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Storytelling 2.0
uses of cross-media strategies for new ways
             of communicating


                     IPIN summer school
                        August 8th 2012

 Kjetil Sandvik, associate professor, Media, Cognition and Communication,
                          University of Copenhagen
Agenda
• Focus on strategic storytelling, particularly in the
  field of communicating culture/cultural heritage in
  the light of digital, network-based and mobile
  media and the increasing use of web 2.0/social
  media-services.
• From a cross-media perspective we will focus on
  the opportunities and challenges which these new
  media technologies, platforms and services
  represent to cultural organizations and institutions:
• Storytelling 2.0 and a perpetual beta way of
  communicating focusing on dynamic and easy
  changeable formats with a strong focus on user
  participation, collaboration and co-creation).
MA in dramaturgy
PHD on computer-
games
Head of master pro-
gram in Cross-Media
Communication
Research: strategic
communication, new
media, storytelling etc.
This lecture
• Some brief words about storytelling and
  cross-media communication – the general
  idea
• Rich media experiences: from ’experi-
  ence+’ to ’experience universes’ – case
  studies: X factor and Harry Potter
• Storytelling 2.0 – case study: an
  augmented reality game
Storytelling classic
• A chain of events in time and space
• Told by someone (a narrator) to somebody
  else (a reader or spectator)
• through a specific media (novel, movie, TV
  series…)
• And in a specific discourse (a genre
  defining the structure of the plot/storyline)
Storytelling 2.0: participation
• The ingredients are the same, but the role
  of the recipient has changed
• The story hands out the possibility for
  interaction:
  – to influence the course of events
  – to gain control over one or more characters
  – to play a part in the storyline
• Storytelling  Storydwelling
Labyrinthine story structure




       Myst 2: Riven
Storytelling 2.0: co-creation
• Added the possibility for the participants to
  be a part of creating the story,
  – adding new parts to it,
  – adding new characters,
  – adding new narrative spaces and so on
• Storytelling  Storyprocessing
Storyspace




             World of Warcraft
Sandbox
                                    Concept
              Environment




                                 Design tools




Second Life
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 storytelling: putting both
  ‘storytelling classic’ and the two modes of
  storytelling 2.0 to effective use!
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.
Cross-media communication
The art of having different (old and
new) media communicating together
  • Each media has its special qualities
  • Context: media evolution
    – CMC challenges the role of the media types
  • Context: participatory culture
    – CMC challenges our models of
      communication
Challenges of digital media
Participatory (social) media/web 2.0:
• radical possibilities for dialogic processes, for
  collaboration and co-creation
• Communication as dynamic processes
• Fixed solutions  changeable, adaptive and
  user-centered solutions
• Uses of web 2.0 apps mashups:
  combinations of cheap, effective and
  constantly updated and improved media
  technology
• Storytelling 2.0: perpetual beta way of
  communication
Context: participatory
culture and 2G experience
         economy
Participatory culture
• “Patterns of media consumption have been
  profoundly altered by a succession of new
  media technologies which enable average
  citizens to participate in the archiving,
  annotation, appropriation, transformation,
  and recirculation of media content. Partici-
  patory culture refers to the new style of
  consumerism that emerges in this environment.”
           » Henry Jenkins
2G experience economy:
participation  co-creation
Co-creation
• Boswijk et.al. focuses on the creative
  dialogue between supplier and customer
  instead of the supplier deciding what the
  customer wants:
• It builds upon communication as sharing of
  knowledge and the idea that value creation
  no longer takes place within the company but
  is created in the individual:
• “The development of meaningful-experience
  concepts cannot take place without the direct
  participation of the (potential) customer”.
Participation-based
           communication
• We do not just want to be communication
  to (classical mass-media communication
  format: one-to-many).
• We need new communication models
  which focuses on various forms of user
  involvement and user experiences (one-
  to-one and many-to-many communication)
  – personalization: online-services which adapt
    to the users’ actions
Participation based
           communication
• We do not just want to be communication to
  (classical mass-media communication format:
  one-to-many).
• We need new communication models which
  focuses on various forms of user
  involvement and user experiences (one-to-
  one and many-to-many communication)
  – personalization: online-services which adapt to
    the users’ actions
  – enabling dialogue (e.g. blogs), user
    participation (interactive elements creating
    unique user experiences) and user co-creation
    (possibility to create your own content).
LEGO Factory
• A co-creative story:
  The user in centre of
  the design process in
  accordance with
  LEGO’s corporate
  values:

