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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 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!)
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.
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
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
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
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)
Experience +

   X factor
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
There can only be one
      winner…




                        10
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
The good…                      …the bad…
            …and the crybaby
13
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
The Outsider taking the prize




                                15
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
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
20
21
22
23
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.
25
26
27
28
29
30
Live integration of
social media during
shows




                      31
Second Screen



                32
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
                           Storytelling 2.0
     introduces a possibility for participation (guestbooks, chats,
     blogs…)               - participation
   – Web 2.0: connecting and spreading the experience through the
                           - co-creation
     users’ own networks: RSS-feeds, apps for mobile phone,
     Facebook profile, Twitter profile.
X factor cross media
Other media
                        experience+
              May not be (fully) controlled                Other DR
                                                         radio and TV
                                                            shows
  Website         Backstage         TV-show


                                                    Aftenshowet

   Updates:                Mobile phone
  RSS, app,
  FB, Twitter

                                                       Live events
                                     Viewers
       DR blogs

                                                + Aftenshowet’s and other
   Red arrows = participation and co-creation   DR TV and radio shows’ website
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.
Experience universe

      Harry Potter
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.
Rich media experience
• 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.
JK                                  Books based          Games based on
                Fansites, fx           on the entire
Rowlings                                                       the entire             Merchan
                Harry Potter           universe, e.g.        universe, e.g.
 official                                                                              -dise
                 Fan Zone                Quidditch            LEGO Harry
website
                                      throuout times        Potter Years 1-4
                             The entire Harry Potter universe


      Book series                 Film series                Game series




              Harry Potter                Harry Potter                 Harry Potter
                and the                     and the                      and the
               Sorcerers                   Sorcerers                    Sorcerers
                 Stone                       Stone                        Stone
                (book)                      (movie)                      (game)

    Website                    Website                   Website




                                             User
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)

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X Factor Cross Media Experience

  • 1. Cross media experiences from X factor to Harry Potter © 2012. Kjetil Sandvik, associate professor, Media, Cognition and Communication, University of Copenhagen
  • 2. 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!)
  • 3. 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.
  • 4. 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
  • 5. 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
  • 6. 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
  • 7. 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)
  • 8. Experience + X factor
  • 9. 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
  • 10. There can only be one winner… 10
  • 11. 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
  • 12. The good… …the bad… …and the crybaby
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  • 14. 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
  • 15. The Outsider taking the prize 15
  • 16. 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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  • 19. 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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  • 24. 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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  • 31. Live integration of social media during shows 31
  • 33. 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 Storytelling 2.0 introduces a possibility for participation (guestbooks, chats, blogs…) - participation – Web 2.0: connecting and spreading the experience through the - co-creation users’ own networks: RSS-feeds, apps for mobile phone, Facebook profile, Twitter profile.
  • 34. X factor cross media Other media experience+ May not be (fully) controlled Other DR radio and TV shows Website Backstage TV-show Aftenshowet Updates: Mobile phone RSS, app, FB, Twitter Live events Viewers DR blogs + Aftenshowet’s and other Red arrows = participation and co-creation DR TV and radio shows’ website
  • 35. 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.
  • 36. Experience universe Harry Potter
  • 37. 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.
  • 38. Rich media experience • 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.
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  • 50. JK Books based Games based on Fansites, fx on the entire Rowlings the entire Merchan Harry Potter universe, e.g. universe, e.g. official -dise Fan Zone Quidditch LEGO Harry website throuout times Potter Years 1-4 The entire Harry Potter universe Book series Film series Game series Harry Potter Harry Potter Harry Potter and the and the and the Sorcerers Sorcerers Sorcerers Stone Stone Stone (book) (movie) (game) Website Website Website User
  • 51. 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)