Henry Jenkins bio, aka “quick and repeated” version: Born in Atlanta, GA; used to work for MIT Comparative Media Studies program but recently left to work for the USC School of Cinematic Arts. He has written a number of books, including Textual Poachers, Fans, Bloggers, and Gamers, and Convergence Culture. He has some online presence: a blog and a Twitter feed, but no Facebook page.
He focuses his scholarship on aspects of popular culture, including video games, media convergence, and the topic of this week’s class, transmedia storytelling. The work “Revenge of the Origami Unicorn: Seven Principles of Transmedia Storytelling,” outlines some of the core tenets that shape transmedia storytelling.
Side Note: Origami Unicorn reference: The 1982 film Blade Runner contains a symbolic representation of the origami unicorn. In the future, dystopian Los Angeles human beings called replicants have been engineered and cast from society. It is illegal for a replicant to return to Earth, and those who hunt them down are called blade runners. The focus of the story is on Rick Deckard, a blade runner who is on one last assignment (Synopsis via Wikipedia). in the Director’s Cut of the film, supposedly it is the origami unicorn that shows that Deckard is not a genuine human, but a replicant. In Convergence Culture, Jenkins states the term “refers to any element added to a text that potentially invites reconsideration of other works in the same franchise” (330). It is also important to note that the first essay about transmedia storytelling in the text is called “Searching for the Origami Unicorn,” and this one is called “Revenge.” Why the difference, do you think?
Instructions for how to make your own origami unicorn!
Transmedia Storytelling
Jenkins defines transmedia storytelling as “a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes its own unique contribution to the unfolding of the story.” Therefore a narrative is no longer limited to a film, or a game, or a book; rather, it expands across several kinds of media, each one playing a part in revealing the narrative. Jenkins comments that there “is almost a transmedia expectation” in modern society, and that fan become disappointed when there is no extension of narrative, as shown in the Flash Forward example. What do you think of this comment? Has transmedia storytelling become so commonplace that we expect it?
Distinctions, or What Transmedia Storytelling is Not
Transmedia Branding: Storytelling provides insights and new revelations about particular characters, but branding does not. Rather, branding has “a limited contribution to make to our understanding of the narrative or the world of the story.” Jenkins makes the example of Star Wars cereal as branding, but the novel Dark Lord: The Rise of Darth Vader as storytelling. Because something like cosplay is not necessarily contributing to the narrative and is a token step to understanding, it makes me wonder if cosplay can be reduced to branding for a particular anime or game.
Adaptation: Defined as the reproduction “of the original narrative with minimal changes into a new medium and is essentially redundant to the original work.” In contrast, extension “expands our understanding of the original by introducing new elements into the fiction.” Here Jenkins uses Lawrence Olivier’s Hamlet as an adaptation, and Stoppard’s Rosencranz & Guildenstern Are Dead as an extension. i see the “extension” a lot with particular video game franchises, particularly Kingdom Hearts–each game released is an expansion of the original story. It is interesting to note that each game is released on a different platform, with the exception of I and II (both were on the PS2). I have to ask: is this purely based on the desire to make maximum profit or to allow all fans the ability to play? A little bit of both? Just last night I heard a friend complain that he was so lost on the storyline because he did not have an Advance or a DS to play the extensions. However, I have played all the extensions and have all the games, so I am familiar with the storyline. As a fan, I show I am dedicated to the story and the franchise, but I have also spent the money to prove it.
So, the Seven Core Concepts of Transmedia Storytelling
1. Spreadability vs. Drillability: Spreadbility is the capacity for the public to engage in media content; seen as causal, whereas drillability is, in a nutshell, making the public to engage with the media content; or, dig deeper for content. I’m not sure about use of the word “drill” here, because to me the word drill has a negative connotation, suggesting something is invasive and forced. Any thoughts on that? Maybe another term?
2. Continuity vs. Multiplicity: Contributes to a fan’s “coherence” of a world and is seen as a payoff. Multiplicity is “alternative versions of the characters or parallel universe versions” of existing storylines. Jenkins uses excellent examples of Marvel superheroes and the retellings of Austen’s works with the additions of zombies and sea monsters.
3. Immersion vs. Extractability: Immersion is when the consumer “enters into the world of the story,” whereas extractability is the consumer taking a piece of that world home with him or her. Jenkins uses Miyazaki and the Studio Ghibli museum in Japan as his example. Once again, I think of anime conventions and the extractability therein. Consumers never enter the world of a story, persay, but the merchant room is nothing but a giant opportunity for fans to extract something from that culture. And that leads me right back into thinking in terms of profits. As for immersion, I have high hopes for Harry Potter Land, and Disney World has the idea of immersion and extractability down to a science. Come to think of this, where would parks’ rides fit into the idea of transmedia storytelling?
4. Worldbuilding: Connections between worlds and stories. Jenkins mentions the “desire of audiences to map and master as much as they can know about such universes, often through the productions of charts, maps, concordances.” I also find that this worldbuilding is apparent in Wikis, as seen in the Silent Hill Wiki. Crude as it is, it is still a fan-based archive of information. However, I also have to question the idea of copyright. Online, in a wiki, anyone can contribute and the information is free. However, when it is packaged and sold, it is an infringement of copyright, as seen in the Harry Potter Lexicon suit. Should the line be drawn that way, or would it benefit to have fans craft their own lexicons?
5. Seriality: Chunks of stories told in multiple installments. Jenkins refers to Dickens as a classical example, but I also think of graphic novel series like The Walking Dead . He calls transmedia storytelling a “hyperbolic version of the serial” where not only have chunks of stories been dispersed in multiple installments, but multiple mediums. he does not have much to say on this point, but rather gives a call to study this aspect more. Any thoughts? What about the use of classic serials as a framework? Should a newer, more updated one be established?
6. Subjectivity: Connected to transmedia extension; the comparison-contrast of “multiple subjective experiences of the same events.” Examples include mock websites, webisodes, and spinoffs. Jenkins gives many corporate examples, but not many fan-based ones. What does this suggest and is it significant?
7. Performance: Cultural attractors bring communities together, and activators give them something to do. For example, Lady Gaga can be seen as a cultural attractor, specifically in the “Bad Romance” video, and fan videos such as “Badder Romance” and “Lab Romance” are the reactions. In this case, is the video or the means through which the video is distributed (Youtube) the activator?
Jenkins ends the piece with the comment that “the study of transmedia narrative needs to reconnect with the study of commercial industries and fan communities if we are to really understand the dynamic being created by these interventions. And most of them point to new space for creative experimentation.” Is this view too optimistic? Right now, based on the examples given on the reading, there is still a line drawn between the industry content and the fan content. Is it possible for the two to reconcile?