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Cross media experiences from X factor to Harry Potter © 2012. Kjetil Sandvik, associate professor, Media, Cognition and Communication, University of Copenhagen

Cross media experiences - from X factor to Harry Potter

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Page 1: Cross media experiences - from X factor to Harry Potter

Cross media experiences from X factor to Harry Potter

© 2012. Kjetil Sandvik, associate professor, Media, Cognition and

Communication, University of Copenhagen

Page 2: Cross media experiences - from X factor to Harry Potter

Cross media communication

• Collaborative interplay between different

media

• Each media playing its specific role and

delivering its part of the overall story

• Putting to play the specific strengths of

each media (the media does what it does

best!)

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Cross media communication

• It is about getting through to the user

• It is about giving the user a broader and

richer media experience

• It is about giving the user the possibility to

get engaged and to be involved in the

media experience on different levels and

to various degrees

• It is about giving the user the possibility for

participation and co-creation.

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The elements of the media

cirquit (John Fiske 1987)

• the primary text (the movie/tv-series)

• the secondary text (pr/marketing, background material, bonus material: surrounding the primary text)

• the tertiary text (the user’s own texts: are produced on the background of the primary and secondary text)

• Cross media productions (and their new media cirquits) changes this hierarchy

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New media cirquits • Cross media production:

• Connects primary, secondary and tertiary texts into one common media text

• Embeds possibilities for participation

• Uses several communication matrixes: • One-to-many (the TV show in itself)

• One-to-one (chats)

• Many-to-many (debate forums, quizzes, games…)

• One-to-one-as-group (communities on e.g. FB)

• Attempt to create a sense of belonging in the user based on identification AND interaction

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Convergence culture

• This circulation of media content - across different media systems, competing media economies, and national borders - depends heavily on consumer's active participation.

• Convergence should NOT be understood primarily as a technological process bringing together multiple media functions within the same devices.

• Instead, convergence represents a cultural shift as consumers are encouraged to seek out new information and make connections among dispersed media content.

» Henry Jenkins

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Cross media experiences

• Experience through • engagement and identification

• participation

• collaboration

• co-creation

• Two types of cross media experience • Experience + (the augmentation of experience of

one specific media by implementing other media in the communication-structure, e.g. a website to a TV-show)

• Experience universe (interplay between different media: e.g. book, movies, games)

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Experience +

X factor

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Engagement and identification

• The use of the TV media’s strenghts: ‘Storytelling classic’ to create emotional intensification – A dramatic plot: the contest-format

– The use of classical dramatic agents (most prominent in the first two seasons of the show): the good vs. the bad

– Use of personal and emotionally loaded stories

– Use of emotionally manipulative editing: production of ’magic moments’ (the Poul Potts-trick!): close-ups, cross-editing, tears, tears and more tears…

– Website: augmentary media with a surplus of background materials about participants, their reactions to the judges and so on: extends the possibility for engagement and interaction and introduces a possibility for participation (guestbooks, chats, blogs…)

– Web 2.0: connecting and spreading the experience through the users’ own networks

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There can only be one

winner…

10

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Engagement and identification

• The use of the TV media’s strenghts: ‘Storytelling classic’ to create emotional intensification – A dramatic plot: the contest-format

– The use of classical dramatic agents (most prominent in the first two seasons of the show): the good vs. the bad

– Use of personal and emotionally loaded stories

– Use of emotionally manipulative editing: production of ’magic moments’ (the Poul Potts-trick!): close-ups, cross-editing, tears, tears and more tears…

– Website: augmentary media with a surplus of background materials about participants, their reactions to the judges and so on: extends the possibility for engagement and interaction and introduces a possibility for participation (guestbooks, chats, blogs…)

– Web 2.0: connecting and spreading the experience through the users’ own networks

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The good…

…and the crybaby

…the bad…

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Engagement and identification

• The use of the TV media’s strenghts: ‘Storytelling classic’ to create emotional intensification – A dramatic plot: the contest-format

– The use of classical dramatic agents (most prominent in the first two seasons of the show): the good vs. the bad

– Use of personal and emotionally loaded stories

– Use of emotionally manipulative editing: production of ’magic moments’ (the Poul Potts-trick!): close-ups, cross-editing, tears, tears and more tears…

– Website: augmentary media with a surplus of background materials about participants, their reactions to the judges and so on: extends the possibility for engagement and interaction and introduces a possibility for participation (guestbooks, chats, blogs…)

– Web 2.0: connecting and spreading the experience through the users’ own networks

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The Outsider taking the prize

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Engagement and identification

• The use of the TV media’s strenghts: ‘Storytelling classic’ to create emotional intensification – A dramatic plot: the contest-format

– The use of classical dramatic agents (most prominent in the first two seasons of the show): the good vs. the bad

– Use of personal and emotionally loaded stories

– Use of emotionally manipulative editing: production of ’magic moments’ (the Poul Potts-trick!): close-ups, cross-editing, tears, tears and more tears…

– Website: augmentary media with a surplus of background materials about participants, their reactions to the judges and so on: extends the possibility for engagement and interaction and introduces a possibility for participation (guestbooks, chats, blogs…)

