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8/9/2019 The Walking Dead - Transmedia analysis
http://slidepdf.com/reader/full/the-walking-dead-transmedia-analysis 1/10
Bordeanu Codruț-Petru
Media Communication, 2nd year
1
Transmedia approach to the masses
The Walking Dead
“A transmedia story unfolds across multiple media platforms with each new text making adistinctive and valuable contribution to the whole. In the ideal form of transmedia storytelling,
each medium does what it does best — so that a story might be introduced in a film, expanded
through television, novels, and comics; its world might be explored through game play or
experienced as an amusement park attraction. “1
The Walking Dead is a horror drama transmedia project that is based on a comic book series.
Comic book series was written by Robert Kirkman and it shows the travels of main character’s
family and other survivors. Although it doesn’t follow with exact detail and needed to be
expanded and modified in order to fit the media platform on which it was developed, the TV
series started the real buzz around this project. That is why the project is best known after the
apparition of the core TV series which encounter sheriff deputy Rick Grimes awakened from a
coma to find himself in a post-apocalyptic world which is dominated by flesh-eating zombies. In
his journey to find his family and other survivors he encounters sever other survivors who
become part of the storyline and influence the whole project in different ways.
The storyline and the base of the project take place in a non-fictional world. The earth is being
hit by a virus and all that can be done is to survive in the remaining of the world as it was. The
events, however tend to be fictional, since it involves unworldly creatures – zombies. The
survival methods tend to stay in the ordinary world’s range which makes the project close to
reality.
The fundamental purpose of the whole project is to entertain the user and to create an alternate
more violent reality on which he can feel as being part of that world. Given the fact that the
storyline revolves around a post-apocalyptical event, it can be seen as an informative project
regarding survival in the case of a real zombie scenario.
1 Jenkins, Henry. “Where old media and new media collide”, 2006, p. 95
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Bordeanu Codruț-Petru
Media Communication, 2nd year
2
The target audience of the project are people over 18 years old. Enthusiast of horror scenarios.
The kind of people who long for thrilling action and post-apocalyptical stories which involve
survival in the given circumstances.
Because of the thrill and suspense that surrounds the whole project, the viewers who tend to beattracted to this kind of project are real-time viewers. They tend to be actively engaged on all
platforms and enjoy everything each platform has to offer. That is because of the way the whole
transmedia was constructed, making the line between reality and fiction very thin. This kind of
rapport between reality and fiction tends creates more interest and engages the viewer by making
him more curious.
Also by offering so many platforms for reaching for favorite content, which interlace very well
by creating entry points one for each other, the reflective type of viewer might be very attractedto the whole story, not only because of the action in the storyline but also because it has a
coherence which tends to make it so real that it could be happening in the moment of
engagement. Although the navigational viewers will be also very satisfied with the whole story’s
development, the real-time viewer looks to be the main target and has more reasons to be
attracted to such a project. Not only because it fulfills its thirst for adventure but also because it
gives plenty of material and information that the viewer can interact with so it doesn’t get bored.
The target audience of this television definitely loves blood and violence. The whole storyevolves around the survival instinct of some human beings in a hostile territory which once was
their home. The whole story involves chaos and horror which look like a puzzle that needs to be
put together by the whole characters in order to survive. Making the audience enjoy all the
fiercely challenges that the personas involved in the story come across.
The viewers can follow the story through various devices, from a PC desktop to a smartphone or
a tablet. The platforms on which The Walking Dead project is present are user-friendly and
invite the users to interact and find out more about the stories that happen behind the curtains orother stories that revolve around episodical characters.
This type of project appeal to the market because of the way it is constructed. Although the
original comic book version was much more explicit when it comes to graphic and sexual
violence, the TV series adapted to platform’s requirements and developed the same story but in a
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Bordeanu Codruț-Petru
Media Communication, 2nd year
3
different way. From the apparition of new characters to maintaining the same brutality but
making it less graphical explicit. Besides the TV series adaptation, the online interaction with
real-time viewers made the story more interesting by showing uncensored scenes which were too
violent to appear on screen. Offering the audience what they long for, but first teasing them and
then engaging with them, grew the rate of interaction on all platforms with the producers and
also the number of fans.
