Showing posts with label transmedia. Show all posts
Showing posts with label transmedia. Show all posts

Tuesday, March 29, 2011

Transmedia: Hollywood 2

Hey Blog Fans,

I know I've been busy, but if you need a fix of hearing me talk about things, check me out in Los Angeles next week at Transmeida, Hollywood 2: the Sequel, like Godfather 2, and not other sequels that are not good.


See you there!


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TRANSMEDIA, HOLLYWOOD 2:
Visual Culture and Design

A UCLA/USC/Industry Symposium
Co-sponsored by
UCLA Producers Program,
UCLA School of Theater, Film, and Television
and
USC School of Cinematic Arts

Friday, April 8, 2011
James Bridges Theater, UCLA School of Theater, Film, and Television
9:45 AM - 7 PM

Event Co-Directors:
Denise Mann, Associate Professor, Producers Program, UCLA School of Theater, Film and Television
Henry Jenkins, Provost's Professor of Communication, Journalism and Cinematic Arts, USC Annenberg School of Communication

Overview
Transmedia, Hollywood 2: Visual Culture and Design is a one-day public symposium exploring the role of transmedia franchises in today's entertainment industries. Transmedia, Hollywood 2 turns the spotlight on media creators, producers and executives and places them in critical dialogue with top researchers from across a wide spectrum of film, media and cultural studies to provide an interdisciplinary summit for the free interchange of insights about how transmedia works and what it means.

Co-hosted by Denise Mann and Henry Jenkins, from UCLA and USC, two of the most prominent film schools and media research centers in the nation, Transmedia, Hollywood 2 builds on the foundations established at last year's Transmedia, Hollywood: S/Telling the Story. This year's topic: Transmedia, Hollywood: Visual Culture and Design is meant to move from an abstract discussion of transmedia storytelling in all its permutations to a more concrete consideration of what is involved in designing for transmedia.

The past year has seen the Producer's Guild of America (PGA) embrace the concept of the transmedia producer. The other Guilds have begun discussing the implications of these developments for their membership. A growing number of small production units are springing up across the film, games, web, and television sectors to try to create and distribute transmedia content. Many of today's new transmedia producers are helmed by one-time studio or network insiders who are eager to "reinvent" themselves. Inside the studios, the executives tasked with top-down management of large media franchises are partnering with once marginalized film directors, comic book creators, game designers, and other creative personnel.

The underlying premise of this conference is that while the traditional studios and networks are hanging onto many of their outdated practices, they are also starting to engage creative personnel who are working outside the system to help them re-imagine their business. With crisis and change comes the opportunity for the next generation of maverick, independent-minded producers--the next Walt Disney and George Lucas-- to significantly challenge the old and to make way for the new. So, now, it is time to start examining lessons learned from these early experiments. Each of the issues outlined below impact the day-to-day design decisions that go into developing transmedia franchises. We hope to break down the project of developing transmedia content into four basic design challenges:
  • What does it mean to structure a franchise around the exploration of a world rather than a narrative? How are these worlds moving from the film and television screen into other media, such as comics, games, and location based entertainment?
  • What does it mean to design a character that will play well across a range of different media platforms? How might transmedia content re-center familiar stories around compelling secondary characters, adding depth to our understanding of the depicted events and relationships?
  • What does it mean to develop a sequence of events across a range of different media? How do we make sure that the spectator understands the relationship between events when they are piecing together information from different platforms and trying to make sense of a mythology that may span multiple epochs?
  • What does it take to motivate consumers to invest deeply enough into a transmedia franchise that they are eager to track down new installments and create buzz around a new property? How is transmedia linked to a push towards interactivity and participatory culture?
As with the first event, Transmedia, Hollywood: Visual Culture & Design will bring together comic book writers, game designers, "imagineers," filmmakers, television show runners, and other media professionals in a conversation with leading academic thinkers on these topics. Each of our speakers will be asked to focus on the unique challenges they faced while working on a specific production and detail how their understanding of transmedia helped them resolve those issues. From there, we will ask all our speakers to compare notes across projects and platforms with the hopes of starting to develop some basic design principles that will help us translate theories of transmedia entertainment into pragmatic reality. The creative personnel we have assembled include many of the key individuals responsible for masterminding the fundamental changes in the way traditional media operates and engages audiences by altering the way stories are told temporally, by exploring how graphic design translates from one medium to another, and by explaining how these visually-stunning worlds are being conceived in today's "connected" entertainment arena.

