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BRAND STORYTELLING IN A DIGITAL AGE
Hille	
  van	
  der	
  Kaa	
  
h.vanderkaa@fontys.nl	
  
	
  
@Hillevanderkaa	
  
	
  
today’s	
  topics	
  
•  Part	
  1:	
  course	
  introduc<on	
  
•  Part	
  2:	
  brand	
  storytelling	
  
•  Part	
  3:	
  start	
  project	
  
Thursday	
  13.00	
  –	
  17.00	
  
September	
  5 	
  -­‐ 	
  course	
  introduc<on	
  
September	
  12	
   	
  -­‐ 	
  visit	
  to	
  The	
  Pont	
  
September	
  26 	
  -­‐ 	
  lecture	
  Business	
  &	
  Marke<ng	
  
October	
  3 	
  -­‐ 	
  lecture	
  Treatment	
  &	
  Design	
  
October	
  10 	
  -­‐ 	
  guest	
  lecture	
  	
  
October	
  24 	
  -­‐ 	
  end	
  lecture	
  –	
  final	
  presenta<ons	
  
final	
  project	
  
develop	
  a	
  brand	
  storytelling	
  campaign	
  (concept)	
  	
  
	
  	
  
	
  
	
  “aUract	
  more	
  students	
  to	
  the	
  museum”	
  
www.depont.nl	
  
	
  
Visit	
  to	
  De	
  Pont	
  next	
  week	
  (September	
  12)	
  
	
  
What	
  <me?	
   	
  13.00	
  o’clock	
  
Where? 	
   	
  At	
  the	
  museum	
  
final	
  project	
  
develop	
  a	
  brand	
  storytelling	
  campaign	
  (concept)	
  	
  
	
  	
  
	
  
	
  “AUract	
  more	
  students	
  to	
  the	
  museum”	
  
	
  
 www.<nyurl.com/brandstorytelling	
  
hUp://<nyurl.com/brandstorytelling	
  
storytelling	
  project	
  report	
  
•  Business	
  and	
  marke<ng	
   	
  (7	
  to	
  14	
  pages)	
  
•  Treatment	
   	
   	
   	
  (6	
  to	
  10	
  pages)	
  
•  Func<onal	
  specifica<on	
   	
  (10	
  to	
  15	
  pages)	
  
	
  
In	
  total:	
   	
   	
   	
   	
  23	
  to	
  40	
  pages	
  
	
  
End	
  presenta1on: 	
   	
  October	
  24 	
  	
  
Deadline	
  report:	
   	
   	
  paper	
  day	
  Oct	
  28	
  
	
  
	
  
group	
  work	
  
feedback	
  deadlines	
  
Business	
  –	
  Oct.	
  1	
  
• Goals	
  
• Succes	
  indicators	
  
• User	
  need	
  
• Target	
  audience	
  and	
  
marke<ng	
  
Treatment	
  –	
  Oct.	
  8	
  
• Tagline	
  
• Back	
  story	
  and	
  
content	
  
• Synopsis	
  
• Plot	
  points	
  
• Characteriza<on	
  and	
  
aftude	
  
• User	
  centric	
  scenario	
  	
  
Design	
  –	
  Oct.	
  15	
  
• Mul<	
  plagorm	
  form	
  
• Rules	
  of	
  engagement	
  
• Plagorms	
  and	
  
channels	
  
• Service	
  build	
  
overview	
  
• User	
  journey	
  
• Key	
  events	
  
• Timelines	
  
• Interface	
  and	
  
branding	
  	
  
please	
  send	
  the	
  work	
  by	
  mail	
  on	
  (or	
  before)	
  deadline	
  day	
  	
  
no	
  deadline	
  =	
  no	
  feedback	
  
Thursday	
  13.00	
  –	
  17.00	
  
September	
  5 	
  -­‐ 	
  course	
  introduc<on	
  
September	
  12	
   	
  -­‐ 	
  visit	
  to	
  The	
  Pont	
  
September	
  26 	
  -­‐ 	
  lecture	
  Business	
  &	
  Marke<ng	
  
October	
  3 	
  -­‐ 	
  lecture	
  Treatment	
  &	
  Design	
  
October	
  10 	
  -­‐ 	
  guest	
  lecture	
  -­‐	
  minor	
  
October	
  24 	
  -­‐ 	
  end	
  lecture	
  –	
  final	
  presenta<ons	
  
brand storytelling in a digital age
what	
  is	
  brand	
  storytelling?	
  
corporate	
  
corporate	
  
•  Storytelling:	
  Branding	
  in	
  
Prac1ce	
  –	
  Klaus	
  Fog	
  
message	
  
without	
  a	
  dearly	
  defined	
  message	
  there	
  is	
  no	
  
reason	
  to	
  tell	
  stories	
  -­‐	
  at	
  least	
  not	
  with	
  a	
  
strategic	
  purpose	
  
central	
  theme	
  
among	
  storytellers	
  the	
  central	
  message,	
  or	
  
premise	
  of	
  the	
  story,	
  is	
  an	
  ideological	
  or	
  moral	
  
statement	
  that	
  works	
  as	
  a	
  central	
  theme	
  
throughout	
  the	
  story.	
  	
  
premise	
  
the	
  story	
  itself	
  becomes	
  proof	
  of	
  the	
  premise	
  -­‐	
  
the	
  central	
  message	
  -­‐	
  and	
  through	
  it,	
  the	
  
audience	
  can	
  beUer	
  understand	
  the	
  message.	
  	
  
At	
  its	
  core,	
  the	
  story	
  is	
  about	
  its	
  protagonist	
  
Mayank.	
  We’re	
  compelled	
  by	
  his	
  difficult	
  
situa<on	
  and	
  the	
  resolve	
  with	
  which	
  he	
  meets	
  
his	
  challenge.	
  	
  
	
  
Facebook	
  is	
  simply	
  a	
  suppor<ng	
  character	
  —	
  a	
  
tool	
  reminding	
  him	
  that	
  the	
  strength	
  to	
  move	
  on	
  
was	
  inside	
  him	
  all	
  along.	
  
Facebook	
  illustrates	
  its	
  
message	
  “connec1ng	
  people”	
  
from	
  both	
  high-­‐level	
  and	
  
granular	
  perspec<ves.	
  	
  
From	
  a	
  high	
  level,	
  we	
  get	
  
pieces	
  of	
  content	
  focused	
  on	
  
demographics.	
  	
  
	
  
Through	
  Stories,	
  each	
  
vigneUe	
  contributes	
  to	
  
the	
  narra<ve	
  of	
  the	
  
Facebook	
  brand.	
  In	
  
essence,	
  Mayank’s	
  tale	
  is	
  
a	
  story	
  within	
  a	
  story.	
  
one	
  theme	
  
Try	
  to	
  s<ck	
  to	
  one	
  message	
  per	
  story.	
  A	
  story	
  
with	
  more	
  than	
  one	
  central	
  message	
  runs	
  the	
  
risk	
  of	
  becoming	
  messy	
  and	
  unclear.	
  	
  
Heroism	
  –	
  real	
  and	
  perceived	
  
Hierarchy	
  in	
  nature	
  
Iden<ty	
  crisis	
  
Illusion	
  of	
  power	
  
Immortality	
  
Individual	
  versus	
  society	
  
Inner	
  versus	
  outer	
  strength	
  
Injus<ce	
  
Isola<on	
  
Isola<onism	
  -­‐	
  hazards	
  
Knowledge	
  versus	
  ignorance	
  
Loneliness	
  as	
  destruc<ve	
  force	
  
Losing	
  hope	
  
Loss	
  of	
  innocence	
  
Lost	
  honor	
  
Lost	
  love	
  
Love	
  and	
  sacrifice	
  
Man	
  against	
  nature	
  
Manipula<on	
  
Materialism	
  as	
  downfall	
  
Motherhood	
  
Names	
  –	
  power	
  and	
  significance	
  
Na<onalism	
  –	
  complica<ons	
  
Nature	
  as	
  beauty	
  
Necessity	
  of	
  work	
  
conflict	
  
Conflict	
  is	
  the	
  driving	
  force	
  of	
  a	
  good	
  story.	
  	
  
	
  
No	
  conflict,	
  no	
  story.	
  	
  
	
  
But	
  why	
  is	
  this	
  the	
  case?	
  
conflict	
  
As	
  humans	
  we	
  ins<nc<vely	
  look	
  for	
  balance	
  and	
  
harmony	
  in	
  our	
  lives.	
  	
  
	
  
When	
  faced	
  with	
  a	
  problem	
  -­‐	
  a	
  conflict	
  -­‐	
  we	
  
ins<nc<vely	
  seek	
  to	
  find	
  a	
  solu<on.	
  	
  
conflict	
  
conflict	
  forces	
  us	
  to	
  act	
  
	
  
In	
  the	
  classical	
  fairy-­‐tale	
  the	
  conflict	
  is	
  oten	
  
permanently	
  resolved.	
  	
  
	
  
The	
  hero	
  and	
  heroine	
  live	
  happily	
  ever	
  ater.	
  	