The Walking Dead project could represent a good-case practice in the branch. Although there are
several other types of transmedia project which could definitely be set as examples, The Walking
Dead project shows a good example of a comic book which grew fast into a success TV series
and in just a few years managed to adapt to a variety of platforms on which actively engages
with fans, making each episode even more and more wanted.
The project doesn’t require any costs involvement, unless the fans want to watch the episodes
before they appear on screen or play the released game which comes in 5 different episodes.
Because of the involvement of real-time viewers inside and outside the episodes third party
promotional items can be purchased by fans.
Being one of AMC’s (TV network) most expensive shows, The Walking dead is also one of the
top contributors, having a revenue of over 455 million dollars in the first nine months of the
fiscal year of 2013. And here is just the TV Series. The TV series being the main attraction it can be quantified better, but all this buzz around the TV series is happening because of the
interaction which is taking place on all the platforms and also because of the adaptation to all the
platforms where The Walking Dead project can be found.
The platforms which offer this transmedia project such a huge success are not dividing the story
into bits and create confusion. But work together in order to develop and extend the universe in
which the action is taking place, bringing it closer to the VUP (viewer, user, player).
The project has it’s basis in the comic book that came out in 2003, written by Robert Kirkman
who went from being the writer and Illustrator of the book to the Executive Producer of the TV
Series. Starting 2009, AMC Network bought the rights to produce a show based on the comic
book. In May 2010 the whole cast began filming the first season.
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Bordeanu Codruț-Petru
Media Communication, 2nd year
4
By showing a good marketing strategy, the show was premiered on 31st of October 2010, on the
exact day of the Halloween, and received high ratings. After that the frenzy extended also in the
social media and soon was to expand on other platforms. The adaptation of the comic book
required new elements that first didn’t exist in the comic book, but maintained the main
character. Because of the TV rating, the story had to suffer small modifications, given the fact
that the book is adult oriented with explicit scenes which can’t be translated from the book to the
TV episodes.
By adapting the storyline to each media and also maintaining the thrill, the producers show their
skills in working with limitations of each platform even if they have to create an impact on the
viewer.
Even though the original storyline had to suffer some changes, the expansion took place one stepat the time, by combining different platforms in order to create a large universe that the VUP can
explore.
The social media, like Facebook and Twitter mostly, is being used as a method to intrigue the
viewers by launching rumors about the cast, making them appealing to the public. Also teasing
the audience by showing photos from the next episodes or from behind the scenes is very
common for the social media crew of the series. Marketing strikes when different promotions
concerning new online applications, art-works, give-away contests and other promotional eventsare happening in order to engage with the viewers on these platforms.
Using creative hashtags like #FightTheLiving, #TheWalkingDaughter or #visionaryleader
provoke people to engage in conversations on the social platforms until new shows are aired.
Enriching the social television with discussions on this type of media, the producers keep the
audiences engaged and build a bigger fan database by giving the viewer a voice and helping him
interact with other people.
From social media to video sharing websites it was just a step and that one was taken first by
creating a series of webisodes that revolved around one of the TV series most mysterious and
intriguing zombies. Known as “the bicycle girl zombie”, Hannah, is the first walker that the
protagonist encounters in the premiere of the TV series. The online fuzz created around this
character led the producers to making a 6 episode web series. The webisodes can be seen on the
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Bordeanu Codruț-Petru
Media Communication, 2nd year
5
official YouTube channel and present the pre-Apocalypse life of the character. The online
episodes have now 3 different subjects. But since this wasn’t enough for the producers, they
offered a series of exclusive videos for each season, like trailers, making-of videos and extracts
from the talk-shows which are available on their official website.
