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Transmedia “a process where integral elements of a 3iction get dispersed systematically across multiple delivery channels for the purpose of creating a uni3ied and coordinated entertainment experience”
“Ideally, each medium makes it own unique contribution to the unfolding of the story”
(Jenkins 2006)
Is this the case with Pokemon?
RPG (Gameboy) First form Created by Satoshi Tajirin in 1996 Introduced the protagonist, companion characters and world that would be consistent across all the transmedia forms.
Anime TV series / Films The second media form: was created following the success of the RPG format. The anime series deviated from the canon of the RPGs, but was loosely based on the story of the story of the RPG -‐ containing the same protagonist and cast of characters. The TV series was the 3irst to introduce Pikachu -‐ who became synonymous with the Pokemon brand and familiar to millions around the world. The 3ilms -‐ created to accompany each generation of Pokemon, were all created by the same director/producer teams -‐ leading to a narrative and stylistic continuity
Trading Cards A key transmedia form: the trading cards allowed the viewer immersion into the Pokemon world: providing 'experiential excitement' Negative capability: “the art of building strategic gaps into a narrative to evoke a delicious sense of ‘uncertainty, mystery, or doubt’ in the audience.” (Long 2007) The trading cards allowed for the 3illing of narrative gaps: the experiential pleasure granted to the player permitted them to feel a part of the Pokemon universe. The trading cards also provided community and otherwise hidden knowledge about Pokemons (and their traits).
"Pokémon created a need: the multi-‐platformed nature of this narrative encouraged children to buy countless trading cards, video games, movies and television series so that they could ?ill the gaps in this boundless story.”
Buckingham, D. and Sefton-‐Green, J.
2004. Structure, Agency, and Pedagogy in Children’s Media Culture.
“No one single source or text where one can turn to gain all of the information” (Jenkins 2007).
“...be experienced separately and still be enjoyable, each component… part of a single uni3ied storytelling experience” (Long 2007).
“additive comprehension" -‐ describes how different texts add new pieces to the narrative that build a picture of the 3ictional world within which these stories lie
(coined by Enter The Matrix game designer Neil Young)
"In the ideal form of transmedia storytelling, each medium does what it does best-‐so that a story might be introduced in a ?ilm, expanded through television, novels, and comics, and its world might be explored and experienced through game play. Each franchise entry needs to be self-‐contained enough to enable autonomous consumption. That is, you don’t need to have seen the 3ilm to enjoy the game and vice-‐versa. As Pokemon does so well, any given product is a point of entry into the franchise as a whole." Henry Jenkins 2003