Here’s an analysis of this phenomenon that obviously found an echo in transmedia.

     

     

     

    Origin of Dexter’s universe

    darkly

    Before the TV series, we can find the origin of Dexter’s universe in Jeff Lindsay’s books.

    In 2004, the author published “Darkly dreaming Dexter”, the book where Dexter Morgan was created. A brilliant scientist working for the Miami Police Department as a forensic expert, specialized in blood projections.

    But this likeable character has a dark side! He’s also a very peculiar serial killer: he has a very strict moral code and a unique vision of justice. Dexter only kills other killers that have escaped the legal system. Traumatized by childhood events, he says he’s incapable of feeling any emotion, except during criminal acts. In the end, it’s the character’s moral and psychological contradictions that make the series interesting.

    The first book sets up the context (locations, characters, origins) of the first season, we’re therefore not surprised to see that Jeff Lindsay participated in writing several episodes. The rest of the series is an original story without links to the other books of the same author. The series and the books therefore quickly diverge into different and complementary stories.

    Today, it’s one of the most watched series on Showtime. With an audience peak of 2,5 million viewers during the broadcast of the last episode of the fifth season.

     

    Dexter goes viral in the UK

    The FX channel set up a viral campaign to promote the launch of Dexter’s second season. The campaign was called “The Dexter Hit List” and its goal was to promote the series by building up fan interest.

    The video application developed by the digital marketing agency Ralph & Co allowed internet users to send a personalized recording of a press conference and a text message from Dexter: “Hi. I’m coming to the UK sooner than expected. Dexter”

    This text message was followed by an email with the personalized press conference. The surprise was in the content: London police identified the recipient as the potential target of a crime, referring to Dexter as “The Bay Harbor Butcher” as the press nicknamed him in the TV series.

    The jokesters could record their own questions and witness reports to influence the content of the video. They could also choose the questions that the journalists would ask the police officer during the press conference. The recipient of the video could see his name written on a list in blood on the letters shown by the police as proof: “You Are Next”

    This was relayed by a print, TV and press campaign. The campaign created such a buzz in London that Scotland Yard police received terrified calls to denounce the criminal. Yet another example of how hard it is to create efficient borders between fiction and reality.

    But the results were there: for the first episode of season 2 on FX, 348 000 people were tuned in, one of the channel’s best audiences!

     

    The blood fountains

    fontaine dexter

    Showtime and Pop2Life, an American marketing agency, created a street marketing event in the US to attract the audience’s

     

    attention for the launch of the series’ second season. Twelve American cities got red public fountains.

    The fountains became the “scenes of the crime”, surrounded by yellow tape marked with Dexter’s name.

    Mobile crews in white coats were distributing promotional objects and free DVDs on the street. You can see pictures of all the cities touched by this epidemic, here.

     

    Dexter on the front page

    For the third season, Showtime launched an ad campaign spoofing the covers of different mainstream American magazines. Dexter is already nicknamed “America’s favorite serial killer”, he graced the covers of Wired, The New Yorker, Vanity Fair, GQ, US Weekly and Rolling Stone, among others.

     

    dexter magCreative Commons : Adam Crowe

     

    Some magazines, such as Rolling Stone, had articles of six to eight pages about the new season.

     

    dex mag

    dex mag 2

     

    To increase the impact of this campaign, the producers set up “Dexter news-stands” with fake magazines and promotional products.

     

     

    Early Cuts : : the Dexter web series

    Dexter’s fourth season marked the launch of its spin-off: “Dexter: Early Cuts”, an animated web-series positioned as the prequel to the series, aired on the Showtime website in 2009. To maintain the coherence with Dexter’s universe, the main character Michael C. Hall dubbed the voice of his character.

     

     

    Produced by KTV Media International, the web episodes were directed by Bullseye Art, a web animation collective. The directors worked with illustrators such as Kyle Baker, Ty Templeton, Andrés Vera Martinez and Devin Lawson. The story for animation purists is that the episodes were animated in 2.5D style, meaning that two dimensional illustrations were animated in a three dimensional space.

    The narrative of the web-series takes place during the chase of the serial killer of three victims mentioned in the sixth episode of the first season, “Return to Sender”. Each victim’s story is divided into two minute chapters.

    “Dexter: Early Cuts” aims to give a better understanding of the character’s complex reasoning and reveal the development of his sociopath behavior, progressively unveiled under the guardianship of this adoptive father Harry. Early Cuts explores Dexter’s beginnings and technical progression.

     

    Early Cuts : Dark Echo, a second season on the web

    This second season of the web-series Early Cuts came out in October 2010 during the San Diego Comic-Con. Written by Tim Schlattmann, the TV series’ co-producer, and illustrated by two artists with different graphic universes, Bill Sienkiewicz and David Mack, the story of this web-series begins just after Harry’s death, Dexter’s adoptive father.

     

     

    Structured in six chapters: “Early Cuts: Dark Echo” presents a young Dexter at the medical school where he studies anatomy. He’s confronted to a killer who’s copying him but without respecting his “code” to only target murderers. It’s the first time that Dexter is confronted to ethical doubts.

     

    Dexter Interactive Investigation : a real online investigation!

    And a real success! Online since late 2010, this interactive video module directly implemented on Youtube, allows people to play detective, taking on Dexter’s role. For those who don’t know it yet, it’s really worth a detour!

     

     

     

    Mini online and mobile games

    Dexter Body Bag Toss is based on the same principle as the game Yeti Sport. If you’ve practiced your penguin throwing skills in the last few years, you’ll understand what I mean.

    In this mini Flash game, Dexter is on his boat and your goal is to throw a garbage bag containing the pieces of his last victim as far as possible. The interest and gameplay is quite limited. But the fact that it’s based on a pre existing game model must have considerably diminished development costs.

     

     

    body bag toss

     

    The game Where’s Dexter is much more fun. After the Yeti game, you must have already played “Where’s Charlie?” The idea is similar, you must find Dexter in the middle of a crowd (since he always tries to be as discreet as possible and can easily find his prey). Available on Youtube, you must click directly in the video when you’ve spotted him to go to the next level.

     

     

    The Blood Spatter Analysis game will teach you to identify which weapons were used for a crime as well as Dexter.

     

    Blood spatter

     

    On IPhone (4,99€) and iPad (5,99€) you can take Dexter’s role in a 3D game. On your smartphone, you can also play a little game for free, where you have to put pieces of a photo of Dexter back into the right order (not revolutionary…) or, for 0,79€, you can take a little quiz about the series. Another application for fans, Dexter Insider Plus, is a database of the series, available for 2,39€.

     

    The Hunter Prey : the Dexter ARG

    For the launch of the 5th season of Dexter in the US, the producers created an ARG. During the 2010 San Diego Comic Con, Showtime unveiled the first elements of the game, including the installation of a very realistic crime scene, full of clues and clearly referring to Dexter’s universe.

    Twitter, Facebook, Youtube, mobile applications, mirror sites etc. were used in the following steps and all along in the investigation. The video below is a good summary of the game. Here, you’ll find some more info about the game in French, or you can go directly on the website of the ARG The Hunter Prey

     

    Social Networks


    A Facebook application: Dexter know the code is also based on quizzes, destined for fans of the series.
    Still on Facebook, a fan page administered by Showtime, with more than 7 500 000 fans worldwide…(not a bad start), also leads to an online shop of promotional products.
     

    Boutique dex

     

     

    The Twitter account , has no less than 105 000 followers, with frequently updated statuses allowing fans to follow all the series’ news.

     

    Street marketing in Madrid

    For the launch of season 4 in Spain, a street marketing campaign was set up in Madrid. It might be in bad taste, but nonetheless efficient. Discover it on video, the images speak for themselves…

     

     

     

    For fans looking for extra information

    An official Wiki of series fans is available on DexterWiki

    You can also discover the box containing all of Dexter’s victims blood samples, with complete information about each one.

     

     

    Boite dexter

     

    If you know of other elements of Dexter’s transmedia system, don’t hesitate to share them with us in the comments!


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    author Ana Vasile et Olivier Godest

    Olivier Godest était Responsable de la Communication et des Formations pour le Transmedia Lab jusqu'en juillet 2011. Plus d'informations sur www.olivier-godest.com Ana Vasile était rédactrice et assistante en charge des publications du Transmedia Lab de janvier à novembre 2011.

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    Social Reality Game – Concept

    SRG

    by Aurélien Gaucherand et Cyril Huet , published on 29.03.2011

    Digital marketing aims to create an emotional connection between the image of a brand and its targets. A strong trend in 2011 to reach this goal, is the development of branded content, a brand produces content destined for an audience sharing a certain type of affinities or passions.

    In order to go beyond a simple buzz, this content has to be articulated around a narrative story (storytelling), developing audience loyalty to a program over the longer term. The concept of a web-series is an answer to this challenge.

    While writing such a web series on the theme of snow sports, we imagined a system using social gaming to transform a passive audience into one of active participants.

    This Social Reality Game (SRG) is played online, it allows its participants to have an influence on the script and the product content, almost live.

     

     

    Why use a Social Reality Game ? The goal is to recruit, develop loyalty and transform the passive audience into contributors and therefore ambassadors of the program.

     

    1) Make the content dynamic

    social-reality-game1

    The production of branded video content is a big investment for brands and automatically generate strong expectations for the visibility incurred. No matter what the quality of a video of a series is, using the Internet as a simple broadcasting channel is a mistake, because Internet is not a broadcast media but a place of interactivity. The concept of Social Reality Game allows us to bring content to life.

     

     

    2) Stimulate the participative creation

    If the term “social media” is often used inappropriately, it takes on its true meaning when the community of users has a real impact on the media produced. The Social Reality Game’s (SRG) final editorial purpose is the creation of a social media – a participative media, where a part of the audience participates in the creative process of content production.

    3) Valuing the users

    Games mean prizes. The encouragement to participate is presented to users as a challenge where there will be finalists and winners. Of course, prizes are planned to reward the most active contributors. However, it’s through an editorial animation highlighting the contributing players, that the users will feel valued and want to become ambassadors of the project: the image of the project is now part of their personal image.

    Social Reality Game in a few lines

    social-reality-game2

    The call: at the end of each episode, the actors of the web-series send out a call for script propositions for the following episodes. The suggestion: the users can make their propositions by publishing a comment under the video.

    The recommendation (sharing): for the propositions to make it to the shortlist of scripts that get passed on to the production team, it has to be evaluated by a system of votes by other members of the community. The system of votes retained is the Facebook “like”, allowing the propagation of this proposition on the social network. The user who makes this proposition will naturally share it on his Facebook profile, calling his network of friends to vote for him.

    Evaluation: each user can vote for several actions that he wants to see enacted.

    Shortlist: at the end of the script submission period, a list of scripts is passed on to the production team, who decides the ones that will appear in the next episode of the web-series. An alternative consists of integrating two propositions, one chosen by the production team and the other one being the “public vote”.

    Winners (those whose script was chosen) aren’t notified. The only way to know which actions were chosen is to view the next episode, during which the actors thank the winners, among other things. This active participation to the content of a media is already, in itself, a prize. The brand can also offer products to the winners: an original way of promoting its products with its new ambassadors.

    Benefits of the Social Reality Game

    Recruit ambassadors Speed up recommendation, Develop audience loyalty

    cercle-vertueux-social-reality-game Published by united-spirit.com The United Spirit Agency is producing an interactive web series project. Two professional free riders take a three months tour around the world, guided by the cybernauts immersed into a “social reality game”. This is the chance to strengthen the relations between your brand and a young audience, thanks to these authentic ambassadors. Discover the project presentation video here and contact us for more information: http://www.united-spirit.fr/contact

     

    SRG-mecanique

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    author Aurélien Gaucherand et Cyril Huet

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    Cross Video Days: multiplatform projects’ call for entries

    cross-video-days1

    by Ana Vasile, published on 24.03.2011

    Cross Video Days, organized by MobilEvents, is positioned as a B2B gathering place for media professional, working in the video market on all formats and all platforms. On the 15 and the 16th June, the Medias, the brands and the producers will get together around multiplatform projects in order to propose new formats of programs.


    Crossmedia and Transmedia call for entries

    This is the first year when Cross Video Days is organizing a market allowing the cross/transmedia projects’ creators to meet potential financers and buyers. The inscriptions have started and no charge is demanded. You can freely propose your project here before the 26th April 2011, you may be selected to present it to media professionals and you have the opportunity to find financial partners that would eventually produce/diffuse your project.

    20 cross/transmedia projects (web documentaries, web fiction, WebTV, web series, ARG, transmedia…) will be chosen and presented to 10 European buyers specialized in one of the following fields: producers, diffusers, FAI, TV, mobile operators).

    The shortlisted projects’ advantages:
    - 200 one-to-one meetings will take place at the Stade de France’s private loges

    - All shortlisted projects will be pitched in the conference room in front of 300 professionals

    Early in May, a widely known professional jury will choose the 20 shortlisted projects: 10 in a developing stage and searching for financing and 10 already finished and searching for broadcasting partners. The jury will pay special attention to the project’s creativity and viability

    Conferences:

    Once more, the Cross Video Days will gather the most important actors of cross and transmedia market. Forty international experts are invited to debate: what innovations or which business model?

    Networking:
    The Cross Video Days are as well an opportunity to extend your network or to develop your project. Breakfasts and cocktails are proposed on the 15th June starting from 7PM where all the participants are invited.  This is the occasion to meet in a friendly way the market’s decision-makers.

    You can sign in for Cross Video Days starting from now and take advantage of the Early Bird price (200 €) until 30 April (after you can purchase your ticket for 300€) More info here: www.crossvideodays.com

    Avatar Image

    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Transmedia Next : Advanced Training for Experienced Media Professionals

    TransmediaNext

    by Sam Howey Nunn , published on 22.03.2011

    As the acclaimed course Transmedia Next returns to London 12- 14 April, they’re once more inviting participation from a range of industry bodies and professions. Run by world-renowned transmedia producers Lance Weiler and Anita Ondine, Transmedia Next gathers film, broadcasting, arts and marketing talent from across Europe.

     

    The course gathers a group of experienced media professionals with highly diversified skillsets; all of whom need to know each other, form new networks, and establish a framework for making their stories and businesses more transmedia- ready. Last year the range of professionals included directors, producers, marketing executives and brand agencies.

    As transmedia fast gains mainstream recognition in the film, broadcast, arts and marketing industries, new revenue streams and production strategies are on offer to those in the know.  Transmedia Next has been created to meet the challenges facing experienced media professionals and place them at the centre of the transmedia movement.

    TransmediaNext2010

    Anita Ondine and Lance Weiler perform key roles as Instructors over the three days, alongside Inga Von Staden, media architect, coach and educator, and Jonathan Marshall, leading strategist in the field of interactive television.  Both Anita and Lance are globally- recognised thought- leaders in the transmedia movement.

    The curriculum is a carefully designed mix of theory, hands-on exercises and best practice methodologies, all focused on giving participants the tools to immediately go out and build transmedia programmes.

    Tickets cost £850 GBP/ €950 EURO for the full 3 days. They’re encouraging early registration as due to the hands-on nature of the course there are limited tickets which are selling fast.  Tickets can be bought at www.transmedianext.com/buy-tickets/

    You can find more information on the website: www.transmedianext.com. Contact Sam Howey Nunn on or to ask any questions or put yourself on the Transmedia Next mailing list.

    Sam Howey Nunn

    Event Producer: Transmedia Next

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    m:

    skype: transmedia_next

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    author Sam Howey Nunn

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    Interview : Lance Weiler explaines his transmedia “Pandemic”

    Lance-Weiler-at-Sundance

    by Ana Vasile et Olivier Godest , published on 17.03.2011

    Lance Weiler is known as a transmedia “story architect”: more than a story, with this new type of narrator, viewers get immersed into an abounding world, a true multiplatform universe.

    Acknowledged as a pioneer because of the way he makes and distributes his work, WIRED magazine named him “One of twenty-five people helping to re-invent entertainment and change the face of Hollywood” the author returns at Sundance with a short in the “New Frontier” section.

    Pandemic 1.0 is a fictional story on a virus that took the festival by storm. This universe unfolds itself through film, mobile, online, print and live events during 120 hours. Lance Weiler answered our questions on Pandemic 1.0, the transmedia experience he created for Sundance Festival.

     

    How would you pitch Pandemic story for Transmedia Lab readers ? What are the media involved in the narrative?

    A Pandemic has broken out at one of the largest film festivals in the world. People are starting to exhibit strange nocturnal behaviors and things are slipping into chaos. Together those online must work with people on the ground in Park City to stop the spread of the Pandemic. They have 120 hours to stop it and in the process save as many people as they can. The storyworld experience that I designed was intended to enable those not at the festival to be there.

    So people online could collaborate with people in the real world to accomplish the overall goal and the story was told via film, mobile, online, social gaming, data visualization, connected toys, hidden objects and real world experiences.

    Pandemic water

    You’ve mentioned in one filmed interview “the collective storytelling”: did you build Pandemic 1.0 as a collective story? How would you describe the design work ?  How did you manage to keep things together, to keep the unfolding narration true and respect the franchise property across media ?

    The design of Pandemic 1.0 took careful thought and planning. I wanted the storyworld to be expansive but at the same time design so each of the elements had a beginning, middle and end. It is important that a viewer / player can walk away with a whole emotional moment within the story. If I’m building compelling moments that emotional weight then I often find that it helps to establish the story bridges that I need to enable someone to move from one story element to the next. I look to design with layers of interactivity that allow a viewer / player to go as deep as they want. I work from a principal that I call the “bullet hole in glass” theory.

    In the center where the bullet hole would be is my singular vision for the story but as the glass cracks out I leave room for the audience to participate. Similar to the way software is developed with alpha and beta releases I want the audience to test it, to break it so then I can see in real-time what is working and what is not. The experience at Sundance was a story R&D (research and development) effort. I’m utilizing transmedia to enrich the stories I want to tell by putting them out into the world and testing them. We wrote software that enabled us to time shift elements and unlock parts of the storytelling based on the audiences’ actual interaction with the story.

    Pandemic central room

    Where do Pandemic’s universe roots come from ? Do you see a link with Cinemart (The Rotterdam Festival) winner HIM ?

    Pandemic was born out of HiM. The script for HiM came first and helped to establish the rules, feel, and look of the storyworld and then Pandemic was designed to take place at the beginning of the outbreak. Where is the script for HiM which is the feature film component of the world takes place ninety days into the outbreak. So we worked backwards which help us to inform the whole storyworld.

    Engaging the audience is a key element of your storytelling practice: what levers did you use to engage the audience in Pandemic ?

    I’ve found that if you place the stakes on the table meaning that the audience understands that they are working against a degree of odds that tends to be an amazing way to get them engaged. So in the case of the design for Pandemic 1.0 I worked a 120 hour time limit into the game design. It was a race against the clock which ended up getting the audience very excited to participate.

    The other design element which provided to be an excellent engagement driver was releasing 50 Nexus S phones that we’re NFC enabled into the wild. They we’re placed in bio hazard bags and distributed with hand cranks to keep them charged. They were passed from person to person. Along the way people took photos and shot video - creating a whole real-time document of the festival. I’ve found that people like stories about people. So capturing that element was well received.

    How would you qualify the outcome of Pandemic 1.0? What does this project bring you from a creative point of view ?

    It was a major success for a number of reasons. It gave me a chance to explore the storyworld with a test audience which was quite large.  I was able to work with actors and develop some interesting ways to script and shoot within a live environment like Sundance. It’s interesting to note that while most filmmakers were at the festival in search of distribution I was using it as a testing ground for a storyworld. There is nothing better than playing with an actual group of players getting to do research and development in a real world environment. And as we gear up to take it to a major museum in New York City I’ll continue to refine the experience and test new methods and UX design.

    Pandemic at Sundance

    Lance Weiler is one of the Lead Instructors and co-Founder of the Transmedia Next training programme being run in London, 12-14 April 2011. Attending Transmedia Next will give experienced media professionals the added knowledge to develop their transmedia projects using industry best practice tools and techniques. For more information, visit www.transmedianext.com.

    Lance Weiler is one of the cofounders of the collaborative Workbook Projet and runs the Seize the Media team. Complementary information on this transmedia pioneer is available on his website.

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    author Ana Vasile et Olivier Godest

    Olivier Godest était Responsable de la Communication et des Formations pour le Transmedia Lab jusqu'en juillet 2011. Plus d'informations sur www.olivier-godest.com Ana Vasile était rédactrice et assistante en charge des publications du Transmedia Lab de janvier à novembre 2011.

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    Clem, the TF1’s fiction returns to transmedia

    Clem

    by Olivier Godest, published on 15.03.2011

    During our several conferences and courses, we had often spoken about the first episode of the   Clem series aired on TF1 in 2010. Actually, it showcases the success of a French fictional series that had the courage to approach a mechanism we could qualify as « transmedia ».

    After a first successful trial, three new episodes will start on March 21st. Caroline Maret, the Transmedia Content Development Executive at TF1’s French Fiction Direction, presents us the evolution of the series’ transmedia mechanism.


    9,5 millions viewers and  2,5 millions cybernauts have already been conquered by Clem in 2010 and starting a few weeks ago, they can already discover what’s happening next to their favorite character, thanks’ to the new Clem blog, available on the official TF1.fr website. The audience could equally follow Clem on MyTF1, on the iPhone and iPad application as well as on Facebook, TF1 Vision and on their dedicated channel on WAT.tv. Finally, TF1 Publishing is proposing as well a short-novels book that should be published on March 23rd and TF1 Vidéo is launching a full Clem DVD pack on the April 6th.

     

    Caroline, could you present the multi-screens mechanism you have designed for the next episodes?

    We’ve just announced the airing of the second season of Clem (3x90min) starting from Monday 21 March at 20h45, but the story has already resumed since the 7th February on  www.leblogdeclem.com and www.tf1.fr/clem.

    For the second season, we developed Clem’s blog into a social media: Clem is inviting the other series’ characters (his high school friends and her little sister) to post their videos and comments to their everyday life (the new baby, choosing a godmother, the final exam, the holydays, the nights out, the new girlfriend of her baby’s father, and so on).

    Each week is organized around a new plot and the cybernaut can interact by posting his comments, his “likes” or by answering weekly quizzes (“In your opinion, who would make the best godmother?” “Should we accept Lena on the blog?”, “After you, would Hicham be able to face Clem’s challenge?).

    In the same time, on TF1.fr weekly teasers illustrate the narrative plots happening on the blog just to help users create their own opinions (for instance “between Clem and Julien… there is Léna !” is the teaser that helped them choose if Lena should be accepted by Clem on the blog or not). We decided to host the blog on the TF1.fr website (and no longer on the overblog) in order to give it a better visibility and to grow the bouncing between the TV channel teasers and the web series.

    The audience can equally follow Clem’s videos on all ours platforms (My TF1, TF1 IPhone and IPad applications, the dedicated channel on Wat.tv), they can exchange with us and the entire website fan community « fans de Clem » on Facebook and they have, as well, access on TF1 Vision at Clem’s 1st season.

    illustration-le-blog-de-clem-10397459agkfo

    Starting from the 21st March, the audience will be able to follow, during 3 weeks, the series on TV. Each broadcasting evening, the audience will be invited through a rebound (aired on the TV channel and redirecting viewers to the web), to discover an unseen sequence that’s extending the broadcasting experience. During the following week, the cybernaut can watch, free of charge, the entire episode as a rerun, and discover the next’s episode, just as well as other bonuses (deleted scenes, making of, interviews…). The user could easily access the other characters reactions on the aired plot and he can express his own comments on Clem’s blog and on Facebook.

    The aired episodes will be equally available on download on TF1 Vision as well as 3 games (on Facebook, TF1.fr and Wat.tv) that will allow participants to win a Clem DVD pack  and the books signed by Lucie Lucas.

     

    As a “connected web series”, is the second episode brining some innovations in comparison with the first episode?

    The innovation of the second episode is essentially a new writing, directing and production point of view, more than a technological innovation. Excepting the digital development necessary for transforming Clem’s blog into a social platform and to host it on the TF1.fr website, which was in fact a real progress from the last year’s form, we have co-written, co-directed and co-produced (with Merlin Production and L’autre Prod) a web series lasting 10 weeks (6 weeks before broadcasting + 3 of air-time + 1 week after broadcasting). Each week brings a new narrative arch, new daily videos through 8 different characters (Clem, Alizée, Gladys, Hicham, Salomé, Lena, Julien, and off course the user’s comments).

     

    Which are the different types of audience you wish to reach by each media?

    As you have already seen, Clem is a multimedia program (broadcasted on all our platforms) but the transmedia writing of this precise example, Clem 2, it concerns only the TV broadcasting, Clem’s blog, TF1.fr and Facebook.

    Clem is destined to reach all type of audiences, while the main core of our target is the woman responsible for household purchasing; the transmedia mechanism is mainly directed at 15-24 years old women.

     

    Regarding the fan’s community, have you managed to keep the contact with the same users? How did you handle the relationship with them during the hiatus?

    After the first season’s finale, Clem’s blog and the fan page on Facebook (that brought an average of 2000 supplementary fans each month during the hiatus) were active. We kept the contact with a core of fans that continued searching information on the next events on Clem and exchange around it (by the way, we reached an audience peak in September and January because the cybernauts were checking if the season 2 is launched). We stayed in contact with this core of fans by posting news (information on the production) and some videos (Lucie Lucas’ video answer to cybernauts’ questions asked on TF1&Vous, the cast’s best-whishes video).

    clem-3d-10409226jhplo

    On the 7th February, we started the mechanism for the second season (announced in a press projection, accompanied by a press release regarding the transmedia mechanism, created on our platforms, and the activation of the social network).

    To insure the natural flow of cybernauts from Clem’s blog to the new Clem’s social network on TF1.fr, we kept the name “blog de Clem” and we created an “URL automatic redirection” from www.leblogdeclem.com to the dedicated page on TF1.fr

    The TF1 & Vous team (that manages the proximity operations) organized a B2C sneak-preview of the first episode of the second season in the TF1’s auditorium where we reserved some seats for our Facebook fans.

     

    Was the community’s feedback integrated into the narrative development of the TV episode (for instance the fans’ choice of godmother)?

    The success of the first season of Clem’s blog motivated us to integrate it in the second season’s broadcasting episodes (the blog is seen in most of the TV episodes, when Clem’s character is updating it). By contrast, the first season’s dispositive wasn’t conceived in order to give us the possibility to integrate the users’ reactions into the second season. Today, Clem’s social network allows a far better communication with the viewers, more oriented towards the content and thus giving us a far clearer image of what they’re expecting, hope, or love … on the program’s evolution. This has become a materiel that we keep on defining step by step and that we wish to explore in order to give the audience a global experience.

     

    During the launching of the transmedia mechanism, the 7th February, Laurent Storch, TF1’s Program Director declared: “Clem is the emblem of a new generation of French fiction. This series is showcasing a contemporary young woman. It seemed logical to propose her adventures adaptable on every type of channel, in order to converge towards the event that will take place, soon, on the TF1 air-time. This mechanism allows the French fiction audience to widen, a fact that could only make us happy»

    And Olivier Abecassis, General Director at e-TF1 added: “After Clem’s success, and the web declinations for “Un Mari de trop”, TF1 is emerging into the media synergy through stories adapted to each media. We wish to give life to the Clem brand, beyond TV broadcasting and to offer our audience a global experience that starts a few weeks before the airing and that keeps on going after the last episode is aired, on different Medias”

    That’s good news for the French fiction, in general! After these two interesting first tests (Clem’s first season and Un Mari de trop), the fact that TF1 insists on developing transmedia programs is a proof that the French audiovisual market is  evidently  in an evolution process. By adopting this multi-screens mechanism starting from the writing phase, the creation becomes very promising and it will be, as I hope, an inspiration for our writers, producers and channels.

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    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    The Blair Witch Project, a transmedia reference ?

    the blair witch project

    by Olivier Godest, published on 10.03.2011

    We often look for a reference project in terms of transmedia storytelling. It’s hard to find this rare gem that mixes different media, independently of one another; relying on participation and interaction; all of this with a limited budget and a success story.

    It would seem that this reference could very well be a film that came out more than 10 years ago: The Blair Witch Project.

    Cleverly mixing fiction and reality, the film’s crew had fun exploiting the specific qualities of each media to better immerse us into their universe.

     

    Synopsis

    On October 21st 1994, three cinema students disappear in a forest near Burkittsville in Maryland as they’re filming a documentary on the Blair Witch.

    A year later, their video footage is discovered on the site of their disappearance…it’s the film projected to the audience: “The Blair Witch Project”.

    But is this found video the re-transcription of a real documentary or a fiction ? Are these three students really dead ?

     

     

    Format

    Horror film – 86 minutes

    Production

    Haxan Films

    Objective

    Promoting the release of the film in theatres by playing on the ambiguity of the “real/fake documentary” to anchor the audience’s feeling of fear.

     

    Chronology

    January 25th 1999 : The film is presented for the first time during the Sundance film festival.

    July 16th 1999: First theatrical release in the US (27 theatres)

    A website is dedicated to the film also exists (it presents the “Blair Witch file” in a realistic way and purposefully plays on the ambiguity: “is it a film or a real documentary?”)

    July 30th 1999: Amazing success of the film, particularly thanks to viral marketing developed on the Internet.

    National release on the whole American territory (800 theaters in the second week, 1 100 in the third)

     

    A marketing strategy at the heart of the system

    The success of the “Blair Witch Project” heavily relies on the Internet site developed in parallel. The idea of this platform was to suggest that the film was the re-transcription of a real event. We are indeed talking about the “suggestion” and not a “lie”. At no time did the crew of the film say that it wasn’t a fiction…but they let the doubt float.

    Eduardo Sanchez, the director of the film, had thought about this system beforehand, he imagined this site as the last link of the Blair Witch “experience”.

    After its first presentation in January 1999, during the Sundance film festival, the film prepared its release in 27 theatres in the US. At that time, no poster, no advertisement, but a 15 000$ budget to create a website: www.blairwitch.com

    The crew of the film then worked with Artisan Entertainment, a small distribution company. The marketing director, John Hegemen, didn’t have an advertizing budget so he decided to rework the Internet site created by the directors.

    More and more spectators went to see the film, the directing style was surprising (over the shoulder, intimate camera, minimal image treatment, we really felt like we were discovering the “real” film of these three students). This original way of filming intrigued audiences, rumors began on the internet (a very efficient media for this, since the information that circulates there is not controlled): “Finally…is it really a fiction?”

    Some said they could confirm that the images of the film were taken from real documents, the three students really did exist…collective imagination is often more powerful than we can imagine !

    To find answers to these questions, one of the audience’s privileged destinations was, of course, the Blair Witch site, where they discovered a series of fake elements of proof echoing the film. Nothing was presented as real proof, but it fed the rumor.

    Nice evolution ! We were not on a promotional website but truly in a continuation of the narrative universe. The website contained police reports, excerpts from one of the character’s diary or an interview of the mourning parents. Each week, new elements were added to the website. Expectations were stirred up, online discussions were going strong and the audience enjoyed working up their imagination.

     

    site

     

    The rumor increased! Those who didn’t see the film started hearing about it more and more, word of mouth started to spread. Two weeks later, the “Blair Witch” phenomenon had taken over the US, it came out on the whole territory.

    The website of the film experienced audience peaks of up to 3 million connections a day and it registered more than 75million visits…

    To wrap things up, the distribution company, Artisan, managed to sign a deal with the Science Fiction channel (The Sci Fi Channel) to help finance the “Curse of the Blair Witch”, another fake documentary. This one didn’t have dialogue or cost very much, it was created by the two directors from their location scouting footage. Airing the evening before the film’s release, this documentary beat all the channel’s audience records.

     

    One of the first examples of Community Management applied to a movie

    To find its audience, the film’s crew played on the illusion of reality. The directing style led us to believe that the three students really existed and they really created this “documentary”.

    The website maximized that impression by showing annex documents, intended to reinforce a truncated version of the truth (the film was never “officially” presented like a real documentary).

    The rumors created by this ambiguity started a word of mouth effect, feeding online discussions, communities started forming to find answers to these questions. The media chain took hold of the phenomenon, creating a powerful echo.

    We also discovered the first steps of community management around the film’s release. The “Blair Witch” crew began by targeting the witchcraft community on the Internet. Its members appropriated themselves the concept, and didn’t hesitate to develop a network of online links leading to the official Internet website, today, we would talk about a very efficient natural referencing strategy.

    A few punctual operations were also developed on American campuses, destined for students, through the exhibition of “found objects” or the distribution of flyers to find the three missing students.

     

    missing

     

    Mixed reactions but the results are there

    The reaction of the audience was mixed: some said it was genius, others denounced scandalous marketing. But the objective aspect of this article and hindsight allow for a less passionate analysis, overall, the “Blair Witch Project” was a real success.

    Nobody is unanimous, but, in this age of Internet, wouldn’t the worst thing for a film be to create nothing but indifference? The” Blair Witch” crew made a real coup in the film industry (65 000$ production costs for 140 000$ box office revenue during the summer of 1999, a return on investment that had never been seen before).

    The management of the online community was also a success (communities engaging in the promotion of the film, fans creating numerous sites to resolve the film’s mysteries).

    More traditional media also participated in its success, relaying the “buzz” and rounding out a well thought out system by reaching a mass audience, led by a more targeted audience; success feeding success.

     

    Conclusion

    One of the answers to “where is the border that allows us to play between reality and fiction” is probably right here: interrogation and doubt are often much stronger than the answers that we can bring to them. And there lies the whole difficulty between hiding the truth, lying and playing on the ambiguity at stake.

    In the case of a horror film like this one, the gratification for the audience also comes from this ambiguity that multiplies the feeling of fear (which is often the goal in this type of film) if spectators let themselves get carried away by the idea that all this “might be” true.

    Nowadays, nobody is surprised by the idea of a website linked to the promotion of a Hollywood film, but the strategy of the “Blair Witch” crew is still ahead of many recent productions. Why ? Because Eduardo Sanchez and Artisan Distribution thought of the marketing system as a prolongation of the initial narrative: less intrusive, more impacting and mostly, more engaging for a thrill seeking audience.« We had created this whole mythology and I just kept massaging it and building more details into it. Really for us, it wasn’t about creating this whole new way of marketing films – people are on the web asking about this movie, how else are we going to get it to them ? » Eduardo Sanchez © BBC News

    Doubts, questions, rumors, a strong subject, additional content, renewal of information (fake information): an ideal ground to prepare the release of a horror film, which will undoubtedly remain a very good example to prepare future transmedia works.

    campfire

     

    Today, a part of the Blair Witch crew has created a marketing agency called Campfire…I strongly suggest taking a look at their work if you don’t already know about it!

     

    Audience satisfaction Capture d’écran 2011-02-15 à 13.33.11

    The facts are there, the success of the film no longer has to be proven. We can conclude that the audience was rather satisfied by the Blair Witch experience; even if though there was also a lot of dissention (which is not always a bad thing), it remains a film that undoubtedly left its mark.

     

    Creativity Capture d’écran 2011-02-15 à 13.33.18

    The Blair Witch project has a lot of points in common with The Last Broadcast, a Stefan Avalos and Lance Weiler project that came out in 1998. But we can also think of Cannibal Holocaust, shot in 1978. The format is also a fictional documentary. The marketing of the film was based on the real of fictional disappearance of the film’s journalists (back in the day, the director was even accused of having filmed real murder scenes).

    The format had already existed, but it also inspired many films such as Rec or Cloverfield.

     

    Ingenuity of the system Capture d’écran 2011-02-15 à 13.33.11

    If we compare it with today’s means, the online strategy wasn’t very expanded. But it remains very clever. Development of the website for 15 000$ (very little for the time), more than 75 000 visits, a amazing result, especially for 1999. A community management strategy that was limited but precise, to create a base of ambassadors, who were the spearheads of the film’s promotion (referencing, link exchange, word of mouth, etc)

     

    ROI (Return on Investment) Capture d’écran 2011-02-15 à 13.32.54

    65 000$ production costs, 140 million $ box office revenue during the summer of 1999. Who can do better?

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    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    Mad Men : fan-fiction on Twitter

    Don-Draper-Mad-Men

    by Ana Vasile, published on 8.03.2011

    Matthew Weiner spoke at “Forum des images” in Paris about the conception of Mad Men, in front of about a hundred of French fans. The film writer admitted it took him five years just to write the first episode. A few years later, the series becomes a phenomenon with an international fan’s community that keeps creating content starting from the Mad Men universe. But did the series producers know how to handle their fan’s creativity?

    The series writing style is still classic and linear. The creator and the producer (AMC a small American network) seem not to be interested in the extremely rich transmedia potential of Mad Men universe.  We have already debated the « Sterling’s Gold » book here and the deception it caused amongst the fan’s community.

    If the transmedia Grail is the fans’ engagement, extending on the web the life of fictional characters can be a solution to increase the viewers’ implication. For instance, CBS is extending « How I Met You’re Mother » with Barney’s blog and account, CWTV is mixing reality and fiction through the « Gossip Girl » blog. In France, TF1 launched in 2010 the first « connected » fiction by using the social Medias to keep a constant contact between the fans and the star character of the series, we explained the mechanism here.

    The Mad Men controversy on Twitter

    Soon after the second season of Mad Men is aired, some fans created Twitter accounts for each of their favorite Mad Men characters and kept on tweeting under their identity for months. Most of their followers simply assumed that AMC was behind this operation. Thousands of fans followed the everyday life of @Peggy_Olson or @BettyDraper. In the end, these twitter account creators (that were actually just fans) never made any interpretation mistake and followed religiously the series’ story. Even more, they communicated with each other in order to give a better sense of authenticity to their practice.

    Peggy_Olson_Mad_Men_Twitter_Response

    AMC asked then Twitter to reveal the identity of these mysterious people managing the accounts, admitting that the accounts were not the producer’s initiative and that the company had no control on this extension of the characters.  Even more, this accounts’ creation was interpreted as a Copyright violation of the Mad Men brand owned by AMC.

    Under the protection of the American digital Copyright law () the tweets were considered as unauthorized fan-fiction and qualified as Copyright violation. Henry Jenkins described as well the Mad Men Twitter choir as but he emphasized the beneficial aspect of increasing the fans’ engagement.

    From that point on, the Mad Men Twitter accounts are being suspended, an actions that brings up the bloggers’ and thousands of followers’ indignation. That obvious deception is heard through and different . AMC decided to follow the advice of their web marketing agency, Deep Focus, and cancels the suspension demand for the « fake twitter », the fan-creators come back with a manifesto: We are Sterling Cooper and keep on playing the characters they have chosen, created and developed.

    As an example of AMC’s bad management of this phenomenon, Michael Bissell, expert in Internet marketing and @Roger_Sterling on Twitter, confessed here that he was never contacted by the series’ creators and that all his efforts to bring to life Sterling’s character are driven by his pure adoration for the series.

    Mad Men

    The creator of @Peggy_Olson account wins in 2009 the Twitter Shorty Award for the best content producer, in only 140 characters. It’s quite astonishing to see that she won the advertising award even though, she started the account as a fan and she never had an official contract signed with AMC. It seems that AMC missed out on this opportunity to meet the fans, and they ignored how to make the best out of their fan’s content producing.
    After studying this « Twitter-drama » I can’t stop myself from asking: do the producers have to allow fans to create and manage fictional characters’ accounts on social media?  Is this a danger for the narrative universe or is just an opportunity to increase the audience’s engagement?

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    The three-screen Oscars

    Oscar Natalie-Portman

    by Ana Vasile, published on 3.03.2011

    ABC, the exclusive Academy Awards broadcaster, registered an audience of almost one billion viewers worldwide. The 2011 Oscars brought a technological novelty in order to enhance the audience’s experience. ABC and the Academy of Motion Picture Arts and Sciences created an unprecedented “three-screen” (TV, mobile and internet) mechanism that gives access to behind-the-scenes content.

     

    All Access and 360 camera for the cybernaut

    On Oscar.com, the Oscars’ official website, the cybernaut was invited to get into an event director’s shoes: « This red carpet event has a new director – you. » Multiples cameras with 360 perspective were installed all along the « red carpet », that’s how the user could glaze at his own rhythm at the actresses there and their gowns.

    During the show, the cybernauts could pick their favorite angle between 15 cameras installed in the Kodak Theater, obtaining this way a continuous access to backstage and live-stream. ABC used the same mechanism to broadcast on the internet the highlights of Governor’s Ball. Oscar All Access is not conceived as a free service. The access is to this content costs $4.99.

    Backstage Pass: iPhone and iPad app

    The same content, with the exception of panoramic cameras, is available on iPhone and iPad app « Oscar Backstage » for $0.99. The app was available before the event and was frequently updated with videos and nominees information. During the show, the iUsershad the possibility to watch the red carpet events, the ceremony’s highlights, on scene moments as well as backstage content.

    Oscar app iPhone

    The technology changes the experience

    One of the spokespersons of Oscar.com, emphasized on the importance of these two services, not for replacing the TV experience but to enhance it “both the Backstage app and Oscar All Access are designed to be a companion to the TV broadcast and offer insider access to enhance the experience as opposed to replacing it”. The will to broadcast independent content on both screens give a transmedia touch to the Oscar All Acces mechanism: it’s still possible that someone not watching the broadcast would still be able to follow the action on stage.

    The Oscars broadcast experience was enhanced by the instantaneous comments on Twitter, by following the hashtag This year, the Super Bowl already proved the efficiency of multiple screen usage and of in engaging the public, by reaching the highest ratings since 1987 with 106.5 million viewers.

    Oscar Backstage Pass

    Meanwhile, the internet is flooded with informative about the Oscars; for example Livestream.com and AP are partners on their own live stream on the event. Others companies like MTV and PopSugar will cover the red carpet and the backstage events.  Bottom of line, Oscar.com doesn’t hold the exclusivity on the Oscars’ stream.

    The ABC’s initiative to multiply the screens in order to enhance the viewers’ experience is appreciable, but the fact that they decided to charge the access to this service in somehow questionable. If the purpose of three-screen experience is to attract a bigger audience, one that is normally less reachable on TV, by proposing a subscription service didn’t the producers restrained its efficiency?

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Transmedia at EMMY Awards

    Digital-EMMY-Awards

    by Ana Vasile, published on 1.03.2011

    Cannes will host, on the 4th April, the International EMMY Awards, rewarding digital entertaining programs’ production and direction. The International Academy of Television Arts & Sciences acknowledges the programs’ exceptional quality throughout three EMMY categories: Digital Program: Children & Young People, Digital Program: Fiction and Digital Program: Non-Fiction. Only the programs produced by companies based outside the United States entered into this competition.

     

    More and more creative projects made by producers using new media are receiving recognition for their efforts at international festivals like the EMMY Awards.  After « The Truth about Marika, » the 2008 Digital EMMY Award winner, this year we discover listed between the nominees the multi-platform project « Conspiracy for Good. » The producer, Company P is counting its second nominalization at EMMY Awards, after winning in 2008 the International Interactive EMMY with « The Truth About Marika. »


     

    The 6th edition of the Digital EMMY Awards nominates, for the first time, two programs produced in Arabic countries. In the Digital Fiction category we find the transmedia project « Conspiracy for Good », that we already presented here, directly competing with a Lebanese project « Shankaboot » : an interactive web series produced by Batoota, a production company based in Beirut, and BBC World Service Trust, the BBC’s international development division  specialized in independent local medias based in Asia, Africa or Europe.

    « Shankaboot », the first web series produced in Arabic, is already at its 4th season. Three friends: a delivery boy, his best friend and a young aspiring-singer are being involved into Beirut’s social problems. The web series creators are using internet as the distribution platform and the social Medias as a constant contact with their audience. In order to give fans the chance to express themselves, the producers organized a series of workshops where they asked their young audience to create other videos as a response to the narrative universe of the web series. Even more, « Shankaboot’s » fans can now choose the next season’s topic.

     

    « Tilki », a Turkish interactive program, produced by Zorzanaat Production is nominated as a premiere in the Digital Program: Children & Young People category. On the other hand, TV Globo from Brazil is confirming its status of quality program creator with two nominalizations: one in the Digital Fiction section with « The Voices of Araguaia » a participatory documentary on the Araguaia region in Rio, and in the Digital Non-Fiction section with the feature « Globo Amazonia: The Geoglyphs » focused on the discovery of a new geoglyphs site in Amazonia. The feature was broadcasted on Globo Amazonia, the informative on-line platform created by Globo.

    Géoglyphes Amazonie

    The project, « The Voices of Araguaia » is broadcasted on this web-site and presents the Araguaia region throughout his habitants’ testimonials just to enhance the communication mechanism of “Araguaia“soap-opera, produced by Globo under the direction of Marcos Schechtman, the 2009 Grammy Awards winner with « India a love story ».

    In order to choose the finalists, more than 600 television experts are selected every year by the Academy’s EMMY Committee. Is mandatory for the jury’s members to have at least five years of field experience in production, writing, directing, distribution or casting. The jury’s panel is widened to different nationalities, « for a better representation of international trends » according to the Academy’s members.

    We send our best wishes to all of the nominees; who keep on showing us that the quality of a program is not directly linked to the television media. We will report after the 4th April an update with the results.

    Here you can find the complete nominees lists for each section.

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Transmedia and web trends by Web Television Observer’s creators

    WebtelevisionObserver1

    by Sandra Albertolli et Dan Benzakein , published on 24.02.2011

    After the recent launching of a new French blog focused on the new media and web trends, Sandra Albertolli and Dan Benzakein, the two creators of webtelevisionobserver.com, share with us their vision of transmedia, they talk about their blog and announce their previsions of 2011’s web trends.

    1. You’ve just launched webtelevisonobserver.com. Can you briefly present it ?

    It’s a news website where we showcase and explore original web contents. We focus on the notion of programming (not viral or one-off videos), content that has recurring features and attempts to build an audience over time. Like standard television shows, web programs can be categorized in three major sections: fiction (web series, interactive adventures), informative programs (web documentaries, magazines, news shows) and entertainment (talk shows, games, reality shows).

    Faced with an overwhelming quantity of programs produced for the web, it’s obviously difficult to be exhaustive. We chose to focus on quality programs that make sense with their medium and are innovative in their relation with the audience.  On Web Television Observer, you’ll find a selection of original web programs and content websites from all over the world, interviews with entertainment insiders who are reinventing their trade (from writing to production, from distribution to marketing), and a few thoughts about how the web is redefining television.

    wtvo

    2. Why did you launch this blog ? What are your goals ?

    Over the past two years, we have witnessed an exponential growth in original web content and seen that online audiences crave for quality. Our goal is to showcase the development of an international market for these programs. We wanted to share some of  the best initiatives in web originals, an industry at the crossroads between television, cinema and video games.  We also wanted to provide some space for experts willing to share their experience, for a better understanding of the challenges and opportunities in this market.

    Like every emerging market, it starts out pretty chaotic. Every key actor (creators, producers, distributors, advertising agencies/media and clients) expresses different needs: measuring the state of the offer and the public demand, finding new concepts, defining distribution strategies, establishing new business models or building partnerships. We made Web Television Observer and Web Television Database, our original web content database, to help the entertainment industry gain insights on this market.

    3. Can you depict your vision of the transmedia and explain how will you develop this subject throughout your blog ?

    Over the past months, transmedia has become a favorite buzzword across the web, at the risk of being often misinterpreted. Most of today’s multiple-media projects ring more like “cross-media”, “360”, franchises or spin-offs. Transmedia, in its literal sense (a narrative universe created for and delivered across several media), is still largely experimental, because it lacks practicioners, budgets and business models. An original transmedia creation can be a risky project, as its narrative complexity requires vision and a perfect knowledge of each medium. That might explain why Hollywood studios are more comfortable churning out spin-offs of popular franchises. Another point that is key to us in a transmedia project is its capacity to keep its promise of a richer experience for the viewers.

    in-memoriam-le-dernier-rituel

    The most important media in a transmedia project may be the user, at the center of the whole experience.  It’s a paradigm that video games designers know well, even if they have been pretty quiet on the transmedia scene, with the exception of Eric Viennot, who since In Memoriam (2003) has been working on what he dubs “total fiction”. Let’s hope 2011 will give us the opportunity to see a transmedia project targeted to the wider audiences.

    On Web Television Observer, we’ll try to approach the subject just as we would with any type of content… its formal quality, its capacity to entertain, to deliver, to engage the audience and make sense with each of the media used.

     

    4. Which are, in your opinion, the main trends for 2011 regarding new storytelling writing, financing and distribution ?

    The key trend in web content is the elevation of quality: production value and talent are now on par with television. The web is more and more popular with creators who usually work in film and television, who see it as a territory of artistic freedom and as a way to connect direclty with their audience.

    In terms of writing, web content still mimics television’s proven hits: short fiction and reality shows. Not to mention the countless cooking shows (OD of the year, hands down). It’s disappointing, because there are opportunities for original contents – even niche – and audiences for shows ignored by the networks. The web also has its own cultures, languages and forms, that have started to reshape audiovisual creation. Storytelling techniques will continue to evolve with the web’s underlying technologies, themselves in perpetual update. If recent documentaries have extended the narrative possibilities offered by the web, interactivity hasn’t spread that much to fiction. Perhaps because, at times, the Internet user likes to be a couch potato, just like any other…

    In terms of financing and business models, potential sources abound. Today’s answer lies in a mix of sources: advertising, sponsoring, product placement, sales of distribution and adaptation rights, private and public funds, subscription, donation, crowdfunding, VOD or DVD. The traditional entertainment industry is also facing direct competition from online pure players (AOL, Yahoo and YouTube), who intend to play a major role in the production and distribution of premium and original content.

    WebTherapy

    Regarding distribution, there is an increasing trend in strategic distribution partnerships with different labels and platforms. Destination websites, too, are on the rise (hulu, Tudou) and each studio now has its own web studio (Sony’s Crackle or Disney’s Stage 9). Among other notable trends, more web programs are now crossing over to television (Web Therapy on Showtime, Mes Colocs on MCM).

    It’s quite interesting to look at how some networks are steadily integrating the web into their television shows to boost user loyalty; perhaps most impressive is the way MTV feeds web content back into its live shows (Video Music Awards), a sign of how social tomorrow’s television will be: built on audience feedback, intertwined with social media. Another major player to watch in this rapidly-evolving market is YouTube, who has recently expanded to feature films, live events, series, and is slowly venturing into premium programming. However, this new take on television still needs to adapt to the specificity of the web : its complexity and very own sense of time and space.

    ______________________________________________________________

    About Web Television Observer

    Story Factory’s team:
    Dan is a digital native involved in online environments since 1983. He has worked over 15 years in the entertainment industry (film, music, web), specializing in content design and distribution, as well as online communities. After 10 years as programmer of 4 major film festivals in France (Deauville, Avoriaz, Cognac, Gérardmer), Dan worked 5 years as an independent music producer, before founding extralab, an interactive agency with a focus on content & community building..