  
By	
  contrast,	
  many	
  present	
  day	
  stories	
  have	
  a	
  
less	
  defini<ve	
  ending.	
  Oten	
  the	
  conflict	
  is	
  only	
  
partly	
  resolved,	
  or	
  a	
  new	
  conflict	
  appears	
  
promp<ng	
  further	
  reflec<on	
  by	
  the	
  audience.	
  	
  
 
By	
  contrast,	
  many	
  present	
  
day	
  stories	
  have	
  a	
  less	
  
defini<ve	
  ending.	
  Oten	
  
the	
  conflict	
  is	
  only	
  partly	
  
resolved,	
  or	
  a	
  new	
  conflict	
  
appears	
  promp<ng	
  
further	
  reflec<on	
  by	
  the	
  
audience.	
  	
  
	
  
The	
  greater	
  the	
  conflict	
  the	
  more	
  drama<c	
  the	
  
story	
  will	
  be.	
  
However,	
  the	
  conflict	
  should	
  not	
  get	
  so	
  over-­‐
the-­‐top	
  that	
  it	
  becomes	
  confusing.	
  When	
  a	
  story	
  
becomes	
  chao<c,	
  it	
  is	
  difficult	
  to	
  keep	
  an	
  
audience	
  cap<vated.	
  	
  
guidelines	
  for	
  crea<ng	
  a	
  good	
  conflict	
  
	
  
1)  Try	
  formula1ng	
  the	
  conflict	
  explicitly	
  and	
  to	
  the	
  point.	
  Is	
  it	
  a	
  
conflict	
  at	
  all?	
  	
  
2)  Consider	
  how	
  the	
  conflict	
  can	
  be	
  resolved.	
  Good	
  conflict	
  is	
  
created	
  through	
  a	
  problem	
  or	
  challenge	
  where	
  there	
  is	
  no	
  
immediate	
  solu<on	
  
3)  Are	
  there	
  many	
  smaller	
  conflicts	
  besides	
  the	
  central	
  conflict?	
  Too	
  
many	
  sub-­‐conflicts	
  can	
  easily	
  focus	
  aUen<on	
  away	
  from	
  the	
  main	
  
conflict	
  making	
  the	
  story	
  less	
  clear	
  
4)  Can	
  you	
  iden1fy	
  the	
  hero	
  and	
  his/her	
  opposing	
  forces	
  with	
  in	
  the	
  
story?	
  How	
  are	
  their	
  rela<ve	
  strengths	
  matched?	
  	
  
5)  Are	
  you	
  having	
  problems	
  iden1fying	
  the	
  conflict	
  in	
  the	
  story?	
  If	
  
so:	
  take	
  another	
  look	
  at	
  the	
  basic	
  message:	
  Is	
  it	
  clearly	
  defined?	
  	
  
In	
  order	
  to	
  judge	
  if	
  a	
  conflict	
  will	
  work	
  or	
  not,	
  
you	
  can	
  try	
  "measuring"	
  your	
  story	
  on	
  the	
  
Conflict	
  Barometer.	
  	
  
	
  
characters	
  
The	
  classical	
  fairy-­‐tale	
  is	
  built	
  on	
  a	
  fixed	
  
structure	
  where	
  each	
  character	
  has	
  a	
  specific	
  
role	
  to	
  play	
  in	
  the	
  story,	
  and	
  each	
  person	
  
supplements	
  each	
  other	
  and	
  forms	
  an	
  ac<ve	
  
part	
  of	
  the	
  story.	
  	
  
In	
  order	
  to	
  get	
  personally	
  involved	
  with	
  a	
  story,	
  
we,	
  as	
  readers	
  or	
  listeners	
  must	
  be	
  able	
  to	
  
iden<fy	
  with	
  the	
  characters.	
  This	
  happens	
  
especially	
  when	
  we	
  recognize	
  a	
  liUle	
  bit	
  of	
  
ourselves	
  in	
  the	
  characters	
  in	
  the	
  story.	
  	
  
Here,	
  it	
  is	
  important	
  to	
  keep	
  your	
  target	
  
audience	
  in	
  mind.	
  	
  
Based	
  on	
  our	
  need	
  to	
  have	
  balance	
  in	
  our	
  lives	
  
we	
  will	
  usually	
  empathize	
  with	
  a	
  person	
  faced	
  
with	
  a	
  conflict.	
  But	
  we	
  also	
  have	
  to	
  understand	
  
the	
  mo<va<on	
  behind	
  the	
  person's	
  ac<ons.	
  Why	
  
do	
  they	
  do	
  what	
  they	
  do?	
  	
  
	
  
Ul<mately,	
  a	
  story's	
  progress	
  must	
  seem	
  likely	
  
and	
  credible.	
  	
  
character	
  roles	
  
character	
  roles	
  
•  Protagonist:	
  The	
  protagonist	
  is	
  the	
  main	
  character	
  role	
  in	
  a	
  story	
  and	
  drives	
  the	
  
ac<on.	
  The	
  protagonist	
  will	
  have	
  a	
  goal	
  and	
  undergoes	
  a	
  change	
  –	
  the	
  “hero’s	
  
journey”	
  –	
  in	
  the	
  process	
  of	
  seeking	
  to	
  achieve	
  that	
  goal.	
  
	
  
•  Antagonist:	
  The	
  character	
  in	
  the	
  role	
  of	
  antagonist	
  is	
  in	
  direct	
  opposi<on	
  to	
  the	
  
protagonist.	
  The	
  antagonist	
  may	
  seek	
  the	
  same	
  goal	
  (e.g.	
  find	
  the	
  significant	
  object	
  
of	
  the	
  story)	
  as	
  the	
  protagonist	
  or	
  may	
  simply	
  want	
  to	
  prevent	
  the	
  protagonist	
  
from	
  achieving	
  that	
  goal.	
  
•  Sidekick:	
  The	
  sidekick	
  character	
  role	
  may	
  be	
  linked	
  to	
  the	
  protagonist	
  or	
  
antagonist.	
  Each	
  of	
  those	
  character	
  roles	
  may	
  have	
  their	
  own	
  sidekick.	
  The	
  sidekick	
  
character	
  provides	
  loyalty	
  and	
  support	
  throughout	
  the	
  story	
  and	
  has	
  unfailing	
  faith	
  
in	
  the	
  rightness	
  of	
  the	
  goals	
  and	
  ac<ons	
  of	
  the	
  protagonist	
  or	
  antagonist	
  to	
  which	
  
he/she	
  is	
  linked.	
  
•  Guardian:	
  The	
  guardian	
  character	
  role	
  is	
  that	
  of	
  mentor	
  or	
  teacher	
  to	
  the	
  
protagonist.	
  The	
  guardian	
  provides	
  knowledge,	
  guidance,	
  support,	
  and	
  protec<on	
  
but	
  also	
  drives	
  the	
  protagonist	
  to	
  achieving	
  the	
  protagonist’s	
  goal.	
  
character	
  roles	
  
•  Skep<c:	
  The	
  skep<c	
  character	
  role	
  is	
  linked	
  to	
  the	
  protagonist,	
  but	
  this	
  character’s	
  
role	
  is	
  to	
  ques<on	
  and	
  doubt	
  everything	
  –	
  the	
  protagonist’s	
  thoughts,	
  emo<ons	
  
and	
  ac<ons,	
  the	
  trustworthiness	
  of	
  other	
  characters,	
  anything	
  and	
  everything.	
  
	
  
•  Emo<on:	
  The	
  emo<on	
  character	
  role	
  is	
  linked	
  to	
  the	
  protagonist	
  and	
  responds	
  to	
  
story	
  events	
  emo<onally	
  without	
  thinking	
  and	
  without	
  concern	
  for	
  the	
  prac<cal	
  
implica<ons	
  of	
  an	
  emo<onal	
  response.	
  
	
  
•  Reason:	
  The	
  reason	
  character	
  role	
  is	
  linked	
  to	
  the	
  protagonist	
  and	
  responds	
  to	
  
events	
  in	
  the	
  narra<ve	
  logically,	
  while	
  not	
  lefng	
  emo<on	
  interfere	
  with	
  the	
  
ra<onal.	
  
	
  
•  Tempta<on:	
  The	
  tempta<on	
  character	
  role	
  is	
  not	
  necessarily	
  directly	
  opposed	
  to	
  
the	
  protagonist,	
  but	
  rather	
  tries	
  to	
  hinder,	
  divert,	
  and	
  delude	
  the	
  protagonist	
  from	
  
achieving	
  his/her	
  goal,	
  oten	
  by	
  temp<ng	
  and	
  playing	
  on	
  the	
  weaknesses	
  of	
  the	
  
protagonist.	
  
	
  
plot	
  
Once	
  your	
  message,	
  conflict	
  and	
  cast	
  of	
  
characters	
  are	
  all	
  in	
  place,	
  it	
  is	
  <me	
  to	
  think	
  
about	
  how	
  your	
  story	
  should	
  progress.	
  	