Thursday, February 10, 2011

Objectifying Men: Genuine Ken

 
So, for those of you who are going... what on Earth is this? Here is some backstory.  In 2004, Barbie and Ken broke up, she wanted to date a surfer, her career(s) had clearly outstripped his and she wanted to move on with her life, sew wild oats, etc... Regardless, she was IMMEDIATELY dating a blonde Australian surfer. Don't believe me? Here's an article for BusinessWeek that goes into the whole thing in more depth

So, years later, the Internet age has led to Barbie and Ken going... transmedia. Barbie Tweets, Ken Tweets, and now Ken has launched a nationwide multi platform marketing campaign to get her to take him back. Now, with Barbie flying to Mercedes Benz Fashion Week and Valentines Day Monday, we're all wondering... Will They Get Back Together????? 


At least some people are, people who post to Ken's facebook page and respond to his tweets and who are voting in the online polls and so on. His facebook page also aggregates all the content being created (suspiciously all licensees of Mattel's) to support the campaign to get her back. You can vote here at BarbieandKen.com


 ... and this phenomenological display at Dylan's Candy Bar in Manhattan  

Anyway, you get the gist of all this. Something is going down at fashion week and 

Barbie and Ken are really familiar to people the world over, have been for decades.  With that and they've been parodied and played with endlessly by millions. Toy Story 3 did some great things with the pair. 



They're just now getting "voices" of their own online, though Barbie has been defining herself more clearly to her audience in narratives for years in films and television spots and games. This is a natural progression of marketing efforts and one I have talked about at some length given that this sort of thing is my job.

All of this is cute, and interesting to a wide fan base, most notably that of Adults rather than children. Kids overall don't need to be sold on Barbie, but if you want to expand Barbie's market demographics it's sensible to look towards those who once loved her rather than trying to sell boys on the pink plastic dream house. 

Ultimately, very few people need to learn that Barbie and Ken exist, the marketplace is saturated. But as icons, they have grown stale and people have forgotten why they exist and why they're popular. Why they played for hours with them as kids, and why their children probably would. This is not an intellectual process but an emotional one and while it is cheesy and direct that is exactly what Ken and Barbie are all about.

Ken has always been a secondary character in the Barbie Franchise, one who is the butt of so many "no genitals underwear painted on his pants" comments that it doesn't even need to be said anymore. He has always been Barbie's match and has always filled a role that men in the modern era find themselves in more often than it seems they once did, with wildly successful interesting girlfriends with a variety of interests, who often take the spotlight and who want a partner who isn't threatened by that. It is a piece of the zeitgeist that is not explored as thoroughly as it might in other narrative franchises, and that sets the stage for some big things from Barbie.

Ken's love of Barbie has lacked a clear voice for Barbie and it's a great argument to make for the Barbie brand to put Ken forward in this way because he can articulate all the reasons why a person would love Barbie, because he does. So, you have a solid campaign in the narrative universe, what other kinds of stories fit here? 
 

If you're anything like me, your gut reaction to this reality show is horror, mixed with fascination, mixed with a feeling of nausea and a bit of terrified awe. But that is my reaction to every reality show I've ever heard of so it's a dismissible reaction.


So. These guys are all competing for the title of "Great American Boyfriend" in the mold of Ken. Explicitly. It's clearly branded, immediately identifiable and yet, is really down to earth when it comes to the actual tasks presented. It's clearly not designed for the 5-9 set, though I don't think I'd be uncomfortable if someone that age saw it.

It has the feel of other 28 minute dating shows and is fairly wholesome. After getting over my initial terror of the whole thing (the things I do for you, blog) and actually watching it, I have to say, in the reality genre, it's solid. It's very well produced, very high quality for a web show, and they obviously were extremely considerate in the way the put it together. Admirable attention to detail.

There is a certain joy that comes from watching guys objectified in the same way women often are on reality shows, and there's nothing abnormal about any of the portrayals. There is less emphasis on sex because there's no one object of the contestants' affection to seduce directly. Instead, the focus seems to be on the guys various personalities and components of romance. That is actually somewhat refreshing in the genre and totally tone perfect for the Barbie and Ken romance. (insert joke about Ken's underwear here)

I found myself laughing out loud in the judging ceremony at the end of the show too, because in classic reality show fashion, they receive tokens that say they are moving forward. Those tokens:



Full Sized Ken Tags.

This whole campaign is extremely well done. It's really highlighting strong points in its brand, while not pushing against the grain and trying to take the brand into places that don't fit. It's playing to its strengths, but doing them carefully and considerately. I have never been the biggest fan of Barbies, as a kid I preferred dolls that were action figure sized because boys toys and girls toys were notoriously hard to play with together. Barbie was too tall for G.I. Joe, Batman was a little too short to play with She-Ra, and I liked the action figures a lot more than I cared about Ken.