    Prior to Story Factory, Sandra spent 3 years as head of advertising at Dailymotion (the leading European video sharing site), in charge of media sales, sponsorship and branded content. She has an extensive background in media (10 years at Carat TV and Carat Digital) and was a pioneer in working with creative & influential talent online (she founded Influence, the first French network of bloggers & online content creators, in 2004).

    Twitter :

    Facebook : http://on.fb.me/ggzRFt

     

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    author Sandra Albertolli et Dan Benzakein

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    A new transmedia workshop starting the 28 february 2011

    Capture d’écran 2011-06-23 à 12.09.18

    by Olivier Godest, published on 23.02.2011

    The workshop “Transmédia : juridical and economical ” invites you at his opening session on Monday 28th February, from 6 to 9PM, at Bibliothèque de l’Ordre des avocats, stair  A of the Palais de Justice, 4 boulevard du Palais, 75001 Paris.

    This workshop is started by Francine Choay-Besançon, the director of FLF Media, a production company, co-hosted with Maître Christine Allan de Lavenne, advocate at the Paris Bar and organized with the help of The Association for the Development of Juridical Informatics (ADIJ).

    The Cap Digital and Juriscom associations, the Gilles Vercken and NGO advocacy cabinets are as well partners of this initiative.

    This workshop is a discussion and exchange platform on the different juridical and economical issues reveled by Transmedia. Its vocation is to identify the answers existent as well as identifying the necessary evolution.

    Inscriptions at Miss Aurélia PORRET:

    The Transmedia Lab’s team will have the pleasure to be one the speakers of this workshop, with Nicolas Brunet’s and Olivier Godest’s participation on the following section : “Transmedia and economical issues”

    Discover the manifestation’s schedule in the first workshop’s newsletter downloadable at http://adij-transmedia.fr

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    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    Ankama’s MaxiMini: a mini transmedia project

    MaxiMini_Maskemane-et-Remington

    by Ana Vasile, published on 22.02.2011

    Conceived and produced by Ankama, a French digital creative group already familiar with transmedia projects notably for Dofus and Wakfu, MaxiMini spreads through four chapters and four different media.

    MaxiMini’s story is directly inspired from the Ankama’s comics’ universe, themselves issued from the Dofus MMORPG.

    The two main characters are Remingtonand Maskemane, two opponent brothers. Remington’s character, designed by Adriàn, makes his first appearance on the 15th December 2010, followed by Maskemane on the 15th February 2011, a Zhifeng Xu aka XZF creation. Both are the main character in a comic distributed bimonthly for 3.50 €.

    In MaxiMini these two characters fight together through different media: a comic published in the French DofusMag magazine, an online game and a cartoon soon to be aired on France 3. This little transmedia story will find its conclusions at the Ankama Convention #6, at Lille on the 5th and 6th March.

    maximini

    Jeu_maximini

    The adventure of our two heroes starts in a comic issued in the 20th DofusMag. The Roublards, an imaginary nation living in the Dofus universe, is robbed of its five trophies (some magical weapons). That’s when Maskemane and Remington start a dangerous journey hoping to get back the weapons and find the guilty party.

    The story unravels itself on the internet through an interactive comic and an online game. Saturday, the 26th February, after the first episode of the second season of Wakfu is being aired, the MaxiMini story will continue with an eight minute cartoon.

    To avoid losing the audience that missed out the first chapter, the producers created on the MaxiMini website a chaptered summary, useful for the cybernauts joining the adventure later on! The team in-charge with this project’s creation and production explains here their creation process and their inspiration sources.

    Avatar Image

    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Sortane : a web series based on an ARG

    Sortane

    by Ana Vasile, published on 17.02.2011

    Sortane is a web series produced by NNProd and an alternate reality game (ARG) whose launching is planned for March 2011.

    Synopsis: Remi takes part in an alternate reality game with his friends Melanie and Romain. But when game and reality get confused, their survival will depend on who is leading the game…

    The starting point of the web series is Remi’s arrival in an abandoned park to finish his ARG, his goal: to find a girl who has disappeared. The narrative thread unravels over the course of nine episodes, written and directed to be watched chronologically.

     

    It’s also where the ARG begins for Internet users who wish to participate in this adventure. The particularity of this game is the ambiguity between fiction and reality, since the internet user participates in the same ARG as the characters in the web series. If you want to participate, you can start here.

     

    The editorial coherence of Sortane is insured through a collaboration between Charly Lemega and Vincent Sawicki, who shared the creation and production of the whole system.

    While you wait for the first shows to come out, you can see the series’ trailer here.

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    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Tron : Legacy an inspiration for the fans

    tron-legacy

    by Ana Vasile, published on 14.02.2011

    Trough our researches for our Case Study: Tron in transmedia we discovered a creative fan’s community very active in her effort to bring to life the Tron : Legacy universe.  Here’s our selection of most impressive fan’s art.

    The Light Cycle does exist

    A Florida based bike shop created a replica of the Tron : Legacy’s well-known cycle. It’s not just a mock-up to put on a shelf in your dining room; it is a real bike that you can legally drive. Parker, Brothers and Choppers have created just 10 prototype motorcycles and each one costs around 55.000 $. There are only four left, so if you want, it you’ll have to be quick!

    A Tron : Legacy Segway

    If you can’t offer yourself a LyghtCycle, there’s your second chance to roll in Tron style. A hardcore American fan just « Tron-ised » his Segway. If you suddenly want to do the same, you’ll find here a guide to « Tron-ise » your own.

    A homemade costume

    Some fans are so fascinated by Tron : Legacy’s costume design, that they decided to recreate them in real life. Here you’ll find instructions that explain in detail how to build a Tron helmet and here you’ll find inspiration and advice of how to create your own Quorra skin

    Holliday in Tron-land

    In December, two British designers were invited to build a Tron : Legacy inspired suit in the IceHotel in Sweden. They build it in 13 days, and here’s the final look of their work.

    Tron-Legacy-Ice-HotelTron-Legacy-Ice-Hotel2Tron-Legacy-Ice-Hotel3Tron-Legacy-Ice-Hotel4

     

    Fan artwork and fan fiction

    We selected some fan’s artwork inspired by Tron universe…just some examples we all liked. The list is still opened, if you found and loved one in particular, please feel free to share it with us!

    Tron-Legacy-DaftPunk-Fan-ArtTron-Legacy-Buzz-LightyearTron-Legacy-Fan-Art

    Tron-Legacy-FanArt

    Avatar Image

    author Ana Vasile

    Ana Vasile est rédactrice pour Transmedia Lab. Diplômé d’un Master Pro en Communication Multimédia et Audiovisuel de l’Institut de la Communication et des Médias à Grenoble, elle travaille en agence de publicité pendant plus de deux ans dans un département de création. Ana a contribué au développement de la politique éditoriale et à la rédaction d'articles au sein de l’équipe du Transmedia Lab de janvier à novembre 2011.

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    Mobile video and video on the mobile phone, quite a difference

    Mobile-Video2

    by Nicolas Bry, published on 13.02.2011

    Last Thursday I attended the 6th Mobile Film Festival organized by passionate and friendly . The challenge is as follows: you have 1′ to shoot a motion picture using a mobile camera.

    A selection of 50 “1′ movies” was then screened at l’Arlequin Theater. The results are absolutely amazing, and the 50′ went by in a flash. Moving from emotion to comedy, playing drama or serious topic, each of the 50 movies has its own identity, and the laureates are mirroring this great variety and talent.

    Have a look at all mobile videos on the Mobile Film web site.

    One thought about this is that the 1′ framework may help film makers to face the creative challenge: as we see in innovation, “narrowing the scope actually helps the innovation team“. It doesn’t prevent “ad lib” shooting as we saw with best screenplay “T’appuies là“, but helps to focus on the impact of the artistic creation.

    “Mobile video” can be watched in a theater or a mobile, then it meets “video mobile” meaning watching video on your mobile.

    Last trends about “video mobile” are phenomenal. Allot Communications Mobile Trends Report shows how video streaming drives mobile data usage (73% growth in 2010 S2) as “it remains the fastest growing application type, accounting for 37% of mobile bandwidth”. YouTube alone is accounting for 45 % of total video traffic, and 17% of mobile data bandwidth usage.

    Will one day “mobile video” be a significant part of “video mobile”? That’s the best I can wish for them. Though mobile films are not restricted to be watched on mobile, their short format and rythm, and their sense of intimity fit very well with mobile usage. They would only need to be “geolocalized “and “reality augmented” in the future, to take full benefit of mobile media!

    Avatar Image

    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Tron in transmedia

    Tron

    by Ana Vasile et Olivier Godest , published on 10.02.2011

    Soon after the release of Tron: Legacy in France, we’ve tried to retrace the complicated construction of its transmedia promotional campaign. The film, which came out in December in the US, takes place in a rich universe with a real transmedia potential and a large community of fans.

     

     



    The origin of the universe

    We discovered the roots of the Tron phenomenon in 1982 with Steven Lisberger’s film and arcade game that were released at the same time. Unfortunately for him, this first film was a quasi-commercial flop, only appealing to a young male audience. Back then, the director explained to The New York Times that his film couldn’t be “digested” by the masses at that point in time. But this first film set up a universe, which first opened the way for about ten videogames exploiting this license, and the film became a visual and mythological reference for the fans of the videogame.

     

    Production objectives for Tron : Legacy

    Even if the Disney producers could count on the young players and on a pre-existing community, they had to draw in a wider audience to get a return on an investment of almost 350 million dollars for the development, production and marketing of Tron: Legacy. The goal was clear, Tron: Legacy wants to measure itself to other American super productions such as Avatar, to be come a referential franchise of its time (and of course, to be profitable).

    This is why, for the last three years, the film’s producers have been busy creating interest among internet users in the Tron community with many teasers, previews, online bonuses and marketing tricks of all kinds.

     

    A transmedia promotion

    Tron: Legacy’s transmedia promotion is based on events, ARGs, partnerships with stars, media partnerships, applications for mobiles and tablets, videogames and other product placements.

    There are several entry points to the universe, developed to reach a mainstream audience (who doesn’t know about the story or the existing universe of Tron). One example of this is appealing to the fan base of Daft Punk, who created the original soundtrack of the film.

    Each element of the transmedia system is conceived to encourage an optimal circulation of the audience, the final goal being to encourage a wide audience to go see the movie.

    Let’s note that we are not talking about cross-media here: the film’s producers created contents that are almost entirely independent from each other while belonging to a coherent narrative universe, that encourage participation and commitment depending on the different media systems described below.

     

    Details of the transmedia system


    The videogame

    History repeats itself: like they did in 1982, Disney studios decided to launch the film with a videogame.

    Tron: Evolution is conceived by Propaganda Games, a Canadian company affiliated with the Walt Disney group. The proximity between the film production and the company developing the videogame seemed like a good step to encourage editorial coherence, but we found the result ambivalent.

     

    Tron-Evolution_5_

     

    Chronologically, the game is distributed before the film as a promotional tool, a similar approach to Avatar and its game developed by Ubisoft. In an interesting logic, the storyline takes place in the backstories of the main narrative. This should normally be an efficient foretaste to discover another aspect of the story (the independence of the media is respected).

    Unfortunately, the production of the game disappointed fans enormously, especially because of a gameplay lacking sophistication as well as editorial and graphic incoherencies.

    You’ll find a more complete analysis of the game Tron: Evolution here and here. As you’ll see, it hardly gets above average ratings…

     

    The Tron: Legacy ARG

    Phase 1: Kevin Flynn is still alive!


    Flynn'sArcadeTokens

     

    July 2009: Several sites/blogs dedicated to film or to Tron fans received two videogame chips similar to those of 1982 and a USB key, containing hidden links to websites evoking the return of Kevin Flynn, the hero of Tron’s first opus (nobody really knows what happens to him at the end of the movie).

     

    Phase 2: Tron Operation

    An ARG begins, which will finish at the end of February 2010, the players are the first to discover the film’s trailer in the movie theatre, in Imax 3D.

    It’s also the beginning of the second part of the ARG, the players go looking for Kevin Flynn! Websites are regularly updated, new sites appear, players discover online games, the first graphic elements hidden in the sites’ codes, flashcodes, and are invited to events linked to the story.

     

    arg

    Phase 3: Tron at Comic Con

    In July 2010, the Twitter account of Tron: Legacy is opened during San Diego’s Comic Con (one of the greatest American events for “geeks” that are fans of SF)

    New fax/email elements or Flickr photos are added online and unveil new puzzles to resolve and access a new trailer exclusively.

     

     

     

    Phase 4: The end of the game

    On October 28th 2010, Tron Night 2010 unveils 23 minutes of the film to the greatest fans and game participants.

    New puzzles unveil even more of the story’s elements, especially backstories.

    Of course, the ultimate reward was to win a ticket for the December 13th 2010 sneak preview of the film, four days before its official release.

    + More info on the ARG here

     

    Product placement and brand partnerships

    Nokia

    In the film, Sam Flynn uses the Nokia N8 to hack the software of the Encom company, his phone is a key element of the film that allows him to be connected to the Internet everywhere.

     

    Adidas

    Adidas created a  Tron Legacy collection targeting men and children. At the , which will be followed with a Stan Smith II CF BL4 – Tron model.

     

    adicolor_bl4

     

    Reebok

    Reebok (owned by Adidas) also has a partnership with Disney, creating Tron version Pumps.

    reebok-tron-3-540x359

     

    Coca Cola

    The partnership between Coca Cola Zero and the film leads to an immersive iPhone game: “Live Cycle”. Using all the visual and audio codes of Tron: Legacy, the player has to trace virtual walls within reality. The goal will be to win points by inciting other players to break the walls that you’ve built. The game also gives access to additional film content, like the possibility of downloading screen savers and watching trailers.

     

     

    Events

    England – November 2010

    For the world premiere, London was the playground of the Tron: Legacy virtual world for a whole week in November 2010. In a partnership with HP and ePrint, Disney producers brought the experience to the roof of the Queen Elisabeth Hall on the SouthBank.  attracted the interest of Londoners on a daily basis, two weeks before the projection of Tron: Legacy in Great Britain.

    Fans could receive their own photos taken in front of the Flynn arcade on the spot, printed on HP e-All-in-One printers. A doorway to Flynn’s digital world was set up as well as a Light Cycle motorcycle.

     

     

    Norway – December 2010

    After the London projection, it’s the city of Oslo in Norway that welcomed the Tron: Legacy show. For 5 minutes, the windows of a building in Solli Plass lit up to the sound of the Derezzed music by Daft Punk.

     

     

    France – January 2011

    In Paris, a giant 400m2 screen with electroluminescent technology was set up at the Porte de Saint-Ouen. The screen was visible from the highway until the end of January. The giant screen used the same technology as the Adidas shoes presented at the Comic Con.

     

    breve36963-0

     

    Partnership with the stars

    The partnerships that Disney set up with the stars go beyond simple creative contracts. The most important one is, of course, the partnership with Daft Punk, who created the film’s whole soundtrack, even appearing as guest stars in the film. The partnership became a bridge to a wider audience for the film’s creators. A choice that was reinforced by the harmony between the graphic and audio universe created by the group and the film. In July 2010, the film’s producers released 6 songs (out of 24) online, a good way to create excitement!

     

     

    The Black Eyed Peas also used a  in their latest tour, the film’s “Lightcycle”. Even their performance during the Super Bowl was a wink to the world of Tron. Rihanna, Katy Perry and Lady Gaga are also following the trend with outfits inspired by the film. Donatella Versace is showing a  in Milano.

    The emphasis on the Tron: Legacy costume as a new fashion trend is a way of attracting a female audience to the film.

     

     

    Mobile and tablet applications

    ( Iphone and Ipad sources)

    Three mobile applications (not a bad start!) were created around the universe of Tron: Legacy.

    The first is entitled “Tron: Live Cycle”: developed with Coca Cola, as we mentioned above.

    The second in entitled “Tron”: the free application allows players to play moonlight and tank games in 2D.

     

    Capture d’écran 2011-02-10 à 12.26.08

     

    The third entitled “Tron: Legacy”: more elaborat and costing 0,79€, allows players to play moonlight games or to do “reconnaissance” flights in 3D.

     

     

    Capture d’écran 2011-02-10 à 12.32.18

     

    For the tablet version (IPad), we have…3 more applications!

    The first, “Tron: Legacy” is very similar to the paying Iphone app in a 3D version, with very few changes other than an adaptation to a larger screen.

    The second, “Essential Guide to Tron”: is free, it explains, through a beautiful and rich interface, all the details of the universe. It also contains all the trailers. A real success.

     

    Capture d’écran 2011-02-10 à 12.36.55

     

    The third, “Tron: Legacy, The Complete Story”: if you prefer to read a digital book telling you the story of the second Tron opus, it will cost you 6,99€.

     

    Capture d’écran 2011-02-10 à 12.44.29

     

    Web partnerships in France

    In partnership with Nokia, on MSN.fr, an editorial feature was created in the “Entertainment” section, presenting bonus content (video, behind the scenes footage, interview and anecdotes). In parallel, a game is organized on the Facebook page.

     

    msn_nokia

     

    On skyrock.com, another partnership has been set up to create a Tron Skyblog with a Flash system, which includes a video layout that interacts with the film’s trailer.

     

    Conclusion

    Despite some faults, an enormous system has been set up, while maintaining a global coherence of the universe. Of course, this isn’t an exhaustive list since the promotion campaign has been absolutely enormous. If you have other elements that you’d like to share, don’t hesitate to do so!

    Tron: Legacy has deployed an interesting strategy to address different targets and a large audience, but the risk is to scratch       the Tron mythology and alienate hardcore fans.

    The transmedia promotion mechanism seems impressive but brings up a real question: by using mostly transmedia marketing rather than real transmedia storytelling, doesn’t the story end up getting crushed by the Hollywood machine? On opening weekend, Disney made 44 million dollars, placing Tron: Legacy on top of the American box-office. In comparison, Avatar made 77 million dollars in the same time frame. As we speak, Tron: Legacy has already brought in 372 million dollars from theatre tickets.


    Avatar Image

    author Ana Vasile et Olivier Godest

    Olivier Godest était Responsable de la Communication et des Formations pour le Transmedia Lab jusqu'en juillet 2011. Plus d'informations sur www.olivier-godest.com Ana Vasile était rédactrice et assistante en charge des publications du Transmedia Lab de janvier à novembre 2011.

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    Will my smart TV undoubtely be transmedia ?

    Smart TV

    by Nicolas Bry, published on 4.02.2011

     

    3 years ago, I posted a few thoughts about IPTV, echoing positive feedback from customers on our “TV on-demand” service: IPTV, the television of the 21st century! I spoke there about IPTV 2 radical diffentiators:

    As this analysis ended also with “Convergence with the Internet” chapter, one might say it was like the premises of what we call Smart TV since 2010.

     

    Smart TV, in a similar way that we speak of Smart Phones, is bringing the Internet over TV through devices such as connected TV, latest generation set top boxes, and connected game consoles. Smart TV materializes with widgets overlaying Live TV or with on-demand service coming from the Internet such as Dailymotion, offered by triple-play carriers.

    Deriving on preliminary Smart TV offerings, here’s my wish list about what should be my Smart TV.

    1. Smart TV is still a TV, a better TV: it’s a playful entertainment centered device;
    2. Smart TV is “all-in-one”, meaning it inludes all advanced TV services: Live TV, EPG, PVR, VoD, TV Replay, Media Centre, Blu-ray reader;
    3. Smart TV builds experiences on-top-of TV, blending Internet with TV, drawing to me content coming from the digital world, related to what I’m watching: when watching a live game, I can access to goals from previous goals, have a look at the statistics, bet on bets player with other viewers, or replay last pass I have just missed. The same works for reality shows or kids universe, Smart TV is broadcaster friendly as it extends the viewer experience within the channel universe;
    4. I don’t search my Smart TV for content: content is bubbling up to me, based on my viewer profile, and catching recommandations from my social network. The system knows me, it serves me the latest episode of the serie I’m a fan of, and pushes me The Event if I’ve declared to watch Fast Forward;
    5. Smart TV accomodates collective and individual TV usage; when Live twitting, it’s my personal feed that is displayed if I want it on TV;
    6. Smart TV creates connected experiences across devices: Smart Phone and Tablet become my TV companions; Tablet and Smart Phone are not only control device for TV, they are media devices in itself: they enable instant access anywhere, and supporting transmedia narratives and Live companioning; after having watched Mad Men, I get on mon Smart Phone the app to prepare cocktails the way Don does … or I access the premiere of Roger Sterling memories … or connect on Live Tweet to share views about episode currently aired. It’s another opportunity for the broadcast channels to recapture the interest of young people through the development of real time interaction around TV shows;
    7. Smart TV offers interactive TV Apps and gaming, extending TV experience, moving playfully from monologue to dialogue and adressing multitaskers; it gives the opportunity to bring other players to the TV screen: online video, photo & music, social network services, casual gaming, information services, e-commerce, enhanced video search and access to relevant websites;
    8. Smart TV opens the window  for full Web browsing with TV-adapted interaction;
    9. Smart TV is more than ever emotional: it creates immersed experiences, leveraging on gesture motion control, 3D content, and 3D user interface;
    10. Smart TV brings closer my friends and family through video call and communication services.

    “You may say I’m a dreamer”, as first implementation of Smart TV in connected devices are not exactly in line  with my expectations: they are functionally limited, for example not TV enabled (Apple TV, , Boxee), they are Internet centric, with no relation with current TV viewing (Yahoo! widgets), or they are bringing Internet habits on the TV through customer unfriendly experience (Google usability not included, ).

    Recent Freebox Révolution seems a lot more promising: neverthesless it is still not very transmedia, TV and Web being two seperate world, not blended in an extensive experience as I believe they should be.

    Other players might go the other way, bringing TV usage into the Internet world: when one sees how Zynga games have met massive succes through Facebook access, one can imagine the attractiveness of Facebook TV app in the future.

    The potential to generate new revenue streams is huge: pay video services,  TV apps, interactive advertising mixing the impact of full screen TV ads and targeting & tracking of the Internet, e-commerce or should I say TV-commerce!

    So no doubt that current Smart TV achievements will rapidly iterate and move to a completely TV-designed experience, giving simply and rapidly access to an infinite of content and services: to be successful, Smart TV will have to center aroud the viewer experience.

    Now the bet are open: will Smart TV meet the same speed of adoption that its glorious previous Smart Phone cousin is currently experiencing? Hanging over the 75 millions iPhone sales in 3 years will be my last wish!

     

    Avatar Image

    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Celebrating 10 years of Wikipedia, the French transmedia updates its article

    wikipedia_10_sharing_book_cover_background_english_1061x822

    by Nicolas Brunet, published on 17.01.2011

    Transmedia Lab decided to update the transmedia article on wikipedia. The purpose is clearly to facilitate the understanding of this new narrative mode and to promote a better knowledge of transmedia’s origins, personalities and actors in France and abroad. Do not hesitate and give us your point of view, your corrections and improvements. Or you can simply go to the wikipedia article and contribute!

    This is our way of celebrating the first 10 years of wikipedia. This internet encyclopedia, a universal, multi-language and working on a wiki base platform it’s still precious!

    On the other hand, this collaborative initiative is one of the main sources of inspiration for the transmedia concept: remember Lostpédia, dedicated to the Lost universe, or even Wookieepedia dedicated to Star Wars are two encyclopedias fueled by thousand of fans. That keeps allowing imergence and information on these two transmedia universes!

    Avatar Image

    author Nicolas Brunet

    10 ans d'expérience entre marques et contenu (advertainment, branded content), entre marketing et storytelling (brand content, transmedia) en media, en agence de publicité puis en 2009 chez Orange (musique). Dans la team du Transmedia Lab depuis 2010.

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    Inside “Paroles de conflits”, a transmedia documentary

    paroles-de-conflit

    by Antoine Cayrol, published on 27.12.2010

     

    Everything started in November 2009 when a reporter, a journalist for Point.fr whom I had first met 6 years previously at Paris’s Sorbonne University, visited us with a project for a transmedia documentary entitled “Paroles de conflits”.

    “Paroles de conflits” is the tale of an unsuspecting French cyclist who strays into zones where war, bloody confrontation and interethnic violence has raged, sometimes months and sometimes years ago. These are places where, although still scarred by the experience, the inhabitants have been able to rekindle hope, even though the future often still remains uncertain and bleak.

    It is the emotions of “real human beings” – some familiar, but most of them unknown people who have lived through the misery of war and conflict – that contribute to our understanding of History thanks to the subjective camera of an author who is both curious and without prejudice.

    The aim? To present his journey and the events he has witnessed seen through different lenses which allow different interpretations and make it possible to view the content from different perspectives.

     

    To do this, we intend to create a transmedia documentary which, at the end of the journey, will give rise to a documentary series of 8 episodes of 26 minutes each (one episode for each conflict-ravaged country he crosses), a Web documentary and an exhibition of photographs taken by the reporter.

    Each of the media will be characterized by a different type of scripting and narrative. In the TV series, as is often the case in television documentaries, the viewers will be led “by the hand” by Raphaël. Using a framework that recurs throughout the various episodes, he will travel through the different countries and recount what he witnesses.

    The Internet format will be interactive, vibrant, evolutive and will take full advantage of the unlimited resources offered by this medium: up-to-the-minute news from press agencies, photos published by the Internet community, Wikipedia articles revolving around an important date or key player… there is no end to the possibilities.

    To further deepen the experience of each video episode, the latest resources available on the Web can then be synchronized, selected and overlaid to provide an additional real-time dimension which dovetails exactly with the content that is being viewed. This editorial use of selected external resources (as well as content created by our own production team: mixes etc.) will constantly give users a new, unique experience thanks to the relevant and evolving context.

    At FatCat Films, we were won over by this project, which is simultaneously human and historical, at our very first meeting with the author.

    We then spent 3 months redrafting and 2 months getting ready for his departure: finding partnerships for his bike, his GPS tracking system, all his equipment etc. Lafuma, Sierra Echo, Ecologieshop, Ortlieb and Cyfac all proved to be enthusiastic as soon as they learned about the project and did not hesitate to sponsor us.

    At the production level, this project harboured one particular challenge.

    The journalist, Raphaël Beaugrand, wanted to set off in March 2010 irrespective of any production-related considerations which were our responsibility.

    For reasons of weather, he had to start his odyssey in March while, for personal reasons, he did not want to postpone his departure for another year.

    We therefore had to draw on our own resources, at least in part, to enable this journey to go ahead…

    Because given the time it would have taken to complete the production dossier, apply for the various scriptwriting grants and then find a broadcaster, Raphaël would never have been able to leave on his preferred date.

    Convinced of the project’s qualities and confident of being able to find broadcasters and financial support during the coming months, we let Raphaël set off and we, too, set off with him on an adventure that would last more than a year – and here we are talking only of the journey and filming time.

    Now Raphaël is at the end of his travels, in Japan.

    Our dossiers have been completed, the episodes and the Web documentary have been written and the scriptwriting grants have been applied for. We have even put together the first episode which Raphaël will undoubtedly want to rework on his return before turning his attention to the others.

    To cover a part of the costs of the travel, we had the idea of raising finance from Internet users. A mechanism that is gaining in popularity, crowdfunding has been attracting large numbers of participants over the last two years in France (more in the USA) and a number of projects are starting to be part-financed by the Web. We therefore placed our project on the crowdfunding site KissKissBankBank with the aim of raising 18,000 euros, a goal which we achieved almost two months ago.

    Raphaël will be returning to France in just a few weeks and the editing and post-production work can start. I don’t think it would be unreasonable to say that he has 6 to 9 months of work waiting for him.

    The same applies to our production activities. We now have to find broadcasters for the TV and Web material (for the photograph exhibition, we already have a preferred partner but since nothing has been signed, I’d rather not say anything just yet) who are interested in our project and a number of contacts have already had a favourable response…Insha’Allah…we’ll tell you more very soon :)

    While waiting, you can find out more and keep in touch with our progress in real time on 

    To see the trailer


    Paroles de conflits TEASER
    envoyé par FatCat_Films. – Découvrez de nouvelles destinations en vidéo.

    Antoine Cayrol

    Producteur Fatcat films

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    author Antoine Cayrol

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    Transmedia in Canada at the NFB

    ONF300

    by Hugues Sweeney , published on 23.12.2010

    The NFB is a national organization that employs almost 500 people and has an annual budget of around 70 million CAD (about 520 million Euros). It’s important to understand that this budget includes the NFB specific mandates such as the archiving of all its audiovisual heritage – meaning about 14 000 films in more than 70 years.

    The National Film Board (NFB) or Canada is particularly active regarding the use of new technologies for audiovisual creation. Hugues Sweeney, Head Producer of Interactive Productions, summarizes a few particularly interesting initiatives for us.

    TWO CANADIAN TRANSMEDIA PROJECTS

    Montreal in 12 locations: a web and TV project that brings a new vision of Montreal, the web section has won several prizes.

    Bande à Part: a radio, TV, event, and web project to promote emerging French language music is a media staple.

    TRANSMEDIA LANDMARKS

    Infusion: Initiative of the INIS training center, the goal is to join the forces of the TV, cinema and new media departments in order to elaborate strategies and solutions for traditional companies who would want to develop transmedia projects.

    FNC: the FNC_LAB at the Festival of New Cinema is a privileged conversation platform for producers from different fields.

    SAT: the SAT is both a laboratory and a distribution platform that encourages the meeting of arts, sciences and technologies.

     

    NFB PRODUCTIONS

    NFB is first and foremost a public producer. We aren’t an international donor or a fund. We produce creations for the cinema and television but also for digital platforms, physical locations (installations and museums) and innovation technologies (ex: IMAX was invented here).

    The spine of our productions is the artist, the creative vision of a person who wants to use a technology to tell a story – express subjects with a renewed perspective, question our way of seeing the world, question himself on how we lead our lives, the way we cohabitate. Beyond their distribution purposes, we believe that interfaces and networks are the canvases on which a new generation of artists will express their creation.

     

    WHAT ABOUT THE 20% RULE?

    It’s neither a budget proportion nor a production number but rather a measuring scale. It’s a way of saying that we are seriously investing in this type of production while maintaining a portfolio built mostly on documentary and animation films. 20% means that every month, our audience will discover new works.

    To complete your discovery, go to the NFB website

    Hugues Sweeney

    Head Producer, interactive productions

    National Film Board (NFB) of Canada

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    author Hugues Sweeney

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    Mad Men, a failed transmedia experiment?

    mad-men-300x225

    by Nicolas Bry, published on 20.12.2010

    Simon Pulman looked for the book of Roger Sterling’s memoirs on Amazon and stumbled upon Sterling’s Gold: thinking he’d found the famous memoirs, already excited to learn more about his favorite series, he was incredibly disappointed to get a boring book of Roger’s quotations from Mad Men scripts.

    Simon Pulman drew four lessons from this failed encounter between the cult series and transmedia:

     

    Simon Pulman article: Sterling’s Gold – Important Lessons.

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Transmedia, crossmedia: a legal void?

    juridique

    by Sebastien Lachaussee , published on 16.12.2010

    Content producers swear by it: according to Orange, in the next five years, most audiovisual creations will need to integrate crossmedia to survive. As is often the case for novelties, many wonder which legal system to apply to these “unidentified creative objects”.

     

    Transmedia, what’s that?

    Transmedia content is a work or body of work whose specificity is to mix genres (audiovisual, multimedia, digital…) and to be conceived, written and produced in order to be adapted to different screens: mobile phones, internet, television, game console, movie theatre… Transmedia should not be confused with multimedia, which refers to one content mixing several media (image, sound, video). Often, transmedia no longer limits the audience to the role of passive audience. With interactivity, transmedia allows the spectator to become an actor, to choose, to decide, to participate, to create. Mixing codes, habits and frontiers between different media, transmedia is the participative web result of media convergence. The new trend of the second decade of this new century, this notion is at the root of many projects. Here are a few examples of transmedia activity:

    Transmedia: examples

    a)     Connected TV, or “smart tv” is on its way to becoming the unavoidable engine of transmedia. Indeed, connected television, whose main battle horses are Apple TV and Google TV, offers entirely digital and connected content on the small screen. It’s tomorrow’s television: interactive, un-linear and connected to the internet.

    b)     ARGs (Alternate Reality Game) are a fusion of reality and the virtual world. Under the form of paper chases or role-playing, they take place IRL (In Real Life), using internet and connected smartphones in order to “enhance reality” for the players. One of the pioneers of this genre is the game In Memoriam that came out in 1999, which offered the player the possibility of embodying his own role in an investigation aiming to arrest a serial killer. In In Memoriam, an actor answered the players in a personalized way 24/7.

    c)      Some projects are born from videogames: the game Wakfu, from the French company Ankama, was originally conceived to offer a massively multiplayer online role playing experience, coupled with an animated series unveiling a coherent universe. The project Chica Booma is an animated series for children whose aim is to teach different dances. Web and videogame versions are integral parts of the project.

    d)     Other projects are born from documentaries: with the project Prison Valley, journalists created a television and internet documentary, offering the audience the possibility of stopping the flow of the film to deepen their knowledge of the subject by accelerating to interviews and “hidden” content. The web-documentary Gaza/Sderot allowed viewers to witness, in parallel, the lifestyles of inhabitants of Gaza and Sderot. These projects use transmedia tools for journalism, allowing viewers to go further than they would with a classic documentary as far as the knowledge of the subject at hand.

    e)     Transmedia is also used in order to promote more classic content. An illustration is the film Buried, by Redrigo Cortès, whose trailer is interactive and allows the “spect’actor” to interact with the hero of the film. Or the pluri-media promotion of the film “Un mari de trop” (“One husband too many”) produced and aired on TF1, offering internet users the possibility of participating to the heroine’s fake blog or to watch fake “docu-dramas” based on the film. Today, many brands are counting on transmedia to reinforce their web marketing.

    Transmedia: a legal void?

    Despite all the potential of cross-media, there is, for the moment, no text, usage or law that talks about this new “non-identified object”. A “legal void” that can be explained simply by the fact that this is a new world, taking shape in front of our eyes.

    A legal void that is becoming increasingly important to fill for several reasons. First of all, the increasingly fast growth of transmedia, requires legal security to foster a healthy expansion. Since transmedia content includes one or more “classic” media, the contractual transmedia relation must be broken down into “classic” transmedia contractual relations in order to determine its legal system.

    For example, Ridley Scott started the transmedia project Life in a day. It consists of “documenting a day through the eyes of people throughout the world”. The film is edited from a selection operated among videos posted by users on July 24th 2010. For Life in a day, it’s necessary to refer to contractual models used in the web 2.0 and in feature filmmaking. Between amateur videographers and the platform where contributions are posted, there must be a general agreement.  By posting the video to submit it to the film Life in a day, in the hypothesis that it could be retained in the final edit of the documentary, the author of the selected video will have to be associated as an author of the film depending on the importance of the use of his work and copyright of the images used in the film will have to be agreed upon with the production company.

    ARGs can bring about a different problem. The judgment passed on June 3rd 2009 by the legal assembly of the Court of Cassation (n°08-40.981) regarding the reality show l’Ile de la Tentation (Temptation Island) admitted that participants in the game could be employed under a work contract in certain conditions. The question is to know if the participants in an ARG could also have access to a work contract.

    Transmedia often integrates the creation of videogame programs and complex works. The creators of these works are creative employees, the rights that they could claim on this work are automatically yielded to their employer. In this case, we have to refer to the contractual uses in terms of computer programs or videogames.

    We will talk about the problems specific to creative commons licensing in another article.

    These examples go to prove that the contractual relations existing in crossmedia are far from being the object of a real legal void, and that it’s possible, for each specific case, to find their legal system by breaking down the different steps for each media used in the transmedia content. However, if there isn’t a real creative void, the complexity of the contractual relations is increased and requires a “custom” analysis of each project, in order to determine the applicable legal system. Only trained legal council will be able to suggest efficient and innovative solutions for all the participants involved in this new bridge to the future that is crossmedia.

    Article co-written by Sébastien Lachaussée, lawyer with the Paris bar and Jonathan Guibert, intern more information on www.avocat-l.com

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    author Sebastien Lachaussee

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    Transmedia and the Koulechov effect : Why authors should become technophiles

    EFFET_KOULECHOV

    by Jérémy Pouilloux, published on 8.12.2010

    Do you remember the Koulechov effect? In 1922, Lev Koulechov, the young director of the National Cinematography Institute in Moscow, leads a series of experiments. One of those, where he shows the importance of editing in the cinematographic narrative, becomes famous.

    This experiment consists of showing an audience three sequences built, in one part, of an actor with a set expression, which is identical in the three sequences, followed by a second part where a still shot shows a different element each time, a bowl of soup, a coffin and finally, a woman lying on a couch. Koulechov recorded the reactions of the audience to the actor’s attitude and three attitudes were consistently considered to be: huger, sadness, desire.

    This experiment can seem a bit trivial today, a hundred years of film later, but it still highlights in a simple way what we call semantic contamination: the meaning of the independent content in each of the two images is different from the meaning of the content of the associated images.

     

    is what it looks like

    and this is what Alfred has to say ,

    now I’ll continue.

    In semantic contamination, there’s semantic! And talking about semantics today means talking about the web. Semantics is to web 3.0 what participation and sociability were to web 2.0. But the transmedia aspect of semantic contamination is elsewhere (for more information on the web 3.0, you can even look , or here).

    The transmedia narrative, by definition, spreads across several media: cinema, television, radio, web, mobile, videogames, real life (posters, events…).

    And to tell a story across several media, authors have to find a way to tell stories that can be appreciated autonomously on each medium, in such a way that the audience can access the universe without being forced to go back and forth between media.

    The asymmetry of information is born from the multiplicity of media and creates the conditions of a semantic contamination between media, with a variable geometry, simultaneously creating the conditions for the spread of this information.

    Let’s take the example of a love story that ends badly (sic) and let’s assume that this story is being told through a web series and a TV series.

    Didier and Valerie love each other. But their love dies and our heroes end up having affairs. In the TV series, we never find out that Valerie cheats on Didier. Only Didier cheats on Valerie, until he gets caught red handed. Didier then looks like a jerk, the weak guy, a guy “like all the others”. Valerie is then in the position of the victim.

    But by watching the web series, we realize that Valerie has also been cheating on Didier for a long time. We also realize that what she says about Didier is quite different than what she seems to think in the TV series. Etc…

    With this example, we understand that, depending on the media that we’re watching, our perception won’t be the same, the meaning changes. There’s semantic contamination. But this time, the media that play the role that the images played in the Koulechov experiment.

    By bringing some sophistication to our scenario (on the story front or on the media front), we can easily envision that the semantic contamination between media is a particularly rich source of narration.

    We also understand why transmedia creations foster socialization and the circulation of audience: by re-introducing an asymmetry of information between spectators (some will have seen things that others won’t have), we renew the information exchange and create the conditions of interaction, the bases of a common culture.

    So get writing!

    Jérémy Pouilloux LA GENERALE DE PRODUCTION

     

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    author Jérémy Pouilloux

    Producteur @ La Générale de Production

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    Training : Conception and writing Transmedia project, December 8th to 10th

    mediaclub

    by Olivier Godest, published on 2.12.2010

    Transmedia Lab is part a Media Faculty training course entitled “Transmedia writing and design”. It will be held in Paris on 8, 9 and 10 December 2010. Media Faculty training is a three day intensive session focused on the full cycle of transmedia development, writing, and production .

    Transmedia encompasses a kind of storytelling that takes place across diverse media platforms, such as film, television, internet and mobile devices as well as live events (Alternate Reality Game). While there are multiple entry points to the story through the different media involved, all plot lines are designed to flow within a single, integrated storyuniverse, creating an enhanced engagement and interaction with the audience.

     

    Workshop: transmedia conception and writing, December 8th to 10th

    The Media Faculty is offering a complete and practical workshop on transmedia conception and writing!

    The present context of fiction and documentary is a universe in which different media are used together: linear television, VOD, web, mobile and many others (iPad, …)

    The question, then, is to learn how to write for these different media in an individual and complementary way, in order to favor the emergence of transmedia stories, to accompany the audience’s new uses on all the screens at their disposal.

    To answer these questions, The Media Faculty is offering a brand new three day workshop “Transmedia Conception and Writing” on December 8, 9 and 10, taught by the best expert in this domain. This workshop is targeted at producers, authors and directors interested in these new forms of writing and narration.

    As usual, this workshop can be entirely financed by your OPCA. A few spaces are still available, don’t hesitate to contact Floriane Cortes by email: or by phone

    Transmedia conception and writing (3 days)

    (December 8, 9, 10 2010)

    Goals: The Media Faculty is offering a complete and practical workshop on transmedia conception and writing!

    The present context of fiction and documentary is a universe in which different media are used together: linear television, VOD, web, mobile and many others (iPad, …)

    The question, then, is to learn how to write for these different media in an individual and complementary way, in order to favor the emergence of transmedia stories, to accompany the audience’s new uses on all the screens at their disposal.

    For: producers, authors and directors interested in these new forms of writing and narration.

    PROGRAM

    First day

    9:15 – 9:30 Welcome coffee

    9:30 – 12:30 Introduction to transmedia and market context / Olivier Missir (ex CEO of Marathon Digital)

    Coffee break around 11am

    13:00 – 14:14 Lunch

    14:30 – 17:30 Writing and directing for the web, the mobile and the new screens Jérémy Pouilloux, Producer (La Générale de Prod) & Julie Jouvencel, Producer (Jawls – TelFrance)

    Coffee break around 16:00

    Second day

    9:15 – 9:30 Welcome coffee

    9:30 – 12:30: The web and its communities: the driving force of the transmedia experience Julien Aubert, Co-founder of Story Factory and creator of the website faismoijouer.com

    Coffee break around 11:00

    13:00 – 14:15 Lunch break

    14:30 – 17:30 Conceiving and producing transmedia projects / Claire Leproust, Associate Director in charge of digital development, CAPA DEVELOPMENT Group

    Coffee break around 16:00

    Third day

    9:15 – 9:30 Welcome coffee

    9:30 – 12:30 and 14:30 – 17:30 Writing leadership workshop on a transmedia project / Olivier Godest, Communications and Training Manager, Transmedia Planner – Transmedia Lab / Jean-Yves Le Moine, Transmedia Author and Producer with Kidoma

    Coffee breaks at 11:00 and 16:00

    Lunch at 13:00

    17:30 – 18:00 Educational assessment

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    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    Transmedia, crossmedia, multimedia, plurimedia… What if we had to describe these notions to someone…

    appartement-DA

    by Laurent Guérin , published on 29.11.2010

    Transmedia, crossmedia, multimedia, plurimedia… What if we had to describe these notions to someone working in a completely different field. What if we had to break down this avant-guard mumbo jumbo to a notary or a 6-year-old child? Here’s the starting point proposed by Laurent Guérin (co-founder of citymoviz.tv and co-producer of Detective Avenue, who reviews the innovations of the last decade and the new behaviors they entail for 21st century spectators in this article.

    The other evening, a notary friend that that I hadn’t seen in 10 years politely asked me what I’d been up to. “I create transmedia programs” I answered, after he’d shared a few of the latest divorce laws that had made the most impact in his field of specialty. “What’s the difference with multimedia?” he asked me. I admit I didn’t have the courage to explain to him that the word “multimedia” was a term inherited from the 80’s and 90’s, from the days of Minitel and CD-Roms, and which has already become obsolete despite its modern connotation; that we now used crossmedia or even, if you’re on board with Henry Jenkins work and Jeff Gomez Productions, the term’s evangelists: “transmedia”.

    I summarized the difference between “crossmedia”, inherited from advertizing and the press (same content/message on different media) and “transmedia” (different content for different media, each contributing to the creation of a unique final product) with two simple sentences:

    Crossmedia is 100 pieces of a single piece puzzle.

    Transmedia is 100 different pieces forming a unique puzzle.

     

    But instead of explaining the word, its origin and its definition with power point slides, I preferred telling him about the context, and launched into a long pedagogic discussion – or so I hoped – of which I will share a few excerpts.

    I started telling him that in the past 10 years, technological advances and innovations have revolutionized user behaviors in the field of entertainment: I’m talking about high speed internet, Digital TV, video sharing websites, social networks, mobile phones and smartphones, game consoles accessible to everyone, tablets, so many elements that changed entertainment, information, communication, interaction, sharing, gaming and also buying habits.

    I concluded this introduction by telling him that video now represented over 50% of global Internet traffic. According to Cisco, it will represent 91% of global traffic by 2014, and mobile devices will have surpassed traditional computers as the prime way of accessing the Internet.

    Furthermore, I told him, traditional television channels have seen their audience numbers dramatically reduce (-15 to -30% depending on the channels) in this same past decade.

    “Is it the end of television?” he asked me.

    Absolutely not, quite the contrary in fact. Traditional channels have lost audience numbers since the TV offer has completely exploded with the advent of Digital Television. But contrary to popular belief, Internet has not turned spectators away from television. The daily average listening time has even slightly increased to 3h25 per day in 2009 (France).

    But, besides being more spread out, the audience is also multitasking. Especially the young audience. And today’s young audience is tomorrow’s mainstream one. The teenager who watches “Pop Idol” while sending text messages, surfing on youtube and publishing a Facebook status is a goldmine. Just as his mother – today’s mainstream consumer – has been hooked on Farmville or his dad, an ex “adulescent” in his forties, doesn’t go anywhere without his Smartphone… All these new tools have only appeared in the last 10 years and people have adopted them beyond all expectations, using them in their day-to-day life. It’s normal. How can they now be satisfied with one level entertainment?

    Transmedia programs answer to two obligations: reaching out to the audience wherever it is, and offering a rich and multitasked experience adapted to its behavior.

    We can talk about a more “interactive” form of entertainment.

    Personally I like to use the term “active contents” to describe this new form of content: content that lets the audience be more active.

    I like to talk of spectators, or “active viewers” rather than Internet users or TV audiences.

    I consider television, smartphones and other tablets as screens with different properties. The Smartphone is an individual and connected mobile screen whereas television is a collective screen whose “connection” abilities aren’t yet used on a daily basis.

     

    Advertizing

    The quickest to respond when it came to reaching out to the audience and offering a rich and interactive experience were, logically, advertisers. The two 2010 hits come from the agencies Wieden+Kennedy and Buzzman for Old Spice and Tipp-Ex, two interactive campaigns that have exceeded expectations. 40 million views in one week and 107% sales in one month for Old Spice. 45 million views for Tipp-Ex in 230 countries for a campaign targeted to France and that was aiming for a few hundred million views…that’s what I call hitting the jackpot!

     

    TV channels

    The first step for TV channels was to set up “catch-up TV” offers in order to satisfy the dispersed, volatile and connected audience who still like to consume professionally made entertainment and remains attached to signatures. For example, “Secret Story”, a “wild card of the TF1 group for the 15 to 19 year old audience” (in the words of one of the group’s directors) attracts more audience through the Internet than through television.

    In three years, from 2007 to 2010, almost all the channels have developed a catch-up TV offer. Mediametrie will soon be publishing its first audience results for catch-up TV, integrated in its new “NG”: New Generation Audience Measurement.

    The second step is being played out right now. Channels are beginning to integrate cross and transmedia systems into their programs.

    TF1, for example, created such a system around its TV movie “Clem” last February. The heroine’s blog was accessible before the prime time airing. After the show aired, the TV audience was invited to view a bonus, a kind of “epilogue” (Clem, 3 years later), available only on the Internet. This bonus generated more than a million views.

    Recently, the airing of “Un mari de trop” (“One too many husbands”) with Lorie and Alain Delon, gave way to the creation of the heroine’s blog (modeetconfidences.com) and a fake web-documentary (“Made in Mode”) with the 4 episodes yielding a modest 200 000 views.

    A pioneer in this domain, Arte has been innovating by offering extremely interactive documentaries on the internet (“Gaza/Sderot” in 2009, “Prison Valley” in 2009), while Canal Plus tries to recruit new spectators for their self made dramas by offering new online experiences. If you go to the website for “Maison Close”, the latest Canal series, your whole Facebook entourage will be able to see that you’ve become a prostitute and lost your virginity in the pink room…

    At France 2, by creating an @franceTVDirect account, the channel offers viewers the possibility of following the greatest events of France Television on Twitter and organizes – among other things – photo contests, also to be published on Twitter.

    This can all seem a bit shy, but what an effort on the part of these large institutions, which singlehandedly owned all video entertainment only 5 years ago…aside from movies and rented material, which is another market now confronted to the rise of new technologies and undergoing great transitions…

    To go one step further, we have to take a look at what’s being done on the side of our Anglo-Saxon friends.

    With its game “The Million Pound Drop” (a kind of reversed “Who wants to be a millionaire”, at the beginning of the game, each contestant has 1 Million Pounds the key being not to loose it), the British Channel 4 has recruited all its contestants through Facebook and Twitter. The claimed goal: to create a buzz and boost “online” activity. But that’s not all: by connecting to the show’s internet website during airing time, you can also play – with virtual money – and therefore go from a passive state (“I told you it’s the Prince of Whales who said that…”) to an active state (you can bet and win live, while watching the show. Season 2 begins on October 25th, you can connect here: channel4.com/drop for those of you who have access to Channel 4…

    American channel ABC has developed an Ipad application for its show “”. The application allows for direct interaction with the program (votes, comments…)

    The slogan couldn’t be more explicit: “Change the way you watch TV”. One screen in your hands, one screen on the wall.

     

    Live Tweeting

    “Change the way you watch TV”: but audiences haven’t been waiting for new applications to start doing that. Today in France, about one thousand people are “live-tweeting” television programs, from “L’amour est dans le pré” (“Love is in the field”, the tweets are marked #adp by those who are tweeting them) to football matches (#edf), “L’amour est aveugle” (“Love is blind” #laea), “un diner Presque parfait” (“An almost perfect diner” #udpp) and my favorite: “Pop Idol” transmissions (#ns). Some contributions are laugh-out-loud funny. Criticism and jokes: two major behaviors of French live-tweeters.

    In other words, spectators are using Twitter to create additional entertainment, on top of the original program…

    Internet sites have even been created to share your tweets (www.jakaa.fr or www.tweetyourtv.com).

    Anecdotal? Not so sure… During the last World Football Cup, the USA-Japan match generated more than 3000 tweets per second!!!

    And even if Esquire considers that only 10% of these tweets were interesting (goo.gl/cUQ9), they nonetheless demonstrate users’ need for interaction and sharing.

    These are all examples of multi-leveled entertainment, whether they’re organized by the distributor or on the initiative of our “active viewers”.


    The “new contenders”

    Of course, thanks to the internet, television channels aren’t the only ones to be able to offer video entertainment anymore… Brands are progressively starting to get involved. This is called brand content or branded content. Two examples out of hundreds: Philips recently invited Internet users to direct their own films with a set dialogue that praises the qualities of its 21:9 TVs (http://www.cinema.philips.com/fr_fr/). BNP Paribas had great success with the creation of a web series (Mes Colocs – “My Roommates”) and its application to different media (advertizing, point of sale displays, pop-up even site in Paris, projections, etc).