• Stimulating
  creative play!
Users want to create their own toys
Co-creation: sharing and reworking design
Users want to design their own kitchens
Users want to tell their own stories
Users want to solve the crime mystery themselves
Users want to produce TV
      themselves
Users want to write the news themselves

         Citizen Journalism
Collective intelligence: crowdsourced, co-
creative creation of knowledge
’Traditional’ media com-
munication (storytelling classic)
                                              Control of flow




Producer                           Content                      User
                                                      Interpretation/use
                                     Media


Inspired by Randy Haykin:
Multimedia demystified. A guide to
the world of multimedia from Apple Computer, 1994
Dialogic media communication
                       Performance


                          Control of flow

Producer     Content                        User
                                       Interpretation/use


              Media


                         Feedback
Participatory media
             communication
                           Production of content


                                 Control of flow

Producer           Content                         User
                                               Interpretation/use
 Produser                     Performance/Feedback

                   Media
Produsage
                           Reconfiguration (editing)
Producer



   prodUser                             prodUser


                            Production of content

prodUser         Content                       prodUser
                             Use of content


                  Media
                 Platform
    prodUser                          prodUser


 Co-creation based communication model
Modes of user engagement
• Communication as composition (the combination of
  related media contents by established media (the
  book, the movie, the game, the website) and/or the
  combined use of various media and applications by
  audiences (using a player to watch a TV program,
  using a browser to monitor its website, and news
  applications to get updates)).
• Communication as collaboration (e.g., participating in
  debates relating to media content (chats, blogs,
  forums))
• Communication as participation (e.g., influencing the
  content of television, such as using SMS to vote for
  one’s favorite in a talent show)
• Communication as co-creation (the independent
  creation of media content, e.g. designing new features
  on Facebook)
• A networked, participatory environment enables all
  participants to be users as well as producers of
  information and knowledge - frequently in a hybrid
  role of produser where usage is necessarily also
  productive.
• Produsers engage not in a traditional form of
  content production, but are instead involved in
  produsage - the collaborative and continuous
  building and extending of existing content in pursuit
  of further improvement.

                    Axel Bruns: Blogs, Wikipedia, Second Life, and Beyond:
                    From Production to Produsage, 2008
This lecture
• Some brief words about storytelling and
  cross-media communication – the general
  idea
• Rich media experiences: from
  experience + to experience universes –
  case studies: X factor and Harry Potter
• Storytelling 2.0 – case study: an
  augmented reality game
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
Rich media experiences
• Experience through
     •   engagement and identification
     •   participation
     •   collaboration
     •   co-creation


• Two types of rich 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…




                        51
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
54
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




                                56
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
61
62
63
64
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.
66
67
68
69
70
71
Live integration of
social media during
shows