  
Generally	
  speaking	
  a	
  tradi<onal	
  story	
  can	
  be	
  
segmented	
  into	
  three	
  parts;	
  	
  
	
  
beginning	
  
middle	
  	
  
and	
  end.	
  	
  
First,	
  the	
  scene	
  it	
  set.	
  	
  
	
  
Next,	
  the	
  progression	
  of	
  change	
  creates	
  conflict	
  
and	
  sets	
  the	
  parameters	
  for	
  the	
  rest	
  of	
  the	
  
story.	
  	
  
	
  
The	
  conflict	
  escalates	
  but	
  is	
  finally	
  resolved,	
  
marking	
  the	
  end	
  of	
  the	
  story.	
  	
  
storytelling	
  
what	
  is	
  media	
  convergence?	
  
	
  
its	
  the	
  idea	
  that	
  because	
  of	
  the	
  progress	
  of	
  
technology	
  various	
  different	
  types	
  of	
  media	
  are	
  
combining	
  into	
  a	
  single	
  media.	
  
	
  
hUp://uk.answers.yahoo.com	
  
media	
  convergence	
  
Henry	
  Jenkins	
  in	
  Convergence	
  Culture	
  (2004):	
  
	
  
‘Convergence	
  refers	
  to	
  a	
  process,	
  but	
  not	
  an	
  
endpoint.	
  There	
  will	
  be	
  no	
  single	
  black	
  box	
  that	
  
controls	
  the	
  flow	
  of	
  media	
  into	
  our	
  homes.	
  Thanks	
  
to	
  the	
  prolifera<on	
  of	
  channels	
  and	
  the	
  portability	
  
of	
  new	
  compu<ng	
  and	
  telecommunica<ons	
  
technologies,	
  we	
  are	
  entering	
  an	
  era	
  where	
  media	
  
will	
  be	
  everywhere....’	
  
‘We	
  are	
  living	
  in	
  an	
  age	
  
when	
  changes	
  in	
  
communica<ons,	
  
storytelling	
  and	
  
informa<on	
  technologies	
  
are	
  reshaping	
  almost	
  
every	
  aspect	
  of	
  
contemporary	
  life	
  -­‐	
  
including	
  how	
  we	
  create,	
  
consume,	
  learn,	
  and	
  
interact	
  with	
  each	
  other.'	
  
	
  
‘We	
  will	
  develop	
  new	
  
skills	
  for	
  managing	
  
informa<on,	
  new	
  	
  
structures	
  for	
  
transmifng	
  informa<on	
  
across	
  channels,	
  and	
  
new	
  crea<ve	
  genres	
  that	
  
exploit	
  the	
  poten<als	
  of	
  
those	
  emerging	
  
informa<on	
  structures.’	
  
‘Part	
  of	
  the	
  confusion	
  
about	
  media	
  convergence	
  
stems	
  from	
  the	
  fact	
  that	
  
when	
  people	
  talk	
  about	
  it,	
  
they’re	
  actually	
  describing	
  
at	
  least	
  five	
  processes.’	
  
	
  
technological	
  convergence	
  
‘When	
  words,	
  images	
  and	
  sounds	
  are	
  
transformed	
  into	
  digital	
  informa<on,	
  we	
  expand	
  
the	
  poten<al	
  rela<onships	
  between	
  them	
  and	
  
enable	
  them	
  to	
  flow	
  across	
  plagorms.’	
  
	
  
economic	
  convergence	
  
‘The	
  horizontal	
  integra<on	
  of	
  the	
  entertainment	
  
industry.	
  A	
  company	
  like	
  AOL	
  Time	
  Warner	
  now	
  
controls	
  interests	
  in	
  film,	
  television,	
  books,	
  
games,	
  the	
  Web,	
  music,	
  real	
  estate	
  and	
  
countless	
  other	
  sectors.	
  The	
  result	
  has	
  been	
  the	
  
restructuring	
  of	
  cultural	
  produc<on	
  around	
  
“synergies,”	
  and	
  thus	
  the	
  transmedia	
  
exploita<on	
  of	
  branded	
  proper<es—	
  Pokemon,	
  
Harry	
  PoUer,	
  Tomb	
  Raider,	
  Star	
  Wars.’	
  
	
  
social	
  or	
  organic	
  convergence	
  
‘Consumers’	
  mul<tasking	
  strategies	
  for	
  
naviga<ng	
  the	
  new	
  informa<on	
  environment.’	
  
cultural	
  convergence	
  
‘The	
  explosion	
  of	
  new	
  forms	
  of	
  crea<vity	
  at	
  the	
  
intersec<ons	
  of	
  various	
  media	
  technologies,	
  
industries	
  and	
  consumers.	
  Media	
  convergence	
  
fosters	
  a	
  new	
  par<cipatory	
  folk	
  culture	
  by	
  giving	
  
average	
  people	
  the	
  tools	
  to	
  archive,	
  annotate,	
  
appropriate	
  and	
  recirculate	
  content.	
  Shrewd	
  
companies	
  tap	
  this	
  culture	
  to	
  foster	
  consumer	
  
loyalty	
  and	
  generate	
  low-­‐cost	
  content.’	
  
global	
  convergence	
  
‘The	
  cultural	
  hybridity	
  that	
  results	
  from	
  the	
  
interna<onal	
  circula<on	
  of	
  media	
  content.	
  In	
  
music,	
  the	
  world-­‐music	
  movement	
  produces	
  
some	
  of	
  the	
  most	
  interes<ng	
  contemporary	
  
sounds,	
  and	
  in	
  cinema,	
  the	
  global	
  circula<on	
  of	
  
Asian	
  popular	
  cinema	
  profoundly	
  shapes	
  
Hollywood	
  entertainment.	
  These	
  new	
  forms	
  
reflect	
  the	
  experience	
  of	
  being	
  a	
  ci<zen	
  of	
  the	
  
global	
  village.’	
  
	
  
‘New	
  media	
  technologies	
  
have	
  lowered	
  produc<on	
  
and	
  distribu<on	
  costs,	
  
expanded	
  the	
  range	
  of	
  
available	
  delivery	
  
channels	
  and	
  enabled	
  
consumers	
  to	
  archive,	
  
annotate,	
  appropriate	
  and	
  
recirculate	
  media	
  content	
  
in	
  powerful	
  new	
  ways.’	
  
‘On	
  the	
  other	
  hand,	
  there	
  
has	
  been	
  an	
  alarming	
  
concentra<on	
  of	
  the	
  
ownership	
  of	
  mainstream	
  
commercial	
  media,	
  with	
  a	
  
small	
  handful	
  of	
  
mul<na<onal	
  media	
  
conglomerates	
  
domina<ng	
  all	
  sectors	
  of	
  
the	
  entertainment	
  
industry.’	
  
	
  
transmedia	
  storytelling	
  
•  a	
  transmedia	
  project	
  develops	
  storytelling	
  
across	
  mul<ple	
  forms	
  of	
  media	
  in	
  order	
  to	
  
have	
  different	
  ‘entry	
  points’	
  in	
  the	
  story	
  
•  At	
  the	
  most	
  basic	
  level,	
  transmedia	
  stories	
  are	
  
stories	
  told	
  across	
  mul<ple	
  media	
  
•  In	
  the	
  ideal	
  form	
  of	
  TS,	
  each	
  medium	
  does	
  
what	
  it	
  does	
  best	
  —	
  so	
  that	
  a	
  story	
  might	
  be	
  
introduced	
  in	
  a	
  film,	
  expanded	
  through	
  
television	
  and	
  its	
  world	
  might	
  be	
  explored	
  and	
  
experienced	
  through	
  game	
  play.	
  	
  
•  Each	
  franchise	
  entry	
  needs	
  to	
  be	
  self-­‐
contained	
  enough	
  to	
  enable	
  autonomous	
  
consump<on	
  
	
  
spreadability	
  versus	
  drillability	
  
•  Jenkins:	
  	
  the	
  ability	
  and	
  degree	
  to	
  which	
  
content	
  is	
  shareable	
  and	
  the	
  mo<va<ng	
  
factors	
  for	
  a	
  person	
  to	
  share	
  that	
  content	
  
versus	
  the	
  ability	
  for	
  a	
  person	
  to	
  explore,	
  in-­‐
depth,	
  a	
  deep	
  well	
  of	
  narra<ve	
  extensions	
  
when	
  they	
  stumble	
  upon	
  a	
  fic<on	
  that	
  truly	
  
captures	
  their	
  aUen<on.	
  
contuinity	
  and	
  seriality	
  
•  Jenkins:	
  in	
  transmedia	
  storytelling	
  the	
  
narra<ve	
  chunks	
  are	
  being	
  dispersed	
  not	
  
simply	
  across	
  mul<ple	
  serial	
  segments,	
  but	
  
across	
  mul<ple	
  media	
  plagorms	
  as	
  well.	
  Some	
  
transmedia	
  franchises	
  foster	
  an	
  ongoing	
  
coherence	
  to	
  a	
  cannon	
  in	
  order	
  to	
  ensure	
  
maximum	
  plausibility	
  among	
  all	
  extensions.	
  	
  
immersion	
  versus	
  extractability	
  	
  
•  Jenkins:	
  in	
  immersion,	
  the	
  consumer	
  enters	
  
into	
  the	
  world	
  of	
  the	
  story	
  (e.g.	
  theme	
  parks),	
  
while	
  in	
  extractability,	
  the	
  fan	
  takes	
  aspects	
  of	
  
the	
  story	
  away	
  with	
  them	
  as	
  resources	
  they	
  
deploy	
  in	
  the	
  spaces	
  of	
  their	
  everyday	
  life	
  (e.g.	
  
items	
  from	
  the	
  git	
  shop).	
  
