Thursday, November 19, 2015

Gerald Allen
November 18, 2015

            With developments in technology, humans are always finding new and creative ways to present stories. Multimedia stories were ground breaking when they first arrived on the scene because for the first time we were able to combine many different forms of media to tell a single story. Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience (Jenkins). An extremely common practice of online publications is to include a video that coincides with the written story; before the advent of the internet, writers were not able to include videos with their articles. Transmedia takes multimedia to new heights, authors are able to tell one story in an eventful way.
BTI Album Cover
            One of the most creative ways that transmedia has been used to tell a story was done by entertainer Donald Glover. Glover is an accomplished screenwriter turned rapper (under the stage name Childish Gambino) and his creativity and knowledge about media were on full display when he released his Grammy-nominated album Because the Internet in December 2013. Before the album’s release, Glover wrote and starred in a short film called Clapping for the Wrong Reasons in August—approximately four months before the release date. Though the film was met with positive reviews, it was definitely not something that a typical rapper would do—the film depicted Glover and his friends during an ordinary day in Los Angeles mansion, however, there were many strange occurrences in the film that left viewers confused. Around the same time Glover inexplicably started to wear the same outfit every day and his typically upbeat demeanor changed to a somber one.
            The album was released and it was actually accompanied by a 72-page screenplay, in which the album was supposed to serve as a soundtrack to. In fact, the screenplay and album answered a lot of the questions that fans asked. It turned out that Glover, an actor, was playing a role in real life. He was playing a character known as the Boy in the screenplay and everything he had done up until that point was him getting in the role. The Boy was a young man who spent his time smoking marijuana with his friends and partying in his mansion. One day, he receives a phone call from someone saying his father died, which was his main source of income. This prompts him to start selling drugs and the story ends with him getting involved in a shootout with the cops.
            The album, itself, explored several themes that are relatable to the younger generation, like how prevalent the internet is in our daily lives, how the internet allows people to be connected but not connected at the same time, and how people have dealt with these changes in communications. In a review of the album by Phillip Cosores, the Glover’s goal is further explained. “With the announcement that there is actually a script based on the songs of Because the Internet (or, more likely, vice versa) and the convincing theory that Glover has been living the plot over the course of the last year (creating a “concept world” rather than a mere concept album), Childish Gambino fans now have all the more reason to proclaim his genius. Likewise, his detractors now have all the more reason to question everything about him. When, as has been suggested, Glover is using interviews, social media, and every other public communication to actually create the multimedia concept art, there has to be a reason for it” (Cosores).
Clapping for the Wrong Reasons Scene
            Most musicians are aware of the benefits of using social media to connect with their fan base, however, Glover took this idea to the next level during the album’s release. On his website, Glover also used strategically-placed computer code to alert fans of upcoming concerts and other pertinent information. Essentially he used a web-based scavenger hunt to help promote his album. He connected with fans on various levels, although, he had hidden messages encoded in his website, he still utilized Twitter and Instagram to his advantage. 
            Henry Jenkins sums it up perfectly in Convergence Culture: Where Old and New Media Collide, he says that “you pitch a world because a world can support multiple characters and multiple stories” (Jenkins Pg. 116). Glover took a major risk by taking a transmedia approach to releasing his album, however, he did successfully manage to create a world where fans can experience and speculate about the story in many different ways.
            Although the album’s release was met with varying degrees of acceptance, it’s hard not to commend Glover on his successful attempt to create something more than a rap album. Because the Internet was an extremely immersive project that allowed fans to follow the story of the album in many different ways and most of the different components of the story can be consumed by themselves but when viewers/readers/listeners combine all the different stories together it really creates an experience that has not been done in hip-hop before.

Works Cited

Cosores, Phillip. "New Childish Gambino Album’s Fatal Flaw: It’s Just Not Cool | TIME.com." Entertainment New Childish Gambino Albums Fatal Flaw Its Just Not Cool Comments. Time, 10 Dec. 2013. Web. 19 Nov. 2015.

Jenkins, Henry. "Transmedia Storytelling 101." Confessions of an AcaFan. N.p., 22 Mar. 2007. Web. 19 Nov. 2015.

Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006. Print.


Tahir Russell Transmedia/MultiMedia



Tahir Russell
Convergence
Transmedia/MultiMedia Storytelling
Kingdom Hearts
            Multimedia and transmedia storytelling are two forms of telling a story of media type across multiple platforms. They are similar in a way that both originate from one central story however they are both different. Transmedia originates from one central story where there are other stories that are told over multiple platforms. Multiple platforms which include, video games, comics, television, movies, etc. Multimedia is telling a single story through multiple platforms. An example of multimedia would be Twilight stories or HBO’s True Blood, while those forms of media originated as books the same story is told on television and movies. An example for transmedia is Disney and Square Enix video game collaboration of Kingdom Hearts.


Kingdom Hearts is a video game series collaboration between two very different companies which surprisingly worked very well with one another.  Kingdom Hearts combines characters from the ever expanding world of Disney with the world of Final Fantasy made by Square Enix. New characters are created with this collaboration and together the characters fight “monsters” known as heartless across many different worlds.
“A transmedia story unfolds across multiple media platforms, with each new text making a distinctive and valuable contribution to the whole” (Jenkins 95-96). Similar to The Matrix, Kingdom Hearts started off as one video game on the PlayStation 2 videogame console. The game became an instant success and fans wanted more from the series.

The original Kingdom Hearts was released in 2002, the direct sequel to the game was released in 2004. The sequel, Kingdom Hearts: Chain of Memories, however was released on Nintendo’s Game Boy Advanced, while still video game it was a completely different platform. In order to play the sequel you had to buy a completely different device in order to play the game. With the release of this new game, a Japanese comic adaptation was made of the game as well. The comics utilize multimedia, the same exact story is told with the games, it is just a different form of media to present the central story.