                      72
Second Screen



                73
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
              communication 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 rich 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)
This lecture
• Some brief words about storytelling and
  cross-media communication – the general
  idea
• Rich media experiences: from experience
  + to experience universes – case studies:
  X factor and Harry Potter
• Storytelling 2.0 – case study: an
  augmented reality game
Trust no-one!
A conspiracy play in the King’s
           Kolding
     “Mixed reality, ubiquitous
  computing and augmented places
    as format for communicating
               culture”
Project scope
• Mobile phones (smart phones) used for
  communicating culture
• Fiction used for communicating history
• Experiments with Augmented Reality (at low
  costs)
• Creating an unorthodox city walk:
  – instead of an exhibition about renaissance
    Kolding, we let the renaissance pop up in the city
    space
• The audience as participants and co-
  creators
Format not just for
the design process,
but for ’the exhi-
bitions’ itself
Project scope
• Mixed media:
   – mobile phone as ’swizz army knife’
   – mash-up of variety of services: low-cost and easy to
     adjust (Layar, Google Maps, Youtube and other file-
     sharing services)
• Ubiquitous computing:
   – not so much embedded in the fabric of physical
     location
   – but accessible everywhere by ways of…
• Mobile and location sensitive media:
• Over-layering locations with digital information:
• Augmentation!
Augmentation
• an informational, aesthetical and/or
  emotional enhancement of our sense and
  experience of place by use of various
  framing strategies (e.g. Ian Rankin’s
  Edinburgh) and media technologies (e.g. a
  guided Rebus Tour).
Augmentation of places
• Construction of a kind of mixed reality
• the place has a status both as an actual
  location in the physical world and as a
  storyspace
• blend of fact and fiction
• blend of physical and mediated space
• blend of presentation and (user)
  performance
• ‘charged spaces’
                                             100
101
Split reality vs Mixed reality
• Split reality: switching between mediated
  space (e.g. inside the mobile phone) and
  physical space
• Mixed reality: blending between mediated
  and physical space (e.g. looking at physical
  space through an ‘augumented reality
  browser’ on the mobile phone)
• Mixed reality implies a certain way of telling
  stories connecting the actual and the fictional
  space/the physical space and the mediated
  space
     • (this is where Hikuin’s Vendetta goes wrong – and we
       try to make things right)                           102
104
Kolding as augmented
               storyspace
•   Creating a dramatic meta-story connecting different location specific
    narrative tableaus containing various actual historical characters
    and events
     – (e.g. the co-operation between the public executioner and the
       pharmacist selling human fat and pulverized sculls for medical use)
•   within the same fiction frame providing connections between the
    narrative tableaus
     – (the castle is on fire (which is an actual event), a messenger is found
       murdered, a conspiracy against the King may be afoot).
•   The tale is taking place in the city space and interfaces with specific
    locations with historical significance
     – (e.g. the square where executions took place, the building housing the
       pharmacy)
•   Thus: a mediated version of renaissance Kolding is mapped onto
    the physical – and present-day – version of the city.
Kolding as augmented
             storyspace
• Creating a dramatic meta-story connecting different location
  specific narrative tableaus containing various actual historical
  characters and events
   – (e.g. the co-operation between the public executioner and the
     pharmacist selling human fat and crushed sculls for medical use)
• within the same fiction frame providing connections between
  the narrative tableaus
   – (the castle is on fire (which is an actual event), a messenger is
     found murdered, a conspiracy against the King may be afoot).
• The tale is taking place in the city space and interfaces with
  specific locations with historical significance
   – (e.g. the square where executions took place, the building
     housing the pharmacy)
• Thus: a mediated version of renaissance Kolding is mapped
  onto the physical – and present-day – version of the city.
Physical space as media
• The physical space is to some degree
  functioning as media communicating specific
  types of information, specific types of stories.
     • the city quarters with its streets, alleys, buildings,
       ornamentations such as statues, gargoyles and so on
       function as a narrative architecture like a theme/themed
       park like Disneyland including buildings and landscapes
       known from the catalog of Disney fairytales
• Several parts of the city of Kolding used as
  location for the “Trust No-one!” project have
  these qualities of being media in themselves,
  as carriers of the story of Kolding.
                                                            109
Physical space as media
• With the use of mobile phones equipped
  with navigation tools and augmented
  reality browsers this information residing in
  the very architecture and infrastructure of
  the city may be pulled forth and made
  visible, accessible and interactive from
  the perspective of communicating history
  and cultural heritage.