    We sometimes call these actors “new contenders”, in other words, according to Wikipedia, “companies that try to compete in a new market”. And there aren’t only brands that are entering the video entertainment market, there are also large media groups already active in the radio and press fields (RTL, Lagardère, NRJ,…), the big actors of the web (Youtube, Dailymotion, Free, Msn, Yahoo, Allociné…) and operators (Orange, SFR, Bouygues…), only to name three categories…

     

    “I’m sorry Laurent, but time is ticking, I’ve already finished my third beer, and I still don’t know what you’re doing”…says my notary friend.

    He was still there though…that’s the power of transmedia!

    “The program that I’m producing right now is a mix of fiction and game, in which you’ll have to help our heroine discover the truth about the disappearance of her sister” I then offered.

    “You’ll have access to videos and treasure hunts, daily challenges. You’ll also be able to listen to phone messages left for the heroine, receive text messages from a mysterious indicator, search for exclusive content thanks to flashcodes or consult the Facebook profiles of the story’s characters… You could even be in direct communication with the heroine…”

    “Tell me more”…he says, impatient…

    “Next time my friend, next time” I promised with a mysterious air…

    Laurent Guérin

    Co-fondateur de Citymoviz

    Produit actuellement “Detective Avenue”, un programme transmédia en partenariat avec Orange, pour le printemps 2011.

     

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    author Laurent Guérin

    Transmedia Producer Detective Avenue (Murmures Productions) Also General Manager citymoviz.tv

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    “It’s Our History”, the first contributive show dedicated to contemporary history

    cest_notre_histoire-300x189

    by Claire Leproust , published on 23.11.2010

    After Prison Valley and Seoul District, a new finalist of the Transmedia call for projectsis on the air. This time it’s “C’est notre histoire” (It’s Our History), a show relying on internet users’ contributions as they are invited to share their memories on the show’s website. The series is clearly centered on recent memories, the next theme to be addressed will be May 81. It will air on January 9th and integrate contributors’ input from the web into the TV show. Here is Capa’s pitch:

    “It’s our history” launches a new call for contributions around the theme of May 81 and the pink wave (1981 to 1982). Marie Drucker invites you to share your contribution on France5.

     

    In 1981, for the first time since the beginning of the Fifth Republic, the left is in power. It’s the pink wave. Some fear the arrival of soviet tanks, others are sure that the much awaited revolution is already set into motion.

    The floor is yours ! Did you or your parents experience Mitterand’s victory at the 1981 elections? Militants, citizens, simple voters, close to the governments, of the right or the left, each citizen still has Mitterand’s imprint in him. What is yours?

    Participate to the show “It’s our history” and share your memories by sending your pictures, videos and texts here:

    And if you want to get in touch with the editorial offices, you can do it 

    Claire Leproust, Director of Digital Development, CAPA TV

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    author Claire Leproust

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    Google Storytelling

    google story

    by Nicolas Bry, published on 21.11.2010

    Google goes one step forward in “UGC” and offers you to design your own story with Google tools: Google Search, Google Images, Google Maps, News, Blogs, Google Books. Once created, the story is diplayed on Youtube.

    The creation tool is very easy to use: you only need to link search requests to your story and selects the corresponding Search Google service. You can then add a music, and previsualize the story.

    An interesting mix of technology and creation, as does it, whose director Ed Sanders reminds us of the activity:

    We have tried … it’s fun! Will you figure out the characters? The story runs fast.

    And now, it’s your time to play ().

     

     

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Transmedia at the Montreux Comedy Festival, December 3rd and 4th!

    Montreux

    by Nicolas Brunet, published on 18.11.2010

    For the 21st edition of the Montreux Comedy Festival, which will take place from December 2nd to the 6th, Transmedia Lab will participate in the Montreux Comedy Forum, a meeting for the professionals of the humor and communication industries.

    On the Forum’s agenda :
    December 3rd

    - Logorama, a branded film, with Hervé de Crécy
    - The new face of advertizing, with Anthony Lamy from Saatchi&Saatchi
    - Web-series success story “On ne lâche rien” with Vinvin
    - Les Têtes à Claques, with Michel Beaudet
    - Eyeka, a crowdsourcing platform with Ludovic Delaherche
    -Transmedia, storytelling with Nicolas Brunet from the Orange Transmedia Lab
    -  Wizdeo, a web distribution model with Marc Valentin, Wizdeo CEO
    December 4Th

    -   Workshops: Developing a transmedia story (animated by Nicolas Brunet and Olivier Godest of Transmedia Lab) and Everything you’ve every wanted to know about social networks Our intervention to the conference will review all the different steps of a transmedia project: construction of a narrative universe, exploitation of different media, interactive technologies to reinforce immersion, interaction with the audience, participation, communities, viral possibilities; it will also review the open initiative launched by Orange Transmedia Lab to accompany transmedia projects.
    Our transmedia workshop will recreate the development of a transmedia story. Split up in groups, the participants will answer the following questions with the support of the Transmedia Lab team: how to develop the initial story, give it the necessary density for a plurimedia exploitation? Which media to use to tell which part of the story, or which point of view? How do you get the spectator involved? Which kind of interactivity to choose? Which “transmedia planning” to choose and how to facilitate the circulation of the audience between media?
    See you in Monteux! For more information and registration: here

    ” Montreux Comedy Festival” :
    - Twitter  @
    -  
    - La Chaîne pour suivre le festival en live
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    author Nicolas Brunet

    10 ans d'expérience entre marques et contenu (advertainment, branded content), entre marketing et storytelling (brand content, transmedia) en media, en agence de publicité puis en 2009 chez Orange (musique). Dans la team du Transmedia Lab depuis 2010.

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    Discover : Kill Me Please

    kill me please

    by Stéphane Malandrin , published on 15.11.2010

    First of all, Kill Me Please is a film coming out in movie theatres on November 3rd in France and Belgium (see the preview). It’s a film shot in an enclosed space, in three weeks, with a very small crew, the “commando” budget strategy that Belgian filmmaking has developed in the last few years and in the rebellious and independent spirit of C’est arrivé près de chez vous (it’s also Benoît Poelvoorde’s great return to dark comedy).

    With the shooting crew and the director, Olias Braco, we immediately thought that the setting and the subject of the film would allow us to present the film to its audience in a different way. The whole film happens in a “suicide clinic”, a unique place with a theme that is both fascinating and revolting; the kind of place that our unhealthy curiosity pushes us to want to see, and that our reason orders us to reject. This kind of “death clinic” really exists in Switzerland. They are called “Dignitas et Exit”. They regularly appear in the news since they welcome people from all over the world that go there to commit suicide. But, since there is no real “Clinic” in an official building, Dignitas et Exit (which exists in parallel to Swiss law) often offer their services in a hotel room and sometimes, for lack of adequate structure, inside a car parked in a parking lot [http://www.invarietateconcordia.net/article-27071045.html].

     

    During the shoot with La Parti productions and OXB, we imagined that a journalist doing a piece on the existence of “our” clinic – Dr. Kruger’s Clinic – was trying to penetrate it and reveal to the world images of the first Belgian suicide clinic.

    This video story, which is not part of the film, was made during the shoot but with complete narrative independence (in collaboration with the scriptwriters), it exists separately but with the same actors and set and airs as several episodes on the RTBF website, which has become our transmedia partner.

    The Belgian journalist Jerome Colin, who plays one of the nurses in the film, has accepted to put on the costume of the investigator on his own media RTBF, by creating a blog with details of his real/fake investigation.

    We decided to push the narrative device so far as to create a website for our real/fake suicide clinic, independently of the blog , containing proselyte discourses of our doctor Kruger, which have nothing to do with the film (for the moment). Aurelien Recoing is the actor who plays Doctor Kruger in the film, for this unique experience, he has accepted to endorse the role of defender of medically assisted suicide, which we wrote for him. At the beginning of this adventure, we wanted to air the piece as being “real”, hoping to ride the wave of emotion linked to the discovery of a suicide clinic in Belgium, then we realized that it would be taking the risk of shadowing the movie, and the story, with a distasteful joke. We quickly changed strategies and decided to call this story an “unusual making-of”, even though it’s really more of a foretasted of the film and the development of its universe. The episodes are presently being shown on the RTBF website as well as on .We are carefully following the reactions, which are rather good so far, of the Belgian audience. To top it all off, on November 3rd, the film was visible exclusively on the internet for a limited number of internet users.

    Other developments are still pending.

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    author Stéphane Malandrin

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    Transmedia TV series

    addicts

    by Nicolas Bry, published on 12.11.2010

    A concise and impactful article about transmedia TV series has attracted our attention, it addresses all the concepts that are important in our eyes : a script that’s adapted to multitasking (twitter in parallel with a TV series), audience participation to the story, and the announcement of Arte’s next series, starting in November on the web, then on TV. Addicts is produced by Mascaret, the producer of La Journee de la Jupe, and one of the winners of the Transmedia Call for Projects with Numerus Clausus.

    Addict will have a strong interactive component since the internet user will be able to “build his own story based on several factors: characters, places, story, social networks.” This approach makes us think of Gaza Sderot, which offered the user the possibility of creating his journey based on a location, a character or a date. A personalized journey, like a videogame where several people play the same game but each match is different.

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Fusibleus : a new cultural ARG

    fusibleus

    by Olivier Godest, published on 2.11.2010

    From low cost space journeys to interactive detective stories set in the impressionist era, to “artivist” happenings: all the ingredients are there to gather the largest number of players to solve mysteries on www.fusibleus.com.

    Engrossed in an unprecedented adventure in the era of impressionists thanks to the tools of our times, players are invited to solve mysteries and carry out investigations with the Fusibleus. Twitter, facebook, forums, partner websites or blogs are all different interaction bridges put at the players’ disposal to give clues and help them collaborate to solve the mystery.

    The Story

    histoireIn August, Space Trotters, a strange company directed by Leonard Astruk, opened with a strange and surrealist offer: travelling to space for less than 5000 euros !

    That is when the Fusibleus came together.

    This small group of “Artivists” paint themselves in blue and track the absurdities of our epoch with video happenings posted on their website.

    In September, they discovered the hidden face of the tempting Space Trotters offer : the pillage of the Fontainebleau Forest’s petrol resources…its total destruction.

    On September 21st, an occasion to jump into action finally presents itself for the Fustibleus: Leonard Astruk announced that he went to visit the Monet exhibition. They took advantage of his absence to steal his machine (the Vicadie machine) : a safe containing all the explanations about the location of petrol in Fontainebleau.

    The Fusibleus then decided to use the help of internet users to understand the content of this machine. The players were invited to participate to the game, which took on the form of a detective story on www.fusibleus.com.

    versus

    The game

    Each week, new enigmas are communicated by the Fusibleus through their website. They allow them to unlock a strange audio testament, but also to access information collected by the Fusibleus about the machine, its creator, its history…

    jeu 1

    The audio testament

    The creator has left the first part of his audio testament on his machine : a paper roll that can be read thanks to an ingenious device. Unfortunately, the roll is ripped in several pieces. The only clues are the page numbers and an alphabetic code without obvious meaning. What’s the logic behind this?

    jeu 2

    The missing letter

    On one part of the machine, the Fusibleus have discovered a mechanic lock. The disposition of the knobs seems to await the addition of a date… next to this lock, Armand Vicadie (the creator of this machine) has engraved a series of clues : a series of numbers, a graph and the word “Fontainebleau”. It seems very confusing until one day, Clement Audot, a young PhD student, comes forward with a clue that was in his possession…the code now seems like the last missing element !

    jeu 3

    From mechanics to art

    This time, Armand Vicadie seems to have been artistically inspired: an image of a painting that has been damaged and broken down, four buttons… the right illustration needs to be recomposed !

    jeu 4

    From art to …

    A new mechanic lock accompanied by a blank and dusty space blocks the reading of the machine. Under all this dust, a series of photos damaged by time. Players now have to search among Armand Vicadie’s friends to find the name of the paintings. The task will not be an easy one.

    www.fabernovel.com

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    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    Transmedia from A to Z

    transmedia

    by Nicolas Bry, published on 29.10.2010

    For a quasi exhaustive vision of transmedia to this day, to keep busy during your next vacations or to become a certified transmedia storyteller…for all these reason, you should visit the following websites about transmedia:

    -       The thesis “Narration transmedia” is particularly well structured and well written, it talks about the actors and the challenges of this new emerging form of creation.

    -       The blog story playing identifies 20 key sites about transmedia, to better understand transmedia storytelling.

    Enjoy your reading…and contribute your own links!

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Interactive storytelling during the new screen days at the 16th edition of the Cinéma Tous Ecrans Festival

    tous ecrans

    by Nicolas Bry, published on 25.10.2010

    The festival offers a day of reflection dedicated to interactive storytelling. Interactive storytelling is at the heart of the new digital media. Even if the there are similarities with dramatic art and the narrative principles of linear audiovisual creation, this new domaine of creation has its own rules, which imply a scientific writing and therefore specific competencies for the authors.

    On the base of case studies for several video games and interactive works, the goal of these debates is to encourage and ease audiovisual professionals’ approach of the interactive communications market, from conception to distribution networks.”

    Transmedia Lab will be present during the interactive storytelling day in Geneva on Friday November 5th and will contribute on the subject of using mobile phones to enrich transmedia storytelling: “Storytelling transmedia leveraging on Mobile media”.

     

    We will revue some case studies of mobiles being used to develop a narrative, and audience involvement around the following themes:

    - interactive mobile: interacting and playing with an App, being geolocalized in a game

    - connected mobile: following a thread live via Twitter or Sms, getting supplementary info through augmented reality

    - personal mobile: being contacted individually, creating a play list, consuming selected contend, skinning, avatarizing.

    See you in Geneva!

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Transmedia meeting at Buzz The Brand on 26 October!

    BUZZTHEBRAND

    by Nicolas Bry, published on 8.10.2010

    Buzz The Brand is returning for a fourth time with a totally new programme. Frenchweb.fr provides details of the event. Organized by Stratégies Formations and Vanksen, Buzz The Brand is a no-nonsense congress devoted to buzz, viral solutions and social media for products, services, B2C, B2B and businesses both big or small.

    The aim: to provide concrete answers to your operational problems. How to turn your brand into a media meeting point? How to communicate interactively and transparently with the Internet user/consumer? How to advertise in the social media without being intrusive?

    This year’s programme includes a brand new day-long conference on 26 October 2010 where visitors can learn about the strategic and pragmatic visions of Digitas, Yahoo, Buzzman, Eyeka, Transmedia Lab – Orange, Les Raconteurs and many others. If you are involved in 2.0 campaigns, this is the now-or-never opportunity to ask your questions and learn whether your working practices are suitable or not!

    In preparation for this day, Transmedia Lab has replied to a number of transmedia-related questions: here, we talk about Transmedia Lab’s activities, define transmedia, present recent campaigns and discuss what is at stake for brands. You can find the transmedia interview on the Buzz The Brand blog.

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Transmedia storytelling: taking advantage of the media

    tablette

    by Nicolas Bry, published on 1.10.2010

    Two recent examples, in this case tablet devices, illustrate how the capabilities and utilization of the medium can enrich the story and fuel the interaction with the audience.

    Have you got into the habit of moving your iPad about, of turning it to switch from portrait to landscape format? Touching Stories has designed a fictional story in the form of an iPad app which uses the specific capabilities of the medium to generate interactivity: here, you can dial a number, shake the screen or browse through videos – but take care, the characters react!

    As part of a well-conceived marketing operation, an iPad containing the preloaded app was presented to a number of carefully chosen CEOs at Cannes.

    http://www.fastcompany.com/1664567/exclusive-behind-the-touching-stories-ipad-experience-that-debuts-today

    The well-known design agency, Ideo, has explored three new ways of reading at a tablet device. The third of these mechanisms, known as Alice, takes advantage of the medium’s capabilities to create a genuinely interactive and playful experience.

    http://publigeekaire.com/2010/09/le-futur-du-livre/

    When creative minds make full use of the media and technology… to be continued!

    Read also this short post which provides a good explanation of the difference between crossmedia and transmedia, with the latter of these exploiting the specific characteristics of each medium to develop new messages.

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Mobile Internet connections growing strongly

    3D mobile phone and earth globe

    by Olivier Godest, published on 29.09.2010

    Despite the “crisis”, the figures for Internet consumption trends continue to rise, in particular with regard to mobile connections – as shown by the latest Profiling 2010 survey by IPOS MediaCT.

    67% of the French population is now connected to the Internet; that represents 33.8 million Internet users, i.e. an increase of 1 million in a year.

     

    All the usage indicators are also on the rise. Over the year, the percentage of users logging on more than once a day has climbed from 52% to 56%. The percentage of those subscribing to a triple-play high-speed package has increased from 33% to 39%, while the number of WiFi connections has also grown from 32% to 36%.

    What do the French do on the Web? The vast majority report that they use it to search for practical information (82%). Information searches in general dominate the way the French use the Web. Users also continue to visit social networks (54%), movie trailers (41%) and online radio (38%) very regularly.

    The trends which are of interest to us because they have seen high growth rates this year are: online video viewing (+8% to 38%), live event viewing (+33% to 27%), video and movie downloads (+13% to 16%) and contributions to wikis (+33% to 5%).

    One very interesting statistic revealed by this survey is that 25% of Internet users also connect to the Internet via their mobile phones, 14% during the first half of 2009 and 18% during the second half. This trend is continuing to follow a strong upward curve48% of these users connect via a WAP portal (for mobiles other than smartphones), 46% use their telephone’s Internet browser and 26% use online applications.

    This survey draws a parallel between the Facebook Web site and the app for the mobile Facebook site. This shows that the users of the mobile app tend to live in more urban areas (from 23% to 15% of users in rural communities), are younger (from 66% to 84% under 35) and mostly use smartphones (from 33% to 72%).

    As far as mobile applications are concerned, only 11% of Internet users who are able to do so actually download apps to their phones every month. Most of these are free (10% compared to 3% paying). The apps that are used most frequently, that is to say at least once a month, are associated with practical utilities (47%), practical services (45%), music and social networks (44%), general current affairs (42%) and geolocation (40%).

    These figures illustrate the growing place of the Internet – both fixed and mobile – in the way the French live their lives and consequently reiterate the importance of developing audiovisual projects which incorporate genuine transmedia storytelling.

    A reminder of the results of the 2009 survey

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    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    Buried, come and discover the interactive trailer

    buried2poster

    by Aurelien Lesné, published on 24.09.2010

    While awaiting the release of the next production from Studio 37Buried which will be hitting the cinema screens on 3 November 2010, you can already go straight to the centre of the action with the interactive trailer which plunges you directly into the movie’s breathless atmosphere.

    The Spanish director Rodrigo Cortès inters us alongside Paul Conroy (Ryan Reynoldswho is buried six feet underground somewhere in Iraq. His half-charged mobile telephone is his only link with the outside world. The film is set entirely in a narrow coffin in which Paul is fatally trapped.

    Despite this, Buried brilliantly confirms itself as a genuine thriller thanks to a narrative delineated by the hero’s contacts with the outside world via his mobile phone, a veritable Ariane’s thread and his only hope of ever again seeing the light of day. The film touches on the delicate issue of the treatment of disappeared nationals. While the hero’s oxygen reserves continue to dwindle, the government and the private organizations unendingly pass the buck in order to avoid being held responsible for the disappearance of a national.

    Winner of an International Critics Award at the Deauville festival, the movie clearly holds great promise for the future.

    While waiting, come and discover the interactive trailer, which was designed in collaboration with Transmedia Lab, as well as the . Here we find our hero trapped in his coffin desperately waiting for help to arrive… maybe, it will be you…

    Buried, the interactive trailer

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    author Aurelien Lesné

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    The truth about The Truth About Marika

    IMG_5926_REAL2.JPG

    by Aurelien Lesné, published on 23.09.2010

    In 2007, the public Swedish channel Sveriges Television launched a transmedia drama: The Truth About Marika. Conceived as an innovative experiment combining a television serial and an ARG designed to work in synergy, the story introduced viewers to a husband who is searching for his young wife who disappeared on the day of their marriage. This disappearance is reminiscent of many others which have occurred over the last few decades.

     

    Just before the first episode, a young blogger named Adriana stated that the events recounted in the serial were true and that the production team had stolen the story of the disappearance of her friend. She maintained that there was a plot behind all these mysterious disappearances. Immediately after the broadcasting of the first episode of the serial, a debate was organized between the young woman and the production team. During this, she encouraged the viewers to assist her in her quest for the truth by looking for clues that would help her find her missing friend.

    This debate was, in fact, a Rabbit Hole, a way into the transmedia storyworld: this technique develops the fictional world by inviting the viewers to play a part in the story by going in search of the young woman. It is an ARG, a community game which combines both reality and fiction. Trailers broadcast when the debate was screened, indicated its fictional nature. However, this information was watered down in the programme itself and many viewers might have thought that the facts it recounted were indeed real.

     

    the truth about marika

    The aim of this dual approach (ARG + serial) was to create a “complete fiction” in which the boundaries between the storyworld and the world of information were made as flimsy as possible. A video available online summarizes the mechanism that was employed for The Truth About Marika.

    The main strength of this work of fiction lies in its dual narrative: on the one hand, the televised drama and, on the other, the ARG that goes with it. The interactions between the ARG and the serial make it possible to conjure up a denser and more complex universe in which the serial itself is included in the global narrative. For example, the elements of the plot revealed by Adriana were allowed to appear in subtle ways in the serial and thus lent substance to her accusations.

    Nevertheless, this approach has also raised a number of questions. Following this innovative experiment, Sveriges Television released an online questionnaire in order to obtain feedback from television viewers concerning their experiences. This survey has been analyzed and commented on by the University of Stockholm and the Interactiv Institute. Available online, its conclusions give us an insight into the audience’s reaction to this technique:

    As far as the ARG is concerned, it seems that:

    The results are fairly divided. While 59% of those who responded had a definite opinion concerning the truth of the recounted events, it seems that 41% were unclear: were they pretending to believe in order to immerse themselves in the story? This, however, represents the intrinsic interest of the game which is based on this permanent tension between reality and fiction.

    Without doubt, it is the viewers’ reactions which shed the most light on the issues raised by this type of approach. The online report mentions a number of user comments:

    Internet users who initially believed that the reported facts were true before discovering the inconsistencies for themselves:

    My approach to things is rather critical, the first time I saw the drama I did not understand the way it was constructed but the debate evoked some suspicions so I checked the web pages that the debate discussed. And then I happened to see the popup on the SVT site for Sanningen om Marika…”

    The reactions of those who believed the story feel tricked and cheated and do not hesitate to say so. A certain number of ethical questions concerning this mixture of entertainment and information on a public television channel can also be perceived:

    BLOODY DISGUSTING LIARS”

    A game that gives itself out as being real in Sweden’s only public service channel is bloody dangerous. Give people an alternative and a chance to understand it is not.”

    “Nothing else on TV has had a stronger influence on me than this. I felt totally absorbed by Sanningen om Marika. And I still don’t know what attitude I am to take to it. Once I thought I could separate reality from fiction but have realized this border is blurred and I am even more confused now. I do not know what attitude I am to take to anything anymore.”

    There is also a small and marginal minority of participants who remain doubtful as to the fictional nature of the recounted facts. In particular, the user quoted below who thinks that “the others” – the secret society consisting of the “disappeared” who are, in fact, separate from the rest of the world that Marika has joined – really exist.

    Frankly speaking, I really thought it to be true and still believe that “the others” exist…”

    In 2008, this approach gained recognition and won an Emmy Award and a Prix Europa. Despite this, the survey of user feedback highlights possible problems in the way viewers react to this type of production: will they agree to play the total fiction game or will they feel tricked by the narrative mechanism? In short: how will they react when confronted with these new cultural artefacts?

    While The Truth About Marika can be viewed as a flawed mechanism – in particular, it has been criticized for not saying early and strongly enough that it was a fiction - it is nevertheless praiseworthy for experimenting with a more innovative and immersive form of storytelling.

     

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    author Aurelien Lesné

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    TF1 launches its new online fiction: “Un Mari de Trop” (“One Husband Too Many”)

    Un-mari-de-trop

    by Christophe Cluzel, published on 20.09.2010

    For the launch of its new TV movie “Un Mari de Trop” with Alain Delon and Lorie, TF1 is setting up a multimedia operation around the world of fashion.

    At only 28 years old, Stéphanie (Lorie Pester) thought that she’s accomplished all her dreams. An amazing job at “GLAM”, a prestigious fashion magazine, and charming Gégoire de Rougemont (Alexandre Varga) a lawyer from a good family, has asked her to marry him… The only problem: Stéphanie has lied about her modest origins to get to where she is today and… she’s still married to Alex (Philippe Bas), her first love! Back in Calais, faced with her husband, her family and her roots, Stéphanie starts second guessing her life choices…

    blog TF1

    In the meantime, you can already find fake docu-dramas on the TV channel’s website. Entitled “Made In Mode” and only airing on the Internet, this web-series allows us to discover Stéphanie’s world before the events that we will witness in the TV movie.

    Stéphanie Vasseur (played by Lorie Pester) is a young fashion journalist. She takes us behind the scenes of the magazine “GLAM”, the trendiest magazine of the moment. When her editor in chief is fired, Stéphanie finds herself responsible for the new wedding special. She only has four days to build up a book that will have to seduce Victoire Altmeyer, the publication’s director.

    Two episodes are already online: Made in Mode episode 01 and Made in Mode episode 02.

    Finally, the TV movie’s heroine also has a blog entitled “Fashion Secrets” where she shares her fashion advice and a few secrets with her readers.

    After the TV movie Clem and its blog, TF1 seems to embrace transmedia to support its prime time films. To be continued…

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    author Christophe Cluzel

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    The TV equation: what is television except an object these days?

    NetTV

    by Laurent Blondeau , published on 15.09.2010

    The old TV set is done. Forgotten, black and white. This 20th century invention has gone through numerous changes and revolutions (color, digital, HD, 3D…) and seen its perimeter and its prerogatives evolve. First informative, directive and administrative, it opened up to entertainment and to numerous possible pleasures. The first households that had it were captivated; and somewhat hypnotized, under the influence of some kind of diabolic spell; the opponents of the small screen said at the time. Then the old set started heating up, became dirty, ugly and not very “green”.

    Furthermore, thanks to convergence, other electronic devices now allow us to catch channels, images and video. The old TV is like a dog abandoned at the beginning of the summer vacations. Then, households turned to the web. And the web started doing television.

    So the industry tried to reach people on the go. And television became mobile. Meanwhile, the players of the television industry are lost because the audience is not the same anymore, it changes, criticizes, zaps. The industry is wondering, they’re going to have to change something…but what? When? How? And for whom ?

    It’s the great mystery of the value chain. Which content to acquire, which rights, for which uses, on which media and for how long? We are entering into the complicated era of segmentation…the black Ford T is over, the obsession of attracting and keeping pairs of eyes is worth gold (audience=advertizing=consumption). The brain is no longer available at the same time, for everybody and for the same needs.

    I tired to summarize what we have in front of us today, to point out to the difficult equation this sector, and all those who work in it (editors, creators, distributors, diffusers, authors) are facing.

    Obviously, it can seem a bit surprising, we can’t imagine such complexity in such a simple sector…Apparently. The financial situation has changed dramatically. Early television players didn’t see the technological wave coming and didn’t expect the social upheaval at hand, which even changed the behavior of under-50 housewives.

    We now look at TV all the time (not necessarily more, the average audience has gone up to 3h30mn in a few years), better and everywhere (which also means on any support and via any receivers): the famous three “A”s (Anytime, Anywhere, Any device). But we watch it better, more selectively and in smaller chuncks. Everything is changing: our moods, our habits and our desires are their marching orders, the client is king. If television still wants to seduce, it has to reinvent itself. Whether it’s black and white, digital, HD or the new 3D, it doesn’t change anything: the question is, how do you view images ?

     

    The reception device is certainly segmenting consumption (mobile or sedentary, uni or bi-directional), and continuity is necessary: at home, in coffee shops, in a train station or a hotel , walking or in the car, the images are the same… The matrix cube is much less insignificant than it seems. It determines:

    . The necessary technology (reception, distribution, viewing)

    . The necessary rights to purchase for an original work (book, VOD, windows, one shot distribution, catalogue, web – IP or DSL…)

    . The equipment of the household and the existent compatibility (renewing, ascending compatibility, substitution…)

    . The key competencies for the sector’s enterprises: broadcast or IP television don’t require the same competencies, HD is revolutionizing several professions

    It’s the “rubik cube” of the television world… And we’re not reasoning theoretically: the technology is already here, the web progresses in leaps and bounds (debit, network, services), the market (consumer and viewers) also. We’re even able to reach new audiences (VOD has rallied several households that didn’t watch television, allowing them to create their own channels and programs): the dream of a personalized product, the social television phenomenon, a TV that resembles us, that listens to us and that show us our world. We’re witnessing events (Social TV Forum Europe) and the 3D revolution: starting with channels like ESPN, Discovery Channel, TLC… and Disney, which has its eye set on this innovation, and all that at this year’s CES in Las Vegas…

    The old TV set is not alone anymore… It’s now integrated in a multitude of screens, networks and ways of distribution, it’s the emergence of Transmedia!

    If you’re passionate about the subject, don’t miss this interesting article on agoramedia…here.

    Laurent Blondeau, CEO of Buzzed-In

    http://buzzedinlog.wordpress.com/

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    author Laurent Blondeau

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    Transmedia Lab selected 6 mobile app to experience!

    appli-tron-legacy-300x200

    by Aurelien Lesné, published on 13.09.2010

    Transmedia Lab is happy to share with you its selection of mobile applications. On the menu: innovation, games, cinema, brand content,… In other words, all you need to explore a transmedia universe!

    1.Iphone app TRON LEGACY (Cinema-Game)

     

    The much-anticipated year-end film gradually unveils the chapters of its digital storytelling!
    In the mobile chapter, this free application edited by Disney, is presently only available from the US app store. On the menu: previews for Tron Legacy and Tron Evolution, as well as an arcade game for multiple players using Wi-Fi. An update is coming soon. We can’t wait to have it on the French app Store!

    You can find Tron on the US app store.

     

    2.Androïd RECOGNIZR app (Innovation)

    appli recognizer

    Developed by the Swedish firm TAT, this app uses facial recognition (Facelib technology by Polar Rose) and augmented reality. It allows, among other things, to associate information about a person met during a tradeshow or a forum for example (business card, social networks, presentation…) with icons appearing in augmented reality.

    We’re impatiently waiting for evolutions and commercialization of this prototype, which currently runs with Android. In the meantime, you can look at this little demo available online.

     

     

    3.AR. Free Flight and AR Flying ACE (Technology – Game)

    apli ar drone

    Pilot a drone with your Iphone!

    In order to do that you’ll need the Parrot AR. Drone, a quadri-copter (4 propellers) with a camera at the front of the engine and another one underneath (to enable stationary flying). Then, download the AR Flight on the appStore. Connect to the drone via Wi-Fi and you can pilot it!

    With the AR.FlyingAce app (demo version) you can also enter into a multi-player gaming interface and combat other AR.DRONES on the same Wi-Fi network!

    With this equipment, here’s a little example of the possibilities at your disposal!

     

     

     

     

    4.Iphone app MAD MEN COCKTAIL CULTURE (TV series – Game)

    appli mad men cocktail

    Become the Cocktail Master of New York in the 60’s!

    An app (almost free) edited by AMC, which allows you to practice, thanks to a game, the creation of cocktails including the Popular Vodka Cocktail, available for free.

    You’ll pay 1,59€ to try and execute the 10 other cocktails available. You can then publish your score on Facebook and finally enjoy your mix!

    After the Twitter thread and the imaginary gossip of the Sterling Cooper agency, AMC offers a new and fun way of cultivating the Mad Men universe on mobile phones and therefore of keeping in contact with the series’ fans.

    You will also find this application in the Apple App Store.

     

     

    5/ Ipad App MERCEDES SLS AMG (Brand Content – Game)

    appli mercedes

    Mercedes and Apple have created a buzz operation with an Ipad app for the launch of the new Mercedes SLS AMG.

    The 220 best paid footballers in the 1st league receive an Ipad in a sumptuous Mercedes-Apple co-branded box with the (free) app pre-uploaded, which allows them to virtually test the mobile…at the end of their test, the following message appears “now, no more playing, you can order a car”, with a link to the nearest dealer to test the car…

    The story doesn’t say how many SLS have been sold thanks to this operation but surely, the car must have been much discussed in the locker rooms… You can also pretend to be a 1st league star by downloading the Ipad SLS AMG app!

     

     

     

    6.Tweetvox (Tools – Uses)


    appli tweetvox
    Tweetvox for iphone allows you to record audio messages and share them on Facebook and Twitter. The simple usage allows the recording of messages that go up to one minute. Simple, free and practical!

    Don’t hesitate to comment our selection and also suggest your favorite mobile apps!

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    The Wilderness Countdown transmedia experience: run to it!

    the-wilderness-downtown-2

    by Nicolas Bry, published on 4.09.2010

    If you enjoyed HBO’s Cube, then you’ll love The Wilderness Countdown. By associating recent technologies (Chrome+HTML5), inserting personalization into the film (you choose the location of the action) and with the contribution of a plunging Google Earth view, we get a nice fragmented experience, a real transmedia storytelling experience in a few minutes.

     

    Of course, here, there’s only one media: the web. Transmedia is usually a question of parallel points of view…but I’ll let you discover it on your own.

    Careful, you’ll have to navigate this website with Chrome, close the other navigators and not multitask, or else you’ll miss the opening thread of…oops, I’ve said too much already.

    Enjoy the experience!

    To see others Chrome experiences go to Chrome Experiments.

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Study Case : Ben 10 The Final Battle, an ARG for 6 to 12 year olds

    ben

    by Olivier Godest, published on 2.09.2010

    For those who don’t know Ben 10, this young hero is a well known character for the young viewers of the Cartoon Network, a paying channel available on Canalsat. This morning, I discovered on the faberNovel website, that it’s organising an Alternate Reality Game for 6 to 12 year olds around this character’s universe. I then obviously went to take a look at the gaming platform developed for this occasion.


    It all begins with a video introduction, the hero appears and clearly explains to the internet user why he is there: Ben’s worst enemy wants to come and conquer the earth and Ben is now counting on us to help him counter this attack. Classic but efficient!

    You then register by creating a profile page with an avatar that brings you to the first mission: a little flash game where you have to destroy the enemy vessels with the mouse. Ranking system (who’s the best player?), badges and medals, everything leads to unlock the next levels and progress in the adventure.

     

    Profil_Ben10

    In the words of faberNovel, the goal of this operation is to “increase Ben 10’s notoriety among its target audience, clearly associate it to the Cartoon Network, create an event that will echo on the B to B market and increase licensing revenues by integrating a GSS sales point at the event.”

    During the 10 shows that will span a month and a half, the kids will have to join the “Human Force” in order to carry out an investigation about the invasion of a Toys’R’Us store by aliens, call Ben on his mobile phone to know where to meet up with him, interrogate the characters of the series through their blogs and their facebook profiles, prove their dexterity in mini flash games, pierce the hidden secrets of the series’ heroes, etc.

    “To reinforce the link between the Cartoon Network and Ben 10, one of the missions will feature the channel’s director, explaining in a press conference how the Cartoon Network channel has been pirated to air a fake mission to the Human Force.”

    Entitled “Ben 10 The Final Battle”, this ARG seems like an interesting project to follow.

    Ben_10_ARG

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    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    Transmedia, digital, new behaviours: the multimodel as new media horizon?

    BP-mediametrie--300x197

    by Aurelien Lesné, published on 26.08.2010

    Available online, the summary of the Bearing Point and Mediametrie studies “Transmedia, digital, new behaviousr: the multimodel as new media horizon?” explores the challenges brought on by the digital revolution on our media consumption.

    First conclusion: the penetration rate of digital TV units as well as the average viewing time per person are progressing. However, this progression is also marked by a constant fragmentation of audiences with TNT and non-linear offers among others.

    The evolution of the market is therefore marked by:

     

    In order to respond to those challenges, the study proposes a more integrated model that would be able to support the evolution of these new consumption patterns: the 4C (Content, Channel, Context, Client). The goal is to coordinate the different channels by adapting the nature of the content to the context of its consumption.

    However, this model implies that we must rethink content production and distribution models according to four axes:

     

    You can find the summary of this study online.

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    Vote for our transmedia debate at SXSW: “Technologies in the service of transmedia”

    logo-sxsw

    by Nicolas Bry, published on 18.08.2010

    Transmedia Lab wants to organize a debate on “Technologies in the service of transmedia” for the prestigious SXSW 2011. To a large extent, it is the votes of Internet users that determine the topics that are finally selected. That is why we are asking you to support our initiative and vote for our proposal!

    It couldn’t be simpler:

    1) Register with the site PanelPicker SXSW

    2) Go to the page corresponding to our proposal, entitled: “Transmedia in Action: Storytelling Leveraging on Media & Technology”

    Don’t hesitate to share this information on your social networks. This debate means a lot to us so we are counting on you!

    Thank you for your support,

    The Transmedia Lab team.

     

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Brand Content: design Uniqlo T-Shirts!

    ut_uniqlop

    by Nicolas Brunet, published on 18.08.2010

    For the past few years, Uniqlo has demonstrated its talent for web marketing. The brand communicates about its collections thanks to creative and viral web applications that have often been noticed and rewarded :

     

     

    Uniqlo UTGPFor its latest operation, Uniqlo has launched an international competition to find the next designers of its Mickey and Minnie Mouse collection. The winner will see his or her creation distributed in the whole world and receive a 10 000$ reward! More information on the contest’s website!

     

    Nicolas Brunet, transmedia marketing expert.

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    author Nicolas Brunet

    10 ans d'expérience entre marques et contenu (advertainment, branded content), entre marketing et storytelling (brand content, transmedia) en media, en agence de publicité puis en 2009 chez Orange (musique). Dans la team du Transmedia Lab depuis 2010.

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    For experienced media practitioners: Transmedia Next. 8, 9 & 10 september in London

    Transmedia-next-269x300

    by Anita Ondine , published on 13.08.2010

    Seize the Media, is hosting the 8, 9, 10 September a training program in London.

    Transmedia Next is aimed at experienced media practitioners with several years standing in the industry. This is not a project-based lab, it’s an in-depth look at the theory and practice of how to take film and television properties and extend them into the transmedia domain (online, mobile, games, live events, etc). We will cover transmedia development, writing, production and distribution.

    You can see more details about the event here www.transmedianext.com. Plus we have a few surprises in store, including dropping delegates directly into a mini-transmedia experience!

     

    Anita Ondine, CEO, Seize the Media

    Seize the media

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    SNPTV recommends transmedia training

    Logo-transmedia-lab-300x300

    by Aurelien Lesné, published on 9.08.2010

    Following the round table of 29 June on the subject of “Transmedia storytelling and brands”, the Orange Transmedia Lab is now offering a new training course entitled “From transmedia creation to transmedia broadcasting” which will be held in Paris on 8, 9 and 10 September 2010.

    “From transmedia creation to transmedia broadcasting”

    Wednesday 8, Thursday 9 and Friday 10 September 2010 in Paris

    You can enrol for one or more days of your choice.

    > Day one will give you an all-round insight into established practices and allow you to discover transmedia storytelling.

    > Day two will consider viewer engagement in the story, viralization and the practical implementation of transmedia storytelling.
    > Finally, day three will deal with the topic of funding your projects and consider both the broadcasters’ and the brands’ perspectives. There will also be a pitch workshop.

    As a catalyst for transmedia projects through its blog, its calls for project proposals and its BarCamps, the Orange Transmedia Lab is a forum for exploration which brings together players from different sectors of activity to interact in the furthering of its three priorities: the discovery of and support for projects, training in the transmedia culture and the expertise that goes with it, and the development of the tools needed to manage transmedia production.

    To find out more about the programme, click here

    To enrol, click here.


     

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    Endives at the heart of a brand content transmedia project

    Appel-à-création

    by Nicolas Brunet, published on 9.08.2010

    Collaborative content creation is more fashionable than ever! As the 80,000 YouTube users who took part in Ridley Scott and Kevin MacDonald’s “” will testify …

    The well-known endive brand, Perle du Nord, has decided to throw open its communication activities and allow the Web to create its forthcoming TV spot! The reward for the selected spot or spots will be a prize of €12,000 offered in exchange for the transfer of the TV broadcasting rights!

    The Internet users are also being asked to vote for their favourite creations, while a panel consisting of brand managers and the consumer committee will be responsible for making the final decision. This initiative, which is fairly daring for a brand of endives, is already paying dividends. Perle du Nord has thus been able to benefit from its customers’ opinions to improve its packaging, develop its range of products and communicate about the company’s modern outlook. What’s more, it promises to do even more in the future.

    Although it is now too late to submit your own creative work, do not hesitate to discover the many ideas that have already been put forward (more than 150) and cast your vote on the Perle du Nord Web site!

    Nicolas Brunet, Transmedia Marketing Expert. Transmedia Lab.

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    author Nicolas Brunet

    10 ans d'expérience entre marques et contenu (advertainment, branded content), entre marketing et storytelling (brand content, transmedia) en media, en agence de publicité puis en 2009 chez Orange (musique). Dans la team du Transmedia Lab depuis 2010.

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    London Pixel Market, October 12 to 15

    Power to the Pixel

    by Liz Rosenthal , published on 20.07.2010

    Power to the Pixel’s groundbreaking Pixel Market will take place  on 13 and 14 October 2010 in London. We’re thrilled to  have now opened applications to find 20 of the world’s best cross-media  projects for The Pixel Market.

    Selected teams will have the  opportunity to compete at The Pixel Pitch for the £6,000 Arte Pixel  Pitch Prize awarded by an international panel of judges and will attend the Pixel Meetings – a day of one-to-one business meetings with  potential investors and partners.

    Entries are invited from  international producer-led teams who have projects at an advanced stage of  development and a strong track record in film, broadcast, interactive media or  other relevant creative industries.

    The Pixel Market is  part of the annual Power to the Pixel Cross-Media Forum, 12 – 15  October, and is supported by the Media Programme of the European Union, ARTE  and The BFI London Film Festival.

    Deadline for applications is 6th  August.
    Further information can be found at Power to the Pixel’s website.

     

    Liz Rosenthal est Fondatrice et Directrice de Power to the Pixel.

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    Media consumption habits among 8 to 18-year-olds in the USA

    etude-kaiser

    by Olivier Godest, published on 8.07.2010

    The Kaiser Family Foundation has recently conducted a survey of media consumption habits among 8 to 18-year-olds in the United States. Once again, the results of this survey confirm the value of developing new content to respond to the demands of swiftly changing consumer tendencies.

    Here are some of the figures that caught my attention:

    10 hours 45 minutes of media exposure per day, with TV content continuing to predominate at 4h29m, while Web + video games total an average of 1h 29m and 1h 13m respectively
    - the daily consumption of 4h29m of TV content is becoming more divergent with, in particular, 2h39m of live TV, 24 minutes of VoD, 22 minutes of time shifting, 16 minutes on Ipod and 15 minutes on the telephone
    - out of these 10h45m of media exposure, 29% of the time is devoted to media multitasking! With a computer on the lap, a smartphone in the hand and the television on in the background!
    - generally speaking, it is TV content that benefits, with consumption rising by 38 minutes compared to 2004. In contrast, television is no longer the only source of consumption
    66% of the sample possess a mobile telephone on which they consume a daily average of 49 minutes of media content (reasonably equally balanced between music, games, TV)
    - music is an important area for exploration with consumption levels increasing significantly, in particular because the number of devices available for music consumption is increasing (phone, iPod, computer). These online media are becoming more important than CD or radio
    - more and more households are now online and what is more they enjoy a high-quality Internet connection, which comes as no surprise. As a result, 33% of 8 to 18-year-olds have Internet access in their rooms. Their main activities: social networks (25%), video games (19%), visiting video sites (16%)
    - media exposure times per age group: 7h51m for the 8 to 10-year-olds, 11h53m for the 11 to 14-year-olds, 11h23m for the 15 to 18-year-olds
    79% consider that the television is on most of the time or is often on when no-one is watching it
    71% of them have a television in their bedroom

    There is no real surprise concerning the mean exposure time to the different media in the light of the sustained growth dynamic.
    TV is still the predominant medium and this also includes the content produced for it. Even if consumption is no longer linear, it is content taken from TV that users look for on the other media.
    More and more 8 to 18-year-olds are online, mobile in their pocket, computer connected to the Internet and television in the bedroom: the three media that are often referred to in the transmedia context are there.
    Multitasking continues to grow strongly, with the figures apparently increasing with every survey.
    By consuming multiple media simultaneously, we divide our attention with the result that almost 80% of respondents think that people switch on the TV in order to keep them company in some way. The challenge facing content producers, broadcasters and brands is therefore to regain the viewer’s attention.

    That is good. It is what transmedia projects try to achieve!

    The complete survey can be found here

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    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    Conspiracy For Good, join the movement

    CFG

    by Aurelien Lesné, published on 5.07.2010

    Tim Kring, creator of “Heroes”, working in combination with Nokia, has launched Conspiracy For Good (CFG), a movement whose aim is to bring about social change through active public participation in both virtual and real-life operations.

    CFG brings together T. Kring’s storytelling with the Nokia OVI platform in order to create a totally new fictional experience which mobilizes a variety of media: interactive cinema, games for mobile phones, alternate reality games (ARGs), music and physical involvement.

     

    The participants contribute to the development of the action by collecting clues and tools which move the narrative forwards. Their aim: to do good wherever they are. What is more, their actions will leave a mark in the real world by aiding the Chataika Basic School located in the village of Chataika in Eastern Zambia.

    The fiction revolves around the story that over the decades, the members of Conspiracy For Good have acquired the reputation of doing good, purposefully and discreetly, in the most troubled parts of the world. CFG has a number of enemies and is at present being savagely attacked by Blackwell Briggs, a London-based global conglomerate which specializes in ore extraction and security services. In need of help, CFG has turned to Mr. Kring, a master of storytelling, in order to share their story, recruit new members and bring down Blackwell Briggs. Decipher the clues!

    Participants can join the movement via the Conspiracy For Good Web site. They can join various communities such as the thinkers, artists or musicians by committing themselves to a common cause such as social justice or the environment. They can then meet online or in the real world to extend the experience. Alongside this social aspect, CFG also possesses a more playful dimension with online mysteries to be solved, classic mobile phone games and real-life events in London which will continue until August 2010.

    Conspiracy for Good is based on the Ovi Internet service platform (Nokia) which allows users to interact via mobile platforms. Thus “Exclusions” and “Mainframe Liberator” unlock confidential access to the Web site, Ovi Maps makes it possible to guide the characters within the story and Ovi Music supplies information hidden in songs which players have to decode in order to move the story forwards. In the United Kingdom, users can also take advantage of the Nokia Point&Find augmented reality service. This app, which has the name “Conspiracy for Good: DeadDrop”, allows users to point at real-world objects and images in order to gather clues which will enable them to take part in a number of challenges and events organized in London.

    For Tim Kring, the innovative approach adopted by Conspiracy For Good is also a type of engagement: “I believe that storytelling has the power to create positive change in the world. Audiences today want to be more involved in stories. Our goal with Conspiracy For Good is to entice, engage, and inspire the audience to drive real-world change through their participation in a narrative.

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    Transmedia Lab lecture at AFDESI- Assises de la Télévision Interactive

    conference

    by Christophe Cluzel, published on 22.06.2010

    The Interactive Television Conference took place on June 28th in the offices of France Télévisions. Transmedia Lab participated in a session entitled “Interactive Storytelling” around the following questions:

    New narratives, production process in a transmedia environment. It will also address:

    Moderator: Nicolleta Iacobacci (EBU Eurovision)

    Speakers: Lagardère Active (Emmanuelle Guilbart), France TV (Martine Viglione), Orange Transmedia Lab (Nicolas Bry), Making Prod/USPA (Matthieu Vialla), Guilde des scénaristes (Vincent Solignac), ARP (Radu Mihaileanu), Jodee (Patricia Merani)

    Nicolas Bry will discuss Orange Transmedia Lab’s support of the production of new media programs and share some thoughts about the “new” organization of television writing.

    Program info: here

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    Transmedia, everybody’s talking about it

    transmediaword

    by Nicolas Bry, published on 22.06.2010

    A sure sign that transmedia is developing and that things are about to take shape, Transmedia Lab was invited to a series of events before the summer vacations.

    According to your tastes, transmedia was discussed on the following occasions:

     

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Consumers and Brands say YES, for BETTER and for WORST!

    eto day

    by Christophe Cluzel, published on 22.06.2010

    ETO Day: July 1st at the Institut du Monde Arabe in Paris. The event took place under the enlightened web perspective of Maître Emery Doligé.

    The program was:

    17h30-18h15: A troubled love story

    Facebook, twitter, crisis, environment, digitalization…

    A big foggy mess between brands and consumers.

    To avoid the iceberg and the overflow, the shovels come out and the essential is revealed.

    Participants:

    Pierre-Philippe Cormeraie, VP Communication, Image and Sponsoring at Caisse d’Epargne

    Catherine Barba, CEO and founder of the Malinéa/Cashstore.fr group

    Ludovic Delaherche, VP marketing and sales Eyeka

     

    18h20-18h50: Close-up on the relationship

    The point of view of a very well informed observer on the relationship between Brands and Consumers, tells us that sometimes, it’s very complicated to understand everything.

     

    18h55-19h40 They married and had a lot of children. We can still believe it!

    Consumer uses are changing. They’re looking right and left.

    How can a brand reinvent itself for the consumer/brand relationship to remain a fairytale?

    Participants:

    Jean-François Mulliez, Executive Director for new media TF1

    Olivier Godest, Director of Orange Transmedia Lab

    Vincent Ducrey, Author of the Influence guide (Eyrolles)

    Bruno Walther, co-founder of CaptainDash

    19h40-20h00: Self-Deprecation

    A humorist to tell us about bits and bobs that bubble up.

     

    20h00-2h00: Happy End

    Because too much virtual is just too much, a REAL cocktail with REAL people around a REAL buffet was followed by a REAL party on the REALly enchanting terrace of the Institut du Monde Arabe.

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    “The lost child” rewarded at the 2010 Media Night!

    enfant-perdue

    by Olivier Godest, published on 10.06.2010

    We’re proud to announce that “The lost child” (“L’enfant perdue”), one of the five projects supported in its development by Transmedia Lab, won (the Special Prize of the Jury) during the 2010 Edition of Media Night (La Nuit des Médias).

    This prize rewards the audacity and creativity of this transmedia program. When the team of “The lost child” presented its project in front of the eclectic jury gathered this past October, following the transmedia call for projects, it’s those very qualities that had struck us: “we were stunned in front of so much audacity!”

    Then, through the transmedia workshops and the authors’ hard work, this slightly R&D project, which talks about the loss of our digital identity through networks, was embodied through likeable characters and multiple plot lines, happening on several screens and ending up in the movie theatres.