	
  	
  
worldbuilding	
  and	
  subjec<vity	
  
•  Jenkins:	
  transmedia	
  extensions,	
  oten	
  not	
  
central	
  to	
  the	
  core	
  narra<ve,	
  can	
  give	
  a	
  richer	
  
depic<on	
  of	
  the	
  world	
  in	
  which	
  the	
  narra<ve	
  
plays	
  out.	
  Transmedia	
  extensions	
  oten	
  
explore	
  the	
  central	
  narra<ve	
  through	
  new	
  
eyes;	
  such	
  as	
  secondary	
  characters	
  or	
  third	
  
par<es.	
  This	
  diversity	
  of	
  perspec<ve	
  oten	
  
leads	
  fans	
  to	
  more	
  greatly	
  consider	
  who	
  is	
  
speaking	
  and	
  who	
  they	
  are	
  speaking	
  for	
  
performance	
  
•  Jenkins:	
  performance:	
  the	
  ability	
  of	
  
transmedia	
  extensions	
  to	
  lead	
  to	
  fan	
  
produced	
  performances	
  that	
  can	
  become	
  part	
  
of	
  the	
  transmedia	
  narra<ve	
  itself.	
  Some	
  
performances	
  are	
  invited	
  by	
  the	
  creator	
  while	
  
others	
  are	
  not;	
  fans	
  ac<vely	
  search	
  for	
  sites	
  of	
  
poten<al	
  performance	
  
storytelling	
  project	
  report	
  
•  Business	
  and	
  marke<ng	
   	
  (7	
  to	
  14	
  pages)	
  
•  Treatment	
   	
   	
   	
  (6	
  to	
  10	
  pages)	
  
•  Func<onal	
  specifica<on	
   	
  (10	
  to	
  15	
  pages)	
  
	
  
In	
  total:	
   	
   	
   	
   	
  23	
  to	
  40	
  pages	
  
	
  
Deadline: 	
   	
   	
   	
  paper	
  day	
  
	
  
	
  
business	
  and	
  marke<ng	
  
•  Goals	
   	
   	
   	
   	
   	
   	
  (1)	
  
•  Succes	
  indicators	
   	
   	
   	
   	
  (1–2)	
  
•  User	
  need	
   	
   	
   	
   	
   	
  (1	
  par)	
  
•  Target	
  audience	
  and	
  marke<ng	
   	
  (2-­‐4)	
  
•  Projec<ons,	
  budge<ng	
  and	
  <melines	
  (2-­‐5)	
  
•  Produc<on	
  team	
   	
   	
   	
   	
  	
  (1-­‐2)	
  
	
  
Goals	
  (3	
  goals	
  -­‐	
  1	
  page)	
  
A.  What	
  do	
  you	
  want	
  to	
  achieve	
  from	
  the	
  
perspec<ve	
  of	
  the	
  user	
  through	
  the	
  service?	
  	
  
S<mulate	
  community-­‐based	
  storytelling	
  
Get	
  the	
  audience	
  to	
  be	
  ac<ve	
  during	
  a	
  live	
  broadcast	
  
Create	
  deeper	
  engagement	
  between	
  scheduled	
  events	
  
Get	
  the	
  audience	
  to	
  become	
  ac<ve	
  outside	
  the	
  home	
  
S<mulate	
  massive	
  community	
  created	
  content	
  contribu<on	
  
Make	
  the	
  service	
  highly	
  personalized	
  
…..	
  
B.	
  What	
  are	
  the	
  goals	
  from	
  the	
  perspec<ve	
  of	
  
the	
  crea<ve	
  team?	
  
Experiment	
  with	
  never	
  before	
  tried	
  mul<-­‐plagorm	
  concepts	
  
Improve	
  the	
  skills	
  of	
  the	
  team	
  
Raise	
  awareness	
  of	
  issues,	
  social	
  good	
  or	
  another	
  media	
  property	
  
Design	
  a	
  service	
  that	
  lasts	
  two	
  years	
  and	
  longer	
  
Build	
  a	
  strong	
  female	
  or	
  male	
  viewership	
  
Build	
  a	
  loyal	
  local	
  and/or	
  interna<onal	
  community	
  for	
  your	
  property	
  
Increase	
  the	
  overall	
  audience	
  
….	
  
C.	
  What	
  is	
  the	
  economic	
  goal	
  or	
  model?	
  
	
  
Commercial:	
  revenue	
  genera<on	
  through	
  mature	
  digital	
  business	
  
models	
  
Marke<ng:	
  at	
  cost,	
  promo<onal/marke<ng/adver<sing	
  of	
  another	
  
product	
  or	
  property	
  
Social	
  good:	
  at	
  cost,	
  awareness	
  and	
  issue	
  raising	
  or	
  cultural,	
  
educa<onal	
  and/or	
  ar<s<c	
  statements	
  
Experimental:	
  a	
  new	
  type	
  of	
  project	
  designed	
  to	
  push	
  boundaries,	
  
with	
  the	
  freedom	
  to	
  fail	
  and	
  lose	
  money	
  but	
  learn	
  from	
  
succes	
  indicators	
  (1	
  –	
  2	
  pages)	
  
How	
  will	
  the	
  stated	
  goals	
  be	
  measured,	
  and	
  
from	
  those	
  results	
  how	
  will	
  you	
  decide	
  if	
  the	
  
service	
  has	
  been	
  successful?	
  	
  
	
  
The	
  KPIs	
  (Key	
  Performance	
  Indicators)	
  and	
  ROI	
  
(Return	
  On	
  Investment)	
  are	
  tradi<onal	
  ways	
  to	
  
measure	
  success,	
  but	
  from	
  a	
  story	
  perspec<ve	
  
there	
  may	
  be	
  other	
  engagement	
  metrics	
  you	
  are	
  
building	
  into	
  your	
  services.	
  
what	
  are	
  KPI’s?	
  
Key	
  Performance	
  Indicators,	
  also	
  known	
  as	
  KPI	
  
or	
  Key	
  Success	
  Indicators	
  (KSI),	
  help	
  an	
  
organiza<on	
  define	
  and	
  measure	
  progress	
  
toward	
  organiza<onal	
  goals.	
  
Key	
  Performance	
  Indicators	
  Reflect	
  the	
  
organiza<onal	
  goals	
  and	
  must	
  be	
  quan1fiable.	
  
KPI’s	
  
Sales	
  Revenue	
  
•  How	
  much	
  revenue	
  has	
  your	
  campaign	
  
brought	
  your	
  company?	
  Understanding	
  your	
  
sales	
  revenue	
  is	
  important	
  to	
  know	
  how	
  
effec<ve	
  campaign	
  is,	
  no	
  company	
  wants	
  to	
  
spend	
  money	
  on	
  something	
  that	
  isn’t	
  
genera<ng	
  money.	
  
KPI’s	
  
Cost	
  Per	
  Lead	
  
	
  
•  How	
  much	
  is	
  it	
  cos<ng	
  you	
  to	
  acquire	
  a	
  
customer	
  through	
  your	
  campaign?	
  	