– Web 2.0: connecting and spreading the experience through the users’ own networks

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Engagement and identification

• The use of the TV media’s strenghts: ‘Storytelling classic’ to create emotional intensification – A dramatic plot: the contest-format

– The use of classical dramatic agents (most prominent in the first two seasons of the show): the good vs. the bad

– Use of personal and emotionally loaded stories

– Use of emotionally manipulative editing: production of ’magic moments’ (the Poul Potts-trick!): close-ups, cross-editing, tears, tears and more tears…

– Website: augmentary media with a surplus of background materials about participants, their reactions to the judges and so on: extends the possibility for engagement and interaction and introduces a possibility for participation (guestbooks, chats, blogs…)

– Web 2.0: connecting and spreading the experience through the users’ own networks

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Engagement and identification

• The use of the TV media’s strenghts: ‘Storytelling classic’ to create emotional intensification – A dramatic plot: the contest-format

– The use of classical dramatic agents (most prominent in the first two seasons of the show): the good vs. the bad

– Use of personal and emotionally loaded stories

– Use of emotionally manipulative editing: production of ’magic moments’ (the Poul Potts-trick!): close-ups, cross-editing, tears, tears and more tears…

– Website: augmentary media with a surplus of background materials about participants, their reactions to the judges and so on: extends the possibility for engagement and interaction and introduces a possibility for participation (guestbooks, chats, blogs…)

– Web 2.0: connecting and spreading the experience through the users’ own networks: RSS-feeds, apps for mobile phone, Facebook profile, Twitter profile.

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Live integration of

social media during

shows

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Second Screen

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Engagement and identification

• The use of the TV media’s strenghts: ‘Storytelling classic’ to create emotional intensification – A dramatic plot: the contest-format

– The use of classical dramatic agents (most prominent in the first two seasons of the show): the good vs. the bad

– Use of personal and emotionally loaded stories

– Use of emotionally manipulative editing: production of ’magic moments’ (the Poul Potts-trick!): close-ups, cross-editing, tears, tears and more tears…

– Website: augmentary media with a surplus of background materials about participants, their reactions to the judges and so on: extends the possibility for engagement and interaction and introduces a possibility for participation (guestbooks, chats, blogs…)

– Web 2.0: connecting and spreading the experience through the users’ own networks: RSS-feeds, apps for mobile phone, Facebook profile, Twitter profile.

Storytelling 2.0

- participation

- co-creation

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X factor cross media

experience+

Viewers

Website

Updates:

RSS, app,

FB, Twitter

Mobile phone

TV-show

DR blogs

Other media

Live events

Aftenshowet

Other DR

radio and TV

shows

+ Aftenshowet’s and other

DR TV and radio shows’ website Red arrows = participation and co-creation

Backstage

May not be (fully) controlled

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X factor is more than just at TV

show • As a media event X-factor transgresses its

boundaries as a stand-alone TV show

• It invites the viewer not just to a TV experience but to become a participant in a collective course of events

• The viewer can get involved, participate and have influence on several levels

• And different media play specific – and coordinated – roles according to their strengths in creating this cross media experience.

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Experience universe

Harry Potter

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Rich media experience

• The cross-media story about Harry Potter is not told by one single media which the other media relates to in a hierarchical sense.

• Although it all starts with the novels of J.K. Rowlings, the movies based on the novels can be seen quite independent of the novels.

• And the games (primarily) based on the movies, may also be played quite independently.

• As such the cross-media structure of Harry Potter as an experience universe consists of 7 books, 7 movies and 7 games in three interconnected series each dealing with the same narrative across the 3 media – a year in the life of Harry Potter at the Hogwarts school of sorcery.

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• The possibility for engagement and

participation is ensured by the

implementation of websites related to each

novel/movie/game.

• The experience is richened by the

existence of websites (J.K. Rowling’s own

Potter-site, various fansites etc.), books

and games relating to the entire Harry

Potter-universe across the 7-year episodic

plot-structure etc.

Rich media experience

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User

Harry Potter

and the

Sorcerers

Stone

(book)

Harry Potter

and the

Sorcerers

Stone

(movie)

Harry Potter

and the

Sorcerers

Stone

(game)

Website Website Website

JK

Rowlings

official

website

Fansites, fx

Harry Potter

Fan Zone

Games based on

the entire

universe, e.g.

LEGO Harry

Potter Years 1-4

The entire Harry Potter universe

Book series Game series Film series

Books based

on the entire

universe, e.g.

Quidditch

throuout times

Merchan

-dise

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Experience universe

• As a cross-media production Harry Potter produces not just an augmentation of the experience of a specific media.

• It creates an experience universe in which the user is offered a cross media experience in words, moving pictures and interactive action.

• Storytelling classic: novels, movies

• Storytelling 2.0 (participation): computer games, playable merchandise (e.g. LEGO), interactive features on official websites (e.g. jkrowling.com)

• Storytelling 2.0 (co-creation): fan-sites and other forums for users expanding on the HP-universe (e.g. by writing fanfiction)