                                             111
118
Storyspace
Meta-story            Narrative tableaus
Summing up
• Augmentation as a storytelling 2.0-strategy
  makes us see things in new ways:
• Buildings are not just buildings, streets are
  not just streets – the carry stories, they carry
  cultural meaning
• This meaning may be experienced through
  an interplay between the physical locations of
  the city and the ubiquitous and locative
  information layers provided by mobile media.
• Connecting the dots, moving through physical
  and media space guessing the answer to
  who the murderer is constitutes the
  participatory and co-creative dimension.
Visit the project on Facebook
• https://www.facebook.com//Stolpaaingen#!
  /Stolpaaingen
• Online, open-accessed development site

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Storytelling 2.0

  • 1. Storytelling 2.0 uses of cross-media strategies for new ways of communicating IPIN summer school August 8th 2012 Kjetil Sandvik, associate professor, Media, Cognition and Communication, University of Copenhagen
  • 2. Agenda • Focus on strategic storytelling, particularly in the field of communicating culture/cultural heritage in the light of digital, network-based and mobile media and the increasing use of web 2.0/social media-services. • From a cross-media perspective we will focus on the opportunities and challenges which these new media technologies, platforms and services represent to cultural organizations and institutions: • Storytelling 2.0 and a perpetual beta way of communicating focusing on dynamic and easy changeable formats with a strong focus on user participation, collaboration and co-creation).
  • 3. MA in dramaturgy PHD on computer- games Head of master pro- gram in Cross-Media Communication Research: strategic communication, new media, storytelling etc.
  • 4. This lecture • Some brief words about storytelling and cross-media communication – the general idea • Rich media experiences: from ’experi- ence+’ to ’experience universes’ – case studies: X factor and Harry Potter • Storytelling 2.0 – case study: an augmented reality game
  • 5. Storytelling classic • A chain of events in time and space • Told by someone (a narrator) to somebody else (a reader or spectator) • through a specific media (novel, movie, TV series…) • And in a specific discourse (a genre defining the structure of the plot/storyline)
  • 6. Storytelling 2.0: participation • The ingredients are the same, but the role of the recipient has changed • The story hands out the possibility for interaction: – to influence the course of events – to gain control over one or more characters – to play a part in the storyline • Storytelling  Storydwelling
  • 8. Storytelling 2.0: co-creation • Added the possibility for the participants to be a part of creating the story, – adding new parts to it, – adding new characters, – adding new narrative spaces and so on • Storytelling  Storyprocessing
  • 9. Storyspace World of Warcraft
  • 10. Sandbox Concept Environment Design tools Second Life
  • 11. 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 storytelling: putting both ‘storytelling classic’ and the two modes of storytelling 2.0 to effective use!
  • 12. 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.
  • 13. Cross-media communication The art of having different (old and new) media communicating together • Each media has its special qualities • Context: media evolution – CMC challenges the role of the media types • Context: participatory culture – CMC challenges our models of communication
  • 14. Challenges of digital media Participatory (social) media/web 2.0: • radical possibilities for dialogic processes, for collaboration and co-creation • Communication as dynamic processes • Fixed solutions  changeable, adaptive and user-centered solutions • Uses of web 2.0 apps mashups: combinations of cheap, effective and constantly updated and improved media technology • Storytelling 2.0: perpetual beta way of communication
  • 15. Context: participatory culture and 2G experience economy
  • 16. Participatory culture • “Patterns of media consumption have been profoundly altered by a succession of new media technologies which enable average citizens to participate in the archiving, annotation, appropriation, transformation, and recirculation of media content. Partici- patory culture refers to the new style of consumerism that emerges in this environment.” » Henry Jenkins
  • 18. Co-creation • Boswijk et.al. focuses on the creative dialogue between supplier and customer instead of the supplier deciding what the customer wants: • It builds upon communication as sharing of knowledge and the idea that value creation no longer takes place within the company but is created in the individual: • “The development of meaningful-experience concepts cannot take place without the direct participation of the (potential) customer”.
  • 19. Participation-based communication • We do not just want to be communication to (classical mass-media communication format: one-to-many). • We need new communication models which focuses on various forms of user involvement and user experiences (one- to-one and many-to-many communication) – personalization: online-services which adapt to the users’ actions
  • 20.
  • 21.