  
KPI’s	
  
Traffic	
  to	
  Lead	
  Ra<o	
  
•  Understanding	
  your	
  website	
  traffic,	
  especially	
  
knowing	
  where	
  your	
  traffic	
  is	
  coming	
  from,	
  
whether	
  it’s	
  organic,	
  direct,	
  social	
  media	
  or	
  
referrals	
  is	
  extremely	
  important.	
  	
  
online	
  content	
  marke<ng	
  KPI’s	
  
reach	
  
• unique	
  
visitors	
  
• geography	
  
• mobile	
  
readers	
  
engagement	
  
• bounding	
  
rates	
  
• click	
  
paUerns	
  
• unique	
  
pages	
  
sen<ment	
  
• interac<on	
  	
  
• social	
  
sharing	
  
KPI’s	
  
Social	
  Media	
  Reach	
  
	
  
•  number	
  of	
  lead	
  conversions	
  assisted	
  by	
  each	
  
social	
  media	
  channel	
  
•  number	
  of	
  customer	
  conversions	
  generated	
  
through	
  your	
  social	
  media	
  channels	
  
•  percentage	
  of	
  traffic	
  associated	
  with	
  social	
  
media	
  channels	
  
KPI’s	
  
Mobile	
  traffic,	
  leads	
  and	
  conversion	
  rates	
  
	
  
•  number	
  of	
  lead	
  conversions	
  from	
  mobile	
  devices	
  
•  bounce	
  rates	
  from	
  mobile	
  devices	
  
•  conversion	
  rates	
  from	
  mobile	
  op<mized	
  landing	
  
pages	
  
	
  
You	
  don’t	
  only	
  want	
  to	
  see	
  how	
  many	
  visitors	
  are	
  
conver<ng	
  through	
  mobile	
  but	
  you	
  also	
  want	
  some	
  
indica<on	
  of	
  how	
  effec<ve	
  your	
  mobile	
  presence	
  is.	
  
weekly	
  dashboard	
  
•  Sales	
  revenue	
  
•  Cost	
  per	
  lead	
  
•  Traffic	
  to	
  lead	
  ra<o	
  
•  Social	
  media	
  reach	
  
•  Mobile	
  traffic	
  
first	
  you	
  need	
  a	
  …	
  goal	
  
hUp://<nyurl.com/iemeskpi	
  
succes	
  indicators	
  (1	
  –	
  2	
  pages)	
  
How	
  will	
  the	
  stated	
  goals	
  be	
  measured,	
  and	
  
from	
  those	
  results	
  how	
  will	
  you	
  decide	
  if	
  the	
  
service	
  has	
  been	
  successful?	
  	
  
	
  
The	
  KPIs	
  (Key	
  Performance	
  Indicators)	
  and	
  ROI	
  
(Return	
  On	
  Investment)	
  are	
  tradi<onal	
  ways	
  to	
  
measure	
  success,	
  but	
  from	
  a	
  story	
  perspec<ve	
  
there	
  may	
  be	
  other	
  engagement	
  metrics	
  you	
  are	
  
building	
  into	
  your	
  services.	
  
User	
  need	
  (1	
  paragraph)	
  
This	
  is	
  a	
  short	
  high-­‐level	
  sec<on	
  covering	
  the	
  key	
  
ques<on	
  of	
  why	
  your	
  service	
  will	
  be	
  no<ced	
  and	
  
used.	
  A	
  simple	
  user-­‐needs	
  analysis	
  will	
  highlight	
  
gaps	
  in	
  the	
  market,	
  weak	
  compe<<on,	
  or	
  just	
  a	
  
strongly	
  ‘needed’	
  u<lity-­‐like	
  service.	
  
needs	
  analysis	
  
determining	
  user	
  goals,	
  purposes,	
  and	
  
objec<ves:	
  
	
  
-­‐	
  what	
  do	
  users	
  want	
  to	
  accomplish	
  using	
  the	
  product?	
  
-­‐	
  what	
  are	
  their	
  overall	
  goals?	
  
-­‐	
  what	
  do	
  users	
  need	
  from	
  the	
  product	
  to	
  accomplish	
  	
  	
  
these	
  goals?	
  
target	
  audience	
  and	
  marke<ng	
  (2-­‐4	
  pages)	
  
This	
  sec<on	
  will	
  cover	
  two	
  key	
  areas:	
  Who	
  will	
  
use	
  the	
  service,	
  and	
  how	
  will	
  	
  you	
  aUract	
  them	
  
to	
  it?	
  It	
  will	
  include	
  a	
  demographic	
  and	
  
psychographic	
  breakdown	
  of	
  your	
  user/
audience,	
  lis<ng	
  compe<ng	
  services	
  or	
  examples	
  
of	
  	
  similar	
  services,	
  quo<ng	
  numbers.	
  	
  
business	
  models	
  (1-­‐2	
  pages)	
  
This	
  provides	
  an	
  overview	
  of	
  how	
  the	
  budget	
  
will	
  be	
  raised	
  or	
  revenue	
  	
  generated.	
  For	
  many	
  
mul<-­‐plagorm	
  services	
  there	
  will	
  be	
  a	
  mix	
  of	
  
business	
  models,	
  so	
  this	
  sec<on	
  will	
  detail	
  
primary	
  and	
  secondary	
  models,	
  which	
  may	
  	
  
include	
  the	
  following:	
  
business	
  models	
  (1-­‐2	
  pages)	
  
Sponsorship	
  (commercial	
  or	
  funded	
  by	
  agency)	
  
Adver<sing:	
  text	
  based	
  or	
  rich	
  media	
  adver<sing	
  (surround	
  or	
  product	
  placement)	
  
Subscrip<on	
  (to	
  use	
  the	
  service):	
  part	
  of	
  the	
  freemium/premium	
  model	
  
Transac<on:	
  direct	
  sales	
  of	
  product,	
  pay	
  per	
  use	
  or	
  premium	
  or	
  extended	
  elements	
  	
  
Affiliate	
  marke<ng:	
  money	
  for	
  connec<ng	
  with	
  like	
  services	
  
Virtual	
  currency:	
  taking	
  a	
  percentage	
  of	
  exchanges	
  for	
  virtual	
  currency	
  from	
  real	
  world	
  money	
  	
  
Direct	
  sales	
  of	
  the	
  mul<-­‐plagorm	
  ‘format	
  itself’	
  to	
  third	
  par<es	
  
Sales	
  to	
  market	
  intelligence	
  of	
  anonymous	
  user	
  data	
  	
  
Peer-­‐to-­‐peer:	
  taking	
  a	
  percentage	
  of	
  user-­‐to-­‐user	
  fees	
  in	
  your	
  project’s	
  ‘market’,	
  such	
  as	
  virtual	
  goods	
  exchanges	
  or	
  embedded	
  online	
  auc<ons	
  
Sales	
  of	
  product	
  placement	
  spots	
  
Dona<ons	
  to	
  parts	
  of	
  whole	
  elements	
  of	
  the	
  service	
  
……	
  
projec<ons,	
  budge<ng	
  and	
  <melines	
  (2-­‐5	
  pages)	
  
This	
  sec<on	
  will	
  detail	
  all	
  the	
  important	
  costs	
  
and/or	
  likely	
  revenues	
  and/or	
  profits	
  from	
  the	
  
service.	
  It	
  should	
  include	
  a	
  spreadsheet	
  lis<ng	
  
how	
  much	
  the	
  service	
  will	
  cost	
  to	
  build,	
  and	
  this	
  
may	
  develop	
  in	
  granularity	
  as	
  the	
  service	
  	
  
planning	
  moves	
  forward.	
  	
  
produc<on	
  team	
  (1-­‐2	
  pages)	
  	
  
This	
  should	
  be	
  a	
  full	
  breakdown	
  of	
  the	
  mul<-­‐
disciplinary	
  team	
  related	
  to	
  this	
  specific	
  project,	
  
lis<ng	
  their	
  individual	
  mul<-­‐plagorm	
  and/or	
  
transmedia	
  roles	
  and	
  responsibili<es.	
  	
  
	
  
storytelling	
  project	
  report	
  
•  Business	
  and	
  marke<ng	
   	
  (7	
  to	
  14	
  pages)	
  
•  Treatment	
   	
   	
   	
  (6	
  to	
  10	
  pages)	
  
•  Func<onal	
  specifica<on	
   	
  (10	
  to	
  15	
  pages)	
  
	
  
In	
  total:	
   	
   	
   	
   	
  23	
  to	
  40	
  pages	
  
	
  
Deadline: 	
   	
   	
   	
  Paper	
  day	
  
	
  
	
  
next	
  week	
  
•  See	
  you	
  @	
  De	
  Pont	
  –	
  12.45	
  
•  Download	
  transmedia	
  bible	
  &	
  read	
  it	
  
•  Select	
  the	
  parts	
  you	
  need	
  
•  Read	
  about	
  De	
  Pont	
  and	
  start	
  thinking	
  about	
  
their	
  business	
  case	
  
•  Think	
  about	
  a	
  group	
  –	
  choose	
  a	
  ‘chairman’	
  
•  ‘Chairman’	
  sends	
  me	
  the	
  names	
  of	
  the	
  group	
  
•  Read	
  chapter	
  1,	
  2	
  and	
  3	
  	
  
•  The	
  new	
  digital	
  Storytelling	
  
•  Alexander	
  Bryan	
  
storytelling	
  project	
  report	
  
•  Business	
  and	
  marke<ng	
   	
  (7	
  to	
  14	
  pages)	
  
•  Treatment	
   	
   	
   	
  (6	
  to	
  10	
  pages)	
  
•  Func<onal	
  specifica<on	
   	
  (10	
  to	
  15	
  pages)	
  
	
  
In	
  total:	
   	
   	
   	
   	
  23	
  to	
  40	
  pages	
  
	
  
Deadline: 	
   	
   	
   	
  Paper	
  day	
  Oct	
  28	
  
	
  
	
  

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Brand storytelling introduction @iemes fontys