As an adult though, I find myself intrigued by this whole campaign and feel a bit more inclined towards the content for my daughter as a result, it shows that there is thought going into the franchise and what the dolls mean. I am not running out to buy Barbie, but I probably wouldn't keep my daughter from getting one if she wanted one.

Tuesday, April 27, 2010

The Heroine's Journey: Women and Myth, Technology and Storytelling

Joseph Campbell's Monomyth (seen above, click to enlarge) is an attempt to describe the Hero's Journey present across time and culture in mythology and storytelling.

Since I began writing this blog, I've been trying to find a gender-neutral illustration of this concept and finally, here it is.

In my search I was able to find "female hero's journeys" which are helpful (here & here) but I just couldn't bring myself to write about them and here's why:
While there are some differences between a hero's and a heroine's journey the core of the journey's progress is the same.
Sure, the differences are important to each specific story; but they are just as different from hero to hero as from hero to heroine. A narrative is not male or female, nor is a method of storytelling.

I've talked about this before, and frankly I think it's what I end up talking to people about the most: stories are not inherently gendered, the characters within them have genders. Girls in stories can kick ass and it be enjoyable for men and women to watch and not unnatural to the state of being a girl: fairies can be male or female: and creating a property for boys definitely doesn't mean that a female character will send your audience running for the hills.

I am a Transmedia Producer and have worked for 6 years at Starlight Runner Entertainment; often when approached by people new to the concept of Transmedia Storytelling I find myself answering questions about whether or not Transmedia Storytelling can be applied to girls' properties. This is a little like being asked if spoons can be used for lunch as well as dinner. The answer is a jubilant YES! if your franchise has a story it can tall that story across many platforms.

That story can have a male lead, female lead, be based on reality, be total fiction, be a documentary, be about humans, aliens or meerkats and if it is rich enough in story and setting to tell a few related tales you can have a successful Transmedia Franchise. There are obviously some intervening steps but that's the truth.

The innate barriers to creating franchises, films, games, etc... for women and girls are the same as creating franchises, films, games, etc... for men and boys: a compelling concept, a well-considered narrative, a rich story universe and the means to execute it.

I hear similar gripes from friends and colleagues in the Entertainment Industry (which to me includes video games, toys, online works...) and especially in younger industries like video games where there haven't been amazingly epic franchises built for women, or that really celebrated a more nuanced female character than Lara Croft, there is a perception that because there haven't been any really legendary projects for girls or women, for some reason there can't be.

So here is the take away: there is no greater reason that there shouldn't be more franchises for Girls and Women, ones that have different more interesting stories. The only reason there aren't more girls franchises out there, is because you and I haven't made them yet.

Wednesday, March 17, 2010

Lady Gaga: Social Media Diva, Transmedia Superstar| The Social Robot

I have a new article up at The Social Robot! Talking about Lady Gaga's new video, fan outreach and handy use of Transmedia Storytelling in her life and work. Check it out!

Sunday, November 15, 2009

Links- Grab Bag

I've been negligent in my blogging (check out what I've been writing for the Social Robot) mostly because work has been busy, nothing I can talk about yet though. So in the meantime, here's an assortment of interesting things that have passed into my "to write about" list but well, I don't think I'm going to get to any time soon.

Mathematicians find a formula for a hit film sequel:
The research, which will be published in the Journal of Marketing this month, examined data from all 101 movie sequels released in North American theatres between 1998 and 2006 and a matched sub sample of stand-alone films with similar characteristics. According to the formula, upcoming sequel The Twilight Saga: New Moon should be expected to return $34m more for the producers in its US run than a comparable vampire/ teen romance movie with the same characteristics that is not a sequel.
Here is an interesting review of a book that talks about "The Trouble with Boys" which points out how while girls are thought of as "sugar, spice and everything nice" little boys face the same blanket stereotyping that girls do. Always good to remember and discuss.


From Jezebel: An interesting (but slightly limited) study was recently posted on the Pixels and Policy blog, about attitudes towards "female avatars and gender expectations." The results? For many women players, it's easier to embrace sexualization than to fight it.

The NY Post Interviewed Sarah Haskins, who if you have been reading this blog for any amount of time, you know I love.

“Advertising is so ridiculous because it’s trying to still use some of the traditional gender roles, while also trying to match the changes . . . in the past 40 to 50 years,” says Haskins, who has a background in improv comedy... Haskins says the comedy of “Target: Women” masks serious intentions: “As the Internet and TV and movies all become one scary machine in your living room, it’s important that we all have some level of media literacy.”