  • 22. Participation based communication • We do not just want to be communication to (classical mass-media communication format: one-to-many). • We need new communication models which focuses on various forms of user involvement and user experiences (one-to- one and many-to-many communication) – personalization: online-services which adapt to the users’ actions – enabling dialogue (e.g. blogs), user participation (interactive elements creating unique user experiences) and user co-creation (possibility to create your own content).
  • 23. LEGO Factory • A co-creative story: The user in centre of the design process in accordance with LEGO’s corporate values: • Stimulating creative play!
  • 24. Users want to create their own toys
  • 25.
  • 26.
  • 27.
  • 28.
  • 29.
  • 30. Co-creation: sharing and reworking design
  • 31.
  • 32. Users want to design their own kitchens
  • 33. Users want to tell their own stories
  • 34. Users want to solve the crime mystery themselves
  • 35. Users want to produce TV themselves
  • 36. Users want to write the news themselves Citizen Journalism
  • 37. Collective intelligence: crowdsourced, co- creative creation of knowledge
  • 38. ’Traditional’ media com- munication (storytelling classic) Control of flow Producer Content User Interpretation/use Media Inspired by Randy Haykin: Multimedia demystified. A guide to the world of multimedia from Apple Computer, 1994
  • 39. Dialogic media communication Performance Control of flow Producer Content User Interpretation/use Media Feedback
  • 40. Participatory media communication Production of content Control of flow Producer Content User Interpretation/use Produser Performance/Feedback Media Produsage Reconfiguration (editing)
  • 41. Producer prodUser prodUser Production of content prodUser Content prodUser Use of content Media Platform prodUser prodUser Co-creation based communication model
  • 42. Modes of user engagement • Communication as composition (the combination of related media contents by established media (the book, the movie, the game, the website) and/or the combined use of various media and applications by audiences (using a player to watch a TV program, using a browser to monitor its website, and news applications to get updates)). • Communication as collaboration (e.g., participating in debates relating to media content (chats, blogs, forums)) • Communication as participation (e.g., influencing the content of television, such as using SMS to vote for one’s favorite in a talent show) • Communication as co-creation (the independent creation of media content, e.g. designing new features on Facebook)
  • 43. • A networked, participatory environment enables all participants to be users as well as producers of information and knowledge - frequently in a hybrid role of produser where usage is necessarily also productive. • Produsers engage not in a traditional form of content production, but are instead involved in produsage - the collaborative and continuous building and extending of existing content in pursuit of further improvement. Axel Bruns: Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage, 2008
  • 44. This lecture • Some brief words about storytelling and cross-media communication – the general idea • Rich media experiences: from experience + to experience universes – case studies: X factor and Harry Potter • Storytelling 2.0 – case study: an augmented reality game
  • 45. 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
  • 46. 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
  • 47. 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
  • 48. Rich media experiences • Experience through • engagement and identification • participation • collaboration • co-creation • Two types of rich 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)
  • 49. Experience + X factor
  • 50. 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
  • 51. There can only be one winner… 51
  • 52. 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
  • 53. The good… …the bad… …and the crybaby
  • 54. 54
  • 55. 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
  • 56. The Outsider taking the prize 56
  • 57. 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
  • 58.
  • 59.
  • 60. 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
  • 61. 61
  • 62. 62
  • 63. 63
  • 64. 64
  • 65. 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.
  • 66. 66
  • 67. 67
  • 68. 68
  • 69. 69
  • 70. 70
  • 71. 71
  • 72. Live integration of social media during shows 72
  • 74. 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.
  • 75. X-factor cross-media Other media communication 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
  • 76. 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.
  • 77. Experience universe Harry Potter
  • 78. 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.
  • 79. 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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  • 91. 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
  • 92. 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 rich 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)
  • 93. This lecture • Some brief words about storytelling and cross-media communication – the general idea • Rich media experiences: from experience + to experience universes – case studies: X factor and Harry Potter • Storytelling 2.0 – case study: an augmented reality game
  • 94. Trust no-one! A conspiracy play in the King’s Kolding “Mixed reality, ubiquitous computing and augmented places as format for communicating culture”