Being able to offer so much information about only one character led to a universe expansion
regarding the characters life. All the information, that can emotionally connect the VUP to the
characters, can be found on http://walkingdead.wikia.com/wiki/The_Walking_Dead_Wiki,
which is a free web hosting service and a wiki farm for wikis. This platform helps the emotional
connection to be developed between the public and the personas from the story.
For a further social conversation around the series, AMC brilliantly included a follow-up
segment that airs after each episode of The Walking Dead., called “The Talking Dead”. Usingcreativity they promote the talk-show during commercial segments and also introduce the weekly
hashtag surrounding the hot topic of the episode. This weekly chat show helps the VUP’s to
better understand the characters and the action that is taking place in each episode by bringing
the crew and the cast to discuss, in depth, each episode and how it was constructed. This type of
approach allows them to expand the story and satisfy fan base’s curiosity regarding the latest
events. Because of the on-screen limitations to graphic violence, the audience gets the chance to
see in depth the faith of some of their favorite characters.
In the same spirit of complementing the TV series, AMC also developed “The Walking Dead –
Story Sync”, which is a double-screen application, which allows the user to post live comments
on the episodes, respond to different surveys and talk to other fans using a chat system. By
adapting with so much success to the demanding of nowadays users, helping them engage in
conversations converted the series from just another story into a transmedia phenomena. Which
created more and more fans who feel like they are part of the show.
Even if it is a retro-active system project, it still makes the VUP feel like it is part of the story bygiving him the chance to have a virtual voice. But the real chance for the viewer to engage with
the characters is by becoming a player in this post-Apocalyptical world. At the end of 201,
Telltale Games developed an official game for consoles. The player-friendly game uses the
universe of the comic book and comes in the form of episodes. In 2012 registered a big success
by having over 8,5 million episodes downloaded (over all platforms) and was also given the title
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Bordeanu Codruț-Petru
Media Communication, 2nd year
7
use and the applications enriched the user experience and gave them a feeling of appurtenance
and led to the augmented reality which really required full involvement of the real fans.
By adapting to each medium the story is a bit altered, although the main characters are
maintained as protagonists. By encountering a limitation in each platform the universe extendedto a new platform which offered a different kind of liberty. This transmedia project setting an
example of adapting to each platform without altering the story too much and giving the real fan
the full experience by interacting with him in so many and various ways.
The comic book developed the story but the TV series helped developing the characters in a
better and more complete way. The interaction with fans let the story have new dynamics and
allowed the VUP’s to create emotional connections with their favorite characters. This hype led
to a bigger fan-base and also to more involvement coming from the fans. The game let theviewer to take part to the action and augmented reality destroyed completely the line between
reality and fiction, leading the project to a very large number of appreciations.
Each medium brings its own strengths and weaknesses and by interlacing them tries to eliminate
all the weaknesses, letting the creativity reach its full potential and destroying limitations
imposed by one platform or another. The post-apocalyptic adventure-horror-drama fantasy genre
can be fully experienced by the VUP’s who access all the platforms.
The storyline that follows the few survivors of the zombie apocalypse in their journey to a safer
ground isn’t about winning or losing. Because winning means staying alive and losing means
being devoured by the flesh-eating zombies. The whole project is about action, the survival
instinct and the decision to remain (or not) human in inhuman situations. The story-world leaves
different uncertainties regarding some aspects of the story, the main mystery is about the great
migration of the zombies. Where are they migrating no one knows but this cue leaves room for
interpretation and gives the audience a new reason to chit-chat.
The whole action takes place in a geographically real world, USA, and this creates the illusion of
reality. This world could suffer expansions to different continents of the planet Earth and would
allow the whole world to be part of the action, creating more fan-clubs all over the world.
Each extension brings expansion to the universe of the story and enriches it with more and more
information. By trying to offer a background story to each character and offer a reason for every
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Media Communication, 2nd year
8
event that is taking place, each extension tries to leave as many questions answered, as possible.
The extensions offer the opportunity to the VUP to explore the story in depth, to get to know the
characters better and understand their actions in the story.