TV discovers that DVR is not the horrifying dragon eager to eat its ad sales that it once assumed.
"DVR ratings now add significantly to live ratings and thus to ad revenue... The DVR was going to kill television,” said Andy Donchin, director of media investment for the ad agency Carat. 'It hasn’t.'”
And finally, here are two articles that deal in classic female archetypes: The Stepmother, classically evil, petty, vein and malignant, and the Fairy Godmother, Fairy Godmother Academy specifically, a children's property with a transmedia rollout attached to it that is being developed through Random House.

Saturday, November 14, 2009

The Social Robot- Guest Bloggership

I feel silly for not posting this last week, I'm doing a guest bloggership over at The Social Robot,

My first article on Transmedia Storytelling went up last week, it's a pretty simple definition of what Transmedia Storytelling is and how to recognize it in the marketplace.

Wednesday, September 30, 2009

All Things Fangirl Interview! Part 2


Part 2 of the Interview with Me and Jeff Gomez by the fantabulous EruditeChick is up at AllThingsFangirl.com

Jeff Gomez:
One thing that I’m kind of re-geeking on is introducing my daughter, six years old, to the StarWars movies. She came home with the question that I’ve been waiting for all my life: “How did the Clone Wars start?” Because the cartoon is on the air and of course her friends at school are talking about it, and she doesn’t know. And I said, well, you know, there was a queen, Amidala, that this all kind of rotates around, and she goes, “Really?” And I said, “Let me show you!” We started watching the films. And to look at the films from the perspective of a child, first of all, and from the perspective of a child who is gravitating not to young Anakin but Padme, and watching her progress through the films trying to contend with the decisions Padme’s making, particularly about this “Ani” guy, who seems a little shifty, well it was fascinating. So when Anakin comes back form murdering all the Sand-People and he tells Padme what he’d done, I ask my daughter, “Well, what do you think? I mean, was it okay for him to do that? He killed women and children Sand-People.” And [my daughter] goes, “Well…” She’s trying to side with Amidala, who kind of overlooks this horrid massacre for the sake of her romance with Anakin. So my girl is like, “Well, if it was my mother, I’d have killed them all too."

Monday, January 12, 2009

Introduction

This is my fifth year working in the media industry. I'm young, I was a kid during the 80s and despite my parents best efforts to curb my TV habits, I grew up on a steady diet of Branded Saturday Morning cartoons. From the California Raisins to She-Ra to The Ghostbusters, I watched it avidly. In college I was lucky enough to score an internship with a transmedia and franchise building job that through hard work has become my job. I've since worked on a wide variety of international entertainment brands for an equally wide variety of studios, corporations and independent producers.

World building and transmedia production have given me a chance to work in: Comic Books, Film, Animation, Publishing, Online and New Media, Television, Marketing, Merchandising, and Finance to name a few. Most importantly I've seen the people who bring all these groups together trying to hold the fabric of a narrative and a business franchise together. I've seen my opinions validated, discussed, addressed and put into production, and with not a little pride, I can say that my work has affected international properties that my daughter (almost 2 years old now) watches.

One of the biggest things I have learned from these experiences is that the way to make change in these mammoth endeavors is to speak your mind. Most of the battle to make an intellectual property is a battle of ideas, and those who make an impact is those who make themselves heard. The other part of that coin is that you need to be able to back up what you say if you're going to do it justice.

When you work in popular culture, which I often have, and you aren't careful with your research it's not just your colleagues who will tell you if you're wrong, you will have an army of fans trolling you to within an inch of accuracy. A franchise is only as strong as it's fan base, and in order to validate fans one has to be aware of a story's history and future. Fans will be true to a property that is true to them by giving them a solid story, compelling stories and characters and aspirational themes.

And this brings me to the purpose of this blog. I've grown up with all sorts of franchises, Batman, GI Joe, Star Wars, Transformers, a pantheon of interesting stories but when I stop and think, the vast majority of these franchises are tailored for boys. There are plenty of people out there outlining how things made for girls promote unrealistic ideas of femininity, that they sell girls short and don't show a depth of story or theme. Not to demonize everything pink, fluffy and dipped in glitter, nor to glorify stories that are often violent and oversimplified, my greater question is where ARE the stories for girls?

It's not like girls have no spending power, there's money to be made, and the expense of a well-made franchise based on a strong narrative through line is no more expensive than one hastily slapped together and frankly, the stronger the narrative, the longer its staying power. The purpose of this blog is to ask the question, what makes a successful girl's property and what can creators do in order to create quality properties for girls?

I intend to profile successful girl's properties from the past and present, talking about what made us love them, and how to create laudable, highly successful franchises to spark the imagination of new generations of girls.