  • 1. BRAND STORYTELLING IN A DIGITAL AGE
  • 2.
  • 3. Hille  van  der  Kaa   h.vanderkaa@fontys.nl     @Hillevanderkaa    
  • 4. today’s  topics   •  Part  1:  course  introduc<on   •  Part  2:  brand  storytelling   •  Part  3:  start  project  
  • 5.
  • 6. Thursday  13.00  –  17.00   September  5  -­‐  course  introduc<on   September  12    -­‐  visit  to  The  Pont   September  26  -­‐  lecture  Business  &  Marke<ng   October  3  -­‐  lecture  Treatment  &  Design   October  10  -­‐  guest  lecture     October  24  -­‐  end  lecture  –  final  presenta<ons  
  • 7. final  project   develop  a  brand  storytelling  campaign  (concept)            “aUract  more  students  to  the  museum”  
  • 8.
  • 9. www.depont.nl     Visit  to  De  Pont  next  week  (September  12)     What  <me?    13.00  o’clock   Where?    At  the  museum  
  • 10. final  project   develop  a  brand  storytelling  campaign  (concept)            “AUract  more  students  to  the  museum”    
  • 11.
  • 13.
  • 14.
  • 15.
  • 16. storytelling  project  report   •  Business  and  marke<ng    (7  to  14  pages)   •  Treatment        (6  to  10  pages)   •  Func<onal  specifica<on    (10  to  15  pages)     In  total:          23  to  40  pages     End  presenta1on:    October  24     Deadline  report:      paper  day  Oct  28      
  • 18. feedback  deadlines   Business  –  Oct.  1   • Goals   • Succes  indicators   • User  need   • Target  audience  and   marke<ng   Treatment  –  Oct.  8   • Tagline   • Back  story  and   content   • Synopsis   • Plot  points   • Characteriza<on  and   aftude   • User  centric  scenario     Design  –  Oct.  15   • Mul<  plagorm  form   • Rules  of  engagement   • Plagorms  and   channels   • Service  build   overview   • User  journey   • Key  events   • Timelines   • Interface  and   branding     please  send  the  work  by  mail  on  (or  before)  deadline  day     no  deadline  =  no  feedback  
  • 19. Thursday  13.00  –  17.00   September  5  -­‐  course  introduc<on   September  12    -­‐  visit  to  The  Pont   September  26  -­‐  lecture  Business  &  Marke<ng   October  3  -­‐  lecture  Treatment  &  Design   October  10  -­‐  guest  lecture  -­‐  minor   October  24  -­‐  end  lecture  –  final  presenta<ons  
  • 20. brand storytelling in a digital age
  • 21. what  is  brand  storytelling?  
  • 24.
  • 25. •  Storytelling:  Branding  in   Prac1ce  –  Klaus  Fog  
  • 26.
  • 27. message   without  a  dearly  defined  message  there  is  no   reason  to  tell  stories  -­‐  at  least  not  with  a   strategic  purpose  
  • 28. central  theme   among  storytellers  the  central  message,  or   premise  of  the  story,  is  an  ideological  or  moral   statement  that  works  as  a  central  theme   throughout  the  story.    
  • 29. premise   the  story  itself  becomes  proof  of  the  premise  -­‐   the  central  message  -­‐  and  through  it,  the   audience  can  beUer  understand  the  message.    
  • 30.
  • 31.
  • 32. At  its  core,  the  story  is  about  its  protagonist   Mayank.  We’re  compelled  by  his  difficult   situa<on  and  the  resolve  with  which  he  meets   his  challenge.       Facebook  is  simply  a  suppor<ng  character  —  a   tool  reminding  him  that  the  strength  to  move  on   was  inside  him  all  along.  
  • 33. Facebook  illustrates  its   message  “connec1ng  people”   from  both  high-­‐level  and   granular  perspec<ves.     From  a  high  level,  we  get   pieces  of  content  focused  on   demographics.      
  • 34. Through  Stories,  each   vigneUe  contributes  to   the  narra<ve  of  the   Facebook  brand.  In   essence,  Mayank’s  tale  is   a  story  within  a  story.  
  • 35. one  theme   Try  to  s<ck  to  one  message  per  story.  A  story   with  more  than  one  central  message  runs  the   risk  of  becoming  messy  and  unclear.    
  • 36. Heroism  –  real  and  perceived   Hierarchy  in  nature   Iden<ty  crisis   Illusion  of  power   Immortality   Individual  versus  society   Inner  versus  outer  strength   Injus<ce   Isola<on   Isola<onism  -­‐  hazards   Knowledge  versus  ignorance   Loneliness  as  destruc<ve  force   Losing  hope   Loss  of  innocence   Lost  honor   Lost  love   Love  and  sacrifice   Man  against  nature   Manipula<on   Materialism  as  downfall   Motherhood   Names  –  power  and  significance   Na<onalism  –  complica<ons   Nature  as  beauty   Necessity  of  work  
  • 37.
  • 38.
  • 39. conflict   Conflict  is  the  driving  force  of  a  good  story.       No  conflict,  no  story.       But  why  is  this  the  case?  
  • 40. conflict   As  humans  we  ins<nc<vely  look  for  balance  and   harmony  in  our  lives.       When  faced  with  a  problem  -­‐  a  conflict  -­‐  we   ins<nc<vely  seek  to  find  a  solu<on.    
  • 41. conflict   conflict  forces  us  to  act    
  • 42.
  • 43. In  the  classical  fairy-­‐tale  the  conflict  is  oten   permanently  resolved.       The  hero  and  heroine  live  happily  ever  ater.    
  • 44. By  contrast,  many  present  day  stories  have  a   less  defini<ve  ending.  Oten  the  conflict  is  only   partly  resolved,  or  a  new  conflict  appears   promp<ng  further  reflec<on  by  the  audience.    
  • 45.
  • 46.   By  contrast,  many  present   day  stories  have  a  less   defini<ve  ending.  Oten   the  conflict  is  only  partly   resolved,  or  a  new  conflict   appears  promp<ng   further  reflec<on  by  the   audience.      
  • 47. The  greater  the  conflict  the  more  drama<c  the   story  will  be.  
  • 48. However,  the  conflict  should  not  get  so  over-­‐ the-­‐top  that  it  becomes  confusing.  When  a  story   becomes  chao<c,  it  is  difficult  to  keep  an   audience  cap<vated.    
  • 49. guidelines  for  crea<ng  a  good  conflict     1)  Try  formula1ng  the  conflict  explicitly  and  to  the  point.  Is  it  a   conflict  at  all?     2)  Consider  how  the  conflict  can  be  resolved.  Good  conflict  is   created  through  a  problem  or  challenge  where  there  is  no   immediate  solu<on   3)  Are  there  many  smaller  conflicts  besides  the  central  conflict?  Too   many  sub-­‐conflicts  can  easily  focus  aUen<on  away  from  the  main   conflict  making  the  story  less  clear   4)  Can  you  iden1fy  the  hero  and  his/her  opposing  forces  with  in  the   story?  How  are  their  rela<ve  strengths  matched?     5)  Are  you  having  problems  iden1fying  the  conflict  in  the  story?  If   so:  take  another  look  at  the  basic  message:  Is  it  clearly  defined?    
  • 50. In  order  to  judge  if  a  conflict  will  work  or  not,   you  can  try  "measuring"  your  story  on  the   Conflict  Barometer.      
  • 51.
  • 52.
  • 53.
  • 54. characters   The  classical  fairy-­‐tale  is  built  on  a  fixed   structure  where  each  character  has  a  specific   role  to  play  in  the  story,  and  each  person   supplements  each  other  and  forms  an  ac<ve   part  of  the  story.    
  • 55.
  • 56.
  • 57.
  • 58. In  order  to  get  personally  involved  with  a  story,   we,  as  readers  or  listeners  must  be  able  to   iden<fy  with  the  characters.  This  happens   especially  when  we  recognize  a  liUle  bit  of   ourselves  in  the  characters  in  the  story.    
  • 59.
  • 60. Here,  it  is  important  to  keep  your  target   audience  in  mind.    
  • 61.
  • 62. Based  on  our  need  to  have  balance  in  our  lives   we  will  usually  empathize  with  a  person  faced   with  a  conflict.  But  we  also  have  to  understand   the  mo<va<on  behind  the  person's  ac<ons.  Why   do  they  do  what  they  do?       Ul<mately,  a  story's  progress  must  seem  likely   and  credible.    
  • 63.
  • 65. character  roles   •  Protagonist:  The  protagonist  is  the  main  character  role  in  a  story  and  drives  the   ac<on.  The  protagonist  will  have  a  goal  and  undergoes  a  change  –  the  “hero’s   journey”  –  in  the  process  of  seeking  to  achieve  that  goal.     •  Antagonist:  The  character  in  the  role  of  antagonist  is  in  direct  opposi<on  to  the   protagonist.  The  antagonist  may  seek  the  same  goal  (e.g.  find  the  significant  object   of  the  story)  as  the  protagonist  or  may  simply  want  to  prevent  the  protagonist   from  achieving  that  goal.   •  Sidekick:  The  sidekick  character  role  may  be  linked  to  the  protagonist  or   antagonist.  Each  of  those  character  roles  may  have  their  own  sidekick.  The  sidekick   character  provides  loyalty  and  support  throughout  the  story  and  has  unfailing  faith   in  the  rightness  of  the  goals  and  ac<ons  of  the  protagonist  or  antagonist  to  which   he/she  is  linked.   •  Guardian:  The  guardian  character  role  is  that  of  mentor  or  teacher  to  the   protagonist.  The  guardian  provides  knowledge,  guidance,  support,  and  protec<on   but  also  drives  the  protagonist  to  achieving  the  protagonist’s  goal.  