The whole storyline is solid, because the producers opted for not having any spin-offs. The maincharacters are kept the same, even though some of them became fan’s attraction more than the
others (for example, Daryl Dixon). The producers announced a “companion series” for The
Walking Dead, but with no spin-offs on the character side, assuring the fans of the veridical of
the storyline and the universe of this project.
The primary and secondary characters are being well defined, from Rick Grimes – the central
character of comic-book and TV series to Daryl Dixon who is a character was brought to life for
the TV Series. The storyworld can be considered a primary character of its own. Because of thecomplexity that surrounds it, all the challenges that offers to the characters and also because of
its mysterious parts that still lye undiscovered, intriguing the audience.
Although it is a complex post-Apocalyptic world which offers a lot of space for new,
customized, adventures for the characters, the producers prefer to maintain a retro-active attitude
towards the TS project. The whole project is supported by a solid storyline which is enriched by
the use of all the media available for accessing the world of The Walking Dead.
The use of correct entry-points which allowed the different medium to interlace creating a very
plausible story, offers the idea of reality. The background of the characters created is allowing
the user to create an emotional connection with the character and enjoy each moment with more
thrill and excitement from a third-view point of view. By allowing the VUP to engage in the
social media and be part of the massive movement that is taking place online, the audience is
being constantly connected to the world of Walking Dead. Augmented reality allows the real
fans to go even further by allowing them to actually feel and taste the real experience by
engaging them in various activities and allowing them to enjoy to the fullest what the project hasto offer. That is why this project works as a perfect cultural activator and attractor, because it
attracts the fans to little interaction until grows on them by offering the chance to be directly part
of the whole project.
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Media Communication, 2nd year
9
The whole VUP experience regarding this project is pure entertainment and serves as means to
have plenty of joyful satisfying action. The goal of the project is to create a parallel world with
the same characteristic to the real world where the audience and fans can experience a different
reality. This type of reality has its ticking clock in the lack of resources, with which the
community of survivors continuously struggle.
The overall realistic look offers more reasons to believe in the story as being true and engaging
in that world as if it is the real one, but with a different scenario. The graphics, animation and
audio effects create the environment which attracts more and more engagement by intriguing the
VUP and making it a true fan of the project.
As a conclusion, the engagement is a central point of the transmedia project. The more users
interact with the world the more they will feel engaged and attracted by it. Using the rightanimations, sound effects, soundtrack and keeping them across all the mediums will create the
sentiment of unanimity and will solidify the universe created. Creating links between each
platform and having the right entry-points is essential for the pieces to fall together and the story
to have the right positive impact over the VUP. But the most crucial part in order to have real
basis of a project that spreads across multiple platforms is the content. Delivering the right
content to the audience is the essential key to make them want to engage, only afterwards things
start to amplify.
This amplification has its basis in the old school viral marketing, which also has its own
instruments. Without creating a synergy between the instruments of the project – being the
platforms in this case – one of them will fail and the story might lose credibility and lower the
interaction rate of the fans. That is why a good management of such a project always should
think about fans disagreements, maybe some of them will hate the TV Series or maybe some of
them won’t read the comics. Maintaining the same action and idea and mediating it through
various platforms will ensure the right type of engagement, because the fans can still relate to
same storyline.
As the internet is made of links same transmedia must link platforms together to create a
universe which not only tells a story but helps fan feel the story and be part of it.
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Media Communication, 2nd year
10
Bibliography
1. Jenkins, Henry. “Where old media and new media collide”, 2006, p. 95
2. Dena, Christy, “Transmedia Practice: Theorising the Practice of Expressing a Fictional
World across Distinct Media and Environments”, 2009
3. Looney, Margaret. “5 tips for transmedia storytelling ”, 2013
4. Scolari, Carlos-Alberto. “Transmedia Storytelling: Implicit Consumers, Narrative Worlds
and Branding in Contemporary Media Production”, 2009
5. www.wikipedia.org/wiki/The_Walking_Dead accessed 02.11.2015
6. http://walkingdead.wikia.com/wiki/The_Walking_Dead_Wiki accessed 02.11.2015