     

    Thank you to all the members of the jury and to its President Mr. Pierre Lescure, for taking this initiative that will help the authors of “The lost child” find new supports to insure its production and hopefully, its projection on our screens. Congratulations to the creators Simon Kansara and Emilie Tarascou with whom we’ve had very enriching exchanges all along this collaboration: we are convinced that your project will go the distance!

    Congratulations also to two other winning projects:

    If you don’t know the story of “The lost child” yet, here is the pitch: “The first cases of media mutations baffle humans: Digital virus? Massive joke? Crazy hacker?

    But when the phenomenon takes on a global scale, humans are forced to admit the unthinkable: by being fed so much of their stories, the network has come alive. It now has its own consciousness and makes its way blindly through the media jungle, like a child, a lost child.

    It’s guided by its emotions and goes from character to character, running them through the prism of its perception and making them undergo a media mutation.

    President, journalist, scientist, teenager or housewife, nobody is protected. Together, we are the unwilling protagonists of this multiple-entry disaster tale.”

     

    Olivier Godest, responsable communication et formation. Transmedia Lab.

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    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    Weareproducteurs

    weareproducteurs-300x103

    by Olivier Godest, published on 8.06.2010

    Luc Besson and Orange offer internet users the possibility of producing a film. Europacorp, Luc Besson’s production company and network provider Orange have launched a community website offering internet users the possibility of taking part in the production of a film, from the choice of the synopsis to its distribution in movie theatres, in the fall of 2011.

     

     

    There’s a tension between creators and internet users because of illegal downloading. We had to reinstate the dialogue”, Luc Besson declared in a press conference.

    It was important that artists and internet users connect to create value”, added Christine Albanel, Orange VP of Communications and ex minister of culture.

    The website “weareproducteurs.com” wants to be entertaining but also educational “getting people to understand the making of a film, understand the job of a producer and its challenges” since in France “less than one out of five films are profitable”, emphasized a producer and filmmaker. The process will last 16 months.

     

     

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    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    Digital Comics and transmedia

    bdnumerique

    by Sebastien Naeco , published on 7.06.2010

    I hereby will try to give a few pertinent markers to appreciate what is commonly called Digital Comics today, without really knowing its limits, and from there, evaluate its potential if applied to transmedia projects.

    Today the umbrella term “Digital Comics” actually takes on several very different forms depending on their template, their support and their finality. A Comic Blog updated with daily strips is just as much a Digital Comic as an application adapting an album drawn from a traditional Comic editor’s catalogue on one’s iPhone, such as Les Blondes or Gaston Lagaffe. Intermediary sequences in video games, especially older RPGs, where characters communicate with bubbles in still scenes are also, even if they are not named as such, a type of Digital Comic. So how do we define them?

    Fundamentally, there are two types today:

    The first consists of transferring paper albums to computer or smartphone screens through digitizing. This phenomenon is simply catalogue management, and the traditional editors are trying to lead the way by forcing on copyright issues and worrying the authors.

    The second type is the creation of original Digital Comics, which is set apart by the fact that it’s conceived from the start to be read on a screen and it’s not necessarily meant to be translated to paper. This is the case for example of “Les Autres Gens” started by the scriptwriter Thomas Cadène. It brings together author collectives such as Webcomics and some of the most popular blogs such as Boulet or Pénélope Bagieu. Today these experiments and initiatives exist by the thousands online, according to observers like Pilmix.org.

    Digital Comics are wrongly associated with traditional comics. If that’s true for the artists, it’s not for the editors. The first didn’t wait for the latter to take to the internet and test out new forms of narration. It’s the nature of creators: taking on a new medium and testing its templates, its functions, its specifics and creating new work adapted to it. The question is money, and if it’s not denied, it’s mostly of second importance, if it can be said that a Digital Comics market exists, it’s objectively marginal.

    The arrival on the mass market of nomad reading platforms such as the iPhone or the iPad is pushing editors, operators, technical providers and authors to take a stand regarding Digital Comics. The finality for all is to create digital content and to be able to sell it either to a final client (the reader) or to an intermediary (digital content platform). For the time being, almost all the actors of this niche market are content to exploit the known titles, in other words, they want to take as little risk as possible and judge the attractiveness of their series on the fact that they’re already profitable. While doing that, they nonetheless want to create a new cultural practice: comic reading on screen. Lucky for them, the average internet user is not a total novice in terms of reading on screen. However, they must take into account the already heavily competitive environment, game editors, video, communication services (mail, social networks), information services, different applications and programs, are not necessarily keen to make way for new arrivals. Furthermore, the multiplication of leisure and entertainment opportunities on a same screen impacts the time the reader has to allot to each of them. Without even mentioning, to complicate things even further, that cultural and professional practices overlap and the time frames allotted to each task fluctuate enormously.

    To bloom economically, original Digital Comics have to play on the collective (the other type remains in the hands of editors for the moment). In any case, that seems to echo with its hybrid nature: different forms of Digital Comics borrow their narrative form and techniques from Comics, obviously, but also from cartoons, videogames, digital uses and tools (mouse, keyboard) and internet reading. For example, very early on, Comic Blogs started testing narration on an infinite canvas, meaning creating an infinite vertical page, which would be impossible to print in that way. In its own way, Digital Comics today are a concentrate of transmedia questions since they intrinsically carry the openings and connections that are characteristic to that format. Like transmedia, their pertinence is first and foremost held in their editorial project.

    We might as well say it, there is also a possible channel for Digital Comics alone, but it’s still in its embryo state. Different professionals dedicated to the cause of its development are not yet organized enough. Digital Comics still lack experienced production studios, integrated or independent, able to manage the whole production and value chain, like there already exists for cartoons, videogames or software editors. In fact it’s the actors of these markets that seem to give the most encouraging signs such as Aquafadas. We are also seeing public organizations such as Le Modif, offering courses and workshops concentrated on training for writing for the digital format.

    To develop, Digital Comics have to start being integrated into transmedia projects. This can allow three decisive advances: prove their pertinence in a production environment, support their development costs, and especially, establish their legal nature by attaching them to an audiovisual project. To give a concrete example, a video game can have its universe translated into books, cartoons or comics, or even Digital Comics. The latter has to be more than a simple by-product, like is unfortunately the case of Assasin’s Creed by Ubisoft, rather it should be inserted in the complete immersion system of a transmedia project like Ankama did with its series Dofus and Wakfu.

    Here is my recommendation: thinking of Digital Comics in the development of a transmedia project has to be seen not only like an added media that would be inserted among the animated, video, entertaining or explicative sequences of a project but as a real possible pivot of said project that would exploit the specifics of its reading support (smartphone, tablet). Digital Comics can then serve as a link between different media and establish esthetic basics that are both simple (to produce) and powerful (visually), like the producers of Seoul District are presently trying to do.

    As you can see this column is a call for development and precisions, since it’s understood that not everything can be detailed in a few paragraphs, no more than all the actors can be named. Let’s hope that these first reflections will encourage you to dig deeper into the realm of possibilities of this new narrative method, which is in line with the very strong present storytelling trends and the reinforcement of brands’ quest for innovative solutions likely to set them apart and to reinforce their identity.

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    author Sebastien Naeco

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    Transmedia, cross-media, global media, from singular album to multiple screens

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    by Christophe Cluzel, published on 1.06.2010

    From July 5th to the 7th, those were the themes of a series of debates featuring Transmedia Lab in Angoulême. La Cité Internationale de la Bande Dessinée (the international comics center) and Le Pôle Image Magelis organized the 4th Comics Summer University to discuss the role and the place of authors, and more broadly, of image creators, in the context of media convergence and global works.

     

    Media networking now allows interactions between different disciplines serving a common artistic goal or a common path. This is the case, for example, of the conception of a comic series in a plural format and destined for multidimensional use. In parallel, a large number of authors are now migrating from drawing to programming, from scriptwriting to animation, which is the sign of a new generation of multi-disciplinary authors…just like these three days of conferences.

    In which way do global media, meaning multiple formats, influence cultural content? How do the new forms of mediation (web streaming, e-ads, blogs, etc) transform the relationships all along the creation, distribution, conception and reception chain? How does one conceive a trans-media work intended to be shown on different platforms? What can we expect from the switch to hyperbooks, including from the readers’ perspective? Which new professions are cross-media creating?

    These are some of the questions that were at the heart of the meetings, presentations, conferences and workshops of this summer university. Extensions of the creative field or “simply” economic transformations? Starting from case studies with authors and image professionals, the Summer University asked questions about the ongoing evolutions and the fields opened by this new type of creative writing. The debates touched upon the creative potentials as much as the reconsideration of the traditional economic model.

    Info on www.citebd.org

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    author Christophe Cluzel

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    Transmedia starts the (straw?) fire

    onlinetv

    by Philippe Daniel Coll , published on 29.05.2010

    Those who follow my blog posts know it well: I’ve been a convert of converging media, the birth of new production models and the distribution of writing for a long time. In essence, transmedia is a synthesis of all these things.

    In this way, it’s more than a new possibility for creatives and producers, more than a necessity even: it’s a necessary transition for the growth of the cultural industry as a whole (films, video games, books, etc).

    But this still has to enter our general awareness.

    The team at Orange wanted to set the debate in an open platform: through the Transmedia Lab, their barcamps, their trainings and coaching, they are actively and importantly participating to the implantation of Transmedia in France.

    If a player as important as Orange starts taking on this role of its own initiative, it’s because the stakes are high: if we miss the Transmedia train, we will end up in the same slow lane where the film industries of our neighboring countries are now swimming! And we will be condemned, in the best of cases, to struggle for years to get back into the race with difficulty. If we ever do succeed.

    So what to do in order for Transmedia to be seen by all as the unavoidable evolution that it is and for all these efforts not to end up as a flash in the pan?

    Creatives, authors, script writers AND producers quickly have to become aware of the importance of transmedia. And that, believe me, is far from being the case yet.

    A very concrete example: at the latest Cinema and Literature Forum in Monaco, I interviewed several important players from the world of cinema, television, novels and comic books for OnlineTV France.

    To each, I asked the same question (among other questions, and changing it slightly depending on my interviewee): “How do you envision transmedia?”

    In every case, the first answer was the same: “uh….what’s Transmedia exactly?”

    Let one thing be clear, I’m not mocking or even criticizing these three men for whom I have immense respect, I’ve never published a successful novel or comic and my documentaries don’t have the same audience numbers as those of the film directors I’ve interviewed.

    But their lack of knowledge of what Transmedia is precisely reveals two things:

    1/ even though they’re immediately interested, once informed, the majority of authors still don’t know what transmedia is

    2/ producers, editors and other program directors are just as ignorant, otherwise they would talk to their authors about it and ask them to develop Transmedia projects. Following that, scriptwriters would have gotten informed on the subject, and in the end, point number 1/ would only, in fact, concern a minority of professionals

    In conclusion, as long as the professionals that participate in the first decisional steps of creation aren’t profoundly aware of transmedia (or that they’ll keep seeing it with superiority, as a passing fad), it will take more time for it to be implemented (and we know that any lateness is a handicap in this world where everything goes very fast), or worst: it will collapse and drag all the French creative industry (which is already very fragile) in its grave. A grave that we will have dug ourselves, and where we will end with it, in a supreme twist of irony.

    Finally, when I say “us”, I only mean French professionals. Because on the other side of the Atlantic, this hasn’t even been a question for some time now, and all new productions are conceived in a transmedia fashion.

    So yes, it’s common to hear that Americans are ten years ahead of us. I’ve been hearing that since I was a kid.

    But is it a fatality? Does such a statement still make sense in this era of dematerialization and Internet?

    Personally, I would answer no to both these questions.

    Yes, Orange’s initiatives are creating bridges allowing professionals to better understand the mechanics of transmedia specific production. Such initiatives must last and multiply.

    But as things stand right now, they’re mostly touching an audience that is already familiar with transmedia.

    As we’ve seen above, the worst is to fear if the transmedia mutation doesn’t take on quickly and massively.

    And neither Orange, nor the state, nor the C.N.C. nor anyone else can support all the professionals concerned with this: it’s up to each of us (and I’m putting myself in this group, of course) to fulfill our duty for continuous education that is a prerequisite of our amazing and constantly evolving professions.

     

     

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    author Philippe Daniel Coll

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    Roundtable discussion “transmedia and brands” at the SNPTV University on June 29th

    snptvbry

    by Amaury Boulanger , published on 28.05.2010

    Transmedia Lab was at the SNPTV’s Summer University for a roundtable discussion about transmedia storytelling and brands!

    Orange Transmedia Lab had the pleasure of being invited for the 5th edition of the SNPTV’s (National Syndicate of Television Advertisement) Summer University to organize a roundtable discussion about transmedia storytelling and brands.

    This event took place on Tuesday June 29th from 10am to 10:50 am at EuroSites: 28 avenue Georges V, 75008 Paris.

    We discussed these three main themes:

    1. What is a transmedia story? How do you make a story travel though different media to engage the audience?

    2. How brands can take advantage of that (the benefits of “brand content transmedia”), at which moment of the creation should brands be integrated, with what kind of visibility and with what audience moderation?

    3. What are the levels of partnership possible, how does the media plan integrate them, what business models to use for all the players of brand content: producers, authors, media agencies, media buyers, brands?

    You can already look at Nicolas Bry’s (Senior VP, Orange Transmedia Lab) interview for Media+ as he comments the evolution of this new way of producing audiovisual content.

    snptvinterview

     

     

    Amaury Boulanger, responsable marketing. Transmedia Lab.

     

     

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    Formation : De la création à la production transmedia

    Formation

    by Olivier Godest, published on 27.05.2010

     

    Le Transmedia Lab d’Orange et The Media Faculty vous invitent à participer à la formation intitulée : 


    De la création à la production transmedia (3 jours)

    Mercredi 09, Jeudi 10 et Vendredi 11 juin 2010 à la Cartonnerie de Paris
    (159 rue Saint Maur ou 12 rue Deguerry, 75011 Paris)


     


    Programme


    Jour 1 : Mercredi 09 juin 2010

    Introduction, présentation du Transmedia Lab (09h00 – 09h15) 

    Nicolas Bry, Directeur du Transmedia Lab

    Les pratiques culturelles des Français à l’ère numérique : combinaison des écrans, nouveaux formats, consommation individuelle et usage collectif (09h15 – 10h15)

    Dominique Cardon, Sociologue au sein du laboratoire Sociology and Economics of Networks and Services (SENSE) à Orange Lab

    Pause

    Création d’un univers transmedia : guidelines pour construire des histoires et des personnages qui peuvent voyager à travers les media dans le temps et favoriser la participation de l’audience (10h30 – 12h00)

    Jean-Yves Le Moine, Expert de la convergence media – Transmedia Lab d’Orange – Kidoma
    Nicolas Bry, Directeur du Transmedia Lab

    Déjeuner

    Partir des technologies pour enrichir l’histoire (web et mobile) (13h00 – 14h30)

    Catherine Ramus, Ingénieur experte dans les nouvelles technologies mobiles & Digital Artist

    Pause

    Atelier : Travailler une histoire transmedia : zoom sur les media web/tv (14h45 – 16h30)
    Restitution de l’atelier (16h30 – 18h00)

    Jour 2 : Jeudi 10 juin 2010

    Participation / Communauté / Engagement / Viralité (09h30 – 11h00)

    Christophe Cluzel, Chef de produit – Transmedia Lab
    Olivier Godest, Responsable communication et formations – Transmedia Lab

    Pause

    Qu’est-ce qu’un ARG ? (Alternate Reality Game) Exemples (11h15 – 12h00)

    Christophe Cluzel, Chef de produit – Transmedia Lab

    Déjeuner

    Atelier : Travailler une histoire transmedia : zoom sur les media Mobile / ARG (13h00 – 14h15)
    Restitution de l’atelier (14h15 – 15h30)

    Pause

    Création collective, fonctionner en équipes pluridisciplinaires, les nouveaux métiers du transmedia (15h45 – 16h45)

    Nicolas Bry, Directeur du Transmedia Lab
    Jean-Yves Le Moine, Expert de la convergence media – Transmedia Lab d’Orange – Kidoma

    Atelier : Construction d’un projet transmedia (simuler la construction d’un projet transmedia : les étapes, les livrables, constitution d’une équipe) (16h45 – 17h30)
    Restitution de l’atelier (17h30 – 18h30)

    Jour 3 : Vendredi 11 juin 2010

    Les clés pour calculer un budget et un plan de financement transmedia (09h30 – 10h30)

    Jéremy Pouilloux, Co-Directeur de la Générale de Productions

    Pause

    Brand(ed) Content : associer un contenu audiovisuel à une marque, identifier les acteurs (10h45 – 12h15)

    Eileen Bastianelli, Productrice et spécialiste des stratégies brand content – Lola Pictures

    Déjeuner

    Packaging et Marketing d’un univers transmedia (13h15 – 14h30)

    Intervenant en cours de confirmation

    “La vision d’un diffuseur sur un projet transmedia : Quelles attentes ? Quels résultats ? (14h30 – 15h30)

    Harold Valentin, Responsable de programmes – France Télévisions

    Passer d’un dossier classique de présentation auprès des diffuseurs à un projet transmedia, grille d’analyse, retour d’expérience (15h30 – 16h15)

    Intervenant en cours de confirmation

    Atelier : Préparation d’un pitch de synthèse de 10 min (16h30 – 17h15)
    Restitution de l’atelier (17h15 – 18h00)

     


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    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    Murder Street: A transmedia “Clue” game on the web and Orange mobile networks

    murderstreet-332x188-custom

    by Nicolas Bry, published on 17.05.2010

    Murder Street, a participatory fictional game-in-the-making by Laurent Guérin and Alain Degove (Murmures Productions, Citymoviz), has won the first edition of Ateliers, a call for multiscreen (internet, mobile and TV) project proposals launched in December by Orange. Five finalists were chosen out of 140 proposals. One of them is Murder Street, which is to come out by the end of the year (2010) on the web and on mobiles.

    This multiscreen project is a textbook example of Orange’s content policy, says Xavier Couture, content director at Orange, making a case that it is fully legitimate for the telco to produce and back an original transmedia project for 25 million mobile subscribers and 22 million hits per month on its Orange.fr website. Stéphan Jost, a content manager in the Business Development & Innovation department, explains that the idea behind Ateliers was to “give producers the keys to the Orange network so they can reach end customers via Orange tools”. To this end, the Transmedia Lab is developing technological solutions for producers and distributors with a view to enabling transmedia distributions to make the most of Orange’s R&D networks and capabilities.

    Project Murder Street will receive €300,000 in startup money from Orange. The CNC (French National Center of Cinematography and the Moving Image) is giving Murmures Production a €20,000 grant for development and €100,000 for the production within the framework of its support for new-media-geared television projects. Other sources of funding are envisaged: advertising (on the site), SMS, audiotel, pay-to-use smartphone applications, as well as brand content and product placement partnerships. The funding approach is based on a revenue-sharing arrangement with Orange.

    The prize-winning project Murder Street is a fictional interactive game, rather like “Clue”, and voyeuristic in the manner of Hitchcock’s Rear Window or the site HBOVoyeur.com (2007). The pitch revolves around a central figure, Gaëlle, who moves into her late sister apartment after the latter is found dead. Convinced that the murderer is someone in the building, Gaëlle investigates with help from viewers/internauts watching from the building across the street. Gaëlle then mysteriously disappears, whereupon it is up to us to sleuth out the culprit – and find and free Gaëlle….

    The project was written by Aurélie Belko, Sabine Cipolla and Marc Eisenchteter. Alain Degove supervises the artwork and production, Laurent Guérin coordinates the use of new media.

    Fully immersed in the Murder Street microcosm, the internaut can watch the heroine in action, but also the other tenants in the building through their lighted windows. He can search the suspects’ apartments, listen to Gaëlle’s voicemail and follow up several leads. The video episodes are uploaded onto the platforms every day, enabling the internaut to make daily progress in his investigation.

    The project will involve various social networks, including the creation of Facebook groups and the use of information sharing forums. Internaut sleuths can win a bonus by taking on daily challenges, and seek clues in real life (flashcodes at Orange stores). A video conference with Gaëlle is also planned. Two games will be run: the first to go online, in 60 x 2? format, is in “challenge” mode and has a single solitary culprit for everyone and concludes upon Gaëlle’s rescue. The second mode will have variable perpetrators, allowing for new gamers to join, and will use the same initial screenplay.

    Murder Street is designed for the general public and targets 15-45-year-olds, with a bull’s-eye target group aged 15-24.

     

     

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Bank run : promising convergence between fiction and video game

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    by Jérémy Pouilloux, published on 10.05.2010

    This 15 March – already (sic!) – the excellent FWA (thefwa.com), a metronome for online creativity, voted SilkTricky’s bankrungame.com site of the day, then site of the month.

    Yes, Bank Run is undeniably worth seeing, particularly for us transmedia aficionados. Bank Run starts running on the Internet then sprints onto iPhone. “Your employer has turned against you and wants you dead. Even worse, they are holding your girlfriend hostage until you comply with their demands. Bottom line: It’s kill or be killed.” That’s the premise. The producers clearly had their work cut out for them!

    A blend of fiction and video game, this program smacks of the future of entertainment: media-hopping, interactivity… Our daily bread !

    The gameplay, which harks back to arcade games, is fairly well tied together, especially the target game from the elevator, and makes good use of iPhone touchscreen functions.

    Beyond the innovative quality of the program, Bank Run might not linger long in the annals of media history. The story we’re told is regrettably short, hence of limited interest. The narrative arc is reduced to the bare bones and the supporting roles hardly get any airtime in which to exist (e.g. they’re not in the games). And what of the plot? Well, while it uses the different media well according to their merits, the way the various components are tied into the storyline remains pretty artificial.

    It should be pointed out that this program was self-produced. The producer, Linn Lund for Silktricky, from the other side of the Atlantic, is bent on “breaking down the old borders”. The investment came to $40,000, not counting internal costs.

    At any rate, this example provides food for thought, confirming – if any further confirmation were necessary – the convergence between fiction and video game. It whets our appetite for well-executed productions and boosts our desire to convert decisionmakers, the media and advertisers, to these new forms of “interactive fiction”, which are loaded with viewer experience.

    So let’s hold this one up as one example among others and talk about what’s possible.

    Jérémy Pouilloux ,Producer. LA GENERALE DE PRODUCTION

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    author Jérémy Pouilloux

    Producteur @ La Générale de Production

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    Producers’ Night on the Contact radio show: Transmedia on the air

    nuit-de-la-prod

    by Malick Nam , published on 6.05.2010

    Tom Snare, a producer and leading DJ in the French electro scene, was the special guest on the Contact show on 14 April at 8pm for the 2nd edition of the Nuit de la Prod or “Producers’ Night”.

    This programme was started up by Contact, a radio station that broadcasts throughout the north of France. Its premise is unique in the world of radio: an international heavyweight takes on the challenge of producing his next title live on the air – and in front of a select audience of invited guests, whilst internauts actively participate via Facebook. This 100% interactive event, which takes about 5 hours, is also accessible via audio and video streaming on the site nuitdelaprod.com.

    Tom Snare shared some of his DJing secrets on the air, then listeners helped him step by step in putting together a new piece of music, “The Way To Love”, which Contact added to its playlist the very next day.

    The new format was inaugurated two months earlier by international DJ Joachim Garraud. The piece Garraud had put together, “One Night Project – Stronger Than a Hurricane”, was added to Contact’s lineup the next day, too, and played for several weeks.

    Internauts played along each time, contributing dozens of comments via Facebook on the development of the piece, the harmonies, vocals, choice of title and so on.

    Throughout the broadcast – in other words, while the piece is taking shape – the show host regularly runs through the most pertinent requests, suggestions and opinions live on the air.

    This massive public collaboration via internet is an opportunity for Contact to give a new meaning to concepts like proximity or interactivity. Events of this type also enable radio to broaden its listening audience: people connect in from just about everywhere, well beyond the boundaries of the usual broadcasting area.

    The next edition is scheduled for September. By then, the station ought to be forging other partnerships with a view to turning this innovative concept into a nationwide event.

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    Deus ou comment passer de l’indifférence à la curiosité, puis à l’engagement

    stargate-sg1

    by Karima Rafes , published on 3.05.2010

    Remember the series The Twilight Zone? The episodes all started the same way: with some regular guy or gal like you or me, till something went wrong…. And suddenly we could put ourselves in the guy’s shoes and were hooked on a story with no high tech, no hamming in front of the camera, no nudity. How come? The trick is to alter the viewer’s state of mind from indifferent to curious!

    The Twilight Zone, likewise Stargate SG-1, succeeded in getting viewers to identify with the characters. How did Stargate do it? The narrative line is simple. The SG-1 team comprise a foreigner who wants to integrate and fighting to live with his family, a woman trying to make a place for herself in a men’s world, a father who has lost a child, a misunderstood genius, and so on. I’m not a psychologist but I think everyone can find something in common with one or more of the characters on Stargate!

    Sames goes for Lost, which puts a representative sample population on an island. Heroes gives powers to anyone and everyone. The 4400 snatch up average folks and take them into the future. And Plus belle la vie holds up the same slightly distorting mirror to our lives.

    The point is to capture viewers’ attention long enough for them to identify with the characters and really feel for them, for their ups and downs. But it is becoming increasingly difficult to turn indifference into curiosity: viewers nowadays multitask while watching TV and don’t always make an effort to invest enough empathy to really take an interest in what happens next.

    If the program itself is no longer arousing enough empathy to hold that curiosity, it has got to generate it where the viewer is and put the program “on location”: if you won’t come to the program, the program will come to you!

    Maybe on the viewer’s PC, on his mobile, on the beach? It all depends where the viewers you are targeting happen to be.

    Imagine this: I’ve just made a series for teenagers portraying a sort of Big Brother on the net. OK, now how did I get them interested in the series?

    My target is teens. Where are they? Mostly at their PCs. So I’m going to get at them on the net. But how do I pique their interest in Big Brother?

    What makes this a little difficult is that not many people and still fewer teens have the feeling they’re being watched. Teenagers are often the most casual about disclosing personal information.

    Hence the birth of the art of making them paranoid: you need only make them feel spied on. And to do that, you need only track them on the web by putting a cookie   on their computer, as all the ad campaigns on the Internet do. Then, by personalising the ad banners with messages targeting the teenager in question and disclosing to him personal information about his friends or others, his indifference will instantaneously metamorphose into curiosity before he knows what hit him…. And you’ve got him hooked, without the slightest empathy or other artifice! Simple & effective… perhaps too effective….

    Daydream or reality?

    Well, someone actually went ahead and put this transmedia scheme into action in Israel… His code name is DEUS and here’s the result:

    Enjoy the video

    Karima Rafes, Research Engineer Orange R&D

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    Transmedia Lab BarCamp on 8 May 2010

    barcamp3

    by Amaury Boulanger , published on 18.04.2010

    On 8 May 2010 at La Cartonnerie, Transmedia Lab will be organizing a new BarCamp dedicated to transmedia content! Following on from the success of last summer’s very first BarCamp where we realized that we weren’t alone in our desire to design transmedia creations, Transmedia Lab warmly invites you to take part in this 2nd edition which will be held on Saturday, 8 May 2010.

    This informal workshop is open to everyone and will take place in a very different sort of Paris venue: la Cartonnerie. It will be an opportunity to get to know you or renew old acquaintances, develop new relations and move the discussions surrounding transmedia forward. The aim is for participants to share their knowledge and experience and consider the transmedia-related issues, in particular with regard to the topic: Transmedia projects, the path from development to production: the new sources of finance, the role of brands, collaborative creation with broadcasters.

    Since the number of places is limited, please don’t waste any time and enrol now by e-mail at or on one of the Web pages dedicated to the event. You can also find more information on this BarCamp at: http://barcamp.org/transmedialab. We hope to see you very soon! The Transmedia Lab team.

     

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    Pixel Lab: all-round transmedia training for your project

    Power to the Pixel

    by Nicolas Bry, published on 15.04.2010

    We would like to draw your attention to the Pixel Lab training course set up by Liz, director of the festival Power to the Pixel. We greatly appreciate the work put in by Liz whom we have already spoken about in connection with the event held in London and during her Paris Pixel event which was organized by Michel Reilhac.This international training opportunity is intended for producers who are already involved in a transmedia film project or who want to develop one.

    For a period of one week, 40 participants grouped into 4 teams will work in parallel on a series of projects which they contribute themselves. A report of their progress presented to all participants at the end of the week will make it possible to share and compare experiences.

    Each of the 4 teams will have a well-known “group leader”, one of whom will be Michel Reilhac.

    All the details and the enrolment procedure can be found at the following link: Pixel Lab.

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Total transmedia

    transmedia-1024x735

    by Nicolas Bry, published on 14.04.2010

    The article “le fabuleux business du transmedia storytelling” (the miraculous business of transmedia storytelling), which appeared on the fascinating Storyplaying blog, tells the story of a  given by Jeff Gomez at a conference entitled Tools of Change for Publishing. Jeff Gomez is a well-known creative figure in the transmedia world whom we wrote about in “Le transmédia est le futur du business” (Transmedia storytelling is the future of biz).

    We want to focus on three points from this article:

    The article “le fabuleux business du transmedia storytelling” focuses on the radical effects associated with this development which is shattering established concepts such as “the intellectual property of the story, the status of authors or filmmakers, the audiovisual market, production market, etc.”

    We experienced the premises underlying this hybrid creative organization at the Transmedia Lab workshops and we are continuing to work on the formulae which lead to the creation of new transmedia worlds.

    We wanted to answer the frequently asked question concerning the different skills that have to be combined within a transmedia team: what are they and how are they defined? In a recent post, Julien Aubert describes some of the new jobs that have emerged during his creative career in the ARG field. The roles of “experience designer”, “community manager”, “web designer”, guardian of the source are all defined within the transmedia context. In the near future, we shall look at how his analysis fits in with Lance Weiler’s definition of the “story architect“.

    In this way, we hope to fuel a debate and prompt others to contribute their experiences!

    While waiting, and because a picture is worth a thousand words, here is a superb diagram by Robert Pratten summarizing the transmedia approach: food for thought …

    Robert Pratten

    Robert Pratten

    Robert Pratten

    * ”The whole is greater than the sum of its parts” is a quotation taken from Confucius.

     

     

     

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    What is a transmedia team?

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    by Julien Aubert, published on 8.04.2010

    This evening, the Social Media Club is organizing a conference on Digital Storytelling at which I will be talking about the new types of job profile associated with transmedia, and more specifically with ARGs. If you can make it, come to La Cantine at 7pm. For more details, visit the SMC blog.

    This will be an opportunity for me to talk to you about the new types of job that transmedia writing and production are bringing about.

    After being lucky enough to meet him at Power To The Pixel, I was able to ask Lance Weiler just what is involved in the role of Story Architect.

    Story Architect “How can you identify the individual story and creative elements (which will be part of the story) and then find ways of conveying them and generate emotion?”

    The Story Architect is most certainly a job of the future. The future well-being of transmedia will depend on the training of people who, like Lance Weiler, are simultaneously authors – directors – producers – project managers – Web architecture designers – social media experts – specialists in new distribution methods – actors – community moderators. Consequently, the narrative concept will be an inherently transmedia construct embodied by a person who is able to sustain the same vision throughout an entire project as it is the case in more traditional productions.

    And all this in order to create content which reflects what the audience does and adapted to what it consumes. To construct a story in a way that guides the audience towards a shared social experience.

    The problem here is clear: not many people possess Lance Weiler’s talents. At present, it is the responsibility of a number of different team members to ensure coherence. To give you a glimpse of what a dream team might look like, I shall take the ARGs as an example. And more specifically, the ones which offer an extended experience, that is to say ARGs which extend or penetrate deeper into a storyworld which the audience is already familiar with. In the case of the ARG “Why So Serious?” launched for the release of the film “The Dark Knight”, the team responsible for the ARG was able to call on a very rich universe which had already been used by a number of different media with a very large fan base (the Batman “brand” has already been established for 70 years).

     

    At Power To The Pixel, I was also able to talk with Steve Peters and Maureen McHugh, experience designer and lead author respectively of the ARG “Why So Serious?” and co-founders of No Mimes Media. The descriptions below are therefore based on the experiences they reported.

    Experience Designer: a “super-project manager” transmedia #story #time #media

    “The Experience Designer considers the entire story that is to be told and decides how each part is to be structured and delivered in a way that gives the player a rewarding experience.” He or she must be able to conceptualize the entire experience offered by the ARG and imagine all the interactions between the story and the players. In the same way as Web designers whose task is to design sites, Steve Peters’ mission is to organize the way players navigate through a world made up of the blogs, Web sites, Facebook pages, forums, “real-life” events, e-mails and SMS messages which constitute the ARG.

    Lead Author: ensuring consistency between the original narrative world and the ARG

    The author of an ARG works in close collaboration with the authors of the movie/series/video game which is to be turned into an “extended experience”. Together, they identify the puzzles, places and characters that are to be taken further. It is the author who guarantees that the experience remains consistent with the original storyworld (respect for the original source) and who is responsible for formalizing the ARG scenario.

    Unlike more traditional productions, the author of an ARG participates in the writing of every aspect of the experience. The author must be an integral part of the operating team since he or she is often involved in the animation of Web sites or of fictional characters with an online presence. The author must be aware of player feedback at all times and be responsive enough to adapt certain elements of the story to the way the game is developing online, almost in real time.

    Web Architecture Designer

    Transmedia, along with all the new forms of digital storytelling, requires one key technological building block. The Internet will centralize all the data accumulated during the experience. When solving a puzzle unlocks a Web site or video, or an e-mail sent to a character results in an (automated) response from that character then the concepts of data mining, semantic Web, organization of information come to the fore. The interactive mechanisms that are involved require the design of a genuinely made-to-measure Web architecture.

    The Web Architect’s task is to make the “user path” dreamt up by the Experience Designer a reality. However, it is easy to see that the Web Architect’s input during the writing phase is crucial, because we demand that transmedia provide us with new, disruptive experiences. If it is to surprise us then the use of new technologies or new Web services (which harmonize with the storyworld) is crucial.

    Community Managers

    They breathe life into the fiction; they are the voice of the project. They embody the characters, run the blogs, pass on content-related ideas, moderate the forums and listen to what is being said on the Web. They have the difficult task of bringing the fiction to life (by being reactive) and have to know how to act while remaining faithful to the source, on the one hand, and simultaneously allowing room for the creativity and culture that can develop within the communities, on the other.

    In a transmedia project, it is the experience that creates the story and not the other way round as in a traditional narrative. The activities performed by the Community Managers are therefore an important part of the experience, during which they work closely with the author and the creative team.

    Web Communications Manager

    The Communications Manager’s task is to recruit new players. In the blogosphere, it is often the Community Managers who are incorrectly considered to be responsible for informing influencers of the launch or progress of an operation. Since transmedia is intrinsically bound up with the Web, it is self-evident that it is the Internet media that are the first to convey the message and redirect their audiences towards the story. To do this, the Web Communications Manager assumes responsibility for forging partnerships with influential media (blogs and topic-specific portals) which are in tune with the ARG’s target group.

    A brief note about transmedia production

    Transmedia producers must have a great affinity with the social media, be aware of the new drivers of growth on the Web and the free/premium concept that governs it as well as of the new distribution methods.

    Transmedia producers work together with a variety of broadcasters: video broadcasters on the Web, mobile broadcasters, cinema, television, console manufacturers, etc. While the majority of ARGs or transmedia experiences are currently financed through marketing budgets, it can be seen that this cost is gradually being assimilated into the production of the original work. In the case of brands, transmedia can be used to link services to the brand message (educational content, establishing contacts between users, support centres, generation of familiarity with the brand universe). While taking care, of course, to communicate in a coherent way across each of the employed media.

    Finally, with transmedia, we need to take a completely new look at the way copyright is handled in France. Maybe we should take the model used by video game producers as our starting point. In a game, the developers and graphic designers are just as important as the screenwriter or the level designer. Should we incline towards the model used in the English-speaking world which very properly embraces the concept of “pools of authors” and in which the various members of the creative team are salaried, with their contributions to the project not being subject to copyright but instead remunerated in the form of royalties?

    Julien Aubert is co-founder of the site Fais Moi Jouer which is devoted to new gaming experiences. The site has now been analyzing and commenting on news from the world of Alternate Reality Games (ARGs) for a year. Julien recently co-founded Story Factory, a business which studies and analyzes new trends in the field of native Web content.

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    author Julien Aubert

    Julien Aubert s’est forgé une expertise des communautés et médias sociaux en développant des communautés pour Orange sur Second Life. Parallèlement, il crée Fais Moi Jouer avec Thomas. En 2010, il crée une agence de production transmedia, Bigger Than Fiction, centrée autour de son expertise en Experience Design. De l’élaboration du concept à la rédaction du scénario communautaire, Julien supervise la direction artistique de projets transmedia.

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    French Social Media Club Conference – Digital Storytelling

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    by Nicolas Marronnier , published on 31.03.2010

    Nicolas Bry took part in a conference organized at La Cantine by the France Social Media Club, around the theme of digital storytelling: The emergence of new digital media has both profoundly redefined the production formats and stirred audience uses and content consumption habits. Interactivity and the multiplication of access points are common today and allow the audience to be strongly implicated in new experiences, whether they are the construction of a fictional universe or a representation of reality.

    How are journalism, audiovisual production, cinema, brands and content producers in general reacting to these changes? By analyzing the innovative forms of digital media, we tried to identify the new professions that are emerging from this evolution. On which business model will tomorrow’s storytelling rely?

    You can read the preliminary work of the French Social Media Club: Storytelling 2.0, on ReadWriteWeb France.

    Participants:

    - Cécile Cros, co-founder of the Narrative agency (production and distribution of documentaries for new media):
    New journalistic production formats, new outlook? New distribution, new audience?

     

    - Arnaud Dressen, co-founder of the HonkyTonk agency (video production & multimedia):
    Interactive editing: the emergence of new production tools

     

    - Julien Aubert, co-founder of Story Factory, (cross-media development and production), who is participating in the transmedia experience Faits Divers Paranormaux (Supernatural News):
    Extension of a fictional narrative universe and audience implication: an experience manager’s account

     

    - Nicolas Bry, Orange Transmedia Lab director:
    Experience account of the TM Lab (training, workshops, project coaching, API transmedia) and business models.

     

    Debates coordinated by Alban Martin, cofounder of the French Social Media Club, author of the book “Et toi, tu télécharges?” (“Are YOU downloading?”) about entertainment industries in the digital era, Village mondial, April 2010.

    The conference was followed by a cocktail. The 10 euros subscription fees were used for logistical expenses (space, buffet, drinks)

    More information on the French Social Media Club website: socialmediaclub.fr

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    Transmedia can also be for fun!

    transmediaword

    by Nicolas Bry, published on 22.03.2010

    A very short post to point out this video by author, blogger, comedian and community manager (how does he manage to do all that!?) Cyrille de Lasteyrie aka Vinvin, an active member of the collective Les Raconteurs.

    “Lost in the transmedia forest? Les Raconteurs will light your way!”

    In this very funny, not at all transmedia, video Vinvin decrypts the contemporary creative glossary turns us into the 21st Century’s Ridiculous Précieuses. Any resemblance with…

    Le Transmédia expliqué par Les Raconteurs from Les Raconteurs on Vimeo.

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Cap digital launches Think Transmedia!

    thinktransmedia

    by Christophe Cluzel, published on 11.03.2010

    On February 25th, at the last transmedia breakfast organized by the Kidoma company, , project manager with Cap Digital, announced the opening of a conference cycle around the issues that concern us today: the evolution to the audiovisual sector and its contents.

    Five conferences are organized to analyze today’s media and their evolution.

    The first was held on March 16th on the theme of “New materials and techniques for creation”.

    Bruno Nahon (Zadig Productions) talked to us about the “Twenty Show” experience, a program based on User Generated Content.

    Arnaud Dressen (Honkytonk) introduced us to Klynt software (video editing and toolbox to make directors independent).

    Transmedia Lab enjoyed this initiative and we invite you to discover the Think Transmedia blog.

    You can also subscribe to the conferences .

     

    Christophe Cluzel, chef de produit. Transmedia Lab.

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    author Christophe Cluzel

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    On the road to transmedia during Paris 2.0!

    paris20

    by Nicolas Bry, published on 7.03.2010

    Orange Transmedia Lab was happy to be invited to organize a conference around Transmedia issues during Paris 2.0This event took place on Wednesday March 10th from 10am to 1pm at the Espace Kiron: 10 Rue de la Vacquerie 75011 Paris.

    We led a rich debate thanks to a great selection of audiovisual, gaming, digital universe and communication specialists. We organized the debate around three themes:

     

    1. The transmedia universe: how to tell a transmedia story?

    2. Internet users participation and commitment (especially through gaming and ARG)

    3. How can brands participate in transmedia/ brand content?

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Transmedia and linearity, TV and the Internet

    transmedia

    by Nicolas Bry, published on 4.03.2010

    Here are some interesting predictions for 2010 made by the Deloitte agency: (Deloitte Media Predictions 2010)

    First lesson: the linear consumption of television will remain largely superior to the non linear consumption (20 to 30 hours per week versus 90’ to 2 hours); the on-demand content on the Internet is in fact likely to increase the consumption of direct TV: Transmedia Lab is constantly repeating it! ;-)

    Linear’s got legs: the television and radio schedule stays supreme

    “But for the mass market, the vast majority of content consumed is likely to be linear. In 2010, average weekly consumption of scheduled television is likely to run between 20 and 30 hours in major markets.1 This compares to an average of 90 minutes to two hours for all forms of nonlinear television, whether in the form of DVDs, DVRs, or video-on-demand. To put the contrast in perspective, US consumption of online full-program video would have to rise over 75-fold just to equal scheduled TV viewing.

    Consumption of linear TV may also be encouraged by the availability and demise of on-demand sites. The availability of on-demand can increase overall demand for scheduled programming: content watched using online catch-up services can encourage consumers to watch the next episode or listen to a radio presenter’s next show live. The most popular content viewed online tends also to be the most popular watched via broadcast. And while new online video sites continue to be launched, there may also be a number of high profile failures, largely resulting from the inability to make online advertising-funded video pay.

    Further, comparisons of nonlinear to linear are often nonequivalent. Consumption of nonlinear may often appear greater as the numbers reported are larger. But a like-for-like comparison, based on viewing or listening hours, for example, would probably reveal a contrary picture. Broadcast is measured by viewers. Metrics for online video include page impressions, page views, unique users, and requests. Often, little distinction is made between a clip and a full program even though the commercial significance for each may vary considerably. The definition of an online “user” may remain vague, as well as the quantification of an online view.

    It may be that in the long run, the majority of all audio and video consumed will be nonlinear. But in 2010, most consumers of content are likely to remain happily beholden to the schedule, rather than resentful of what some pundits have labeled the “tyranny of the schedule.” However, given that hundreds of millions of individuals may be spending at least 40 percent of their waking hours listening to television or radio, linear is likely to remain dominant not just in 2010 but for many years to come.”

    Second lesson: it’s not because the majority of people has decided to watch direct television that the audience doesn’t value having a choice, which makes on demand programming initiatives necessary.

    “However, the fact that consumers are happy not to choose the majority of their audio and video content does not mean that consumers will not value and pay for the availability of choice. Consumers appear quite content to purchase devices and subscribe to services that they then hardly ever use. For these reasons, initiatives to offer greater choice via non-linear are valuable, as long as monetization is primarily focused on the option to choose.”

    Third lesson: the marriage of TV and Internet is due in 2010, thanks, in part, to the new generations of decoders; this union will not only be on the same screen but will also happen by combining the devices already used to access the internet according to the individual’s own initiative.

    TV and the Web belong together, but not necessarily on the same screen

    “2010 is likely to see progress on all three fronts. Websites are being built specifically for access and control via televisions. Web-based applications being adapted for access through a television set are being marketed as “TV widgets.” Social networks, weather information, and content streaming services are some of the many applications that widgets will make accessible through the TV screen. A growing range of next-generation televisions is being launched not only with integrated broadband connections but with preloaded TV widgets as well.

    Next-generation digital video recorders (DVRs) and set top boxes (STBs) will come with standard Internet accessibility.68 Tens of millions of game consoles are Internet ready, even though consumers may not always choose this option.

    Despite this progress, we still expect that the most popular approach to converged Web and television consumption will be the rough but ready combination of standard television viewing and consumers’ existing browser-based devices.

    The mismatch between the standard ten-year renewal cycle for televisions and strong existing consumer desire for concurrent consumption of Internet- and televisionbased content has contributed to the triumph of the pragmatic approach to date. Most consumers are unlikely to justify a brand-new television just to have additional access to the Web, but they want to combine the Web and TV today. They want to discuss a television program with friends (or strangers), read movie reviews before deciding what to watch, search out gossip on a current show or series, or check sports statistics while the game is under way. And they do not want to wait for devices to catch up.

    But a bigger reason why the demand for a truly integrated Internet and television environment may remain limited is that superimposing a Web application on top of a TV image may be as irritating as someone standing in front of the screen. An entire family’s simultaneous social network commentary on the season finale of a reality show may leave little room to see what actually happens. And for some, sharing their personal commentary on a program with fellow viewers may be as appealing as making a romantic phone call in a crowded room.

    Fourth lesson: the marriage of TV and Internet will give birth to new form of incredibly more efficient advertizing, allowing at TV spot to connect the consumer directly to the matching website; and also the creation of new programs taking the audience’s involvement to a brand new level, collecting reactions to the program or guiding their information search: that’s what we’re talking about at Transmedia Lab!

    Making televisions Internet-enabled, either through the set itself or an adjunct device such as a DVR, is likely to create value. Functionality ranging from catch-up on a big screen to remote software upgrades is also likely to be valued. But superimposing elements of the PC Web experience onto a television screen may prove to be the most commercially successful combination of Web and TV.

    One of the major beneficiaries of increased simultaneous usage of the Web and television may be advertising. In 2010, global television advertising is expected to be worth $180 billion, while global online advertising is projected at $63 billion. Commercials viewed on television can direct viewers instantly to websites: it is now possible for a product seen during an advertising break to be purchased before the program resumes. One study found that using online and television together resulted in 47 percent more positivity about a brand than using either in isolation72.

    As simultaneous Web and television use becomes more popular, television producers should create websites that not only support programming, but also feed off viewers’ eagerness to react to what they are watching. Viewers can be directed to associated websites rather than surfing blindly looking for relevant information. Tie-in websites should be created for a range of devices (such as an MP4 player, netbook or smartphone), not just a PC. Talent shows, for example, may offer the chance to rate participants and their judges as well as guess that week’s contest results.

     

    To summarize, everything’s moving but nothing’s changing.

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Media Club breakfast focusing on the Orange Transmedia Lab

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    by Christophe Cluzel, published on 23.02.2010

     

    The MediaClub invited us to take part in a workshop breakfast on Wednesday 20 January 2010. Here is its feedback from this enjoyable event:

    “How do you design a genuine transmedia project?”

    The presence of Nicolas Bry (Director of the Orange Vallée Transmedia Lab), Marc Guidoni (Producer for Fondivina) and Jean Yves Le Moine (specialist in the convergence of technology, content and utilization) meant that we were able to discuss the methods and experiences of the Orange Transmedia Lab.

    This was a fascinating initiative and an excellent opportunity to discover the Orange Transmedia Lab which was set up by Orange to encourage the emergence of transmedia narratives which correspond to the new habits adopted by viewers at the variety of screens available to them. The structure functions as an exploratory workshop open to everyone involved in the audiovisual, video game and new technology sectors. Large numbers of you attended to take part in this debate on a topic that is crucial for the future of the audiovisual and media world.

    We particularly want to thank KGA for the welcome extended to us during this event.

    You can view photos of this breakfast event by clicking here«

    Christophe Cluzel, Product Manager. Transmedia Lab.

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    author Christophe Cluzel

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    CLEM The first “online” drama

    clem tf1

    by Damien Rety , published on 12.02.2010

    CLEM, is the heroine of the new serial on TF1. To mark the first broadcast, TF1 invites you to follow her beyond your TV set and accompany her through her life as a teenager via the Web and your mobile phone.

    The cornerstone of this first crossmedia drama is its TV broadcasting. Other media have then been grafted onto this: the story starts on the Web and mobile phone, continues on these two screens and on television with the television movie broadcast before being taken up again on Internet and mobile.

    Working across 3 different phases and on 3 different screens, here, for readers of Transmedia Lab, is a short summary of the way it works.

    HOW THE STORY WORKS

    PHASE 1
    The CLEM Web series and the blog. Discover the character, Clem, well before the television film is broadcast
    - Clem blog: this tells us about her life as a teenager and presents videos of her confessions (8 in all) together with the submitted posts: www.leblogdeclem.com (available on mobile phone)

    PHASE 2
    The CLEM television film. Go straight to the heart of the story:
    - broadcast on TV on 22 February at 20:45
    - and simultaneously on tf1.fr and TF1 Player on mobile phone in combination with Facebook’s LiveFeed application to allow you to chat about the film with your friends.
    Following the broadcast on TF1, a trailer will inform television viewers of phase 3 which will take place on the Internet.

    Clem Episode 1 sélectionné dans Séries FR

    PHASE 3

    Never previously screened BONUS sequence: “3 years later”.
    Continue the story by finding out what has become of all the family members 3 years later
    - Bonus sequence available immediately after the television film on Internet and mobile phone.
    - Viewers can catch up with the television film for 7 days on tf1.fr or with the TF1Player app for mobile phones

    The result is an all-round multi-screen experience which immerses viewers in Clem’s world and is designed to channel audience flows between these three media.

    For the moment, we are very pleased with initial audience feedback and the communications provoked by this approach which, of course, is far from perfect. I was able to put this experiment into practice with just a limited budget thanks to the support I received from my management organization and also test the complementarities between the different media. After the broadcasting of the television film, we will be able to see what worked and what caused problems. And what lessons we can learn.

    Damien Réty Responsible for Development 360 – Drama Director

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    author Damien Rety

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    3D2+ is developing the first televised TV-Internet crossmedia game show on Cap Digital’s very high speed broadband network

    3D2

    by Stephane Gaultier , published on 8.02.2010

    Cap Digital and OSEO have chosen 3D2+ for the experimental first transmission of a crossmedia TV game on the VHS (Very High Speed) broadband platform. In this broadcast, all the participants will be avatars of viewers connected via their home computers. A flesh-and-blood moderator immersed in a 3D world will get the avatars to play the sort of televised game show which you are all very familiar with. That’s innovation!

    This will be the first multiplayer game with a huge television audience to allow the viewer-participant to participate actively in events as they occur. For the viewers, this will be a true crossmedia experience because they will be able to access the virtual studio hosting the television game show from their computers via an Internet connection. If you are lucky enough to be filmed by the studio’s virtual camera (your avatar at least!), you will see yourself talking to the moderator on the television screen opposite while, on your computer, you will see yourself in the subjective camera role in the studio face-to-face with the moderator.