  • 66. character  roles   •  Skep<c:  The  skep<c  character  role  is  linked  to  the  protagonist,  but  this  character’s   role  is  to  ques<on  and  doubt  everything  –  the  protagonist’s  thoughts,  emo<ons   and  ac<ons,  the  trustworthiness  of  other  characters,  anything  and  everything.     •  Emo<on:  The  emo<on  character  role  is  linked  to  the  protagonist  and  responds  to   story  events  emo<onally  without  thinking  and  without  concern  for  the  prac<cal   implica<ons  of  an  emo<onal  response.     •  Reason:  The  reason  character  role  is  linked  to  the  protagonist  and  responds  to   events  in  the  narra<ve  logically,  while  not  lefng  emo<on  interfere  with  the   ra<onal.     •  Tempta<on:  The  tempta<on  character  role  is  not  necessarily  directly  opposed  to   the  protagonist,  but  rather  tries  to  hinder,  divert,  and  delude  the  protagonist  from   achieving  his/her  goal,  oten  by  temp<ng  and  playing  on  the  weaknesses  of  the   protagonist.    
  • 67. plot   Once  your  message,  conflict  and  cast  of   characters  are  all  in  place,  it  is  <me  to  think   about  how  your  story  should  progress.    
  • 68. Generally  speaking  a  tradi<onal  story  can  be   segmented  into  three  parts;       beginning   middle     and  end.    
  • 69. First,  the  scene  it  set.       Next,  the  progression  of  change  creates  conflict   and  sets  the  parameters  for  the  rest  of  the   story.       The  conflict  escalates  but  is  finally  resolved,   marking  the  end  of  the  story.    
  • 70.
  • 71.
  • 72.
  • 74. what  is  media  convergence?     its  the  idea  that  because  of  the  progress  of   technology  various  different  types  of  media  are   combining  into  a  single  media.     hUp://uk.answers.yahoo.com  
  • 75. media  convergence   Henry  Jenkins  in  Convergence  Culture  (2004):     ‘Convergence  refers  to  a  process,  but  not  an   endpoint.  There  will  be  no  single  black  box  that   controls  the  flow  of  media  into  our  homes.  Thanks   to  the  prolifera<on  of  channels  and  the  portability   of  new  compu<ng  and  telecommunica<ons   technologies,  we  are  entering  an  era  where  media   will  be  everywhere....’  
  • 76. ‘We  are  living  in  an  age   when  changes  in   communica<ons,   storytelling  and   informa<on  technologies   are  reshaping  almost   every  aspect  of   contemporary  life  -­‐   including  how  we  create,   consume,  learn,  and   interact  with  each  other.'    
  • 77. ‘We  will  develop  new   skills  for  managing   informa<on,  new     structures  for   transmifng  informa<on   across  channels,  and   new  crea<ve  genres  that   exploit  the  poten<als  of   those  emerging   informa<on  structures.’  
  • 78. ‘Part  of  the  confusion   about  media  convergence   stems  from  the  fact  that   when  people  talk  about  it,   they’re  actually  describing   at  least  five  processes.’    
  • 79. technological  convergence   ‘When  words,  images  and  sounds  are   transformed  into  digital  informa<on,  we  expand   the  poten<al  rela<onships  between  them  and   enable  them  to  flow  across  plagorms.’    
  • 80.
  • 81. economic  convergence   ‘The  horizontal  integra<on  of  the  entertainment   industry.  A  company  like  AOL  Time  Warner  now   controls  interests  in  film,  television,  books,   games,  the  Web,  music,  real  estate  and   countless  other  sectors.  The  result  has  been  the   restructuring  of  cultural  produc<on  around   “synergies,”  and  thus  the  transmedia   exploita<on  of  branded  proper<es—  Pokemon,   Harry  PoUer,  Tomb  Raider,  Star  Wars.’    
  • 82.
  • 83. social  or  organic  convergence   ‘Consumers’  mul<tasking  strategies  for   naviga<ng  the  new  informa<on  environment.’  
  • 84.
  • 85. cultural  convergence   ‘The  explosion  of  new  forms  of  crea<vity  at  the   intersec<ons  of  various  media  technologies,   industries  and  consumers.  Media  convergence   fosters  a  new  par<cipatory  folk  culture  by  giving   average  people  the  tools  to  archive,  annotate,   appropriate  and  recirculate  content.  Shrewd   companies  tap  this  culture  to  foster  consumer   loyalty  and  generate  low-­‐cost  content.’  
  • 86.
  • 87. global  convergence   ‘The  cultural  hybridity  that  results  from  the   interna<onal  circula<on  of  media  content.  In   music,  the  world-­‐music  movement  produces   some  of  the  most  interes<ng  contemporary   sounds,  and  in  cinema,  the  global  circula<on  of   Asian  popular  cinema  profoundly  shapes   Hollywood  entertainment.  These  new  forms   reflect  the  experience  of  being  a  ci<zen  of  the   global  village.’    
  • 88.
  • 89. ‘New  media  technologies   have  lowered  produc<on   and  distribu<on  costs,   expanded  the  range  of   available  delivery   channels  and  enabled   consumers  to  archive,   annotate,  appropriate  and   recirculate  media  content   in  powerful  new  ways.’  
  • 90. ‘On  the  other  hand,  there   has  been  an  alarming   concentra<on  of  the   ownership  of  mainstream   commercial  media,  with  a   small  handful  of   mul<na<onal  media   conglomerates   domina<ng  all  sectors  of   the  entertainment   industry.’    
  • 91.
  • 92. transmedia  storytelling   •  a  transmedia  project  develops  storytelling   across  mul<ple  forms  of  media  in  order  to   have  different  ‘entry  points’  in  the  story  
  • 93. •  At  the  most  basic  level,  transmedia  stories  are   stories  told  across  mul<ple  media  
  • 94. •  In  the  ideal  form  of  TS,  each  medium  does   what  it  does  best  —  so  that  a  story  might  be   introduced  in  a  film,  expanded  through   television  and  its  world  might  be  explored  and   experienced  through  game  play.    
  • 95. •  Each  franchise  entry  needs  to  be  self-­‐ contained  enough  to  enable  autonomous   consump<on    
  • 96.
  • 97.
  • 98.
  • 99. spreadability  versus  drillability   •  Jenkins:    the  ability  and  degree  to  which   content  is  shareable  and  the  mo<va<ng   factors  for  a  person  to  share  that  content   versus  the  ability  for  a  person  to  explore,  in-­‐ depth,  a  deep  well  of  narra<ve  extensions   when  they  stumble  upon  a  fic<on  that  truly   captures  their  aUen<on.  
  • 100.
  • 101.
  • 102.
  • 103. contuinity  and  seriality   •  Jenkins:  in  transmedia  storytelling  the   narra<ve  chunks  are  being  dispersed  not   simply  across  mul<ple  serial  segments,  but   across  mul<ple  media  plagorms  as  well.  Some   transmedia  franchises  foster  an  ongoing   coherence  to  a  cannon  in  order  to  ensure   maximum  plausibility  among  all  extensions.    
  • 104.
  • 105. immersion  versus  extractability     •  Jenkins:  in  immersion,  the  consumer  enters   into  the  world  of  the  story  (e.g.  theme  parks),   while  in  extractability,  the  fan  takes  aspects  of   the  story  away  with  them  as  resources  they   deploy  in  the  spaces  of  their  everyday  life  (e.g.   items  from  the  git  shop).      
  • 106.
  • 107.
  • 108.
  • 109.
  • 110. worldbuilding  and  subjec<vity   •  Jenkins:  transmedia  extensions,  oten  not   central  to  the  core  narra<ve,  can  give  a  richer   depic<on  of  the  world  in  which  the  narra<ve   plays  out.  Transmedia  extensions  oten   explore  the  central  narra<ve  through  new   eyes;  such  as  secondary  characters  or  third   par<es.  This  diversity  of  perspec<ve  oten   leads  fans  to  more  greatly  consider  who  is   speaking  and  who  they  are  speaking  for  
  • 111.
  • 112. performance   •  Jenkins:  performance:  the  ability  of   transmedia  extensions  to  lead  to  fan   produced  performances  that  can  become  part   of  the  transmedia  narra<ve  itself.  Some   performances  are  invited  by  the  creator  while   others  are  not;  fans  ac<vely  search  for  sites  of   poten<al  performance  
  • 113. storytelling  project  report   •  Business  and  marke<ng    (7  to  14  pages)   •  Treatment        (6  to  10  pages)   •  Func<onal  specifica<on    (10  to  15  pages)     In  total:          23  to  40  pages     Deadline:        paper  day      
