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recurring features:

• multiple-choices interfaces
• multimedia content
• non-linear narrative structure

main challenges:

Hollow (Elaine McMillion) | Interactive documentary

• going non-linear without sacrificing

narration
• keeping a balance between interactivity
and author’s intention
• making the interaction the story

frequent mistakes:

• content tsunami
• narrative maze
• non-contributing interactivity
• ergonomical nightmare

Gaza Sderot (ARTE) | Webdocumentary | Documentary
recurring features:

• serious intentions combined with

playful mechanisms
• «classic gaming» features : levels, rules,
rewards...

main challenges:

Type:RIder (ARTE) | Mobile & social game | Interactive installation

• not letting the information delivery ruin

the gaming experience
• not letting the gaming experience hinder
the information delivery
• being really fun and challenging to play

frequent mistakes:

• overly simplistic game design
• confusion between gaming and
gamification
• forgetting to tell a story

SPENT | News game
recurring features:

• TV or cinema-centered
• long-lasting experiences
• special content for hardcore fans
• strong ties with marketing campaigns

main challenges:

Defiance (SyFy) | TV Show | MMORPG

• preserving some distinction between

transmedia and marketing
• spending more time for the 5% of
hardcore fans than for the other 95%
• keeping the whole experience coherent

frequent mistakes:

• lack of resources for platforms other
than the main medium
• some parts of the experience don’t
stand alone

The Spiral (ARTE) | TV Show | ARG
recurring features:

• thin line between reality and fiction
• players embodying fictional characters,
much as in role playing
• results of the ARG shaping the
unfolding of the transmedia experience

Alt-Minds (ARTE) | Mobile game | ARG | Webseries

main challenges:

• dealing with the logistics

• keeping the player’s community coherent
and interactive
• drawing links with the rest of the
experience

frequent mistakes:

• lack of social features
• forgetting rewards for a very
demanding activity

Why So Serious | ARG
recurring features:

• offering users to co-create the project
• content also available for noncontributors
• UGC or contributions shaping the
whole transmedia experience

Une Contre-Histoire des Internets (ARTE)

main challenges:

• editorialization of contributions or UGC
• incentives for participation
• legal status of UGC content

frequent mistakes:

• lack of recognition or rewards for

participants
• unclear impact of participation on the
project

Life in a Day (National Geographic & YouTube) | Feature film
• gamedocs
• mobile apps
• digital publishing
• social games
• second screen apps
• long-form articles
• interactive webseries
• role-playing on social

Fort McMoney (ARTE/ONF) | Gamedoc | Documentary

networks
• tweetterature
• and whatever we’ll do
with Google glasses...
Snow Fall (New York Times) | Long-form interactive article
Thank you for your immersion
in this keynote!
#TribecaHacks
@racontr

Content, ideas and material partly stolen from
Florent Maurin, Gerald Holubowicz, David Dufresne, Ian Schreiber and probably others I forget.

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Tribeca Hacks Racontr keynote

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  • 26. recurring features: • multiple-choices interfaces • multimedia content • non-linear narrative structure main challenges: Hollow (Elaine McMillion) | Interactive documentary • going non-linear without sacrificing narration • keeping a balance between interactivity and author’s intention • making the interaction the story frequent mistakes: • content tsunami • narrative maze • non-contributing interactivity • ergonomical nightmare Gaza Sderot (ARTE) | Webdocumentary | Documentary
  • 27. recurring features: • serious intentions combined with playful mechanisms • «classic gaming» features : levels, rules, rewards... main challenges: Type:RIder (ARTE) | Mobile & social game | Interactive installation • not letting the information delivery ruin the gaming experience • not letting the gaming experience hinder the information delivery • being really fun and challenging to play frequent mistakes: • overly simplistic game design • confusion between gaming and gamification • forgetting to tell a story SPENT | News game
  • 28. recurring features: • TV or cinema-centered • long-lasting experiences • special content for hardcore fans • strong ties with marketing campaigns main challenges: Defiance (SyFy) | TV Show | MMORPG • preserving some distinction between transmedia and marketing • spending more time for the 5% of hardcore fans than for the other 95% • keeping the whole experience coherent frequent mistakes: • lack of resources for platforms other than the main medium • some parts of the experience don’t stand alone The Spiral (ARTE) | TV Show | ARG
  • 29. recurring features: • thin line between reality and fiction • players embodying fictional characters, much as in role playing • results of the ARG shaping the unfolding of the transmedia experience Alt-Minds (ARTE) | Mobile game | ARG | Webseries main challenges: • dealing with the logistics • keeping the player’s community coherent and interactive • drawing links with the rest of the experience frequent mistakes: • lack of social features • forgetting rewards for a very demanding activity Why So Serious | ARG
  • 30. recurring features: • offering users to co-create the project • content also available for noncontributors • UGC or contributions shaping the whole transmedia experience Une Contre-Histoire des Internets (ARTE) main challenges: • editorialization of contributions or UGC • incentives for participation • legal status of UGC content frequent mistakes: • lack of recognition or rewards for participants • unclear impact of participation on the project Life in a Day (National Geographic & YouTube) | Feature film
  • 31. • gamedocs • mobile apps • digital publishing • social games • second screen apps • long-form articles • interactive webseries • role-playing on social Fort McMoney (ARTE/ONF) | Gamedoc | Documentary networks • tweetterature • and whatever we’ll do with Google glasses... Snow Fall (New York Times) | Long-form interactive article
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  • 73. Thank you for your immersion in this keynote! #TribecaHacks @racontr Content, ideas and material partly stolen from Florent Maurin, Gerald Holubowicz, David Dufresne, Ian Schreiber and probably others I forget.