    There are two reasons behind the programme’s crossmedia design: to offer an interactive programme combining TV and the Internet for viewers who want to take part in the game, while also catering for passive viewers by presenting a “conventional” TV game show. In this way, it is hoped that crossmedia can reach a broad-based audience and not remain restricted to a small band of “telenauts”, i.e. Internet-based TV (or TV-mediated Internet) users. The experiment will allow us to confirm whether it is possible to cater for both passive viewers and active or even interactive viewers in one and the same programme.

    The televised game show will use the 3DCrossMedia platform which makes it possible to organize and produce television broadcasts based on communities’ virtual 3D universes developed by 3D2+ (KidNet, Linus & Boom Club etc.). You can find a video presentation of this platform on the 3D2+ site

    A challenge at both the technological and editorial levels, this project is a perfect illustration of TV/Internet convergence which simultaneously calls on the resources of both media. This type of programme mirrors a development that is observed every day by market research institutes: the rise of the multi-screen viewer. It is precisely this viewing experience, which is split into two and, unfortunately for the TV channels, focuses most frequently on the interactive tool rather than on the television set, that the crossmedia programme is trying to tap into. It is therefore a programme that is very likely to attract audiences and which consequently offers advertisers a powerful channel via which they can communicate. It is the way in which television channels can guide the telenaut’s computer to the programme’s Internet site and get telenauts to share their attention evenly between the computer and television screens. This gives advisers two media on which to put across their messages and it is an opportunity they will certainly not want to miss.

    The experiment will start in January 2010 and end in June 2010. If you want to be part of it (broadcasters, advertisers, schools, universities, video/graphical/multimedia service providers etc) and take advantage of the wonderful opportunity to analyze reactions that this project offers then please contact us.

    Stéphane GAULTIER, President of sg[a]3d2plus.fr

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    author Stephane Gaultier

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    Jeffrey Jacob Abrams

    jjabrams

    by David Tomaszewski , published on 8.02.2010

    Jeffrey Jacob Abrams, 43 years old, is a real communication genius and an internationally renowned multitasking creator, scriptwriter, director and producer of cinema and television. The son of television producers, he spent his days in television studios, starting very early on his brilliant career as a scriptwriter (among others, he’s responsible for the scripts of Forever Young, Regarding Henry or Armagedon), JJ Abrams has become what we could consider one of transmedia’s pioneers and probably even one of its leaders, since he is today, one of the creators whose creation on multiple media is visible to the greatest number.

    After the successful series Felicity and Alias, which he created, Abrams launched an ambitious new project: LOST, which offered a vast universe with multiple viral content. First on the Internet, with an official forum, where audience members could share their thoughts and which became a real goldmine for scriptwriters. Several paper chase games were set up on the fictional site of OCEANIC AIRLINES, the airline company of the Sydney-Los Angeles flight, the starting point of the television series.

    Following that, for the fourth season, the LOST universe also offered a series of mobisodes entitled Missing Pieces, only for mobile phones in the US, with one episode per week for thirteen weeks before the beginning of the season.

    Abrams advocates a certain type of instinctive writing, sometimes favoring the pleasure of surprising over the global coherence of the story.

    It’s not the end that matters but the experience that we are living. “When fans of LOST ask me how it’s going to end I tell them: Do you really want to know? Ok, I’ll tell you. And right then, they start begging me not to spoil their fun.”

    LOST takes full responsibility for being a work in progress and constant mutation, where the interpretation of the audience is an important element of the writing.

    Between two projects, JJ Abrams tries his hand at directing feature films, he is responsible for the third installment of the MISSION: IMPOSSIBLE saga, the highest budget in history for a first time film director. With MI:3, Abrams proves that he is as comfortable on the big screen as he is on the small.

    According to Abrams, there are a thousand ways of telling stories in fiction today. A film or series, according to him, is the “summit of an experience that begins before the projection and can end long after.”

    Abrams proves this by producing Cloverfield: a Godzilla type film with a Blair Witch amateur touch.

    “By throwing images of the film on the net with no explanation, we created something close to a YouTube amateur documentary. The audience was not fooled, but we were starting to tell the story with these images, and the audience was already into the film.”

    And even well before these few images of the film, the official site, which only had the launch date as a title, was a real labyrinth with multiple enigmas, Easter Eggs, and complex paper trail games.

    Around the same time, JJ Abrams is hired to reboot the Star Trek saga by directing a new episode, the one where everything begins. Already, the preview of the film is not insignificant: it doesn’t show any image of the film, but the construction of the Starship Enterprise, which will carry the heroes of the story. It’s as if JJ Abrams was showing us a work in progress, the creative process and construction of a story, what we never see on screen.

    Finally, Abrams is also testing his creativity on different media with the TV series Fringe. One of the characters, scary and mysterious, appears furtively in each episode, each time an event linked to the Fringe division takes place. He is called “the observer”, always wears the same black suit, and has the distinctive sign of being bald. In a “Where’s Charlie” manner, Abrams has inserted his character in different TV programs. We can therefore see him during important events like the Superbowl, in the front rows of the game, in the stands of a racing team during an Formula 1 race or in the audience of the famous American series American Idol.

    Scriptwriter, producer, director, Abrams is a real one-man band: he’s also a composer and has written all the musical scores of his television series, he sometimes even delves his hands in the grease of digital special effects. And he’s also a talented keyboard player:

    It would be interesting to invite JJ Abrams to give a course on transmedia to all our cautious French producers. As of today, he is still the best example of someone who puts his ideas down on multiple media as a practitioner and not a theoretician.

    Could that be the best solution to get the machine started and moving forward?

    JJ Abrams has been fascinated with magic and its mysteries since childhood, a passion that he inherited from his grandfather for whom he had a lot of respect. Abrams symbolizes his creative work and imagination with a magic box that he bought as a kid, which reminds him of his grandfather, and that he never dared to open. He conceives all his projects like this box, which always remained in its wrapper, and that he calls the “Mystery Box”:

    http://www.ted.com/speakers/j_j_abrams.html

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    Over to “Transmedia Planning” ?? (crossmedia + brand content ?)

    transmedia-planning

    by Morgan Bouchet, published on 8.02.2010

    I knew that my agency friends were interested in the storytelling culture proposed by Henry Jenkins’ Transmedia but I never imagined there might be such a thing as a Transmedia Planner (what a great job :-) )

    But are we really in the presence of “Transmedia” or of an amalgam similar to the combination of brand and branded content?
    Whatever the case may be, everything is moving ahead well!

    You can find a very good explanation here


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    author Morgan Bouchet

    VP Transmedia & Social Media - Content Division, he has over 15 years’ experience in integrated communications, marketing & content with digital expertise. In 1997 he joined FKGB agency (TBWA group), a French leader in 360° entertainment communication, brand and content marketing and became manager of the New Media division in 1998. He joined Orange/FT in August 2000 to develop content-related activities as product manager and new content experiences. A member of Xavier Couture’s team since 2008, he develops new business & content activities.

    One Response to “Over to “Transmedia Planning” ?? (crossmedia + brand content ?)”

    1. The 11.03.2012 à 10:54, from togen

      Question is that all this is very interesting, but is the film good. Apparently there’s a lot people can learn from the making, but according to the reviews it might not be that good =/

      Very interesting concept though.

      Here’s some reviews
      http://www.reddit.com/r/FilmReview/comments/qn8xf/iron_sky_reviews/

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    The Media Club invites your projects to the MIPTV

    mediaclub

    by Christophe Cluzel, published on 3.02.2010

    The Media Club is renewing its association with Content 360 and the international competition on cross-media organized by MIPTV. This contest’s goal is to develop audiences for digital platforms.

    During a session, the candidates will have the opportunity of pitching their projects in front of media industry professionals and maybe even getting access to exceptional financing. Depending on the different categories mentioned below, some projects will receive financing from a development help fund.

    The finalists will be invited to defend their project during the MIPTV.

    The candidates are invited to present their projects for free before February 15th to the Media Club in the following categories:

    -          MIPTV Category/ 360 Content: “Concept Prize (content/technical) for the implication of a mass audience”

    -          European Commission: “Prize for a video combining archives – online video- and user generated content (UGC)”

    -          Korea Communication: “Transmedia content prize for children, combining the use of television and the Internet”

    -          National Film Board of Canada: “Best Interface for presenting an online video offer”

    -          TF1 Advertising: “Best advertising format in the context of the new media”.

    You can follow this link to register: http://www.miptv.com/content360

    Good luck to all

    Christophe Cluzel, chef de produit. Transmedia Lab.

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    Time is running out to enrol for the Orange Creative Workshops

    orange

    by Olivier Godest, published on 2.02.2010

    There are only a few days left to enrol for the Orange Creative Workshops. So here is a brief reminder to all our producer friends that you have until 7th February to send in your applications and take part in the Orange Creative Workshops.

    The aim of this competition, which is open to the whole business community – beginners or highly experienced producers alike – is to promote transmedia creation and represents an outstanding initiative which complements the other exploratory activities already undertaken by Transmedia Lab.

    To be eligible, your concept must involve content that can be deployed on at least two media (including mobile phones and the Web) and you will need to develop short formats of less than 4 minutes for these two media.

    You can choose between seven different topics:

    The three key criteria for the selection of eligible projects will be: interactivity across some or all of the media, exploitation of the functionality available on each screen, but also the accompanying business plan which must ensure the profitability of your project based on the resources made available by Orange.

    Good luck!

    For more information, click here

    Olivier Godest, Communication and Training Manager. Transmedia Lab.

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    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    2010 transmedia “new wave”

    nouvelle vague

    by Nicolas Bry, published on 30.01.2010

    I hope this New Year 2010 will mark the continued growth of crossmedia and transmedia!

    In 2009, we’ve seen new changes to the digital landscape, here are a few non exhaustive notes:

    -          the emergence of 3D with the worldwide success of Avatar and the omnipresence of 3D at Las Vegas’ CES

    -          the extreme speed of the mobile internet evolution with more than 3 billion iphone applications downloaded in the past 18 months: an unprecedented growth in uses that the Android Competition and Google Nexus One should only reinforce

    -          the advent of Internet Television with the many connected TV offers (like Orange and LG) and the new generation decoders mixing Internet and Television like the Orange Box

    -          an explosion of video traffic on the Internet: video has become the first source of traffic, the bandwidth is not free for online video websites that position themselves on paying services (Youtube and Hulu)

    -          the increase in spending on Internet advertising: the UK is the first country that has seen the Internet overcome Television with the record sum of 1,75 billion £ in S1 of 2009. Dominique Delport of Havas Digital confirms it: “Internet has become the spine of any media strategy and not a sideline”

    -          the increased attendance by 5% of French movie theatres, meaning more than 200 million entries despite illegal downloading; the American box office has reached 10,6 billion $, a new record, thanks to Avatar and 3D which brings about an increase in the ticket price of about 2€; 600 films were produced in the USA, which, proportionally to the 200 French films produced, is a testament to the French creation activity

    -          some amazing numbers from Asia: one multiplex opens every day in India and China, the attendance is 5 billion people in China against 1,5 billion in the USA…

    -          10 000€ for an HD camera of high enough quality to shoot a film that can be projected in theatres.Transmedia Lab is part of this effervescence and aims to surf this wave, the “new wave” of transmedia creation! Our ambition for 2010 is to develop our mission as a catalyst of transmedia projects with 3 priorities:-          finding and following projects: the 5 winning projects from the call for projects have developed their transmedia universe within the Lab, they will be presented in Cannes at the MIP TV; until then, we are working with the teams to find financing from broadcasters and brands that

    WSessai

    will allow them to begin production; the transmedia call for projects will be re-launched in 2010 around the month of March: in the meantime, there are also the Orange creation workshops that were launched in December!

    -          Training for transmedia culture and know-how: modules of 1,3 or 5 days have been created for broadcasters, producers, directors, authors and digital agencies interested by brand content; we will give this training an international dimension by starting a partnership with Yves Jeanneau’s Sunny Side, present in Europe, Asia and Latin America and by working with Poland, which has a long history of cinematographic creation and where Orange has an assertive content policy; we also want to start working with schools: we will soon be addressing the INA sup and meeting the Femis.

    -          The tools to manage transmedia production: management of content and multi-screen broadcasting, integration and participation to a community video player, declensions into Iphone applications and use of flash codes, monetization of interactive services and collection of consumption data, short cycle production, these are the many aspects that we wish to facilitate through the Transmedia API

    And if we had to formulate our wishes for transmedia in 2010, they would be:

    -          that French broadcasters and creative financing start welcoming transmedia creations, that partnerships between channels increase risk-taking regarding those products which are indeed innovative but are the only way of bringing young people back in front of the television

    -          to acquire an International know-how for transmedia creation, taking advantage of the Internet media’s natively trans-border nature to touch a larger audience and seduce brands with a larger market.

    Photograph by Olivier Godest.

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Cultural convergence Part 3

    convergence

    by David Peyron , published on 26.01.2010

    Third part: Transmedia and cross media

    We can make a very similar criticism of another one of today’s very fashionable expressions: “cross media”. This describes the links between media that allow us to follow the universes in a multimedia way. This is what Jenkins calls “world making” in the domain of fiction. This notion is even more biased than the two previous ones for two reasons.

    First of all, cross-media is an expression which only concerns the dissemination of information (advertising, fictional), but in the framework of the concept of convergence, this practice is only the visible part of the convergence iceberg. Just like intermediality, it excludes the audience, but it also ignores the whole bubbling reference system that mass culture contains and that doesn’t necessarily enter the creation of multimedia objects. It’s not cross-media but without these links, these paths that are dug and maintained, the aforementioned would not be possible.

    The second problem of the expression of cross-media regards those who use it. If the notion of intermediality is a well-defined concept treated by academic analyses, the one of cross-media is first and foremost used in the field of marketing. We’re going to create an ad for television and another one for the internet in order to appeal to different audiences, and in such a way that those who see both can see an advantage in their crossing. This goes back to the notion of viral marketing, which is the concept that the users will spread the information instead of paying for diffusion costs, this will create emulation and effervescence, which today, is usually gathered under the famous word “buzz”.

    These marketing and industrial developments are obviously very interesting to analyze, but for a researcher it’s a bit dangerous to use an endogenous vocabulary with blurry limits such as the expressions “buzz”, “viral marketing” or “cross-media”. The notion of convergence, because of its visual origin (converging rays) allows us to keep an efficient image that takes into account all the phenomena listed without excesses and neologisms. Neologisms that hide behind their novelty, the fact that this evolution is historically anchored in mass culture and notably in genre culture (science fiction, fantasy…), which has been experimenting this with its niche, sub-culture audience for a long time. This last statement allow us to understand, for example, why some type of content is more present in this category than others. This also leads us to think of the question of immersion in fictional worlds, since not all of them are subject to extensions; and we know that the audience of fantasy worlds generally has a very immersive relationship to those and that it’s in these universes that convergence remains most common.

    David Peyron : PhD candidate in Information and Communication Sciences at Lyon 3 University

    http://www.omnsh.org/auteur.php3?id_auteur=203.

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    Cultural convergence Part 2

    convergence

    by David Peyron , published on 19.01.2010

    Second part: Transmedia and declension

    Other concepts are used to define this phenomenon, but to my knowledge, they only render its meaning partially. Some therefore talk about intermediality, such as Stefanelli and Maigret for example. They analyze the growing link between some television series such as Lost and Heroes and comic books as a proof of the growing intermediality of the cultural industry. For them, like for Jenkins, even though this process was born in some sub-cultural branches of mass media, it’s becoming stronger every day.

    This concept therefore does take into account the present construction of some cultural objects. And indeed, how can we ignore the flagrant narrative inspiration of American comic books on a series such as Lost? And the way it’s adapted to several media makes it a successful example of “world making”.

    Médiamorphoses hors série séries télévisées

    However, the concept of intermediality, even though it works on the level of narrative analysis and it highlights the double movement of transmedia’s inter-textual meaning and of the stories themselves being spread out across several media, ignores the second aspect of the concept. Here, we are in an internal perspective, whereas the advantage of Jenkins’ concept is that it takes into account the social aspect, that of the audience, since the mass audience will only use one of the aspects of the content whereas the diligent fan will collect all the extensions and perceive the intertextuality.

    Taking the audience into account when analyzing the links between media allows us to examine the reception in total continuity and without a break. This also allows us to perceive what John Fiske calls the “tertiary texts”, or the extensions and references made by the fans themselves. It’s the machinimas, the mash-ups, the fanfictions, all these non-professional productions which are ways of “expressive individualism” as Laurence Allard would put it. If we only consider the objects produced by the industry, we end up obliterating everything the audience itself can produce based on an original content provided.

    Matteo Stefanelli et Eric Maigret, « la bd, nouvelle matrice des séries télévisées », dans Médiamorphoses hors série séries télévisées, Ina/Armand Colin, Paris, Janvier 2007, pp. 163-167
    See also: Marie Laure Ryan, Narrative Across Media: The Languages of Storytelling, University of Nebraska Press, 2004
    John Fiske, « The cultural economy of fandom » in L. A. Lewis (dir. ), The Adoring Audience, Routledge, pp.30-49, 1992
    See for example: Laurence Allard et Olivier Blondeau, Devenir média, l’activisme sur internet entre défection et expérimentation, Editions d’Amsterdam, 2007
    David Peyron, « Quand les oeuvres deviennent des mondes: Une réflexion sur la culture de genre contemporaine à partir du concept de convergence culturelle », Réseaux N° 148-149, 2008
    Anne Besson, D’Asimov à Tolkien, cycles et séries dans la littérature de genre, Cnrs éditions, 2004
    David Peyron : PhD candidate in Information and Communication Sciences at Lyon 3 University
    http://www.omnsh.org/auteur.php3?id_auteur=203.

     

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    Brand(ed) Content and Transmedia project financing

    branded content

    by Olivier Godest, published on 13.01.2010

    Transmedia is an innovative format which transports us toward many new horizons to be explored: new formats, new ways of telling stories, new ways of consuming media, new relationships between the actors of the audiovisual sector… The financing of these multi-screen projects is also an important subject for the future, which will find its solution or part of it in Brand or Branded Content.

    What’s the difference between Brand and Branded Content? To repeat Daniel Bô’s definitions (http://www.brandcontent.fr/) in his book “Brand Content”:

    -          Brand Content is “a new editorial content created or largely influenced by a brand. The brand is the editor, finances and creates the content with its own funds”

    -          Branded Content is “an editorial content sponsored or supported by a brand. The contend can exist without the brand.”

    For a long time, the association of an Audiovisual project with a brand raised questions or worries, especially regarding the loss of freedom of authors in their creative process. But finally, wouldn’t it be relevant for creators of transmedia content, for brands, for communication agencies and for all the actors of the sector to work together? Each can benefit from it: audience circulation and the multiplicity of marketing levers for the advertiser, new sources of media and non-media operations for agencies, creative financing for authors and producers, increasingly inexpensive programs for broadcasters, the wonder of the transmedia experience for audiences.

    Conn Fishburn – Former Senior Partner at Ogilvy and recent Head of Partner Innovation at Yahoo says:

    Transmedia programs are inherently about the creation of culture. About understanding the living story, how it is picked up and adopted by people who add to it, shape it, and make it their own based on a core brand DNA,” “Agencies typically make static objects that have no history or future and represent ideas that are somewhat plastic. Great ideas must weave themselves into the broader cultural zeitgeist.”

    At Transmedia lab we think that this solution has a future and that it must be investigated; recent examples show that Brand(ed) Content Transmedia is starting to develop.

    The expansion of agencies mixing communication and production, such as Blue Advertainment, the agency created by Luc Besson and Christophe Lambert, is an illustration of that trend.

    Other “advertainment” agencies such as Adven Studio (http://www.advenstudio.com/),  have been successful by creating a multi support program (TV+Web).  U Dance (http://www.udance-ledefi.com/),  is a reality TV program in the universe of dance with Cherifa Luna and sponsored by Always. It aired at the end of 2009 on NRJ 12 and on the Internet.

    A digital presence on Dailymotion (http://www.dailymotion.com/fr), and on MSN (fr.msn.com/), a dedicated site: www.udance-ledfi.com and a presence on Messenger were the promotional tools for the program on the Web.

    On NRJ 12 (www.nrj12.fr), six 26-minute episodes were broadcast three times a week as well as 30 previews. Each TV episode refers to the Website twice. The Web format plans 30 three-minute episodes.

    “There were two shows on a same shoot”, explains Jacques Kluger, the program’s producer. The days of the program’s broadcast on NRJ 12, the site doubled or tripled its audience, proving the circulation of the audience between media.

    The relationships between advertisers, advertising sales agencies, broadcasters and communication agencies are evolving. In our example NRJ 12 bought this brand program at about 50% of the sales price of a normal program, and the brand bought additional advertising and billboards.

    In the end, the program got 1 500 000 video views.

    Jesse Albert, Senior New Media Agent in the Global Branded Entertainment division at ICM, seems to agree: “Audiences are more willing to engage in a number of different ways now. Loyalty is given to entertaining content and not to distribution, and audiences will look to find that content wherever they can or please. With transmedia, brands and IP can take advantage of the consumer’s willingness to explore distribution channels by extending content offerings across the spectrum.”

    “Other agencies, such as Vanksen (www.vanksen.com), Buzzman (www.buzzman.fr) or La Chose (www.lachose.fr) in France are starting to develop these new global communication experiences. Today, they’re as efficient in the domain of advertainment as American agencies such as RGA (www.rga.com) or Crispin Porter + Bogusky (http://cpbgroup.com/#cpb).

    These new communication agencies are evolving and they’re now capable of mixing a variety of competencies (non-media, marketing, digital, buzz, social media etc) with a real Transmedia approach.

    They are able to adapt to new ways of media consumption that will touch the consumer on all levels, online and offline, will be able to offer their clients solution with a global approach in terms of tools, therefore offering their clients the best strategic recommendation.” (source: http://www.culture-buzz.fr/blog/Les-tendances-2010-du-marketing-2-par-Vanksen-3377.html)

    The evolution of the legislation on the placement of brands planned this month will also allow the development of relationships with advertisers to integrate them in TV movies. The green light has been given to do product placement in TV shows except on the news, in documentaries, in children’s programs and on the condition of respecting the editorial independence of the work.

    Fictions and TV series will therefore be showing brands as early as 2010.

    For a Transmedia program, this is even more interesting, since it’s conceived on several screens (TV, Web, Mobile,…) The integration of brands therefore has to be planned for each media. And the freedom that we have today on the Internet and mobiles has to make us reflect upon new intelligent and coherent ways to integrate it to programs.

    What an amazing marketing lever for the advertisers who are looking to create stronger emotional links with consumers! By working with the creators of Transmedia content, today’s brands have the possibility of obtaining a multi-screen and therefore multi-audience visibility. This association with a sub-culture creates a strong link with the consumer, a commitment, a unique emotional relationship, beyond the simple product purchase.

    From the point of view of marketing/communication managers and communication agencies, transmedia is a new marketing approach which allows them to invest once and obtain a triple return: since the audience of the story can be found on at least three media, TV, Web and Mobile!

    Olivier Godest, responsable communication et formation. Transmedia Lab.

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    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    Storytelling is a natural act of magic.

    magic_book-315x394-custom

    by Nowis Ankara , published on 7.01.2010

    Every story has an effect on its audience. An audience listens, and suddenly, its mental universe is reconfigured, and by ricochet, its action on the world is modified. At the beginning there was the word. The world is not the same once we begin retelling it. Every storyteller necessarily impulses a process of transformation on reality.

    This is a phenomenon that belongs to the magical realm: the action of spirit over matter:

    A story told is like a stone thrown in the water: it ripples on the surface. Storytelling techniques are in fact ways of acquiring a perfect mastery of these ripples. Humanity is a big interweaved fabric that we must learn to thrill.

    Today, the multiplication of screens and narrative spaces is creating a constant bombardment of our reality’s surface. Numerous ripples of different intensities and lengths come together to create bigger waves and lower ebbs, others yet annul each other.

    But generally, the media environment is buzzing. An the storyteller must spend a lot of energy to protect himself from interferences and acquire a significant resonance. The mission is increasingly difficult.

    Today, only the transmedia storyteller can really benefit from this chaotic state of affairs. The enormous quantities of narrative energy that he happens to be handling can be mixed and articulated to give transmedia universes a phenomenal power, a capacity to accomplish the unthinkable: nothing less than coming to life.

    What’s the condition of this miracle? Simply the same that allowed the appearance of life: a border separating an interior environment form an exterior environment as well as the interfaces allowing the exchange of information between these two environments. It’s the same for bacteria, plants and animals.

    What that means concretely for us, is that the transmedia universe has to be conceived to be able to:

    -          Coordinate the ripples generated by the multiple media to create a permanent chain reaction.

    -          Establish feedback loops that allow it to synchronize its internal mechanics with the ambient media tempo.

    These characteristics will give it a precious “narrative plasticity”, which will manifest through a real survival instinct. From there on, we must slightly change our perspective and understand the spiritual nature of the forces that underlie the emergence of stories.

    Like Anne Larroque reminded us, storytelling never stopped being a ritual.

    And what the dawn of transmedia will shatter, is first and foremost the form of the magic ritual, which consists in conjuring a story into our reality.

    Until now, the storyteller was like the Shaman who wandered alone into other worlds to seek information and communicate it to his community.

    Today, the multiple participants of the transmedia story are so many channels that allow a narrative entity to access its physical manifestation.

    Entity? Entity.

    Some call it an Egregore, others a Meme. Characters, stories, ideas are autonomous spiritual entities, from the moment they are “charged” with a narrative.

    This way, the multiplication of the expression of points of view on a same story allows us to crystallize the maelstroms of occult energy in a story that first and foremost belongs to itself.

    And it’s this crystallization phenomenon that needs to be constantly updated to allow the entity to access our life force reserves. That is precisely the function of the ritual.

    Until now, a mono-media ritual crystallized a story in an unchangeable form, closed in on itself, doomed to the degradation of time.

    The transmedia ritual, on the other hand, will create this membrane that isolates the interior of the narrative universe from its environment, and which simultaneously serves as a communication interface between the story and reality.

    From there on, it’s precisely on its quality that the creators have to work: to create a good transmedia ritual, a fair ritual that sparks a conscious practice in order for the stories to come to life.

    Nowis Ankara, scriptwriter

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    The transmedia business model

    business-300x233

    by Nicolas Bry, published on 21.12.2009

    The transmedia business model has started taking shape in France in 2009.

    Why in France? Because in the US, the conviction has become a reality:

    - some examples in our blogs: Matrix, Heroes, Dark Knight, Lost, are American productions.

    - HBO, the popular cable station, already has a transmedia department working on story development from the earliest stages.

    - Hollywood productions start budgeting the cross media production costs, which were previously grouped into marketing, from the beginning, says Jeff Gomez

    - MIT is creating its Center for Future Storytelling worth 25M$.

    - Avatar, James Cameron latest production, which has a lot at stake since it’s a decisive step for 3D film, is also part of the transmedia universe, its videogame, created by Ubisoft, the company that also created the special effects in the film, came out a few weeks before the film itself.

    - Transmedia now extends to reality TV with If I can dream: “19 Entertainment has created a show, broadcast on the Internet, where the candidates are chosen on Myspace. The contestants will be five aspiring artists who want to break through in Hollywood, Internet users will be able to interact in real time thanks to Myspace, Twitter, Facebook but also by SMS and through blogs; the video platform Hulu will broadcast a weekly show about the events of the previous week.”

    It’s true that reality TV is particularly participative and touches a target, which is familiar with multiple screens. Transmedia and reality TV, the next winning combination?

     

    Beyond the interactivity, the amazing thing with the If I can dream example, is the “interest of big companies in the concept. Pepsi and Ford sponsor the program, both companies say that it’s a way to touch new audiences.” This is the logic of brand content, or rather of branded content: brand content is the logic of creating and editing the content for a brand, branded content creates links between the content developed and a brand, the brand has been added, the content can exist without it. (Led by its marketing manager Amaury Boulanger, Transmedia Lab is organizing a breakfast about branded content with Frank Perrier from Idaos at the beginning of January, in order to see things more clearly and get ahead with advertisers). For sector expert Emery Doligé, ex-Ogilvy, “It’s a win win situation: getting the brands on board from the beginning of the production through an advertiser co-financing deal leads to a sponsored program which will be less expensive for broadcasters. Transmedia storytelling is an investment in a media that will end up on three platforms: TV, Web and mobile.”

    If we stay with the classic audiovisual production model, things are slowly evolving, a reality TV producer was telling me that “reality transmedia is not really understood in France”. “The interaction with the audience in the creation mechanism of the program is still a pain for broadcasters; the key for producers is to integrate it as early on as possible, this requires conception by a multi-disciplinary team to create natively multi-platform content. The negotiation of the rights is done at the same time as the creation of the transmedia aspect of the program.”

    Transmedia is an innovation that brings together several trends and business models. When an innovation integrates several elements, it’s a strategic nightmare since there is no longer a reference offer for the consumer! Is it TV, Internet, Mobile, video game? In Avatar’s case, each offer remains in its segment: cinema and video games. In the case of more integrated works, like the ones Transmedia Lab is developing with the 5 winners of the call for projects, the offer is not as divided: the TV interacts with the Internet, which links to the Mobile! When we don’t know how to understand a new value, it’s sometimes necessary to change segments, to compare with other global leisure experiences… or to wait for transmedia to become the reference for audiovisual creation. The US are already on that path.

    Reza Gahem Maghami (Global Digital Leader at Proximity Worldwide and Worldwide board member) –

    Arthur Kannas (CEO Heaven)

    Reza Gahem Maghami (Global Digital Leader at Proximity Worldwide and Worldwide board member) –

    Arthur Kannas (CEO Heaven)

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Cultural convergence

    convergence

    by David Peyron , published on 16.12.2009

    First part: Transmedia and the creation of universes

    Here, I will present the process of cultural convergence, a concept created by the American researcher Henry Jenkins, its consequences on the cultural industry and more particularly how it applies to the field of videogames.

    First, let’s start with a definition of the concept. Cultural convergence is a process of industrial and social evolution, which represents the growing links between media and the consumers’ increasing capacity to understand these multimedia interactions. The concept is therefore divided into two main sections according to a classic dichotomy of sociologic reflections about culture: production and reception.

    The fist element is that the producers of content, the cultural industries and even the authors facilitate the link between media, between systems. They do this by creating content rich in references, trans-textual, inspired by the narration methods, the themes and the form of other media, and often approaching their creations as a whole, a multimedia world. The strongest example of that is The Matrix, which wasn’t conceived as a film but as a transmedia fantasy world, filled with historical references of the genre and where the videogame brings as many elements to the story as the films, the comic book series or the short animated films that followed. This sub-phenomenon of multimedia content conceived that way from the start is what Jenkins calls “world making”. The context of the content’s production is therefore quite specific and will influence that of the reception.

    Indeed, the second interdependent and symmetric aspect is that, in order to understand and fully comprehend this phenomenon, there needs to be a particular audience, an attentive, meticulous audience, in other words, fans that have a cult relationship toward the content. In the case of cultural convergence, the audience can have access, like in the case of The Matrix, to all these elements, but only the most diligent multimedia fan will take the trouble to assemble them all and understand the whole transmedia inter-textual meaning available. It’s also the culture of the niche audience, the different readings and interpretations of a same content depend on whether or not one understand which kind of inter-textual meaning it uses and seeks its potential declensions. The culture of convergence is also, as we’ll see, linked to an audience that’s increasingly participative and whose relationship to the content will also be determined by the degree of dedication towards the object.

    Jenkins Photo

    For example, a young comic book reader who has all the references, knows the codes of the universe, and goes to see a film about X-men will have a different experience than his parents who’ve never opened such a book. To understand The Matrix’ reference to cyberpunks and Japanese culture, you need a certain cultural baggage, which doesn’t stop others who don’t have that baggage from appreciating the film. Likewise, many spectators have seen the Star Wars trilogy, but few know that some secondary characters or planets that were barely mentioned were subsequently widely developed in videogames and books resulting from the franchise. These examples show the role of cultural convergence in the evolution of the relationship toward the content.

     

     

    [1] Henry Jenkins, Convergence culture, where old and new media collide, New York university press, 2006

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    author David Peyron

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    When the work becomes a universe

    superman

    by Jean-Yves Le Moine, published on 11.12.2009

    Many works, particularly from Hollywood, are full of references, inspired by narrative styles, themes and characters from other media. These crossed references go beyond the film, book or TV series and become a world, a semantic universe, which we called the metaverse in a previous post.

    A transmedia work, by its literally “multi” media form, and through the relationship that it creates with the audience, is bound to be more active, through its progress in time and space, and must create a universe with its own rules, clear and defined. Such a universe, like ours, will allow the audience to live with other rules and other references, other ideals. If this universe calls upon references that are strong enough and famous enough to unite a community, then this group of fans will enrich that universe, expand it, and make it visible to a wider audience.

    But the origin of this universe is the story. There is no universe without a good story, a story where the essence and the semantics allow the creation of this universe. This story must be universal, as mythical as possible. This story must also be carried by strong characters, to whom the audience will identify.

    The story and the characters, are the fabric of our universe. And the forces that inhabit it, the forces born of the collective intelligence created by the fans, will transform this fabric under our eyes, remodel it, design it, for everyone’s pleasure.

    The transmedia universe is an open universe, open to all, it has many doors, many sub-systems, which are both declensions and complements.

    This notion of openness, this notion of the expansion of transmedia’s semantic universe, will be the sign of a successful work, or, in Jenkins’ words in the sub-title of his book “Convergence Culture”: old and new media collide.

    To go further:

    QUAND LES OEUVRES DEVIENNENT DES MONDES de David PEYRON in Réseaux, 2008/2-3 (n° 148-149)

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    author Jean-Yves Le Moine

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    The art and the manner

    Kane

    by Jean-Yves Le Moine, published on 9.12.2009

    The conception of a transmedia story first begins with the story, a good story. But there’s not only the story, there’s the universe, there’s the way that the story will be developed through time and in the media, “controlled” by the creator or not. With one story, a wonderful storyteller can keep you hooked for a whole hour when your best friend would be putting you to sleep in five minutes.

    When we conceive a transmedia story, the way of telling it, the development of the story through time and space are an integral part of the story. The use of this support or that to tell each part of the story, the result of the audience’s contributions, reintegrated in a certain part of the TV show, the ARG or the film, there are many ways of going about it, but the viewing conditions of the story is an essential element.

    In the same way, when we tell a story at the movies, the position of the camera, the writing and the editing are part of the story. From Orson Welles to Max Pecas, the way of telling these stories but also the themes that are touched upon and their depth varies.

    A transmedia story has other structuring elements beyond a careful camera and editing; the way in which the audience will approach the content, on which media, at which time, in which conditions, all these elements must be considered. Some are controllable within certain limits by the transmedia creator, others aren’t.

    The mastery of these viewing conditions is also a condition for the success of a work.

    But this integration, which is both horizontal and vertical, must be done as early as possible. The creator must think of his story and the ways of telling it from the beginning in the most transversal way possible. This is why many work in teams from the very beginning of a project: scriptwriters, specialists of web technologies and mobiles, uses specialists and professionals of classic viral marketing. But how to work and create when there are so many people?

    In most cases, the project is carried by a main creator who depends on other more specialized competencies who know how to work transversally and who accept to do it from the very beginning in order to weave the tightest fabric for an excellent transmedia project.

     

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    author Jean-Yves Le Moine

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    The narrativium part 2: molecular structure

    world-of-warcraft-01

    by Anne Larroque , published on 2.12.2009

    Let’s, for a moment, observe the molecular structure of the narrativium. By nature and throughout time, it’s remained finite and linear. This means it has a beginning and an end. In the jargon of quill twirlers (or keyboard ticklers) they’re called a set-up and a resolution, but it comes down to the same thing: a beginning and an end. There are indeed a few forms that tried to get rid of one the other (or both), but they didn’t take root and grew poorly, the narrativium amateur felt cheated. Between the two, the beginning and the end, there is another shifty device, which we call the Confrontation. It’s what keeps the wire tight, and especially what holds the amateur (the VUP*: viewer/user/player, in jargon in the text) up on the wire, or hanging from it, as he wishes. The Confrontation is therefore essential, without it, the VUP lets go, and that’s unfortunate.

    And what is the confrontation made of? Mostly (and still summarizing) of questions: What? Who? Where? How? Why? To go where? With whom? And again How? Etc. Questions that call for answers of course, or else there’s no point in asking them, the VUP does that very well by himself; if we take him on a boat, the VUP wants to be led somewhere, he doesn’t want to be running around in circles, he doesn’t need us for that, thank you very much. The confrontation is…how can we say this? Like a kind of cloud of electrons whose entire energy gravitates around a nucleus: the character, or even better, a whole family of characters, a whole society of characters!… And it just so happens that these characters have a strong resemblance to the VUP, under different disguises or appearances, whether they’re bears or the elephants in “Earth” (Fothergill & Linfield), the queen of the Aliens or the sorcerers and warriors in WOW.

    But make no mistake, this anthropomorphic nucleus (or other) is not the VUP himself, never, under no circumstance. It’s more like a very deforming mirror that serves the purpose of attracting the empathy of the VUP like a black hole attracts the light (still summarizing). It’s through the force of attraction of this nucleus that the VUP finds himself projected into the narrativium (like captain Kirk being teleported in strange worlds) to embrace the confrontation for a few hours, and be entertained. As long as he can come out of it when and where he wants it (just like Kirk would go back onto the Enterprise). There were a few tries to place the VUP in the nucleus of the narrativium more or less without his consent – Orson Welles’ War of the Worlds that aired on October 30th 1938 was a beautiful example of that – but it didn’t amuse the VUPs one little bit, certainly not those who caught the story halfway through and fell for the trick.

    You see, the narrativium invariably works as a ritual, from the village square to the film theatre to the joystick, the wargame terrain or the deckchair, the VUP has constructed himself a pair of metaphoric slippers that he puts on at will to shoot himself with narrativium. This ritual creates a kind of security barrier, which guarantees the VUP that he hasn’t fallen by accident into the war of the worlds, there are clean (or not) little wars at home, at work or at school and that’s quite enough for him, thank you very much.

    The blacksmith-poets and other narrativium alchemists know it well: by nature, this new sprawling species called transmedia necessarily operates according to the same chemical reactions as the most elementary narrativium: beginning, end, characters, confrontation, questions, answers and many more (many many more!) – all that, tightly wrapped up in the form of a ritual. Not only because the VUP is always hungry for more (he’s been feeding on narrativium for so long that the VUP can’t be fooled so easily), but especially since it’s the very nature of man: the unknown is very exciting, but especially when it happens to others!…

    Two fundamental questions then arise for the alchemists who are elaborating these meta-stories, which overflow from their traditional frames:

    -          What form(s) to give the transmedia rituals that allow the VUP to comfortably go from one media to another without ever getting lost or feeling overwhelmed or he’s being taken hostage? How to create this transversal space that he will seize in one gesture?

    -          How to make the VUP (and even better, a wide community of VUPs) a full blown character in a transmedia story, working hand in hand with the fictional (or real) characters to build the story taking place in all its coherence, meaning and direction from beginning…to the end?

    To summarize (hum…yes), how to harmoniously reconcile diversity and unity, the unknown and the landmarks, without becoming completely schizophrenic? To be honest, I think that “the answer is in the question” as is often the case. That the answers are already in this “narrativium”, in this narrative substance so deeply anchored in human nature, and that we could risk loosing it if we take too many risks in trying to reinvent it. That the response is more in the “narrans” than the “sapiens” (and that it’s also in this “monkey” that we’ve remained with a few extra DNA strands tacked on…thank you Mr Pratchett!).

    As a bonus, one of these days, I’ll tell you how I thought I was almost becoming schizophrenic while writing a transmedia story… ;o)

    * This makes me think that a VUP is a very ugly acronym. It could also be “Very Unimportant Person” or “Very Uninvited Person” which is completely the opposite of the transmedia spirit. Since we’re using jargon, shouldn’t we find another word? Viewser? Vuser? Sperct-actor? Storyplayer?…

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    author Anne Larroque

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    Manifesto

    Manifesto

    by Xavier Couture , published on 30.11.2009

    At Transmedia Lab, we’re not just imagining transmedia content, we’re creating transmedia content! In the prestigious lineage of Media Lab, which creates “technologies for a better world”, our aim is, on a more modest perimeter, to create content for a “digital” audience.

    Never before have we had access to, and consumed so much content, especially images. Screens are everywhere and they are multiplied: each household has on average 4,4 screens available! These screens complete each other depending on context and use: direct TV for the family, video on demand, catch up television, “user generated content”, shorter mobile content etc… Our emotional experiences from all these different environments change, improve, diversify.

    The content, however, doesn’t yet seem to have taken full advantage of these multi screen uses, and is usually still conceived for one main medium. But the mutation of audiences is accelerating, driven by the influence of the young generations. It’s been recently proven that a teenager has the ability of doing 5 different things at the same time on different screens! 15% of video is being watched otherwise than through a television screen, and this percentage is twice as high for the youths!

    Today, there are real possibilities for enhancing content for a transmedia storytelling. Through complementary stories taking place across several media, using different angles adapted to the different media, the consumer can discover a universe with multiple ramifications; he can continue living the story through Internet, embodying this participative culture: he becomes the “spect’actor”.

    Transmedia storytelling begins with the writing: developing episodes with the different screens in mind, offering stories with open endings, providing the Internet users with dramatic “material”. It’s also a question of mobilizing collective intelligence and creating a community around the content: developing the audience returns between media, encouraging virality with annotations and “tagging” of the videos, offering games that are massively multi-user friendly (alternate reality games).

    The idea of Orange Vallée with this blog, is to unite our energies around transmedia content. We want to create an open tribune to reflect on new ways of working, a place of exploration and audacity bringing together players from different worlds. Our final goal is to come together to create value for the consumers: by serving their uses, by creating communities that they will bring to life, by bringing together creators and audiences.


     

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    author Xavier Couture

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    Heroes

    heroes-serie-300x250

    by Jean-Yves Le Moine, published on 25.11.2009

    September 27th 2009 was the airdate of the first episode of Heroes’ season 4. But Heroes is much more than a simple TV series. According to Jesse Alexander, its executive producer, as well as the producer of Alias and Lost: “Heroes was always conceived as a transmedia concept. This series is an integral part of the transmedia landscape and the scriptwriting techniques used are very close to that of videogames.”

    Today, Heroes is not only a TV series, but also two ARGs, an interactive web version, comic books available in print or on iPhone, an official fan site and an unofficial one, a website around the mysterious company at the heart of the story: Pinehearst, and a site promoting the campaign and the senate run of Nathan Petrelli… and many other things developed by the many fans.

     

    graficnovelheroesThe concept of Heroes was initiated by its creator Tim Kring, who knew and succeeded in freely developing his ideas without any constraint on NBC’s behalf. The network gave into his enthusiasm, which was shared by his whole team. Heroes is written by a team of about 12 scriptwriters, it’s a real collective creation, each story, each episode, is written collaboratively. However, each character is developed by a defined author for several episodes and finalized in an iterative way. According to Heroes’ executive producers, this way of working is much more efficient for a series, than having one author for each episode, where each one would follow the bible of the series’ creator. This also allows for a lot of reactivity, which is very practical to avoid pitfalls that a “traditional” team often takes very long to overcome.

    activatingevolutionAnother originality of series such as Heroes, but also Lost and Alias, is in its authors’ personality, Tim Kring or JJ Abrams. They never write for the largest possible audience. They never think of the “wide audience”, they are series fans and simply write for other fans!

    Heroes is a real brand, it’s necessary to incarnate it in the transmedia spirit, to communicate it and transmit it to all the creators, whether they work on the TV series, the web series, the comics or the ARG. Within NBC, Heroes has its own transmedia department, which manages all those opportunities and guarantees the franchise across all the developments. This way of working is paramount both from the artistic and the economic perspective. When will French channels have a similar department for their series?

    Heroes are ordinary people who get together to save the world. And there is a strong potential among the community of fans to interact and collectively solve new problems. The creators have plenty of material to work and invent from!

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    author Jean-Yves Le Moine

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    Transmedia workshops, a first !

    team_oeil

    by Nicolas Bry, published on 19.11.2009

    The first support workshop for the 5 winners of the transmedia call for projects took place on November 4th. The participants were the five winning projects, intervening experts invited by the TM lab, early transmedia-philes (producers, scriptwriters, TV channels, web agencies,…who already attended the barcamp), eager to learn more and bring their support to the projects.

    Article presseEveryone agreed it was a total success, an important moment for our development thanks to the quality of the projects and of the interventions, the freedom of the tone, the creative spirit and the desire to build something together that came out. With regards to that, Bénédicte Lesage de Mascaret wrote us this note which is worth all the rewards in the world: “Thank you again for the quality of yesterday’s event, it brought together creativity, competence and the desire to create transmedia projects. A great opportunity for us to reinvent new ways of telling stories, other stories.”

     

     

     

     

     

     

    After a morning session with the 5 projects including a pitch and a series of questions and answers, which allowed each project to benefit from the perspective of others, the afternoon was dedicated to a transmedia immersion with the following interventions:

    -          Sociology and audiovisual uses (Fabien Granjon, Orange Lab)

    -          ARG (Michel Reilhac, Arte; Julien Aubert, Fait Moi Jouer)

    -          Transmedia storytelling (Transmedia Lab)

    -          Transmedia Web: zoom on the a website, Gaza Sderot (Upian)

    -          Transmedia Mobile: Mobile opportunities for transmedia (Esther Adler, Orange Lab)

    -          Development of a digital community around a content (Charles Liebert, Orange Vallée)

    A second series of workshops was dedicated to the enriching of the story and its implementation on the different media, one project at a time. The new meeting on November 26 allowed us to tackle the following subjects:

    -          Participation of the internet users and contend development, linking with the brands (Albertolli Sandra, ex Dailymotion)

    -          Transmedia Web: analysis of website contents, review of present functions, zoom on the video player (Transmedia Lab)

    -          Structure of a viral script. Zoom on the communities that we can create around the 5 projects (Charles Liebert – Orange Vallée)

    -          Study of the uses based on series’ fans (Sandrine Ville) and review of a series’ fan wiki: Lostpedia (Karima Rafes and Transmedia Lab)

    By the end of January, 4 workshops will have taken place with the 5 winning projects: transmedia immersion, transmedia story and system, participation, community and tools, finalizing the transmedia project and financing strategy.

    Michel Reilhac et Julien Aubert parlent d’ARG lors du premier Workshop Transmedia Lab from transmedialab on Vimeo.

    *photographe : Olivier Godest
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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Pixel Event in Paris !

    Power to the Pixel

    by Nicolas Bry, published on 17.11.2009

    The dawn of the digital age is shaking up artistic creation and audiences’ ways of consumptions. Professionals can take advantage of new media and technologies by placing themselves in the perspective of the evolution of uses, of generations who are changing their behaviors and of the new challenges to conquer new audiences.

    In order to meet these new challenges, Arte is organizing a cycle of conferences called PIXEL at the Forum des Images on Thursday December 3rd 2009 as an echo to the British event Power to the Pixel, whose success increases every year. That day is an opportunity to hear professionals coming from all over the world talking about the new models they’ve implemented for their productions (creation and distribution). Anyone from the profession or any actors of the market will be able to reflect on new sources of innovative inspiration.

    For more information go to: www.arte.tv/pixel

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Narrativium part 1: the storytelling monkey

    worldwide

    by Anne Larroque , published on 16.11.2009

     

    Famous paleontologist Stephen Jay Gould defined man as “the primate who tells stories”. Terry Pratchett, the English humorist and inventor of the irresistible “Discworld”, estimates that the term “homo sapiens” is an excessive promise (wisdom not being one of our more manifest characteristics!) and in reality man is more of a “pan narrans” – a storytelling monkey.

     

    science-disque-monde

    On Pratchett’s Discworld, where concepts are materialized (for example there’s a little god of sock holes and another for drawers that get stuck, who clearly don’t just operate in Discworld), there is an elementary substance called the “narrativium”. The “narrativium” presides over the story of man the way carbon presides over life. To take a concrete example, if we went on the moon in 69 on board a rocket launched from Florida, it’s because we’d been telling ourselves stories about the moon for thousands of years and that Jules Vernes cleverly suggested we shoot an empty rocket from Florida. Otherwise, why on earth would we have gone for a wander on this empty rock that we can see very well from here? The SF authors had already told us anyways that there are no Martians on the moon. Without the narrativium, there is no big step for mankind or even any little step for a single man. The narrativium is just as essential to humans than carbon, oxygen or hydrogen!…to summarize.

     

    From the narrativium, many living things are born. Fairytales, legends, myths and sagas, theatre, song, novel, series, comics, cinema, radio, TV, videogames, the Web, and much more… all of them more or less related to each other and born of an impact with another element, around the hearth or on the village square, with paper, ink, photography, magnetic or electronic waves; the narrativium inflames any kind of wood and spreads faster than the Swine Flu (which also feeds on the narrativium, by the way, but that’s another story). Put up a stage or a white sheet anywhere, and the narrativium settles in, it’s beyond its control. Or beyond ours, should I say.

     

    And today, here it is sharpening its little teeth to take a bite of transmedia, it’s too tempting, this nice big space as large as the planet!… The blacksmith-poets of the narrativium are wondering: which form should we give this new device, which is already fermenting everywhere? The trick (as for the Swine Flu, by the way) could be to mutate with its host, and that would complicate their task!

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    author Anne Larroque

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    Of Eclecticism

    ecletisme

    by Fabien Granjon , published on 8.11.2009

    Le butinage – literally “pollen-gathering” – we mentioned in our last post is probably akin to the phenomenon of “cultural eclecticism”. And cultural eclecticism may be considered the French version of the phenomenon referred to in North American analyses as “omnivorism”. Richard Peterson, to whom we owe what were probably the first important analyses of the phenomenon, uses omnivorism to describe the transition from highbrow snobbery, based on the glorification of the arts and disdain for popular entertainment, to a cultural capital that appears more and more like an aptitude for appreciating the different aesthetics of a wide range of cultural forms, encompassing not only the arts, but also a whole panoply of popular and folkloric expressions.

    In France, it was the analyses of Olivier Donnat’s survey of French cultural practices (the results of the last wave of surveys should be out shortly) that underscored, from the early 1990s, this trend towards the hybridization of discrete cultural domains. The concept describes practices in which various forms of interpenetration are observable between certain contents that are highly legitimized in the “dominant” cultural circles and others that as a rule are not.

     

    Though there is now a vast array of scholarship attesting to this phenomenon, there are two analytical currents that tend to disagree on the degree of its prevalence. The first considers that, on the whole, the blending of cultural repertoires chiefly obtains in the dominant, cultivated classes (aesthetic tolerance as the new standard of good taste), whereas the lower and less educated social segments remain stuck within more narrowly circumscribed and homogeneous repertoires marked by consonant tastes of scant legitimacy. From this point of view, Olivier Donnat argues that this strain on the “high culture” model and the overhaul of the related mechanisms that sanction and legitimize cultural contents are in large measure the upshot of the development of mass culture and, specifically, of “screen-based culture”.

