Wednesday, November 12, 2014

POST 3: Transmedia Storytelling

Heewon Kim 
12 November 2014
Post 3: Transmedia Storytelling

                                           Transmedia Storytelling through Pokemon 


Transmedia vs Multimedia 
          In the digital world, we are revealed to three different types of media, multimedia, crossmedia to transmedia. Multimedia, a source of media where there is a core subject with many forms and one channel. Multimedia was used more in journalism when stories would no longer consist of only text and photographs but also include videos, maps, and interaction to tell a story. With sound, pictures and text, the combination of all three led to an interactive story line through media. Transmedia on the other hand is a complete different form of media, in which, there is one core story but with many different stories that form in many channels. The story that creates the “flesh” on the core of the story world tries to complete the plot through expansion of larger subjects. “Each story is complete in and of itself, but many of them taken together expand our understanding of the larger subject” (Moloney). To make it simpler, multimedia can consist of one story, many forms but with only one channel.  Transmedia can consist of one story world, many stories, many forms and even many more channels.
Transmedia Storytelling: Many stories, many
forms,many channels. 

Transmedia storytelling, a technique used constantly by media is not only a prime example of a moneymaking business but a way for fans to interact. In our society, we have reached to the point where fans are creating fan base sites of their favorite movies, customizing t-shirts, parodies in which fans may feel a deeper connection and therefore create a sense of intimacy with their favorite movie. This technique of transmedia storytelling creates multiple platforms where they can tell a single story through different forms of media. Any movie may be able to make a sequel, a trilogy of any movie, if of course, became a hit. However, to achieve a pattern of engagement, the transmedia production will try to create an even deeper form of storyline through different platforms such as gaming videos, collectibles, novels, snacks, and many more.


Matrix: One of the highest grossing
 movies that hit the right strategies for transmedia storytelling. 

            In Henry Jenkins “Convergence Culture: Where Old and New Media Collide” write of the expansion of “The Matrix.” The Matrix, first appeared in 1999 through a science fiction action film, which revolved around a man who was living a double life. By day, he was a geeky computer programmer and by night he was a hacker. Luckily, the movie was a major success in which garnered the attention from the Wachowski brothers to create a sequel and even a third follow up film. “The filmmakers plant clues that wont make sense until we play the computer game” (Jenkins 96) which forced fans to dissect information to make sure they understood every aspect of the film. Matrix was an achievement through the installment of transmedia storytelling by developing stories and answers through follow up movies, anime, games, books and even comics. The primary object that allowed Matrix to become wide known as it is now is the fact that, the Wachowski brothers played well with the transmedia storytelling where they “sustained the hard-core fan’s hunger for more information…. offering new points of entry” (Jenkins 97). Till today, the Matrix films continue to be widespread because of its advanced proposition to delivering the movie’s storyline through different franchises.
           


Pokemon Series
“A transmedia story unfolds across multiple media platforms, which each new text making a distinctive and valuable contribution to the whole” (Jenkins 98). There are many examples of transmedia storytelling, however, one that really hit almost all of the platforms is in my opinion, “Pokémon.Pokémon has a total of 17 movies that ranges from the year 1998 to 2014, 14 soundtracks that range from 1999 t0 2014, Pokémon trading card games, 19 series of manga released in English and 25 in total, it’s own very Pokedex, Game mechanics, collectibles, merchandizes and plenty more. “A good transmedia franchise works to attract multiple constituencies by pitching the content somewhat differently in the different media” (Jenkins 98) in which Pokémon did very well. Pokémon did not only create merchandises and continue movies within a 5-year period but rather expanded its franchise through multiple movies, manga, collectibles, and other merchandises.

Pokemon Cosplay


            Fans, who created their own Pokémon world as what Heather did in “Heather Can Write” for the Harry Potter Series, were able to live their own storytelling experience through their fan site. A fan made Pokémon “wiki,” Bulbapedia allows consumers to invent stories where gaps can be filled with new context with fans. Through this Pokémon Wikipedia, it can be shown of social groups, arcade, bulbanews, blogs and projects that are all built within the fan base. In order to make transmedia storytelling work, “the cult film need not be coherent: the more different directions it pushed, the more communities it can sustain, and the more different experiences it can provide, the better” (Jenkins 100). The maker of Pokémon allowed different communities such as this to create new storylines, fill in the gaps that are still not answered and push to different experiences.

Pikachu's transformation (1998-2011)

            Connection and being able to grow with the consumers is one key that can help the process of transmedia storytelling. It reads in Jenkins how, “at the same time, these artists are building a more collaborative relationship with their consumers; working together, audience members can process more story information than previously imagined” (Jenkins 98). In order to create a sense of connection and a collaborative relationship with the consumers, the merchandises too had to form as the society was changing. Rather than sticking onto the older forms of merchandises, the franchise expanded itself in digitalizing to newer technologies. The transformation between the original black and white Gameboy games to Gameboy Colour and Gameboy Advance showed a significant role in franchise in which they grew with society. After watching the series of Pokémon, everyone is curious of how exactly it’ll end, which is never. But through series then to movies, fans were able to connect with the Pokémon fan base through Pokémon dueling competitions, cosplay, Pokémon fan sites, Pokémon online game sites and even a more modern, updated season that still did not end till this day.

Pokemon Arcade in Japan 

Pokedex Display
        The reason why Pokémon was such a success with their version of transmedia storytelling was because of their constant strive to have a connection with the fans. The franchise created a source of bond with the fans, which allowed consumers to create their own versions of Pokémon, and allowed them to imagine of different scenarios that could have taken place. “The consumer who has played the game or watched the shorts will get a different experience of the movies than one who has simply had the theatrical film experience” (Jenkins 104). The goal to successfully go through with transmedia storytelling is not being able to pour out every type of media source at once but instead, is able to connect with consumers and understand their viewpoint. There can be many consumers who simply watch the movie or one episode of the series and do not get “hooked.” However, for the fans that do, the suppliers must be able to make sure to have a constant relationship with the fans so that the storyline never dies out. Through the different strategies in engaging participation with fans, revenue will come in more, fans will be happier and the storyline will never die. The one important aspect that Pokémon kept through their storytelling is the fact 
that they never lost their connection with the fans and kept a constant flow.

Transmedia Storytelling through Pokemon

            Not only Pokémon, but there are many different types of transmedia storytelling examples that are happening around us today. Being able to create multiple platforms that expand the experience of the story is what creates a bond between the suppliers and the consumers. Through transmedia storytelling, it can be proven how the connection between consumers and the suppliers form different story plots through different platforms such as social media, parody sites and even cosplay. If a storyline did not continue onto different platforms and ended with only one platform, than it can be safe to say that there would not be as much revenue as expected. Through the engagement of participation from audiences generates a relationship with the fandom and the story. Through transmedia storytelling, one story world can consist of many stories, many forms and even many more channels.

                                                          Works Cited :

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

"Multimedia, Crossmedia, Transmedia... What's in a Name?" Transmedia Journalism. N.p., n.d.                 Web. 12 Nov. 2014.

"Pokémon." Wikipedia. Wikimedia Foundation, 11 Dec. 2014. Web. 12 Nov. 2014.

"Pokemon as Transmedia Storytelling." N.p., n.d. Web. 12 Nov. 2014.



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