Within the world of Kingdom Hearts it encompasses new characters with brand new story lines while also including old Disney characters such as Donald, Mickey, and Goofy. In regards to old characters their backgrounds are expanded in this Universe to make to make the overall story make sense. The Disney characters original storylines began on television, movies, and theme parks and have continued to grow and prosper over the years.

The world of Final Fantasy created from the Square Enix Company has characters who originate from the video game Final Fantasy and its multiple sequels. The franchise and its characters have crossed over from multiple platforms of video games and movies. Similar to the Disney characters in Kingdom hearts their stories are expanded as well in order to mesh well with the Kingdom Hearts universe.

Transmedia is a unique way to get a new audience to invest in products. “The consumer who has played the game or watched the shorts will get a different experience from the one had the theatrical film experience” (Jenkins 104). Although Kingdom Hearts itself has not yet been made into a television show or movie, those who know Disney characters in their movies began drawn to them in this video game story telling. This combination of different companies continues in expand into multiple platforms today.

 Currently Disney and Square Enix are working together to bring Kingdom Hearts 3 to next-gen video game consoles such as Xbox One and PlayStation 4. There have been prequels, sequels, and other additional stories surrounding the Kingdom Hearts Universe on multiple gaming platforms. All with different names, and different characters but stemming from the main story.  Perhaps in the future they will expand their multimedia and transmedia story-telling in other ways as well.
Biography:
"Kingdom Hearts II Commercial." YouTube. YouTube, 2006. Web. 14 Nov. 2015.
Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006. Print
Gaudiosi, John. "Where's My Mickey Mobile Game Launches New Transmedia Mickey Mouse Initiative At Disney." Forbes. Forbes M

Transmedia Storytelling- X-Men

Carl Azor
Convergence
Professor Cacoilo
November 18, 2015
Transmedia Storytelling

            Multimedia and transmedia may sound similar but they are two completely different categories of media. Both use the same business tactics to reel consumers and followers in. The huge difference between the two is that transmedia transcends through a plethora of media outlets with different stories under one umbrella. Multimedia is using more than one medium of expression or communication to tell one story. Both are very effective at how they deliver their media as a whole.
           
Antwone Fisher for instance is a great example of multimedia. Antwone Fisher is a book about an African-American man who had a troubled childhood due to the instability of his family and the poverty stricken area in which he was raised. He changed his life around when he joined the Navy, in which he received counseling, and formed bonds with people that helped him change his life for the better. The book did so well that it was picked up to have a film based on its storyline. Just like the book, the movie did really well and got great reviews. What made the story of Antwone Fisher multimedia is not only just the fact that it was produced through literature and film. It is also multimedia because it conveys the same underlining story.  That is the main difference between multimedia and transmedia.
            “The Matrix is entertainment for the age of media convergence, integrating multiple texts to create a narrative so large that it cannot be contained within a single media” (Jenkins 97).  Jenkins’s insight on the Matrix series shows how impactful an intriguing work can be on various industries. The same is true for Marvel’s X-Men franchise. The X-Men series started as strictly a comic book series in 1963. Through increasing popularity, the series made its way to television. In 2000, X-Men the movie, was released grossing $296 million. Since then, the X-Men film series has grown to encompass 8 movies, the X-Men franchise has its own video games, and the franchise has amusement park rides.
            According to Jenkins, “every franchise entry needs to be self-contained so you don’t need to have seen the film to enjoy the game and vice versa” (Jenkins 98). These sentiments are true of the X-Men series. While the TV shows and movies are based on the original comics in that they include some general storylines and characters, they also tell new stories of their own. Each X-Men film, is its own independent movie, therefore viewers can watch any film, at any time, without having to see the preceding one or have read the comics in order to understand the current film. These movies also highlight certain popular characters such as Wolverine in various films that solely follow his story thereby creating new channels for the expansion of the franchise.
            In order to continue the momentum of the franchise growth, Marvel tapped into the adolescent market. By releasing high action films geared toward adolescents, they were able to market to an impressionable audience, who would likely follow the franchise not only on screen, but in other similar outlets. Gaming is one such outlet that Marvel transcended into, since it is another area with a large adolescent market. The same is true of their theme park attraction, Storm Force at Universal Studios. These tactics create a world for this series that far transcends the world of comic books.
The X-Men comics rose to success due to the fact that the stories told in them were not only those of fiction, but they also incorporated current issues faced in society. The fans of X-Men drew parallels to X-Men and real life issues such as the American battle for Civil Rights. Artist Orion Martin drew depictions of X-Men characters as African Americans in order to compare the treatment of the X-Men mutants to the treatment of blacks in American society (Demby). X-Men mutants were shunned by society, as were blacks during the Civil rights movement. By portraying these social issues by making comparisons to a popular series, the topic of race relations becomes less taboo, and the comic series reaches a wider fan base.
While multimedia and transmedia have similarities, transmedia is a much more powerful category of media because it allows a subject matter to transcend far beyond its original realm. Transmedia allows a franchise to grow in order to target new audiences and create additional outlets for their stories to be given to fans. By allowing fans additional ways of connecting with one franchise, a heightened sense of loyalty to the franchise is ultimately created.

Works Cited

Demby, Gene. Who Gets To Be A Superhero? Race And Identity In Comics. 12 01 2014. 19 11 2015 <http://www.npr.org/sections/codeswitch/2014/01/11/261449394/who-gets-to-be-a-superhero-race-and-identity-in-comics>.
Jenkins, Henry. Convergence Culture. New York: New York University Press, 2006.