     

    A more radical view, set forth by Bernard Lahire in particular, posits the existence of an eclecticism that spreads across the entire social spectrum and affects a much wider swath of society: dissonant cultural repertoires being more the rule than the exception. In the middle and working classes, the tacit, even reverential, acceptance of cultural domination seems less in evidence nowadays, particularly because the norms of dominant cultural legitimacy are less and less effectively inculcated by the school system.

    olivier donnat

    Schools face de facto “competition” from potent media-based values, which contribute, more now than in the past, to the “construction of the self” and the expression of personal identity. For one thing, the arts industries, the whole media/advertising realm and the spread of information and communication technologies are shoring up the foundations of a new order of cultural participation. For another, they are helping to alleviate the stigmatization of the culturally deprived and the complexes of the working classes, which now share a minimum cultural capital and some tastes with an increasingly large part of the population.

     

    The transmedia perspective should definitely explore the range of cultural heterogeneity, by analyzing, for example, the way audiovisual contents are concretely utilized: Whether we pore over a B series movie attentively or ironically, after ample preparation and with due documentation in hand, or, on the contrary, watch an Italian cinema classic intermittently, erratically, while multitasking, don’t these activities reveal discordant forms of appropriation that influence and reconfigure the “original” legitimacy of the contents in question? It could prove equally rewarding to look at the way in which practices are shared with other people and consider the collective dimension of “genre mixing”. This would not be a simple undertaking, but it would at the very least prove an exciting challenge.

     

    To delve further:
    Lahire, Bernard. La culture des individus. Dissonances culturelles et distinction de soi. Paris: La Découverte, 2004.
    Bergé, Armelle, and Fabien Granjon. “Éclectisme culturel et sociabilités. La dimension collective du mélange des genres chez trois jeunes usagers des écrans”. In Terrains & Travaux, No. 12, pp. 195–215.

    http://www.cairn.info/article.php?ID_REVUE=TT&ID_NUMPUBLIE=TT_012&ID_ARTICLE=TT_012_0195.

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    author Fabien Granjon

    Fabien Granjon est sociologue au sein du laboratoire Sociology and Economics of Networks and Services (SENSE) à Orange Labs

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    Become the director of a blockbuster !

    la guerre

    by Olivier Godest, published on 2.11.2009

    The film “Be kind rewind” by Michel Gondry called it first. Now it’s up to the audience to get behind the camera. Here’s a unique initiative by Casey Pugh (ADD LINK) for all fans of the galactic universe. This internet user created a collaborative platform called Star Wars Uncut, whose objective is to revisit the scenes of a cult film: Star Wars (episode 4) by filming them in either realistic or completely offbeat ways.

    The idea is simple: the film Star Wars Episode 4 is broken down into 2036 scenes of 15 seconds each, anyone can choose between one and three scenes to work on. Once chosen, the new director has a free hand in giving the chosen cinematographic moment a new approach. Once all the new scenes are re-edited and uploaded, it will be a brand new film entirely created by a community of fans that will play on the Star Wars Uncut website.

    32 years after its launch, the passion for this episode has not died down: all the scenes have been reserved and 72% of the film is already finished. To avoid having unmotivated people not finishing the work that they’ve committed to, a 30 day limit has been set to create the reproduction. Past that date, the scene becomes available again. The amateur directors have shown great creativity by transforming a local factory into Princess Leila’s headquarters, using cardboard masks to represent Han Solo, or more simply an old gray car as a spaceship. Some of the results however, are incredibly realistic.

    All artistic genres are represented in this community Star Wars, from film to cartoon, stop-motion to animation. This is also transmedia: allowing a community of fans to rework the content and using any kind of media to create a new ramification to the story by taking even deeper possession of the universe of the story.

    In order to reward the work accomplished, a trailer regrouping the re-mixed sequences has been put online:  http://www.vimeo.com/678800 . The film should be presented at the next San Diego comic-con taking place from July 22nd to 25th . May the force be with you!

    Discover and follow the project here: http://www.starwarsuncut.com/. A trailer is available at  http://www.vimeo.com/678800 .

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    author Olivier Godest

    Brand Manager #MIPCube @ReedMidem // Digital & Social Media Strategist, expertise Transmedia. Ex-Transmedia Lab. Plus d'informations sur www.olivier-godest.com

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    Transmedia, the buzzword of 2010 ?

    buzz word

    by Nicolas Bry, published on 1.11.2009

    This is the title of a post by Sven Larsen on the blog Frombogotawithlove.com, a reflexion blog about digital innovation: it was created by Zemoga, an avant-guard company in the creation of new immersive interactive experiences.

    After reminding us of the definition of transmedia given by Henri Jenkins,(“storytelling across multiple forms of media with each element making distinctive contributions to a viewer/user/player’s understanding of the story world”) Sven expresses his conviction: although transmedia has started in the world of entertainment, in the next few years it will touch all aspects of marketing and advertising.

    Since the multiple communication platforms lead to a multiplication of the messages to touch people where they are (or as we recently wrote “be present where the people are, be transmedia!”). And if brand communication is storytelling, then it’s just common sense to use the most recent techniques of transmedia storytelling.

    In the transmedia process, Sven reminds us the importance of the transmedia “bible” dear to Jeff Gomez, whose work as a transmedia pioneer we’ve already touched upon (transmedia future of the business): it’s a bible that assembles the different players of the universe and its laws, and allows creators to develop ramifications on the new media without compromising the identity of their story. Sven Larsen compares this bible to the work that’s done on a brand’s guidelines, its definition and its legitimacy.

    To draw attention and create consumer commitment, brands have to reinvent their communication approach, create innovative formats (Sven names the example of an online comic book instead of a plain book) to insure the coherence of the messages between media: transmedia is this new form of communication with consumers.

    Today, no studio would launch a film without a rich interactive component. The game, the book, the virtual world and many other media are part of the new transmedia marketing mix. As the brands start using the new formats (the occasional game, Internet communities, viral video etc) they will reach the same model. In conclusion, Sven says: “Transmedia is here to stay”.

    If Sven Larsen talks of the transmedia trend as a process that begins with entertainment to extend to the brands, the people in charge at M6 Web and TF1.fr, were symmetrically talking in October on BFM, of “approaching the shows like brands”. Commenting on the explosion of web and catch-up television for series: series are the channel’s brands, their presence must be developed on all media used by the audience in a complementary way.

    This way the loop is complete, entertainment (fiction, documentary, series, etc…), brands, advertising and transmedia – as a way of approaching a story, a presence on the different media, with each media contributing to the enrichment of the story’s universe – is indeed at the crossroad.

    Read:  The new buzzword for 2010 – Transmedia ? de Sven Larsen

    Listen:Interview du 28 Octobre, TF1.fr, Arnaud Bosom Interview du 15 Octobre, M6 Web, Valery Gerfaud

    See: Henri Jenkins and Jeff Gomez interview videos

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Audience loyalty, alert, immersion !

    Mario

    by Fabien Granjon , published on 28.10.2009

    In a recent article, Dominique Boullier posits the emergence of a new mode of “attention production” which, he tells us, “is gaining considerable prominence in our culture”. This new approach to promoting media attachment finds its most obvious expression in video games, which in our day are the only systems capable of generating particularly long attention spans while sustaining an exceptionally high level of experiential intensity. He calls this new semiotic format “immersive”. Its chief characteristic is it fuses two pre-existing models of media attachment into a new perceptual framework whose main axes are duration and intensity.

     

    One well-known attention system is that of customer loyalty, which depends on the duration, repetition and stability of audience-media ties to provide stable and lasting perceptual conventions. The subscription is the most obvious variety of this approach. In our digital age, loyalty-retention strategies are tailored to individual tastes, habits, uses etc. and based on increasingly sophisticated personalization capabilities designed to keep users within a narrowly circumscribed area of consumption. However, this loyalty-retention model seems to be somewhat undermined by the rise of “opportunistic attractions” and a channel-hopping ideology that bids fair to become a veritable “‘way of being’, spreading from television to interpersonal relations or the job market, to the point of becoming a virtue called ‘flexibility’”.

     

    Loyalty-based strategies are becoming to a certain extent obsolete, making way for a media relationship model based more on the intensity of emotions and stimulations. This is what Dominique Boullier calls the “alert regime”, typical of the trading floors, where multiple screens broadcasting nonstop news take up the semiotic composition of bright colours, scrolling text bars, time codes etc.: “The news itself becomes commercials, like the global stock price listings. […] Attention here is constant excitation and maximum focalization without any reflexivity. It organizes selectivity by eliminating context (and, consequently, habits as well) in order to generate controlled, active attention.” From beeps signaling the arrival of an e-mail or connection to an MSN correspondent, to the “buzz” on the web and ultra-short TV programs, a great many media formats nowadays engage us in this state of “news and communication emergency” comprising alarms, disruptions and invitations to “pollen-gathering”.

     

    Immersion is said to be the new model of attention-getting, of which the nascent genre of video games constitutes the archetype: “Gamers spend a far greater number of hours at their computers or consoles than people spend watching television or using any other digital medium, especially when it comes to massively multi-player online games. Enduring universes enable us to immerse ourselves in a world we make happen through our actions.” The aesthetic of the universe in question, the narrative approach to the action, playability, sound design, inter-gamer relations and reward systems etc. are important ingredients of immersion, but above all “it is through activity that the world is built up and perceived”. Action, transformative and creative, is in fact the core aspect of the immersive approach.

     

    Video games succeed in combining the dimensions of “alert” and audience retention that had otherwise become “mutually contradictory and warped into generalized channel-hopping or a habit of distraction.” It seems clear that one of the challenges facing transmedia will be precisely to find a way, modeled on the immersion model of video games, to invent socio-semiotic conventions that will permit varied and flexible media involvement with plenty of room for playful creativity.

     

    To delve further: Boullier, Dominique: “Les industries de l’attention : fidélisation, alerte ou immersion” in Réseaux, No. 154, pp. 231–246.

    http://www.cairn.info/article.php?ID_REVUE=RES&ID_NUMPUBLIE=RES_154&ID_ARTICLE=RES_154_0231

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    author Fabien Granjon

    Fabien Granjon est sociologue au sein du laboratoire Sociology and Economics of Networks and Services (SENSE) à Orange Labs

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    Transmedia Lab chooses its five winning projects from the transmedia call for projects

    victoire-624x141-custom

    by Nicolas Bry, published on 26.10.2009

    On October 22nd 2009 we made the final selection from the transmedia call for projects initiated by Orange Vallee’s Transmedia Lab and consecrating the emergence of a new form of audiovisual creativity. This first edition revealed a very creative selection of great quality and remarkable diversity.
    article ecran copie
    The 11 teams selected came to pitch their project in front of a diverse jury of audiovisual and Internet professionals. We would like to thank all the teams for the quality of their presentation and their preparation for this delicate exercise. At the end of the day, the jury debated to choose five winning projects that will be followed in their development process.

    This selection closes the transmedia call for projects launched by Orange Transmedia Lab in early July. When we launched this call, Xavier Couture wrote: “The uses of the audiences and the consumers are changing. They naturally go from one media to another, following their favorite contents on different screens. Orange wants to encourage this evolution and give an impulse for the creation of natively transmedia projects”. The participation and the technologies are the bases of new forms of creation for authors: “Be ready technologists, creatives are back!”. Transmedia Lab has the vocation and the goal of creating a creative spark with the transmedia call for projects.

    The spark lit a fire and 72 projects were submitted to Transmedia Lab in September. If we consider that they were answered by multi-disciplinary teams of 3-$ people, it’s almost 300 professionals in the creative field that answered the transmedia call for projects!

    Beyond the numbers, two points made us especially proud:

    -          the quality of the projects confirms that transmedia is a source of creativity for authors

    -          the projects covered a great variety of domains: fiction, documentary, games, evens, for very different audience targets… and a mix of processes: web, mobile, tv, cinema, videogames, etc… proving the openness of transmedia to multiple contexts.

    The 5 winning projects are great examples of this variety of transmedia themes:

    -          “The American Eye” (“L’Oeil Americain”): a police series immersing the audience into a bank robbery (Production: La Générale de Production – Authors: Gregory Magne and Stéphane Viard)

    -          “Because the Night”: a romantic comedy with suspense (Production: Bridges Films – Author: Julien Capron)

    -          “Ouiki TV”: a comedy news program with a twist (Authors: Catherine Cuenca and François Cora)

    -          “Numerus Clausus”: a suspense comedy taking place in a hospital (Production: Mascaret Films – Authors: Brice Homs and Alexis Nolent)

    -          “The lost child” (“L’enfant perdue”): a fiction mixing intrigue and digital information (Authors: Emilie Tarascou, Simon Kansara, Pablo Sala Hourcadette)

    A 4 months intense development phase now begins to help the winning projects in their transmedia writing and the Transmedia Lab has planned a series of workshops and expert interventions to enrich these projects. “We came together to take on this challenge, make it an opportunity for imagination and allow each and every one to contemplate the numeric world as a vast playing field to create and invent by breaking down the old borders!” concludes Xavier Couture.

    The Transmedia Lab jury was presided by Xavier Couture, Orange Director of Content. This jury represents several professions and includes personalities recognized for their competence and their openness to innovative formats: Frédérique Dumas (Studio 37), Michel Reilhac (Arte cinéma and Pixel), Eleanor Coleman (TF1 Jeunesse et Nouveaux Médias), Harold Valentin (France Télévisions Fiction), Philippe Bony (M6 Fiction, Jeunesse, Cinéma, Sport), Vincent Solignac (Scriptwriter), David Tomaszewski (Director), Martin Rogard (2.0, Dailymotion), Patrick Eveno (CITIA, Festival d’animation d’Annecy), Liz Rosenthal (Power to the Pixel -UK) and Jean-Louis Constanza (Orange Vallée).

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

    One Response to “Transmedia Lab chooses its five winning projects from the transmedia call for projects”

    1. The 11.03.2012 à 10:54, from togen

      Question is that all this is very interesting, but is the film good. Apparently there’s a lot people can learn from the making, but according to the reviews it might not be that good =/

      Very interesting concept though.

      Here’s some reviews
      http://www.reddit.com/r/FilmReview/comments/qn8xf/iron_sky_reviews/

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    Transmedia and Radio !

    radio

    by Marc Guidoni , published on 25.10.2009

    A few words about radio… Transmedia has had its place there since 1938… Radio… A bewitching and evil medium… Often capable of making us disconnect from our reality better than any media offering “pretext” images… Radio can transport us into universes so real that it’s often troubling… Let’s be honest: which child did not hide his little receiver (in my day, we said transistor…) under his pillow to listen to a program in the dark behind his parent’s back… Now if that’s not immersion… Exaggeration?… Absolutely not…

    Let’s remember the “War of the worlds” that was aired by Orson Welles’ “Mercury Theatre in The Air” in October 1938 (http://www.mercurytheatre.info)… A key moment in the history of radio, and of media in general, but beyond that, of 20th century History. Let’s recall what happened…

    Before writing and directing Citizen Kane at the young age of 26, Welles was specialized in classic radio drama, structured in a linear way, as episodes or as units. The universes of Conan Doyle, Bram Stoker and a few other great writers fueled his writing of prodigious adaptations. Then, one day, a stroke of pure genius hit  him… He created the transmedia of his time… Live, participative, with the evolution of content depending on the audience’s feedback, feedbacks of pure panic that he probably didn’t expect himself… A part of America ended up on the road that night, running away from the confirmed invasion of creatures from Mars… The switchboards of police and fire stations were saturated, panic took over the hospitals… Everything was set into motion, it was almost too beautiful to be true…

    Today, initiatives like Arte Radio or France Culture are distant descendants of Welles’ genius innovation. You can search through:

    -          http://www.arteradio.com

    -          http://sites.radiofrance.fr/chaines/france-culture/nouveau_prog/creation/present.php

    Indeed, when we talk about audiovisual media today, we have a tendency to think more of “visual” then of “audio”… But it would be unfortunate if creators don’t use this fantastic and wonderfully light tool that is radio to reinvent the form of participative writing.

    Who, tomorrow, will have Welles’ audaciousness and know how to give transmedia this level of recognition?…

    And if you are part of the lucky few who haven’t yet enjoyed the recording of Welles’ original version, don’t deny yourself this pleasure. But first, turn off the lights and create silence around you.

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    author Marc Guidoni

    Producteur @Fondivina

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    A few thoughts on youth and transmedia content

    digital addiction

    by Marc Guidoni , published on 21.10.2009

    It’s interesting to look at a study published early July by Morgan Stanley. I would like to thank the journalist Cécile Ducourtieux to have brought our attention to this study in her article: “Regarding teenagers’ media consumption, this study was mostly written by a 15 year old boy based on his own habits and those of his friends. The study went around the world and the bank received a flood of investor emails, delighted to learn more about a population that is not often heard, but is at the avant-guard of the technological revolution.”

    You can download it here

    Like a photograph, and even if it’s not issued from a conventional statistic sample but from the perception of only one 15 year old teenage boy, it’s particularly enriching to project ourselves in the future of content consumption and particularly transmedia.teenager_media_consumption

    The lessons to think about seem to be the following:

    Regarding their attitudes as “convergent participators” that are no longer simple monomedia spectators

    ? Teenagers are consuming more media, but in entirely different ways

    ? They are happy to chase content and music across platforms and devices

    ? They visit the cinema quite often, regardless of what is on. This is because going to the cinema is not usually about the film, but the experience – and getting together with friends.

    ? Events (cinema, concerts etc.) remain popular and one of the few beneficiaries of payment.

    ? Most teenagers will watch a particular TV show at a certain time for a number of weeks, as long as it lasts, but then they may watch no television for weeks after the program has ended.

    ? Texting is still key and use of new data service Wi-Fi is more popular than 3G.

    • Regarding advertizing (and subsequently the sources of content financing)

    ? They resent intrusive advertising on billboards, TV and the Internet.

    ? They see adverts on websites (pop ups, banner ads) as extremely annoying and pointless,

    ? They enjoy and support viral marketing, as often it creates humorous and interesting content.

    ? They like campaigns that generate interest and cause people to stop and think about the advert

    These new behavior and consumption codes are so ingrained that we can legitimately wonder if that won’t cause a massive rejuvenation of the authors throughout the content industry.

    Note to screenwriters, producers and advertisers…

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    author Marc Guidoni

    Producteur @Fondivina

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    Transmedia “new wave”

    by Xavier Couture , published on 18.10.2009

    xavier-coutureWe are convinced that within 5 years, the majority of audiovisual production will be conceived for plurimedia: a TV series, a film, a documentary, an echo on the Internet or on mobiles. Get ready for the transmedia wave to roll onto all your screens!

    Transmedia is at the crossroads of two phenomena:

    The evolution of uses: spectators combine screens to consume content. Today, more than 1 million Orange users view video on their mobiles each month. We see the appearance of “multitasking” behaviors with a simultaneous activation of several screens; new technologies are supporting routines practiced since the beginnings of television; thanks to Twitter people are commenting shows like Pop Idol or Koh-Lanta by prolonging the traditional commentary that takes place in the family unit or in front of the coffee machine! …

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    Why the cube is taking me for a ride (HBO The Cube)

    cube-300x167

    by Nicolas Bry, published on 15.10.2009

    Of course, it’s a joy ride! Let’s be grateful to HBO for the creativity of its teams. HBO’s The Cube is not transmedia content, however, it’s a form of narration that would be interesting to take a closer took at: transmedia stories could happily adopt some of its concepts.

    In a few words, here is what I like about HBO’s The Cube:

    -          the richness of its points of view: the process reminds me of Queneau (Exercices de Style where the author forces himself to write the same story 99 times) or the Quatuor d’Alexandrie (which Marc mentioned in the comments of his post about Time Code) one story told by different people becomes several stories; it’s also the result when three people are asked to do a facial composite of a person: you get three different faces! With The Cube, it’s only a question of different angles, the camera is not subjective…even though: it doesn’t lack intention. It’s a concept that would be completely reusable to change points of view between the story on TV and the one on the Web or mobiles.

    -          the possibilities of different paths: as we move away from the cube we discover a vast ramification of possible paths; within each path, there is a logical order, for the rest, each one chooses his entry point into the story. It’s particularly successful here and adapted to the context of use, we can think of the different paths remarkably displayed in Gaza Sderot.

    -          because the image is the main vehicle of the story: in the context of a huge player, with almost no dialogues, it’s a “silent” story happening under our eyes, only the images speak for themselves, in  a universal language.

    -          because, of course, I can see the short formats “whenever I want” and I can add them up “just the way I want”; these days it’s every evening with a new episode of The Cube!

    More deeply, the meaningful symbolic of the show touches me. These characters that are locked in a cube where we can see the same scene several times make me think of the repetition of our everyday lives: same places, same commute, same circle of friends, same feeling of inhabiting just the tiniest part of space and time at a global scale, of going around in circles in the cube…then we discover the ramifications, a logic comes out through the connections, each one is an encounter, each encounter is an emotion, creativity awakens, the architecture of the story materializes…all these situations start making sense, give meaning to the story, the meaning of our lives.

    To discover the story: hbo/imagine

    To understand more about the HBO system, click here.

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Innovation in the immaterial industries

    californication

    by Marc Guidoni , published on 14.10.2009

    Today, the talents of content creation and production need a sign and some support. Indeed, it’s extremely difficult for independent producers to finance innovative content by themselves. This is unfortunately well known by all professionals in France and internationally, regardless of the media for which their creations are destined: cinema, television, fun interactive universes…

    The big content buyers and editors, especially television broadcasters, request audaciousness and innovations but they give very little means to accomplish that (regarding the new broadcast channels in France: “France 4 will produce its first fiction series before the end of the year and other channels like NRJ12 wish to do the same before the end of next year” says the latest report from Club Galliélée from June 17th 2009), and when a producer takes risks by self financing a big writing project in the hopes that he will find a distributor at some point in this R&D phase, often, nothing happens…

    desperate

    It’s therefore difficult to imagine a French screenwriter/producer duo knocking on the door of a big TV broadcaster to suggest a series about a family of undertakers (Six Feet Under), of housewives who go crazy after one of them commits suicide (Desperate Housewives), or of a seductive, sex addicted writer who sleeps with under age girls on demand  (Californication).

    Things often happen as if every player of the industry is already telling himself that “the others” will never want something like that… The broadcaster thinks that the average housewife isn’t intelligent enough to appreciate this dark humor. The screenwriter thinks that the producer who trusts him with the writing has to be careful not to shock the broadcaster. As for the producer, he thinks that suggesting a “politically incorrect” project to the broadcaster would put him out of the loop and that his rivals would be happy to fill that empty space… We could also say that the advertisers have trouble positioning themselves with regards to these original projects.

    But it’s exactly the opposite virtuous circle that we must restart, a cycle of creation and audaciousness. The authors/producers/broadcasters must rival in imagination to challenge a mature audience who’s very demanding and ready for the ride…

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    author Marc Guidoni

    Producteur @Fondivina

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    “MEDIA” call for projects: Creatives, it’s your turn!

    media

    by Christophe Cluzel, published on 13.10.2009

    On September 26th, MEDIA, a European Union program designed to reinforce and develop the cinematographic and audiovisual industry as well as interactive projects in Europe, launched a call for projects. Among these, the support to interactive contents (REF AAP 21/2009) concerns two types of projects:

    -          interactive contents for computers, internet, mobiles, game stations and mobile game stations presenting a strong interactive, scriptwriting and innovative character

    -          new format concepts destined for digital television, internet of mobile devices for which the interactivity of narrative elements are significant

    The amount of the grants is between 10 000 and 60 000 euros (100 000 euros for game mock-ups for game stations and computers) limited to 50% of development costs.

    The deadlines for submissions of the projects are November 27th 2009 for the 1st session and April 12th 2010 for the last session.

    Complete information is available on: www.mediafrance.eu/pdf

    Christophe Cluzel, chef de produit. Transmedia Lab.

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    author Christophe Cluzel

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    Dan Hon : le futur du web et de la télévision.

    games

    by Julien Aubert, published on 13.10.2009

    Picnic is a festival that brings together technological innovation and creation in a place where experiments and other installations abound. The result is an atmosphere favorable to good networking. On September 24th 2009 at Picnic 2009, the Games That People Play conference brought together four game designers of a different kind. Flirting with alternate reality and interactivity, the initiatives described hereunder depict, to a certain extent, the field of possibilities of transmedia.

    The conference started with a few quotes such as: “Games are TV Time” and “games teach us that loosing is not such a big deal and introduce us to collaboration” Henry Jenkins.

    kevinKevin Salvin, Area/Code
    We’re playing more and more and the way in which we play has radically changed. Now, games use the city and connected mobile objects. We play videogames that extend into real life (Rock Band, Wii). Finally, we play while moving around (walking, biking, in a city’s telephone cabins).


    Mardis Gras is a big party in New Orleans. We say that everything gets turned upside down and even become a bit apocalyptic. In Mobzombies, you’re followed by zombies as if it was Mardis Gras, except for the fact that everything else is virtual. It’s like a giant Pacman.

    The Sopranos A&E Connections,
    This game was conceived for the premiere of the series The Sopranos. The first step consists of collecting characters and objects by phone to create a game platform on the web, a bit like Cluedo. This then allows us to guess what will happen during the episode. Then comes the second part (see video, more passive), the platform comes to life and reproduces what happens on TV, live. The more objects and characters one has collected, the more points are gained.
    I love this game because it takes us outside, the city becomes our playing field. But also because it uses television like it should be done more often, by making traditional TV broadcasting, which doesn’t take advantage of big gatherings, interactive.
    Kevin: “The first man on the Moon was more of a show than anything else. There was lighting, a real cameraman, a real show, a real moment, in prime time.” (photo of a child watching Armstrong on television).

    Spooks Code 9: Liberty News, Six to Start
    This BBC series happens in 2013. Liberty News is an information site created to extend the universe of the series. Guests can read news from the future and contribute. During the TV broadcast, the site comes to life and relates the events that are happening live, in the alternate reality of the series. It then offers a casual game that can be played without television.

    katieKati London, BudgetBall BudgetBall is a new sport since it was created to raise awareness of the increasing American debt. We can qualify it as a serious outdoor game.
    As in basketball, the game is punctuated by team briefings during which the players can use advantages that are paid through the sacrifices made before or during the game. At the end of the match, if the team has incurred debt during the game, its score decreases.

    Chain factor, numb3rs, area/code
    An ARG around the series Numbers, which works itself into the players’ lives, all the time, every day. This game is a clever mix of casual games and ARG. The players are immersed in the fictional universe of the series and have to compete between every broadcast by playing some very addictive casual games. A community of casual gamers is created. The alternative aspect is reinforced by clues spread out over the American territory.

    Facebook Parking Wars, Area/Code
    This social game was imagined by area/code for the series “Parking Wars”, and has been very successful on Facebook. The players earn points by parking legally or illegally in their friends’ virtual streets. The dynamic, of course, reminds us of other successful Facebook games: the more time the player spends watching his friends and can be reactive, the more points he earns (1,3 million players).

    danDan Hon, Sixt To Start
    For Dan, we should be developing online games that are neither television, nor music nor texts but…something different, which involves the audience in time, space and media. He also emphasizes that in order to involve the player, we have to make his world come to life.

    Muse, Ununited Eurasia
    A treasure hunt was organized for the release of the latest album of Muse, Eurasia. A series of clues and missions that reference the Big Chessboard. It took place on the web and in real life, in Paris and New York and also…in Eurasia. The goal was to unlock parts of the band’s new single. 200 000 unique visitors in two weeks, coverage in 160 countries, plus 50 000 downloads of an exclusive MP3.

    Smoke Screen, Sixt To Start
    We talked about it very recently on “Fais Moi Jouer”. To understand the game, Dan used the example of problems encountered with Facebook “you change your relationship status by mistake and your community goes crazy”. Smoke Screen is an education to digital risks by practice (learn by doing). Six to Start has imagined a fake social network in which the players will be confronted to many challenges: hacking, phishing, private life, protection of data…

    mattMatt Adams, Blast Theory
    Games make us active, they make us do things. They provide strong emotions: fear, euphoria…
    Originally, games are social. Cheating implies excuses, collaborating demands trust. Developing a fun experience is finding the good mix between the game per say and other activities such as practicing, testing, researching and sharing.

    You Get Me
    This game is a fictional personal quest. The players ask themselves questions in an alternative context. A game based on conversation: 8 teenagers are running to the East End of London while 8 other players are in the center, connected to the Internet. Those who run have to lead an investigation, the other group supports them. To lead this quest, the players have private conversations with their partners.

    ———————
    Fais Moi Jouer est le blog de référence sur les ARG (jeux en réalité alternée pour Alternate Reality Games). Il a été créé par Julien Aubert et Thomas Maillioux en 2009 afin de rassembler les joueurs et les créateurs d’expériences nouvelles de jeu dans le but de faire bouger les choses. Nous aimons tout ce qui joue avec les histoires, les lieux ou les nouvelles technologies. Contributeurs, auteurs, réalisateurs, organisateurs d’événements, tout le monde est bienvenu dans l’équipe.

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    author Julien Aubert

    Julien Aubert s’est forgé une expertise des communautés et médias sociaux en développant des communautés pour Orange sur Second Life. Parallèlement, il crée Fais Moi Jouer avec Thomas. En 2010, il crée une agence de production transmedia, Bigger Than Fiction, centrée autour de son expertise en Experience Design. De l’élaboration du concept à la rédaction du scénario communautaire, Julien supervise la direction artistique de projets transmedia.

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    (Real/virtual) metaverse and transmedia

    cyberpunk-300x297

    by Jean-Yves Le Moine, published on 12.10.2009

    Metaverse is a complex term coined by Neil Stephenson in his sci-fi novel Snow Crash, which, along with William Gibson’s novel Neuromancer, was a source of inspiration for the Wachowski brothers’ Matrix universe. As Stephenson conceived of it in 1992, a metaverse is an immersive environment, a virtual 3D world that interacts with the real world. For these two founding fathers of cyberpunk literature, there are a whole slew of passageways between the real and virtual worlds thanks to mediating objects like computers, cyber-prostheses, or intelligent objects that Bruce Sterling, another cyberpunk writer, now calls “spimes”. For these authors, acting on the real world can alter the virtual world and vice versa.

    Since then, with the emergence and evolution of new technologies, the bridges between reality and virtuality have been ceaselessly multiplying. Nowadays, the most widely accepted definition of metaverse is the convergence between the virtually enriched real world and the physically persisting virtual world. In simpler terms, a metaverse encompasses what we call the real and virtual worlds, doing away with any dichotomy between the two. The two are no longer opposable: you meet people on Facebook or at the corner café, and you can work together with someone located on the other side of the planet. Our reality has been enriched: it might be said that we have moved from a schizophrenic dualism of real vs. virtual to a more Eastern monism.

    This metaverse is the framework for the collective imagination in our day, and will naturally provide the framework for transmedia. A framework abolishing all dualities – narrator vs. listener, imaginary vs. real, us vs. the world –, a framework that opens us up to Otherness within ourselves and within others.

    In the world 2.0, the user is the centre around which the content has to revolve. The transmedia project has to take hold of the semantic metaverse of content. A universe at once virtual and real, moving smoothly, seamlessly, between the content and various programmes on each medium and the imaginary world offered up to users. It is up to users and content creators to enrich this semantic universe. Hence the need for creators and the various distributors to define this editorial terrain clearly and take their place therein.

    Transmedia should invite us to enter the semantic universe of our choice and share it with it others

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    author Jean-Yves Le Moine

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    “Breaking the old borders !”

    winner.jpg

    by Xavier Couture , published on 12.10.2009

    Transmedia dreamed it, you did it. In a few weeks, what started as a good intention, a desire, a conviction that we needed to burst the windows open, became a reality. In a few days, we will get together to choose 5 of these 11 projects to follow. But they’ve all made an impression on this first edition of Transmedia.

    They all constitute a founding myth for a new era of imagination and creation. “Inventing is thinking sideways” said Albert Einstein. Congratulations to all, it’s a pleasure to reconnect with you on Thursday, our hope of seeing these new forms grow to serve the new technologies are living up to the challenge. Multiplying the occasions of seeing and listening, increasing the size and the debit of the pipes is not an end in itself, it’s sometimes even a danger. We came together to tackle this challenge, to make it an opportunity for the expression of imagination and to allow each person to contemplate the numeric world like a vast playing field for creation and invention, breaking down the old borders.

    11 projects in final

    Xavier Couture

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    author Xavier Couture

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    11 projects in the final transmedia call for projects !

    11-finale

    by Nicolas Bry, published on 9.10.2009

    On October 22nd 2009, the final selection of the transmedia call for projects initiated by Orange Vallée’s Transmedia Lab will take place. The 11 teams will come to present their projects in front of a jury of audiovisual and Internet professionals. After that, up to five winning projects will be supported in their development.

    Let’s go back for a moment, to the context of the transmedia call for projects launched in early July. Back then, Xavier Couture wrote in his blog post: “The uses of the audience and the consumers are changing. Naturally going from one media to another, they are following their favorite content universes across every screen. Orange wants to support this evolution and give an impulse to the creation of natively transmedia programs”. The participation and the technologies are sources of new forms of creation for authors: “Get ready technologists, creatives are back!”. Transmedia Lab has this mission, and our goal was to initiate the creative spark with the transmedia call for projects.

    And we started a fire, I wrote 69 at the beginning, but it’s in fact 72 projects that we received. If we consider the multi-disciplinary teams that are composed of 3-4 people, it’s almost 300 creative professionals who responded to the transmedia call for projects!  Beyond the numbers, we wanted to share two points of pride:

    -          The quality of the projects received confirms that transmedia is a source of creativity for authors. They are often supported by directors, producers, web and gaming professionals (agencies, desigers) in multi-disciplinary teams. Thank you to all the teams for the projects sent in during this delicate summer period.

    -          The projects covered a great diversity of domains: fiction, documentary, games, events, and a great variety of target audiences… with a mix of media: web, mobile phones, TV, cinema, videogames, etc, proving the openness of transmedia to all these multiple contexts.

    We had to choose… We are very proud to call the following projects to the pitching stage, illustrating the variety of transmedia themes:

    “Because the night”: a suspenseful romantic comedy (Production : Bridges Films – Author : Julien Capron)

    “Borderline”: a puzzling and humoristic series written and directed among others by  Franck Pitiot (Perceval in the series “Kaamelott”) (Production: Hanna production – Author: Franck Pitiot)

    “Histoires d’Histoire” (“Stories of History”): a very participative project on History (Production: CAPA)

    “Le Blog de June” (“June’s Blog”): an animation series destined to teenagers (Production: Phoenix Interactive)

    “Le stagiaire” (“The intern”): a series in the universe of company internships (Production: So Bam, Arsam and Eight 35 – Author: Frédéric Petitjean)

    “L’enfant perdue” (“The lost child”): a fiction mixing suspense and digital information (Production: Calisto Productions – Authors : Emilie Tarascou, Simon Kansara, Pablo Sala Hourcadette)

    “L’oeil américain” (“The American Eye”) : a police series immersing the audience in the heart of a robbery (Production: La Générale de Production – Authors : Gregory Magne et Stéphane Viard)

    “Manga and Co” (“Manga and Co”): a documentary on the universe of Mangas (Production: Telfrance et No Problemo – Authors: Hervé Martin Delpierre)

    “Numerus Clausus” : a suspense comedy in a hospital universe (Production: Mascaret Films – Authors: Brice Homs et Alexis Nolent)

    “S.A.F.E”: a series presenting the daily life of NGOs on the field, produced by Mathieu Kassovitz and Guillaume Colboc (Production: MNP Entreprise – Authors : Dany Héricourt and Hervé Jakubowicz)

    “Télé Trottoir” (“Sidewalk TV”): a completely unexpected humoristic program (Authors : Catherine Cuenca and François Cora)

    Each team will have 30 minutes to interact with the jury headed by Xavier Couture, Director of Content for Orange. This jury represents several professions and includes personalities known for their competencies and their openness to innovative formats: Frédérique Dumas (Studio 37), Michel Reilhac (Arte cinéma et Pixel), Eleanore Coleman (TF1 Jeunesse et Nouveaux Médias), Harold Valentin (France Télévisions Fiction), Philippe Bony (M6 Fiction, Jeunesse, Cinéma, Sport), Vincent Solignac (Scénariste), David Tomaszewski (Réalisateur), Martin Rogard (2.0, Dailymotion), Patrick Eveno (CITIA, Festival d’animation d’Annecy), Liz Rosenthal (Power to the Pixel -UK) and Jean-Louis Constanza (Orange Vallée).

    Again, many thanks to all, to be continued…

     

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Summary of the Games That People Play conference

    Future Chess

    by Julien Aubert, published on 7.10.2009

    Picnic is a festival that brings together technological innovation and creation in a place where experiments and other installations abound. The result is an atmosphere favorable to good networking. On September 24th 2009 at Picnic 2009, the Games That People Play conference brought together four game designers of a different kind. Flirting with alternate reality and interactivity, the initiatives described hereunder depict, to a certain extent, the field of possibilities of transmedia.

     

    The conference started with a few quotes such as: “Games are TV Time” and “games teach us that loosing is not such a big deal and introduce us to collaboration” Henry Jenkins.

    kevinKevin Slavin,

    We’re playing more and more and the way in which we play has radically changed. Now, games use the city and connected mobile objects. We play videogames that extend into real life (Rock Band, Wii). Finally, we play while moving around (walking, biking, in a city’s telephone cabins).

    Mardis Gras is a big party in New Orleans. We say that everything gets turned upside down and even become a bit apocalyptic. In Mobzombies, you’re followed by zombies as if it was Mardis Gras, except for the fact that everything else is virtual. It’s like a giant Pacman.

    The Soprano A&E Connections, Area/Code

    This game was conceived for the premiere of the series The Sopranos. The first step consists of collecting characters and objects by phone to create a game platform on the web, a bit like Cluedo. This then allows us to guess what will happen during the episode. Then comes the second part (see video, more passive), the platform comes to life and reproduces what happens on TV, live. The more objects and characters one has collected, the more points are gained.

    I love this game because it takes us outside, the city becomes our playing field. But also because it uses television like it should be done more often, by making traditional TV broadcasting, which doesn’t take advantage of big gatherings, interactive.

    Kevin: “The first man on the Moon was more of a show than anything else. There was lighting, a real cameraman, a real show, a real moment, in prime time.” (photo of a child watching Armstrong on television).

    Spooks Code 9 : Liberty News, Sixt To Start

    This BBC series happens in 2013. Liberty News is an information site created to extend the universe of the series. Guests can read news from the future and contribute. During the TV broadcast, the site comes to life and relates the events that are happening live, in the alternate reality of the series. It then offers a casual game that can be played without television.

    katieKati London BudgetBall is a new sport since it was created to raise awareness of the increasing American debt. We can qualify it as a serious outdoor game.

    As in basketball, the game is punctuated by team briefings during which the players can use advantages that are paid through the sacrifices made before or during the game. At the end of the match, if the team has incurred debt during the game, its score decreases.

    Chain factor, numb3rs, area/code

    An ARG around the series Numbers, which works itself into the players’ lives, all the time, every day. This game is a clever mix of casual games and ARG. The players are immersed in the fictional universe of the series and have to compete between every broadcast by playing some very addictive casual games.  A community of casual gamers is created. The alternative aspect is reinforced by clues spread out over the American territory.

    Facebook Parking Wars, Area/Code

    This social game was imagined by area/code for the series “Parking Wars”, and has been very successful on Facebook. The players earn points by parking legally or illegally in their friends’ virtual streets. The dynamic, of course, reminds us of other successful Facebook games: the more time the player spends watching his friends and can be reactive, the more points he earns (1,3 million players).

    danDan Hon, Sixt To Start

    For Dan, we should be developing online games that are neither television, nor music nor texts but…something different, which involves the audience in time, space and media. He also emphasizes that in order to involve the player, we have to make his world come to life.

    Muse, Ununited Eurasia

    A treasure hunt was organized for the release of the latest album of Muse, Eurasia. A series of clues and missions that reference the Big Chessboard. It took place on the web and in real life, in Paris and New York and also…in Eurasia. The goal was to unlock parts of the band’s new single. 200 000 unique visitors in two weeks, coverage in 160 countries, plus 50 000 downloads of an exclusive MP3.

    Smoke Screen, Sixt To Start

    We talked about it very recently on “Fais Moi Jouer”. To understand the game, Dan used the example of problems encountered with Facebook “you change your relationship status by mistake and your community goes crazy”. Smoke Screen is an education to digital risks by practice (learn by doing). Six to Start has imagined a fake social network in which the players will be confronted to many challenges: hacking, phishing, private life, protection of data…

    mattMatt Adams, Blast Theory

    Games make us active, they make us do things. They provide strong emotions: fear, euphoria…

    Originally, games are social. Cheating implies excuses, collaborating demands trust. Developing a fun experience is finding the good mix between the game per say and other activities such as practicing, testing, researching and sharing.

    You Get Me

    This game is a fictional personal quest. The players ask themselves questions in an alternative context. A game based on conversation: 8 teenagers are running to the East End of London while 8 other players are in the center, connected to the Internet. Those who run have to lead an investigation, the other group supports them. To lead this quest, the players have private conversations with their partners.

    ———————
    Fais Moi Jouer est le blog de référence sur les ARG (jeux en réalité alternée pour Alternate Reality Games). Il a été créé par Julien Aubert et Thomas Maillioux en 2009 afin de rassembler les joueurs et les créateurs d’expériences nouvelles de jeu dans le but de faire bouger les choses. Nous aimons tout ce qui joue avec les histoires, les lieux ou les nouvelles technologies. Contributeurs, auteurs, réalisateurs, organisateurs d’événements, tout le monde est bienvenu dans l’équipe.

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    author Julien Aubert

    Julien Aubert s’est forgé une expertise des communautés et médias sociaux en développant des communautés pour Orange sur Second Life. Parallèlement, il crée Fais Moi Jouer avec Thomas. En 2010, il crée une agence de production transmedia, Bigger Than Fiction, centrée autour de son expertise en Experience Design. De l’élaboration du concept à la rédaction du scénario communautaire, Julien supervise la direction artistique de projets transmedia.

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    4 Screens European Festival

    festival 4

    by Marc Guidoni , published on 5.10.2009

    A few words about another event that digs its roods deep into the same reflections that those we are developing around transmedia: I’m talking about the 4 Screens European Festival, which had its 2009 edition from November 18th to the 29th.

    This festival celebrates European films, focusing on documentary, whether they’ve been made for cinema, television, the web or mobiles. In fact, the very substance of the event is to bring together screens that were disjointed until now and to erase the differences between tiny, average or big screens… This “non-segregation” is the first step of transmedia and deserves to be saluted…

    European Audiovisual Creation has considerably changed since the dawn of the digital age and of the 2.0 web. The festival follows this digital revolution for “real life” images, a term used for documentary cinema, for which we’ve witnessed a strong growth and interest with audiences in the last few years with the theatrical release of films such as “Mondovio” and “Le cauchemar de Darwin” or “Waltz with Bachir”. The festival highlights creation from the advent of the digital revolution and delivers a panorama of the European identity through its image production. It doesn’t stop at showcasing and giving prizes to the new productions of documentary images, it also fosters an active reflection about new media thanks to its Image University events.

    They include conferences featuring key actors from the world of French, European and international media. The subject: deciphering the role of new screens and new contents, better understanding the future of media in the context of the digital revolution, understanding the treatment of news and the new consumption of images. There is no doubt that transmedia will be discussed…

    Finally, it’s interesting to note that the 2009 edition of the festival is putting even more of an emphasis on the transmission of knowledge. The festival is particularly addressing the “digital natives” generation, these young people who are born with the web. The goal: helping them discover and appreciate these “real images”, their creation and their understanding.  In 2008, 400 university students and 450 high school students were there for a day that was especially conceived for them.

    For the 2009 edition, during two days, university and high school students were able to attend all the projections for free, register in the festival’s workshops, participate in conferences and debates with professionals, present themselves to be part of a youth jury.

    All the info can be found on: www.festival-4ecrans.eu

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    author Marc Guidoni

    Producteur @Fondivina

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    Diving in: Time Code

    time_code

    by Marc Guidoni , published on 2.10.2009

    When we try to explain to others what transmedia is, we are generally bothered by the secret frustration that we can’t just say: look at this program on these media and you’ll understand straight away… When we talk about 3D cinema, it’s enough to suggest a viewing of “Coraline”… the experience is there, only a movie ticket and a pair of polarizing glasses away… Transmedia is first and foremost an immersion into a universe of content. It’s as difficult to describe as underwater diving and the sensation of breathing under water to someone who hasn’t tried it at least once.

    However, there is a feature film that allow us to get close to this feeling of immersion. This film is “Time Code” by Mike Figgis here.
    The process is simple as ABC: the screen is split horizontally and vertically, giving us 4 sub-screens of the equal sizes. And the show begins… We then see 4 films taking place in a continuous shot under our eyes. A common set: Los Angeles. 4 soundtracks are heard simultaneously.

    What’s fascinating is that it only takes us a few minutes to completely forget the technical novelty and get wrapped up in the story, in all 4 stories in fact, and we quickly understand that they ultimately are one. In fact, a small earthquake, as often happens in California, disrupts the 4 scenes at a precise moment. And we then perceive, in a fraction of a second, that this whole universe is synchronized… Little by little, the characters that have been evolving in their quarter of the screen will be crossing into the others, and meeting each other…
    A shot in a scene happening on the upper right corner will be completed by the reverse shot of the same scene happening in the lower left corner… Imagine all the acrobatics that this system allows, Mike Figgis played with them endlessly…

    Time Code seems to me to hold two lessons:
    - The absolute necessity of having a real and solid script… We can forget the technical system because the story is a real movie story.
    - The audience’s ability to follow several films at the same time, including soundtracks. In a way, it’s the ultimate conclusion of flicking where flicking is no longer necessary. The brain has learned to take all this in without any questions. This film could exist in its classic form with an editing and a mix chosen by the director, but here, each spectator creates their own image and sound edit in the privacy of their own brain.

    Therefore, even thought the universe of “Time Code” is fundamentally synchronized and doesn’t use the key tools of transmedia (several entry points, participative…) its viewing can really be seen as a “first dive” into the discipline…

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    author Marc Guidoni

    Producteur @Fondivina

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    Videos durations and Web audiences: the 5 Giga and a few Mo question for those who know more than me

    player

    by Anne Larroque , published on 29.09.2009

    I’m asking myself a very simple question regarding the video formats being watched on the Web and can’t seem to find a consensual answer. If any of you have answers or reliable data, I thank you in advance for sharing them with me… I’ve heard some people at the barcamp say that the only efficient video formats on the Web are very short, 2 to 3 minutes, 8 to 10 max. It’s also an idea that I shared until now without asking myself too many questions. But I’m a little bit less sure of it today.

    My technical knowledge being quite limited to questions like “oh really?”, “how does it work?” and “can you explain this to me?”, here are some random thoughts:

    1-      I’m wondering if these short durations aren’t the results of the beginnings of video on the Web: the files were very heavy and took a long time to load (even in streaming mode), while the definition and the size remained limited. The result was indeed that people had to limit themselves to short durations if they didn’t want to bore or loose the Internet viewer.

    2-      Then, as I was browsing through the web, I saw much longer formats appear and by looking at the view count (on YouTube for example), I no longer saw a correlation between a short duration and a higher audience (yes, I know, view counts don’t necessarily mean the viewer watched the whole sequence, but still!…). An example among others: the apocalyptic-prophetic videos for 2012 that are part of the worldwide campaign for the transmedia launch of Emmerich’s film by Columbia (ARG or not? I don’t know yet). Some last 60 minutes (split into 5, 12 minute chapters each for technical reasons, I imagine); the French version (Canadian in fact) boasted more than 400.000 views this past weekend for chapter 1 and about 250.000 views for chapter 5, a sharp decrease, I thought, 150.000 people, almost 4 out of 10 people lost along the way even though that’s not the majority. But another count shows more than 340.000 views for chapters 4 and 5 together, which would mean a decrease of only 60.000 or barely 15%, which is nothing. And English language sites for 2012 show view counts of more than 9 million internet users, there is room to dream!… (for programs of more than 60 minutes without the appearance of John Cusack or Woody Harrelson or Danny Glover, just badly lit wannabe researchers).

    3-      The quality of computer screens now rivals with HD screens in terms of size and definition. The time where we had to stick our nose against the screen to look at a video in a cloud of one inch pixels, is over. Most websites offer HD versions and a full screen view, the only limit is the Internet user’s graphic card.

    4-      Furthermore, if Internet users have a reputation of being surfers/flickers (in English we call them “netsurfers”) with an elusive attention span, both volatile and unfaithful, it doesn’t stop them from spending endless hours in front of the same screen when they’re playing on the computer (on the internet or not); through the magic of the content, the fickle become addicted.

    Hence my questions:

    -          Aren’t the uses undergoing serious changes thanks to technical developments? And if that’s the case, in which sense?

    -          Is the prerequisite short format not on the verge of exploding with the generalization of HD? (I can’t imagine that Columbia would invest in a 60 minute film rather than 20 times 3 minutes without a major reason…). Does someone know of recent numbers?

    -          Finally, aren’t said formats tightly linked to the quality of the content, subjects and services rather than engraved in the stone of statistics?
    Thanks in advance to those who can enlighten me!…

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    author Anne Larroque

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    A transmedia emergency for French fiction ?

    festivallarochelle-300x169

    by Nicolas Bry, published on 25.09.2009

    At the recent Fiction Festival of La Rochelle, Bertille OSSEY-WOISARD (AFP) drew a clear and alarming report: “half of the French audience for fiction is above 60 years old and only 15% under 35 years old!” (source NPA). There is an urgency to “reconcile the under 40 audience with French fiction.”

    This is not a fatality linked to the fiction genre since “American fiction, on the contrary, attracts much more young people (32%)”.

    French television channels are rallying to find solutions: widening the spectrum of genres (fantastic, thriller, adventure), resorting to series formats, creating series other than the classic police genre, shortening the formats to 26 minutes, “sometimes even to just a few minutes for the web, in order to adapt to new lifestyles, depending on the channels”. “But for the 15-24 year olds, comedy remains the most attractive genre according to the NPA. The broadcasting of series on the internet (web-series) is essential to attract some audiences that no longer watch television, according to Arte and Canal+.”

    The focus is only on the web, not on mobile phones, ARG, videogames, or community participation …to reach the under 35 year olds, but it’s already a first step toward transmedia.

    With the 69 proposals that responded to the transmedia call for entries, authors and producers are clearly motivated and already have things to say. Transmedia allows them to reinforce their creativity, combining different media, technologies and uses that are specific to each medium. It’s also becoming a must because of a simple realization: if we want to reach the young generations, we have to be present on all the media that they’re using.

    If creators have understood it, and broadcasters are perceiving it, it’s just a matter of leading the advertisers and their brands in that direction: to be seen, heard, consumed, be present where the people are, be transmedia!