  • 114. business  and  marke<ng   •  Goals              (1)   •  Succes  indicators          (1–2)   •  User  need            (1  par)   •  Target  audience  and  marke<ng    (2-­‐4)   •  Projec<ons,  budge<ng  and  <melines  (2-­‐5)   •  Produc<on  team            (1-­‐2)    
  • 115. Goals  (3  goals  -­‐  1  page)   A.  What  do  you  want  to  achieve  from  the   perspec<ve  of  the  user  through  the  service?     S<mulate  community-­‐based  storytelling   Get  the  audience  to  be  ac<ve  during  a  live  broadcast   Create  deeper  engagement  between  scheduled  events   Get  the  audience  to  become  ac<ve  outside  the  home   S<mulate  massive  community  created  content  contribu<on   Make  the  service  highly  personalized   …..  
  • 116. B.  What  are  the  goals  from  the  perspec<ve  of   the  crea<ve  team?   Experiment  with  never  before  tried  mul<-­‐plagorm  concepts   Improve  the  skills  of  the  team   Raise  awareness  of  issues,  social  good  or  another  media  property   Design  a  service  that  lasts  two  years  and  longer   Build  a  strong  female  or  male  viewership   Build  a  loyal  local  and/or  interna<onal  community  for  your  property   Increase  the  overall  audience   ….  
  • 117. C.  What  is  the  economic  goal  or  model?     Commercial:  revenue  genera<on  through  mature  digital  business   models   Marke<ng:  at  cost,  promo<onal/marke<ng/adver<sing  of  another   product  or  property   Social  good:  at  cost,  awareness  and  issue  raising  or  cultural,   educa<onal  and/or  ar<s<c  statements   Experimental:  a  new  type  of  project  designed  to  push  boundaries,   with  the  freedom  to  fail  and  lose  money  but  learn  from  
  • 118.
  • 119. succes  indicators  (1  –  2  pages)   How  will  the  stated  goals  be  measured,  and   from  those  results  how  will  you  decide  if  the   service  has  been  successful?       The  KPIs  (Key  Performance  Indicators)  and  ROI   (Return  On  Investment)  are  tradi<onal  ways  to   measure  success,  but  from  a  story  perspec<ve   there  may  be  other  engagement  metrics  you  are   building  into  your  services.  
  • 120. what  are  KPI’s?   Key  Performance  Indicators,  also  known  as  KPI   or  Key  Success  Indicators  (KSI),  help  an   organiza<on  define  and  measure  progress   toward  organiza<onal  goals.  
  • 121. Key  Performance  Indicators  Reflect  the   organiza<onal  goals  and  must  be  quan1fiable.  
  • 122.
  • 123. KPI’s   Sales  Revenue   •  How  much  revenue  has  your  campaign   brought  your  company?  Understanding  your   sales  revenue  is  important  to  know  how   effec<ve  campaign  is,  no  company  wants  to   spend  money  on  something  that  isn’t   genera<ng  money.  
  • 124. KPI’s   Cost  Per  Lead     •  How  much  is  it  cos<ng  you  to  acquire  a   customer  through  your  campaign?    
  • 125. KPI’s   Traffic  to  Lead  Ra<o   •  Understanding  your  website  traffic,  especially   knowing  where  your  traffic  is  coming  from,   whether  it’s  organic,  direct,  social  media  or   referrals  is  extremely  important.    
  • 126. online  content  marke<ng  KPI’s   reach   • unique   visitors   • geography   • mobile   readers   engagement   • bounding   rates   • click   paUerns   • unique   pages   sen<ment   • interac<on     • social   sharing  
  • 127. KPI’s   Social  Media  Reach     •  number  of  lead  conversions  assisted  by  each   social  media  channel   •  number  of  customer  conversions  generated   through  your  social  media  channels   •  percentage  of  traffic  associated  with  social   media  channels  
  • 128.
  • 129. KPI’s   Mobile  traffic,  leads  and  conversion  rates     •  number  of  lead  conversions  from  mobile  devices   •  bounce  rates  from  mobile  devices   •  conversion  rates  from  mobile  op<mized  landing   pages     You  don’t  only  want  to  see  how  many  visitors  are   conver<ng  through  mobile  but  you  also  want  some   indica<on  of  how  effec<ve  your  mobile  presence  is.  
  • 130.
  • 131. weekly  dashboard   •  Sales  revenue   •  Cost  per  lead   •  Traffic  to  lead  ra<o   •  Social  media  reach   •  Mobile  traffic  
  • 132. first  you  need  a  …  goal  
  • 134. succes  indicators  (1  –  2  pages)   How  will  the  stated  goals  be  measured,  and   from  those  results  how  will  you  decide  if  the   service  has  been  successful?       The  KPIs  (Key  Performance  Indicators)  and  ROI   (Return  On  Investment)  are  tradi<onal  ways  to   measure  success,  but  from  a  story  perspec<ve   there  may  be  other  engagement  metrics  you  are   building  into  your  services.  
  • 135. User  need  (1  paragraph)   This  is  a  short  high-­‐level  sec<on  covering  the  key   ques<on  of  why  your  service  will  be  no<ced  and   used.  A  simple  user-­‐needs  analysis  will  highlight   gaps  in  the  market,  weak  compe<<on,  or  just  a   strongly  ‘needed’  u<lity-­‐like  service.  
  • 136. needs  analysis   determining  user  goals,  purposes,  and   objec<ves:     -­‐  what  do  users  want  to  accomplish  using  the  product?   -­‐  what  are  their  overall  goals?   -­‐  what  do  users  need  from  the  product  to  accomplish       these  goals?  
  • 137. target  audience  and  marke<ng  (2-­‐4  pages)   This  sec<on  will  cover  two  key  areas:  Who  will   use  the  service,  and  how  will    you  aUract  them   to  it?  It  will  include  a  demographic  and   psychographic  breakdown  of  your  user/ audience,  lis<ng  compe<ng  services  or  examples   of    similar  services,  quo<ng  numbers.    
  • 138.
  • 139. business  models  (1-­‐2  pages)   This  provides  an  overview  of  how  the  budget   will  be  raised  or  revenue    generated.  For  many   mul<-­‐plagorm  services  there  will  be  a  mix  of   business  models,  so  this  sec<on  will  detail   primary  and  secondary  models,  which  may     include  the  following:  
  • 140. business  models  (1-­‐2  pages)   Sponsorship  (commercial  or  funded  by  agency)   Adver<sing:  text  based  or  rich  media  adver<sing  (surround  or  product  placement)   Subscrip<on  (to  use  the  service):  part  of  the  freemium/premium  model   Transac<on:  direct  sales  of  product,  pay  per  use  or  premium  or  extended  elements     Affiliate  marke<ng:  money  for  connec<ng  with  like  services   Virtual  currency:  taking  a  percentage  of  exchanges  for  virtual  currency  from  real  world  money     Direct  sales  of  the  mul<-­‐plagorm  ‘format  itself’  to  third  par<es   Sales  to  market  intelligence  of  anonymous  user  data     Peer-­‐to-­‐peer:  taking  a  percentage  of  user-­‐to-­‐user  fees  in  your  project’s  ‘market’,  such  as  virtual  goods  exchanges  or  embedded  online  auc<ons   Sales  of  product  placement  spots   Dona<ons  to  parts  of  whole  elements  of  the  service   ……  
  • 141. projec<ons,  budge<ng  and  <melines  (2-­‐5  pages)   This  sec<on  will  detail  all  the  important  costs   and/or  likely  revenues  and/or  profits  from  the   service.  It  should  include  a  spreadsheet  lis<ng   how  much  the  service  will  cost  to  build,  and  this   may  develop  in  granularity  as  the  service     planning  moves  forward.    
  • 142. produc<on  team  (1-­‐2  pages)     This  should  be  a  full  breakdown  of  the  mul<-­‐ disciplinary  team  related  to  this  specific  project,   lis<ng  their  individual  mul<-­‐plagorm  and/or   transmedia  roles  and  responsibili<es.      
  • 143. storytelling  project  report   •  Business  and  marke<ng    (7  to  14  pages)   •  Treatment        (6  to  10  pages)   •  Func<onal  specifica<on    (10  to  15  pages)     In  total:          23  to  40  pages     Deadline:        Paper  day      
  • 144. next  week   •  See  you  @  De  Pont  –  12.45   •  Download  transmedia  bible  &  read  it   •  Select  the  parts  you  need   •  Read  about  De  Pont  and  start  thinking  about   their  business  case   •  Think  about  a  group  –  choose  a  ‘chairman’   •  ‘Chairman’  sends  me  the  names  of  the  group   •  Read  chapter  1,  2  and  3    
  • 145. •  The  new  digital  Storytelling   •  Alexander  Bryan  
  • 146. storytelling  project  report   •  Business  and  marke<ng    (7  to  14  pages)   •  Treatment        (6  to  10  pages)   •  Func<onal  specifica<on    (10  to  15  pages)     In  total:          23  to  40  pages     Deadline:        Paper  day  Oct  28