  • 95. Project scope • Mobile phones (smart phones) used for communicating culture • Fiction used for communicating history • Experiments with Augmented Reality (at low costs) • Creating an unorthodox city walk: – instead of an exhibition about renaissance Kolding, we let the renaissance pop up in the city space • The audience as participants and co- creators
  • 96. Format not just for the design process, but for ’the exhi- bitions’ itself
  • 97. Project scope • Mixed media: – mobile phone as ’swizz army knife’ – mash-up of variety of services: low-cost and easy to adjust (Layar, Google Maps, Youtube and other file- sharing services) • Ubiquitous computing: – not so much embedded in the fabric of physical location – but accessible everywhere by ways of… • Mobile and location sensitive media: • Over-layering locations with digital information: • Augmentation!
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  • 99. Augmentation • an informational, aesthetical and/or emotional enhancement of our sense and experience of place by use of various framing strategies (e.g. Ian Rankin’s Edinburgh) and media technologies (e.g. a guided Rebus Tour).
  • 100. Augmentation of places • Construction of a kind of mixed reality • the place has a status both as an actual location in the physical world and as a storyspace • blend of fact and fiction • blend of physical and mediated space • blend of presentation and (user) performance • ‘charged spaces’ 100
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  • 102. Split reality vs Mixed reality • Split reality: switching between mediated space (e.g. inside the mobile phone) and physical space • Mixed reality: blending between mediated and physical space (e.g. looking at physical space through an ‘augumented reality browser’ on the mobile phone) • Mixed reality implies a certain way of telling stories connecting the actual and the fictional space/the physical space and the mediated space • (this is where Hikuin’s Vendetta goes wrong – and we try to make things right) 102
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  • 105. Kolding as augmented storyspace • Creating a dramatic meta-story connecting different location specific narrative tableaus containing various actual historical characters and events – (e.g. the co-operation between the public executioner and the pharmacist selling human fat and pulverized sculls for medical use) • within the same fiction frame providing connections between the narrative tableaus – (the castle is on fire (which is an actual event), a messenger is found murdered, a conspiracy against the King may be afoot). • The tale is taking place in the city space and interfaces with specific locations with historical significance – (e.g. the square where executions took place, the building housing the pharmacy) • Thus: a mediated version of renaissance Kolding is mapped onto the physical – and present-day – version of the city.
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  • 108. Kolding as augmented storyspace • Creating a dramatic meta-story connecting different location specific narrative tableaus containing various actual historical characters and events – (e.g. the co-operation between the public executioner and the pharmacist selling human fat and crushed sculls for medical use) • within the same fiction frame providing connections between the narrative tableaus – (the castle is on fire (which is an actual event), a messenger is found murdered, a conspiracy against the King may be afoot). • The tale is taking place in the city space and interfaces with specific locations with historical significance – (e.g. the square where executions took place, the building housing the pharmacy) • Thus: a mediated version of renaissance Kolding is mapped onto the physical – and present-day – version of the city.
  • 109. Physical space as media • The physical space is to some degree functioning as media communicating specific types of information, specific types of stories. • the city quarters with its streets, alleys, buildings, ornamentations such as statues, gargoyles and so on function as a narrative architecture like a theme/themed park like Disneyland including buildings and landscapes known from the catalog of Disney fairytales • Several parts of the city of Kolding used as location for the “Trust No-one!” project have these qualities of being media in themselves, as carriers of the story of Kolding. 109
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  • 111. Physical space as media • With the use of mobile phones equipped with navigation tools and augmented reality browsers this information residing in the very architecture and infrastructure of the city may be pulled forth and made visible, accessible and interactive from the perspective of communicating history and cultural heritage. 111
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  • 119. Storyspace Meta-story Narrative tableaus
  • 120. Summing up • Augmentation as a storytelling 2.0-strategy makes us see things in new ways: • Buildings are not just buildings, streets are not just streets – the carry stories, they carry cultural meaning • This meaning may be experienced through an interplay between the physical locations of the city and the ubiquitous and locative information layers provided by mobile media. • Connecting the dots, moving through physical and media space guessing the answer to who the murderer is constitutes the participatory and co-creative dimension.
  • 121. Visit the project on Facebook • https://www.facebook.com//Stolpaaingen#! /Stolpaaingen • Online, open-accessed development site