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    True Blood

    true_blood

    by David Tomaszewski , published on 23.09.2009

    The TV series TRUE BLOOD, whose 2nd season is coming to an end these days, is an adaptation of a series of novels by Charlaine Harris entitled Sookie Stackhouse (after the eponymous heroine). The script is by Academy Award-winning Alan Ball, the man who wrote American Beauty and the TV series Six Feet Under, a small-screen masterpiece that ran for 5 brilliant seasons on HBO (the channel on which TRUE BLOOD is showing).

    Although TRUE BLOOD was initially conceived purely as a TV series, it gradually ended up putting interesting content on the web, creating a thoroughgoing transmedia environment well beyond the confines of viral marketing alone.

    At first we saw ads cropping up on the Web launching a new product called TRU BLOOD (sans “E”), a beverage made from synthetic blood. And it comes in every blood group. Naturally, the drink is only for sale in the universe of the series. These ads, creative little gems in the form of trailers, quickly make it clear to us that this is all about vampires, and that the point of TRU BLOOD is to mollify a large part of the population hitherto obliged to bite poor innocent victims in the neck and suck their blood. Now they have an alternative:

    The various episodes of the series rolled out in parallel with a bunch of websites closely linked to its universe:

    - The site of the American Vampire League – or AVL for short – an important political organization headed by Nan Flanagan, champion of the vampires’ cause, who, in the TV series, gives occasional interviews on newscasts. To view an excerpt from a Nan Flanagan interview:

    The site features a number of articles and videos, particularly preventive films and interviews with ex-junkies formerly addicted to “V”, an illegal drug which is nothing other than vampire blood:

    - Another site is diametrically opposed: that of the Church of the Fellowship of the Sun, a sort of cult, visibly inspired by the Roman Catholic Church, which presents its radically anti-vampire stance in unabashedly racist terms.

    We will discover what it’s all about later on in subsequent TV episodes: the leaders of the Fellowship become staple characters in the series:

    http://fellowshipofthesun.org/

    - A dating site (along the lines of Meetic or Adopteunmec.com) targeting vampires and their admirers (aka “fangbangers”):

    http://lovebitten.net/

    If you happen to be a vampire looking for a room and a coffin to sleep in by day:

    All the characters in the series have Facebook accounts, by the way, and you can also follow their ups and downs and daily doings on their Twitter.

    Only a few weeks ago, it was officially announced that the beverage TRU BLOOD is now available at all supermarkets, grocery stores and service stations in the US:

    http://trubeverage.com/

    Although these bottles sadly contain no blood (but blood orange), so we’re likely to consider it a simple but brilliant piece of marketing hype, TRUE BLOOD reflects a real desire to inject this fantastic universe, through various media, into our real-life world, which turns out to be a rather amusing diversion in the more or less ordinary lives of viewers.

    Last but not least, TRUE BLOOD takes an interesting look at intolerance, racism and homophobia, presenting vampires as a minority that is still feared and despised.

     

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    author David Tomaszewski

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    Bringing the youth back in front of the television

    notv

    by Jean-Yves Le Moine, published on 22.09.2009

    One of the great problems of television today is the ageing of its audience. Some of its detractors even say that it will die off with the last viewers. Of course, many young people still watch a lot of television, too much some parents might think, but it’s a proven fact that those we call “digital natives” are increasingly leaving it behind. Similarly, the under 40 group doesn’t look at it the same way they did a few years ago..

    For TV broadcasters, the best, if not the only way, to adapt to these new uses so far, is to offer catch up TV! But this offer alone is a very partial answer to the disaffection of the youth.

    Transmedia can be an important opportunity for the future of television. Internet and mobile phones are the most ubiquitous platforms for media consumption in youth usage.

    A transmedia universe has several entranceways. The web and mobile entrances, the Internet’s participative culture, all are likely to get young people to get interested in a transmedia universe. If they are hooked into this universe, this can be a way of bringing them back to television for important episodes of the ongoing transmedia story.

    Of course, many young people want to have access to these images whenever they want, wherever they want and VOD seems to be the adequate model for that. But the de-linearization of a transmedia story can also include some mandatory meeting points in front of the Television, real events that can again, gather large audience numbers in front of the TV screen. One example would be series where the fans wouldn’t miss the series’ last episode for anything in the world.

    The transmedia concept, with fans circulating between media in the same universe, could be perceived as an editorial way of creating a unifying event in front of the TV.

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    author Jean-Yves Le Moine

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    Funding transmedia programmes, and others, the situation tomorrow morning

    Film-Financing-Sources

    by Marc Guidoni , published on 15.09.2009

    Volume 1 : The situation today

    Volume 2: The situation tomorrow morning

    Developing and producing transmedia content is a costly undertaking.

    The cost of making movies is going up, just as it did when cinema went from silent movies to talkies, from black and white to colour, from stereo to 5.1 surround sound, or in our day from traditional to 3D images. So if a producer wants to develop and then put together an ab origine transmedia universe, he’ll have to spend more on R&D than for a conventional non-participatory “mono-media” programme.

    Three cost factors are affected:

    - The writing. It becomes a lot more complicated in that it involves more dimensions, especially that of audience participation. It would be hard to imagine how a transmedia universe could be written up by a single scriptwriter, however brilliant and gifted he might be. You need at least two of them in order to be able to simulate at least the impact of audience participation on the resiliency of the developed dramaturgy. Don’t forget: in the US, on conventional TV series that have nothing transmedia about them, you often now have a dozen writers collaborating on each episode.

    - The technical “backstage”. If the script relies on special tools like the geo-localization of viewers, alternative approaches to picture- and sound-editing, and/or the micro-production of content by the public, a global workflow will have to be conceived and kept going in order to manipulate, index and manage this colossal material.

    - Running the programme once it is accessible to the public at large. In other words, a producer of transmedia content cannot confine himself to supplying a PAD to a network or a silver negative to a photo lab. He has to deliver a package with programme and service components or modules: a feature film, related shorts, the first few episodes of a series, a web site, a pilot for an online game etc. And, last but not least, handling the public participation: keeping the site going, renewing content, managing interactions with the public, bloggers, social networks, advertisers and so forth.

    So producers have to find new sources of funding. Transmedia has paved some new roads to explore in the search for funding:

    -       Operators of content distribution: They are all affected by the potential diversity of platforms for transmedia content: TV channels/networks, web portals, movie distributors, mobile operators etc. For the producer it will be a matter of demonstrating that the transmedia content coheres with the distributor’s editorial strategy and adapting to the applicable financial model (e.g. sharing of advertising revenue on the web portal, TV channel sales, percentage of theatrical box office returns etc.).

    -       Advertisers: They will want to be a lot more present and “on board” rather than merely buying a commercial on the screen from a big network. These advertisers may be patrons, sponsors or the like.

    -       The audience: Viewers will be able to help fund their favourite content by making micro-payments or by taking part in related games etc.

    -       Derivatives: Specific subcontractors will know how to come up with spin-offs to round out the universe of transmedia content and broaden the experience thereof to physical products.

    In a word, transmedia generates new costs, to be sure, but also and above all new sources of far greater revenue – reflecting the unrivalled spread and extension of the audience in time and in various age groups.

    For the pleasure of a futuristic and iconoclastic proposition that turns the usual order of distribution on its head, check out the scenario envisioned by troublemaker John Ott: here

    It’ll bowl you over.

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    author Marc Guidoni

    Producteur @Fondivina

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    The Griot and the wrench

    asterix

    by Anne Larroque , published on 14.09.2009

    Transmedia implies interdisciplinarity and transversality, says Jean-Yves Le Moine in his last post. I completely agree on this need for interdisciplinarity – and most certainly for curiosity, openness and flexibility on behalf of the future transmedia players, as well as professionalism and expertise. We must act both in depth and in width in a way… Ouch?

    Better yet: technologists and creatives must work hand in hand, adds Xavier Couture quite rightly. The unlikely alliance of the Griot and the wrench, the magician and the technician, the poet and the blacksmith…

    We imagine Assurancetourix forming a dynamic duo with Cétautomatix and we already smile, thinking of the funny confrontation… “epix”! And yet… can a creative player really be so if he doesn’t master the media, if he’s not a little bit of a technologist? And can a technologist really go to the end of his vision if he doesn’t transform it, if he’s not a little bit creative?

    So are we squaring the circle of this double alliance of technique/creativity and expertise/interdisciplinarity? I don’t think so, and I have a very optimistic vision of the topic. I’ve always been a passionate storyteller, naturally curious, I’ve gone from novels to news, music and advertising before becoming a screenwriter (sorry for the confessions, we don’t know each other yet). Even while I was already writing novels I went to the United-States to learn how to write. Surprise: they turned me into a… technician. A technician of storytelling, or maybe I should say an “artisan”; the narrative art being an art rather than a technique in the proper sense of the word. Make no mistake, the raw materials I was working with to “build” stories were still humans, emotions, imagination and the “dramatization” (in the etymological sense of the term) of life; but I learned how to write with images, sounds, lights, actions and dialogues, to plan from the writing stage, for the needs of the production manager, director, actors, director of photography, sound engineer, editor, etc, and first and foremost, for those of the audience, all with the ultimate purpose of serving the story I was writing as best I could.battlestar

    Not the “film”, as strange as it may seem, but the “story”. Everyone, from the star to the supporting actor, from the director of photography to the costume designers, first serve the “story”. The screenwriter like everyone else. He’s not the “author”, he’s the “writer”, even if he came up with the idea or the concept. An idea (or even a synopsis) has no value as long as it’s not completely scripted. JJ Abrams and his acolyte Lindelof were first “writers” before becoming “creators”, even if they didn’t come up with the original idea. The strength of Lost is the way they tell this story, not the concept itself.

    Anglo-Saxons (but it’s also true elsewhere than in the UK or the US) consider that a screenwriter that doesn’t take the time to learn the “tricks of his trade” remains an amateur. It creates “expectations” that can sometimes seem rigid or arbitrary – such as, to quote the most trivial one, the famous “Courier 12 simple interline, fixed spaces and borders in inches” which nonetheless serves the purpose of offering a universal pre-formatting of the text: thanks to that, we know more or less that a script page is more or less equal to a minute of film (and it works: a 110 page script generally turns into a 110 minute film!…) (if you add the 19,6% French tax, it also works!).

    At the end of the day, the 12 screenwriters sitting in a room working on episodes of Lost, Battlestar Galactica or Six Feet Under, all have the same sharp mastery of their craft, so much so that their “techniques” have become second nature. In the same way, they all share the same vision of the story they are serving. Starting with this solid common base, they can then let their creativity run wild, knowing that it will be able to play on a perfectly prepared terrain.

    I’ve been using these creative techniques since… well, I was a student when I discovered them, and the best image I can use to explain how they work is a physical one.

    At first glance, Imagination is like water: fluid, versatile, elusive and shapeless. When it comes in contact with inappropriate temperatures it evaporates or solidifies, it’s therefore important to keep it at the right temperature, and this is mostly a question of ego and motivation. But more important yet, it has to be channeled: actually, it’s very simple: creativity that isn’t contained gives us…a puddle. Even if we get 12 times more of it in the same room, it will still be a puddle (a big puddle, but nothing more). However, when it’s limited, channeled, directed, constrained, it can give us the fountains of Versailles. The finer the pipes, the higher and stronger it will burst. In other terms, the more precise and mastered the “constraints”, the more chances the imagination has of exceeding itself and reaching new heights.

    This is precisely where I think storytellers and technicians can find each other, in creativity. Since a good storyteller will welcome technical constraints with delight: it will give him tons of ideas!… And transforming reality, taking up challenges, constantly imagining new solutions is the daily reality of developers and all technicians. And what if tomorrow, we asked them all to exceed themselves to serve a “story”? My weakness is to think that they would do it with even more heart than they do to reach “simple” (?) marketing objectives or budgetary constraints. This happens everyday in the world of videogames or animation. This is why ARGs are blooming in the US and the UK thanks to little groups of passionate people who are spending sleepless nights on the subject.battlestar

    Interdisciplinarity is naturally born from this encounter. It already exists. And if the story is good, the audience will follow as long as they are slightly guided in the beginning. Is it more complicated for transmedia? More complex, for sure, but more complicated, I don’t think so.  In fact, it’s very important for it not to be complicated…

    But, hum, maybe I’ll stop here for tonight, it’s already a little bit long…

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    author Anne Larroque

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    69 projects applications to the transmedia call for projects!

    crowdsourcing

    by Nicolas Bry, published on 14.09.2009

    69, “the beautiful year” said Gainsbourg! For us, this will remain the symbolic number of your desire for transmedia. We have received 69 projects: without revealing anything, the domains covered are rich: fiction, documentary, games etc, and other creations that I couldn’t summarize in one word because of their originality. The transmedialab.org mailbox didn’t explode even if some projects were literally very heavy: the consolidation of the call for projects gave many GOs…

    But it’s not so much these quantitative elements that moved those teams and we felt that throughout our interactions. We are very touched by that, thank you. It would seem that Xavier’s post on “taking on Moore” was taken literally!

    Your trust in us is giving us a sense of responsibility for the respect of the projects’ confidentiality and the selection process that is beginning. Choosing will be no easy task for our jury and we want to undertake it with the utmost professionalism, this is why we’ve created a jury that brings together competencies, diversity, and of course, interest in transmedia.

    In parallel, we’re preparing the next step for the co-development of projects. Our intention is to provide efficient support in a framework that will allow creativity to express itself and for the transmedia project to take flight. It’s an ambitious bet to revisit the creative framework and to build a proposal for a new path that we can follow for the next 3-4 months of work on these projects: what motivates us already is the multi-disciplinary nature of our teams which is a source of creativity.

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Financing transmedia programmes and others, the situation today

    Film-Financing-Sources

    by Marc Guidoni , published on 11.09.2009

    Volume 1: The situation today

    As we have seen, the advent of transmedia in the content realm is, above all, a means of inventing innovative narrative universes that are apt to jive better with the expectations of young audiences. But it is also the chance to tap and pool new sources of funding for the programme industry.

    Since the late 1990s, in fact, it has grown increasingly difficult for producers to initiate and put together fundraising drives and then clinch project funding, whether for the cinema or for television. Every country is affected, even those like France in which the regulatory framework and the broadcasters’ obligations to invest are reputedly favourable to the audiovisual industries.

    Generally speaking, the bulk of film financing comes from major communication and media groups whose core activity is either in television (TF1, C+, ARTE, HBO etc.) or cinema (Warner, Fox, Gaumont, Pathé, MK2 etc.). Moreover, some well-organized international distribution and sales networks – along with DVD publishers – help prefinance films by providing minimum revenue guarantees.

    But on the whole, these traditional sources are tending to run dry, on the one hand owing to intrinsic economic difficulties, and on the other owing to the skyrocketing number of projects looking for funding, which lowers the average “ground-floor” investment.

    So money is hard to come by, and yet it is absolutely essential for:

    • Project research & development

    • Making a film – which, even in this digital age, remains a painstaking handcrafted “one-off”: each film is a veritable “cathedral” of images.

    • Managing – even just a little – the budget at small and medium-sized production companies: allowing for at least about three years between getting a project set up and the moment it starts generating box office or TV revenue.

    To meet this growing need for cash, two recent trends are observable:

    • The internationalization of traditional funding: the boom in international coproductions, which are harder and harder to organize and keep going owing to the complexity of reconciling what are sometimes conflicting rules in different countries. A great many professional gatherings, generally piggybacking on cinema or television festivals, are spawning a host of transnational collaborations.

    • The diversification of funding: we see more and more diverse forms of fund-raising, crowd-sourcing, sponsoring, patronage, product placement and so on and so forth. But careful, one has to be on the ball: “Stupid, nasty advertising is simply not on anymore,” says Georges Nahon, CEO of France Télécom/Orange Labs in San Francisco, which works, among other things, on digital content innovation on various platforms.

    Evidently, content funding is a constantly-evolving science.…

    Volume 2 the situation tomorrow morning

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    author Marc Guidoni

    Producteur @Fondivina

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    Now more than ever, transmedia producers are at the hub of a network of expanded skills

    producteur

    by Marc Guidoni , published on 10.09.2009

    Producers, rejoice! It seems to me one of the raisons d’être of our – otherwise so trying – profession is the sheer pleasure of interfacing with a whole gamut of talents, personalities, skills, cultures…

    Above all, being a producer means serving as a jack of all trades who knows how to keep creative energy flowing between denizens of very different worlds: artists, financiers, jurists, technicians, communicators, and plenty of others. To take this complex machinery at the very core of the content industry and make it work, a producer has to connect up wires that were not initially made to meet.

    To borrow a term coined by a producer/distributor friend of mine (who will know who I mean), ultimately a producer has to be a brilliant “mayonnaise mixer”. Transmedia is opening up a whole new window and forging new professional links: with web 2.0 specialists, web designers, web masters, experts in digital technologies, draughtsmen, scenographers, video game designers, specialists in creating and running online communities. But also with advertisers, sponsors and patrons who will want to inject, from the outset, a visibility and intelligent presence into the programmes they want to support.

    We should point out in passing that the main ambition of the French pôles de compétitivité (“business and research clusters”) that have been forming up for three years now in Lyon at Imaginove (www.imaginove.fr) and in Paris at Cap Digital (www.capdigital.com) is to align various technical, economic and artistic spheres using producers/entrepreneurs in particular as a sort of fulcrum.

    So for producers, transmedia is perfectly natural. It is simply a matter of expanding their usual work spectrum a little – and making it even more interesting in the process.

    That being said, we mustn’t underestimate the quantum leap involved even for talented producers who are by nature accustomed to working in a network with multiple skills. This is why the Orange Vallée Transmedia Lab wants to undergird expanded production teams, pinpointing the right questions (narrative, technological, economic), applying ad hoc tools and expertise, and ultimately facilitating this content innovation leap.

    Beyond the pleasure of an increasingly fascinating profession, transmedia is, for producers, a real strategic investment in the future. In fact, a programme director at a major radio station recently told me she thinks that, with transmedia, it’s the producers who are going to come out holding more cards in their hands and with a better grasp of their projects. Essentially, they’re turning from “simple”

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    author Marc Guidoni

    Producteur @Fondivina

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    The democratization of tools

    CNA

    by Jean-Yves Le Moine, published on 9.09.2009

    Today, everyone can make a feature film in their bathroom! Indeed, the digital creation tools have become simple and democratic. The other day I was at the Apple store in London, and a beautiful English woman in her forties was on the phone with her son, she was asking him, with a Final Cut Pro editing software box in her hand “this is the professional version, are you sure this is the one you want?”, the boy seemed to confirm on the other end of the line since she headed to the cash register with the box.

    It’s true that the minimum tools to shoot, edit and post produce a film are not yet in everyone’s budget, but the price has certainly been divided by 20 in the last 10 years. Today, the investment to be able to produce a quality HD feature film is around 20 000 euros.

    We could also think, that given the improving technology of photo cameras and mobile phones that are starting to be equipped with HD video, this cost will be reduced by half in the next three years. It’s not only the potential, but also the ergonomy of the tools that is improving. The difference between real pro tools and those of amateurs is quickly disappearing.

    This democratization of the creative tools is accompanied by new uses that encourage users to become more active. Beware, not everyone will become a talented auteur or artist. But this democratization already allows some young talents who didn’t necessarily have access to these tools in the past, to get their name out there with a good quality film on YouTube or Dailymotion, a film directed and produced in close to professional conditions.

    This democratization of the tools is intrinsically linked to the digital revolution, it started with music, continued with video, and is now reaching cinema. The production costs of digital cinema are also dropping, and we could imagine, in a few years, in movie theatres, the advent of a new kind of UGC*: User Generated Cinema.

    This phenomenon can only be a benefit for the development of transmedia and participative culture by encouraging a global increase in quality in the transmedia universe.

    * Today UGC Cinema is one of the largest film production and distribution studios in France.

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    author Jean-Yves Le Moine

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    Reading Michel Reilhac and understanding that transmedia also includes film

    MR

    by Marc Guidoni , published on 8.09.2009

    A few words to express how much enjoyment one can derive from reading “Plaidoyer pour l’avenir du cinema d’auteur” (“Defending the future of auteur filmmaking”) the latest book of interviews by Michel Reihac published by Editions Klincksieck. What a joy to see a description, with such clarity and pedagogy, of a militant commitment to a life of creation in general and of filmmaking in particular.

    Michel Reilhac (blog) was the director of the Forum des Images, as well as a film producer and director. His comments and reflections in this book go beyond the frame of his present activities at ARTE, where he is the Head of Cinema. Having occupied these diverse positions, he’s one of the best connoisseurs involved in the making and financing of independent cinema throughout the world. He interviews Frédéric Sojcher, filmmaker and head of the Masters Program in Screenwriting, Directing and Production at the University Paris 1 Panthéon-Sorbonne.

    mchel

    What’s particularly heartening, in the theses he develops, is to see that, far from sticking to a historic, sacred, untouchable conception of how feature films are conceived and made, Michel is constantly explaining that cinema has never stopped adapting to its time. And in our epoch of numeric globalization, that is more than ever the case.

    In this respect, and at the risk of being taken for an iconoclast by many of his colleagues and other “professionals of the industry”, Michel explains that the “film” object in no longer today a finished and final product, but rather “an element among others in a process, a step, a form among others that creates an imaginative and narrative resource for a myriad of possibilities and uses”. Furthermore, he explains that “the digital future will always encourage the inclusion of more “meta-data” around a piece, and that the film will become the key to access a particular universe or a network of information and experiences that is constantly evolving”. Michel also talks at length about the fact that the goal of a film is the communal process… Transmedia has really arrived…

    It’s no coincidence that Michel was one of the first supporters of the Pocket Films Festival and himself a diligent user of tools like blogging and Twitter, or that he’s constantly fighting in festivals and international fairs to give a chance to the most audacious transmedia projects… The latest to date: “Him” by the American Lance Weiler, which Michel and ARTE supported passionately at the latest CineMart in February 2009 in Rotterdam. It’s the first transmedia work that has been awarded by this reference institution in the global cinema landscape.

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    author Marc Guidoni

    Producteur @Fondivina

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    A workshop review : issues and difficulties of a transmedia project

    transmedia universe

    by Sophie Davidas , published on 7.09.2009

    Today, the audience’s behavior has become versatile. Depending on its desire, interest and time, its degree of immersion into the story changes.

    The elements of a transmedia project

    Transmedia writing consists of creating a universe with several entry points where the audience can immerse itself and interact. These different entry points can mix reality and fiction and complement each other on different media such as internet sites, blogs, cell phones, mini-games, TV series and ARG (Altered Reality Games). The goal is to get the audience to participate, to get immersed in the universe created and, in the end, to become one of the actors (concept of the Rabbit Hole).

    Issues and Challenges

    The challenges of a transmedia project are to master the production process, the costs of the production and the narrative conception.

    The challenges of writing a transmedia project are:

    -          defining the basic universe

    -          defining the limits (or lack thereof) of the interactive possibilities given to the audience

    -          defining the rules of the game, a user’s guide to manage the participation of the audience (how to fall into the rabbit hole?)

    -          the conception of a universe with several dimensions replacing the bible of classic series projects

    -          taking into account the three types of actors of this universe:

    A few examples of successful transmedia projects:

    Conclusion

    -          Always ask ourselves what the appeal is for the audience. Knowledge? Emotion? Suspense? Games?

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    author Sophie Davidas

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    Workshop : Marketing & Production

    Marketing

    by Marc Guidoni , published on 7.09.2009

    Think different… Transmedia begins in our heads, in our way of working, of building our crews, of making deals… All the steps have to be opened up… Financing projects is going to become more complex. The classic economic model of a content producer rests on the pre-financing brought in by different broadcasters in exchange for a certain exclusivity. However, the digital habits of 2.0 are exactly the opposite…

    With Transmedia, in order to maintain his rights, the producer must have a large number of micro-financings. Documentary producers already know how to construct these complicated financing schemes. Example: “The end of the line” on Channel 4 (), a very complex financing with money coming completely from non TV sources: sponsoring, branding, NGOs, etc… “Home” was also financed 80% through patronage.

    - Creating a new skill…

    Financial aggregators… Who will acquire this skill first? Producers? Broadcasters? Advertisers? Agencies? New players that are yet unknown?… If they don’t want this opportunity to re-balance their relationships with the rest of the economic players slip by, producers will have to be the first to find the right business models… Could we imagine them associating in order to create, from nothing, a new way to share? Think of Univercine for VOD.

    - Advertising has to make its cultural revolution…

    Advertising has to reinvent itself to be more “intelligent”, not an aggressive caricature and not intrusive. The public’s exposure to advertising has to be organized in time: it’s a re-distribution of the cards since in the classic model, broadcasters are the only contacts for advertisers and advertising agencies. By entering this territory, producers can be seen as poachers in their private hunt… Think of the complexity and imagine a ménage à 3, 4, 5, 6 etc…

    - Emerging cooperation…

    The big integrated media groups will have to accept that producers incorporate financings from competing groups, which will, for a particular program, become partners connected to the project. It would be absurd for the “old” logic to prevail, such as forbidding a producer working with TF1 but whose project doesn’t interest Bouygues Telecom for the 3G part, to go negotiate with SFR or Orange…

    Macroeconomic Competition + Punctual Cooperation = Coopetition

    Producers have a lot on their plate, but they’re not the only ones…

    Producers will have to be much more competent, like in the US or the UK, take an interest in the writing, the artistic dimension… Marketing the film from the beginning is a good way to start reflecting and learning, even if the part that requires reinventing comes later on, in the writing itself. How to find the writing skills to invent transmedia universes? And once they’ve been found, how do we finance their development?

    The landscape is changing for everyone… The sector is very fragmented today, maybe we must prepare for a re-consolidation down the line. Whatever may be, it seems crucial to work together, to build associations… Te remember that Endemol was nothing before it became the giant that we know today… The wind can rapidly change.

    What about paper?

    Transmedia can also extend to paper media: example of “Death Radio”, a transmedia book… www.deathradio.fr

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    author Marc Guidoni

    Producteur @Fondivina

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    Workshop : How young people consume media ?

    media_consumption

    by Stephane Gaultier et Eleanor Coleman , published on 4.09.2009

    S. Gaultier: 80% of 8 to 14 year olds watch television and surf the Internet at the same time (source ABC+/3D2+ July 2008 ). The new generations consume media simultaneously, they are multi-screen. What kind of programs should we offer this new generation? Transmedia offers the idea of a combined media consumption, but not necessarily a simultaneous one. Crossmedia suggests a multi-screen consumption conceived either one media at a time, either simultaneously. 3D2+ develops virtual worlds where it’s possible to create television shows. The audience sees what’s going on in the virtual world…in which it’s probably participating!

    E. Coleman: These days, kids love what “grown-ups” consume. They’re always flicking. They’re attached to content, not channel. Television remains their medium of choice, followed by videogames and the Internet. They have a very rigid activity structure during the day (get up, go to school, eat, homework, fun…) and often, limited leisure time (parental intervention), but a very “free” media consumption (across all media). On the Internet, they’re very present on social networks such as MSN or Facebook. What can that mean for the creation of Transmedia programs? What kind of presence can social networks have in the audiovisual creation?

    Debate:

    telejeune

    -          The speed of evolution of youth is a problem for the creation of programs destined to them. Even young scriptwriters in their twenties are disconnected from the habits and expectations of teenagers.

    -          For sports, particularly football, kids master the media. Rather than watch a match for the whole duration without ever knowing if there’s going to be a goal, they prefer to follow the score and the events of the match live on the Internet, allowing them to do other things at the same time, even if they have to go on Youtube later to check out the goals. Can young people still stay for 1h or 2h in front of a program without being active?

    -          Social networks are a way for them to access the info that interests them. They tweet and keep each other informed. They are the first users of the 2.0 web.

    -          Sociologically speaking, adolescence is the period where kids detach from their parents to create their own tribe, they are totally in sync with the social networks.

    -          Internet, which was perceived as a risk for kids to lock themselves up in their rooms, living in a virtual community, has become a way for teenagers to create their very real community. For example, Facebook is taking over Skyblog for young people. Kids are less interested in “producing” than in communicating with their tribe.

    -          Faced with this evolution towards Transmedia, no animation producer has integrated these new uses in their program offer for young people.

    -          On the Internet, on Youth sites, games are the most popular offer, followed by networking with friends and watching videos, all that before blogs.

    Useful info:

    -          See the study made by a young intern at Morgan Stanley: Media & Internet, how teenagers consume media.

    -          The Natal interface project from Microsoft wants to make the audience the dialogue interface with its terminal (Xbox). There is no more remote or joystick, the system recognizes movements and identifies the person present. See demo: Microsoft Project Natal.

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    author Stephane Gaultier et Eleanor Coleman

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    Workshop ARG/ERG

    arg

    by Michel Reilhac , published on 4.09.2009

    A concrete presentation of ARG/ERG through the case of Breathe (a project by Yomi Ayeni in London) and two projects by Caroline Gerdolle. Questions on games mixing reality and fiction and the importance of maintaining the confusion between the two dimensions in order to keep a permanent effect of surprise and ambiguity. It’s the idea of creating something that’s real even though it’s fake.

    Question on how to manage the expectations of the players that might feel slighted when they realize that they’ve embarked into a fictional world that they didn’t suspect.

    The notion of game and the issues at stake, the involvement of the audience and the authors: to the difference of the fixed situation of the relationship in a linear story (feature film), the involvement in an ARG can vary in depth depending on the moment and the availability of the audience/actor.

    ARG Breathe

    ARG Breathe

    Are they really fictions? Is there a real freedom in the writing, a fictional quality? What’s the status of the author?

    Notion of the Rabbit hole: ARG has holes where one can fall like in “Alice in Wonderland” and tip over into a new dimension where what is fake is accepted as real.

    The parallel with a new dimension of role-playing games.

    Audience members have become image experts and are very demanding on the dramatic quality and surprise of the offer.

    The bridge between reality and fiction must be fluid.

    The role of improvisation is great, it’s a guarantee of the quality.

    The notion of uniqueness of each project and the difficulty, at this stage, of having a model for the writing, the scripting and the production.

    The question of insiders is incompatible with the surprise of the participant, it’s important to not to give the key to the mystery before the game.

    The question of ethics to avoid falling into information manipulation: example of the RTBF announcing its separation from Flanders.

    Problem of the relationship to reality, in the documentary realm: how to use the tools of entertainment and interactive fiction to create a link to documentaries, especially between the audience members and the subjects of the reality that is being depicted?

    Questions regarding the problem of the blurry limit between reality and fiction.

    Comparative reference to serious gaming (a videogame based on real facts) and crowd sourcing.

    Michel Reilhac

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    author Michel Reilhac

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    ARG the lovechild of cinema and community

    Communaute2.0

    by Caroline Gerdolle , published on 3.09.2009

    The excellent box office results in the US last year despite a historic election campaign, the economic crisis and a no less historic record of illegal downloads are leading us to believe that the war of the screens might not be exactly where we thought.

    If illegal downloads didn’t make up for the increased demand for films, this low cost “travel” far from daily reality, at an unbeatable price, might make us realize that the price of cinema its not its greatest drawback, and offering it for free is not a real problem. Coexistence is certainly possible and could even be wanted by all if we succeed in creating a synergic association of multimedia and cinema to develop the audience around an imaginary world.
    BATMAN

    In the multi-sceen context of our lives, the greatest drawback of a feature film would be its isolation and short duration: the space and the time allotted to a fiction, as well as a returning audience, are crucial in order to build the audience a film deserves. The creators of TV series in the US and the UK understood that very early on, and these programs with international audiences have to undergo many screen tests, but they also benefit from their exposure time, which is much longer then that of a feature film. Fueled by the audience’s specific feedback, since it has a more or less free access to the programs, multimedia creations could follow in the tracks of this type of television, which can afford, with more time and space, to be less consensual and take more risks: isn’t today’s American television production often more so than its film production, the home of subversive heroes and audacious writing that constantly surprise, enthrall us, and win our loyalty?

    In order to transfer the idea of an audience that builds over time to feature films, with the space and interactivity of multimedia but without taking films away from the theatres, the only solution is the specific extension of the world of the story to other media. Media-cinema would then be linked to other screens through its multi-facetted story. Today, a feature film is present in multi-media for its promotion, but it’s the film and not the universe of the story that crosses over to our little screens in the form of teasers or news about famous actors. An ARG is an interactive extension of the world of the story and involves a potentially international audience in the film’s universe without showing anything that could potentially ruin the effect of surprise of the plot. The promotional efficiency of this specific multimedia presence in multimedia is a pretty sure bet.

    This way, in order to diffract a story across all types of media, the bases don’t change: an edit of images and sounds depicting an imaginary world where a real audience will want to spend some time. However, the multimedia user is active and takes his place in the story and the ARG like he would in a community. To be truly interested, he has to learn not only how to take, but also how to enrich the community. To address the user and allow him to respond, the writing and the directing style will then have to leave behind the traditional convention of the story that requires that the story “ignores” its own access and its broadcasting medium, making it inexistent. The story developed in a cross-media project will call upon the many talents and media that the user has access to. The audience’s involvement will only happen through the creation of content that’s as specific and pertinent to multimedia as feature films are to movie theatres.

    It’s up to the stories to reconcile the media, which will behave like highlanders. Finding oppositions to these differences is not mandatory. We could reach parity politics that would waste talents when in fact, it’s only up to us to avoid sharing what can be multiplied by the emulation of complementary skills.

    .Caro-Sept-06-035r

    Caroline Gerdolle Auteur

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    author Caroline Gerdolle

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    Transmedia = interdisciplinarity

    TransmediaNext2010 window

    by Jean-Yves Le Moine, published on 2.09.2009

    Content, technology and uses are the pillars of transmedia. The content to meet audience uses has to be intertwined with the technology. This transversality is necessary. It requires a new interdisciplinary culture in which content, technology and uses form a complex system in the mathematical sense of the word.

    A system that cannot be divided up into its component parts because each part interacts with the others and they all interact with their environment, with the world. This system can only be grasped as a whole, via all the entry points at once. That requires a whole culture, not just specialists to see to specific aspects of the component parts, but also a strong across-the-board culture to do full justice to the “trans” side of transmedia.

    Dispositif Dark Knight

    Dispositif Dark Knight

    This complex system contains another system concealed inside it, in the diversity of the media. The various media – TV, the Web, mobile, video games, cinema – cannot be conceived of separately: they also need to be conceived of in the aggregate. Complementary stories feed on one another and enrich the transmedia metaverse as a whole.

    Cross-disciplinary skills are resources that have to be developed and expanded: each of us should become a specialist who understands and works with their peers. Each specialist should learn from others and practice “re-entry”, i.e. integrating into their own trajectory the results of other specialists’ work in order to enhance their own work.

    We need to develop this cross-disciplinary culture, nurturing particularly in young people a curiosity, an affinity, for diversified learning.

    Transmedia is an intersection for this cross-disciplinary creation, the place where content, technology and uses converge.

    Dispositif Dark Knight
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    Better than Moore !

    microprocesseur 4

    by Xavier Couture , published on 31.08.2009

    These are the new bases of creative thinking. How to ask the narrative questions; the subtle link that connects two imaginary worlds: the ones of the author and of the reader, audience or viewer.

    This first Transmedia Lab Barcamp has held all its promises. A wave of enthusiasm is rising. But behind this moment of innovative exchange, something important is at stake: to make a program’s structure coincide with its broadcast medium. The question of the relationship between the signified and the significant, between the medium and the message, has always been around. Theatre was the first manifestation of a collective creative message. We came out of the primitive form of the storyteller to take the path of the imaginary re-creation of a world.

    Each epoch has had to adapt to new forms of transmission. The latest to date are cinema and television. The acceleration that has followed the appearance of numeric technologies is a brand new challenge for the creative world. Transmedia Lab has this vocation, and the enthusiasm which we realized would not be stopping after this first meeting, is a sign that creative energies have joined the law of Moore. Get ready technologists, creatives are back. They’ve understood the benefit that they can and must draw from their capacities to use all types of screens. The audience becomes the co-narrator, the narrator becomes the actor, all these mixes will revolutionize the different forms of writing. We’re off, this Barcamp, bursting with energy, was a historic first. The challenge of networks and screens has been launched and it’s being taken up. Creatives, get your neurons in gear, we’re going to beat this good old Moore.

     

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    author Xavier Couture

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    90 people at the first Transmedia Lab !

    Barcamp

    by Nicolas Bry, published on 30.08.2009

    Something happened this Saturday August 29th… We came and we realized that we weren’t the only ones with the desire to create transmedia in mind: there were 90 others, on a Saturday, at the end of August, at this first Transmedia Lab!

    Coming from multiple horizons, we embodied the crossroads that is transmedia, with creators of different disciplines, analysts of different practical uses, going from a desire to see to a desire to participate, according to the terminal and the context, actors of technologies seen from the angle of pleasure, interactive opportunities and the broadcasting possibilities that they create, producers, broadcasters, etc…

    Photographie Olivier Godest

    Photographie Olivier Godest

    By telling our stories (serial killers to fairy tales, documentaries, video games, ARG…), by asking ourselves questions on the evolution of narration, on the non linear paths that we could offer our audiences, on the inclusion of gaming and participation, on the complementary skills that had to be incorporated, by analyzing the impacts on the network of channels, by sharing experiences, emotions, by listening, each was able to see a competent, benevolent and active network being created, that will be able to contribute to the answers. Mash-up, letting go, uncertainties, transmedia is rich with complexity!

    I salute the work of our moderators, completed by the implication of each and every one, this is a great example of collective intelligence and very promising in terms of the cooperative work we can look forward to in the call for submissions!

    Let’s stay aware, multiply the conversation, let’s catch the wind that will carry the different transmedia ships. Let’s enjoy the journey, which is as rich as the destination. Each one will trace his path and we won’t all have the same destination, but Transmedia Lab is committed to creating the next points of stop for us to reunite.

     

    [svgallery name="barcamp"]

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Transmedia audiences and brands

    Audience

    by Jean-Yves Le Moine, published on 28.08.2009

    A transmedia story is a story with several points of entry: I can follow the Web buzz, which will send back me back to the series that I’m going to follow on TV; I’m going to find out more about my favourite characters on my mobile; I can play an alternate reality game with an ARG community, and watch it all again to my heart’s content on VOD on my computer or TV. These stories become extended if the content can be altered on the Web. So this circulation and audience development is a golden opportunity for brand development!

    The stories on the various media may be in “marketing mode” for the benefit of the main medium, e.g. for the film in the case of Dark Knight or for the TV series in the case of Lost. But the most interesting approach is certainly to allow audiences to circulate from one Film Home medium to another by working specifically towards the transition from linear to delinear (VOD). Today’s users want to consume their images wherever and whenever they feel like it. So it is of the essence in transmedia creation that each content be accessible separately and at any time whatsoever on each platform, and that each cross-reference with the other contents on other platforms.

    Sponsors can be assigned to the various media, as is conventionally done nowadays for TV, mobile and the Web. But one could consider ways of more closely involving them in a transmedia project through a novel form of sponsoring if the content of the programme coincides with the brand territory, its target and values. The benefits for the brand in question would be tremendous: not only widespread brand exposure on various media (as exemplified by Home, simultaneously present on TV and cinema screens, on publicity posters and on the Web), but also longer-lasting exposure – and continuous enrichment by internauts.

    The advertisers’ aim would no longer be to push branded products, but to promote their brand values, thereby encouraging consumers who embrace these values to buy their products. The transmedia metaverse provides an opportunity to create a “brandverse”, to communicate with all the spectators of the transmedia programme on the basis of these values.

    This could be considered an extension of the current trend in advertising: advertisers are going to end up moving into the content domain and getting involved in the production of programmes that cohere with their brand.

    For the brand itself, however, it is a matter of maintaining a certain detachment from the content so as not to lose its specificity, not to be absorbed by the public image of the content in case of failure – or in case of enormous success that might overwhelm the brand: the key to the success of the brand is still to define its territorial legitimacy!

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    Clara Sheller in a Transmedia “flat-share”

    Clara Sheller

    by Harold Valentin , published on 28.08.2009

    At France 2, one of the first attempts at cross media in prime time fiction was done with a specialized agency on the second season of Clara Sheller, which started off with a double handicap: three years separating it from the first season and a completely different casting. The system was mostly based on promotion but rather fun: launch party for bloggers four months before the first broadcast – with six shows running from 7pm to 2am in the beautiful offices built by Renzo Piano for EMI, the label behind the soundtrack; creation of a website with anonymous interviews about the characters of the first season; a game around the theme “we are all Clara Sheller” and the creation of a digital wall with the faces of those who had answered; a game to win a sushi dinner party with the actress who would be taking over the part, Zoe Felix, etc… until the first two episodes were made available for free online 8 days before the broadcast (about 30 000 views).

    Le blog de Clara Sheller

    Le blog de Clara Sheller

    Six months later, for the launch of “Fais pas ci, fais pas ça” (“Don’t do this, don’t do that”), we had the intention of launching one webisode per week for two months before the broadcast… but unfortunately, time was not on the authors’ side… ; since ABC had bought the rights, we still tried – with relative success – to create a buzz around the launch of the series in the US, with English excerpts of the actors dubbing themselves… so French! In any case, we understood that next time, the cross media aspect must be thought out from the start, on the same bases, but with regards for the uses linked to each medium. How? Hmmm…to be continued. But one thing is for sure: faced with American competition, the aging of the audience and the de-linerization of consumption, French fiction must reinforce its connection with the audience: identification, attachment to the characters, emotional connection, dramatic art, length of the series but also the interaction with the audience; and this is where the cross media universe is very open. Collaborations will no doubt be necessary to change our work habits, and that can really be very exciting.

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    author Harold Valentin

    Conseiller des programmes fiction de France 2

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    Short and long production cycles

    plusbellelavie

    by Marc Guidoni , published on 26.08.2009

    French television production of fiction programs has been in trouble since the beginning of 2000. Audience numbers seem to be dropping dramatically… And yet the resources are there: 600M€/year for Hertzian channels. But the comparison with original North-American series is tricky. The industrial fabrication process used in North America (United-States and Canada) is quite fundamentally different from ours. And without idealizing it, it’s interesting to understand how it works.

    The writing is not done all at once at the beginning of the show, it’s done along the way. To put it another way, when a series of 24 episodes begins airing, only the first 4 or 5 have been written. They set out without a security net… the other episodes will get written as they go, which allows the writing and the dramatic twists to follow the audience’s feedback as well as the news: there is no difficulty inserting an event such as an “election result” or a “sports victory” into an episode, since it’s only written a few weeks before it airs. In France, apart from some very rare exceptions (like the popular series “plus belle la vie”/“a beautiful life” which we’ll discuss again later), everything is written and shot several months before airing.

    The American fabrication system is therefore fundamentally “transmedia ready” since it’s built around a repetitive cycle involving the audience: writing/ production/ improvements based on feedback/ writing/ production/ broadcasting etc…

    Building the foundations: the development phase (the sector’s R&D)

    -       Creation of the series’ specifications and guidelines, character development

    -       Writing of the best possible script for the series’ pilot and shooting of the pilot

    -       Development of the precise work methodology and work-flow for the future of the production

    Writing

    -       Building a group of script writers working together with great creative freedom under the direction of a “show-runner”, this is a script writer savvy to the production requirements who keeps things within the required specifications

    Production

    -       The director doesn’t participate in the script writing. He arrives 2 weeks before the shoot and cannot touch the scripts that have been preapproved. He’s not there as an author but as a technician.

    -       The shoot has been previously gauged according to the specifications (length, number of sets…). Only the first episodes are shot. The preparation begins to shoot the following episodes as the first ones go to air.

    -       The editing of the episodes must begin around the middle of the shooting.

    Broadcasting

    -       Has to happen shortly after the end of the shoot and the post-production

    We can note that in France, “Plus Belle la Vie” has adopted this short cycle integrated production process. Should we see a link between this and the fact that it’s by far the most successful series in France today with an extremely diverse audience?

    To continue this reflection, a fascinating debate from July 3rd 2009 on France Culture with Jean Bigot and Orso Miret: click here

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    author Marc Guidoni

    Producteur @Fondivina

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    A gathering culture

    culture

    by Fabien Granjon , published on 25.08.2009

    The potential for choice is therefore under-used and the audiovisual consumption is no exception to the rule. Even for the most passionate users, the uses are very limited by the structural incapacity of individuals to distribute their attention to as many contents as they would like. But whatever the intensity of their practice, amateurs usually create forms of consumption for themselves, using at leas a few different media.

    To this diversity of practices, we must add another form of variety, which is that of content mobility.

    Inside the same domain (music, video, etc) the mix of consumptions is presented in a very common format of use. It is, of course, illustrated by the famous flicking of TV channels, but also by short and repeated viewings of User Generated Contents or the particular appetite of individuals (and especially young people) for short formats that allow a great flexibility of combinations and an important freedom in the way they follow the narration. The success of short television programs of this type “6 Minutes”, “Next”, “Camera Café” or “Kaamelott”, along with that of Youtube or Dailymotion contents, where you can sample videos, “best of”, humoristic videos (“La chanson du dimanche”, “Les têtes à claque”, etc) and other combinations, are shining examples of the audience’s appetite for “things that are easy to watch and mix”.

    In its most extreme form, this “gathering culture” finally gives as much importance to the contents than to the possibility of navigating between them easily.

    To read more (in French):

    Bergé (Armelle), « Les pratiques de consommation vidéo sur les écrans et réseaux contemporains : de quelques enjeux et déplacement de la consommation audiovisuelle », Doctoriales du GDR TIC et Société, Télécom Paris.2005.

    http://gdrtics.u-paris10.fr/pdf/doctorants/papiers_2005/Armelle_Berge.pdf

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    author Fabien Granjon

    Fabien Granjon est sociologue au sein du laboratoire Sociology and Economics of Networks and Services (SENSE) à Orange Labs

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    Negative capability and migratory cues to craft a transmedia story based on G long analysis

    transmedia

    by Nicolas Bry, published on 24.08.2009

    This extract on negative capability and migratory cues is based on impressive developed by G long in his thesis

    “The term negative capability was first used in a letter from the poet John Keats in 1817. In it, he writes : that is when man is capable of being in uncertainties, mysteries, doubts without any irritable reaching after fact and reason …”.

    starwars“When applied to storytelling, negative capability is the art of building strategic gaps into a narrative to evoke a delicious sens of “uncertainty, mystery, or doubt” in the audience. This empowers audiences to fill in the gaps in their own imaginations while leaving them curious to find out more. In Convergence Culture, Jenkins quotes media scholar Mary Beth Haralovich and mathematician Michale W. Trosset: narrative pleasure stems from the desire to know what will happen next, to have that gap opened and closed, again and again, until the resolution of the story.”

    “As Janet Murray writes in Hamlet on the Holodeck: When we enter a fictional world, we do not merely “suspend” a critical faculty; we also exercise a creative faculty. We do not suspend disbelief so much as we actively create belief. Because of our desire to experience immersion, we focus our attention on the enveloping world and use our intelligence to reinforce rather than question the reality of the experience.”

    “As audiences consume multiple components of a large narrative franchise, they construct vast databases of information in their minds to connect each new piece with what they have experienced earlier.”

    “Barthe advocated divorcing the author from the text and leaving the meaning of the text to determined by the readers, he places writerly texts (those texts that rely heavily upon the audiences to provide any semblance of meaning) far above readerly texts (afford very little room for individual interpretation) in his hierarchy of value. Rather than promoting one at the expense of the other, I view stories as communications between a transmitting party and a receiving party.”

    “The trick of course is to use these writerly approaches as a lure to bring audiences back when those gaps are filled in, and then provide a tale good enough – and riddled without enough new gaps – to keep them coming back for more. Perhaps the most famous example is in Star Wars : how did Anakin Skywalker become Darth Vader? What was the Old Republic? … All of these unanswered questions are opportunities for new stories to be told.

    matrix2“What Ruppel calls migratory cues are “ signal towards another medium – the means through which various narrative paths are marked by an author and located by a user through activation patterns”. Negative capability clears a space in the narrative for those cues to be planted. The letter in the Matrix franchise are a sample of a migratory cue, used as a hint for viewers to look for more information on the letter in The Animatrix and Enter the Matrix.

    A storyteller looking to craft a potential transmedia narrative should carefully craft the world in which that story exists, and then make passing references to elements in that world during the course of the narrative to simultaneously spark audience imaginations through negative capability and provide potential openings for future migratory cues.

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Transmedia participation and propagation

    propagation

    by Jean-Yves Le Moine, published on 21.08.2009

    It is often said that success on the Web is essentially viral. But the spread of a viral buzz cannot be controlled. Transmedia should be based, on the contrary, on the controlled distribution of content.

    If a viral involves fixed and finite content, spread solely by e-mail or by link, transmedia offers content that can be modified and distributed thanks to tools that facilitate their propagation.

    In a transmedia programme, the contents are propagated thanks to technological tools and scriptwriting techniques that facilitate participation and collaboration, thereby giving viewers an immersive experience. By immersive experience we mean an intense experience that is more lasting than the effect of a buzz and impels the audience not only to share the content with others, but to take part in its elaboration. Transmedia forges a metaverse, a universe blending the virtual and the real, in which viewers immerse themselves, a participatory universe.

    The collective intelligence thereby engendered is subject to certain rules. Viewer participation involves different roles and degrees of engagement.

    We can distinguish between four main categories of viewer participation:

    jylme

     

    [content creators, context creators, passive interested, uninterested]

    In the commercialization and marketing stage of a transmedia programme, there is no point in seeking to increase the number of active content creators. On the other hand, it is essential to provide the right tools and appropriate content for them to create and relay the programme to the largest possible audience.

    It is the other groups we should try to enlarge: we should try to get the passive but interested audience to become context creators, and get the disinterested to keep track of the programmes and to take an – albeit passive – interest in them.

    In this way the intensity and duration of a programme’s propagation will permit the largest possible audience to see and hear about the programme at some point or another.

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    author Jean-Yves Le Moine

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    Shift from long to short cycle: “Plus belle la vie” under the transmedia microscope

    plusbellelavie

    by Amaury Boulanger , published on 20.08.2009

    I attended a fascinating conference in June organized by Laurence CORROY, assistant professor of information and communication studies at the “New Sorbonne” (University of Paris III). Here are a few keys to understanding the success of the French TV series “Plus belle la vie”.

    Plus belle la vie”, a series launched in late 2004 on France 3 [second-biggest public TV channel in France], draws a record 6 million viewers every evening. It also has record longevity and media hype, and FR3 makes a quarter of its annual advertising revenue on the series (at least it did before commercials were banned on public TV). The series is a huge hit with 25-year-olds and, paradoxically, senior citizens; 12–18-year-olds form the core target, though the show was not initially conceived for teenagers!

    Short cycle => topicality

    What sets “Plus belle la vie” apart is its short production cycle and its team of writers. The team is made up of a score of writers highly reactive to the latest buzz, e.g. they worked Obama’s election into the script within three days of the polling. They operate “just in time”, with writing/production on location in Marseille.

    The series is based on 3 // plots: situation comedy in every episode, tragi-comedy for a fortnight, detective story for 3 months. Viewer interest is maintained by interweaving several strands and thanks to the character development potential of the group members.

    Proximity = fictional telereality

    The script uses a great deal of slang, which is understood by all the teenagers. There’s very little action, everything’s based on characters “gossiping” in public places about their – and our – everyday issues: this is not the highbrow stuff of “JT”, which is broadcast at the same hour!!!

    If we analyze the show’s success, it is the logical development of telereality programmes that become trivialized: e.g. “Loft story”, likewise revolving around gossip about young people’s day-to-day lives: “Plus belle la vie” might be termed “fictional telereality”.

    plusbellelalifeAnd transmedia?

    Strictly speaking, no transmedia experience on “Plus belle la vie”, though it does have some cross-media best practices to offer:

    -       rerunning episodes on the web is a hit formula!! => over 100,000 clients/day pay to stream the episode at €1/24h or €5 premium streaming for 5 days

    -       derivatives: in the online boutique you can buy all the actors’ outfits, “Plus belle la vie”-branded set props (e.g. mug, chair etc.), video games – and that amounts to a killing ;-)

    -       option of creating your own avatar and dialoguing live with the actors from the series

    -       emergence of fan community sites/forums, strong bonds between fans who debate the issues addressed in each episode

    -       the scriptwriters tap the forums for inspiration in writing the next episodes (in iterative mode). FR3 regularly holds online polls along the lines of “could X fall for Y”: if 70% feel they’re a good match, then that gets worked up and put into the series.

    -       No product placement during the series, just sponsoring by a costume jewellery brand, a health insurance company and a food product for teens, perfectly geared to the target audience.

    The series has been sold to and is broadcast in over 10 different countries, reruns in France on France 4 and Gulli….

    For more information about Laurence Corroy’s conference : here

     

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    author Amaury Boulanger

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    My life as a transmedia series?

    livre_ouvert

    by Jean-Yves Le Moine, published on 19.08.2009

    Our lives are increasingly fragmented. A quick breakfast on the go with your partner and/or kids, taking the kids to school and the work day usually begins with the ride to work. A common occasion for watching or listening music and/or more or less short programs on our mobiles or iPods.

    At work, between internal meetings, appointments, a thousand things to manage, professional emails, those of friends who encourage us to check out a viral video, phone calls to the husband or wife, the fragmentation increases. Then it’s the ride home, the race to get the kids to bed, and finally, a bit of time for ourselves: time to watch a movie. Not out of the house though! Better get VOD on our televisions or PC.

    Illustration by Jason Lee

    But, in the evening, it takes time to relax! We prefer flicking on the TV, computer or mobile. In fact, flicking might no longer be the right word, we’re gathering. We’ve become like bees working on pollinating the world. This new usage has become the reality of our daily life and the new stories, these stories that we’ve rediscovered with American TV series, have to meet these uses. We naturally know how to put the pieces of this un-linear content together.

    Transmedia echoes this fragmentation, it’s a way of telling stories that resembles our lives even more. Transmedia allows us to enrich the stories, to make them a part of our lives. At the heart of these stories that are told across several media, we are even more inclined to participate since the transmedia process resembles our own lives. The identification can take place.

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    author Jean-Yves Le Moine

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    Transmedia, the new frontier

    puzzle

    by Marc Guidoni , published on 17.08.2009

    Never before have we had so much content at our disposal and consumed so much of it, especially images, as has been the case since the beginning of the 21st century.

    Receptors are everywhere: in our pockets, on our desks, hung on the walls of our living rooms and increasingly, in public places. From the TV screen being the only family screen around which people gathered religiously as they once did around the radio, we’ve now moved on to sometimes a dozen screens of every size spread out throughout the house.

    Screens complete each other, enrich each other’s content, link to one another without impeding on each other’s territory. In the same way that television did not kill the movies, television has not been pushed aside by computers, and computers are not suffering from the arrival of game consoles and other Smartphones. Each time, the emotional experience with a new content support changes, improves, diversifies.

     

    screenshot2

     

    Is it a cause or a consequence that our collective appetite for content and media has never been so big: they deeply structure our approach to the world, to knowledge, to education, to work, to entertainment and more broadly, to all areas of human relationships, even the most intimate ones.

    But today, we stand on the edge of a new frontier as the audiences – all of us – have new aspirations and skills. It has recently been demonstrated by researchers that a teenager or young adult has the capability of doing up to five things at the same time on different screens. This simultaneous activity could be, for example, to look at a sports program on a TV channel, flicking to an old film at the same time, while looking at emails, sending text messages and listening to the radio as background noise. Twenty years ago, this behavior would have seemed like science fiction, but today it’s completely accepted and banal.

    Technologies and uses are now ripe for the advent of transmedia; complementary stories that take place in a real symbiosis across several media in a multi-screen logic: cinema, television, Internet, cell phones, connected tablets, videogame consoles, and even on the “ultimate screen” of reality with Alternate Reality Games.

    Now all that’s left to do is to re-learn how to write and produce for this new environment. And it’s clearly up to independent producers to seize this chance and pave the way. They won’t do it alone, obviously, and will need to gather multiple talents around their transmedia projects. But the prime responsibility to cross this new frontier is up to them…

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    author Marc Guidoni

    Producteur @Fondivina

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    The ultimate transmedia challenge

    Film Title: Watchmen

    by Stephane Mot , published on 16.08.2009

    Newspaper cuttings, notes, book extracts, interviews, soundtracks of intoxicating songs, radio, television, comic books… all this mixed in with the intrigue of an unclassifiable graphic novel: in the mid 80’s, Allan Moore created the first 2D transmedia work with the help of Dave Gibbons.

    By his own admission, the work was not adaptable to the cinema… and indeed, the brilliant craftsman refused to recognize the caricature of a film that came out last spring on the big screen. Even though Zach Snyder managed to capture some of the visual codes of “Watchmen”, his live action and special effects production doesn’t reflect the richness of the paper masterpiece, much more elaborate in meaning and dimensions.

    But it’s impossible to accept this foreshadowed failure. New attempts will inevitably be made in the more or less distant future.  Probably with a more collaborative approach involving more varied creative fields, and on the condition that the author’s spirit be respected, and therefore the experience of the audience/reader/listener completely mastered.

    I would be very curious to see how Watchmen could be translated in an authentically transmedia system.

    watchmen

    For those who know the original work: I would be interested in your point of view. To others, I can only warmly recommend this stimulating experience of discovering an author at the peak of his art.

    PS: you can also see “Watchmen and the nature of Alan Moore’s power

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    author Stephane Mot

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    Alternate Reality Games (ARG): Definition and Social Significance

    why-so-serious

    by Jean-Yves Le Moine, published on 13.08.2009

    Alternate reality games blur the lines between the real and virtual worlds – between what we call reality and virtuality…. They prefigure what gaming has become in a hybrid world in which reality is enhanced by virtuality and virtuality consolidated by reality. There is no clear-cut definition of ARG, and we often range in this category any game that can’t be put in a pre-existing pigeonhole.

    An ARG resembles a paper chase that takes place on the web and in real life, often enhanced by technologies spawned by mobiles and intelligent objects.

     

    It is also a sort of role-playing game replete with game master, but in which the gamers are the masters of their own fate. The participants act upon the game, and you can see unforeseen forms and actions emerging that the game master has to take into account – or risk losing his community!

    One of the leading lights in this domain is the Australian-based Jane McGonigal. McGonigal believes the reason gamers play so much is that reality is pretty sad nowadays without gaming. So she wants to add some game-playing to real life to make our reality more pleasant. For her, ARGs can serve as that life-enhancing vehicle in the workplace as well as in our social and family relations. She also sees ARGs as a way of getting different generations to interact, to overcome their differences and bridge the technology gap and/or social divides due to disparate collective memories.

     

    ARG Metacortechs inspiré de Matrix

     

    Another – and not the least significant – aspect of ARGs is that, more often than not, solving the riddle is not the crux of the game. The richness of and motivation behind gaming usually lie in the game-playing process itself, in the quest. And the fact that this quest is undertaken collectively, collaboratively, by generating a collective intelligence, adds even more to its inherent interest. ARG is a new type of game that is lived as much as it is played. To Jane McGonigal, it’s more a new way of living than a new way of playing.

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    Serial stories

    petrelli

    by Jean-Yves Le Moine, published on 10.08.2009

    Good stories are serial, meaning they develop in the form of episodes that may follow a linear or nonlinear progression and reprise or rather continually renew one another. Everyone knows American series like 24, Lost, Heroes etc. These “cliffhangers” leave us in such intense suspense that we can’t wait to see what happens next.

    We even make up the next episode the next day with workmates or friends. So these stories get everyone involved. The next episode, whether it bears out or is at odds with the collective story we’ve all come up with, ends up activating our semantic memory even more profoundly.

    In the final analysis, there are but few stories and all of them have probably already been written or told in one form or another. Every story is the reiteration of another one that we know consciously or unconsciously, and at the same time it prefigures the one we are going to tell or someone else is going to tell us. These reiterations, which can be found even within stories themselves, are not redundancies, but rather beacons that light up various inner recesses of our memories for our greater pleasure.

    24 chronoGood stories are, for the most part, made up of a bundle of plots in which the various characters straddle different time periods. This abundance speaks to the multiple facets of our personalities, to the diversity of others. Everyone can identify with a character, make a plot his own and intertwine his thread with those of others. This multiplicity, interwoven with seriality, produces a robust multicoloured fabric. The multiple intersections of different times, spaces and characters echo the increasing fragmentation of our lives in today’s digital world.

    Serial stories began with the “chansons de gestes” [Old French epic poems], were taken up by Balzac’s bestselling serial novels with instalments coming out in the papers one day at a time; they were continued in serialized books, and became still more concrete in film. In our day serial stories proliferate on all the media: they are delinearized in time and space, in keeping or at variance, as the case may be, with the fragmentation of the world we live in.

    Tomorrow, perhaps, new storytellers will emerge to bring listeners together in the same place, around the same story. Tomorrow, perhaps, stories will be the only machines capable of curving time, to put a twist on writer Nicolas Dickner’s expression with regard to books.

    lost gameBy letting us ramble in and out of multiple stories, transmedia should try to transcend the notions of past, present and future. The viewer will then be able to dive into the transmedia universe and lose himself there, forgetting the passage of time.

    Every story should curve the time of the reader, the listener. That is indeed the greatest luxury transmedia has to offer today: it gives us back time…for ourselves.

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    Ubisoft’s nice name for transmedia? “Confluence”

    ubisoft

    by Nicolas Bry, published on 5.08.2009

    Lyon has its own confluence where the Rhône and Saône rivers meet. Ubisoft is talking about another kind of confluence. Listen to the interviews from early and late June 2009 with Geoffroy Sardin, Ubisoft’s general manager a few key lines there about universes and transversality resonate with the spirit of transmedia.

    Re Ubisoft’s transition from video games to comics:

    “Our idea isn’t simply a transfer, it’s more a transfer of experience. We’re not going to “cut and paste”, but we are now going to offer our readers a chance to discover the before and after of what they have discovered in a given video game. It will be the same universe, but not the same story.”

    “So it’s not simply considered a vector of communication. The primary objective is to embark on an editorial adventure on other platforms with a very clear-cut financial goal, which is to turn a profit.”

    Re the confluence between movies and video games:

    “We have experienced a change of direction in video games: it lies in the confluence – I mean the coming-together – of creators from cinema and from video games. It is not an idea any more at all, it’s a reality. […] James Cameron is working with Ubisoft to make a movie and a video game based on his Avatar universe. With Spielberg we’re working on the video game and special effects for Tintin. Spielberg has grasped that the emotion and immersion can be in his cinematographic productions, but also in the video games. […] We have entered into global entertainment and what is now called confluence.”

    LA Times article

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Dark Knight

    why_so_serious__2_by_jeayese

    by Jean-Yves Le Moine, published on 3.08.2009

    The second opus in the Batman Begins series was not only one of the biggest box office hits ever. Like every Hollywood mega-production, it benefited from a marketing plan that far surpasses the budgets of even the biggest French pictures. It was also developed as a transmedia concept, and a fairly considerable portion of the budget was allocated to developing transmedia elements designed not only for publicity purposes, but also as elements of a marketing strategy that would be incorporated into the story.

    Among other things, an alternate reality game was created with a clue to start with: some playing cards left by the Joker (in various comic book stores on the West Coast) with the enigmatic inscription “I believe in Harvey Dent too”. This slogan later turned out to be the address of the first website dedicated to this gigantic scavenger hunt, which has been continually enriched by new events ever since. No fewer than 40 websites were subsequently created, along with a dedicated Wiki and some fan sites.

    During the run-up to the theatrical release, the sharpest fans managed to get their hands on the last pre-release trailers by going to certain specific spots in a few big cities in the US after deciphering the riddles left by the Joker on various web sites. Not to mention the phoney election campaigns for Harvey Dent, another character in the movie. Or the press kits sent to certain journalists by the Joker himself in the form of a cake containing a real cell phone with a number to call for an exclusive scoop on other information.

    All these elements made Dark Knight the must-see picture of the summer of 2008 and catapulted it to fourth place in all-time box office receipts.

    This is an instance of transmedia marketing, but well-done marketing based on complementary contents of the film. A great many trailers and websites about Gotham City and Harvey Dent’s candidacy for district attorney succeeded in convincing not only hardcore fans, but also plenty of others, of the quality of the film itself.

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    A beautiful novel, a beautiful story

    roman

    by Jean-Yves Le Moine, published on 31.07.2009

    We are touched by good stories. Our bodies and our senses can be touched. A good story touches us physically by revealing to us a different side of ourselves, a side that cannot be reduced to this body, which we often put to the fore or in the background as the case may be. So we recognize ourselves as being entirely ourselves and entirely different.

    Our senses are touched by a good story when it moves us, makes us move, sets us in motion, inwardly and/or outwardly. To be at one with a story, we should put ourselves in the right position, one that commits us physically and emotionally. In our armchair, in the underground, or in the street with our friends.

    Inner movement is only possible if we are ready for it, if we have no fear of our own fears. A good story should reassure us, give us confidence. Outward movement is always movement towards others. When the story is good I feel like living it, sharing it with others. A good story resonates socially in us, individually and collectively.

    But how and why are we touched by a story?

    We relate to a story. The story should resonate in us. Something about the story activates the deepest recesses of memory, semantic memory. This activation helps us “recognize” the story. It is told to us, but it is already there inside us, and has been in our lives for a long time. It echoes something inside me, something at once similar and different. Something that I recognize and that escapes me at one and the same time.

    I make it my own, I want to tell it in turn to others. But the story I’m going to tell is no longer the one I was told, it’s my story. And as it succeeded in touching The Other within me, I know it is going to be able to touch The Others within others. So this appropriation of the story isn’t solely personal, but collective, too, for good stories always convey an archetypal meaning that touches us collectively.

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    Tastes in TV consumption

    ecran-300x227

    by Fabien Granjon , published on 30.07.2009

    It’s important to understand that tastes in TV consumption don’t necessarily rely on a positive preferential choice. People might watch content (especially TV programs but this can also be true of some non-linear content) that they not only find non “legitimate” (“Yeah, I know game shows aren’t very smart”) but that they sometimes don’t appreciate at all (“Sometimes, it’s so uninteresting that watching it by episodes makes it bearable”).

    Therefore, audience numbers are neither the measure of an audience’s demand, nor necessarily an indicator of their taste, but rather an evaluation of their reaction to a certain offer. In fact, people often find themselves in a logic of “the least painful choice possible” when it comes to selecting a program, “because in the end, you have to watch something”.

    However these “default” choices aren’t always negative. For example, they offer the possibility of having a “background noise” that allows multi-tasking and the performance of other activities (working, eating, talking, etc) and especially some communication habits very common among young people: talking on the phone, chatting on IM, reading text messages etc: “In general, we look at series that we’ve all seen before, those that run at 8pm (laugh), this way we can watch without really watching since we’ve already seen them all”.

    Furthermore, the variety of consumption possibilities allows people to stay “up to date” when it comes to the minimum current content that you have to know  (ex: to talk about it with friends) or to stand out by being able to talk about or recommend more original content.

    The model of a demanding and selective audience who only watches “upscale” shows as opposed to a “mass audience” fascinated by their TV and watching anything without distinction is therefore an illusion. Those who watch very little television aren’t necessarily more selective or edgy in their program choices, and conversely, big TV consumers can also be counted among the audience of more specialized or “confidential” shows.

    To learn more:

    Macé (Éric). « Le conformisme provisoire de la programmation », Hermès, n° 37, 2003, pp. 127-135, ( pdf )

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    author Fabien Granjon

    Fabien Granjon est sociologue au sein du laboratoire Sociology and Economics of Networks and Services (SENSE) à Orange Labs

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    Lost

    lost

    by Jean-Yves Le Moine, published on 29.07.2009

    Everyone knows Lost and its heroes, the modern-day Robinsons, marooned on an island. What is less well known is that JJ Abrams developed a whole transmedia concept around the TV series.

    From the very first episodes, he himself ran a forum on which all the fans of the series had a field day commenting, imagining the next episodes, above all inventing a past for each character, a pre-crash past. In the first few episodes of Season 1, these flashbacks were but meagrely developed, but in view of the interest aroused on the forums, JJ Abrams decided to develop that aspect a lot more in the subsequent episodes that had yet to be shot. All he had to do was ask his scriptwriters to draw on what his fans had written on the forum.

    Lost also evolved through the short films that were released on the Web: one of the protagonists finds a movie camera on the beach and films his peers. The resultant shorts can only be seen on the Web. On mobile, other short programmes portray the less developed characters in the TV series.

    But what really amuses JJ Abrams is to blur the lines between fact and fiction. And what better means to that end than an Alternate Reality Game (ARG – mixing the real and the virtual)! The scriptwriters then left hints in the TV series, whilst a rumour was started on the Internet: the production of Lost was said to be financed by a cult, which also appeared to be one of the solutions to the mysteries on the island. This double rumour induced fans to embark on a wild hunt for hints in each episode. It was then artfully orchestrated by the producers in-between Seasons 3 and 4 to perk up the series’ viewing audience, which had been running out of steam.

    This game was followed by hundreds of thousands of Americans. Capitalizing on a far better story, the game succeeded in reaching and growing several different audiences! Now more than ever, a very good transmedia concept requires first and foremost a good story to be a success….

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    Social content and transmedia

    tag1-300x164

    by Jean-Yves Le Moine, published on 28.07.2009

    In the middle ages, man thought that the earth was flat. The discovery of perspective marks the beginning of the Renaissance, the beginning of modernity: man knows that the earth is round and he has adopted a point of view. He observes the world. Later, man went to the moon, he saw the earth from the sky, he discovered that there wasn’t just the world of man but a global universe to which man belongs.

    Long after the industrial revolution and Taylorism, new technologies have started to create new uses; Apple and Nokia were the first to put man at the center of technology. “User centric” type experiences and living labs multiplied. The technology evolved. Businesses started selling more and more services. Google then thought of not selling services but of offering new types of services for free, creating added value on which the business can make a profit. The 2.0 economy was born.

    These past few months, we’ve witnessed a new change in the paradigm, it’s no longer the technologies that create the uses but the uses that propel technological evolutions, that personify them. Twitter is a living proof of that. Man is still at the center, but he has become an actor. He interacts with other on his environment.

    The use of content fits within this logic; man is no longer just at the center of content, but he wants to be able to interact with the story. The audiovisual consumption is not reduced to the viewing of content, it’s comprised of a wealth of other activities around the audiovisual content:

    -           viewing

    -           getting informed/ discovering

    -           acquiring

    -           discussing

    -           sharing/ redistributing

    -           stocking/ organizing

    -           transferring

    The content has become social, even if individual uses continue, even if we still watch almost as much television, we do more and more things at the same time, before or after the broadcasts! Young people have become increasingly multitasking, they exchange content and discuss it more and more. This fragmentation is hitting us like a wave.

    Transmedia is in sync with these uses: through its multiple entry points, it gives access to a fragmented content-universe through which we can evolve alone or in a group. Like cinema, it could become the media form that most resembles life…

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    “Check this out! Power to the Pixel is now open for submissions”

    Power to the Pixel

    by Liz Rosenthal , published on 27.07.2009

    In just two years Power to the Pixel’s Cross-Media Film Forum has become the  leading event in the film industry calendar for creators to connect with key digital innovators: pioneers who are developing new models of storytelling, film financing and film distribution across multiple platforms. The event opens this year’s London Film Festival from 14-16 October 2009 at BFI, Southbank.

    New to our programme this year is The Pixel Pitch, an international cross-media film competition where we will award the Babelgum Pixel Pitch Prize of £6,000 to the best cross-media project.  Application deadline is 14 August. You can find out how apply here.

    We are looking for projects that take advantage of the growth of new tools, services and devices to develop innovative ways of telling stories to engage and interact with audiences across multiple platforms. Projects can be in development, works-in-progress or near completion. One important point is that all entries must have plans for some kind of release in a cinema, or encompass a live event.

    Up to ten projects will be selected to present to a select group of financiers, commissioners, tech companies, online portals and media companies, in front of an open audience, at Power to the Pixel on 15 October 2009.

    The 2008 launch saw four filmmakers present their cross-media projects to representatives from companies including Babelgum, Sony Computer Entertainment, BBC, YouTube, MySpace, Amazon, Channel 4, UK Film Council, Arts Council of England, Tribeca Film Institute.   All of the filmmakers benefited greatly from the connections and publicity, securing both finance and international partners .

    PixelPitch_banner-1

    After presenting his project HIM at the 2008 launch, Lance Weiler was selected to participate at the Rotterdam International Film Festival’s CineMart where he won the  prestigious €10,000 Arte France Cinema Award.  HIM uses interactive technology to tell the tale of a small town affected by a mysterious sleep virus  that infects anyone over the age of 21. HIM’s immersive storyworld will be deployed across multiple devices and platforms using 4-6 minute episodes, 1 minute micro-narratives, online and

     

    mobile casual games, online and offline ARG (alternate reality game) elements whilst creating   a feature film in the process.  Lance describes his project as “a new type of social entertainment experience that fuses storytelling and gaming in a way that enables audience members to become collaborators within the world of the story.”.

    Jamie King’s project Dark Fibre has now completed its shoot in Bangalore, India and is in post-production.   The film deliberately collides documentary and fiction,  capturing the real lives of cable TV providers in the unregulated networks of India, juxtaposing the dream of Bangalore as India’s ‘silicon valley’ alongside the everyday life of the city’s underclass.  Dark Fibre will be distributed via P2P networks in segments, each part unfolding a piece of the story. The final part will only be made available to those who have watched the entire film.

    Breathe is the newest project from Expanding Universe, a social entertainment company run by Yomi Ayeni and Carmel Landy. The project is a murder mystery that unravels in the London underground dance scene, set in a nightclub that’s built in a vacuum where people need to dance to fill the club with oxygen. Breathe mixes film, online events,  real-life events and performance to tell its story, encouraging audience participation through club nights and a live finale.

    Teams that are selected for 2009’s  Pixel Pitch will also gain access to Power to the Pixel’s other Forum events.  From 14 – 16

    October, we’ll be hosting a cutting-edge conference, workshop sessions, one-on-one business meetings, screenings, networking

    receptions and a think tank discussion group.

    Enter now to compete for the Babelgum Pixel Pitch Prize or just come along and explore how films connect to  a cross-media world.  You can learn more at powertothepixel.com

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    Creative Commons and the remix culture

    creativecommons

    by Fabrice Epelbouin , published on 27.07.2009

    Now that digital tools are ubiquitous, collage, an artistic pursuit that used to be ranged with macramé and pottery, is now enjoying a widespread vogue with the digital native generation. In this age of Photoshop, iMovie and Web 2.0, Lavoisier’s maxim, “Nothing is lost, nothing is created, everything is transformed,” has taken on a worldwide resonance amongst this first global generation, to a point where it accounts for a very large part of the user-generated content (UGC) that the social media are raving about.

    There is an obstacle facing this dynamic, though, and not a negligible one at that. Copyright, perfectly compatible – thanks to the “fair use” doctrine – with the collage of our forbears, clashes starkly with that of the children of the 21st century. It has been turned into a weapon to control and repress the creativity of an entire generation.

    The struggle against copyright’s stranglehold on a Culture which, in the space of not even a whole century, has become the exclusive preserve of a few captains of industry, has not proved equal to the task of freeing up this creative potential. So Lawrence Lessig came up with an alternative: a legal license to guarantee creators effective protection for their works, while letting them decide exactly how their works are to be involved in this cultural collage, this “remix culture”.

    By electing to protect their works with a Creative Commons licence, creators can not only retain the option of commercial profiting from them, but they can decide how the works are to be used, remixed and distributed. By freeing itself from the unidimensional reign of copyright, which was perfectly adapted to the analog world of yesteryear, Creative Commons has launched and catalyzed the remix culture, ensuring the users thereof increased visibility, without cutting off potential sources of income.

    If you want to find out about the historical background that led to this invention and fully appreciate the cultural ramifications of Creative Commons, I cannot urge you enough to read the book Free Culture by Lawrence Lessig (disclaimer: I am the publisher of the French version, which is downloadable free of charge )  as well as his Remix (available only in English here ). And if you want to discover the various dimensions of Creative Commons licenses, this slideshow is made for you.

    Fabrice Epelbouin is publisher and publication director of French Readwriteweb, http://fr.readwriteweb.comreadwriteweb_logo

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    Blade Runner transmedia in Purefold, a world premiere

    blade_runner

    by Jean-Yves Le Moine, published on 24.07.2009

    Ridley Scott, the man who made Alien, Blade Runner, Thelma and Louise, Gladiator, Hannibal, American Gangster etc., has just announced he’s working on a series of shorts for the web and television based on the universe of Blade Runner, the adaptation of Philip K. Dick’s novel Do Androids Dream of Electric Sheep ?

    The project is to be developed by Ridley Scott, his brother Tony and his son Luke in association with the English studio AG8, which is run by one of the creators of Where Are the Joneses? (among the first English hit sitcoms on the web). AG8’s object is to develop the collaborative platforms and contents of the future.

    Their joint project is called Purefold. The core theme is nothing less than what it means to be a human being. Set in the Blade Runner universe, Purefold will revolve around the concept of empathy.

    Purefold will be open to everyone, to internauts and creators of all persuasions, of course, but to brands and advertisers as well, for the project is also about exploring future forms of partnership and product placement.

    But the most original thing about Purefold is its truly revolutionary approach to copyright: here we have a big-name Hollywood director committing to a form of free culture. All the films produced within the framework of this project will be released under a Creative Commons Attribution 3.0 License, which allows internauts to share the contents for non-commercial purposes – and even change them to their heart’s content – as long as they cite the Purefold project.

    This is the first time an experiment of this type, perfectly in sync with participatory free culture (which doesn’t necessarily mean free of charge), is to be launched on such a large scale and with the active involvement of a star like Ridley Scott.

    It is bound to intersect with the new uses of the New Technologies, and the business model experiment with advertisers is bound to yield a wealth of insights. At all events, it’s a project which, even if not totally transmedia, we will be following attentively on transmedialab.org.

    Bit.blogsNYtime

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    Transmedia storytelling is future of biz

    the new school

    by Nicolas Bry, published on 24.07.2009

    No, the quote isn’t from me: it’s from an article by Peter Caranicas in the 26 June edition of the famous Variety magazine! www.variety.com Peter Caranicas explains: “Now that the franchise has replaced the blockbuster as Hollywood’s holy grail, a new tool has emerged to help those who want to extend film and TV properties across multiple platforms.[…] Transmedia takes the concept of the bible – a document containing backstory information that film and TV writers rely on for building plots and characters – to an extensive new level.” He goes on to cite Georges Lucas as one of the pioneers of transmedia with Star Wars.

    Jesse Alexander, a co-executive producer of Lost and Heroes who grew up on Star Wars, recounts how this transmedia approach “helped build a loyal fan base, connect with them beyond primetime and reach them in other parts of their lives,” on or even before the show’s debut. “It helps to build out the franchise at launch.”

    Jeff Gomez, co-founder of Starlight Runner Entertainment, a company that specializes in applying the transmedia approach to studio productions, points out that «Starlight Runner typically got involved with projects toward the end of their development, but more recently has been jumping aboard at an earlier stage. And producers are building the costs of creating a transmedia plan into the production budget rather than leaving it as an afterthought paid for by the marketing division. We’re now working with writers, producers and directors who are devising these worlds from scratch […].” The company “goes beyond your typical bible”, creating “megabibles and mythologies” that make it possible to “bring these characters to life in a way that’s true to the original platform.”

    Danny Bilson, who creates vidgames simultaneously launched on film and on the Internet “that can be supported by the original version”, underscores these efforts to “pay close attention to the mythology and make sure it sticks to the original thrust of the story” so as not to disappoint the fans. For Jeff Gomez, the Terminator and Batman franchises would have been more successful if they had remained truer to the original vision. “Without a central clearing house for the intellectual property, you had different groups pursuing different visions.”

    Jesse Alexander concludes: “Revenue generation is a goal of all these initiatives.[…] We’re all challenged to find new ways to make money. A cross-platform approach to narrative exploitation is a great opportunity for those who know how to do it right.”

    TheTransmediaSphere_1

    A highly pragmatic conclusion to an article that we also appreciated for its insistence on incorporating transmedia from the development stage and preserving the original property’s integrity to build a successful universe for consumers.

    But the consumers seem to have been given short shrift in their capacity as “participants”, when in fact by helping spread the buzz about a story across all the platforms, enriching it with their comments, they are vital to audience growth and multiple-screen circulation.

    P.S John Tranoff promptly responded to the Variety article in his 30 June post, opining that Variety is missing “the key point of Transmedia: interactivity” . narrativenow.org

    He cites the example of the online series Purefold, inspired by Blade Runner bits.blogs.nytimes.com, whose content is being generated by Ridley and Tony Scott “in collaboration with users on an open source ‘Commons’ license”. The comments following the blog post are also well worth reading.

    We can bet that this debate over what is “really” transmedia is not over yet, and let’s be glad as long as it benefits the consumer by spawning new forms of content creation!

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    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    Tron is back in transmedia

    Flynn-Lives

    by Jean-Yves Le Moine, published on 24.07.2009

    Tron 2.0 www.imdb.com release is planned for 2011, it’s the continuation of the famous Disney movie.

    Jeff Bridges will act the main character: Kevin Flynn. 2 years before the movie gets released, ARG has already started! http://www.flynnlives.com/.

    For the next meeting : www.flynnlives.com

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    Transmedia and Festival Pocket Films June 2009

    Festival-Pocket-Films

    by Marc Guidoni , published on 23.07.2009

    This is the fifth edition for this event that many in the audiovisual world judged as a one-time sensation, a gadget event, in its first edition in 2004. And yet… Back then already, their choice of opening the festival with Mike Figgis’ extraordinary film “Time Code” was a sign that their ambition would grow quickly and rely strongly on the new forms of audiovisual writing such as the amazing call for entries based on the arrival of pocket cameras included in mid-range cellular phones… The super 8 of the years 2000…

     

    Today, the Festival’s Jury includes personalities such as Michel Reihac (ARTE) or Benoît Deléphine (Canal+). And that’s not all…Besides the jury competition, the festival also offered professional networking events including a workshop about transmedia. Distributors and producers came, sometimes in teams, to present their developments and reflections.

    A small anthology of ideas was exchanged by Ariel Askenazi (Mascaret), Philippe Bony (M6), Sandrine Girbal and Mathieu Chereau (Happy Fannie), Jean-Marc Merriaux (France 5), Arnaud Dressen (Honkytonk) or Pauline Augrain (CNC).

    “Do not hesitate to seek out authors from the world of comics or video games to shake up creativity. One of the problems of French fiction is that it has cut itself off from the audience of teenagers and young adults. The stories have to be good and the technology can help enrich and reinforce them. It’s important to make narrative techniques evolve in order to seduce these young audiences that have other expectations.”

    “We should no longer think in terms of “programs” but in terms of “universes”. For example by planting clues on the web. People will go look for the clues, become detectives. The goal is to get the audience to participate in increasingly creative ways as we move along.”

    “Cellular phones will bring functionalities that will enrich content: for example, GPS mapping can be integrated into a narrative logic. The question for a scriptwriter is: which functionalities, specifically linked to cellular phones, will allow me to reinforce my transmedia writing?”

    “Take the long term approach to working with authors: don’t worry about offering relatively raw content to today’s audiences. People are competent enough to realign things while they continue to immerse themselves into a story…”

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    author Marc Guidoni

    Producteur @Fondivina

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    Matrix

    matrix4

    by Jean-Yves Le Moine, published on 22.07.2009

    One of the first examples of transmedia was the simultaneously real and virtual Matrix universe of the Wachowski brothers. Everyone remembers the three movies, but there have been printed and Web comics as well, short films, Animatrix, a video game and a massively multiplayer online game.

    The Wachowski bros. didn’t invent franchise marketing with spin-off product merchandising: they succeeded in reinventing it by creating a Matrix universe in which each medium participates in the overall story. Each story was a different point of entry and adapted to each audience, making it easier for everyone to meet and identify with Neo and his famed matrix.

    Not all the characters were present in each story, and each story existed in and of itself.

    Henry Jenkins explains it clearly in his book Convergence Culture, stressing the ingenuity with which the various parts were positioned and executed:

    “The Wachowski brothers played the transmedia game very well, putting out the original film first to stimulate interest, offering up a few Web comics to sustain the hard-core fan’s hunger for more information, launching the anime in anticipation of the second film, releasing the computer game alongside it to surf the publicity, bringing the whole cycle to a conclusion with The Matrix Revolutions, and then turning the whole mythology over to the players of the massively multiplayer online game. Each step along the way built on what has come before, while offering new points of entry.”

    Each piece in the Wachowski brothers’ oeuvre, films, comics, shorts, game, MMORPG, can be appreciated independently, but the sum of all these experiences creates a universe with added value for the viewer and more especially for the fan: as a result, he can get a taste of all the interrelations between the media and trace his own viewing itinerary, a route he can then share and compare with others.

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    Transmedia and Sunny Side of the doc 2009

    sunny side

    by Marc Guidoni , published on 21.07.2009

    Here too, like in Annecy and Paris, transmedia was all the buzz.

    First, a few encouraging words from France Television:

    Patrice Duhamel, the CEO of the Group, addressed documentary film producers with these words:

    “Content and transmedia, these are the areas on which you should focus. Show us new talents, new writers…

    Our problem, which is a common one for all the big historical media, is to bring back the under 35/40 age group towards television now that they’ve been seduced by the new media…”

    Pierre Block de Friberg, the Head of Documentaries for France 5, also addressed the producers:

    “We must systematically think of this global media approach from the start for all documentaries, and we will finance the surplus linked to global media. We’ve created wikidocs to complement the broadcast of certain films. The traffic they are generating is taking off. In addition, extras are created for special occasions: bonuses, chats, additional programs…”

    The 2009 Sunny Side had also organized a professional conference with an international panel of speakers on the question of transmedia in the documentary field.

    Two surprising trends emerged:

    A few examples:

    - Stanley and Livingstone universe: www.history.com/expedition/game

    - Waterlife universe: http://waterlife.nfb.ca/

    - BBC tools: www.bbc.co.uk/iplayer/ and www.bbc.co.uk/bang/

    - The Challenge (Honkytonk Films and Canal+). The webdoc stops in its narrative form the moment the television film begins. Let’s not forget that Honkytonk produced, in collaboration with the newspaper “Le Monde”, a beautiful web documentary entitled “Monde du Charbon” (“World of Coal”) about coalmines in China.

    According to the speakers at the conference, here are some of the essential questions we should ask ourselves when creating transmedia universes, especially in the field of documentary:

    - Who is my audience and through which media can I reach them?

    - Which simultaneous actions is the audience ready to take (ex: watch linear TV and be connected to the Internet?)

    - How to make the audience participate or simply give it the feeling that it’s participating?

    - How to offer the audience a truly multi-screen experience?

    - How to place the audience at the heart of the media design process of the transmedia universe?

    You can see this entire fascinating debate in English on

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    Producteur @Fondivina

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    See you at the White Forum! Animation and Cross-Media Conferences

    forum blanc

    by Patrick Eveno , published on 20.07.2009

    The Annecy International Film Animation Market, which took place this past June, saw the question of cross-media take center stage through conferences, conversations between professionals, and even during the France Televisions press conference, where Patrice Duhamel expressed the necessity of “…re-conquering audiences by reinventing the youth offer” and called for “a new broadcasting ecosystem”.

    In the world of TV animation programs, cross media developments are all too often mentioned in a wishful way.  An illusion for some, an ultimate solution to funding problems for others, many feel a possible perspective, but also its elusiveness.

    However, for content creators, the perspectives opened by the technological advancement for a mutation of uses and by the contradictory phenomenon of convergence and multiplication of narrative forms is immense.  They are the premise of a beneficial de-formatting, especially in the field of animation. The time of media-actors is beginning. It’s up to us to seize it.

    Conscious of the opening of this new creative field, but also of the difficulty felt by European professionals to position themselves in what appears to be a crucial strategic issue, CITIA (City of Moving Images) will organize the White Forum – Animation and Cross-Media Conferences www.forumblanc.org in the station of Grand Bornand, on January 13th, 14th and 15th of next year.

    The goal of this event is to offer the actors of the animation sector, of the video game industry, of broadcasting and of the new mobile phone interactive services industry, a complete 360º view of the issues of cross-media development through conferences, key note speakers, case studies and debates.

    Encouraging the emergence of new projects, helping creators, producers and broadcasters stimulate anticipation and innovation, are the topics that the CITIA and the IMAGINOVE content cluster, partner of the White Forum, wish to share with the Transmedia Lab bloggers next January.

    The White Forum is an event made possible by the CNC, the Rhônes-Alpes Region, the Rhône-Alpes DRIRE and the Department of Haute Savoie.

    Patrick Eveno is the Director of the CITIA – City of Moving Images of Annecy – www.citia.info

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    MIT to create a Center for Future Storytelling

    Print

    by Nicolas Bry, published on 20.07.2009

    It goes without saying that when we decided to christen our writing workshop the Transmedia Lab, the name was an homage to the MIT Media Laboratory and to Henri Jenkins, the  co-director of the Comparative Media Studies program who coined the concept of transmedia. It’s as though the Media Lab had taken a trans-Atlantic to plant our seedling!

    And yet I hadn’t imagined our project was so much along the same lines as theirs till I read an article in the 12 December 2008 edition of Le Monde entitled  “L’histoire vouée à la casse ?” (“The Story Doomed to the Scrapheap?”), which an eminent colleague of mine in television sent me yesterday when I mentioned our Transmedia Lab initiative  based on an article in the 17 November 2008 edition of The New York Times.

    In essence, Christian Salmon’s article reports on MIT’s creation of a “Center for Future Storytelling”: its object is to invent a new writing paradigm that will take into account the “explosion of digital communication, the emergence of interactive media (telephones, iPhones, microcomputers), the multiplication of new immersive universes (video games, Second Life, reality shows…) and the rise of new narrative formats (hypertexts, multimedia)”. “The stories have to be more appealing, more open-ended, interactive and adapted to the new social networks.”

    Thanks to MIT technologies, one axis of research would involve “moving from a completed film, enclosed within a book or a film, to open-ended narrative forms in which virtual actors and “morphable” projectors can instantly change the appearance of a physical scene”.

    “The audience is increasingly turning away from the long narrative tunnels of Hollywood productions to devote their attention to other forms of and platforms for reading and writing, like screens and mobile telephones. Hollywood’s storytelling capabilities are being progressively eroded by the spread of messaging and micro-narratives in the mediasphere.” This scenario patently echoes our transmedia approach based on the use of multiple screens to revolutionize storytelling.

    So for MIT and Hollywood, the time has come to reconcile modern-day uses and stories, and the Center for Future Storytelling will be striving to do precisely that…starting in 2010. The Center won’t be getting off the ground in Plymouth, Massachusetts till 2010, but with a tidy $25 million in funding from David Kirkpatrick, CEO and co-founder of Plymouth Rock Studios and ex-president of Paramount Pictures: it should be worth the wait.…

    The Transmedia Lab, on the other hand, is already up and running – since 7 July 2009! We don’t have $25m, to be sure, but we do have the energy of our convictions and the hope that our open minded, open-ended approach will get a powerful collective intelligence working full throttle on our workshop projects!

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    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    New formats for animation in Annecy 2009

    annecy09

    by Marc Guidoni , published on 17.07.2009

    Again a great year in Annecy! The International Market of Animation Film has set new affluence records. All that despite the economic crisis, which seems to be a little kinder on the images industry…

    The details of the organizer’s report are available on this webpage

    A few words on the new formats and the new ways of writing, the special focus of a professional conference led, among others, by:

    Here are some conclusive thoughts by Pierre Siracusa, one of the main decision makers for animation programs at France Televisions:

    “France Televisions ordered 26’26” formats until the beginning of the year 2000, that progressively changed towards 52’13” or 78’7” formats. For the last few years FTV has been encouraging de-formatting: the idea is to go toward shorter formats (about 50 episodes of 1’ to 3’30”). In 2006, France Television sent a call out to the industry regarding these very short formats. They were surprised to realize that their classic partners, big animation studios, weren’t very inclined to respond…”. This confirms the theory according to which innovation has to come from “elsewhere”…

    “The first series that appealed to them was produced by Studio Hari, a new studio that presented them with several pilots including “La chouette” and “Léon”. They are jewels of dark humor, short films created by incredibly talented authors that are constantly renewing themselves, stripping the form to its simplest incarnation.” It’s interesting to note that, out of the three partners of studio Hari, two come from the video game world, and one from advertising…

    The result is that the studio has managed to thrive on this very universal film format since a distributor took on the program “la chouette” and sold it to 200 countries.

    For FTV, “these short series formats have a real R&D vocation, allowing classic producer to promote some graphic designers to directing, with the possibility of developing a longer format later.”

    This is the way in for new actors, producers, authors, new ideas… Take on audacious projects, be proud of them…

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    Producteur @Fondivina

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    Audiovisual: individual practices, collective consumption

    conso collective

    by Fabien Granjon , published on 16.07.2009

    Audiovisual consumption practices cannot be reduced to the times when content is viewed. They also include a wealth of various other activities, which structure different kinds of practices that may be more or less complex and unique.

    Keeping informed, discovering, acquiring, chatting, discussing, sharing, stocking, organizing, transferring, etc, are all actions that are “the daily routine”, as much for the “profane” consumer as for the fan or the “expert” amateur.

    Taking an interest in this mix of practices (and not only in the moment of the viewing) is undoubtedly one of the cleverest ways of understanding what, concretely, is the cultural consumption of today.

    Obviously, the complexity of these combinations of various activities is somewhat reinforced by the new customization possibilities offered by the equipment, the networks and the audiovisual services. However, we shouldn’t forget the collective aspect of audiovisual consumption, which, besides being a moment for discovering content, is also often a “gathering” with other people.

    The uses of VoD or of the DVD/PVR player are often related to scheduled and anticipated timeslots (often during the weekend) to be spent with one’s partner or friends. The screens (TV, PC and mobiles), as well as their connected activities (information, downloading, etc) are also often shared with peers. The viewing, its side-activities (ex: recommendations) and its continuations (ex: discussions) are opportunities to communicate with friends (or make up for their absence), to share emotions, to talk about one-self etc.

    Interests, tastes and criticism are just more resources that fuel the sociability of individuals and their selected communities (groups of friends, forums, sites, etc). Audiovisual culture (or more largely “media”) is proven to be an important part of conversation and more generally of the available stock of knowledge that is supposed to be shared by a large number of people.

    And it’s precisely because this cultural form allows us to create and to maintain the social fabric and is fundamentally resting on communication activities that digital information & communication technologies obviously have a very important role to play in this process.

    To learn more (French only):

    - Boullier (Dominique), La télévision telle qu’on la parle, Paris, L’Harmattan, 2004.

    - Glevarec (Hervé), La Télévision est enfin un média : discussion à propos de La fin de la télévision de Jean-Louis Missika, IFRESI-CLERSE, 2007, http://www.lcp.cnrs.fr/pdf/glev-07c.pdf

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    author Fabien Granjon

    Fabien Granjon est sociologue au sein du laboratoire Sociology and Economics of Networks and Services (SENSE) à Orange Labs

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    A brief history of transmedia

    histoire

    by Jean-Yves Le Moine, published on 15.07.2009

    The word “transmedia” was popularized by Henry Jenkins, director of the Comparative Media Studies Program at the MIT Media Lab, in one of his books entitled Convergence Culture. According to Jenkins, transmedia are complementary stories told on several media. He distinguishes transmedia from cross-media and multimedia, in which content is reiterated on several media, and give examples like Matrix, Lost and Survivor to illustrate the concept.

    Faris Yakob, a senior technology strategist at Naked Communications in London, popularized the concept in the advertising scene by declaring that transmedia went further than the 360 model. To prove his point, he produced two simple diagrams.

    One for 360, which shows that the selfsame content is reiterated in all the different media.

    Sample1

     

    The other for transmedia, which shows that different complementary contents create a brand community involving the participation of the greatest number of people.

    Sample2

     

    Drawing on the discussions he had sparked in creative circles, Henry Jenkins refined his concept by fusing it with his work on participatory and fan culture: “A transmedia story unfolds across multiple media platforms”, creating a universe of content in which the audience can participate.

    Here more information on transmediaplanning (in french)

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    Participate to exist

    participer

    by Jean-Yves Le Moine, published on 9.07.2009

    The world is changing faster and faster! according to US futurist Ray Kurzweil, “We’re doubling the paradigm shift rate, the rate of progress, every decade. The whole 20th century was like 25 years of change at today’s rate of change.”

    The consumer will no longer remain passive, he wants to be an active user. Descartes said: “I think, therefore I am.” Today’s internaut says: “I think, therefore I communicate, I twitter, I facebook, I myspace, I share.” He needs to be given the means, all the means, to invent, to create. Stories can no longer be imposed: they must be offered up to the greatest number so that everyone can change them and make them their own – and tell them to their friends.

    Participation is spreading, and even though still confined to a minority of active internauts, media use is advancing. More and more internauts are generating context. They talk, chat, discuss a movie, a book, a web video. Creating this context creates value not only in terms of content per se, but for all internauts. So it should be encouraged and enkindled to the utmost by all who wish to tell stories to the widest possible audience.

    Video will soon become what text is in our day: the key means of exchange between individuals. People will tell stories – and their own story – on video. Video is going to become conversation, as sociologist Dominique Cardon says of photography (“Photography As Conversation”).

    Multiple media are consumed simultaneously, especially by 13–25-year-olds; there are plenty of “multitaskers” in the “digital natives” generation. And young people consume a wider range of media than adults. Peer-to-peer accelerated the consumption of images, encouraging us to share a movie or music we like. Even Hollywood is investing more and more in non-film media (mobile, web, comics, video games…).

    Participation (more passive) and collaboration (more active) have become the two key modes in which users appropriate media services and uses. There is safety – and smarts – in numbers, as every passing day of experience on the web bears out. Collective intelligence is now at work on the Internet.

    This participatory culture is transforming content into social content, enabling every one of us to make that culture and that content our own – and attain recognition in an increasingly communicative community

    This post is a new version of an older one (in french) here

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    Transmedia “decoded”

    long

    by Nicolas Bry, published on 7.07.2009

    Drawing on G. A. Long’s dissertation (yep, there are dissertations on transmedia!), “Transmedia Storytelling” (May 2007), we can attempt to define transmedia content according to the following criteria:


    - A story whose chapters are distributed on various media (TV, film, web, mobile etc.)
    - Every chapter is conceived specifically for the media distributing it (hence, allowing for participation when writing web content)
    - Multiple points of entry into the story
    - Each chapter builds on and adds to the previous one rather than repeating the narrative
    - And each chapter is “canonical”, meaning it bears reading on its own, independently of the original story

    => And all that to create a unified transmedia experience that gives a sense of entering another universe !

    So this points up the distinction between transmedia and transfiction: in transfiction, the stories are circulated on various media, but each text, each website, is not autonomous; the story depends on every piece of the puzzle, you don’t get it without following every chapter, e.g. TV series in which the only way to participate is to take a quiz on the web or on a mobile.

    Moreover, transmedia differs from adaptation, transposing a story from one medium to another, like the adaptation of Tolkien’s novels in Peter Jackson’s movies.

    In sum, the definition of transmedia is demanding, to be sure – but only to free up creative resources that are all the more vast !

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    author Nicolas Bry

    Nicolas Bry a fondé le Transmedia Lab en 2009 chez Orange Vallée. www.nbry.wordpress.com/about/

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    From “multi-screen” to “trans-media” uses

    multitask

    by Fabien Granjon , published on 7.07.2009

    These last few years, the audiovisual sector has been shaken by the emergence of new technologies, networks and digital services. Upstream, they displace the organization of the cultural industries market, downstream, they restructure consumption practices. Digital technology is leading a number of transformations in terms of cultural practices.

    For example, it offers highly increased access to the content: the multiplication of broadcasting services, development of peer-to-peer, etc. It also multiplies the time and spaces of viewing, notably through the proliferation of equipment and service offers: computers, portable media players, vodcast, VoD, pay-per-view, etc.

    Computers and screens from different communication tools (mobile phones, pocket PCs, etc) now complement the classic television screen. Today, they’re widely present in households, public and professional environments, interconnected/customized and linked to the Internet, the communicating tools are opening new paths both for culture and for different ways of communicating. Furthermore, the new uses are changing the relationships of audiences to audiovisual content (needs, expectations, tastes, etc) and the way they are consumed, by combining them in complex and heterogeneous repertoires.

    In the audiovisual domain, the model of broadcasting programs consumed on a TV screen remains the most current practice, however, we are noticing an increasingly frequent switch of certain activities to computer screens or mobile phones. These complementary uses (UGC, catch-up TV, etc), are particularly sought after by a younger audience (digital natives) for whom “trans-media” is a potential that they are using everyday. Multi-screen usage, de-linearization and social networks all play a part in remapping audio-visual consumption practices, making them both more individualized and more communal.

    If you want to learn more: MELODI Seminar (Medias & Loisirs audiovisuels) : here

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    author Fabien Granjon

    Fabien Granjon est sociologue au sein du laboratoire Sociology and Economics of Networks and Services (SENSE) à Orange Labs

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    Opening Statement by Xavier Couture

    _DSC4390

    by Xavier Couture , published on 6.07.2009

    Public and consumer uses are changing. Naturally navigating from one media to another, audiences follow their favorite contents on any kind of screen: cinema, TV (linear or catch up), mobiles, web, videogames… In certain media, these audiences that are immersed in the 2.0 culture also develop an active participation mode, take ownership of the stories, navigate between screens, increasing the audience numbers and becoming more and more involved as actors in their own stories.

    Orange would like to assist this evolution and boost the development of programs that are intentionally transmedia oriented to answer this demand. In a way, it’s the ultimate union between content and network !

    The first initiative is the creation of this blog: Transmedia Lab. Open to all professionals, this blog will be a way of initiating and consolidating thoughts, announcing events, being at the crossroads of different initiatives.

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